2015 Game Physics and Mechanics International Conference (GAMEPEC)最新文献

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Interaction and game engagement based on players' background and preferences 基于玩家背景和偏好的互动和游戏粘性
2015 Game Physics and Mechanics International Conference (GAMEPEC) Pub Date : 2015-11-19 DOI: 10.1109/GAMEPEC.2015.7331849
Siti Zahidah Abdullah, Nazlena Mohamad Ali, Hyowon Lee, Hai-Ning Liang
{"title":"Interaction and game engagement based on players' background and preferences","authors":"Siti Zahidah Abdullah, Nazlena Mohamad Ali, Hyowon Lee, Hai-Ning Liang","doi":"10.1109/GAMEPEC.2015.7331849","DOIUrl":"https://doi.org/10.1109/GAMEPEC.2015.7331849","url":null,"abstract":"Currently, multi-platform development has become increasingly popular in the video games industry; there are now games that have been simultaneously released in multi-platform consoles, computers and mobile devices. We intended to investigate the factors that influence gamers' preferences in the interaction modalities. This article presents an initial study in the exploration of the relationship between games' background, preferred game genres, computer literacy, and so on to identify which kinds of interaction modalities are preferred by the gamers in Malaysia. It is important to know gamers' general preferences across a range of gaming genres and platforms in order to further study deeper engagement issues in gameplay. Participants completed an online survey in which they described their preferences for various game genres and platforms. The results of the survey have yielded some useful data that can help us understand better gamers' preferences, what they like, dislike or are indifferent to.","PeriodicalId":305755,"journal":{"name":"2015 Game Physics and Mechanics International Conference (GAMEPEC)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117267729","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
The invoker: Intuitive gesture mechanics for motion-based shooter RPG 召唤者:基于动作的射击RPG的直观手势机制
2015 Game Physics and Mechanics International Conference (GAMEPEC) Pub Date : 2015-08-01 DOI: 10.1109/GAMEPEC.2015.7331847
Albert Quek, John See
{"title":"The invoker: Intuitive gesture mechanics for motion-based shooter RPG","authors":"Albert Quek, John See","doi":"10.1109/GAMEPEC.2015.7331847","DOIUrl":"https://doi.org/10.1109/GAMEPEC.2015.7331847","url":null,"abstract":"The introduction of motion controller and camera as gaming peripherals have increased the immersion of computer games today. Moving on from using conventional handheld game controllers, players can now use gestures for gameplay control. At this juncture, despite the popularity of Shooter Role Playing Games (SRPG) among developers and researchers, gesture mechanics remains limited and underdeveloped. In this paper, we have experimented with a set of simple intuitive gestures for a newly designed SRPG called The Invoker. Implemented with the Microsoft Kinect, The Invoker emphasizes on the battle experience by utilizing hand and body movements to dodge and cast spells. A selection of gesture transitions were designed to produce various skill combinations during gameplay. For further enhancement and usability, visual and audio feedback were also provided to the player when an action is performed. By qualitative user evaluation on a target RPG interest group, about 70% of the participants expressed positive feedback on the design of spell casting gestures and skill combination mechanics in the game.","PeriodicalId":305755,"journal":{"name":"2015 Game Physics and Mechanics International Conference (GAMEPEC)","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122150592","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: 7
An integrated conceptual model for predicting behavioral learning triggered by video-game engagement: A mediating role of observational learning 预测电子游戏参与引发的行为学习的综合概念模型:观察学习的中介作用
2015 Game Physics and Mechanics International Conference (GAMEPEC) Pub Date : 2015-08-01 DOI: 10.1109/GAMEPEC.2015.7331848
A. Z. Abbasi, D. Ting, Abu Baker Sedek A. Jamek
{"title":"An integrated conceptual model for predicting behavioral learning triggered by video-game engagement: A mediating role of observational learning","authors":"A. Z. Abbasi, D. Ting, Abu Baker Sedek A. Jamek","doi":"10.1109/GAMEPEC.2015.7331848","DOIUrl":"https://doi.org/10.1109/GAMEPEC.2015.7331848","url":null,"abstract":"This study proposes a conceptual model that could predict how customers' engagement in video games influences them to learn through observing the models shown in the video games, which further impacts behavioral learning. This study reviews the stimulus response theory and observational learning theory, and draws an integrated conceptual model. This model theorizes that customers learn from observation of models portrayed in the video games triggered by their engagement in video games, which influences customers' behavioral learning. Propositions were also drawn on the basis of proposed model. This study is conceptual in nature and another subsequent study is required to validate the study propositions. This study contributes in the following domains; (a) stimulus response theory, especially in S-O-R paradigm by introducing factors affecting organism (O) in video game studies, (b) observational learning processes are integrated in S-O-R model as organism (O) that mediates the relationship between video-game engagement and behavioral learning, (c) customer engagement definition is being adopted in video game studies to theorize how customers' engagement in video games influences the observer to learn the behavior. This conceptual model will be very helpful in predicting various forms of learning through observation of the models, including a new pattern of behavior, judgmental-standards, cognitive-competencies, strengthen or weaken the existing behavior and generative guidelines for producing a new form of behavior.","PeriodicalId":305755,"journal":{"name":"2015 Game Physics and Mechanics International Conference (GAMEPEC)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130778087","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
