2013 IEEE International Games Innovation Conference (IGIC)最新文献

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The effectiveness of intelligent tutoring on training in a video game 智能辅导在电子游戏训练中的有效性
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659157
E. Whitaker, E. Trewhitt, Matthew Holtsinger, C. Hale, Elizabeth S. Veinott, Christopher Argenta, R. Catrambone
{"title":"The effectiveness of intelligent tutoring on training in a video game","authors":"E. Whitaker, E. Trewhitt, Matthew Holtsinger, C. Hale, Elizabeth S. Veinott, Christopher Argenta, R. Catrambone","doi":"10.1109/IGIC.2013.6659157","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659157","url":null,"abstract":"In this paper we evaluate the effectiveness of intelligent tutoring approaches on mastery and learning in a serious 3D immersive game called Heuristica. Heuristica teaches students to recognize and mitigate cognitive biases using a set of scenarios on a space station to perform tasks such as diagnosing and repairing problems or observing and evaluating game characters performing tasks. The student is evaluated on interactions in the 3D environment and on answers to questions provided by text or audio. We tested two types of tailoring: a) Student Model guided gameplay based on performance and b) Student Model guided gameplay with added worked-out examples (WOEs) whenever the student displays specific misconceptions or bugs in reasoning. We expected that customizing a player's game experience based on his or her pre-test knowledge scores and in-game behavior would tailor the learning experience and improve the effectiveness of the training. Ninety-four participants played one of three versions of the game, and the experiment evaluated and compared the efficacy of the game using either a fixed-order version of the game (no tailoring) or either of the two tailoring approaches. Differences in the mastery scores captured during gameplay provided additional insight into these results. Implications for intelligent tutoring use in games are discussed.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115523843","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
Establishing competitive domination cycles for peer-to-peer game combat 为点对点游戏战斗建立竞争性统治循环
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659129
Owen Makin, S. Bangay
{"title":"Establishing competitive domination cycles for peer-to-peer game combat","authors":"Owen Makin, S. Bangay","doi":"10.1109/IGIC.2013.6659129","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659129","url":null,"abstract":"Games require balance to be fair and enjoyable. In two player combat settings balance can be achieved by ensuring that both units are equally capable. The possibility of alliances changes the nature of balance when additional players are introduced. One approach to achieving balance is to use a domination loop between agents in a rock, scissors, paper style approach. This paper investigates whether such loops exist within the existing rules of game combat. Search processes within the attribute space of the game units are used to identify loops within an existing game architecture. A dominance metric is used to identify cycles where the victory is achieved by a clear threshold. Cycles with up to 5 players are demonstrated, although larger cycles require more effort to find. Use of models of game play and attribute space search are recommended as a mechanism for balancing games of this format.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134381833","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
Towards the design of a human-like FPS NPC using pheromone maps 利用费洛蒙地图设计一个类似人类的FPS NPC
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659132
Amir Yahyavi, Jonathan Tremblay, Clark Verbrugge, Bettina Kemme
{"title":"Towards the design of a human-like FPS NPC using pheromone maps","authors":"Amir Yahyavi, Jonathan Tremblay, Clark Verbrugge, Bettina Kemme","doi":"10.1109/IGIC.2013.6659132","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659132","url":null,"abstract":"Non-player characters (NPCs) in video games tend to be easily recognized by human players, reducing the sense of immersion and limiting the complexity of character interactions. In this paper we study various aspects of the NPCs performance and how it differs from human players. We provide categorization and metrics for quantifying some aspects of the NPCs performance and provide an in-depth analysis of the behavior of NPCs. We detail how movements, interactions, use of items, and relying on static decision-making schemes result in markedly different behaviors from humans in the popular FPS Quake III. In addition, we propose a framework relying on a special kind of influence map, a pheromone map, which can lead to a more adaptive human-like behavior. These maps can efficiently give a summary of the events in the game world, be adaptive in nature, and be effectively used in the decision making process of NPCs.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132131506","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
Digital health game on cervical health and its effect on american women's cervical cancer knowledge 数字健康游戏对宫颈健康的影响及其对美国女性宫颈癌知识的影响
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659134
R. Nirmal, Chang Yun, Martin Le, Patipol Paripoonnanonda, J. Yi
