2012
Authors
Oliveira, V; Coelho, A; Guimaraes, R; Rebelo, C;
Publication
4TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES'12)
Abstract
Serious games have been used with success for training field operatives in tasks where there is a danger of injury or life threatening situations. This paper presents the development of a serious game aimed at the areas of security and safety supporting the training of specialists through supervised situational scenarios. The training plans involve security against third parties, focusing on social level security, and also safety actions on events such as floods and fires. The game provides a 3D virtual environment of the real location/facility to be secured and a multiplayer platform to allow collaborative training and supervising. (C) 2012 The Authors. Published by Elsevier B. V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012
2012
Authors
Silva, PB; Coelho, A; Rossetti, RJF;
Publication
2012 IEEE 21ST INTERNATIONAL WORKSHOP ON ENABLING TECHNOLOGIES: INFRASTRUCTURE FOR COLLABORATIVE ENTERPRISES (WETICE)
Abstract
Digital maps are very commonly used in the analysis, administration and representation of urban spaces. Despite the degree of information they can provide, they still pose some difficultives in decision making due to the three-dimensional nature of such ever-changing settings. This paper presents a collaborative solution for large virtual environment recreation aimed at urban landscape simulation. By providing an extensive interactive three-dimensional virtualization of a real-world city, multiple users may contribute with additional data, to either improve the model fidelity or to preview the impact of certain urban changes. This is achieved by employing procedural modeling methods to generate a basic three-dimensional city model from real-world data and a set of parameters, which can later be refined through human intervention. A multi-user simulation platform has been conceived, allowing the collaborative management of the model data, as well as the simulation of possible urban landscape changes, introducing therefore more advanced analysis and representation features to study and discuss the impact of certain decisions on the urban landscape.
2012
Authors
Jacob, J; da Silva, H; Coelho, A; Rodrigues, R;
Publication
4TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES'12)
Abstract
Location-based games have become more popular thanks to the growth of mobile device's technology. This paper presents a framework for the development of location-based augmented reality games and wARms, an augmented-reality location-based mobile game prototype based on said framework that uses the player's real position and orientation in order to play against others. The game shows how modern mobile device's sensors can be used for providing new and unusual gaming experiences. (C) 2012 The Authors. Published by Elsevier B. V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012
2012
Authors
Jacob, J; Rossetti, RJF; Coelho, A; Rodrigues, R;
Publication
24TH EUROPEAN MODELING AND SIMULATION SYMPOSIUM (EMSS 2012)
Abstract
Sports simulation can help to assess the performance of strategies and players in a sand-boxed environment. Ultimately it can lead to improved real-life performance of actual teams if it is able to provide useful information to the team coach or manager. Many tools are now available for many different sports, most notably Soccer Server Simulator, a soccer simulator, that has already attracted many researchers from the artificial intelligence community into developing intelligent agents (soccer players) for them to form teams to play against each other in simulated matches. This paper presents a methodology for developing agents for testing and further developing the Handball Sport Simulator, which is based on the Soccer Server Simulator. The main contribution of this work is to provide a basic, expandable, agent architecture, specifically capable of playing at a Handball Sport Simulator server, while at the same time testing what features and sport's rules of the Handball Sport Simulator have been implemented correctly.
2012
Authors
Mendes, L; Dores, AR; Rego, PA; Moreira, PM; Barbosa, F; Reis, LP; Viana, J; Coelho, A; Sousa, A;
Publication
SISTEMAS Y TECNOLOGIAS DE INFORMACION, VOLS 1 AND 2
Abstract
The main objective of this work is to describe the Virtual Center for the Rehabilitation of Road Accident Victims - VICERAVI and the serious games it includes for the purpose of neuropsychological rehabilitation. The validation of the VICERAVI as a rehabilitation system involves 30 participants of both sexes, with brain injury due to road accidents. The applicability and the benefits of virtual worlds for a holistic neuropsychological rehabilitation will be tested using virtual reality (OpenSimulator) to simulate tasks of everyday life,,enabling participants to perform cognitive and social skills training through their avatars. The progresses of this group will se compared with a group of conventional neuropsychological rehabilitation. The main innovation of the work is the possibility if administering neuropsychological rehabilitation at distance, via ecological virtual environments. Moreover, the paper discusses also relevant criteria and issues in respect to the use of serious games, simulation and virtual environments in rehabilitation.
2012
Authors
Dores, AR; Miranda, MJ; Carvalho, IP; Mendes, L; Barbosa, F; Coelho, A; de Sousa, L; Caldas, AC;
Publication
INFORMATION SYSTEMS AND TECHNOLOGIES
Abstract
Acquired Brain Injury (ABI) is one of the leading causes of individuals' reduced participation in various contexts of life, compromising autonomous functioning and performance in complex activities. Neurocognitive rehabilitation, carried out by transdisciplinary teams, is part of the intervention after the acute phase, aiming patients' maximum functionality and quality of life. Serious games and virtual reality begin to provide innovative solutions in this area. In this study, a prototype platform for the rehabilitation of executive functioning and other related cognitive functions is presented: the Virtual City. Part of a larger project, it consists of urban virtual environments that simulate real-life scenarios and activities. Tests will be performed to validate it as a tool for the rehabilitation of ABI.
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