2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)最新文献

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Simulating Virtual Humans Crowds in Facilities 模拟设施中的虚拟人群
D. Schaffer, Conrado Boeira, G. Rockenbach, Guilherme Maurer, A. Antonitsch, S. Musse
{"title":"Simulating Virtual Humans Crowds in Facilities","authors":"D. Schaffer, Conrado Boeira, G. Rockenbach, Guilherme Maurer, A. Antonitsch, S. Musse","doi":"10.1145/3267851.3267888","DOIUrl":"https://doi.org/10.1145/3267851.3267888","url":null,"abstract":"The area of crowd simulation has been widely explored in several contexts from entertainment to safety purposes. In this paper we present an approach to simulate the evacuation of crowds in facilities such as hospitals, geriatric clinics, orphanages and etc, where agents adopt different profiles, e.g. workers, patients and families. We use Snook tables to parametrize the effort of people to push patients impacting the people speed when evacuating in this specific context. This model can be applied in games, although our main goal is to contribute with safety systems by computing evacuation times and finding out the number of trained people needed in different scenarios. To control the motion of people in crowds and to avoid collisions we use BioCrowds, but any other crowd simulator could be used as well. Results indicate that the total evacuation time is reduced by having more trained workers, smaller hospital floors and an approximately similar number of rescuers and dependents number of patients and rescuers. In addition, we compare our method with another simulation in a hospital and obtained results were coherent.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123492910","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}
引用次数: 1
Automated Tests for Mobile Games: An Experience Report 手机游戏的自动化测试:经验报告
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00015
Gabriel Lovreto, A. T. Endo, P. Nardi, Vinicius H. S. Durelli
{"title":"Automated Tests for Mobile Games: An Experience Report","authors":"Gabriel Lovreto, A. T. Endo, P. Nardi, Vinicius H. S. Durelli","doi":"10.1109/SBGAMES.2018.00015","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00015","url":null,"abstract":"As mobile gaming is an ever-growing, competitive and profitable market, there has been an increasing demand for better quality in video game software. While manual testing is still a common practice among mobile game developers, some repetitive and error-prone tasks could benefit from test automation. For instance, test scripts that perform sanity checks of the proper functioning of a mobile game would be desirable in an ecosystem with constant hotfixes and updates, as well as a diverse set of configurations (e.g., device hardware, screensizes, and platforms). In this context, this paper reports an experience on developing automated test scripts for mobile games. To this end, we randomly selected 16 mobile games, from different genres, among the popular ones from the Google Play Store. For each game, test scripts were developed using the Appium testing framework and the OpenCV library. Based on our results, we provide an in-depth discussion on the challenges and lessons learned.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123678173","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}
引用次数: 10
Evaluation of Selection Techniques on a Mobile Augmented Reality Game 移动增强现实游戏的选择技术评价
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00024
Leonardo Pavanatto Soares, S. Musse, M. Pinho, Jean Bertin Boussu
{"title":"Evaluation of Selection Techniques on a Mobile Augmented Reality Game","authors":"Leonardo Pavanatto Soares, S. Musse, M. Pinho, Jean Bertin Boussu","doi":"10.1109/SBGAMES.2018.00024","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00024","url":null,"abstract":"Selection is one of the most fundamental tasks performed by humans. In Virtual Reality (VR), a number of interaction techniques have been proposed to deal with this type of task. They can be based on different metaphors, that define how the interaction is performed. However, it is still not clear how these different metaphors perform under Augmented Reality (AR). We performed two experiments to evaluate two of those interaction techniques. One was based on a pointing metaphor, and the other on a surface interaction metaphor. To achieve this result, a game prototype was developed, where users had to apply the selection techniques to reach a goal and win. We evaluated the impact of two different types of devices and two types of crowd simulation (with and without flocking behavior) in the user interaction. The scenario allowed the user to easily navigate around the scene from an overview perspective. We performed a two-way ANOVA between the variables and found that the technique based on surface interaction metaphor allowed the users to select multiple objects in the shortest amount of time. However, the technique based on pointing metaphor had a higher accuracy. Moreover, both techniques performed better with a crowd with flocking behavior.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130043585","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}
引用次数: 2
Development of an Autonomous Vehicle Controller for Simulation Environments 仿真环境下自动驾驶车辆控制器的研制
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00018
Vitor Peixoto Menezes, C. Pozzer
