Ứng dụng công nghệ thực tế ảo trong game (Cập nhật đến ngày 26/8/2022)
Cập nhật vào: Thứ sáu - 16/09/2022 12:02 Cỡ chữ
Thực tế ảo mang đến nhiều có hội đổi mới nội dung toàn diện cho nhiều lĩnh vực. Ngành Game cho giải trí phục vụ các mục đích truyền thông sự kiện, marketing sản phẩm. Game thực tế ảo là một sự lựa chọn sáng tạo, đột phá và thu hút nhất. Tuy nhiên việc nghiện game cũng mang đến những hậu quả về sức khỏe, trí lực.
Để hiểu rõ hơn Cục Thông tin khoa học và công nghệ quốc gia xin giới thiệu một số bài nghiên cứu đã được xuất bản chính thức và các bài viết được chấp nhận đăng trên những cơ sở dữ liệu học thuật chính thống.
1. Sciencedirect
1. Corroborating the effect of positive technology readiness on the intention to use the virtual reality sports game “Screen Golf”: Focusing on the technology readiness and acceptance model
Information Processing & Management 25 June 2022 Volume 59, Issue 4 (Cover date: July 2022) Article 102994
Bo-Hyun Seong, Chang-Yu Hong
https://www.sciencedirect.com/science/article/pii/S0306457322001091/pdfft?md5=b6cef9ce800156df39a955be8abe3471&pid=1-s2.0-S0306457322001091-main.pdf
2. Virtual reality technology and game enjoyment: The contributions of natural mapping and need satisfaction
Computers in Human Behavior 17 February 2022 Volume 132 (Cover date: July 2022) Article 107242
Felix Reer, Lars-Ole Wehden, Thorsten Quandt
https://www.sciencedirect.com/science/article/pii/S0747563222000644/pdfft?md5=eb93ec91a0cd982a6291aef0b7b54c93&pid=1-s2.0-S0747563222000644-main.pdf
3. A calibration methodology for light sources aimed at using immersive virtual reality game engine as a tool for lighting design in buildings
Journal of Building Engineering 5 January 2022 Volume 48 (Cover date: 1 May 2022) Article 103998
Michelangelo Scorpio, Roberta Laffi, Sergio Sibilio
https://www.sciencedirect.com/science/article/pii/S2352710222000110/pdfft?md5=c68bb2c9a7a612596a974cc03834aaae&pid=1-s2.0-S2352710222000110-main.pdf
4. Development and validation of a confined space rescue training prototype based on an immersive virtual reality serious game
Advanced Engineering Informatics 13 January 2022 Volume 51 (Cover date: January 2022) Article 101520
Song Lu, Fei Wang, Qichuan Shen
https://www.sciencedirect.com/science/article/pii/S1474034621002688/pdfft?md5=48903ec7c14c8b6f4d2c585c573d35ce&pid=1-s2.0-S1474034621002688-main.pdf
5. Effects of a virtual reality training program on visual attention and motor performance in children with reading learning disability
International Journal of Child-Computer Interaction 4 September 2021 Volume 32 (Cover date: June 2022) Article 100394
Rodrigo Flores-Gallegos, Paulina Rodríguez-Leis, Thalía Fernández
https://www.sciencedirect.com/science/article/pii/S221286892100088X/pdfft?md5=9bdff025390dfddc92e87769477a86d7&pid=1-s2.0-S221286892100088X-main.pdf
6. Social video gaming and well-being
Current Opinion in Psychology 23 February 2022 Volume 45 (Cover date: June 2022) Article 101316
Nicholas David Bowman, Diana Rieger, Jih-Hsuan Tammy Lin
https://www.sciencedirect.com/science/article/pii/S2352250X22000264/pdfft?md5=979b991709fa62c3facd86c1bc45df70&pid=1-s2.0-S2352250X22000264-main.pdf
7. Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms
Entertainment Computing 18 December 2021 Volume 41 (Cover date: March 2022) Article 100473
Thiago Porcino, Erick O. Rodrigues, Esteban Clua
https://www.sciencedirect.com/science/article/pii/S1875952121000707/pdfft?md5=03a949e0096a72e8592eba1efb850635&pid=1-s2.0-S1875952121000707-main.pdf
8. Effects of virtual Reality-Based Training and aerobic training on gaming disorder, physical activity, physical fitness, and anxiety: A randomized, controlled trial
