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

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Procedural Content Generation of Villages and Road System on Arbitrary Terrains 任意地形上村庄和道路系统的程序内容生成
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00032
Tiago Boelter Mizdal, C. Pozzer
{"title":"Procedural Content Generation of Villages and Road System on Arbitrary Terrains","authors":"Tiago Boelter Mizdal, C. Pozzer","doi":"10.1109/SBGAMES.2018.00032","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00032","url":null,"abstract":"Modeling a terrain with a large amount of details by hand is an arduous task. Creating roads, villages, buildings and other details demands a lot of time from an artist. In this paper we propose a solution that analyzes the terrain, defines proper areas for the villages and generates the roads connecting them. The area delimited to each village is given by the characteristics of the terrain. The road system is generated using the A* algorithm with our own cost functions that consider the slope of the terrain. Our method is also able to create T-junctions and works from a starting point to any other road. Buildings are placed on each village according to a seed and their locations are defined in acceptable areas of the terrain.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"98 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":"115949002","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
Estimating Player Experience from Arousal and Valence Using Psychophysiological Signals 利用心理生理信号从唤醒和效价估计玩家体验
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00022
E. Siqueira, Thiago A. A. Santos, C. Castanho, R. Jacobi
{"title":"Estimating Player Experience from Arousal and Valence Using Psychophysiological Signals","authors":"E. Siqueira, Thiago A. A. Santos, C. Castanho, R. Jacobi","doi":"10.1109/SBGAMES.2018.00022","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00022","url":null,"abstract":"This work proposes a process for an assessment of Player Experience. In a simple way, the emotions are extracted according to arousal and valence values using a bi-dimensional model of affective states. The proposed process obtains affective states from two psychophysiological signals (Facial Expressions and Electrodermal Activity). Standard methods and Principal Component Analysis were used to extract a set of features from the collected signals. In this paper we propose to model a fuzzy system to assess Player Experience.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"157 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":"114735742","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: 4
Publisher's Information 出版商的信息
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/sbgames.2018.00039
{"title":"Publisher's Information","authors":"","doi":"10.1109/sbgames.2018.00039","DOIUrl":"https://doi.org/10.1109/sbgames.2018.00039","url":null,"abstract":"","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"50 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":"129691964","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
BinG: A Framework for Dynamic Game Balancing using Provenance BinG:基于出处的动态游戏平衡框架
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00016
Felipe Machado de Azeredo Figueira, Lucas Nascimento, José Ricardo da S. Junior, Troy C. Kohwalter, Leonardo Gresta Paulino Murta, E. Clua
{"title":"BinG: A Framework for Dynamic Game Balancing using Provenance","authors":"Felipe Machado de Azeredo Figueira, Lucas Nascimento, José Ricardo da S. Junior, Troy C. Kohwalter, Leonardo Gresta Paulino Murta, E. Clua","doi":"10.1109/SBGAMES.2018.00016","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00016","url":null,"abstract":"Among different reasons that can lead a player to stop playing a game, frustration due to challenges that do not fit to their skills may be one of the most critical. Besides that, the players’ skills improve along the time, and the previously selected difficulty level may become inappropriate due to the player’s improvement. This can result on decreasing the motivation for the player retention, as they could get bored because of the easy challenges or frustrated due to the harsh difficulty. In this paper, we propose a new approach based on gathered provenance data for dynamically tuning the game’s challenge according to the current player skills. To do so, we developed BinG, a framework responsible for collecting and processing data provenance, allowing for the development of different balancing models to be used externally by the game. BinG uses the concept of logical programming to deliver facts and rules observed during a game session, allowing querying over the database to understand what happened. Additionally, we conducted a study using a game developed in-house and a dynamic balancing model customized to that game through BinG. This study was performed with five volunteers, who played the game using the default balancing and our dynamic balancing. Through this experiment, we showed a performance discrepancy reduction of almost 50% for the most skilled player in relation to the less skillful player when using dynamic balancing.","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":"130370924","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: 4
Providing an IM Cross-Platform Game Engine for Text-Messaging Games 为短信游戏提供IM跨平台游戏引擎
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00033
V. T. Sarinho, Gabriel S. de Azevedo, Filipe M. B. Boaventura
{"title":"Providing an IM Cross-Platform Game Engine for Text-Messaging Games","authors":"V. T. Sarinho, Gabriel S. de Azevedo, Filipe M. B. Boaventura","doi":"10.1109/SBGAMES.2018.00033","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00033","url":null,"abstract":"Several types of Text Messaging (TM) games are available today. They explored different types of games genres, categories and platforms, such as Short Messaging Service (SMS) competitions and text-based adventures on Instant Messaging (IM) bots. This paper presents IMgine, a game engine able to provide TM games across distinct IM platforms. It implements game engine routines in a configured game loop for multiple IM platforms, capable of representing TM game states and logic by the execution of predefined game functions. As validation process, IM games were developed to show the IMgine capability of providing game mechanics and dynamics aspects according to TM and IM restrictions. As a result, a foundation for IM games that organizes the definition of TM game states and logic is provided, allowing game developers to be concerned with the game core implementation instead of IM transmission process or TM interaction limits.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"18 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":"130622775","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
A Gesture Recognition Approach for Wheelchair Users in an Exergame 轮椅使用者在游戏中的手势识别方法
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00011
Alexandre G. Szykman, A. Brandão, J. P. Gois
