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1、 Procedia Computer Science 25 ( 2013 ) 382 – 388 1877-0509 © 2013 The Authors. Published by Elsevier B.V. Selection and peer-review under responsibility of the programme committee of the 2013 International Co
2、nference on Virtual and Augmented Reality in Education doi: 10.1016/j.procs.2013.11.047 ScienceDirectAvailable online at www.sciencedirect.com2013 International Conference on Virtual and Augmented Reality in Education
3、Educational Tourism Through a Virtual Reality Platform Mario Martínez Zarzuela*, Francisco J. Díaz Pernas, Sergio Martín Calzón, David González Ortega, Miriam Antón Rodríguez Departmen
4、t of Signal Theory, Communications and Telematics Engineering of the University of Valladolid, Spain Abstract This article presents a Virtual Reality Serious Game that allows the user to increase the knowledge about the
5、city of Valladolid in Spain. With this goal, the Main Square and some of the historic buildings in the downtown have been virtually recreated. We have taken advantage of the characteristic tiled floor of the town hall
6、square to represent a game board. Different tiled floors are squares which hide questions behind. The user plays using a Natural User Interface based on Microsoft® Kinect. © 2013 The Authors. Published by Els
7、evier B.V. Selection and/or peer-review under responsibility of the programme committee of the 2013 International Conference on Virtual and Augmented Reality in Education. Keywords: Serious game; Virtual Reality, Educ
8、ational Tourism 1. Introduction Educational tourism is one of the trends that have higher growth in recent years [1]. Tourists are beginning to give more importance to new ways of knowing different tourist destinations,
9、so the possibilities of learning grow significantly. On certain occasions, the learning activities at the destination are performed as annexed to the travel aim, but other times, the purpose of the trip is the learning
10、 itself. The most common way to know any city is through brochures provided by the Office of Information and Tourism. In this way these offices can foster a more attractive way to learn about the different aspects of t
11、he city. However, Augmented and Virtual Reality technologies can be used to improve the user experience a step further in this learning process [2]. The first one is used mainly in the travel, while with the second one i
12、s possible to recreate the tourist space elsewhere. Other novel technique for tourism is based on the utilization of * Corresponding author. E-mail address: marmar@tel.uva.es Available online at www.sciencedirect.com
13、69; 2013 The Authors. Published by Elsevier B.V. Selection and peer-review under responsibility of the programme committee of the 2013 International Conference on Virtual and Augmented Reality in EducationOpen access un
14、der CC BY-NC-ND license. Open access under CC BY-NC-ND license. 384 Mario Martínez Zarzuela et al. / Procedia Computer Science 25 ( 2013 ) 382 – 388 2.2. User interaction The game was programmed using the g
15、ame engine Unity 3D [4]. The first step developing this game was the integration of the Kinect device in Unity 3D. This was done using Microsoft Kinect SDK [5] and a Unity 3D package known as Kinect Wrapper, which incl
16、udes a number of scripts and prefabs that allow the recognition of the player within the scene. Using this package you can insert a skeleton in the stage that is able to play all the moves that the player makes in fron
17、t of the Kinect device. During the game it is essential to detect the movements being made by the user: if a movement is allowed and expected, then an event in the game has to be triggered, while if the movement it is
18、unrelated to character controls, nothing should happen in order not to spoil the game proper operation. All controls are done adding Box Colliders to different parts of the user skeleton (see Fig. 3), and using OnTrigg
19、erEnter(), OnTriggerStay() and OnTriggerExit() functions in different scripts, as well as different tags. Fig. 3. Skeleton with colliders The avatar mesh was created using the open source software Make Human [6]. This c
20、haracter model was then conveniently treated in Blender 3D modeling program. The work in Blender included creating an animation sequence representing a walk cycle (see Fig. 4) Fig. 4. Final state of the animated charac
21、ter in Blender Once the character has both animations they are exported in extension .FBX for subsequent insertion into Unity 3D, which will be textured and with a new script, it will be indicated which of the two anima
22、tions to play and when to do it. 2.3. Flexibility and XML question editing A key design aspect of the Serious Game was that it should be easily configured or even modified using XML files. These XML files can be used t
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