Mental Health and Physical Activity 9 July 2022 Volume 23 (Cover date: October 2022) Article 100465
Çağtay Maden, Kezban Bayramlar, Naciye Vardar Yagli
https://www.sciencedirect.com/science/article/pii/S1755296622000278/pdfft?md5=67dae237c188be8a7a01c0896ce85cf4&pid=1-s2.0-S1755296622000278-main.pdf
9. Developing serious games for CBRN-e training in mixed reality, virtual reality, and computer-based environments
International Journal of Disaster Risk Reduction 25 May 2022 Volume 77 (Cover date: July 2022) Article 103022
Burak Altan, Servet Gürer, Elif Surer
https://www.sciencedirect.com/science/article/pii/S2212420922002412/pdfft?md5=e07fc30f132fb479a72a080df3f4315e&pid=1-s2.0-S2212420922002412-main.pdf
10. Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students
Journal of Sport and Health Science 16 May 2021 Volume 11, Issue 2 (Cover date: March 2022) Pages 164-171
Caio Victor Sousa, Jungyun Hwang, Amy Shirong Lu
https://www.sciencedirect.com/science/article/pii/S2095254621000508/pdfft?md5=9869840c84b3fc5827c1a6cecd1a3ce1&pid=1-s2.0-S2095254621000508-main.pdf
11. Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application
Entertainment Computing 3 June 2022 Volume 43 (Cover date: August 2022) Article 100504
Ali Khaleghi, Zahra Aghaei, Fateme Hosseinnia
https://www.sciencedirect.com/science/article/pii/S1875952122000283/pdfft?md5=4b468e3dae0fc32d8c5a33bf40ff5df6&pid=1-s2.0-S1875952122000283-main.pdf
12. Game-like interactive environment using BIM-based virtual reality for the timber frame self-build housing sector
Automation in Construction 2 August 2022 Volume 142 (Cover date: October 2022) Article 104496
Lilia Potseluyko, Farzad Pour Rahimian, Aso Hajirasouli
https://www.sciencedirect.com/science/article/pii/S0926580522003697/pdfft?md5=05117e8ee108ef7ed5d142098719f2a9&pid=1-s2.0-S0926580522003697-main.pdf
13. Adaptive virtual reality horror games based on Machine learning and player modeling
Entertainment Computing 30 July 2022 Volume 43 (Cover date: August 2022) Article 100515
Edirlei Soares de Lima, Bruno M. C. Silva, Gabriel Teixeira Galam
https://www.sciencedirect.com/science/article/pii/S1875952122000398/pdfft?md5=5554b6df2819bc7a78abd35ac1bd6b70&pid=1-s2.0-S1875952122000398-main.pdf
14. Sustainable society via complexity analysis of the relationship between virtual game reward mechanism and addiction
Sustainable Cities and Society 15 March 2022 Volume 81 (Cover date: June 2022) Article 103842
Guoshuai Zhang, Jiaji Wu, Mingzhou Tan
https://www.sciencedirect.com/science/article/pii/S221067072200169X/pdfft?md5=3ebf7fbc09ffe81e9e14ab0ddfb0f5fc&pid=1-s2.0-S221067072200169X-main.pdf
15. Novel approaches for treating Internet Gaming Disorder: A review of technology-based interventions
Comprehensive Psychiatry 3 April 2022 Volume 115 (Cover date: May 2022) Article 152312
Monika Gorowska, Klaudia Tokarska, Yonghui Li
https://www.sciencedirect.com/science/article/pii/S0010440X22000189/pdfft?md5=f5e86347b5ec5de1a5e875f85b7150c4&pid=1-s2.0-S0010440X22000189-main.pdf
16. Virtual reality-based learning through the lens of eudaemonic factors: Reflective thinking as a game changer
Thinking Skills and Creativity 23 July 2022 Volume 45 (Cover date: September 2022) Article 101103
Qing Ye, Rongting Zhou, Fahad Asmi
https://www.sciencedirect.com/science/article/pii/S1871187122001067/pdfft?md5=1f07fb309fefc5c24e7ef388d2de1763&pid=1-s2.0-S1871187122001067-main.pdf
17. Human-in-the-loop virtual reality offloading scheme in wireless 6G Terahertz networks
Computer Networks 7 July 2022 Volume 214 (Cover date: 4 September 2022) Article 109152
Benedetta Picano, Romano Fantacci
