2009 International IEEE Consumer Electronics Society's Games Innovations Conference最新文献

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Web-based sound and music games with activities for STEM education 基于网络的声音和音乐游戏,为STEM教育提供活动
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293606
Travis M. Doll, R. Migneco, Youngmoo E. Kim
{"title":"Web-based sound and music games with activities for STEM education","authors":"Travis M. Doll, R. Migneco, Youngmoo E. Kim","doi":"10.1109/ICEGIC.2009.5293606","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293606","url":null,"abstract":"It is widely believed that computer games have great potential as a compelling and effective tool for science, technology, engineering, and mathematics (STEM) education, particularly for younger students in grades K-12. In previous work we created several prototype games that allow students to use sound and acoustics simulations to explore general scientific concepts. These games were developed using Adobe Flash and are accessible through a standard web browser, making them particularly well-suited for education environments where custom software may be difficult to install. Pilot testing our games with local K-12 classrooms has demonstrated potential benefits in terms of captivating student interest, but has also revealed multiple avenues for improvement and refinement. We have recently developed a unified development platform that overcomes prior architectural limitations to enable dynamic sound processing and synthesis within Flash applications to improve responsiveness and create rich interactive experiences. Since they are constructed in ActionScript, the relatively straightforward scripting language of Flash, these games can be easily extended or adapted to target highly specific lessons and concepts. In this paper, we detail several specific lesson plans for mathematics and science education developed using customized versions of our previous games.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126158969","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
Mobile persuasive exergaming 手机说服游戏
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293582
Carlos Garcia Wylie, P. Coulton
{"title":"Mobile persuasive exergaming","authors":"Carlos Garcia Wylie, P. Coulton","doi":"10.1109/ICEGIC.2009.5293582","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293582","url":null,"abstract":"This paper is concerned with utilizing the persuasive methodology of exergaming applied to mobile phones to provide fun ways of encouraging increased physical exercise which is not constrained by a home console environment. In particular the research presented in this paper examines the effectiveness of such a game in terms of increasing a player's heart rate and the effects on game playability of different combinations of physiological and kinetic interaction from user trials of a fully implemented mobile exergame. The results of the study show that as with many activities that seek to exploit the popularity of games it is important to consider the benefits of different kinetic game control schemes on user exertion as well as game mechanics to produce a balance between a fun, persuasive game that encourages player to exercise while lessening such feeling.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125878654","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: 21
VLSI design of 3D display processing chip for head-mounted display 头戴式显示器三维显示处理芯片的VLSI设计
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293596
Chenyang Ge, Nanning Zheng, K. Mei, Jizhong Zhao
{"title":"VLSI design of 3D display processing chip for head-mounted display","authors":"Chenyang Ge, Nanning Zheng, K. Mei, Jizhong Zhao","doi":"10.1109/ICEGIC.2009.5293596","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293596","url":null,"abstract":"In order to develop the core chip supporting binocular stereo displays for head-mounted display (HMD) and glasses-TV, a VLSI design scheme is proposed by using pipeline architecture for 3D display processing chip (HMD100B). Some key techniques including stereo display processing and high precision video scaling based on bicubic interpolation, and their hardware implementations are presented. A new method of field rate up-conversion for analog stereo video signal (CVBS) is proposed, and it can eliminate the large area of flicker. The proposed HMD100B chip is verified by FPGA, and the stereo display image is clear. As one of innovative and high integration SoC chip, HMD100B is designed by digital and analog mixed circuit. It can support binocular stereo display, has better scaling effect and integration. Hence it is applicable in virtual reality (VR), 3D games and other microdisplay domains.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122471782","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
Real-time camera tracking using a particle filter and multiple feature trackers 实时摄像机跟踪使用粒子过滤器和多个特征跟踪
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293577
Seok-Han Lee, SangKeun Lee, Jongsoo Choi
{"title":"Real-time camera tracking using a particle filter and multiple feature trackers","authors":"Seok-Han Lee, SangKeun Lee, Jongsoo Choi","doi":"10.1109/ICEGIC.2009.5293577","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293577","url":null,"abstract":"Real-time camera tracking is steadily gaining in importance due to the drive from various applications, such as AR(Augmented Reality), human-machine interface, and ubiquitous computing. However, a real-time camera tracking using a single camera in an unknown environment is not a trivial work. In this paper, we describe a real-time camera tracking framework specifically designed to track a monocular camera in a desktop workspace. Basic idea of the proposed scheme is that a particle filter-based camera tracking is linked to multiple feature trackers for the feature mapping via measurement covariances. Moreover, we split the camera tracking and feature mapping into two separate tasks, and they are handled in two parallel processes. We demonstrate the effectiveness of the proposed approach within a desktop environment in real-time. It can be applicable to an augmented reality-based gaming system.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131840474","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: 14
Magnifying glass-like user interface for game control 放大镜般的游戏控制用户界面
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293581
R. Kokaji, T. Nonaka, M. Yonezawa, Keisuke Kurinami, T. Hase
{"title":"Magnifying glass-like user interface for game control","authors":"R. Kokaji, T. Nonaka, M. Yonezawa, Keisuke Kurinami, T. Hase","doi":"10.1109/ICEGIC.2009.5293581","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293581","url":null,"abstract":"This paper proposes a game controller with a magnifying glass-like user interface in which contents of an output screen are changed according to the movements of the controller itself. First, we begin by analyzing the portable controller's movements and discussing detection sensors. Next, we detail the output display control parameters based on the movement parameters detected as input information. Finally, we give the results of an experiment with an embedded MPU and a small sensor that demonstrates the feasibility of our proposal. The proposed user interface enabled the control and operation of a portable game device without special input devices such as a keyboard or mouse.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131761664","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
