IEEE Transactions on Games最新文献

筛选
英文 中文
GreenMate: A Serious Game Educating Children About Energy Efficiency GreenMate:教育儿童提高能源效率的严肃游戏
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-06-17 DOI: 10.1109/TG.2024.3415393
Sanjukta Bhattacharya;Vito De Feo;Aikaterini Bourazeri
{"title":"GreenMate: A Serious Game Educating Children About Energy Efficiency","authors":"Sanjukta Bhattacharya;Vito De Feo;Aikaterini Bourazeri","doi":"10.1109/TG.2024.3415393","DOIUrl":"10.1109/TG.2024.3415393","url":null,"abstract":"Improving the energy efficiency and reducing the CO<inline-formula><tex-math>$_{2}$</tex-math></inline-formula> emissions are key strategic objectives for governments on an international level. Although children represent the future energy consumers and efforts have been made to enhance their understanding of energy consumption, there is a lack of initiatives focused on assessing children's awareness regarding energy usage at home and school. Serious games present a highly effective approach to educate and raise children's awareness about energy production and consumption; they are widely used to simulate real-world scenarios, inform or raise players' awareness, and stimulate their problem-solving abilities. Moreover, they assist players in visualising their actions and intuitively exploring different events. This article discusses the development of a serious game, the <italic>GreenMate</i> game, which visually portrays the daily activities and experiences of a primary school student. It incorporates progressive levels to enhance comprehension and knowledge of the diverse factors influencing the growing energy crisis, as well as strategies for managing and mitigating them. According to our experimental findings, the <italic>GreenMate</i> game can be used as a productive educational tool to effectively foster desired changes in children's behavior regarding energy consumption.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"196-209"},"PeriodicalIF":1.7,"publicationDate":"2024-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141944752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
IEEE Transactions on Games Publication Information IEEE 游戏论文集》出版信息
IF 2.3 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-06-17 DOI: 10.1109/TG.2024.3409131
{"title":"IEEE Transactions on Games Publication Information","authors":"","doi":"10.1109/TG.2024.3409131","DOIUrl":"https://doi.org/10.1109/TG.2024.3409131","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 2","pages":"C2-C2"},"PeriodicalIF":2.3,"publicationDate":"2024-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10559942","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141333977","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A deconstruction of expertise and performance through arcade games 通过街机游戏解构专业知识和绩效
IF 2.3 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-06-14 DOI: 10.1109/tg.2024.3414664
Joshua Juvrud, Magnus Johansson, Gustaf Gredebäck, Pär Nyström
{"title":"A deconstruction of expertise and performance through arcade games","authors":"Joshua Juvrud, Magnus Johansson, Gustaf Gredebäck, Pär Nyström","doi":"10.1109/tg.2024.3414664","DOIUrl":"https://doi.org/10.1109/tg.2024.3414664","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"52 1","pages":""},"PeriodicalIF":2.3,"publicationDate":"2024-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141944754","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
An Accessible Version of the Foodbot Factory Serious Game for Nutrition Education 用于营养教育的无障碍版 "食品机器人工厂 "严肃游戏
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-06-14 DOI: 10.1109/TG.2024.3414657
Robert Savaglio;Jacqueline Marie Brown;Bill Kapralos;Beatriz Franco-Arellano;Ann LeSage;JoAnne Arcand
{"title":"An Accessible Version of the Foodbot Factory Serious Game for Nutrition Education","authors":"Robert Savaglio;Jacqueline Marie Brown;Bill Kapralos;Beatriz Franco-Arellano;Ann LeSage;JoAnne Arcand","doi":"10.1109/TG.2024.3414657","DOIUrl":"10.1109/TG.2024.3414657","url":null,"abstract":"The <italic>Foodbot Factory</i> serious game was developed to be used in Canadian classrooms and for online learning to teach students in grades 4–6 about nutrition. However, as with most video games and serious games, <italic>Foodbot Factory</i> was not developed with accessibility in mind and, therefore, cannot be played by individuals with, for example, visual impairments. Following the Game Accessibility Guidelines and the Web Content Accessibility Guidelines, we converted a portion of <italic>Foodbot Factory</i> into an audio game for visually impaired and blind players. In this article, we highlight the process required for converting the <italic>Foodbot Factory</i> serious game into an accessible audio game. We also present the results of a preliminary user study that was conducted to examine the usability of the <italic>Foodbot Factory</i> audio game. Although all participants were sighted individuals and our results are limited and preliminary, the <italic>Foodbot Factory</i> audio game is usable. Based on our experience in developing the <italic>Foodbot Factory</i> audio game in addition to our usability study results, we have shown that an existing serious game that lacks adherence to accessibility guidelines can be converted into the accessible version of the game.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"181-195"},"PeriodicalIF":1.7,"publicationDate":"2024-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141944753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Unraveling Player's Insights: A Comparative Analysis of Topic Modeling Techniques on Game Reviews and Video Game Developers' Perspectives 解读玩家的见解:游戏评论和视频游戏开发者视角的主题建模技术比较分析
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-06-10 DOI: 10.1109/TG.2024.3411154
Xinge Tong;Ian Willcock;Yi Sun
