2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)最新文献

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Sphero as an interactive tool in computer games for people with ID Sphero作为电脑游戏中的互动工具
A. M. Zorrilla, B. G. Zapirain, J. Eskubi-Astobiza, L. Fernandez-Cordero
{"title":"Sphero as an interactive tool in computer games for people with ID","authors":"A. M. Zorrilla, B. G. Zapirain, J. Eskubi-Astobiza, L. Fernandez-Cordero","doi":"10.1109/CGames.2015.7272953","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272953","url":null,"abstract":"This paper presents an experiment in which people with intellectual disabilities played 3 apps with different levels and purposes on an iPad Air. As part of the game they were required to interact with Sphero and the activities they tried to perform required motor skills, attention and memory. We have selected two groups of participants according to their level of support needs. The results show the highest level of satisfaction in both groups in the game involving Sphero. In terms of effectiveness of activities for this profile of participant as interventions the results reveal that driving and care activities do show an adequate response, though with worse results related to memory.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115703713","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
Video gaming accessibility 电子游戏的可访问性
Drew McPheron
{"title":"Video gaming accessibility","authors":"Drew McPheron","doi":"10.1109/CGames.2015.7272966","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272966","url":null,"abstract":"Video games are becoming less and less usable by people with disabilities every day. These disabilities include cognitive, visual, and mobility. The purpose of this paper is to discuss the necessity of making video games accessible. This will be done through looking at benefits, current work for all disabilities, and how it's looked at by the law. The topic of video gaming accessibility is especially important in today's age with the disabled population rising. It is important to not let the disabled be left out of the enjoyment of video games.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"166 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123980478","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
Classification effects on Motion-Onset Visual Evoked Potentials using commercially available video games 利用市售电子游戏对动作诱发视觉诱发电位的分类效应
R. Beveridge, David Marshall, Shane Wilson, D. Coyle
{"title":"Classification effects on Motion-Onset Visual Evoked Potentials using commercially available video games","authors":"R. Beveridge, David Marshall, Shane Wilson, D. Coyle","doi":"10.1109/CGames.2015.7272958","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272958","url":null,"abstract":"Motion Onset Visually Evoked Potentials (mVEPs) are elicited by visual stimuli that offer a more elegant, less fatiguing visual presentation than other stimuli used in visual evoked potentials (VEPs) studies. mVEP for use in brain computer interface (BCI) video gaming offer users a pleasant presentation environment to play video games. Modern, commercially available video games are a popular form of entertainment offering visually compelling, dynamic and graphically complex environments. However, most popular games exhibit visually fatiguing properties such as moving, flashing imagery and complex 3D shapes which may hinder accuracies of certain BCI paradigms. Because mVEP relies on motion visual stimulus rather than flashing imagery, it may be more apposite for use within complex game environments than other VEPs such as P300 and SSVEP. In this study we investigate the potential impact of varying levels of graphical fidelity from commercially available video games within an mVEP BCI control scheme. Building on a previous study, which investigated simplistic 3D based game levels, the current study investigates increased visual complexity in commercially available games from five different generations of gaming console and from different genres. We compared the visual effects of each of the five games on mVEP detection accuracy and found some of the more primitive properties of video games such as the use of primary colours, dynamic character movement, flashing imagery and the pace of the games have an influence on detection accuracies. These findings provide information relevant to design of a mVEP BCI game which is visually appealing to a wide range of users whilst maintaining mVEP accuracies.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"31 13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114423871","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
Interacting with multiple game genres using Motion Onset Visual Evoked Potentials 使用动作诱发视觉诱发电位与多种游戏类型互动
David Marshall, R. Beveridge, Shane Wilson, D. Coyle
{"title":"Interacting with multiple game genres using Motion Onset Visual Evoked Potentials","authors":"David Marshall, R. Beveridge, Shane Wilson, D. Coyle","doi":"10.1109/CGames.2015.7272957","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272957","url":null,"abstract":"Motion Onset Visually Evoked Potentials (mVEPs) allow users to interact with technology using non-visually fatiguing stimuli in a Brain Computer Interface (BCI). This study employs mVEP in an onscreen controller and evaluates players' ability to use mVEP for online gameplay with games from three different genres namely action, puzzle and sports. The onscreen controller consists of five mVEP stimuli that are presented as buttons to allow the participant to choose from five different actions in each game. The performance was assessed based on online BCI accuracy and game score for each game. Results indicate that the players could control the games with an average online accuracy of 71% (5 class classification chance accuracy is 20%). The results also suggest that the use of the mVEP controller with a detailed environment and stimulating feedback in the form of an action game helped to attain the highest online accuracy (75%).","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114660249","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
Transforming BrowserQuest into an epidemiological tool for modelling disease dissemination 将BrowserQuest转变为疾病传播建模的流行病学工具
Curtis L Gittens, Jemar Greaves
{"title":"Transforming BrowserQuest into an epidemiological tool for modelling disease dissemination","authors":"Curtis L Gittens, Jemar Greaves","doi":"10.1109/CGames.2015.7272972","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272972","url":null,"abstract":"How diseases spread and their virility in human populations is the fundamental purpose of epidemiology. Historically, human behavior has been intricately linked with the spread of infectious diseases. Models to study human behavior in the context of epidemics usually concentrate on judging the effectiveness of various institutionally enforced public health measures such as school closures, not how the individuals themselves respond to the outbreak. Using a simulated or virtual environment that incorporates human behavior holds promise as a useful modelling tool. The “corrupted blood” incident that occurred in the Massive Multiplayer Online Role-Playing Game (MMORPG) World of Warcraft led to the first large-scale, unplanned virtual epidemic in a game world. This event underscored the fact that MMORPGs can be used to study epidemiological events. Using BrowserQuest, we designed a disease management and dissemination system (DiMANDS) that monitors interactions and triggers infection events - using nonplayer characters (NPCs) as a human proxies - to spread a disease among a virtual population. The rate of infection in the NPC population was logged and a susceptible-infected-recovered (SIR) graph was generated. Our results showed that our SIR graph is similar to other simulation techniques, and further strengthens the possibility of using MMORPGs as an epidemiological simulation tool.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"294 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122159036","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