{"title":"Development of an Autonomous Vehicle Controller for Simulation Environments","authors":"Vitor Peixoto Menezes, C. Pozzer","doi":"10.1109/SBGAMES.2018.00018","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00018","url":null,"abstract":"An autonomous vehicle controller for simulation and games environments must coordinate the movement and behavior of multiple vehicles in their chosen path (itinerary) in the given environment. This work presents the development of a controller that guides the movement and behavior of vehicles inserted in a 3D world, so they can respond accordingly to accomplish the given movement orders. Our proposed solution to this problem is mainly based on steering behavior, which were improved with adjustments and predictions to be able to better manage static and dynamic obstacles in the simulated environment. It also uses group movement models using communication and planning between agents as well as solutions to obstacle deviation in real time in order to avoid collisions between vehicles while maintaining the behavior as realistic as possible. We also use accelerating data structures to enable the solution to run in real time even in very large terrains with a large number of obstacles.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"125 12","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134393126","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}
引用次数: 1
A Computational Method for Interactive Design of Marbling Patterns 大理石纹图案交互设计的计算方法
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00010
M. Gazziro, J. P. Gois, Candy Gonzales, J. F. Rodrigues
{"title":"A Computational Method for Interactive Design of Marbling Patterns","authors":"M. Gazziro, J. P. Gois, Candy Gonzales, J. F. Rodrigues","doi":"10.1109/SBGAMES.2018.00010","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00010","url":null,"abstract":"Paper marbling is a painting process where the artist makes use of special tools to carefully interact with paints deposited on an aqueous surface to produce marblelike paintings transferred to an absorbent paper. In this work, we present an interactive and intuitive application that simulates the marbling process digitally in real-time. To this end, we first map the artist tools into a simple and intuitive user interface. Secondly, we employ a Navier-Stokes equations solver on the GPU with a multi-layer approach to handling multiple colored paints with support to lighting and paints undulations. Our system accomplishes interactive frame-rates while manipulating tens of distinct colored paints, a requisite to applications like digital games. Results show the effectiveness of our real-time digital marbling system, providing to the artists an intuitive work interface.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117049661","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}
引用次数: 0
Controlling First-Person Character Movement: A Low-Cost Camera-based Tracking Alternative for Virtual Reality 控制第一人称角色运动:一种低成本的基于摄像机的虚拟现实跟踪选择
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00017
Rodrigo Berriel, T. M. Paixão, Ivo Nicchio, Thiago Oliveira-Santos
{"title":"Controlling First-Person Character Movement: A Low-Cost Camera-based Tracking Alternative for Virtual Reality","authors":"Rodrigo Berriel, T. M. Paixão, Ivo Nicchio, Thiago Oliveira-Santos","doi":"10.1109/SBGAMES.2018.00017","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00017","url":null,"abstract":"Virtual reality (VR) gaming is a billion-dollar industry that aims at providing a more realistic and exciting immersive experience in computer-simulated environment. Besides hardware capabilities and high-quality 3-D graphics, the feeling of immersion is augmented by incorporating realistic player-game interactions, including the control of game characters movements based on real/natural movements of the player and objects. To this intent, modern VR gaming usually leverages virtual reality headsets and additional devices/sensors whose costs are normally expensive for ordinary games users. In this paper, we propose a low-cost VR gaming system in which the smartphone is used as display and processing units, and its rear camera is used as the main sensor for controlling the character movements in a first-person shooter game (FPS) developed in this work. The VR game system can operate, on average, at 31 frames per second. Regarding the usability, 19 of 24 interviewed users evaluated the character movement precision as good or very good, while 95.8% considered the gun movement as good or very good. Also, all the users would recommend the movement control system as a real-virtual interaction alternative for VR gaming.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"85 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129680517","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}
引用次数: 0
Game State Evaluation Heuristics in General Video Game Playing 一般电子游戏中的博弈状态评价启发式
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00026
Bruno Santos, H. Bernardino
{"title":"Game State Evaluation Heuristics in General Video Game Playing","authors":"Bruno Santos, H. Bernardino","doi":"10.1109/SBGAMES.2018.00026","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00026","url":null,"abstract":"In General Game Playing (GGP), artificial intelligence methods play a diverse set of games. The General Video Game AI Competition (GVGAI) is one of the most famous GGP competitions, where controllers measure their performance in games inspired by the Atari 2600 console. Here, the GVGAI framework is used. In games where the controller can perform simulations to develop its game plan, recognizing the chance of victory/defeat of the possible resulting states is an essential feature for decision making. In GVGAI, the creation of appropriate evaluation criteria is a challenge as the algorithm has no previous information