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Archive for the ‘Serious Games’ Category

School Uses Video Games To Teach Thinking Skills

June 29th, 2010

videosch1 School Uses Video Games To Teach Thinking Skills

Students at Quest to Learn in New York City huddle around a computer to work on a podcast. At the school, students can design and create podcasts and video games as part of the curriculum.

A novel public school in New York City has taken the video game as its model for how to teach. Students use video games and design them as part of their classes. As Quest to Learn is wrapping up its first year, those behind the program say game-based learning is integral to 21st century literacy. Read more »

Games for Good: Read Our Article In the Cognitive Technology Journal

June 7th, 2010

cogTech Games for Good: Read Our Article In the Cognitive Technology Journal
Matthew Sharritt, President of Situated Research, has an article titled “Designing Game Affordances to Promote Learning and Engagement” appearing in a special issue of the Cognitive Technology Journal. The issue, focusing on “Games for Good”, contains our article (starting on p. 43). Read more »

Ford Ergonomics Lab: Optimized by Gaming Technology

May 27th, 2010

Ford Ford Ergonomics Lab: Optimized by Gaming Technology

When Glenn Harrington donned a motion capture suit complete with more than 40 reflective spheres he wasn’t being turned into the latest video game character, but helping to design car manufacturing jobs that are less physically stressful on workers. Read more »

UPS Thinks Out of the Box on Driver Training

May 20th, 2010

UPS Training UPS Thinks Out of the Box on Driver Training
Vexed that some 30% of driver candidates flunk its traditional training, United Parcel Service Inc. (UPS) is moving beyond the classroom to ready its rookies for the road.

In the place of books and lectures are videogames, a contraption that simulates walking on ice and an obstacle course around an artificial village. Read more »

Immersed in Possibilities: New Mexico Firm’s 3D Multifunction Dome

May 4th, 2010

Dome Immersed in Possibilities: New Mexico Firms 3D Multifunction Dome
IMMERSED IN POSSIBILITIES: Duke City firm thinking beyond military applications for surround-imagery Multifunction Dome technology

It doesn’t take much to imagine the commercial potential for the technology Albuquerque’s Game Production Services developed for a first-of-its-kind training simulator for the U.S. Army.

The company recently announced the completion of the Multifunction Dome, an 18-foot-high, 37-foot-wide platform that employs 84 projectors and ultrasurround sound system to create a 360-degree “immersive environment” for the Army’s Air Defense School at Fort Sill, Okla. Read more »

You Are a Tamagotchi: Turning Your Health Into a Game

March 12th, 2010

tamgotchi2 You Are a Tamagotchi: Turning Your Health Into a Game

In the mid 1990s, a craze swept Japan and crested its way onto American shores: Kids were going crazy for the Tamagotchi, an egg-shaped digital pet. Every few hours, users would press a couple buttons to feed their Tamagotchi, play with it, or clean it up. The game was simple, but intensely rewarding. Users cried when their Tamagotchis got sick or died; they were elated when they were able to raise a healthy, happy pet. More than 70 million have been sold. Read more »

Game Changers: How Videogames Trained a Generation of Athletes

February 23rd, 2010

Gamechanger Game Changers: How Videogames Trained a Generation of Athletes
For years, the sophisticated play of professional teams trickled down to their college and high school counterparts. Recently, that flow has been reversed. Read more »

Technology Changing How We Work, Play, Shop

February 5th, 2010

Virtual saleswoman Technology Changing How We Work, Play, ShopVirtual saleswoman and other technology changing how we work, play, shop

Our avatars are coming. Those mobile and 3-D and interactive technologies being created around us are about to beam us into a new world, filled with workday holograms, avatars and stuff we called magic only a few years ago. Read more »

Using Serious Games to Boost Quality & Productivity at Microsoft

January 12th, 2010

From: Score One for Quality! Using Games to Improve Product Quality
by Joshua Williams and Ross Smith

Abstract:

In this paper we describe how using a game can improve both the quality of a product, but the quality of life of the employees as well. We call this kind of game a “Productivity Game.” Read more »

The Future of Brain-Controlled Devices

January 4th, 2010
MindFlex
Games such as Mindflex use headsets with simple electrodes to monitor levels of concentration and relaxation.

(CNN) — In the shimmering fantasy realm of the hit movie Avatar, a paraplegic Marine leaves his wheelchair behind and finds his feet in a new virtual world thanks to “the link,” a sophisticated chamber that connects his brain to a surrogate alien, via computer. Read more »

Six Wonderful Things About Games

December 28th, 2009

Games are a wonderful medium. Like music, literature, film and theatre, games do a great deal to help make life worth living. In Dorian Gray, Oscar Wilde said, “All art is quite useless.” He said this to illustrate that yes, art has little to no practical value. That does not mean that art is of no benefit to anyone of course! For me, the same argument can be applied to games, as their entertainment value is enough to justify their existence.

Critics of games however are full of concerns about violence, addiction and distractions from what the establishment regards as “more meaningful” pursuits. These being reading, watching films or punching someone in the face in a bar… Read more »

Adidas Turns the Sneaker Into an Augmented Reality Device

December 28th, 2009

Can’t find your Nintendo DS? Try one of the new Adidas sneakers instead.

Adidas has created a virtual 3-D world that can be accessed using an upcoming line of five men’s sneakers in an idea that ties into one of the technology trends of the year: augmented reality.

“The foundation of augmented reality lies in adding a layer to the real world,” says Chris Barbour, head of digital marketing for Adidas Originals. “That’s what we have done. We have taken a real world item and added a fantastic virtual world on top of that”

All users have to do is go to the Adidas site and hold up their sneaker, which has a code embedded in its tongue, in front of their computer webcam. A virtual world then pops out in front of them and they can navigate it using their sneaker as a controller. Read more »

Avatars Can Surreptitiously And Negatively Affect User In Video Games, Virtual Worlds

November 13th, 2009

ScienceDaily (Nov. 11, 2009) — Although often seen as an inconsequential feature of digital technologies, one’s self-representation, or avatar, in a virtual environment can affect the user’s thoughts, according to research by a University of Texas at Austin communication professor. Read more »