Ki-Woong Park, Byung-Cheol Kim, Jong-Woon Yoo, Kyu Ho Park, K. Wohn
{"title":"Enabling sportive games with a do-it-yourself wearable computing platform","authors":"Ki-Woong Park, Byung-Cheol Kim, Jong-Woon Yoo, Kyu Ho Park, K. Wohn","doi":"10.1109/ICEGIC.2010.5716891","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716891","url":null,"abstract":"As advances are made in hardware design technology, the wearable computing platform is becoming widespread and comes with interesting and challenging issues. In an attempt to use wearable computing technology as a bodily game interface, this paper presents our experiences in realizing a wearable computing platform that enables users to perform bodily interactive games. First, we present our design and implementation of a Do-It-Yourself (DIY) wearable platform which is applicable to game platforms according to a usage goal. In order to promote physical activity, it provides computer games with a bodily interface, such as moving arms up and down, and pressing on-clothes buttons. Second, we present an interactive game called DanceToBe, which adds more active sportive-elements into the game in a manner that incorporates players' bodily actions with music and video based on the DIY wearable platform.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130126562","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":"Transition to Teaching: 3D classroom simulation and management","authors":"P. Diefenbach, Kenneth Oum, Fredricka K. Reisman","doi":"10.1109/ICEGIC.2010.5716910","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716910","url":null,"abstract":"Despite the widespread efforts towards using games for student learning, little has addressed their use for training of our educators and educational leaders. One exception is the multidiscipline collaboration being developed at Drexel University for training new high school educators to handle classroom situations. As part of a US Department of Education grant program called Transition To Teaching (TTT), Drexel's Digital Media Program collaborated with the Drexel's School of Education to include gaming as a pedagogical strategy in curriculum-based learning. Drexel's Goodwin College of Professional Studies, with its expertise in Creativity & Innovation that includes programs in the field of teacher training, contributed overall project oversight as well instruction in creativity theories and creativity problem solving and their application to grades 5–12 with the Project Teachers. This pedagogy was incorporated by the RePlay Lab's game design teams in the creation of two interactive game simulations for training teachers in classroom management through virtual classroom environments.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124721307","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":"Experiences from implementing an educational MMORPG","authors":"Bian Wu, Alf Inge Wang, Yuanyuan Zhang","doi":"10.1109/ICEGIC.2010.5716896","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716896","url":null,"abstract":"This paper describes the implementation of an educational Massively Multiplayer Online Role-Playing Game (MMORPG), named World of Wisdom (WoW). WoW is designed under the context of game design theory and game features extracted from surveys of popular MMORPGs. It is an open educational platform where students can “play exercises” instead doing them in the traditional paper way. Further, it provides an editor for teachers to create new game plots and content without the need of programming. As an aid for lectures, WoW can motivate the students to do the exercises more thoroughly. Finally, the paper presents both positive and negative experiences from the design and implementation of the game. We find that there are various theories that can benefit the design of educational MMORPGs. However, the key problem is how to choose and apply relevant theory to support the design, our experiences in the paper are examples that explore and explain this problem.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126677789","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}
J. Bae, Guen Tae Park, Jin Wook Kim, Hang-Joon Kim, Hyun-Soo Park
{"title":"Estimation of vertical angle of the impacted ball using a planar sensor","authors":"J. Bae, Guen Tae Park, Jin Wook Kim, Hang-Joon Kim, Hyun-Soo Park","doi":"10.1109/ICEGIC.2010.5716892","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716892","url":null,"abstract":"The exact height measurement of a golf ball impacted in a golf simulator system is an important factor in determining the trajectory of ball. However, finding the height of a golf ball in a planar sensor using a light, poses many obstacles. In this paper, therefore, to find the height of a golf ball, the method of estimating the vertical launch angle of a ball is proposed. The flying time of a ball, while the shadow of a ball is sensed by a planar sensor, has characteristics according to the vertical launch angel of a ball. Therefore, the vertical angel is estimated from the charted data that the flying times are calculated in advance. Experimental results show that the proposed method is reasonable and practical in the golf simulator system.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115212535","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":"Dancing game by digital textile sensor","authors":"Changming Yang, Chun-Mei Chou, Tzu-Lin Yang, S. Hung, Jen-Hsian Cheng, Chin-Hsian Wang, Jwusheng Hu, Kuan-Chun Sun, Yueh-Ming Huang","doi":"10.1109/ICEGIC.2010.5716887","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716887","url":null,"abstract":"The largest area of technology-driven game research is the development of novel input techniques. Researchers are exploring input techniques to track the user's motion via computer vision or new physical devices. We use two socks and a pair of pants with dome-shaped sensors inside to detect the change in posture of the feet and hips. We design a novel wearable entertainment system communicating with a computer and providing a mixed reality game in which users wear two socks and a pair of pants to play the dancing game.