regarding the game, such as win conditions and score rewards. We propose here the use of (i) avatar-related information provided by the game, (ii) spacial exploration encouraging and (iii) knowledge obtained during gameplay in order to enhance the evaluation of game states. Also, a penalization approach is adopted. A study is presented where these techniques are combined with two GVGAI algorithms, namely, Rolling Horizon Evolutionary Algorithm (RHEA) and Monte Carlo Tree Search (MCTS). Computational experiments are performed using 20 deterministic and stochastic games, and the results obtained by the proposed methods are compared to those found by their baseline techniques and other methods from the literature. We observed that the proposed techniques (i) presented a larger number of wins and F1-Scores than those found by their original versions and (ii) obtained competitive solutions when compared to those found by methods from the literature.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127881991","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}
引用次数: 1
Message from the Computing Track Program Chairs 来自计算机轨道项目主席的信息
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/sbgames.2018.00006
M. Hounsell
{"title":"Message from the Computing Track Program Chairs","authors":"M. Hounsell","doi":"10.1109/sbgames.2018.00006","DOIUrl":"https://doi.org/10.1109/sbgames.2018.00006","url":null,"abstract":"All papers are submitted first as an abstract for chairing assessment and, if approved then, a complete paper is received and peer-reviewed by at least two reviewers that work in the same subject in a double-blind process to guarantee paper quality. Among 140 abstracts submitted in 2017, 35% of them were accepted as full papers. Authors of the first four best scored papers were invited to submit extended versions of their papers for possible publication, after new rounds of rigorous reviews and revisions, at the Entertainment Computing Journal.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114931429","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}
引用次数: 0
Efficient A* Co-processor for Reconfigurable Gaming Devices 用于可重构游戏设备的高效A*协处理器
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00021
A. S. Nery, A. Sena
{"title":"Efficient A* Co-processor for Reconfigurable Gaming Devices","authors":"A. S. Nery, A. Sena","doi":"10.1109/SBGAMES.2018.00021","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00021","url":null,"abstract":"Pathfinding algorithms are at the heart of most games, especially to fulfill increasingly demanding Artificial Intelligence and Level Design tasks. Recent smartphones and tablets are equipped with efficient Multi-Processing Systemson-Chip (MPSoC) devices, with demanding performance requirements and energy consumption constraints. While not primarily designed for gaming, such mobile machines are quickly climbing to the top of the list of preferred gaming devices, augmented at each new product iteration with stateof-the-art multimedia subsystems and co-processors. Therefore, this work aims at designing and evaluating an efficient A* pathfinding co-processor for reconfigurable gaming devices. The co-processor is designed using Xilinx High-Level Synthesis (HLS) compiler and is implemented in the programming logic of a Xilinx Ultrascale+ Field-Programmable Gate Array (FPGA) embedded with a 64-bit quad-core ARM Cortex-A53 MPSoC, dual-core Cortex-R5 real-time processors, and a Mali400 MP2 graphics processing unit. Extensive performance, circuit-area and energy consumption results shows that the coprocessor running at only 200MHz can efficiently find paths approximately four times faster than one ARM processor running at 1.2GHz for a set of pathfinding benchmarks based on artificial maps and commercial games such as StarCraft and Baldur’s Gate, paving the way for novel dedicated gaming co-processors. Moreover, the co-processor only requires about one third of the system’s total dynamic power.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116247321","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}
引用次数: 3
Dynamic Difficulty Adjustment in a Whac-a-Mole like Game 《打地鼠》类游戏的动态难度调整
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00020
Bruno E. R. Garcia, M. K. Crocomo, Kleber O. Andrade
{"title":"Dynamic Difficulty Adjustment in a Whac-a-Mole like Game","authors":"Bruno E. R. Garcia, M. K. Crocomo, Kleber O. Andrade","doi":"10.1109/SBGAMES.2018.00020","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00020","url":null,"abstract":"Based on the Evolutionary Algorithm (EA) proposed by [1], this paper presents a new EA version with dynamic difficulty adjustment for a Whac-a-Mole like game used in motor rehabilitation of hand. This new version considers user performance as input and generates the position and time that the target will stay on screen. In order to simulate different users needs, a variety of player profiles were created with diverse horizontal movement speed (ulnar deviation/radial deviation of the hand) and vertical movement speed (supination/pronation of hand), as well as distinctive player attention deficits (response time to the apparition of the targets). The results show that the developed EA can adjust the difficulty factors of the game according to the skill set of each profile. Keywords-Human-Computer Interactive; Serious Games for Rehabilitation; Artificial Intelligence; Evolutionary Algorithm; Dynamic Difficulty Adjustment.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126514946","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}
引用次数: 0
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