2009 VIII Brazilian Symposium on Games and Digital Entertainment最新文献

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gRmobile: A Framework for Touch and Accelerometer Gesture Recognition for Mobile Games gRmobile:面向手机游戏的触摸和加速计手势识别框架
2009 VIII Brazilian Symposium on Games and Digital Entertainment Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.24
M. Joselli, E. Clua
{"title":"gRmobile: A Framework for Touch and Accelerometer Gesture Recognition for Mobile Games","authors":"M. Joselli, E. Clua","doi":"10.1109/SBGAMES.2009.24","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.24","url":null,"abstract":"Mobile phone games are usually design to be able to play using the traditional number pads of the handsets. This is stressfully difficult for the user interaction and consequently for the game design. Because of that, one of the most desired features of a mobile games is the usage of few buttons as possible. Nowadays, with the evolution of the mobile phones, more types of user interaction are appearing, like touch and accelerometer input. With these features, game developers have new forms of exploring the user input, being necessary to adapt or create new kinds of game play. With mobile phones equipped with 3D accelerometers, developers can use the simple motion of the device to control the game or use complex accelerated gestures. And with mobile phones equipped with the touch feature, they can use a simple touch or a complex touch gesture recognitions. For the gesture to be recognized one can use different methods like simple brute force gestures, that only works well on simple gestures, or more complex pattern recognition techniques like hidden Markov fields, fuzzy logic and neural networks. This work presents a novel framework for touch/accelerometer gesture recognition that uses hidden Markov model for recognition of the gestures. This framework can also be used for the development of mobile application with the use of gestures.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117078711","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: 50
Hierarchical PNF Networks - A Temporal Model of Events for the Representation and Dramatization of Storytelling 分层PNF网络——用于叙事表现和戏剧化的事件时间模型
2009 VIII Brazilian Symposium on Games and Digital Entertainment Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.28
E. Passos, A. Montenegro, E. Clua, C. Pozzer, F. S. C. D. Silva
{"title":"Hierarchical PNF Networks - A Temporal Model of Events for the Representation and Dramatization of Storytelling","authors":"E. Passos, A. Montenegro, E. Clua, C. Pozzer, F. S. C. D. Silva","doi":"10.1109/SBGAMES.2009.28","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.28","url":null,"abstract":"Storytelling is an important feature in games and also other types of (semi) automated entertainment systems such as machinima and digital-TV. The majority of the current research in storytelling use precedence-based directed acyclic graphs, or even linear sequences, to model the ordering of events in a story. This approach makes it easier to plan, recognize and perform these events in real-time, but it is also too simple to represent complex human actions, which form the basis of the most interesting stories in this niche. PNF-Networks and Interval Scripting are frameworks to represent, recognize and perform human action that was proposed in the context of computer-aided theatre. In this paper we describe two extensions to this framework that were designed and developed to enable its use in larger scale storytelling systems: Hierarchical PNF-Networks and a template-based definition. Hierarchical PNF-Networks present lower complexity propagation heuristic while the definition language enables high-level and abstract description of the temporal structure of the actions and events that compose an interactive story or game.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"113 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115499425","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
A Fine Granularity Load Balancing Technique for MMOG Servers Using a KD-Tree to Partition the Space 使用kd树对空间进行分区的MMOG服务器的细粒度负载平衡技术
2009 VIII Brazilian Symposium on Games and Digital Entertainment Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.11
Carlos Eduardo Benevides Bezerra, J. Comba, C. Geyer
{"title":"A Fine Granularity Load Balancing Technique for MMOG Servers Using a KD-Tree to Partition the Space","authors":"Carlos Eduardo Benevides Bezerra, J. Comba, C. Geyer","doi":"10.1109/SBGAMES.2009.11","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.11","url":null,"abstract":"MMOGs (massively multiplayer online games) are applications that require high bandwidth connections to work properly. This demand for bandwidth is specially critical on the servers that host the game. This happens because the typical number of simultaneous participants in this kind of game varies from a few hundreds to several tens of thousands, and the server is the one responsible for mediating the interaction between every pair of players connected to it. To deal with this problem, decentralized architectures with multiple servers have been proposed, where each server manages a region of the virtual environment of the game. Each player, then, connects only to the server that manages the region where he is playing. However, to distribute the load among the servers, it is necessary to devise an