From visual simulation to virtual reality to games
By Michael Zyda. Computer, 2005
1,456 citations recorded by the source corpus.
Subfields: Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/a4592975c28861b8aae4870e23612388cdfda67a
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Graphics and Computer-Aided Design
- Mateu Sbert
- Christopher E. Peters
- Sara de Freitas
- Fotis Liarokapis
- Panagiotis Petridis
- E. Endres
- Voravika Wattanasoontorn
- Olivier Rampnoux
In Computer Vision and Pattern Recognition
- Mateu Sbert
- Christopher E. Peters
- Sara de Freitas
- Fotis Liarokapis
- Panagiotis Petridis
- E. Endres
- Voravika Wattanasoontorn
- Olivier Rampnoux
In Human-Computer Interaction
- Mateu Sbert
- Christopher E. Peters
- Sara de Freitas
- Fotis Liarokapis
- Panagiotis Petridis
- E. Endres
- Voravika Wattanasoontorn
- Olivier Rampnoux
Citations in the corpus
- Effects of Different Types of Virtual Reality Display on Presence and Learning in a Safety Training Scenario (2018, neutral): “More recently, gaming elements have been added to VR training experiences, turning them into serious games that could be more engaging, especially for the general public [4].”
- Serious games for health (2013, positive): “Augmented reality is a technology which allows computer generated virtual imagery to exactly overlay physical objects in real time [129].”
- Serious Games and Gamification for Mental Health: Current Status and Promising Directions (2017, neutral): “Many gamers will be familiar with commercially produced games, which often involve development budgets in the tens of millions of dollars (48, 49).”
- Serious games for rehabilitation: A survey and a classification towards a taxonomy (2010, neutral): “Zyda [18] defines a serious game as: " a mental contest, played with a computer in accordance with specific rules, which uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives.”
- Energy and buildings (2010, positive): “Zyda [27] studied the trend of using visual simulation and games for interactive training and education.”
- The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature (2018, neutral): “Since its appearance, VR has been used in different fields, as for gaming (Zyda, 2005; Meldrum et al., 2012), military training (Alexander et al., 2017), architectural design (Song et al., 2017), education (Englund et al., 2017), learning and social skills training (Schmidt et al., 2017), simulations…”
- The Gamification of Learning: a Meta-analysis (2019, neutral): “…a common game design element toolkit (Landers et al. 2018), and the same focus on adding value beyond entertainment, that is, using the entertaining quality of gamification interventions or (serious) games for learning (see Deterding et al. 2011; Zyda 2005), they are different in nature.”
- An Overview of Serious Games (2014, neutral): “We found thatmost definitions encountered either in research or industry agree that serious games include entertainment dimension [20, 24–26].”
- Origins of Serious Games (2011, positive): “Michael Zyda, who participated in the development of America’s Army , proposed a similar definition (Zyda, 2005) : “A mental contest, played with a computer in accordance with specific rules, that uses entertainment, to further government or corporate training, education, health, public policy, and…”
- A meta-analysis of the cognitive and motivational effects of serious games (2013, neutral): “In speaking of a serious (computer) game, we mean that the objective of the computer game is not to entertain the player, which would be an added value, but to use the entertaining quality for training, education, health, public policy, and strategic communication objectives (Zyda, 2005).”
- A Review on Virtual Reality Skill Training Applications (2021, positive): “VR training provides a safe, controlled virtual environment at a relatively low cost for militaries to practice their technical skills and to improve their cognitive functions (Zyda, 2005).”
- Developing serious games for cultural heritage: a state-of-the-art review (2010, positive): “Both types of computer game share the same infrastructure, or as Zyda notes, ‘‘applying games and simulations technology to non-entertainment domains results in serious games’’ (Zyda 2005).”
- Immersion revisited: A review of existing definitions of immersion and their relation to different theories of presence (2016, neutral): “The VE research and video game studies domains are particularly relevant because the two fields seemingly are converging (Zyda, 2005).”