SciELO - Scientific Electronic Library Online

vol.8 número1Análisis y Aplicación de RNA's a Capas de Acero BoruradoPlataforma educativa Khan índice de autoresíndice de materiabúsqueda de artículos
Home Pagelista alfabética de revistas  

Servicios Personalizados




Links relacionados

  • No hay articulos similaresSimilares en SciELO


Acta Nova

versión On-line ISSN 1683-0789


ARISPE R., Martin S.  y  COLLARANA V., Diego. Virtual training platforms using Kinect sensor, Unity and Gamification techniques. RevActaNova. [online]. 2017, vol.8, n.1, pp.109-130. ISSN 1683-0789.

Natural User Interface devices such as Microsoft Kinect, Google Glass, and Leap Motion among others, have opened the possibility to a new range of interactive applications. Nowadays, virtual training environments are being developed worldwide using these devices in areas such as education, medicine or manufacturing. The Microsoft Kinect device is ideal for training environments where body movements are required. Thanks to its motion-capture sensor, immersive 3D applications can be developed. Additionalry, the "Gamification" method allows us to use game elements in the design of software applications, the objective is to improve the user experience in the application making it more fun to use, so users are motivated and happy to perform a certain activity with the application. In this work we present an approach to design 3D training environments combining Microsoft Kinect sensor, Unity to develop 3D environments, and Gamification. We explain how these techniques can be used to develop 3D Virtual Game-Like training environments, so users are highly motivated during training, maximizing learning and retention of training contents. Our case study is the Child-Friendly Fire Prevention and Escape Training Environment that was developed for the Cochabamba Fire Department. We compare our approach against traditional training methods, our evaluation results shows the advantages of such 3D Game-Like training environments.

Palabras clave : Kinect; Virtual Training; User Experience; Gamification.

        · resumen en Español     · texto en Español     · Español ( pdf )


Creative Commons License Todo el contenido de esta revista, excepto dónde está identificado, está bajo una Licencia Creative Commons