2025年度第8回定例研究会「XR for knowledge-exchange, education and training」「Reading Minds and Hearts: ECG, Eye Tracking, and EEG in SeriousGames」

来る2025年10月1日(水曜日)、立命館大学ゲーム研究センターによる2025年度第8回定例研究会を実施致します。発表者は、Jacopo Fiorenza氏ならびにMustafa Can Gursesli氏です。登録・参加料不要となっております。お誘い合わせの上、奮ってご参加のほど、お待ちしております。
The Ritsumeikan Center for Game Studies will hold its 8th workshop
of the 2025 academic year on Wednesday, October 1st, 2025. The presenters will be Jacopo Fiorenza and Mustafa Can Gursesli. Registration is not required, and there is no participation fee. We look forward to your active participation.

■日時 Date and Time
10月1日(水) 17:00~18:00 (前半:講演1、後半:講演2)
Wednesday, October 1, 17:00–18:00  (1st Half: Talk 1, 2nd Half: Talk 2)

■場所 Venue
立命館大学大阪いばらきキャンパスH棟H708
Ritsumeikan University – Osaka Ibaraki Campus, Building H, Room H708

■発表者 Presenters
Talk 1: Jacopo Fiorenza, Phd Student, Politecnico di Torino
https://scholar.google.com/citations?hl=it&user=0Su8lI8AAAAJ&view_op=list_works&sortby=pubdate

Talk 2: Mustafa Can Gursesli, Postdoctoral Researcher, Gamification
Group, Tampere University
https://scholar.google.com/citations?hl=tr&user=X8R-ifAAAAAJ&view_op=list_works&sortby=pubdate

■発表タイトル Title
Talk 1: XR for knowledge-exchange, education and training

Talk 2: Reading Minds and Hearts: ECG, Eye Tracking, and EEG in Serious
Games

■概要 Summary
Talk 1: In recent years, applications based on eXtended Reality (XR)
have been explored across various fields. These applications involve
virtual environments that enable effective simulations of real-world
tasks, allowing the development of educational experiences that address
logistical, safety, accessibility, and cost challenges associated with
traditional methods. However, certain application areas remain
underexplored. This research aims to investigate the use of XR to bridge
current gaps in education, training, and knowledge exchange, with a
particular—but not exclusive—focus on cultural heritage. XR is combined
with other digital transformation technologies, such as large language
models and 3D scanning, to enhance user experience, accessibility, the
creation of virtual heritage experiences, and the design of embodied
conversational agents.

Talk 2: Games are powerful interactive systems that engage players
cognitively, emotionally, and physiologically. Beyond entertainment,
serious games leverage this potential to support education, health, and
awareness-raising. A crucial challenge in this field is understanding
and adapting to players’ psychological and physiological states in real
time. This talk explores how three key biosignals (electrocardiography
(ECG), eye tracking, and electroencephalography (EEG)) can be integrated
into serious games to capture player states and inform adaptive design.
By monitoring heart activity, gaze patterns, and brain dynamics, these
technologies offer new opportunities for creating personalized and
immersive experiences. Through examples from rehabilitation, education,
and emotional engagement, I will demonstrate how biosignals enable
objective assessment of gameplay and contribute to closing the gap
between human experience and digital environments. The talk concludes
with a discussion of methodological challenges, ethical considerations,
and future directions for multimodal, biosignal-driven serious games.

■ホスト Host
Ruck Thawonmas (College of Information Science and Engineering,
Ritsumeikan University)