Dr Maurice Hendrix Researcher Link workshop, Brazil, 21 Mar 2017

Slides:



Advertisements
Similar presentations
Chemistry: Idea to Market The Business Skills for Chemists module: a mechanism for actively engaging Industry in curriculum design. Dr Patrick McGowan*,
Advertisements

Addressing Patient Motivation In Virtual Reality Based Neurocognitive Rehabilitation A.S.Panic - M.Sc. Media & Knowledge Engineering Specialization Man.
Other tests.  More than one dependent variable/ outcome ◦ Often variables are related ◦ Need a procedure to estimate simultaneously.
IT-University Copenhagen | Rued Langgardsvej 7 | DK-2300 Kbh. S Next generation serious games based on commercial game technology. Creating a prototype.
Research Methods Steps in Psychological Research Experimental Design
The Effect of Predisposing Factors and Concussion Rate on DIII College Football Players: A Retrospective Study Jon Purvis, Robert Blume, Jenna Chinburg,
Game-Based Learning:A Different Perspective Karl Royle University of Wolverhampton School of Education.
By Anthony W. Hill & Course Technology 1 Product Evaluation Strategies and Support Standards Beisse.
ABSTRACT METHODS RESULTS CONCLUSION Background: Georgia rates the quality of early childcare learning centers using a tiered quality improvement system.
1 of 46 MGMT 6970 PSYCHOMETRICS © 2014, Michael Kalsher Michael J. Kalsher Department of Cognitive Science Inferential Statistics IV: Factorial ANOVA.
T tests comparing two means t tests comparing two means.
Strategic Prevention Framework Overview Paula Feathers, MA.
Flow experiences of children in an interactive social game environment Adviser: Ming-Puu Chen Presenter: Li-Chun Wang Inal, Y. & Cagiltay, K. (2007). Flow.
1 Psych 5500/6500 Standard Deviations, Standard Scores, and Areas Under the Normal Curve Fall, 2008.
Chi-Square test. PRESENTED BY: Dr.Zhian Salah Ramzi Head of community and Family medicine/ sulaimani university.
1 © 2014 | Prof. Dr. Jan Marco Leimeister Universität Kassel | FG Wirtschaftsinformatik Serious Game Development for Educators – A Serious Game Logic.
Howard Schaller PSMFC Annual Meeting September 24, 2013 Comparative Survival Study Outcomes – Experimental Spill Management 1.
CSS Oversight Committee ISAB November 15, 2013 Comparative Survival Study Outcomes – Experimental Spill Management 1.
Video Game Satisfaction with Adaptive Game AI By Aaron Elkin.
Interpersonal Relationships in Group Interaction in CSCW Environments Yang Cao, Golha Sharifi, Yamini Upadrashta, Julita Vassileva University of Saskatchewan,
OUR THOUGHTS CRAFT OUR WORLD: STUDENT PERCEPTIONS AS DRIVERS FOR EDUCATIONAL TECHNOLOGY USE Ruth Nsibirano and Consolata Kabones a.
Choosing a Career – What will you decide to do to make a living?
Welcome! Take a slip of paper for each of the ideas you brought: pedagogy, content and technology tool Place your idea in the appropriate cup.
Research Methods Systematic procedures for planning research, gathering and interpreting data, and reporting research findings.
Coding Connections at the Interface of Algebra I and Physical World Concepts Improving Teacher Quality Grant Program Summer 2016.
The role of “mechanics” in the serious game design process.
COMP 585/585H/185H/ Serious Games
Prediction Games Players compete by making predictions about upcoming event/observation in the real world Predictions are scored after event At TAMU, we.
Learning Mathematics Through Serious Games: An Engagement Framework
A systematic literature review of empirical evidence on computer games and serious games Wakana Ishimaru Leo Liang.
A Conceptual Design of Multi-Agent based Personalized Quiz Game
What do we know from research on:
Effects of Character Voice-over on Players’ Engagement
Designing and Developing Games
Chapter 3 evolution of the Game
[Please include Title]
MRCGP The Clinical Skills Assessment January 2013.
Lesson 24 Creating & Distributing New Media Content.
Organizing Students for Cognitively Complex Tasks
Maths Space Gladys Nzita-Mak.
Level Up your Classroom.
Web-Based Virtual Learning Environments:
NCATE 2000 Unit Standards Overview.
Dystopia game Amjd , Iyad , Haytham.
Myers’ PSYCHOLOGY Intelligence Worth Publishers.
Myers’ PSYCHOLOGY Unit 11 Intelligence Chris Dunn Spalding High School.
EXPLORING PSYCHOLOGY Unit 6 – Part 2 Intelligence Ms. Markham.
Designing a Game Concept
Change Detection in a Virtual Environment
Lesson 24 Creating & Distributing New Media Content.
In Association With Andrew Hicks & Katelyn Doran.
Louise Lawrence Supervisor: Dr Wolfgang Mayer
E-Learning --Game-based Leaning Dr. Yuan Yuan
Difficulty Modes and DDA Flow in Games Difficulty and Reward
Myers EXPLORING PSYCHOLOGY (6th Edition in Modules)
Standard Setting for NGSS
BAI Gender Action Plan 27th April 2018 IFI - Spotlight Stephanie Comey.
--Game-based Learning
Beyond Computational Thinking
Myers’ PSYCHOLOGY (7th Ed)
ROSE ALINDA ALIAS, UNIVERSITI TEKNOLOGI MALAYSIA
Project Research Primary – New Research
Improving Overlap Farrokh Alemi, Ph.D.
Mentoring Novice Science Teachers
Difficulty Modes and DDA Flow in Games Difficulty and Reward
Adviser: Ming-Puu Chen Presenter: Li-Chun Wang
The Game of Estimation point 3 points 2 points
Senior Project 2018, Spring Problem Solution Current System
Meta-analysis, systematic reviews and research syntheses
Think what name would describe or market the game best
Presentation transcript:

Dr Maurice Hendrix Researcher Link workshop, Brazil, 21 Mar 2017 Personalisation in educational games and virtual environments: Difficulty balancing, procedural content generation and VR Dr Maurice Hendrix Researcher Link workshop, Brazil, 21 Mar 2017

Outline Educational games Personalisation VR Open questions

42% of Americans play regularly Average 13 years experience Computer Games Electronic game involving interaction with a computer Large proportion of population plays Large industry for entertainment games 26% 27% 44% 56% 17% 30% AGE of Game Players 26% under 18 years 30% 18-35 years 17% 36-49 years 27% 50+ years GENDER of Game Players 56% male 44% female 42% of Americans play regularly Average gamer is 35 years old Average 13 years experience

Types of Serious Games

Educational Games Games often used as they are seen as engaging Issues: Competing with commercial games Different players (styles, knowledge, gaming abilities) Depending on game design: representation on a screen has limitations for immersion Often scenario based and very limited replayability

VR Adaptation

Personalisation What to adapt in a game? Depends on game design Content Choose from alternative Procedural generation

Personalisation What to adapt to? Learning styles? Controversial  Background knowledge / skills? Many games stand-alone or poorly integrated (don’t know background) Csikszentmihalyi's Flow? Difficulty balancing is a ‘low hanging fruit’

Case study: obesity prevention (pegaso eu project)

6 steps for difficulty balancing Identify what in the game indicates difficulty by examining the gameplay and victory conditions. Identify what of these elements we can influence? If an implementation exists, locate variables in code. Consider whether the game features multiple mechanics and if so, if they are dependant or independent. Decide how variables will be used to calculate difficulty. Decide upon sensible starting values.

6 steps for difficulty balancing Indicators of difficulty zombie mechanic: number killed, score, nights survived Food matching: amount of food, XP, nights survived We can influence: Amount, and speed of zombie enemies faced. Amount of possible matches on boards and size of boards Variables located in code (scripts in Unity 3D engine) Multiple mechanics. Semi-independant Decide how variables will be used to calculate difficulty. Weighted average Decide upon sensible starting values. Empirical with a few volunteers

Evaluation? Also conducted with small platform game Case studies show how steps can be used by developers Participants like adapted versions better But small scale and brief so no meaningful data on learning (yet)

Case study: Kayaking VR rehab Kayak vr rehab learnig

Kayaking VR rehab Need to influence the environment (as with platformer) Conducted using procedural generation Motion sickness can be a problem

Open questions & further directions Game engine plugin (Unity 3D) Is engine independent framework possible? In VR – how does generation of content effect cyber sickness? Can we adapt to a persons susceptibility? Practical way to get background knowledge / skills or dos it need VLE integration?