{"title":"A Gesture Recognition Approach for Wheelchair Users in an Exergame","authors":"Alexandre G. Szykman, A. Brandão, J. P. Gois","doi":"10.1109/SBGAMES.2018.00011","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00011","url":null,"abstract":"Studies indicate that playing exergames, games that use technologies of gesture recognition to incentive exercising, can improve multiple skills of the players. However, when players are wheelchair users, interactive gesture recognition is an issue not sufficiently explored. There are already exergames explicitly developed for wheelchair users, but until 2016, as far as we know, there was no game that explored the users’ gesture movements in the digital game characters. In this work, we present our approach for gesture recognition of wheelchair users. It uses a depth sensor to track specific movements from wheelchair users. We employ those movements to interact with the game character. Results suggest that our technique, despite its simplicity, provides interactive frame rates while being also efficient.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"95 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":"125549675","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
GPU-Based Real-Time Procedural Distribution of Vegetation on Large-Scale Virtual Terrains 基于gpu的大尺度虚拟地形植被实时程序分布
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00027
Bruno Torres do Nascimento, Flavio Paulus Franzin, C. Pozzer
{"title":"GPU-Based Real-Time Procedural Distribution of Vegetation on Large-Scale Virtual Terrains","authors":"Bruno Torres do Nascimento, Flavio Paulus Franzin, C. Pozzer","doi":"10.1109/SBGAMES.2018.00027","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00027","url":null,"abstract":"We present a novel framework for real-time procedural distribution of vegetation, capable of handling large-scale terrains. Our approach considers several natural aspects that influence the adaptability of each plant type to topographic and environmental factors displayed across the terrain, as well as interactions between different plant types. The adaptability of each plant type is modeled through a set of consistent parameters that afford full control to the user over the final results of the distribution process. The proposed architecture relies on GPU parallelization and GPU instancing to improve performance. Our framework can be used to generate the vegetation cover of a terrain at runtime or to create an initial distribution that could latter be manually edited, expediting the process of decorating large environments. The results show that our framework can achieve natural looking vegetation distributions, while maintaining the computational costs compatible with realtime applications.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"31 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":"127263360","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: 6
AsKME: A Feature-Based Approach to Develop Multiplatform Quiz Games AsKME:基于功能开发多平台问答游戏的方法
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00014
V. T. Sarinho, Gabriel S. de Azevedo, Filipe M. B. Boaventura
{"title":"AsKME: A Feature-Based Approach to Develop Multiplatform Quiz Games","authors":"V. T. Sarinho, Gabriel S. de Azevedo, Filipe M. B. Boaventura","doi":"10.1109/SBGAMES.2018.00014","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00014","url":null,"abstract":"Several approaches have been proposed to manage the game domain variability in different instances and strategies. However, the idea of an one-size-fits-all game architecture can be misleading, being necessary to built reference game architectures for target (sub)domains. This paper presents the Assessment of Knownledge Multiplatform Environment (AsKME), a feature-based approach to develop multiplatform quiz games. It provides a subdomain game architecture, based on identified features of the quiz game dimension, in a Model-ViewController strategy implemented by feature artifacts adapted to be executed in distinct software platforms. As a result, a reusable approach to develop multiplatform quiz games was provided, together with the development of educational and casual quiz games for validation purposes.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"121 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":"124787358","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: 5
Personality and Preference Modeling for Adaptive Storytelling 适应性讲故事的个性和偏好模型
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00030
E. S. D. Lima, B. Feijó, A. Furtado, V. Gottin
{"title":"Personality and Preference Modeling for Adaptive Storytelling","authors":"E. S. D. Lima, B. Feijó, A. Furtado, V. Gottin","doi":"10.1109/SBGAMES.2018.00030","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00030","url":null,"abstract":"In almost all forms of storytelling, the background and the current state of mind of the audience members predispose them to experience a given story from a unique personal perspective. However, traditional story writers usually construct their narratives based on an average understanding of the preferences of their audience, which does not guarantee satisfying narrative experiences for its individual members. When a narrative is aimed at providing pleasurable entertainment, having some information about the preferences of the current user for the narrative’s content is vital to create satisfying experiences. This paper explores personality modeling and proposes a novel approach to generate individualized interactive narratives based on the preferences of users, which are modeled in terms of the Big Five factors. The paper presents the proposed method and evaluates its precision and real-time performance.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"31 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":"121516556","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
A Survey on Game Analytics in Massive Multiplayer Online Games 大型多人在线游戏的游戏分析研究
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2018-10-01 DOI: 10.1109/SBGAMES.2018.00012
L. V. Fernandes, C. Castanho, R. Jacobi
{"title":"A Survey on Game Analytics in Massive Multiplayer Online Games","authors":"L. V. Fernandes, C. Castanho, R. Jacobi","doi":"10.1109/SBGAMES.2018.00012","DOIUrl":"https://doi.org/10.1109/SBGAMES.2018.00012","url":null,"abstract":"Massive Multiplayer Online games (MMOG or MMO games) can gather hundreds, thousands or even millions of players. They build persistent world games where social relationships are established to improve the performance of the users and their online, centralized and persistent nature facilitates the collection and analysis of user data. Since keeping players engagement is very important to the MMOG business model, the adoption of Game Analytics to better understand the player experience became widespread among game developers and researchers. This paper makes a survey of articles published over the last fourteen years that apply Game Analytics techniques on Massive Multiplayer Online Games. The objective is to outline the recent research conducted in this area: the type of MMOG that is the object of research; the most common game metrics adopted; the game telemetry used in the research. For this, 31 papers were selected from IEEE and ACM Digital Libraries and analyzed. Such selection was done by searching the keywords Massive Multiplayer Games on both libraries and Game Analytics on the ACM library. Many tendencies were found upon selecting and analyzing each paper. Such as World of Warcraft being the most researched game, while RPG was the most researched sub-genre. Other observations include that the improvement of the game was the aim of about one-third of the sample and the most common data source was the Game Log from each game.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"357 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":"126954527","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: 8
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