2010 International Conference on Cyberworlds 2010
DOI: 10.1109/cw.2010.60
|View full text |Cite
|
Sign up to set email alerts
|

Bridging the Gap Between Didactical Requirements and Technological Challenges in Serious Game Design

Abstract: Game based training has gained a lively interest within the industry. We present a interdisciplinary work on the application of computer game principles and techniques within an automation industry training scenario. A data flow based component architecture forms the technical foundation of our system and enables us to exploit the capabilities of available middleware components like game-or physics engines. An interactive simulation of a real automation plant is built by the combination of state-based and phys… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
4
0

Year Published

2011
2011
2012
2012

Publication Types

Select...
3
1

Relationship

1
3

Authors

Journals

citations
Cited by 4 publications
(4 citation statements)
references
References 6 publications
0
4
0
Order By: Relevance
“…Rilling et al [22] presented an interdisciplinary work on the application of computer game principles and techniques within an automation industry training scenario.…”
Section: Related Workmentioning
confidence: 99%
“…Rilling et al [22] presented an interdisciplinary work on the application of computer game principles and techniques within an automation industry training scenario.…”
Section: Related Workmentioning
confidence: 99%
“…In the literature, this challenge has been highlighted by researchers within the serious gaming community (e.g. Westra et al [2008Westra et al [ , 2010, Rilling et al [2010]). These studies recommend that a balance must be struck between believability and clarity to prevent uncontrolled adaptation that could rapidly result in the generation of "disturbed storylines".…”
Section: Communicated and Observed Needsmentioning
confidence: 99%
“…Serious games are used for pedagogical and learning purposes and are based on the capabilities of learners, the game educational content is presented to garners and the learning outcomes achieved [Yusoff et al 2009, Rilling et al 2010]. Examples of their industry applications include instructional programs, corporate training, life cycle assessment, and so on [Michael and Chen 2006, Raybourn 2007, Hulpu� et al 2010, Duin and Thoben 2011, Riedel and Hauge 2011.…”
Section: Introductionmentioning
confidence: 99%
“…From a didactical point of view, it is desirable to have a lifelike and realistic virtual counterpart of the teaching content (Rilling et al, 2010), which implies, in the case of the automation industry, having a system which simulates and visualizes the dynamic behavior of an automation plant in real time. Besides the simulation aspect, interaction is the second requirement arising from the scenario.…”
Section: Introductionmentioning
confidence: 99%