2022 IEEE Games, Entertainment, Media Conference (GEM)最新文献

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A System for Giving Presentations with the NAO Robot 一个用NAO机器人做报告的系统
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017306
P. Mohan, M. Hosein
{"title":"A System for Giving Presentations with the NAO Robot","authors":"P. Mohan, M. Hosein","doi":"10.1109/GEM56474.2022.10017306","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017306","url":null,"abstract":"In this paper, we describe our work in developing a presentation system to enable the NAO humanoid robot to give prepared presentations to a human audience. The objective is for the robot to deliver the presentation in a manner that is comparable to a good human presenter. We developed a gesture repository consisting of generally accepted effective hand gestures to use during a presentation. We also developed a Presentation Markup Language (PML) which enables a user with relatively little technical knowledge to specify the components of a presentation such as the text of the speech, the hand gestures to use and at which point, and multimedia elements such as images, audio, and video. From the PML, our system generates a program which tells the robot exactly how to deliver the presentation. The robot presentation system has been internally evaluated with hundreds of speech fragments and the speech algorithms have been enhanced to improve synchronization with gestures and multimedia elements. Several presentations have been successfully delivered to audiences in a range of “live” settings. The robot presentation system also caters for non-standard English speeches, enabling the robot to give presentations that can appeal to audiences of different cultural backgrounds.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131774423","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
Rap-Style Commentary Generation in an Audience Participation Fighting Game 玩家参与格斗游戏中的说唱风格评论生成
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017646
Thanat Jumneanbun, Marcel Wira, Pujana Paliyawan, R. Thawonmas, Kingkarn Sookhanaphibarn, Worawat Choensawat
{"title":"Rap-Style Commentary Generation in an Audience Participation Fighting Game","authors":"Thanat Jumneanbun, Marcel Wira, Pujana Paliyawan, R. Thawonmas, Kingkarn Sookhanaphibarn, Worawat Choensawat","doi":"10.1109/GEM56474.2022.10017646","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017646","url":null,"abstract":"This paper presents a rap-style commentary system for enhancing audience participation games. In this work, an audience participation fighting game played by two AI players is presented. This game has two unique features. The first is that commentaries are generated in a rap-style fashion. The second is AI-player strength adjustment based on chat messages from audiences-these chat messages also affect the abovementioned commentaries. Experimental results show that the proposed system significantly promotes audience experience.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"328 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134140057","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
Locating Optimal Study Areas Using Augmented Reality And Low Cost IoT Devices 使用增强现实和低成本物联网设备定位最佳研究区域
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017619
Shamar Akio Ward, Mechelle Gittens
{"title":"Locating Optimal Study Areas Using Augmented Reality And Low Cost IoT Devices","authors":"Shamar Akio Ward, Mechelle Gittens","doi":"10.1109/GEM56474.2022.10017619","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017619","url":null,"abstract":"Study areas on campuses whether outdoors or indoors provide a space for students to focus on their studies. For these areas to be conducive to study, environmental factors such as temperature, sound and lighting must be considered. Additionally, outdoor spaces have additional factors such as rainfall which could affect the availability of suitable surfaces and seating. This work proposes a system which would allow users interested in utilizing a study space to use Augmented Reality (AR) to identify a suitable area. Using AR, users can use a mobile phone to see an overlay of sensed elements in that space. These elements are sensed by deploying IoT devices which includes Repurposed Cell Phones (RCP) and Arduino technology.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117256968","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
Scrum and Remote Work in Video Game Projects: Improving Communication, Trust and Efficiency 电子游戏项目中的Scrum和远程工作:提高沟通、信任和效率
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017472
Levika Herve Nankap, Bruno Bouchard, Yannick Francillette, Gilles Imbeau
{"title":"Scrum and Remote Work in Video Game Projects: Improving Communication, Trust and Efficiency","authors":"Levika Herve Nankap, Bruno Bouchard, Yannick Francillette, Gilles Imbeau","doi":"10.1109/GEM56474.2022.10017472","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017472","url":null,"abstract":"In a rapidly expanding video games industry, com-panies have to manage complex development projects with interdisciplinary teams. Nowadays, these teams often produce in remote working (at least partially) with the Scum framework. However, this framework is not adapted to the virtual team context. Moreover, key issues about communication and trust between team members are not well addressed by the original framework tools. In this paper, we show our Com- Scum model extending the original Scum framework to take into account the context of remote work. We also propose to exploit a text mining approaches to automatically detect in real-time the problems of communication and trust between team members. This tool uses data from the team activities in the chat platform to extract the and apply a quantitative analysis of multiple metrics to infer communication health status of team in order to give feedback.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121175264","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
Understanding the Challenges of Team-Based Live Streaming for First-person Shooter Games 理解基于团队的第一人称射击游戏直播的挑战
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-08-16 DOI: 10.1109/GEM56474.2022.10017960
Jiaye Li, Minghao Li, Z. Wen, Wei Cai
{"title":"Understanding the Challenges of Team-Based Live Streaming for First-person Shooter Games","authors":"Jiaye Li, Minghao Li, Z. Wen, Wei Cai","doi":"10.1109/GEM56474.2022.10017960","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017960","url":null,"abstract":"First-person shooter (FPS) game tournaments take place across the globe. A growing number of people choose to watch FPS games online instead of attending the game events in person. However, live streaming might miss critical highlight moments in the game, including kills and tactics. We identify how and why the live streaming team fails to capture highlight moments to reduce such live streaming mistakes. We named such mistakes jarring observations. We conducted a field study of live streaming competitions of Game For Peace, a popular FPS mobile game, to summarize five typical jarring observations and identify three primary reasons that caused the issues. We further studied how to improve the live streaming system to prevent jarring observations from happening by doing semistructured interviews with two professional streaming teams for Game For Peace. The study showed that a better system should (1) add a new sub-team role to share the director's responsibility of managing observers; (2) provide interfaces customized for three roles of live streamers in the team; (3) abstract more geographical info; (4) predict the priority of observation targets; and (5) provide non-verbal interfaces for sync-up between sub-teams. Our work provides insights for esports streaming system researchers and developers to improve the system for a smoother audience experience.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128979407","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
What Features Influence Impact Feel? A Study of Impact Feedback in Action Games 哪些特性会影响冲击感?动作游戏中的冲击反馈研究
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-08-12 DOI: 10.1109/GEM56474.2022.10017782
Zhonghao Lin, Haihan Duan, Z. Wen, Wei Cai
{"title":"What Features Influence Impact Feel? A Study of Impact Feedback in Action Games","authors":"Zhonghao Lin, Haihan Duan, Z. Wen, Wei Cai","doi":"10.1109/GEM56474.2022.10017782","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017782","url":null,"abstract":"Making the hit effect satisfy players is a long-standing problem faced by action game designers. However, no research has systematically analyzed which game design elements affect such game feel. There is not even a term to describe it. So, we proposed to use impact feel to describe the player's feeling when receiving juicy impact feedback. After collecting player's comments on action games from Steam's top seller list, we trained a natural language processing (NLP) model to rank action games with their performance on impact feel. We presented a 19-feature framework of impact feedback design and examined it in the top eight and last eight games. We listed an inventory of the usage of features and found that hit stop, sound coherence, and camera control may strongly influence players' impact feel. A lack of dedicated design on one of these three features may ruin players' impact feel. Our findings might become an evaluation metric for future studies.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115307317","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
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