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124022270","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":"Evolving a Mario agent using cuckoo search and softmax heuristics","authors":"Erek R. Speed","doi":"10.1109/ICEGIC.2010.5716893","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716893","url":null,"abstract":"This paper presents a method for evolving an agent which can successfully play a level of Super Mario Brothers as implemented on the MarioAI Benchmark. The Mario search space is extremely large, making finding reasonable solutions intractable for ordinary agents. The recently introduced evolutionary algorithm, cuckoo search is especially well suited toward searching such large spaces when it employs the use of Le´vy flights. Unfortunately, these Le´vy flights cannot be applied to non numerical problems such as Mario. We present a modification of the algorithm which uses the Le´vy distribution to effect appropriate change in a much wider set of problems, including Mario. To further optimize the search of Mario's problem space, a softmax heuristic is presented to focus on areas with likely solutions.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127923766","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":"Experiences from implementing a face-to-face educational game for iPhone/iPod Touch","authors":"Alf Inge Wang, Bian Wu, Sveinung Kval Bakken","doi":"10.1109/ICEGIC.2010.5716895","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716895","url":null,"abstract":"This paper presents a location-aware educational game for the iPhone/iPod Touch platform. The game, KnowledgeWar, is a quiz game where students can challenge each other in face-to-face or remote knowledge battles. The game contains a game lobby where players can see all who are connected, and the physical distance to them. The paper describes our experiences from developing KnowledgeWar and results from a user test followed by a questionnaire. The user test focused on usability, and how well the game was suited for learning. The results showed among other things that the game had high usability, it is helpful for summarizing topics, it can stimulate involvement and social interaction, and that smartphones are well suited for such games. The results also revealed that our game did not to stimulate students to attend more lectures or pay more attention during lectures.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132532888","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 GCSE maths tutoring game using neural networks","authors":"William Lawrence, Jenny Carter, S. Ahmadi","doi":"10.1109/ICEGIC.2010.5716877","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716877","url":null,"abstract":"This paper investigates the use of neural networks to provide a challenging environment to motivate students of mathematics in further investigation of mathematical concepts. The research focuses on areas of shape, but similar methods could be used for a variety of mathematical topics. The paper presents a game in which a back-propagation neural network is trained by the player to compare areas of mathematical shapes. The original prototype in MATLAB is presented. A demonstration of the idea of a neural network as a opponent using the Python Programming Language further expands on this original work. The results show that a neural network can be used in a variety of ways to support students of differing levels of ability.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"2012 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114625751","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":"Efficient composition of media object for multimedia scene rendering","authors":"Y. Lee, Tae-Beom Lim, Kyung Won Kim, J. Moon","doi":"10.1109/ICEGIC.2010.5716889","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716889","url":null,"abstract":"In an audiovisual scene consisting of high capacity multimedia objects, when a scene change, which an object is inserted, deleted, or replaced in real time by user interaction, is required, the object priority order compositor for an multimedia player according to the present invention performs rendering of objects based on priority order of objects. The compositor searches priority order of objects, and makes it possible to arbitrarily change order of objects and further to perform rendering of only objects requiring reconstruction. Thus, the object priority order compositor provides re-usability and availability of multimedia data. Further, the object priority order compositor renders efficient multimedia data processing possible by providing a user with a dynamic scene.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121828320","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}
Alf Inge Wang, Hong Guo, Meng Zhu, Are Sæterbø Akselsen, Kenneth Kristiansen
{"title":"Survey on attitude towards pervasive games","authors":"Alf Inge Wang, Hong Guo, Meng Zhu, Are Sæterbø Akselsen, Kenneth Kristiansen","doi":"10.1109/ICEGIC.2010.5716907","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716907","url":null,"abstract":"Pervasive gaming as a research field has been attracting more and more attentions from researchers and practitioners. However, there is no much work on player's general attitude to pervasive games even this is an important aspect of understanding player enjoyment of pervasive games. We created a survey where we wanted to investigate people's attitude towards pervasive games. The survey included questions on people's general attitude towards pervasive games, their attitude towards some particular game concepts and game modes, and their attitude towards some specified pervasive elements in games. The result from this survey is presented in this paper, along with discussions about the results.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121525269","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}