Designing immersive affective environments with biofeedback 设计具有生物反馈的沉浸式情感环境
Yi Li, Adel Said Elmaghraby, E. Sokhadze
{"title":"Designing immersive affective environments with biofeedback","authors":"Yi Li, Adel Said Elmaghraby, E. Sokhadze","doi":"10.1109/CGames.2015.7272965","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272965","url":null,"abstract":"Serious games have been recognized in many application areas such as heath, education and training. Designing interactive games responsive to user emotions improves their effectiveness and user acceptances. A major factor in user interaction is the emotional reaction to game scenarios, which has motivated us to analyze immersive games using biofeedback. In this article, a graph-based model is presented to design interactive games in a systematic way. This model is combined with biofeedback such as autonomic nervous system variables to evaluate user emotional reaction to different stimuli. The analysis should be used as a guiding principle for designing serious games. Oculus Rift DK2 is used in experiments to provide immersive virtual reality with affective scenarios. The experiments demonstrate the ability to induce measurable and differentiate emotions.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125437887","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
Applying formal picture languages to procedural content generation 将形式化图片语言应用于程序内容生成
David Maung, R. Crawfis
{"title":"Applying formal picture languages to procedural content generation","authors":"David Maung, R. Crawfis","doi":"10.1109/CGames.2015.7272963","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272963","url":null,"abstract":"Procedural content generation for games often uses tile sets. Tilings generated with tile sets are equivalent to pictures generated from a fixed alphabet of characters such as those explored in the area of vision. Formal languages over pictures and their methods of definition such as 2D regular expressions, automata, and array grammars are directly applicable to generation of tilings using finite tile sets. Though grammars such as string grammars, L-systems, and graph grammars have been explored and found useful for the definition of certain content, formal methods have mostly been ignored. We introduce 2D regular expressions and array grammars as generators. We reason about the theoretical capability of these constructs and develop some practical use cases for their application in procedural content generation for games. One area lacking with a search based approach to procedural content generation is an enumeration of all possible tilings that can be generated. We show that 2D regular expressions can be used for enumeration.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126851907","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 study of the correlations between Augmented Reality and its ability to influence user behavior 增强现实与其影响用户行为的能力之间的相关性研究
Nicole Kosoris, J. Chastine
{"title":"A study of the correlations between Augmented Reality and its ability to influence user behavior","authors":"Nicole Kosoris, J. Chastine","doi":"10.1109/CGames.2015.7272967","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272967","url":null,"abstract":"Video game play is traditionally associated with sedentary activity, but it may be possible in the new mobile, ubiquitous game play paradigm to encourage users to engage in healthy exercise. Augmented Reality may be an ideal vehicle for this type of change, as it can add virtual game elements to a user's physical world. In this paper, we leveraged concepts drawn from mobile health monitoring as well as game design to discover whether a mobile platform with Augmented Reality game elements could have a greater effect on user health behavior than a platform with no ties to the physical world. We created a game (Imaginary Dragon) which allowed the user to care for a virtual pet by engaging in short breaks from sedentary activity. In a short term 30 person study, users indicated a strong preference for the game that contained AR elements. In a longer term study of 15 participants, it was found that the game with AR elements was used approximately ten times more than the game without AR elements.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131271087","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 options for efficiently evaluating the playability of computer game agents 探索有效评估电脑游戏代理可玩性的选项
T. Wareham, Scott Watson
{"title":"Exploring options for efficiently evaluating the playability of computer game agents","authors":"T. Wareham, Scott Watson","doi":"10.1109/CGames.2015.7272961","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272961","url":null,"abstract":"Automatic generation of game content is an important challenge in computer game design. Such generation requires methods that are both efficient and guaranteed to produce playable content. While existing methods are adequate for currently available types of games, games based on more complex entities and structures may require new methods. In this paper, we use computational complexity analysis to explore algorithmic options for efficiently evaluating the playability of and generating playable groups of enhanced agents that are capable of exchanging items and facts with each other and human players. Our results show that neither of these problems can be solved both efficiently and correctly either in general or relative to a surprisingly large number of restrictions on enhanced agent structure and gameplay. We also give the first restrictions under which the playability evaluation problem is solvable both efficiently and correctly.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"250 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122966185","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
The quest for the perfect perfect-maze 寻找完美的迷宫
P. Kim, R. Crawfis
{"title":"The quest for the perfect perfect-maze","authors":"P. Kim, R. Crawfis","doi":"10.1109/CGames.2015.7272964","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272964","url":null,"abstract":"In this paper, the quest for the perfect perfect-maze is performed over the search space of perfect mazes using an approach of search-based procedural content generation. Perfect maze construction is rather random with little to no control of the final product. We propose a search-based framework based on attributes or metrics of a constructed maze to provide a foundation for evaluation functions (fitness functions). Since the meaning of “perfect” is subjective and different for every designer, we allow designers to construct their own evaluation function to generate the best maze. We have also analyzed each metric's space on an exhaustive enumeration of small-sized mazes to determine allowable, and perhaps desirable, ranges for each metric. Using these metrics, an evaluation function is constructed to search for the “best” maze.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128712840","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
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