Driving sound synthesis from a physics engine 从物理引擎驱动声音合成
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293591
E. Mullan
{"title":"Driving sound synthesis from a physics engine","authors":"E. Mullan","doi":"10.1109/ICEGIC.2009.5293591","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293591","url":null,"abstract":"This paper describes the development of a framework that allows virtual object contact sounds to be synthesised in real time from information provided by a governing physics engine at physics refresh rate. The objects can be modified during run-time by their physical or perceptual parameters and both impact and continuous contact sounds can be created. The new contributions are features designed to give the user control over how objects look, sound and behave physically. This is to help pave the way for innovations involving object manipulation and sounding and in particular a tool/game in which composers/gamers can create sounds and music that is driven by physics and accompanied by animation is envisaged.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116081997","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 secure and efficient micropayment solution for online gaming 安全高效的在线游戏微支付解决方案
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293609
S. Grzonkowski, P. Corcoran
{"title":"A secure and efficient micropayment solution for online gaming","authors":"S. Grzonkowski, P. Corcoran","doi":"10.1109/ICEGIC.2009.5293609","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293609","url":null,"abstract":"An Innovative micropayment solution is proposed which incorporates both distributed security and social networking features. This has significant potential to impact on both the provision of new services and community features in online massive multiplayer online role-playing gaming (MMORPG) worlds. Initial feasibility implementation and testing of the micropayments system on both desktop and handheld device clients is presented. The system is well suited to gaming applications and our preliminary studies indicate the practical feasibility of integrating it within an operational MMORPG architecture.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115986266","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
Exploring the use of a respiratory-computer interface for game interaction 探索使用呼吸机-计算机界面进行游戏交互
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293588
J. Arroyo-Palacios, D. Romano
{"title":"Exploring the use of a respiratory-computer interface for game interaction","authors":"J. Arroyo-Palacios, D. Romano","doi":"10.1109/ICEGIC.2009.5293588","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293588","url":null,"abstract":"Interaction techniques play a fundamental role in the success of video games. An example of this success is the Nintendo Wii console. Its novel interaction method based on motion-sensing technology has attracted gamers of different generations. In this paper, real-time processing of physiological signals is presented as an alternative approach for natural and intuitive communication with computer applications. Particularly, respiration measures are used as an innovative technique for game interaction. A respiratory-computer interface (RCI) has been designed and evaluated with the aid of an ad-hoc mini-game where the players participated in a race to blow up 3D virtual balloons. Twenty-four participants evaluated attributes of the interface such as: usability, learnability, satisfaction and immersion. The results show that the RCI can be very useful as a natural and involving game interface.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131532051","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
Post-mortem analysis of student game projects in a software architecture course 软件架构课程中学生游戏项目的事后分析
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293595
Alf Inge Wang
{"title":"Post-mortem analysis of student game projects in a software architecture course","authors":"Alf Inge Wang","doi":"10.1109/ICEGIC.2009.5293595","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293595","url":null,"abstract":"In 2008, a game development project was introduced in a software architecture course at the Norwegian University of Science and Technology. The motivation for introducing the project was to let students learn how software architecture practices and processes can improve the final product in an inspiring and practical way. In the project, students organized in groups had to establish functional and quality requirements, design the software architecture of the game, evaluate the architecture, implement the architecture and test the architecture. After completing the project, all groups had to perform a post-mortem analysis of the project to reflect on the positive and the negative issues related to the project. This paper summarizes and describes the results of this post-mortem analysis along with the students' experiences from performing a post-mortem analysis of a game development project. The results show that there are both positive and negative effects of teaching software architecture in the context of a game development project. Students found it motivating to learn about software architecture through game development, but some students found it hard to apply the theory when developing the game. Most students were very positive to learn about new game technology as a part of the course and it was very stimulating to create an actual product. The main complaints were shortage of time, that many found the evaluation of architecture (ATAM) worthless, and that the project demanded too much documentation. Most students commented positive on doing a post-mortem analysis as a part of a game development project.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131815779","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
A research proposal for a GCSE maths tutoring game using neural networks 基于神经网络的GCSE数学辅导游戏的研究方案
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293612
William Lawrence
{"title":"A research proposal for a GCSE maths tutoring game using neural networks","authors":"William Lawrence","doi":"10.1109/ICEGIC.2009.5293612","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293612","url":null,"abstract":"This paper presents an application in which a feedforward Neural Network is trained by mathematics students to solve mathematical problems. The interface is designed as an educational computer game to help the students understand GCSE mathematics. A demonstration of the idea, using MATLAB, is discussed and the results show that the idea is workable. The possibility of using Evolutionary Neural Networks is investigated.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125755656","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
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