{"title":"An Educational Robotic Game for Transit Education Based on the Lego MindStorms NXT Platform","authors":"Marckson Monteiro da Silva, J. F. Netto","doi":"10.1109/SBGAMES.2010.10","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.10","url":null,"abstract":"This paper describes the development of aneducational game using Lego MindStorms NXT 1.0platform of educational robotics and Java technology,seeking the construction of knowledge about the TransitEducation for children, in a fun and interesting way.With this game children can experience situations ofurban traffic, leading to reflections on what attitude totake in view of typical situations. The game seeks tosimulate urban traffic close to real-world situation.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123514283","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}
Carlos Eduardo Vaisman Muniz, A. Montenegro, E. Clua
{"title":"Fast Polygonization and Texture Map Extraction from Volumetric Objects Based on Surface Fairing Using a Modified Discrete Laplacian Operator","authors":"Carlos Eduardo Vaisman Muniz, A. Montenegro, E. Clua","doi":"10.1109/SBGAMES.2010.33","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.33","url":null,"abstract":"This work proposes a new method for the polygonization and texture map extraction from volumetric objects based on a polyhedral surface extraction and surface fairing approach. The surface faring approach is based on a mesh signal processing technique that uses an approximation of an adaptive low-pass filtering based on a function that combines the discrete laplacian operator and an adaptation of the Lanczos kernel. Differently from other works that propose surface fairing approaches we deal mainly with voxelized models created by artists for games which led us to design a filtering approach that smoothes strongly in high frequency regions to remove the jagging effects of the sampling and less intensively in the low frequency regions to preserve the natural behavior of the model. The overall aim of this work is to propose a simple methodology in which it is efficient and easy to use voxel manipulation techniques to produce a final boundary representation of the model together with the appearance function codified in a texture atlas. The proposed method produced very promising results and enabled us to extract smooth texturized models that preserve the features of the original volumetric object at interactive times.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134380038","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}
E. S. D. Lima, B. Feijó, A. Furtado, C. Pozzer, A. Ciarlini
{"title":"Director of Photography and Music Director for Interactive Storytelling","authors":"E. S. D. Lima, B. Feijó, A. Furtado, C. Pozzer, A. Ciarlini","doi":"10.1109/SBGAMES.2010.13","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.13","url":null,"abstract":"The way emotions are expressed in a film has great impact on the viewer's understanding of the narrative. Over the years, filmmakers developed several techniques to enhance the perception of these emotions, such as the photography and the audio editing of the scenes. This paper proposes two cinematography-inspired autonomous agents designed to better express the emotional aspects of interactive storytelling environments. Both the director of photography and music director use support vector machines trained with a cinematography-knowledge dataset to create and manipulate the audio and visual parameters of a runtime dramatization engine, thus increasing the immersion of the viewers in the story.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"15 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123414489","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":"A Method for Generating Emergent Behaviors Using Machine Learning to Strategy Games","authors":"A. F. V. Machado, E. Clua, B. Zadrozny","doi":"10.1109/SBGAMES.2010.21","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.21","url":null,"abstract":"This work proposes the use of machine learning for the creation of a basic library of experiences, which will be used for the generation of emergent behaviors for characters in a strategy game. In order to create a high diversification of the agents' story elements, the characteristics of the agents are manipulated based on their adaptation to the environment and interaction with enemies. We start by defining important requirements that should be observed when modeling the instances. Then, we propose a new architecture paradigm and suggest what would be the most appropriate classification algorithm for this architecture. Results are obtained with an implementation of a prototype strategy game, called Darwin Kombat, which validated the definition of the best classifier.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128303171","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 Artificial Intelligence System to Help the Player of Real-Time Strategy Games","authors":"Renato Luiz de Freitas Cunha, L. Chaimowicz","doi":"10.1109/SBGAMES.2010.23","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.23","url":null,"abstract":"Real Time Strategy (RTS) games pose a series of challenges to players and AI Agents due to its dynamical, distributed and multi-objective fashion. In this paper, we propose and develop an Artificial Intelligence (AI) system that helps the player during the game, giving him tactical and strategical tips about the best actions to be taken according to the current game state with the objective of improving the player's performance. We describe the main features of the system, its implementation and perform experiments using a real game to evaluate its effectiveness.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"340 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132905705","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}
Kleber O. Andrade, Gisele G. Ito, Ricardo C. Joaquim, B. Jardim, A. Siqueira, G. Caurin, Marcelo Becker
