Visible to the public Biblio

Filters: Keyword is serious games (computing)  [Clear All Filters]
2020-11-04
Švábenský, V., Vykopal, J..  2018.  Gathering Insights from Teenagers’ Hacking Experience with Authentic Cybersecurity Tools. 2018 IEEE Frontiers in Education Conference (FIE). :1—4.

This Work-In-Progress Paper for the Innovative Practice Category presents a novel experiment in active learning of cybersecurity. We introduced a new workshop on hacking for an existing science-popularizing program at our university. The workshop participants, 28 teenagers, played a cybersecurity game designed for training undergraduates and professionals in penetration testing. Unlike in learning environments that are simplified for young learners, the game features a realistic virtual network infrastructure. This allows exploring security tools in an authentic scenario, which is complemented by a background story. Our research aim is to examine how young players approach using cybersecurity tools by interacting with the professional game. A preliminary analysis of the game session showed several challenges that the workshop participants faced. Nevertheless, they reported learning about security tools and exploits, and 61% of them reported wanting to learn more about cybersecurity after the workshop. Our results support the notion that young learners should be allowed more hands-on experience with security topics, both in formal education and informal extracurricular events.

2020-07-30
Zapirain, Esteban Aitor, Maris Massa, Stella.  2018.  Intellectual Property Management in Serious Games. 2018 IEEE Biennial Congress of Argentina (ARGENCON). :1—5.
The aim of this work is to perform an analysis on Technology Transfer strategies for the development of Serious Games at Public National Universities. The results can be extrapolated to other research topics and institutions. First of all, the University role as a producer of knowledge is studied, and possible scenarios for Technology Transfer to third-parties are considered. Moreover, the actors involved in the research and development processes and their corresponding Intellectual Property rights on the Research Results are identified and analysed. Finally, an Intellectual Property Rights protection analysis is undertaken to the different components of a Serious Game type of product, through the modalities of invention patents, utility models, industrial models and designs, brands and author rights. The work concludes that public universities are best fitted as knowledge factories, and the most promising scenario in Technology Transfer is that universities manage their Intellectual Property Rights and licence them to third-party institutions to handle commercialization, while keeping favorable conditions to finance subsequent research and ensuring that products derived from Research Results will be reachable by the society.
2020-06-04
Cao, Lizhou, Peng, Chao, Hansberger, Jeffery T..  2019.  A Large Curved Display System in Virtual Reality for Immersive Data Interaction. 2019 IEEE Games, Entertainment, Media Conference (GEM). :1—4.

This work presents the design and implementation of a large curved display system in a virtual reality (VR) environment that supports visualization of 2D datasets (e.g., images, buttons and text). By using this system, users are allowed to interact with data in front of a wide field of view and gain a high level of perceived immersion. We exhibit two use cases of this system, including (1) a virtual image wall as the display component of a 3D user interface, and (2) an inventory interface for a VR-based educational game. The use cases demonstrate capability and flexibility of curved displays in supporting varied purposes of data interaction within virtual environments.

2020-02-10
Zojaji, Sahba, Peters, Christopher.  2019.  Towards Virtual Agents for Supporting Appropriate Small Group Behaviors in Educational Contexts. 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). :1–2.
Verbal and non-verbal behaviors that we use in order to effectively communicate with other people are vital for our success in our daily lives. Despite the importance of social skills, creating standardized methods for training them and supporting their training is challenging. Information and Communications Technology (ICT) may have a good potential to support social and emotional learning (SEL) through virtual social demonstration games. This paper presents initial work involving the design of a pedagogical scenario to facilitate teaching of socially appropriate and inappropriate behaviors when entering and standing in a small group of people, a common occurrence in collaborative social situations. This is achieved through the use of virtual characters and, initially, virtual reality (VR) environments for supporting situated learning in multiple contexts. We describe work done thus far on the demonstrator scenario and anticipated potentials, pitfalls and challenges involved in the approach.