algorithm for partitioning the virtual environment. In order to readjust the load distribution during the game, this algorithm must be dynamic. Some work has already been made in this direction, but with a geometric algorithm, more appropriate than those found in the literature, it should be possible to reduce the distribution granularity without compromising the rebalancing time, or even reducing it. In this work, we propose the use of a kd-tree for dividing the virtual environment of the game into regions, each of which being designated to one of the servers. The split coordinates of the regions are adjusted dynamically according to the distribution of avatars in the virtual environment. We compared our algorithm to some approaches found in the literature and the simulation results show that our algorithm performed better in most aspects we analyzed.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121520107","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: 9
trAIns: An Artificial Inteligence for OpenTTD 列车:面向opentd的人工智能
2009 VIII Brazilian Symposium on Games and Digital Entertainment Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.15
L. Rios, L. Chaimowicz
{"title":"trAIns: An Artificial Inteligence for OpenTTD","authors":"L. Rios, L. Chaimowicz","doi":"10.1109/SBGAMES.2009.15","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.15","url":null,"abstract":"Simulation games present several challenges for computer controlled players. As a result of this, most of the artificial intelligence algorithms developed so far, especially for construction and management simulation games, do not give satisfactory results when compared to human performance. In this paper we develop an AI to control an agent of OpenTTD, a open-source clone of Transport Tycoon Deluxe, one of the premier construction and management simulation games. To do this, we create and adapt artificial intelligence techniques to allow their use in a dynamic, multi-agent strategic environment. Named trAIns, the developed AI constructs and manages railroad routes, the most challenging transport type in the game. Several qualitative and quantitative experiments comparing trAIns with another AI are performed, bringing very good results.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"32 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124533948","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
A Novel Algorithm to Verify the Solution of Geometric Puzzle Games 一种验证几何谜题解的新算法
2009 VIII Brazilian Symposium on Games and Digital Entertainment Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.10
Manoel Siqueira, Rafael Machado Alves, E. Clua, E. Passos, C. Silva, A. Montenegro, Júlio Cesar Oliveira
{"title":"A Novel Algorithm to Verify the Solution of Geometric Puzzle Games","authors":"Manoel Siqueira, Rafael Machado Alves, E. Clua, E. Passos, C. Silva, A. Montenegro, Júlio Cesar Oliveira","doi":"10.1109/SBGAMES.2009.10","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.10","url":null,"abstract":"In this paper, we present a novel algorithm to solve the problem of correctly verifying the solution for geometric puzzles. When compared with others, this approach covers a satisfactory amount of cases. The method comprises the use of sixteen possible relations between polygon edges, which are classified to eliminate those that are not necessarily part of the final figure. This method provides for a precise verification of an arranged set of polygons that must form the same image as the desired solution, without the need of extra meta-data. Only the vertexes themselves (also the edge concavity and center position, when circumference arcs are present) are used the algorithm.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"85 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134295142","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
A Model for Interactive TV Storytelling 互动电视故事叙述模式
2009 VIII Brazilian Symposium on Games and Digital Entertainment Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.31
M. Camanho, A. Ciarlini, A. Furtado, B. Feijó, C. Pozzer
{"title":"A Model for Interactive TV Storytelling","authors":"M. Camanho, A. Ciarlini, A. Furtado, B. Feijó, C. Pozzer","doi":"10.1109/SBGAMES.2009.31","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.31","url":null,"abstract":"Interactive storytelling systems are applications to generate and dramatize interactive stories. The main challenge to such systems is the generation of coherent stories while users are watching and interfering with what is happening. In an interactive TV environment, quality and diversity of narratives are crucially important objectives. In addition, new requirements related to comfort in user interaction, responsiveness and scalability have to be taken into account. In this paper, we present a model for interactive TV storytelling to cope with these requirements. The model was implemented in a new version of the planning-based interactive storytelling system Logtell.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124858293","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: 12
Charack: Tool for Real-Time Generation of Pseudo-Infinite Virtual Worlds for 3D Games Charack:用于3D游戏的伪无限虚拟世界实时生成工具
2009 VIII Brazilian Symposium on Games and Digital Entertainment Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.21
Fernando Bevilacqua, C. Pozzer, M. C. d'Ornellas
