2011 Brazilian Symposium on Games and Digital Entertainment最新文献

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An Open Source Architecture for Building Interactive Dramas 用于构建交互式戏剧的开源架构
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.31
V. M. Muller
{"title":"An Open Source Architecture for Building Interactive Dramas","authors":"V. M. Muller","doi":"10.1109/SBGAMES.2011.31","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.31","url":null,"abstract":"This work presents DGiovanni, an open source multi-agent architecture for building interactive dramas. The architecture has been developed in JAVA and uses the Jason's BDI engine, being the Jason's agent-oriented programming language utilized as the means for performing the drama management and for authoring the characters' behaviors. Additionally, it makes use of ontologies to support the creation of different stories and to feed the system with story-related information. Also, the architecture can help in the development and research of interactive dramas, by including several facilities for developing the story. Finally, in order to demonstrate the use of the architecture, it has been also created a story implementation that supports some interactivity mechanisms such as a simple Natural Language Processing.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129261287","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
Fluid Animation on Arbitrarily-Shaped Structured Grids 任意形状结构网格上的流体动画
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.19
V. Barroso, Waldemar Celes Filho
{"title":"Fluid Animation on Arbitrarily-Shaped Structured Grids","authors":"V. Barroso, Waldemar Celes Filho","doi":"10.1109/SBGAMES.2011.19","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.19","url":null,"abstract":"In this paper, we present a fast and straightforward technique to simulate two-dimensional fluid flows on planar structured grids with arbitrary shape and parameterization. Although driven by a regular uniform grid, the resulting flows correctly follow and interact with arbitrary boundary walls and internal obstacles. This is accomplished by using Jacobian matrices to relate field derivatives in the world and parameter spaces, which allows us to solve the reduced Navier-Stokes equations directly in the latter. The technique is demonstrated by using a GPU-based Eulerian Stable Fluid solver to generate real-time animations of flows confined in river-like geometry with arbitrary boundaries.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121925984","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
Methods and Processes Definitions for Multiplatform Social Network Games Development with Distributed Teams 基于分布式团队的多平台社交网络游戏开发方法和流程定义
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.11
A. L. Peres, Fernando Selleri Silva, Jamilson Batista Antunes, Fernanda Martins, K. Brito, R. Wanderley, Felipe Santana Furtado Soares, V. Garcia, S. Meira
{"title":"Methods and Processes Definitions for Multiplatform Social Network Games Development with Distributed Teams","authors":"A. L. Peres, Fernando Selleri Silva, Jamilson Batista Antunes, Fernanda Martins, K. Brito, R. Wanderley, Felipe Santana Furtado Soares, V. Garcia, S. Meira","doi":"10.1109/SBGAMES.2011.11","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.11","url":null,"abstract":"In recent decades, agile methodologies have contributed in the process of developing software as an efficient way to manage requirements. Game development for geographically distributed teams includes additional elements that also need to be managed properly. This work is an experience report of a game development by geographically distributed team, using Scrum methodology. The game runs on web and mobile platforms and has interface with social networks such as Facebook and Twitter. The purpose of this article is to contribute to the discussion about Scrum's adaptation for game development with respect to the methods, process definition and tools used in conception, design, definition, prioritization of backlog items, monitoring requirements and quality assurance.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132481585","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
CALANGOS Level 4: The Environmental Influence on the Players' Strategy in a Simulation of the Ecological and Evolutionary Level of the Game CALANGOS水平4:模拟博弈生态和进化水平的环境对参与者策略的影响
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.37
V. N. L. Izidoro, L. Castro, Angelo C. Loula, C. El-Hani
{"title":"CALANGOS Level 4: The Environmental Influence on the Players' Strategy in a Simulation of the Ecological and Evolutionary Level of the Game","authors":"V. N. L. Izidoro, L. Castro, Angelo C. Loula, C. El-Hani","doi":"10.1109/SBGAMES.2011.37","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.37","url":null,"abstract":"Calangos is an educational videogame about ecology and evolution for high school students. The game is based on the fauna and flora of a desert-like field of the sand dunes in the middle São Francisco River, located inside the Caatinga biome. One of the player's goals is to manage the behavior of species of lizards that inhabit this biome, with consequences to their ecology and evolution. In this paper, we report functional aspects of the game, the features that have been developed until the present time and, mainly, the initial results concerning the game level (Level 4) in which the players will deal with the evolution of the lizards simulated in Calangos. More specifically, a simulator for Level 4 was developed and a genetic algorithm was used in order to understand what types of strategies a player may use in environments with different levels of difficulties. It was observed that favorable environments (with sufficient food and slow predators) may easily lead to an explosion in the number of lizards within the environment, hostile environments (with little food and very fast predators) lead to an extinction of lizards, no matter what strategy a player may adopt, and a balanced environment (with sufficient food and fast predators) lead to suitable survival strategies. These results are very important, from an educational point of view, because they show that there are situations in which the students will be challenged to devise survival strategies (based on an ecological and evolutionary basis) and succeed, but there will also be cases in which students will fail, no matter how good their strategy is. This failure due to hostile environments will be understood by the students if they succeeded in grasping the key concepts of ecology and evolution embodied in Calangos.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124971810","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
Emotions in Business Game: Case Study in Desafio Sebrae 商业游戏中的情感:Desafio Sebrae案例研究
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.27
A. R. Bakker, B. D. M. Pacheco, Cláudio D'Ipolitto, G. Xexéo, J. Souza
