Central to many immersive virtual learning environments (iVLEs) are virtual humans, or characters that are digital representations, which can serve as virtual instructors to facilitate learning. Current technology is ...
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ISBN:
(数字)9798350374537
ISBN:
(纸本)9798350374544
Central to many immersive virtual learning environments (iVLEs) are virtual humans, or characters that are digital representations, which can serve as virtual instructors to facilitate learning. Current technology is allowing the production of photo-realistic (high fidelity/highly realistic) avatars, whether using traditional approaches relying on 3D modeling, or modern tools leveraging generative AI and virtual character creation tools. However, fidelity (i.e., level of realism) is complex as it can be analyzed from various points of view referring to its structure, function, interactivity, and behavior among others. Given its relevance, fidelity can influence various aspects of iVLEs including engagement and ultimately learning outcomes. In this work-in-progress paper, we propose a study that will examine the effect of structural and functional fidelity of a virtual human assistant on engagement within a virtual simulation designed to teach the cognitive aspects (e.g., the steps of a procedure) of the heart auscultation procedure.
Foodbot Factory is a serious game for nutrition education geared to children in grades 4-6. Foodbot Factory was developed by an interdisciplinary team of university researchers and students spanning various expertise ...
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Today, Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) technologies are becoming fundamental across a wide variety of application domains. All these technologies fall under the Extended Reality (X...
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Foodbot Factory is a serious game for nutrition education geared to children in grades 4–6. Foodbot Factory was developed by an interdisciplinary team of university researchers and students spanning various expertise...
Foodbot Factory is a serious game for nutrition education geared to children in grades 4–6. Foodbot Factory was developed by an interdisciplinary team of university researchers and students spanning various expertise including Computer Sci-ence/gamedevelopment, Health Sciences/Nutrition, and Education, with limited funding leading to various challenges through-out the development process. We believe that our development experience will be of use to other serious game developers. In this paper, we provide recommendations to researchers, designers, and developers of serious games (including students), particularly those with limited resources, common in university research labs where the majority of serious games design and development takes place.
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