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دسته بندی: آموزشی ویرایش: نویسندگان: Yiyu Cai. Qi Cao سری: Gaming Media and Social Effects ISBN (شابک) : 9813369418, 9789813369412 ناشر: Springer سال نشر: 2021 تعداد صفحات: 220 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 12 مگابایت
در صورت تبدیل فایل کتاب When VR Serious Games Meet Special Needs Education: Research, Development and Their Applications به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب وقتی بازیهای جدی VR نیازهای ویژه را برآورده میکنند: تحقیق، توسعه و کاربردهای آنها نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
این کتاب تحقیق و توسعه منتخب را در مورد کاربردهای واقعیت مجازی (VR) و بازیهای جدی (SG) ارائه میکند تا به کودکان مبتلا به اختلال طیف اوتیسم (ASD) در یادگیری مهارتهای مختلف کمک کند. کودکان مبتلا به ASD به دلیل محدودیتهای شناختی و رفتاری، برای یادگیری مهارتهای یادگیری، زندگی و کار با چالشهایی مواجه هستند. نویسندگان و تیم های تحقیقاتی آنها در این کتاب تجربه تحقیقاتی چندین ساله در توسعه فناوری VR و SG نوآورانه و تعاملی برای آموزش با نیازهای ویژه دارند. به طور خاص، چندین بازی جدی VR برای آموزش مهارت های یادگیری، مهارت های زندگی و مهارت های شغلی به کودکان مبتلا به ASD طراحی شده اند. چنین بازی هایی اغلب بر اساس نیازهای آموزش ویژه توسعه یافته و توسط مدارس با نیازهای ویژه در سنگاپور استفاده می شود. این کتاب منبع مفیدی برای دانشآموزان، محققان و طراحان مطالب آموزشی است که میخواهند از VR و SG برای کودکان مبتلا به ASD استفاده کنند.
This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working, due to their cognitive and behavioral limitations. The authors and their research teams of this book have many years’ research experience developing innovative and interactive VR and SG technology for the special needs education. More specifically, several VR serious games are designed to train children with ASD on learning skill, life skill, and job skill. Such games are often developed based on the needs of special education and used by special needs schools in Singapore. This book is a useful resource for students, scholars, and designers of learning material who want to embrace VR and SG for children with ASD.
Foreword References Contents Introduction References Learning to Take a Shower Through VR Serious Gaming 1 Introduction 1.1 Autism Spectrum Disorder and Teaching Aids 1.2 Virtual Reality and Hygiene Education 1.3 Scope and Objectives of This Research 1.4 Organizations of the Chapter 2 Design of the Serious Game 2.1 Interactive Control of the Serious Game 2.2 Steps of Taking a Shower in the Game Scripts 2.3 Visual Instructions in the Serious Game 2.4 Visual Feedback 2.5 Audial Instructions 2.6 Audial Feedback 2.7 Various Difficulty Levels 3 Implementation of the Serious Game 3.1 Introduction to the Microsoft Kinect 3.2 Introduction to Unity3D 4 Game Design 4.1 Game Story 4.2 Demo Mode 4.3 Actual Game Mode 5 Experiment 5.1 Experiment Configurations 5.2 Experiment Execution 5.3 Experiment Results 6 Conclusions and Future Improvement References Design of a Virtual Home for Special Needs Children to Learn Life Skills 1 Introduction 1.1 Background 1.2 Objectives 1.3 Scopes of This Research Work 1.4 Organisations of the Chapter 2 Design Tools and Software 2.1 Leap Motion Sensor 2.2 Unity3D 2.3 Autodesk Maya 3 Game Flow—Ideation 3.1 Steps of Game Script 3.2 Visual Instruction 3.3 Visual Feedback 3.4 Audial Instruction 3.5 Audial Feedback 4 Game Design—Virtual Home 4.1 Bedroom 4.2 Toilet 4.3 Kitchen 4.4 Living Room 5 Serious Game Development Using Unity3D 5.1 Game Scripting 5.2 Leap Motion SDK 5.3 Collider 5.4 Graphical User Interface 5.5 Sound 6 Game Interaction Using Leap Motion Sensor 6.1 Scene Selection Menu 6.2 Game Scene 1—Waking up in the Morning 6.3 Game Scene 2—Brushing of Teeth 6.4 Game Scene 3—Making of Milo Drink 7 Experiment and Evaluations 7.1 Experiment Setup and Procedure 7.2 Experiment Execution 7.3 Results and Analysis 8 Conclusions 8.1 Contributions 8.2 Limitations and Future Improvements References Learning to Cross Roads Through VR