SGS 2018 Commitee Organization at Palazzo Riso 1 Gala Conf 2018 - - PDF document

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SGS 2018 Commitee Organization at Palazzo Riso 1 Gala Conf 2018 - - PDF document

INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org SGS 2018 Commitee Organization at Palazzo Riso 1 Gala Conf 2018 Exhibitors


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SGS 2018 Commitee Organization at Palazzo Riso

INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

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Gala Conf 2018 Exhibitors

Contents

Citychallenge of Palermo ............................................................................................................................. 3 Muv-Moblity Urban Values .......................................................................................................................... 4 Book runner ...................................................................................................................................... 5 NarRob .............................................................................................................................................. 6 GameLab ........................................................................................................................................... 7 Blanket heavy nightmares .................................................................................................................. 8 League of lasers ………………………………………………………………………………………………………………………………………9 Lost Earth………………………………………………………………………………………………………………………………………………10 Musicality………………………………………………………………………………………………………………………………………………11 Powersaver Game………………………………………………………………………………………………………………………………….12 Alatin…………………………………………………………………………………………………………………………………………………….13 Svoboda 1945………………………………………………………………………………………………………………………………………..14 Openup Learning……………………………………………………………………………………………………………………………………15 Shadow' s Edge……………………………………………………………………………………………………………………………………..16 uManager………………………………………………………………………………………………………………………………………………17 Xr-Serious Games Toolkit………………………………………………………………………………………………………………………18

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

Citychallenge of Palermo

Pre-event

A treasure hunt organized by the CNR - Institute for Educational Technologies (ITD hosting team and leaded by Manuel Gentile as pre-event in connection to Serious Games Gala Conference 2018. 45 students of local secondary schools scattered with riddles in 4 paths among the streets of the historical centre of Palermo used the mobile game, CityChallenge of Palermo to re-discover and learn more about 9 monuments solving logical and cultural puzzles. The city challenge game is an adaptable geolocated game developed within H2020 Beaconing project by PlayVisit. It can be adapted to every location. and cultural puzzles in order to discover some places of historical interest in the city. The winning team during the award ceremony on Dec. 6

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

Muv-Moblity Urban Values

By Domenico Schillaci, Salvatore Di Dio, Roberto Filippi, Francesco Massa, Angelo Sanfilippo, Pasquale Sacco

PUSH – Design Lab for Social and Urban Innovation

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MUV turns mobility into a sport. After downloading the app, users can track their sustainable travels (on foot, by bike, by public transport) and get points with which they can challenge their neighbours, rise in rankings and be rewarded with trophies and real gifts. MUV makes local stakeholders cooperate with the aim of being better citizens in happier cities. Data collected by MUV are shared as Open Data and valorised by active communities, city planners and local stakeholders co-design more effective urban policies. MUV touchpoints and processes have been co-designed with local communities. During the demo session at Gala Conference most of the participants were interested and appreciated the graphic design and the user experience. Being a travel-based app, it wasn't easy to get it fully tested. However, most of the feedback was positive.

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

Book Runner

By Samantha Clarke, Darren Flynn, Becky Collins

Disruptive Media Learning Lab – Coventry University- UK

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Book Runner is a RPG style digital game realized to teach University students about Library basics. The game blends strong story telling and RPG elements with learning

  • bjectives that students are taught in more traditional chalk and talk

lectures. The game can be viewed online at: http://libinfo.coventry.ac.uk/Induction/Lib/WWW/

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

NarRob

By Agnese Augello, Ignazio Infantino, Umberto Maniscalco, Giovanni Pilato, Giampiero Rizzo, Pietro Storniolo, FilippoVella

ICAR-CNR- Italy

NarRob is a social robot that can actively support teachers in storytelling

  • activities. It is able to analyse the content of a story and associate meaningful

gestures and expressions to the textual content.NarRobexploits both a chatbot module that allows it to conversewith users during the storytelling activity and a text mining module to extract some important concepts that can be emphasized by using non-verbal, communicative signs, such as gestures or emotional expressions. The robot is endowed with a repository of stories, together with some basilar knowledge about them and with a repository of gestures..

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

GameLab

By Koskinen A.

Tampere University of Technology- Finland

GameLab is a free math game service targeted for comprehensive

  • schools. It aims to support classroom practices by providing

scientifically tested high quality math games and learning analytics for teachers. Most of the currently available content focus on rational numbers. The games are based on number lines and include various scaffolding features that aims to enhance learning and engagement. The learning analytics are designed to improve classroom pedagogy by helping teachers to assess students’ competencies and to reveal

  • misconceptions. Academy of Finland has supported the development
  • f the GameLab service and deliver high-impact digital math games

for schools. Create an account and take your game-based math teaching to the next

  • level. All our games are founded on latest research results. Assign

games for your class and follow how your students' skills improve.

