2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference最新文献

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Exploiting traditional gameplay characteristics to enhance digital board games 利用传统玩法特点,提升数字桌游
Fulvio Frapolli, A. Malatras, B. Hirsbrunner
{"title":"Exploiting traditional gameplay characteristics to enhance digital board games","authors":"Fulvio Frapolli, A. Malatras, B. Hirsbrunner","doi":"10.1109/ICEGIC.2010.5716897","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716897","url":null,"abstract":"Computer enhanced board and card games constitute a highly engaging and entertaining activity as attested by their widespread popularity and the large amount of dedicated players. Nonetheless, when considering these digital counterparts of traditional board games it becomes evident that certain features of the latter, such as the flexibility of games and the inherent social interactions that regard the player as an active participant and not merely as the end-user of a product, have been in general neglected. In particular, the ability to customize and adapt games according to the players' needs is one of the key factors of their success and should thus not be ignored when porting them to the digital environment. In this paper we present our work on a holistic framework titled FlexibleRules that addresses these limitations by bringing the intrinsic flexibility of board games played in the traditional environment into the digital one, while additionally aiming to increase the level of involvement of end-users, the players, with basic programing skills, in the game development process. A multi-faceted user evaluation study validates the effectiveness of our approach and provides encouraging results for further research.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"38 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":"131820152","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
Playing with Poetry a Portuguese transmedia experience and a serious ARG 这是一款葡萄牙跨媒体体验和严肃的ARG游戏
Patrícia Gouveia
{"title":"Playing with Poetry a Portuguese transmedia experience and a serious ARG","authors":"Patrícia Gouveia","doi":"10.1109/ICEGIC.2010.5716904","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716904","url":null,"abstract":"In this article it is argued that the player's experience in playable spaces and game environments is related to his/her autonomy into the emergent platform in terms of narrative and fiction. Player's are able to experience multiple situations and to collaborate for the progress of the platform itself. This article presents some transmedia experiences such as Uncle Roy All Around You (Blast Theory, 2003), Why So Serious? (Warner Bros., 2007), Heartlands ('Ere Be Dragons, Active Ingredients, 2007) and Playing with Poetry (Gouveia et. al, 2010).","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"57 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":"130517528","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
Game-based strategy to teaching electronic & electrical engineering in virtual worlds 基于游戏的虚拟世界电子电气工程教学策略
M. Callaghan, K. McCusker, J. Losada, J. Harkin, Shane Wilson, J. Dugas, Stephane Demots, Fabien Desbois, Alex Fouquet, Florence Sauviat
{"title":"Game-based strategy to teaching electronic & electrical engineering in virtual worlds","authors":"M. Callaghan, K. McCusker, J. Losada, J. Harkin, Shane Wilson, J. Dugas, Stephane Demots, Fabien Desbois, Alex Fouquet, Florence Sauviat","doi":"10.1109/ICEGIC.2010.5716898","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716898","url":null,"abstract":"In recent years there has been significant growth in the use of virtual worlds for e-learning. These immersive environments offer the capability to create complex, highly interactive simulations. Video games have entered the mainstream as an increasingly popular entertainment format. Virtual learning environments support teaching and learning in an educational context, offering the functionality to manage the presentation, administration and assessment of coursework activities. This paper will demonstrate how immersive virtual worlds can be used for a game based strategy to teaching electronic and electrical engineering using a collaborative team based competitive format. It will describe the linking and integration of a virtual world with an existing virtual learning environment and show how this approach was extended to include external hardware. The inclusion of real test instrumentation and circuits allows the students to understand the unpredictability of physical circuit behaviour, providing a more authentic and deeper learning experience. A demonstrative example of this approach is introduced and discussed.","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":"129567491","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
A framework for camera pose tracking using stochastic data fusion 基于随机数据融合的摄像机姿态跟踪框架
Armaghan Moemeni, E. Tatham
{"title":"A framework for camera pose tracking using stochastic data fusion","authors":"Armaghan Moemeni, E. Tatham","doi":"10.1109/ICEGIC.2010.5716876","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716876","url":null,"abstract":"A novel camera pose tracking system using a stochastic inertial-visual sensor fusion has been proposed. A method based on the Particle Filtering concept has been adapted for inertial and vision data fusion, which benefits from the agility of inertial-based tracking and robustness of vision-based camera tracking.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"1 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":"130851978","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
A serious game to improve human relationships in patients with neuro-psychological disorders 一个严肃的游戏,以改善患者的人际关系与神经心理障碍
N. A. Bartolome, A. M. Zorrilla, B. G. Zapirain
{"title":"A serious game to improve human relationships in patients with neuro-psychological disorders","authors":"N. A. Bartolome, A. M. Zorrilla, B. G. Zapirain","doi":"10.1109/ICEGIC.2010.5716881","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716881","url":null,"abstract":"The project described in this paper consists of designing and implementing a multimedia application within the framework of Serious Games. The main aim is to analyze the behavior and to promote certain social skills (conversation, negotiation…) of people with Neurological development Disabilities. The treatment has been planned at three levels. Each level treats a characteristic related to socialization, integration and the expression of feelings. For this purpose, various scenarios have been described (the city, the school and the home) and the user has to pass the test related to social situations. To interact and play this game, people (children and teenagers in this approach) use the Wiimote, chosen due to its simplicity and usability. The results produced by the game have been saved in a database to be analyzed by the instructors at a later date. Not only technological results have been analyzed, but the opinions of users and specialists taking part in the application's validation and piloting have also been taken into account.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"1 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":"125850735","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: 15
Introducing game and playful experiences to other application domains through personality and motivation models 通过个性和动机模型将游戏和好玩的体验引入其他应用领域
