Ivan Silveira, Daniel Camozzato, Fernando P. Marson, L. Dihl, S. Musse
{"title":"Real-Time Procedural Generation of Personalized Facade and Interior Appearances Based on Semantics","authors":"Ivan Silveira, Daniel Camozzato, Fernando P. Marson, L. Dihl, S. Musse","doi":"10.1109/SBGames.2015.32","DOIUrl":"https://doi.org/10.1109/SBGames.2015.32","url":null,"abstract":"This article presents a computational model for procedural generation of customized façade and interior styles of buildings for use in three-dimensional virtual environments of games and simulations. The model makes use of two types of input information: geometric and semantic. The geometric information is related to the two-dimensional floor plan of a building, with its parts and dimensions, as well as positions for doors and windows. The semantic information enables the creation of architectural styles, enabling variations for materials and textures for the façade and inner parts, as well as for the shapes and dimensions of doors and windows. Changing one or more input parameters modifies the final appearance of the result. The proposed computational model can be used to generate large virtual environments, as it allows mixing different floor plans and architectural styles to achieve visual diversity. The main characteristics of the work are the realtime procedural generation of 3D buildings, the customization of façades and building interiors, as well as the use of semantic to assign meaning to the different elements of the house.","PeriodicalId":102706,"journal":{"name":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128171407","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Artur O. R. Franco, J. G. R. Maia, Joaquim A. M. Neto, F. D. C. Gomes
{"title":"An Interactive Storytelling Model for Non-player Characters on Electronic RPGs","authors":"Artur O. R. Franco, J. G. R. Maia, Joaquim A. M. Neto, F. D. C. Gomes","doi":"10.1109/SBGames.2015.13","DOIUrl":"https://doi.org/10.1109/SBGames.2015.13","url":null,"abstract":"Software-based RPG consists of traditional RPG themes and rules. However, the challenge of emulating the universe arises in the context of electronic RPGs. Moreover, such universe must be broad, be populated with interacting characters and allow exploration. Interactive Storytelling (IS) models are able to produce plots and interactive stories showing up proactive intelligent agents. This work proposes an IS model for electronic RPGs that takes into account its traditional counterpart. Our model includes a coherent scenario representation and an action system that considers time lapse. Moreover, itallows the description of autonomic characters which are ableto define goals, plans and make decisions. This paper also describes a case study constructed by means of a prototype implementation.","PeriodicalId":102706,"journal":{"name":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134276381","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Grybot: A Didactic Guitar Hero Robot Player on FPGA","authors":"Luiz Adriano A. O. Vaz, M. V. Lamar","doi":"10.1109/SBGames.2015.30","DOIUrl":"https://doi.org/10.1109/SBGames.2015.30","url":null,"abstract":"The development of machines able to solve problems as well as human beings is one of the goals of robotics. Guitar Hero is a popular game in which the player rolls their motor skills by pressing buttons according to the rhythm of a chosen song. Due to the high difficulty level of the game does not exist yet a robotic system able to outperform the best human players. The development of the robot, called Grybot, is motivated by stimulating the formation of young computer scientists and engineers in a playful environment. Grybot is an automatic robot dedicated to play the Guitar Hero III game in a PlayStation 2 console. It uses only a FPGA (Field Programmable Gate Array) device to detect notes by processing the component video signal in real time and, through a solenoid driver circuit, physically to press the buttons of a DualShock 2 control. The robot gets correct hits between 95% and 100% on every song in the game playlist and at any level of difficulty. In particular, it reaches 698,622 points and 98% correct hit on the song \"Through the Fires and Flames\" on Expert mode without using the Star Power, which multiplies the score obtained by the player. This score places the Grybot in the 241st position in the world ranking according to the ScoreHero site.","PeriodicalId":102706,"journal":{"name":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115550566","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rafael H. A. de Castro, F. G. D. Santos, I. Fonseca, T. Tavares
{"title":"ATreVEE IN: Using Natural Interaction in Procedure Simulator for Training in the Electricity Sector","authors":"Rafael H. A. de Castro, F. G. D. Santos, I. Fonseca, T. Tavares","doi":"10.1109/SBGames.2015.14","DOIUrl":"https://doi.org/10.1109/SBGames.2015.14","url":null,"abstract":"Procedure Simulators have been used in several areas to help the execution of various tasks. The use of an interface that facilitates the manipulation of the actions at different stages of execution of a task, in the context of the simulator, can be an important component to ease the use by the professionals. As the electricity sector consists of several high-risk procedures, there is a great need for the good training of their operators. Seeking to support this training, the work described here aimed to design and implement the integration of natural interaction in procedure simulators for the electricity sector, conducting tests with users of the sector. As a case