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

Blanket heavy with nightmares

By Kyosti Koshela , Artist Suvi Solkio, Kajaani University of Applied Sciences (KAMK), Finland Blanket heavy with nightmares is an art installation originally created by Finnish artist Suvi Solkio and is presented at Kajaani Art Museum. In ESF- funded project “From Stories to Games” KAMK development team Clever Simulation Entertainment has turned this art piece into emotional and immersive Virtual Reality experience. Game contains introduction of the actual art installation created with photogrammetry and five different nightmare sequences for the players to

  • experience. The nightmares visualized in the project were designed in

cooperation with both the artist and Kajaani Art Museum. The whole development team helped design the main visual outlook for all the nightmare

  • scenes. Individual nightmares were then developed as different levels in the

game and gaze controlled game play mechanics, 3D-models, animations, environmental sounds and other features were developed based on the needs

  • f the nightmare.

The main aim of the Blanket Heavy with Nightmares was to

  • develop new innovative methods for presenting contemporary art
  • see what kind of emotional responses you can provoke in the players.

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

League of Lasers

By J. Vermeer, S. Alaka, D.J.M. De Bruin, N.A.Miedema, Dr.Ir. A.R.Bidarra,

  • Dr. S.G.Lukosch

Tudelft University- Netherlands

League of Lasers is a motion-based game where two teams compete in a mix between football and Pong. Points are scored by guiding a laser pulse towards the opponent’s goal. Using their whole body, players control a virtual ‘mirror’ that reflects the laser pulse. League of Lasers utilizes the augmented reality capabilities of the Microsoft HoloLens to create a unique sport like experience that is fully immersive and physically engaging, creating a synergy between video games and sports. The game was designed to bring people together and have them socialise in a novel and approachable manner. By creating a competitive team-based experience, players are stimulated to cooperate and interact with each other. League of Lasers also immerses the audience, by means of a spectator view, creating an experience akin to watching your favourite sport. Not only are players engaged and stimulated to interact, so is the audience. The authors really enjoyed seeing everyone running around and having fun playing League of Lasers during the demonstrations

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

Lost Earth

2nd place at GaLA 2018 Awards, SG Business category

By Daniel Atorf, Ehm Kannegieser

Fraunhofer IOSB

In Lost Earth 2307 players liberate the galaxy from an evil cult by accomplishing reconnaissance missions, which is to analyze aerial or satellite images, to annotate them and to report. It’s a story driven 4X strategy game where the mission results closely correlate with the further story progress and the amount of available resources. See below the video’s game link: https://www.iosb.fraunhofer.de/servlet/is/58015/

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

Musicality

By Nouri Khalass, Georgia Zarnomitrou, Kazi Injamamul Haque, Salim Salmi, Simon Maulini, Tanja Linkermann, Nestor Z. Salamon, J. Timothy Balint And Rafael Bidarra

Delft University of Technology- Netherlands

Musicality is the concept that refers to a person's ability to perceive and reproduce music. Due to its complexity, it can be best defined by different aspects of music like pitch, harmony, etc. Scientists believe that musicality is not an inherent trait possessed only by musicians but something anyone can nurture and train in themselves. Musicality is a game that enables you to test and train your musical

  • perception. Through fun and interactive mini-games you are able to improve

your musical ability! The game focuses on three of the most basic aspects of musicality: instrument recognition, tempo and tone. For each aspect we created different mini-games in order to make training a varied and attractive activity. The authors found amazing the interaction had with everybody at the demo session t! People were open and interested in looking at their ideas and provided them with meaningful feedback.

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

Powersaver Game

By Jan Dirk L. Fijnheer,, Herre van Oostendorp and Remco C. Veltkamp

  • Dept. (Information & Computing Sciences, Utrecht University,NL ) and

J.D.L.Fijnheer, H.vanoostendorp, R.C.Veltkamp

Inholland University of Applied Science (Diemen) and Information & Computing Sciences University (Utrecht) - Netherlands

A family, avatars of the players, arrives at a dilapidated country house where a professor had caused a failed experiment. The family enters the main hall

  • f the house that contains several doors. In every mission session the family

is asked to enter a preselected room. Before the door opens a quiz has to be

  • played. When the family enters the room a character in the form of a device

that is in a confused state is shown. The family has to accomplish missions, which contain energy conservation knowledge, to help the device to return to a normal state. All missions (e.g. washing clothes on low temperatures) take place in the real world. The total period of playing the game is at least 5

  • weeks. It takes approximately 2 days to complete a mission. The game has 13

missions, 8 quizzes and an end-battle/scene. The end condition is reached when all devices and the professor are brought out of their confused state. The player is getting feedback on energy use and savings during playing, which is based on average energy consumption in the 21 days before the intervention

  • started. A household is in competition with 7 virtual households.

The aim is to contribute to the stimulation of individual sustainable behaviour by studying how gamification can be a positive incentive for people to change their behaviour regarding energy use at home. It also aims to study whether transfer from game play to real life behaviour has a long-term character.