{"title":"Unraveling Player's Insights: A Comparative Analysis of Topic Modeling Techniques on Game Reviews and Video Game Developers' Perspectives","authors":"Xinge Tong;Ian Willcock;Yi Sun","doi":"10.1109/TG.2024.3411154","DOIUrl":"10.1109/TG.2024.3411154","url":null,"abstract":"Game reviews function as an important customer-created resource for game studies as they allow practitioners and developers to analyze players' opinions. Despite this, there are few studies that undertake comparative evaluations of topic modeling approaches in the context of video game data analysis or assess the results' practical efficacy. Accordingly, this article aims to evaluate the performance of three topic modeling algorithms—latent Dirichlet allocation, non-negative matrix factorization, and BERTopic—as utilized within game reviews study and further to examine the results' reception within the video game industry. This study first uses the game <italic>No Man's Sky</i> as a case study to evaluate the performance of different models in the same game context. According to our experiments based on Steam game reviews, the topic's Uci coherence score as identified by the BERTopic model can reach 0.279, which is higher than the other two models, with the extracted keywords allowing humans to interpret the themes when mapping them to original reviews. Semi-structured interviews with seven developers are then presented, which demonstrate that the information we provided is useful to improve their games and track players' opinions.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"167-180"},"PeriodicalIF":1.7,"publicationDate":"2024-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141944755","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Effects of Social Presence on Gaze, Movement, Arousal and Blink Rate in Autism: A Cooperative Virtual Reality Game-Based Approach 社交存在对自闭症患者凝视、运动、唤醒和眨眼率的影响:基于合作虚拟现实游戏的方法
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-06-05 DOI: 10.1109/TG.2024.3410163
Trent Simmons;Joseph Snider;Leanne Chukoskie
{"title":"The Effects of Social Presence on Gaze, Movement, Arousal and Blink Rate in Autism: A Cooperative Virtual Reality Game-Based Approach","authors":"Trent Simmons;Joseph Snider;Leanne Chukoskie","doi":"10.1109/TG.2024.3410163","DOIUrl":"10.1109/TG.2024.3410163","url":null,"abstract":"Difficulty in social interaction is a key factor in the diagnostic criteria for autism. Although not fully understood, fluid human social interaction demands a complex exchange of verbal and nonverbal signals, which is disrupted in autistic individuals. Differences in gaze behavior, gross motor movement, and physiological responses related to arousal and attention have been observed repeatedly in autistic individuals, potentially impacting social interaction. Our prior work (Simmons et al., 2023) uses a fully immersive virtual reality video game custom-designed to examine the role of social presence through solo and cooperative versions of the game. We predicted that the inclusion of a virtual presence would impact the temporal execution of gaze behaviors and gross motor movements, as well as modulate physiological arousal and blink rate in autistic individuals differently than nonautistic controls. We found that the cooperative condition produced a larger number of differences in gaze behaviors and gross motor movements for autistic individuals. In addition, arousal and blink rate displayed differences during the cooperative condition. These findings demonstrate the specific effects of a virtual social presence on fundamental behaviors that comprise social interaction and can be measured and eventually manipulated in virtual reality.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"981-992"},"PeriodicalIF":1.7,"publicationDate":"2024-06-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141944757","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Partial Advantage Estimator for Proximal Policy Optimization 近端政策优化的部分优势估计器
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-06-03 DOI: 10.1109/TG.2024.3408298
Yizhao Jin;Xiulei Song;Gregory Slabaugh;Simon Lucas
{"title":"Partial Advantage Estimator for Proximal Policy Optimization","authors":"Yizhao Jin;Xiulei Song;Gregory Slabaugh;Simon Lucas","doi":"10.1109/TG.2024.3408298","DOIUrl":"10.1109/TG.2024.3408298","url":null,"abstract":"In this article, we propose an innovative approach to the generalized advantage estimation (GAE) to address the bias-variance tradeoff in truncated roll-outs during reinforcement learning. In typical GAE implementations, the k-step advantage is estimated using a lambda-weighted average, until the terminal state. While this method provides constant bias-variance properties at any time step, it often necessitates truncated roll-outs with shorter horizons for faster learning and policy updates within a single episode. This study highlights an unexplored issue: the bias-variance properties differ for small versus considerable time steps within truncated roll-outs. Specifically, smaller time steps may have a significant bias, prompting a need for their increase. The proposed solution involves a partial GAE update, calculating the advantage estimates for all time steps but updating the policy only for a specified range. To prevent data wastage, the data from this range is retained for further processing and policy parameter updates. This partial GAE approach, despite the increased memory requirements, promises enhanced computation speed and optimal data utilization. Empirical validation was conducted on four MuJoCo tasks and microreal-time strategy (RTS). The results show a performance improvement trend with the partial GAE estimator, outperforming regular GAE in task completion speed in microRTS. These findings offer a promising direction for improving policy update efficiency in reinforcement learning.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"158-166"},"PeriodicalIF":1.7,"publicationDate":"2024-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141944756","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games MiniZero:AlphaZero 和 MuZero 在围棋、黑白棋和雅达利游戏上的比较分析