study, scenarios already developed in ATreVEE 3D simulator were analyzed and a new version of the simulator was developed, called ATreVEE IN, this time using the Leap Motion Controller, a device used for tracking hands. The ATreVEE IN consists of virtual environments whose user interface is performed via gestural commands, using a virtual representation of the user's hands within the environment. After the development of the new version, the two simulators were tested by students of electrical engineering, using the application of usability questionnaires to collect data. With these data it was observed that both versions had satisfactory performance, showing a potential to aid training. And although the first version of the simulator have obtained better results than the version with natural interaction, it is believed that this occurs in part because of the lack of user experience with this type of device. Users who already have experience with gestural interaction performed better in executing the tasks with ATreVEE IN than other users.","PeriodicalId":102706,"journal":{"name":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126305753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lizeth Joseline Fuentes Perez, Luciano Arnaldo Romero Calla, Luís Valente, A. Montenegro, E. Clua
{"title":"Dynamic Game Difficulty Balancing in Real Time Using Evolutionary Fuzzy Cognitive Maps","authors":"Lizeth Joseline Fuentes Perez, Luciano Arnaldo Romero Calla, Luís Valente, A. Montenegro, E. Clua","doi":"10.1109/SBGames.2015.17","DOIUrl":"https://doi.org/10.1109/SBGames.2015.17","url":null,"abstract":"Players may cease from playing a chosen game sooner than expected for many reasons. One of the most important is related to the way game designers and developers calibrate game challenge levels. In practice, players have different skill levels and may find usual predetermined difficult levels as too easy or too hard, becoming frustrated or bored. The result may be decreased motivation to keep on playing the game, which means reduced engagement. An approach to mitigate this issue is dynamic game difficulty balancing (DGB), which is a process that adjusts gameplay parameters in real-time according to the current player skill level. In this paper we propose a real-time solution to DGB using Evolutionary Fuzzy Cognitive Maps, for dynamically balancing a game difficulty, helping to provide a well balanced level of challenge to the player. Evolutionary Fuzzy Cognitive Maps are based on concepts that represent context game variables and are related by fuzzy and probabilistic causal relationships that can be updated in real time. We discuss several simulation experiments that use our solution in a runner type game to create more engaging and dynamic game experiences.","PeriodicalId":102706,"journal":{"name":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121102262","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Victor R. M. Feitosa, J. G. R. Maia, L. O. Moreira, G. A. M. Gomes
{"title":"GameVis: Game Data Visualization for the Web","authors":"Victor R. M. Feitosa, J. G. R. Maia, L. O. Moreira, G. A. M. Gomes","doi":"10.1109/SBGames.2015.21","DOIUrl":"https://doi.org/10.1109/SBGames.2015.21","url":null,"abstract":"Gaming and eSports have become increasingly popular and complex. For that reason, it is necessary that tournament hosts and game developers provide a great amount of meaningful information for their audiences. Data visualization tools and frameworks are of upmost importance since these provides means to accomplish this task. In this paper we propose GameVis, a framework designed to aid developers in building game data visualization components for the Web. GameVis allows multiple data formats to be translated into a single data structure that can be extended and customized in many ways, allowing visualizations to suit different screen sizes and platforms while showing a great amount of variation and meaning. Visualizations built within the framework may feature animations, annotations and might even adapt to different visual themes in order to provide a richer, more interactive user experience. This is shown through experimental results.","PeriodicalId":102706,"journal":{"name":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122361948","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Adaptive Methodology for Facial Expression Transfer","authors":"R. Queiroz, Adriana Braun, S. Musse","doi":"10.1109/SBGames.2015.10","DOIUrl":"https://doi.org/10.1109/SBGames.2015.10","url":null,"abstract":"This work presents a methodology which aims to improve and automate the process of generating facial animation for interactive applications. We propose an adaptive and semiautomatic methodology, which allows to transfer facial expressions from a face mesh to another. The model has three main stages: rigging, expression transfer and animation, where the output meshes can be used as key poses for blendshape-based animation. The input of the model is a face mesh in neutral pose and a set of face data that can be provided from different sources, such as artist crafted meshes and motion capture data. The model generates a set of blendshapes corresponding to the input set, with minimum user intervention. We opted to use a simple rig structure in order to provide a trivial correspondence either with sparse facial feature points based systems or dense geometric data supplied by RGBD based systems. The rig structure can be refined on-the-fly to deal with different input geometric data according to the need. The main contribution of this work is an adaptive methodology which aims to create facial animations with few user intervention and capable or transferring expression details according to the need and/or amount of input data.","PeriodicalId":102706,"journal":{"name":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"82 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115195588","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Carleandro Noleto, Messias Lima, Luís Fernando Maia Silva, Windson Viana, Fernando A. M. Trinta