R. Walsh, Marion Boberg, Juha Arrasvuori, Hannu Korhonen, T. Walsh
{"title":"Introducing game and playful experiences to other application domains through personality and motivation models","authors":"R. Walsh, Marion Boberg, Juha Arrasvuori, Hannu Korhonen, T. Walsh","doi":"10.1109/ICEGIC.2010.5716900","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716900","url":null,"abstract":"We discuss the use of the PLEX playful experience model a system to introduce games design aspects into alternative application and product domains. We report an exploratory study to relate the relationships between playful experiences and real world values and personalities. The method led to a prototype model of playful experiences associated with values and personality based motivations, emotions and behavior, and could be a useful tool for playful concept creation. As consumer offerings are increasingly differentiated by the quality of the experience, our approach promises to enhance the fun, and widen the engagement, of many products and applications.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"21 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":"114194293","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
An innovative breathing game applied with textile sensors 一个创新的呼吸游戏应用纺织传感器
Changming Yang, Ching-Wen Yang, S. Hung, Chin-Hsian Wang, Hsin-Hung Lin, W. Fang, Wei-Chin Huang, Yueh-Ming Huang
{"title":"An innovative breathing game applied with textile sensors","authors":"Changming Yang, Ching-Wen Yang, S. Hung, Chin-Hsian Wang, Hsin-Hung Lin, W. Fang, Wei-Chin Huang, Yueh-Ming Huang","doi":"10.1109/ICEGIC.2010.5716880","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716880","url":null,"abstract":"Recently there has been much interest in and speculation about whether games could be used to improve health, learning and behaviour but there is little empirical evidence that games work. Physiological signals open new channels for communication between the player and the game. In this paper, we use a 4-stage breath belt to detect both breath rate and amplitude; socks with dome-shaped sensors can detect gait. The sensors are all digital textile sensors. Sensing breath and gait signals from the player, without discomfort, makes this process continuous and easy to use in real-time. Another advantage is that the 4-stage breath belt and socks can also perform breath therapy and gait analysis. So, we develop this system which can not only extract breath signals and gait parameters but also express images which are directly provided to the user for health analysis during games. We designed a respiratory and gait-computer interface for games.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"84 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":"116031606","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
Taxonomic contributions to digital games science 对数字游戏科学的分类学贡献
K. Jantke, Swen E. Gaudl
{"title":"Taxonomic contributions to digital games science","authors":"K. Jantke, Swen E. Gaudl","doi":"10.1109/ICEGIC.2010.5716908","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716908","url":null,"abstract":"Pondering digital games, in general, and discussing details such as, e.g., innovations of NPC behavior and AI, of interface technologies, of serious games application areas, and the like requires a language of scientific discourse. Contributions to a taxonomy of digital games and of digital game playing are essential preliminaries to a digital games science. There is introduced a canonical taxonomy of digital games which is later on extended toward a comprehensive taxonomy of digital games. Practical work shows the usefulness of the approach whereby emphasis is put on serious games development and applications.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"461 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":"123035715","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: 18
PokerFace: Game players themselves are truly memorable 扑克脸:游戏玩家本身确实令人难忘
Jong-Woon Yoo, Ki-Woong Park, S. Park, Hyunchul Seok, Kyu Ho Park
{"title":"PokerFace: Game players themselves are truly memorable","authors":"Jong-Woon Yoo, Ki-Woong Park, S. Park, Hyunchul Seok, Kyu Ho Park","doi":"10.1109/ICEGIC.2010.5716905","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716905","url":null,"abstract":"Video games support instant replays so that game players can see previously occurred events (e.g., goals in sports games) again from a different point of view and permanently store such exciting moments and feelings as pleasant memories. However, players are likely to have different feelings and enjoyment depending on the player context, such as who they play with, their looks, or conversation during gaming even for the same game. Therefore, instant replays without such player context are not enough for users to remind the enjoyable moments that could not happen again, and thus precious memories will be forgotten. This paper presents PokerFace, a new video game console that provides advanced instant replays containing the player context. PokerFace detects memorable situations during gaming and generates advanced instant replays by combining both the game replay and the user's reaction and synchronizes them in time so that the players can see both their own looks and those of other players at the time when the exciting moment take place. Our system provides game players with better memories by storing advanced instant replays into the permanent storage or web blogs. We have implemented a prototype of PokerFace and conducted user studies. From the evaluation results, we conclude that PokerFace can have the competitiveness in game consoles market by giving more enjoyment and better memories for users.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"7 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":"125569791","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
“Hopefully everything I'm doing has to do with innovation”: Games industry professionals on innovation in 2009 “希望我所做的一切都与创新有关”:游戏行业专业人士谈2009年的创新
Annakaisa Kultima, Kati Alha
{"title":"“Hopefully everything I'm doing has to do with innovation”: Games industry professionals on innovation in 2009","authors":"Annakaisa Kultima, Kati Alha","doi":"10.1109/ICEGIC.2010.5716899","DOIUrl":"https://doi.org/10.1109/ICEGIC.2010.5716899","url":null,"abstract":"In this paper, we present the findings of an interview study that was conducted in 2009, which collected data on three major game industry conferences. The study indicates a rise of instrumentalist views within the game industry parallel to personal, more artistic views. Processes are seen more and more as a matter of control rather than as “creative chaos.” This view is not universally shared, however, as some see great potential in tools and methods for innovation, while others still look at game development as a rather organic and uncontrollable process. The views towards innovation show also other differences. In this paper we describe seven different attitude profiles that reflect the different categories of interviewee attitudes toward innovation in the game industry. Those profiles are artists, universalists, followers, evangelists, nihilists, instrumentalists, and scarecrows.","PeriodicalId":229345,"journal":{"name":"2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"1 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":"130919512","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: 23
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