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-04-30 DOI: 10.1109/TG.2024.3394900
Ti-Rong Wu;Hung Guei;Pei-Chiun Peng;Po-Wei Huang;Ting Han Wei;Chung-Chin Shih;Yun-Jui Tsai
{"title":"MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games","authors":"Ti-Rong Wu;Hung Guei;Pei-Chiun Peng;Po-Wei Huang;Ting Han Wei;Chung-Chin Shih;Yun-Jui Tsai","doi":"10.1109/TG.2024.3394900","DOIUrl":"10.1109/TG.2024.3394900","url":null,"abstract":"This article presents MiniZero, a zero-knowledge learning framework that supports four state-of-the-art algorithms, including AlphaZero, MuZero, Gumbel AlphaZero, and Gumbel MuZero. While these algorithms have demonstrated super-human performance in many games, it remains unclear which among them is most suitable or efficient for specific tasks. Through MiniZero, we systematically evaluate the performance of each algorithm in the two board games, 9 × 9 <italic>Go</i> and 8 × 8 <italic>Othello</i>, as well as 57 Atari games. For the two board games, using more simulations generally results in higher performance. However, the choice between AlphaZero and MuZero may differ based on game properties. For Atari games, both MuZero and Gumbel MuZero are worth considering. Since each game has unique characteristics, different algorithms and simulations yield varying results. In addition, we introduce an approach, called progressive simulation, which progressively increases the simulation budget during training to allocate computation more efficiently. Our empirical results demonstrate that progressive simulation achieves significantly superior performance in the two board games. By making our framework and trained models publicly available, this article contributes a benchmark for future research on zero-knowledge learning algorithms, assisting researchers in algorithm selection and comparison against these zero-knowledge learning baselines. The code and data are available online.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"125-137"},"PeriodicalIF":1.7,"publicationDate":"2024-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140840015","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Procedural Level Generation in Educational Games From Natural Language Instruction 从自然语言教学中生成教育游戏中的程序关卡
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-04-23 DOI: 10.1109/TG.2024.3392670
Vikram Kumaran;Dan Carpenter;Jonathan Rowe;Bradford Mott;James Lester
{"title":"Procedural Level Generation in Educational Games From Natural Language Instruction","authors":"Vikram Kumaran;Dan Carpenter;Jonathan Rowe;Bradford Mott;James Lester","doi":"10.1109/TG.2024.3392670","DOIUrl":"10.1109/TG.2024.3392670","url":null,"abstract":"In the evolving field of mixed-initiative game design, where procedural content generation plays a pivotal role, establishing a comprehensive approach that empowers nontechnical designers to actively shape content generation is essential. Recent developments in large language models (LLMs) significantly alter the landscape of automated text-based content generation. These models offer a significant advantage in mixed-initiative procedural level generation by providing designers with intuitive, natural language (NL) interfaces. The framework presented in this article interprets NL inputs, detailing level design constraints and optimization goals, to aid in the cooperative development of game levels for a strategy game aimed at environmental sustainability education. It enables designers to articulate their vision concerning the problem domain, goal metrics, and desired difficulty level through a textual description. By utilizing LLMs, the framework extracts semantic constraints and optimization objectives, which are then used to generate candidate game levels. The efficacy of these levels is assessed by game-playing agents trained through advanced deep reinforcement learning methods, ensuring alignment with the designer's original specifications. We further evaluate our framework with both experts and nonexperts in designing levels for our strategy game. Their detailed responses confirm that our framework effectively translates NL descriptions into playable game levels, accurately capturing the designers' intended objectives.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"937-946"},"PeriodicalIF":1.7,"publicationDate":"2024-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140803708","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Non-Euclidean Video Games: Exploring Player Perceptions and Experiences Inside Impossible Spaces 非欧几里得电子游戏:探索玩家在不可能空间中的感知和体验
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-04-09 DOI: 10.1109/TG.2024.3386816
Daniil Osudin;Alena Denisova;Christopher Child
{"title":"Non-Euclidean Video Games: Exploring Player Perceptions and Experiences Inside Impossible Spaces","authors":"Daniil Osudin;Alena Denisova;Christopher Child","doi":"10.1109/TG.2024.3386816","DOIUrl":"10.1109/TG.2024.3386816","url":null,"abstract":"Non-Euclidean geometry has the potential to be used for novel interactions in video games and create virtual spaces that are not physically possible in the real world. To explore how players perceive and experience them in video games, we have adapted two well-known 2-D games, <italic>Snake</i> and <italic>Asteroids</i> to create two versions in addition to the conventional virtual space—with hyperbolic and spherical environments—and conducted a within-subject design user study on all three versions of these games. The results show that experienced mastery and control are lower when playing the two non-Euclidean versions while perceived immersion and challenge do not differ significantly between these three conditions. We also report on the qualitative findings from our participants, which provide further insights into the perception and experiences of these environments.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"115-124"},"PeriodicalIF":1.7,"publicationDate":"2024-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140587455","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信