Derleme
BibTex RIS Kaynak Göster
Yıl 2021, Cilt: 6 Sayı: 2, 127 - 140, 02.07.2021

Öz

Kaynakça

  • Alexander, A. L., Brunyé, T., Sidman, J., & Weil, S. A. (2005). From gaming to training: A review of studies on fidelity, immersion, presence, and buy-in and their effects on transfer in pc-based simulations and games. DARWARS Training Impact Group, 5, 1-14.
  • Arısoy, M. V., Küçüksille, E. U., & Arısoy, A. (2017). Kara mayınlarının tespiti için askeri eğitim simülasyonu tasarımı: Bir araştırma ve ön çalışma. Balıkesir Üniversitesi Fen Bilimleri Enstitüsü Dergisi, 19(1), 75-90.
  • Choi, C., Seok, M. G., Choi, S. H., Kim, T. G., & Kim, S. (2015). Military serious game federation development and execution process based on interoperation between game application and constructive simulators. International Journal of Simulation and Process Modelling, 10(2), 103-116.
  • Ciddi Oyun Kataloğu (2018). Ciddi Oyun Kataloğu, Atılım Üniversitesi, Ankara, 2018.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining "gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). https://doi.org/10.1145/2181037.2181040
  • Jangraw, D. C., Johri, A., Gribetz, M., & Sajda, P. (2014). NEDE: An open-source scripting suite for developing experiments in 3D virtual environments. Journal of neuroscience methods, 235, 245-251.
  • Günen, M. A., Çoruh, L., & Beşdok, E. (2017). Oyun Dünyasında Model Ve Doku Üretiminde Fotogrametri Kullanımı. Geomatik, 2(2), 86-93.
  • Kalender, O. (2008). Geçmişten Günümüze Mayın Belirleme Çalışmaları ve Manyetik Anomali Yöntemi ile Kara Mayınlarının Belirlenmesi, Politeknik Dergisi, 11(1), 1-8.
  • Kara, U. Y. (2018). Video Oyunlarında Zaman ve Mekân: Bir Taslak. Moment Dergi, 5(1), 31-56.
  • Kenny, P., Hartholt, A., Gratch, J., Swartout, W., Traum, D., Marsella, S., & Piepol, D. (2007, November). Building interactive virtual humans for training environments. In Proceedings of i/itsec (Vol. 174, pp. 911-916).
  • Koyuncu, B., & Bostanci, E. (2009, September). Using Web Services to Support Battlefield Visualization and Tactical Decision Making. In 2009 International Conference on Computational Intelligence, Modelling and Simulation (pp. 138-141). IEEE.
  • Lim, C. W., & Jung, H. W. (2013). A study on the military Serious Game. Advanced Science and Technology Letters, 39, 73-77.
  • Meng, W., Hu, Y., Lin, J., Lin, F., & Teo, R. (2015, November). ROS+ unity: An efficient high-fidelity 3D multi-UAV navigation and control simulator in GPS-denied environments. In IECON 2015-41st Annual Conference of the IEEE Industrial Electronics Society (pp. 002562-002567). IEEE.
  • Pattrasitidecha, A. (2014). Comparison and evaluation of 3D mobile game engines (Master's thesis). Göteborg: Chalmers University of Technology University of Gothenburg, 2014.
  • Petridis, P., Dunwell, I., Panzoli, D., Arnab, S., Protopsaltis, A., Hendrix, M., & de Freitas, S. (2012). Game engines selection framework for high-fidelity serious applications. International Journal of Interactive Worlds, Article ID 418638, 19 pages DOI: 10.5171/2012.418638
  • Planchon, J., Vacher, A., Comblet, J., Rabatel, E., Darses, F., Mignon, A., & Pasquier, P. (2018). Serious game training improves performance in combat life-saving interventions. Injury, 49(1), 86-92.
  • Sharma, S., Jerripothula, S., Mackey, S., & Soumare, O. (2014, December). Immersive virtual reality environment of a subway evacuation on a cloud for disaster preparedness and response training. In 2014 IEEE symposium on computational intelligence for human-like intelligence (CIHLI) (pp. 1-6). IEEE.
  • Tiryakioğlu, İ., Uysal, M., Erdoğan, S., Yalçın, M., Polat, N., & Toprak, A. S. (2016). 3 Boyutlu Bina Modelleme ve WEB Tabanlı Sunumu: Ahmet Necdet Sezer Kampüsü Örneği. Afyon Kocatepe Üniversitesi Fen ve Mühendislik Bilimleri Dergisi, 16(1), 107-114.
  • Uskov, A., & Sekar, B. (2014, June). Serious games, gamification and game engines to support framework activities in engineering: Case studies, analysis, classifications and outcomes. In IEEE international conference on electro/information technology (pp. 618-623). IEEE.
  • Van der Spek, E. D., Wouters, P., & van Oostendorp, H. (2011). Code red: triage or cognition‐based design rules enhancing decisionmaking training in a game environment. British Journal of Educational Technology, 42(3), 441-455.
  • Yılmaz, G. Ü. R. (3). 3 boyutlu masa üstü yazıcı ile matematiksel bir modelden gerçek bir nesnenin dijital üretimi. Balıkesir Üniversitesi Fen Bilimleri Enstitüsü Dergisi, 19(2), 237-245.
  • Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25-32.