Playing 1 Introduction 1.1 Background 1.2 Scope and Objectives 1.3 Organization of the Chapter 2 Game Design and Development 2.1 Concept of the Road Crossing 2.2 Modeling of the Traffic Junction Scene 2.3 Animation of Character Body Movement 2.4 Programming in Unity3D 2.5 FAAST Mapping 3 Game Demonstration 4 Conclusions and Future Improvement References Virtual Pink Dolphins and Lagoon 1 Introduction 1.1 Background 1.2 Objectives and Scopes 1.3 Organizations of the Chapter 2 Design Software Tools Used in This Work 2.1 Autodesk 3ds MAX 2.2 Adobe Photoshop 2.3 Zbrush 3 Design Details of 3D Modeling 3.1 Design of Virtual Pink Dolphin Models 3.2 Design of Virtual Lagoon Models 3.3 Other Virtual Objects in the Game 4 Animation of Dolphins 4.1 Dolphin Skeleton Creation 4.2 Path Control 4.3 Making Dummy of Dolphins 4.4 Curve Editor 5 Conclusions References Serious Game Design for Virtual Dolphin-Assisted Learning 1 Introduction 1.1 Background 1.2 Objectives of This Chapter 1.3 Scopes 1.4 Organizations of the Chapter 2 Operations of Virtual Pink Dolphin Serious Game 2.1 Equipment in 3D Immersive Room 2.2 Two Modes in Virtual Pink Dolphin Serious Game 3 Experiment Setup 3.1 Experiment Purpose 3.2 Experiment Procedure 4 Experiment Outcomes and Discussions 4.1 Feedbacks of Experiment Devices 4.2 Feedback on Game Play 4.3 Discussions on Experiment 4.4 Limitations 5 Conclusions References Evaluation of Serious Games for Special Needs Education 1 Introduction 1.1 Background 1.2 Objectives and Scopes 1.3 Organizations of the Chapter 2 Virtual Pink Dolphin Serious Game 2.1 A VR Learning Environment 2.2 The Gesture-Based Gameplay 3 Experiment and Evaluation Method 3.1 Experiment Participants 3.2 Experiment Design 3.3 Statistical Evaluation Method 4 Experiment Results and Analysis 4.1 Data Collection 4.2 Data Analysis 4.3 Survey 5 Conclusions and Recommendations 5.1 Contributions 5.2 Recommendations References Game-Assisted Vocational Training 1 Introduction 1.1 Background 1.2 Objectives and Scopes 1.3 Organizations of the Chapter 2 Ideation and Design Methodology 2.1 Planning Phase 2.2 Tools for Game Development 2.3 Flow of Game Design 3 Design of the Serious Game 3.1 3D Modelling 3.2 Game Scene Design 4 Experiment and Discussions 4.1 Experiment Setup 4.2 Experiment Procedure 4.3 Experiment Results 5 Conclusions References Design of a Home Bag-Packing Serious Game for Children with ASD 1 Introduction 1.1 Background 1.2 Objectives and Scopes 1.3 Organizations of the Chapter 2 Methodology of Design 2.1 Ideations of Proposed Serious Game 2.2 Software Tools Used 3 Design of Home Bag-Packing Serious Game 3.1 Game Overview 3.2 3D Models 3.3 Parental Component 3.4 Scaling of Display Resolution 3.5 Augmented Reality 3.6 Objects Spawning 3.7 Limitations 4 Conclusions References iPad Serious Game to Aid Children with Special Needs in Emotion Learning 1 Introduction 1.1 Background 1.2 Objectives 1.3 Scopes 1.4 Organizations of the Chapter 2 Tools for the Game Development 2.1 Hardware 2.2 Software Tools 3 Design of Mood Ninja Game 3.1 Game Flow 3.2 Game Implementation 3.3 Audio Enhancements 4 Experiment 4.1 Experiment Procedures 4.2 Experimental Results and Discussion 4.3 Feedbacks of Experiment 5 Conclusions 5.1 Contributions 5.2 Recommendations 5.3 Future Developments References Design of a VR Supermarket Serious Game 1 Introduction 1.1 Background 1.2 Objectives and Scopes 1.3 Organisations of the Chapter 2 Concept of Virtual Supermarket Serious Game 2.1 Conceptualisation of Virtual Supermarket 2.2 Research on Supermarkets in Singapore 3 Objects Modelling of This Serious Game 3.1 Modelling of the Serious Game 3.2 Product Model Methodology 3.3 Virtual Supermarket Layout and Terrain 4 Design of Supermarket Serious Game 4.1 Process of Game Design 4.2 Game Implementation 5 Experiment of Virtual Supermarket Serious Game 5.1 Experiment Objectives 5.2 Experiment Procedures 5.3 Experiment Results and Discussions 6 Conclusions References Afterword References Index