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2020 IEEE Games, Multimedia, Animation and Multiple Realities Conference (GMAX)最新文献

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Reproducing Bugs in Video Games using Genetic Algorithms 利用遗传算法重现电子游戏中的漏洞
Pub Date : 2020-09-17 DOI: 10.1109/GMAX49668.2020.9256837
T. Ahumada, Alexandre Bergel
Video games are usually manually tested by a dedicated team. As such, testing is an expensive activity, both financial and emotional as most of the testing is mostly carried out before a release. This paper proposes a technique based on using Genetic Algorithm (GA) to reproduce bugs in video games. It consists in searching for a sequence of joystick and keyboard actions that lead to a faulty state of the game. We successfully applied our technique on two different video games, thus suggesting that using GA is a viable technique to reproduce bugs in video games.
电子游戏通常由专门的团队手工测试。因此,测试是一项昂贵的活动,无论是经济上还是情感上,因为大多数测试都是在发布之前进行的。本文提出了一种基于遗传算法的电子游戏bug再现技术。它包括搜索导致游戏出现错误状态的操纵杆和键盘操作序列。我们成功地将这种技术应用于两款不同的电子游戏,从而表明使用遗传算法是一种重现电子游戏漏洞的可行技术。
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引用次数: 3
Augmented Reality as Didactic Strategy for Facilitate the Learning of the Solar System 增强现实作为促进太阳系学习的教学策略
Pub Date : 2020-09-17 DOI: 10.1109/GMAX49668.2020.9256839
Alex D. Morales Acosta, Sergio A. Sanchez Hernandez, J. C. Henao
The globalization of knowledge, the information society, the emergence of new information and communication technologies, have generated new ways of working, challenging education institutions a change in their ability to adapt and a better information management. Among the emerging technologies of recent decades, we can find a high increase of augmented reality (AR), which is a set of technologies that allow the user to visualize virtual information in real-world scenarios, through a digital camera of a device mobile. This feature makes this technology attractive in the educational field for topics where observation is a key element in the student's learning process. For this reason, the objective of this research is to develop a prototype using augmented reality as a didactic strategy to strengthen the concepts of the Solar System in the area of Social Sciences for the sixth grade of secondary school of the San Vicente de Paul Educational Institution. To accomplish the objective, the research was carried out in four stages using the extreme programming methodology. From the results obtained it is concluded that the minimum requirements that a mobile device must have to use the (AR) application, are marked in mid-range devices, accessible for both, teachers and students community, it can also be argued that the technological tools in the classroom have allowed to add a added value to the educational processes, generating motivation and interest in studies by students.
知识的全球化,信息社会,新的信息和通信技术的出现,产生了新的工作方式,挑战教育机构在其适应能力的变化和更好的信息管理。在最近几十年的新兴技术中,我们可以发现增强现实(AR)的高度增长,这是一套允许用户通过移动设备的数码相机在现实世界场景中可视化虚拟信息的技术。这一特性使得该技术在教育领域具有吸引力,因为在这些领域中,观察是学生学习过程中的关键因素。因此,本研究的目的是开发一个使用增强现实作为教学策略的原型,以加强San Vicente de Paul教育机构中学六年级社会科学领域的太阳系概念。为了实现这一目标,研究采用极限规划方法分四个阶段进行。从获得的结果得出的结论是,移动设备必须使用(AR)应用程序的最低要求,在中程设备上标记,教师和学生社区都可以访问,也可以认为,课堂上的技术工具可以为教育过程增加附加值,产生学生对学习的动机和兴趣。
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引用次数: 0
Development of an arcade controller for children with intellectual disabilities to improve fine motor skills through video games 为智障儿童开发的街机控制器,通过视频游戏提高精细运动技能
Pub Date : 2020-09-17 DOI: 10.1109/GMAX49668.2020.9256830
Doménica A. Merchán-García, Alejandro S. Enriquez-Mancheno, Victor H. Uguña-Uguña, P. Suquilanda-Cuesta, V. Robles-Bykbaev
The objective of this study is to implement a new therapy model, to improve the fine motor skills of children with intellectual disabilities. Using this proposed method, this study sought to discover whether two children with physical and intellectual disabilities can effectively improve their fine motor skills through the use of an arcade controller, specially designed to stimulate the movement of the fingers, hands, and arms of children, exercising them and improving their hand-eye coordination, finger control, digital grip, and body coordination. At the end, we present the results obtained by measuring the fine motor skills performed at the beginning and at the end of the study, applying the TEPSI's Coordination subtest which let us measure the fine motor skills of the kid, and a comparison of the improvement in fine motor skills with the results obtained with the TEPSI test applied to a child without any disability.
