Entertainment and Game Computing

A special issue of Electronics (ISSN 2079-9292). This special issue belongs to the section "Computer Science & Engineering".

Deadline for manuscript submissions: closed (28 February 2021) | Viewed by 5392

Special Issue Editor


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Guest Editor
Department of Computer Science and Engineering, Incheon National University, Incheon 22012, Republic of Korea
Interests: computer game engineering; augmented reality; entertainment computing; computer vision; visual information processing
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Rapid advances in entertainment and game computing over the past decade have revolutionized our daily lives, making our them more fun. The scope of the research field ‘entertainment and game computing’ is quite broad, and includes many types of computer games, software for digital entertainment, architectures and methodologies for entertainment applications, computer game and software technologies for entertainment, interactive entertainment, and technologies and applications in the emerging areas of augmented reality, mixed reality, and virtual reality. 

Recent significant progress in positional tracking technology and the increased availability of various sensing devices accelerates the development of new genres in interactive entertainment applications. Augmented reality games attempt to integrate the players’ real environment into the virtual game environment. In gaming, depth-sensing cameras are already a common 3D interaction interface. They capture the real world around the user in 3D, and provide depth maps in real time. Nowadays, spherical cameras are also widely available and spherical panoramic videos are becoming popular. A single camera gives full field-of-view images which allow interactive entertainment systems to provide a more immersive experience when performing spatial tasks. 

Due to the appearance of immersive interfaces such as gesture-based controllers, and new visual sensing interfaces such as spherical cameras or 3D depth cameras, new technologies and applications in games and interactive entertainment are emerging for augmented reality gaming and entertainment applications. This Special Issue focuses on innovative research ideas and state-of-the-art algorithms and applications in the scientific and engineering aspects of entertainment and game computing. The topics of interest include, but are not limited to, the following:

  • Immersive game technology
  • Augmented reality games
  • Vision-based interface for gaming and entertainment systems
  • 360° spherical video/image analysis
  • Structure reconstruction from spherical video/image
  • Mixed and augmented reality systems for entertainment
  • Entertainment applications with spherical/omnidirectional camera
  • Affective computing in games

Prof. Dr. Jong-Seung Park
Guest Editor

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Keywords

  • Entertainment computing
  • Game technologies
  • Game software
  • Augmented reality
  • Mixed reality
  • Vision-based interaction
  • 360° spherical camera
  • Spherical video/image analysis
  • Immersive technology

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Published Papers (1 paper)

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Research

15 pages, 2605 KiB  
Article
Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education
by Hao-Chiang Koong Lin, Yu-Hsuan Lin, Tao-Hua Wang, Lun-Ke Su and Yueh-Min Huang
Electronics 2020, 9(11), 1752; https://doi.org/10.3390/electronics9111752 - 22 Oct 2020
Cited by 16 | Viewed by 4600
Abstract
In traditional school education, the content of health education courses cannot be easily linked to daily life experiences. This results in the low application of acquired knowledge and hinders students from gaining hands-on experience and a sense of accomplishment through courses, thereby lowering [...] Read more.
In traditional school education, the content of health education courses cannot be easily linked to daily life experiences. This results in the low application of acquired knowledge and hinders students from gaining hands-on experience and a sense of accomplishment through courses, thereby lowering the learners’ engagement and willingness to learn. This study designed a board game integrated with augmented reality (AR) for health education; incorporated the card-game, slides, and learning-sheets (CSLS) gamification teaching model into the learning process; and discussed the effectiveness of board games with augmented reality in improving learning outcomes and emotions. The research participants were 52 senior high school students, who were assigned to the experimental (AR health education board game) or control (health education board game) group in the teaching experiment. The research findings reveal the following. The two groups were significantly different in terms of (1) learning outcomes, (2) negative emotions, (3) flow state in the game. Full article
(This article belongs to the Special Issue Entertainment and Game Computing)
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