{"title":"Emotions in Business Game: Case Study in Desafio Sebrae","authors":"A. R. Bakker, B. D. M. Pacheco, Cláudio D'Ipolitto, G. Xexéo, J. Souza","doi":"10.1109/SBGAMES.2011.27","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.27","url":null,"abstract":"This paper focuses in making an emotional and affective analysis of the game Desafio Sebrae, a business game that simulates the management of a virtual company. A survey was conducted in order to discover the emotions and instincts that are most present in the game, and its results were analysed based on the 6-11 Framework. This paper concludes that the \"excitement\" emotion, a key factor in order to achieve fun, is successfully achieved in the game, mostly due to the high level of competitivity provided in it. Moreover, other aspects of Desafio Sebrae are studied, and aspects with space for improvement are also found.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124670454","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
Combining Metaheuristics and CSP Algorithms to Solve Sudoku 结合元启发式和CSP算法求解数独
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.18
Marlos C. Machado, L. Chaimowicz
{"title":"Combining Metaheuristics and CSP Algorithms to Solve Sudoku","authors":"Marlos C. Machado, L. Chaimowicz","doi":"10.1109/SBGAMES.2011.18","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.18","url":null,"abstract":"Sudoku is a very popular puzzle game that is played by millions of people everyday. In spite of that, it is a NP-Hard problem that can be very difficult to solve depending on the initial conditions of the board. In this paper, we propose the combination of metaheuristics with techniques from the Constraint Satisfaction Problem (CSP) domain that speed up the solution's search process by decreasing its search space and its processing time. Experiments performed with boards of size 3, 4 and 5 show that this approach allows the resolution of a greater number of instances when compared to an initial baseline.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131373945","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 Architecture Using a Finite Difference Method to Calculate Realistic Sound Equalization in Games 使用有限差分方法计算游戏中真实声音均衡的架构
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.36
Bruno Moreira, Diego N. Brandão, E. Clua, M. Kischinhevsky, C. L. Kuryla
{"title":"An Architecture Using a Finite Difference Method to Calculate Realistic Sound Equalization in Games","authors":"Bruno Moreira, Diego N. Brandão, E. Clua, M. Kischinhevsky, C. L. Kuryla","doi":"10.1109/SBGAMES.2011.36","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.36","url":null,"abstract":"Most games and other interactive virtual environments focus on rendering natural phenomena in the most believable manner by using accurate visuals and physics. However, not much effort has been put into accounting for the physics of sound. The simulation of the real behavior of sound through an environment, when considering the speed of sound, reflection, and absorption, is computationally expensive and is usually left aside. In this work, an algorithm that calculates sound wave propagation using a finite difference method is used and extended to present a novel approach to sound rendering. This approach reaches the objective more quickly, and the sound generated has no perceptible loss of accuracy. The approach is designed to be implemented in GPU architectures and eventually enable real-time results.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126754019","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
A Hybrid Geometry and Billboard-Based Model for Trees 树木的混合几何和广告牌模型
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.25
M. Malheiros, M. Walter
{"title":"A Hybrid Geometry and Billboard-Based Model for Trees","authors":"M. Malheiros, M. Walter","doi":"10.1109/SBGAMES.2011.25","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.25","url":null,"abstract":"Many applications, such as games, demand massive collections of trees and vegetation in general. The solutions for rendering these environments fall into two possible categories: controlling the amount of geometry displayed, and billboard-based solutions. Using the full geometry is prohibitively expensive when dense forests are needed, therefore level-of-detail solutions are commonly used to reduce the amount of polygons in the scene, however demanding more processing or increased texture memory usage. On the other hand, dynamic billboards rely on render-to-texture operations, which are also costly. We describe an alternative hybrid solution that does not use full geometry, but instead builds trees from textured billboards and simple geometry. By using a simple rule-based L-system and a small set of textures, we can achieve realistically looking visual results of dense vegetation adequate for close to far distance viewing. Our approach provides controlled tree variability and employs fewer polygons than current techniques.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123689989","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
An Application of Genetic Algorithm to the Game of Checkers 遗传算法在跳棋博弈中的应用
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.14
Gabriella A. B. Barros, Leonardo Filipe Batista Silva de Carvalho, Vitor R. M. Silva, R. Lopes
{"title":"An Application of Genetic Algorithm to the Game of Checkers","authors":"Gabriella A. B. Barros, Leonardo Filipe Batista Silva de Carvalho, Vitor R. M. Silva, R. Lopes","doi":"10.1109/SBGAMES.2011.14","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.14","url":null,"abstract":"The difficulty of a game's Artificial Intelligence is one of the determining factors of its success or failure. To define how the machine-opponent will behave is a hard and complex task. This paper aims to present an application of the Game of Checkers that tries to solve the matter of presenting an adversary which is convincing and of a similar level to the player, using Genetic Algorithm's techniques.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116717980","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
Multimodal, Multi-user and Adaptive Interaction for Interactive Storytelling Applications 交互式故事叙述应用的多模式、多用户和自适应交互
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.12
E. S. D. Lima, B. Feijó, Simone Diniz Junqueira Barbosa, Fabio A. Guilherme da Silva, A. Furtado, A. Ciarlini, C. Pozzer
{"title":"Multimodal, Multi-user and Adaptive Interaction for Interactive Storytelling Applications","authors":"E. S. D. Lima, B. Feijó, Simone Diniz Junqueira Barbosa, Fabio A. Guilherme da Silva, A. Furtado, A. Ciarlini, C. Pozzer","doi":"10.1109/SBGAMES.2011.12","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.12","url":null,"abstract":"The ability that users have to interact and change stories according to their own desires is what differentiates interactive narratives from conventional films. Moreover, this ability expands the boundaries of computer games towards new forms of digital entertainment. However, designing an interaction model for an interactive storytelling system involves several challenges, from the need for natural interaction interfaces to adequate multi-user settings. In this paper we present the development and evaluation of a multimodal, multi-user, and adaptive interaction system for an interactive storytelling application.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"699 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122986263","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: 13
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