A Serious Game Model Proposal for Detecting Explosives

Yıl 2021, Cilt: 6 Sayı: 2, 127 - 140, 02.07.2021

Öz

The purpose of this work is, before the mission, training of personnel searching for explosives with metallic mine detectors for their operations in the battlefield and gaining experience by searching for explosives in a virtual environment. In this context, a search model was created by determining the factors affecting the search for explosives in the methodology. In this study, first of all, a scene where explosive materials will be detected was prepared. In this scene, three-dimensional models of the explosives and detector to be used were made from the first point of view of the character. In addition, a signal model proposal for how to detect explosives placed on the field by the detector operator using the Unity game engine is presented. In this model proposal, detectors, explosives, land and user-related issues have been evaluated and added to the model. With the prepared model, the reaction of the search coil to the signal source was observed, and it was ensured that the speed and method of the operator affected the signal. In addition, soil structure change in different types of land has been added to the model. A generic flow chart showing the behaviors to be applied by the detector operator during the intervention to the signal was prepared and this scheme was requested to be used for control purposes
in the application. As a result of the study, a realistic and cost-effective training aid that can be used in the training of detector operators has been prepared.

Kaynakça

  • Alexander, A. L., Brunyé, T., Sidman, J., & Weil, S. A. (2005). From gaming to training: A review of studies on fidelity, immersion, presence, and buy-in and their effects on transfer in pc-based simulations and games. DARWARS Training Impact Group, 5, 1-14.
  • Arısoy, M. V., Küçüksille, E. U., & Arısoy, A. (2017). Kara mayınlarının tespiti için askeri eğitim simülasyonu tasarımı: Bir araştırma ve ön çalışma. Balıkesir Üniversitesi Fen Bilimleri Enstitüsü Dergisi, 19(1), 75-90.
  • Choi, C., Seok, M. G., Choi, S. H., Kim, T. G., & Kim, S. (2015). Military serious game federation development and execution process based on interoperation between game application and constructive simulators. International Journal of Simulation and Process Modelling, 10(2), 103-116.
  • Ciddi Oyun Kataloğu (2018). Ciddi Oyun Kataloğu, Atılım Üniversitesi, Ankara, 2018.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining "gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). https://doi.org/10.1145/2181037.2181040
  • Jangraw, D. C., Johri, A., Gribetz, M., & Sajda, P. (2014). NEDE: An open-source scripting suite for developing experiments in 3D virtual environments. Journal of neuroscience methods, 235, 245-251.
  • Günen, M. A., Çoruh, L., & Beşdok, E. (2017). Oyun Dünyasında Model Ve Doku Üretiminde Fotogrametri Kullanımı. Geomatik, 2(2), 86-93.
  • Kalender, O. (2008). Geçmişten Günümüze Mayın Belirleme Çalışmaları ve Manyetik Anomali Yöntemi ile Kara Mayınlarının Belirlenmesi, Politeknik Dergisi, 11(1), 1-8.
  • Kara, U. Y. (2018). Video Oyunlarında Zaman ve Mekân: Bir Taslak. Moment Dergi, 5(1), 31-56.
  • Kenny, P., Hartholt, A., Gratch, J., Swartout, W., Traum, D., Marsella, S., & Piepol, D. (2007, November). Building interactive virtual humans for training environments. In Proceedings of i/itsec (Vol. 174, pp. 911-916).