https://www.sciencedirect.com/science/article/pii/S138912862200264X/pdfft?md5=a6aff504f9e8d018ec3c7bd29cda7cdc&pid=1-s2.0-S138912862200264X-main.pdf
18. Exploring teacher immediacy-(non)dependency in the tutored augmented reality game-assisted flipped classrooms of English for medical purposes comprehension among the Asian students
Computers & Education 15 December 2021 Volume 179 (Cover date: April 2022) Article 104406
Timothy Teo, Saeed Khazaie, Ali Derakhshan
https://www.sciencedirect.com/science/article/pii/S0360131521002839/pdfft?md5=d6e5e00943fb3eb26acf38fb01965f79&pid=1-s2.0-S0360131521002839-main.pdf
19. The mediating effect of fantasy on engagement in an AR game for learning
Entertainment Computing 17 February 2022 Volume 42 (Cover date: May 2022) Article 100480
Tengjia Zuo, Max V. Birk, Jun Hu
https://www.sciencedirect.com/science/article/pii/S1875952122000040/pdfft?md5=5f53d89eea43dde50745cbed2a038150&pid=1-s2.0-S1875952122000040-main.pdf
2. IEEE
1. Gaming Beyond the Novelty Effect of Immersive Virtual Reality for Physical Rehabilitation
Aviv Elor; Michael Powell; Evanjelin Mahmoodi; Mircea Teodorescu; Sri Kurniawan
IEEE Transactions on Games
Year: 2022 | Volume: 14, Issue: 1 | Journal Article | Publisher: IEEE
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=9388893
2. Improving Engagement of Stroke Survivors Using Desktop Virtual Reality-Based Serious Games for Upper Limb Rehabilitation: A Multiple Case Study
Robert Herne;Mohd Fairuz Shiratuddin;Shri Rai;David Blacker;Hamid Laga
IEEE Access
Year: 2022 | Volume: 10 | Journal Article | Publisher: IEEE
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=9761234
3. Springer
1. Reductions in sickness with repeated exposure to HMD-based virtual reality appear to be game-specific
Stephen Palmisano, Rikeya Constable in Virtual Reality (2022)
https://link.springer.com/content/pdf/10.1007%2Fs10055-022-00634-6.pdf
2. Processing presence: how users develop spatial presence through an immersive virtual reality game
Cigdem Uz-Bilgin, Meredith Thompson in Virtual Reality (2022)
https://link.springer.com/content/pdf/10.1007%2Fs10055-021-00528-z.pdf
3. A focus group study of therapists’ views on using a novel neuroanimation virtual reality game to deliver intensive upper-limb rehabilitation early after stroke
Rachel C. Stockley, Danielle L. Christian in Archives of Physiotherapy (2022)
https://link.springer.com/content/pdf/10.1186%2Fs40945-022-00139-0.pdf
4. Mobile phone virtual reality game for pediatric home burn dressing pain management: a randomized feasibility clinical trial
Megan Armstrong, Jonathan Lun, Jonathan I. Groner… in Pilot and Feasibility Studies (2022)
https://link.springer.com/content/pdf/10.1186%2Fs40814-022-01150-9.pdf
5. Investigating the effect of imikode virtual reality game in enhancing object oriented programming concepts among university students in Nigeria
Kissinger Sunday, Seng Yue Wong… in Education and Information Technologies (2022)
https://link.springer.com/content/pdf/10.1007%2Fs10639-022-10886-z.pdf
6. Developing a model to evaluate and improve user experience with hand motions in virtual reality environments
Andres Mitre-Ortiz, Jaime Muñoz-Arteaga… in Universal Access in the Information Society (2022)
https://link.springer.com/content/pdf/10.1007%2Fs10209-022-00882-y.pdf
7. Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns
Polyxeni Kaimara, Andreas Oikonomou, Ioannis Deliyannis in Virtual Reality (2022)
https://link.springer.com/content/pdf/10.1007%2Fs10055-021-00563-w.pdf
8. Immersive machine learning for social attitude detection in virtual reality narrative games
Georgiana Cristina Dobre, Marco Gillies, Xueni Pan in Virtual Reality (2022)
https://link.springer.com/content/pdf/10.1007%2Fs10055-022-00644-4.pdf