Web Pro-Mc Physics as a support tool for improving physics problem solving skills Web Pro-Mc物理作为提高物理问题解决能力的支持工具
2015 Game Physics and Mechanics International Conference (GAMEPEC) Pub Date : 2015-08-01 DOI: 10.1109/GAMEPEC.2015.7331851
Marlina Ali, N. Ibrahim, Abdul Halim Abdullah, Johari Surif, Corrienna ABDUL TALIB, Nurshamela Saim
{"title":"Web Pro-Mc Physics as a support tool for improving physics problem solving skills","authors":"Marlina Ali, N. Ibrahim, Abdul Halim Abdullah, Johari Surif, Corrienna ABDUL TALIB, Nurshamela Saim","doi":"10.1109/GAMEPEC.2015.7331851","DOIUrl":"https://doi.org/10.1109/GAMEPEC.2015.7331851","url":null,"abstract":"Problem solving is one of the focus of the Malaysia education plan (PPPM 2013-2025) because the achievement of students in TIMMS and PISA was found to be below average. This paper aims to discuss the development of a web-based module named Pro-Mc Physics to help students solve problems using their metacognitive skills. The problem solving strategies which will be used to develop the module is based on a study by Marlina et al (2014). ADDIE instructional design will also be used in developing the module. In addition, several learning theories and strategies will be considered in the construction of this web-based module. The physics problems used for the module will be adapted from context rich problems. In conclusion, Web Pro-Mc Physics is developed to be a support tool for improving physics problem solving skills among students.","PeriodicalId":305755,"journal":{"name":"2015 Game Physics and Mechanics International Conference (GAMEPEC)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131066802","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: 7
A novel dynamic replica creation mechanism for Data Grids 一种新的数据网格动态副本创建机制
2015 Game Physics and Mechanics International Conference (GAMEPEC) Pub Date : 2015-08-01 DOI: 10.1109/GAMEPEC.2015.7331846
Mohammed Madi, Hatim Mohamed Tahir, Yuhainis Yusof, S. Hassan
{"title":"A novel dynamic replica creation mechanism for Data Grids","authors":"Mohammed Madi, Hatim Mohamed Tahir, Yuhainis Yusof, S. Hassan","doi":"10.1109/GAMEPEC.2015.7331846","DOIUrl":"https://doi.org/10.1109/GAMEPEC.2015.7331846","url":null,"abstract":"The abstract Data Grid is an infrastructure that manages huge amount of data files, and provides intensive computational resources across geographically distributed collaboration. A key concept in Data Grids is replication of data, whereby multiple copies of data are stored at different geographical locations, making access to data faster and more reliable. However, replication is also bounded by two factors: the size of storage available at different sites within the Data Grid and the bandwidth between these sites. In this paper, we proposed a dynamic replication mechanism termed as Replica Number Mechanism (RNM) that determine the optimal number of replicas to be created or deleted with the aim of minimizing the overall resource usage (network bandwidth and storage usage). OptorSim is used to evaluate the performance of the proposed mechanism. The simulation results show that RNM requires less execution time and consumes less network usage and storage usage compared to existing approaches of Simple Optimizer and LFU (Least Frequently Used).","PeriodicalId":305755,"journal":{"name":"2015 Game Physics and Mechanics International Conference (GAMEPEC)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132627126","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
Obscura: A mobile game with camera based mechanics 《Obscura》:一款基于镜头机制的手机游戏
2015 Game Physics and Mechanics International Conference (GAMEPEC) Pub Date : 2015-08-01 DOI: 10.1109/GAMEPEC.2015.7331850
Albert Quek, John See
{"title":"Obscura: A mobile game with camera based mechanics","authors":"Albert Quek, John See","doi":"10.1109/GAMEPEC.2015.7331850","DOIUrl":"https://doi.org/10.1109/GAMEPEC.2015.7331850","url":null,"abstract":"The introduction of Augmented Reality (AR) technology in games for mobile devices has greatly improved user experience on these devices. Moving on from basic multi-touch interactions, built-in camera and gyroscope functions in mobile devices can also be harnessed to create a different interaction experience. This concept has not been fully explored or realized in the form of a game. In this paper, we introduced camera based mechanics to a new AR mobile game to create a gaming environment that immerses mobile devices with their physical surroundings. The mobile game “Obscura” was implemented with Unity3D, with a wide range of features: the use of camera and gyroscope to create movements, artificial superimposition of enemy creatures, and multi-touch interactions to create the enemy-capturing mechanics. Visual, audio and haptic feedback were also provided to the player to heighten gaming experience. By qualitative user evaluation on a target interest group, all participants responded positively to the gameplay of Obscura. An accomplished score of 5.3 out of 6 for overall game experience was achieved.","PeriodicalId":305755,"journal":{"name":"2015 Game Physics and Mechanics International Conference (GAMEPEC)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126119682","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
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