本研究的目的是实施一种新的治疗模式,以提高智障儿童的精细运动技能。利用这种方法,本研究试图发现两个身体和智力残疾的儿童是否可以通过使用街机控制器有效地提高他们的精细运动技能。街机控制器是专门设计的,用来刺激儿童的手指、手和手臂的运动,锻炼和提高他们的手眼协调、手指控制、数字握持和身体协调。最后,我们展示了通过测量研究开始和结束时的精细运动技能所获得的结果,应用TEPSI的协调子测试,我们可以测量孩子的精细运动技能,并将精细运动技能的改善与应用于没有任何残疾的孩子的TEPSI测试所获得的结果进行比较。
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引用次数: 1
Title Page 标题页
Pub Date : 2020-09-17 DOI: 10.1109/gmax49668.2020.9256840
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引用次数: 0
TIGER: Topological Interlocking GEneratoR 老虎:拓扑联锁发生器
Pub Date : 2020-09-17 DOI: 10.1109/GMAX49668.2020.9256836
Andres Bejarano, C. Hoffmann
Topological Interlocking is a design technique to generate non-monolithic structures and composite materials. A traditional topological interlocking assembly consists of convex blocks arranged in a single layer. A peripheral structure provides support for the blocks and prevents lateral strain. Recent research on this topic has found remarkable properties that are not present with more traditional design techniques or material approaches. Despite the advances and increasing interest, there is no available software that contains all the essential tools to generate and analyze such structures. We introduce TIGER, a software application to generate and analyze topological interlocking configurations based on 3D surface tessellations. The application provides generation methods for both tessellations and interlocking assemblies. The analysis of the assemblies is based on the Structure Feasibility method that finds the minimum tension magnitudes for the structure to maintain a static equilibrium state. The generated configurations can be saved in multiple file formats for later 3D printing and additional analysis using more sophisticated tools.
拓扑互锁是一种产生非单片结构和复合材料的设计技术。传统的拓扑联锁组件由排列在单层中的凸块组成。外围结构为砌块提供支撑并防止侧向应变。最近对该主题的研究发现了传统设计技术或材料方法所没有的显着特性。尽管取得了进步,人们的兴趣也在增加,但是没有可用的软件包含生成和分析这种结构的所有必要工具。我们介绍了TIGER,一个基于三维曲面镶嵌生成和分析拓扑联锁结构的软件应用程序。该应用程序为镶嵌和联锁组件提供了生成方法。装配体的分析基于结构可行性方法,该方法找到使结构保持静平衡状态的最小张力值。生成的配置可以以多种文件格式保存,以便以后进行3D打印和使用更复杂的工具进行附加分析。
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引用次数: 0
Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm 基于波前算法的街机电子游戏非可玩角色路径规划
Pub Date : 2020-09-17 DOI: 10.1109/GMAX49668.2020.9256835
Álvaro José Ortega Vargas, Jairo E. Serrano C., Leonardo Castellanos Acuña, J. Martinez-Santos
Search and planning is a common Artificial Intelligence task on videogames development. This exercise covers the design of Non-player character (NPC) behavior, content generation, and narrative's construction. This work focus on NPC behavior, specifically on path planning. This paper presents an implementation of an arcade videogame (Ms. Pacman type) with Unity, where the NPC's behavior (Ghosts) applies the Wavefront algorithm to find the shortest path to the Player Character (Mr. Pacman). This algorithm is an alternative to traditional algorithms the Djikstra algorithm and A-star used to solve this problem.