9. 3D sound spatialization with game engines: the virtual acoustics performance of a game engine and a middleware for interactive audio design
Hasan Baran Fırat, Luigi Maffei, Massimiliano Masullo in Virtual Reality (2022)
https://link.springer.com/content/pdf/10.1007%2Fs10055-021-00589-0.pdf
10. Mixed reality or LEGO game play? Fostering social interaction in children with Autism
Batuhan Sayis, Rafael Ramirez, Narcis Pares in Virtual Reality (2022)
https://link.springer.com/content/pdf/10.1007%2Fs10055-021-00580-9.pdf
11. A voice-assisted intelligent software architecture based on deep game network
Yanmei Huang, Qiang Mei, Mulan Hu… in International Journal of Speech Technology (2022)
https://link.springer.com/content/pdf/10.1007%2Fs10772-021-09826-y.pdf
12. SigSense: Mobile Crowdsensing Based Incentive Aware Geospatial Signal Monitoring for Base Station Installation Recommendation Using Mixed Reality Game
Aakashjit Bhattacharya, Debashis De in Wireless Personal Communications (2022)
https://link.springer.com/content/pdf/10.1007%2Fs11277-021-09267-5.pdf
13. Action Video Game Players Do Not Differ in the Perception of Contrast-Based Motion Illusions but Experience More Vection and Less Discomfort in a Virtual Environment Compared to Non-Action Video Game Players
Katharina Margareta Theresa Pöhlmann, Louise O’Hare… in Journal of Cognitive Enhancement (2022)
https://link.springer.com/content/pdf/10.1007%2Fs41465-021-00215-6.pdf
14. The video gamer’s dilemmas
Rami Ali in Ethics and Information Technology (2022)
https://link.springer.com/content/pdf/10.1007%2Fs10676-022-09638-x.pdf
15. The Grave Resolution to the Gamer’s Dilemma: an Argument for a Moral Distinction Between Virtual Murder and Virtual Child Molestation
Morgan Luck in Philosophia (2022)
https://link.springer.com/content/pdf/10.1007%2Fs11406-021-00455-y.pdf
16. Problem-based gaming via an augmented reality mobile game and a printed game in foreign language education
Juhee Lee in Education and Information Technologies (2022)
https://link.springer.com/content/pdf/10.1007%2Fs10639-020-10391-1.pdf
17. Multimedia augmented reality game for learning math
Cristina Rebollo, Inmaculada Remolar, Veronica Rossano… in Multimedia Tools and Applications (2022)
https://link.springer.com/content/pdf/10.1007%2Fs11042-021-10821-3.pdf
18. A football training method based on improved tiny-yolov3 and virtual reality
Dong Xiao, Jinbo Niu, Jian Feng in Multimedia Tools and Applications (2022)
https://link.springer.com/content/pdf/10.1007%2Fs11042-022-12404-2.pdf
19. Comparison of the effects of virtual training by serious game and lecture on operating room novices’ knowledge and performance about surgical instruments setup: a multi-center, two-arm study
Fakhridokht Akbari, Morteza Nasiri, Neda Rashidi, Sahar Zonoori… in BMC Medical Education (2022)
https://link.springer.com/content/pdf/10.1186%2Fs12909-022-03351-5.pdf
20. ZeusAR: a process and an architecture to automate the development of augmented reality serious games
Humberto Marín-Vega, Giner Alor-Hernández… in Multimedia Tools and Applications (2022)
https://link.springer.com/content/pdf/10.1007%2Fs11042-021-11695-1.pdf
21. Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review
Inmaculada Peñuelas-Calvo, Lin Ke Jiang-Lin… in European Child & Adolescent Psychiatry (2022)
https://link.springer.com/content/pdf/10.1007%2Fs00787-020-01557-w.pdf
22. Key technologies of human–computer interaction for immersive somatosensory interactive games using VR technology
Peng Gao in Soft Computing (2022)
https://link.springer.com/content/pdf/10.1007%2Fs00500-022-07240-3.pdf
Cục Thông tin khoa học và công nghệ quốc gia, 16/9/2022