{"title":"Charack: Tool for Real-Time Generation of Pseudo-Infinite Virtual Worlds for 3D Games","authors":"Fernando Bevilacqua, C. Pozzer, M. C. d'Ornellas","doi":"10.1109/SBGAMES.2009.21","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.21","url":null,"abstract":"In MMO games the player’s experience is mainly influenced by the size and details of the virtual world. Technically the bigger the world is, the bigger is the time the player takes to explore all the places. This work presents a tool (named Charack) able to generate pseudo-infinite virtual worlds with different types of terrains. Using a combination of algorithms and content management methods, Charack is able to create beaches, islands, bays and coastlines that imitates real world landscapes. The tool clearly distinguish the generation of each type of content. The contribution of the tool is the ability to generate arbitrarily large pieces of land (or landscape) focusing on detailed coastline generation, by means of using procedural algorithms.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125077259","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: 10
A Neighborhood Grid Data Structure for Massive 3D Crowd Simulation on GPU 基于GPU的大规模三维人群模拟邻域网格数据结构
2009 VIII Brazilian Symposium on Games and Digital Entertainment Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.22
M. Joselli, E. Passos, M. Zamith, E. Clua, A. Montenegro, B. Feijó
{"title":"A Neighborhood Grid Data Structure for Massive 3D Crowd Simulation on GPU","authors":"M. Joselli, E. Passos, M. Zamith, E. Clua, A. Montenegro, B. Feijó","doi":"10.1109/SBGAMES.2009.22","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.22","url":null,"abstract":"Simulation and visualization of emergent crowd in real-time is a computationally intensive task. This intensity mostly comes from the $O(n^2)$ complexity of the traversal algorithm, necessary for the proximity queries of all pair of entities in order to compute the relevant mutual interactions. Previous works reduced this complexity by considerably factors, using adequate data structures for spatial subdivision and parallel computing on modern graphic hardware, achieving interactive frame rates in real-time simulations. However, the performance of existent proposals are heavily affected by the maximum density of the spatial subdivision cells, which is usually high, yet leading to algorithms that are not optimal. In this paper we extend previous neighborhood data structure, which is called neighborhood grid, and a simulation architecture that provides for extremely low parallel complexity. Also, we implement a representative flocking boids case-study from which we run benchmarks with simulation and rendering of up to 1 million boids at interactive frame-rates. We remark that this work can achive a minimum spee up of 2.94 when compared to traditional spatial subdivision methods with a similar visual experience and with lesser use of memory.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129134225","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: 34
VhCVE: A Collaborative Virtual Environment Including Facial Animation and Computer Vision VhCVE:包括面部动画和计算机视觉的协同虚拟环境
2009 VIII Brazilian Symposium on Games and Digital Entertainment Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.32
Henry Braun, Rafael Hocevar, R. Queiroz, Marcelo Cohen, J. L. Moreira, Julio C. S. Jacques Junior, Adriana Braun, S. Musse, R. Samadani
{"title":"VhCVE: A Collaborative Virtual Environment Including Facial Animation and Computer Vision","authors":"Henry Braun, Rafael Hocevar, R. Queiroz, Marcelo Cohen, J. L. Moreira, Julio C. S. Jacques Junior, Adriana Braun, S. Musse, R. Samadani","doi":"10.1109/SBGAMES.2009.32","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.32","url":null,"abstract":"In this paper we present a platform called VhCVE, in which relevant issues related to Collaborative Virtual Environments applications are integrated. The main goal is to provide a framework where participants can interact with others by voice and chat. Also, manipulation tools such as a mouse using Computer Vision and Physics are included, as well as rendering techniques (e.g. light sources, shadows and weather effects). In addition, avatar animation in terms of face and body motion are provided. Results indicate that our platform can be used as a interactive virtual world to help communication among people.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129122870","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: 5
A novel multithreaded rendering system based on a deferred approach 一种基于延迟方法的新型多线程呈现系统
2009 VIII Brazilian Symposium on Games and Digital Entertainment Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.27
J. Lorenzon, E. Clua
{"title":"A novel multithreaded rendering system based on a deferred approach","authors":"J. Lorenzon, E. Clua","doi":"10.1109/SBGAMES.2009.27","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.27","url":null,"abstract":"This paper presents the architecture of a rendering system designed for multithreaded rendering. The implementation of the architecture following a deferred rendering approach shows gains of 65% on a dual core machine.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"485 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127566362","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
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