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

Alatin

By Adriano Allora

Maieutical Labs Srl - Italy

Alatin is a quiz based game designed to teach/learn Latin grammar: we split all the course in levels and missions to accomplish in the right order (but a teacher could assign specific target in the order he/she prefers). The player reaches the goals and acquire Experience Points, now we are developing a badge section. There are several types of tasks: open answers, pairing, fill the blanks. Going for demo in classrooms, the greatest pleasure is seeing the students working with Alatin! When the bell rings they can’t stop to play that damn game! ^___^

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

Svoboda 1945

By Vít Šisler, Lukáš Kolek

Charles University and Czech Academy of Sciences

Svoboda 1945 is a narrative adventure game on contemporary history. It tells the story of the Czech borderlands in the tumultuous aftermath of the World War II. Through interviews with eyewitnesses, interactive graphic novel and atmospheric mini-games players experience the post-war years from different,

  • ftentimes contradictory perspectives. The game is based on comprehensive

historical research.

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

Openup Learning

By Dicheva D. Irwin K, Dichev C

Winston-Salem State University, NC, USA

OneUp Learning is an educational gamification platform aimed at facilitating the gamification of academic courses/learning activities and fostering experimental research on gamifying learning. It enables instructors to define course activities and create exercise problems for practicing and self- assessment, as well as exams or quizzes for testing particular skills. The platform enables gamifying these practice activities. It is highly configurable and supports tailoring gamification features to meet the vision

  • f the instructor. The gamification related configuration includes the choice
  • f the game elements to be used along with specification of gaming rules for
  • them. The system currently supports the following game elements: points

(challenge points, skill points, and activity points), progress bar, virtual currency, badges, leader board, skill board, learning dashboard, and avatars. The gaming rules define the conditions upon which certain game elements are awarded.

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

Shadow’s Edge

By Kevyn Eva Norton

Resonance House Publishing / The Digging Deep Project / Little Chicken Gaming Company)

Shadow’s Edge is a free mobile game for teens and young adults that empower players to discover their personal story and to find courage to express them authentically as they live with significant health challenges. Teens are engaged through their medium-a mobile game-to come to terms with their experience. It brings together technology and psychology to support teens through the journey of their illness and empowers them to take charge of their emotional health. Using the metaphor of reviving a city struck by a storm, players are guided through a process of self-inquiry and expression within an urban gaming environment. By responding to writing prompts and covering their city in graffiti, players uncover their personal story and build their emotional resilience to tackle the challenges they face. It was created by Little Chicken Gaming Company in association with Resonance House, LLC, and a wholly owned subsidiary of Community Foundation SiliconValley. It is not easy for teens to talk about the dark and scary side of illness. Shadow’s Edge challenges teen patients to tap into the healing power of self-expression. On iPhone, browse for Shadow’s Edge in the App Store to download. https://itunes.apple.com/ch/app/shadows-edge/id1294308300?mt=8 On Android phone, browse for Shadow’s Edge in the Google Play Store to download.https://play.google.com/store/apps/details?id=com.shadow sedge.diggingdeep&hl=en

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

uManager

Winner of the SGS 2018 GaLA Comp (Academy Category) By Manuel Gentile, Giuseppe Città, Salvatore Perna, Alessandro Signa, Valentina Dal Grande, Simona Ottaviano, Dario La Guardia, Mario Allegra

Institute for Educational Technology - National Research Council of Italy

uManager is a PC-playable serious game designed to foster the entrepreneurial mind-set in young students. In the game, players are given the task to build and manage a touristic resort in order to best fit the needs of a given market target. Therefore, players need to find the right services (amongst a wide choice) to offer to their customers at the right price, and need to hire and manage employees in order to make those services functional. Numerous analysis tools, such as graphs and reports, are available to the players to assist them in the comprehension

  • f the customer response.

According to Umanager CNR team, the reward raised confirms that “a work conceived and developed by people belonging to different fields of knowledge can achieve excellent results and motivates us, as a team, to deepen and improve our game in being an effective research instrument and a powerful learning tool. The official recognition of the hard work done for the realization of the uManager Serious Game represents a stimulus for our future work”

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INTERNATIONAL CONFERENCE DEDICATED TO THE SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo https://conf.seriousgamessociety.org

XR-Serious Games Toolkit

By Telmo Zarraonandia, Paloma Díaz, Andrés Santos, Álvaro Montero and Ignacio Aedo

Department of Computer Science, Universidad Carlos III de Madrid

It will need to connect a router to set up network to allow the communication between a tabletop (used to play the game in the virtual world) and some arduinos (used to play the game in the real world).Due to its size is not included the executable of the toolkit. The demo can be installed in your laptop, tabletop, and router. This toolkit aims at facilitating the design and implementation

  • f serious games played in cross-reality environments. This type of systems

interconnects a physical space with a virtual world. Its use as a platform for serious games will open the door to the design of collaborative learning experiences based on games played simultaneously by real and virtual

  • players. However, due the wide range of technologies they require to

integrate, their implementation could be complex and expensive. The toolkit aims at lowering the cost of building cross-reality serious games, so that the

  • pportunities that this type of artefacts might offer in educational contexts can

be more easily explored.

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