Examinando por Materia "Video games"
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Ítem Ambientes virtuales inmersivos en 3D con énfasis educativo. Una propuesta para el proceso de creación y nuevas heurísticas en la evaluación(Universidad EAFIT, 2012) Monroy Osorio, Juan Carlos; Trefftz Gómez, HelmuthUna característica de los ambientes virtuales inmersivos es que, con frecuencia, se construyen con múltiples propósitos, entre ellos, para generar nuevas experiencias de navegación, interacción y participación en el usuario -- Pero ¿existe un proceso claro, una forma tangible y concreta de crear estos ambientes, o cada uno se construye empíricamente, sin tener en cuenta aspectos tan fundamentales como la interacción y la exploración? -- En este documento se presenta la importancia de este proceso, los avances que se han realizado alrededor del tema y cómo se contribuye a través de una propuesta de proceso que incluye participación, formas de interacción de usuarios y argumenta sobre la necesidad a futuro de nuevas heurísticas y momentos para la evaluación del mismo -- Además, en la actualidad es posible la evaluación de ambientes inmersivos en 3D a través de heurísticas que han heredado todo su conocimiento de los videojuegos, plataformas sociales, portales y sitios web en general -- Pero ¿son estas heurísticas las mejores para la evaluación de ambientes inmersivos con alto contenido educativo -- A continuación, se plasmarán los resultados obtenidos en la comparación del modelo presentado en 2004 por A. Sutcliffe y B Gault para evaluar mundos virtuales y una nueva propuesta de heurísticas para la evaluación de un ambiente inmersivo en 3D creado en la universidad EAFIT en el marco del proyecto “Hipermediaciones para la creación de ambientes virtuales de aprendizaje a través de mundos virtuales inmersivos (MUVE)”Ítem Colombia in the global videogame industry: more than an emerging industry in more than emerging country(Universidad EAFIT, 2014) Gómez Aristizábal, Juan Camilo; González Pérez, María AlejandraÍtem Construcción y validación de un juego educativo para el aprendizaje del idioma inglés como lengua extranjera(Universidad EAFIT, 2011-11) Vélez Rojas, Oscar AlonsoThis document presents a description and analysis of the process of creating educational games for English foreign Language Learning EFL and contextual learning in children from 9 to 12 years in a iTV platform trough out a setup box. The paper presents the design of a serious educational game called Captain Health, developed for students of different schools institutions that want to learn basic vocabulary and expressions about food, and at the same time become aware of how to eat healthily. Subsequently, the paper discusses the design of the video game from its conception and its pedagogical approach and how this was reflected in the process of designing and programming the game in a iTV platform. Finally, a user experience was conducted in order to validate the pedagogical effect of the game.Ítem Diseño de un juego serio como herramienta de apoyo para el curso de programación de operaciones(Asociación Colombiana de Facultades de Ingeniería (ACOFI), 2013-09-24) Carmona González, Guillermo L.; Trefftz Gómez, Helmuth; Universidad EAFIT. Departamento de Ingeniería de Producción; gcarmona@eafit.edu.co; htrefftz@eafit.edu.co; Gestión de Producción y LogísticaThe difficulty in applying theoretical concepts in real scenarios, little experience, knowledge and deepening low motivation in students, are some of the problems can be observed in some higher education courses -- One cause of this problem is due, in large part, to the traditional teaching-learning process with a heavy emphasis of theory over practice -- On the other side, one can observe a population increasingly habituated to videogames who dedicate large amounts of time to this activity, and besides many do so with motivation -- Video games provide players with risk-free virtual worlds where their decisions have effects with immediate feedback -- This has generated a growing interest in the application of video games with learning objectives and has been called serious games -- The successful application of serious games has been reported in different fields of knowledge, but especially in military areas, social and health -- However, the best of our knowledge, operation scheduling issues no reports of serious games -- The above mentioned reasons explain our interest on the development, and impact evaluation of a video game used as academic tool to motivate the students for the study of operation scheduling while, at the same time, providing a tool in which they can implement theories covered in class -- This paper presents a description of the serious game in its alpha version, the main considerations taken when designing it, general aspects of the development tool and the methodology used for development -- It also presents the results of a pilot of this first version, seeking game improvement and evaluating the students' perceptions about the potential use of games as academic and motivational toolsÍtem Introduction to low-cost motion-tracking for virtual rehabilitation(Springer International Publishing AG, 2014-01-01) Koenig S.; Ardanza A.; Cortes C.; De Mauro A.; Lange B.; Universidad EAFIT. Departamento de Ingeniería Mecánica; Laboratorio CAD/CAM/CAELow-cost motion sensors have seen tremendous increase in popularity in the past few years. Accelerometers, gyroscopes or cameras can be found in most available smart phones and gaming controllers. The Apple® iPhone, Nintendo® Wii™ and the PlayStatio® EyeToy™ are just a few examples where such technology is used to provide a more natural interaction for the user. Depth-sensing cameras by companies such as Microsoft, PrimeSense and Asus can enhance the user experience even further by enabling full-body interaction. This chapter will specifically discuss the use of the Microsoft® Kinect™ depth-sensing camera (Kinect) for rehabilitation of patients with motor disabilities. In addition, examples will be provided of how the Kinect can be used with off-the-shelf computer games or utilized in conjunction with modern game development tools such as the game engine Unity. The examples will outline concepts and required resources in order to enable the reader to use low-cost depth-sensing cameras for rehabilitation. © Springer-Verlag Berlin Heidelberg 2014.Ítem Towards procedural map and character generation for the MOBA Game Genre(Universidad EAFIT, 2015-08-03) Cannizzo, Alejandro; Ramírez, Esmitt; Universidad Central de Venezuela; Universidad Central de Venezuela