{"title":"A Robotic System for Rehabilitation of Distal Radius Fracture Using Games","authors":"Kleber O. Andrade, Gisele G. Ito, Ricardo C. Joaquim, B. Jardim, A. Siqueira, G. Caurin, Marcelo Becker","doi":"10.1109/SBGAMES.2010.26","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.26","url":null,"abstract":"This work integrates robotics and electronic games with the objective of producing more motivating and attractive therapeutic activities in distal radius fracture rehabilitation (wrist region). The proposed robotic system allows the reliable measurement of all wrist angular motion amplitudes. To this end, a framework is proposed to allow the full integration of the designed game to the developed hardware. The framework stores data from the game and from the robot movements for further analysis. The prototype was tested in healthy subjects, and a questionnaire was used to produce qualitative impressions on the system.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131737255","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 O. Chaves, E. Favero, E. Tavares, S. Oliveira
{"title":"A Software Process Simulator Machine for Software Engineering Simulation Games","authors":"Rafael O. Chaves, E. Favero, E. Tavares, S. Oliveira","doi":"10.1109/SBGAMES.2010.35","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.35","url":null,"abstract":"Develop new games without having to start from scratch has been made possible by using game engines, since they offer a number of specialized components and optimized functions which are common in games. However, one realizes that process simulation games have not taken advantage of these technologies. This paper aims to demonstrate the results of the development of a software process simulation component called Software Process Simulator Machine (SPSM), which focuses on help and motivate software process educational game development through the addressing of main generic requirements for process simulation software.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132260335","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}
Simone Diniz Junqueira Barbosa, A. Furtado, M. Casanova
{"title":"A Decision-Making Process for Digital Storytelling","authors":"Simone Diniz Junqueira Barbosa, A. Furtado, M. Casanova","doi":"10.1109/SBGAMES.2010.16","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.16","url":null,"abstract":"The method proposed here to determine, in a simplified but still plausible way, the behaviour of the characters participating in a story is based on rules that associate a given situation with a list of different goals. In view of the rules whose situation holds at the current state, each character engages in a decision-making process along three steps: goal selection, plan selection, and commitment. The selection criteria reflect individual preferences originating, respectively, from drives, attitudes and emotions. Four kinds of inter-character relations are considered, which may lead to goal and plan interferences. A prototype logic programming tool was developed to run experiments.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121236490","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}
M. Joselli, M. Zamith, E. Clua, A. Montenegro, R. Leal-Toledo, Luís Valente, B. Feijó
{"title":"An Architecture with Automatic Load Balancing and Distribution for Digital Games","authors":"M. Joselli, M. Zamith, E. Clua, A. Montenegro, R. Leal-Toledo, Luís Valente, B. Feijó","doi":"10.1109/SBGAMES.2010.19","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.19","url":null,"abstract":"Distributed computing is being used in several fields to solve many computation intensive problems. In digital games, it is used mainly in multi-player games, where the majority of the game logic is processed in a mainframe or cluster. Single player games could also use distributed computing to process the game logic, devoting host processing to renderization, which is usually the task that digital games spend most of its processing time. By using distributed computing, games could need softer system requirements, since the game loop would be distributed. This paper presents a game loop that can be applied in both multi-player and single-player games, using automatic load balancing and distributing game logic computation among several computers.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128282964","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}
D. Barboza, Hamilton Lima Junior, E. Clua, Vinod E. F. Rebello
{"title":"A Simple Architecture for Digital Games on Demand Using Low Performance Resources under a Cloud Computing Paradigm","authors":"D. Barboza, Hamilton Lima Junior, E. Clua, Vinod E. F. Rebello","doi":"10.1109/SBGAMES.2010.34","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.34","url":null,"abstract":"Cloud computing is becoming an increasinglyviable source of low cost computing power for developers andusers in diverse areas. Services from the creation ofpresentations, spreadsheets and text processing, to picture andvideo editing, and more recently high performance scientificcomputing are some examples of systems currently available inthe cloud. While these applications are typically executed in theform of batch jobs, responsiveness or timeliness is not usuallyan issue. Executing interactive applications, i.e. applicationsthat require real time responsiveness in the cloud, however, ismore challenging and still not so common in this environment.This work proposes and evaluates the feasibility of building asimple off-the-shelf architecture for an on demand gamingservice. Our proposal consists on running an appropriateremote server in the cloud so that the client need only performa few basic tasks, such as reading user input and displaying theresulting game screens. Consequently, even low-powercomputing systems, such as mobile devices or digital TV setupboxes, can have access to sophisticated graphic rich or complexgames, since most of the processing is performed remotely.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"182 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121827614","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}