{"title":"Digital health game on cervical health and its effect on american women's cervical cancer knowledge","authors":"R. Nirmal, Chang Yun, Martin Le, Patipol Paripoonnanonda, J. Yi","doi":"10.1109/IGIC.2013.6659134","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659134","url":null,"abstract":"We develop a digital health game, a potential standalone and/or supplementary tool to conventional static educational tools such as pamphlets and videos, to investigate its feasibility and effectiveness in disseminating truth and dispelling myths about human-papillomavirus (HPV)/cervical cancer prevention and treatment to female population in US, both native and those of Asian descent (e.g. Vietnamese and Korean). To prevent any hindrance of the language barrier and deliver the information effectively, we add multilingual feature (English, Korean, and Vietnamese) to allow each user to play the game in her own native language. In addition, we design the game to provide the information interactively with added entertainment factor, allowing the users to get immersed more readily into the gameplay and learning experiences. Our results indicate that 97% of participants regarded the game providing perceptively significant amount of information about HPV and cervical cancer prevention and treatment. More importantly, about nine out of ten participants considered the game as more effective educational tool than the traditional methods. We conclude that our game succeeds as the educational tool to provide valid information about HPV/cervical cancer to the public either as a standalone tool or as a supplement to conventional ones.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132491887","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
AREEF Multi-player Underwater Augmented Reality experience AREEF多人水下增强现实体验
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659137
L. Oppermann, Lisa Blum, Junyeong Lee, Jung-Hyub Seo
{"title":"AREEF Multi-player Underwater Augmented Reality experience","authors":"L. Oppermann, Lisa Blum, Junyeong Lee, Jung-Hyub Seo","doi":"10.1109/IGIC.2013.6659137","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659137","url":null,"abstract":"This paper reports on AREEF, the world's first multi-player Under Water Augmented Reality (UWAR) experience. The underlying mission of this work was to bring computer games and entertainment applications from traditional settings into the water using Augmented Reality (AR) technology. We provide an application overview and present findings from our participatory design process that involved engineers and designers, as wells as end-users and water-park experts. The paper closes with a brief discussion of technical aspects that relate to Wi-Fi communication and computer vision tracking, and provides an outlook for future work.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125959481","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: 24
Iterative design and development of the ‘World of Balance’ game: From ecosystem education to scientific discovery “平衡世界”游戏的迭代设计与开发:从生态系统教育到科学发现
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659135
Ilmi Yoon, Gary Ng, H. Rodrigues, Trang Nguyen, Jae H. Paik, Sanghyuk Yoon, Richard J. Williams, Neo D. Martinez
{"title":"Iterative design and development of the ‘World of Balance’ game: From ecosystem education to scientific discovery","authors":"Ilmi Yoon, Gary Ng, H. Rodrigues, Trang Nguyen, Jae H. Paik, Sanghyuk Yoon, Richard J. Williams, Neo D. Martinez","doi":"10.1109/IGIC.2013.6659135","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659135","url":null,"abstract":"Advances in computer science are continuing to help expand a new subfield of ecology based on computational analyses of complex ecological networks where the nonlinear dynamics of many interacting species can be more realistically modeled and understood. Research has recently elucidated how the network structure of feeding relationships both generally stabilize complex ecosystems and also specifically predict effects of experimentally removing species. Still, further research is inhibited by the exponential increase of parameter space with the number of nonlinearly interacting species. Such increases prevent more thorough exploration and understanding of complex ecosystems. Here, we describe how intelligent interfaces for multiplayer games help researchers surpass these limitations. Our applications including a multiplayer online game, “World of Balance,” educates players about interdependence and non-linear population dynamics among species within ecosystems while helping to explore critically important parameter space in a scientifically productive manner. Our evaluation tests found that benefits of playing World of Balance on knowledge gain and learning significantly surpassed the benefits of reading scientific articles among undergraduates. Such work efficiently leverages multiple resources to expand education and research potential within critically important areas of ecology and sustainability science.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128857426","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: 6
Emergent effects in massive agent swarms in real-time game environments 实时游戏环境中大量智能体群体的突发效应
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659128
Owen Knight, Tim Wilkin, S. Bangay