搜索和规划是电子游戏开发中常见的人工智能任务。这个练习涵盖了非玩家角色(NPC)行为、内容生成和叙事结构的设计。这项工作主要关注NPC的行为,特别是路径规划。本文介绍了一款使用Unity的街机电子游戏(《吃豆人女士》类型)的实现,其中NPC的行为(鬼)应用Wavefront算法来寻找到玩家角色(《吃豆人先生》)的最短路径。该算法是对传统算法Djikstra算法和A-star算法的替代。
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引用次数: 3
Video games development as an opportunity for social impact 电子游戏开发是产生社会影响的机会
Pub Date : 2020-09-17 DOI: 10.1109/GMAX49668.2020.9256831
Miguel Jimeno, P. Wightman, Augusto Salazar, Lucy E. García, Jose Capacho
The need for a more inclusive society for persons with disabilities is increasing every day, as governments are required to create the appropriate legal framework for improving environments such as public and private spaces, as long as educational and work environments. The progress has been slow, and there are still many areas where integration has been nonexistent. In Colombia, the government has improved several areas, but there are many needs for people with disabilities in education, who are usually left behind. We propose here a program for building inclusive mobile applications for children and adults with disabilities. The developers of those games will be high school students from schools in Barranquilla, and using this approach will teach them about inclusion. The users of those applications will be the children and adults with special needs served by institutions for students with special needs. In this paper, we present the methodology, software, and hardware architecture design and preliminary evidence of the positive effect that this kind of project can have on undergraduate students.
对残疾人更具包容性的社会的需求日益增加,因为政府需要建立适当的法律框架,以改善公共和私人空间等环境,以及教育和工作环境。这一进程一直很缓慢,而且仍有许多领域尚未实现一体化。在哥伦比亚,政府已经改善了几个领域,但残疾人在教育方面仍有许多需求,他们通常被落在后面。我们在这里提出了一个为残疾儿童和成人构建包容性移动应用程序的计划。这些游戏的开发者将是来自巴兰基亚(Barranquilla)学校的高中生,使用这种方法将教会他们包容。这些应用程序的使用者将是为有特殊需要的学生提供服务的有特殊需要的儿童和成人。在本文中,我们提出了方法论,软件和硬件架构设计,并初步证明了这类项目对本科生的积极影响。
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引用次数: 0
Virtual Reality Trainer in the Evaluation of International Safety Standards in Fire Situations 虚拟现实培训机在火灾情况下国际安全标准评估中的应用
Pub Date : 2020-09-17 DOI: 10.1109/GMAX49668.2020.9256834
F. Torres-Guerrero, Romeo Sanchez, Leticia Neira-Tovar
With the aim of giving a better context to the research it is necessary to raise the problem in which we are working positioning from a perspective that allows us the generation of knowledge. Virtual reality allows the simulation of scenarios for different types of training. The immersion allows the user a virtual world interaction very similar to the actual a key example are flight simulators, for years has been use as a form of safe training. The training through virtual reality tools as alternative solutions are training tools has been widely accepted in different industries as an effective method for the preparation of personnel exposed to scenarios of high probability of accidents. There is a lot of research that says that thanks to information technologies can improve the efficiency of training using tools such as virtual laboratories, educational administration platforms, as well as multimedia format tools which are focused on reinforcing mainly academic content And are often validated through the performance of users. this research is focus on the evaluation in the human interaction of virtual reality environments to measure the interaction and effectiveness of safety standards. It is necessary to consider two aspects so that the interaction with the virtual reality tool is effective that are usability and immersion.
为了给研究提供一个更好的背景,有必要从一个允许我们产生知识的角度提出我们正在工作定位的问题。虚拟现实允许模拟不同类型的训练场景。这种沉浸式让用户在虚拟世界中进行非常类似于实际的互动,一个关键的例子是飞行模拟器,多年来一直被用作安全训练的一种形式。通过虚拟现实工具进行培训作为培训工具的替代方案,作为高概率事故情景下人员的有效培训方法,已被各行业广泛接受。有很多研究表明,由于信息技术可以提高培训的效率,使用工具,如虚拟实验室,教务管理平台,以及多媒体格式工具,这些工具主要侧重于加强学术内容,并经常通过用户的表现来验证。本研究的重点是在虚拟现实环境中进行人机交互评估,以衡量安全标准的交互性和有效性。为了使与虚拟现实工具的交互有效,有必要考虑两个方面:可用性和沉浸感。
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引用次数: 0
[Copyright notice] (版权)
Pub Date : 1900-01-01 DOI: 10.1109/gmax49668.2020.9256833
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2020 IEEE Games, Multimedia, Animation and Multiple Realities Conference (GMAX)
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