  • Koyuncu, B., & Bostanci, E. (2009, September). Using Web Services to Support Battlefield Visualization and Tactical Decision Making. In 2009 International Conference on Computational Intelligence, Modelling and Simulation (pp. 138-141). IEEE.
  • Lim, C. W., & Jung, H. W. (2013). A study on the military Serious Game. Advanced Science and Technology Letters, 39, 73-77.
  • Meng, W., Hu, Y., Lin, J., Lin, F., & Teo, R. (2015, November). ROS+ unity: An efficient high-fidelity 3D multi-UAV navigation and control simulator in GPS-denied environments. In IECON 2015-41st Annual Conference of the IEEE Industrial Electronics Society (pp. 002562-002567). IEEE.
  • Pattrasitidecha, A. (2014). Comparison and evaluation of 3D mobile game engines (Master's thesis). Göteborg: Chalmers University of Technology University of Gothenburg, 2014.
  • Petridis, P., Dunwell, I., Panzoli, D., Arnab, S., Protopsaltis, A., Hendrix, M., & de Freitas, S. (2012). Game engines selection framework for high-fidelity serious applications. International Journal of Interactive Worlds, Article ID 418638, 19 pages DOI: 10.5171/2012.418638
  • Planchon, J., Vacher, A., Comblet, J., Rabatel, E., Darses, F., Mignon, A., & Pasquier, P. (2018). Serious game training improves performance in combat life-saving interventions. Injury, 49(1), 86-92.
  • Sharma, S., Jerripothula, S., Mackey, S., & Soumare, O. (2014, December). Immersive virtual reality environment of a subway evacuation on a cloud for disaster preparedness and response training. In 2014 IEEE symposium on computational intelligence for human-like intelligence (CIHLI) (pp. 1-6). IEEE.
  • Tiryakioğlu, İ., Uysal, M., Erdoğan, S., Yalçın, M., Polat, N., & Toprak, A. S. (2016). 3 Boyutlu Bina Modelleme ve WEB Tabanlı Sunumu: Ahmet Necdet Sezer Kampüsü Örneği. Afyon Kocatepe Üniversitesi Fen ve Mühendislik Bilimleri Dergisi, 16(1), 107-114.
  • Uskov, A., & Sekar, B. (2014, June). Serious games, gamification and game engines to support framework activities in engineering: Case studies, analysis, classifications and outcomes. In IEEE international conference on electro/information technology (pp. 618-623). IEEE.
  • Van der Spek, E. D., Wouters, P., & van Oostendorp, H. (2011). Code red: triage or cognition‐based design rules enhancing decisionmaking training in a game environment. British Journal of Educational Technology, 42(3), 441-455.
  • Yılmaz, G. Ü. R. (3). 3 boyutlu masa üstü yazıcı ile matematiksel bir modelden gerçek bir nesnenin dijital üretimi. Balıkesir Üniversitesi Fen Bilimleri Enstitüsü Dergisi, 19(2), 237-245.
  • Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25-32.
Toplam 22 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Yazılım Mühendisliği
Bölüm Research Article
Yazarlar

Mustafa Gunes 0000-0003-0447-0774

Hakan Dilipak 0000-0003-3796-8181

Yayımlanma Tarihi 2 Temmuz 2021
Gönderilme Tarihi 20 Şubat 2021
Yayımlandığı Sayı Yıl 2021 Cilt: 6 Sayı: 2

Kaynak Göster

APA Gunes, M., & Dilipak, H. (2021). A Serious Game Model Proposal for Detecting Explosives. Journal of Learning and Teaching in Digital Age, 6(2), 127-140.

Journal of Learning and Teaching in Digital Age 2023. © 2023. This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 19195

Journal of Learning and Teaching in Digital Age. All rights reserved, 2023. ISSN:2458-8350