Browsing by Author "Kapralos, Bill"
Now showing items 1-17 of 17
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Autism Serious Game Framework (ASGF) for Developing Games for Children with Autism
Gaudi, Geoffrey Thomas (2019-12-01)Autism spectrum disorder (ASD) is characterized by impaired social communication and interaction, and by restricted, repetitive interests and behaviours. The mean clinical age of diagnosis is still four to five years, ... -
Board game accessibility for persons with visual impairment
Da Rocha Tomé Filho, Frederico (2018-12-01)Despite the huge popularity and benefits of traditional board games, they present serious accessibility issues to players, particularly those with visual impairments, due to the heavy use of visuals to communicate gameplay ... -
A comparison of seated and room-scale virtual reality on medical-based serious games and virtual simulation
Shewaga, Robert (2016-12-01)Simulation-based training has been widely adopted by healthcare education as a vital tool in the practice of skills within a safe environment. However, significant cost and logistical challenges exist within traditional ... -
Developing effective virtual simulations and serious games: the effect of background sound cues on visual quality perception
Rojas Gualdron, David Arnulfo (2012-08-01)Virtual simulations and serious games (video game-based technologies applied to teaching and learning) have been incorporated in the teaching and training curricula of a large number of professions including medicine/surgery. ... -
Development and comparison of augmented and virtual reality interactions for direct ophthalmoscopy
Chan, Michael (2020-10-01)Direct ophthalmoscopy is a medical procedure whereby a health professional examines the back of the eye, searching for life-threatening risks. The direct ophthalmoscope is used for examining the patient and it requires ... -
The development of an anesthesia crisis scenario builder for virtual reality training
Wilcocks, Kyle (2019-08-01)Anesthesiologists are trained in the field of anesthesia and preoperative medicine; they are required to develop anesthetic plans and monitor patients vitals. Currently, anesthesia trainees are taught using traditional ... -
The effects of stereoscopic 3D on an incidence response training game
Tawadrous, Mina (2013-08-01)A critical incident is defined as one of the most serious situations that can occur at any institution. Among these critical incidents are fire hazards, which resulted in 224 civilian deaths, and approximately 1.5$ billion ... -
Examining the effects of embodiment on performance and learning of drilling actions using pseudo-haptics and standard computer equipment
Abdo, Sandy (2023-08-01)Psychomotor skills training within virtual learning environments are limited due to the need for expensive haptic devices to simulate haptic cues. While pseudo-haptics presents an accessible and cost-effective alternative ... -
A graph-based real-time spatial sound framework
Cowan, Brent B. D. (2020-01-01)Given the importance of sound, and our ability to localize sound sources in three-dimensions in the real world, incorporating spatial sound in virtual environments can help increase realism, improve the sense of “presence”, ... -
I remember, at least I think I do : An investigation into emotional memories and our perception of them over time
Umar-Khitab, Jonathan N. (2019-12-01)Entertainment and emotions play a large part in the area of education and learning, however there is a lack of understanding in both the implementation of game-based learning and how this information changes over time. ... -
A low-fidelity serious game authoring tool and educational network to facilitate medical-based cultural competence education
Khan, Zain Tariq (2015-12-01)Here I present Fydlyty, a web-based, low-fidelity serious game for medical-based cultural competence education and training. Fydlyty includes a scenario editor and dialogue editor which has the ability to build conversations, ... -
Palatable game development: lessons learned from Foodbot Factory, accessibility, and audio games
Savaglio, Robert (2023-04-01)To address a lack of serious game work focusing on the development itself, this thesis describes recommendations for developers based on the development of Foodbot Factory, a nutrition-based serious game. Additionally, to ... -
Scalable immersive audio for virtual environments
Beig, Mirza (2018-05-01)This thesis discusses the history of game sound and how it developed to become increasingly more immersive and realistic by accounting for the spatial aspects of sound. It then compares several 3D sound technologies before ... -
Simulating a virtual drilling task using audio, visual, and mouse movement cues during the COVID-19 pandemic
Ning, Guoxuan (2021-04-01)This work examined whether a real-world drilling task can be successfully simulated using combinations of appropriate audio, visual cues, and basic haptic stimuli obtained with mouse movements instead of a haptic device. ... -
Spatial sound and sound localization on a horizontal surface for use with interactive surface (tabletop) computers
Lam, Jonathan (2012-08-01)Tabletop computers (also known as surface computers, smart tables, and interactive surface computers) have been growing in popularity for the last decade and are poised to make in-roads into the consumer market, opening ... -
Total knee replacement serious game for surgical education and training
Cowan, Brent B. D. (2012-08-01)Traditionally, orthopaedic surgical training has primarily taken place in the operating room. Given the growing trend of decreasing resident work hours in North America and globally due to political mandate, training time ... -
Virtual drilling haptics perception from auditory cues employing low-end haptic devices
Melaisi, Mohammed (2018-12-01)Simulation-based training is being widely adopted in medical education because it allows exposing trainees to safe and controlled simulated scenarios otherwise impossible to reproduce in real life. Current advances in ...