{"title":"Emergent effects in massive agent swarms in real-time game environments","authors":"Owen Knight, Tim Wilkin, S. Bangay","doi":"10.1109/IGIC.2013.6659128","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659128","url":null,"abstract":"Computational efficiency and hence the scale of agent-based swarm simulations is bound by the nearest neighbour computation for each agent. This article proposes the use of GPU texture memory to implement lookup tables for a spatial partitioning based k-Nearest Neighbours algorithm. These improvements allow simulation of swarms of 220 agents at higher rates than the current best alternative algorithms. This approach is incorporated into an existing framework for simulating steering behaviours allowing for a complete implementation of massive agent swarm simulations, with per agent behaviour preferences, on a Graphics Processing Unit. These simulations have enabled an investigation of the emergent dynamics that occur when massive swarms interact with a choke point in their environment. Various modes of sustained dynamics with temporal and spatial coherence are identified when a critical mass of agents is simulated and some elementary properties are presented. The algorithms presented in this article enable researchers and content designers in games and movies to implement truly massive agent swarms in real time and thus provide a basis for further identification and analysis of the emergent dynamics in these swarms. This will improve not only the scale of swarms used in commercial games and movies but will also improve the reliability of swarm behaviour with respect to content design goals.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124265222","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
Applied Games User Research: Industry panel 应用游戏用户研究:行业小组
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659166
Veronica Zammitto, Tom Lorusso, Michael S. Ambinder, Chris Hrennikoff
{"title":"Applied Games User Research: Industry panel","authors":"Veronica Zammitto, Tom Lorusso, Michael S. Ambinder, Chris Hrennikoff","doi":"10.1109/IGIC.2013.6659166","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659166","url":null,"abstract":"Video Games have become an omnipresent entertainment media and an established industry. Processes for optimizing game design have been developed, and the need for understanding players has increased. This panel engages into a rich discussion on Games User Research (GUR) which focuses on understanding gamers' experience. The panel dives-in on techniques and methods applied in the game industry and the impact of GUR data in the design process.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123366696","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
Digital game playing as storyboard interpretation 作为故事板解释的数字游戏
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659163
J. Fujima, K. Jantke, Sebastian Arnold
{"title":"Digital game playing as storyboard interpretation","authors":"J. Fujima, K. Jantke, Sebastian Arnold","doi":"10.1109/IGIC.2013.6659163","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659163","url":null,"abstract":"Storyboards are used as specifications of anticipated media experience. For the sake of performance or production of conventional media such as theater and film, storyboards are interpreted by actors who behave accordingly. Particular parts of the specification are technically implemented, for instance, by lighting technicians and cinematographers. Storyboards intended to anticipate technology enhanced experiences like in e-learning or game playing are interpreted by system developers aiming at implementations of systems allowing for the focused experiences. The implementation of storyboards is an ambiguous and error-prone process. If storyboards are directed graphs completely specifying the intended system behavior, one may drop the process of storyboard implementation and, instead, develop the game to become an interpreter running on the digital storyboard at playtime.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121085118","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: 11
Collaboration and social interaction in Physical Education classes: Experience with the use of exergames 体育课中的合作与社会互动:运动游戏的使用经验
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659149
Mateus David Finco, Eliseo Reategui, Marlom Zotti Bittencourt, M. Zaro
{"title":"Collaboration and social interaction in Physical Education classes: Experience with the use of exergames","authors":"Mateus David Finco, Eliseo Reategui, Marlom Zotti Bittencourt, M. Zaro","doi":"10.1109/IGIC.2013.6659149","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659149","url":null,"abstract":"Gaming is already a widespread activity in the world nowadays. With the novelty of Exergames, an alternative form of entertainment and exercise, new educational resources emerged especially for Physical Education classes. Within this perspective, in this study we present an experiment with the use of exergames in Physical Education classes in which we observed how organized practices with small groups of students can generate collaboration and companionship. The study considered mainly students who were not keen in taking part of the regular Physical Education classes, children and adolescents from eight to fourteen years old. Our research methodology followed a non-participant and participant observation approach. Students were observed for a period of five months in an Exergames Lab at the Brazilian-Israeli School located in Porto Alegre, Brazil. A total of 24 students, of both genders, participated in the experiment. Results showed that students were collaborative and helpful in the group work as well as more confident to practice sports and other physical activities with the exergames in small groups.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127237147","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
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