{"title":"An Authoring Tool for Location-Based Mobile Games with Augmented Reality Features","authors":"Carleandro Noleto, Messias Lima, Luís Fernando Maia Silva, Windson Viana, Fernando A. M. Trinta","doi":"10.1109/SBGames.2015.12","DOIUrl":"https://doi.org/10.1109/SBGames.2015.12","url":null,"abstract":"This paper presents an authoring tool for building location-based mobile games, enhanced with augmented reality capabilities. These games are a subclass of pervasive games in which the gameplay evolves and progresses according to player's location. We have conducted a literature review on authoring tools and pervasive games to (i) collect the common scenarios of current location-based mobile games, and (ii) features of authoring tools for these games. Additionally, we have also used the focus groups methodology to find new scenarios for location-based mobile games, in particular regarding how augmented reality can be used in these games. Both literature review and focus groups provide us a set of requirements to design a software architecture for our authoring tool, a web-based application where games are created and executed. In our approach, games are designed as a set of missions that can be ordered or not. Players use mobile devices to perform these missions in order to complete each game. Our main objective is to provide a software solution to enable non-programmers users to design, build and run location-based mobile games. In order to evaluate our tool, we present a game design called \"Battle for Fortaleza\", and how this game is implemented in our solution.","PeriodicalId":102706,"journal":{"name":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127169483","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
V. Cassol, Jovani Brasil, A. Neto, Adriana Braun, S. Musse
{"title":"An Approach to Validate Crowd Simulation Software: A Case Study on CrowdSim","authors":"V. Cassol, Jovani Brasil, A. Neto, Adriana Braun, S. Musse","doi":"10.1109/SBGames.2015.11","DOIUrl":"https://doi.org/10.1109/SBGames.2015.11","url":null,"abstract":"Validation is an important topic on the life-cycle of software development, especially when we are working with crowd simulation. This is because when applied in safety fields, such simulation software must reproduce behaviors close to real life in order to obtain useful data. The International Maritime Organization of London (IMO) developed guidelines for validate evacuation systems. In this paper, these guidelines have been applied when using CrowdSim as a crowd simulation tool. It is important to mention that a set of validations must be reached by CrowdSim to consider it as an accurate crowd simulation software. In addition, we present the capabilities of CrowdSim when applied to provide crowd simulation on a middle school. The computed simulations are employed into an interactive game-based approach aiming to educate students and also develop a culture of safety.","PeriodicalId":102706,"journal":{"name":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126859093","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Attempting to Discover Infinite Combos in Fighting Games Using Hidden Markov Models","authors":"Gianlucca L. Zuin, Yuri P. A. Macedo","doi":"10.1109/SBGames.2015.15","DOIUrl":"https://doi.org/10.1109/SBGames.2015.15","url":null,"abstract":"Designing for balance is core in competitive games. Ensuring fairness in player vs player games is a design goal that any game that features this sort of interaction should, at least to some extent, strive for. Unfortunately, it often happens that the whole of the possibilities given to a player exceeds the designer's expectations, creating combinations and exploits that sometimes threaten the game's reliability as a balanced and competitive title. Focusing on searching for an automated solution to one of the main flaws of fighting games, specifically infinite or unfair combos, this work discusses the use of Hidden Markov Models to predict if a subset of player commands would result in a combo. To this goal we study two different approaches: predicting the most likely sequence of player inputs in each frame that would result in a combo and the most likely sequence of player actions, regardless of frame information, that also could result in a combo. Experiments were performed on a fighting game of our own design. Both supervised and unsupervised learning algorithms were applied, however, due of the excess of noise in the first approach and particularities of the implemented model, the first approach was unable to successfully predict combos. We then change our minimal discrete time interval to a player action, rather than game frame. In this last scenario the HMM is capable of identifying small combos but, when asked to find larger ones, it can only append smaller combos that cannot be performed in the actual game. Despite that, our discussions in the matter and our findings are presented in this paper and should be relevant to this overall discussion.","PeriodicalId":102706,"journal":{"name":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116629017","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}