Aderbal Nunes da Silva Junior, Antonio Carlos Silva Souza, Luiz Cláudio Machado dos Santos
This paper aims to present the process of creating games for set-top-boxes with Brazilian’s middleware GINGA embedded on it, focusing on GINGA-NCL, since game’s pre-production until the end of the demonstrration (DEMO) version developed by the Research Group of Information’s Technology on Digital TV of the Instituto Federal de Educação, Ciência e Tecnologia da bahia in conjunction with the Core of Computational Modeling of SENAI / CIMATEC. All games in this text have been programmed in the language Lua coupled to NCL and the tests to evaluate the game play were performed using the emulator Ginga-NCL Player and the Virtual Set-Top-Box (STB) Ginga-NCL. Both softwares simulate the needed equipment for televisions that do not have specific tuner for receiving digital signal.
本文旨在介绍为机顶盒创建嵌入巴西中间件GINGA的游戏的过程,重点是GINGA- ncl,从游戏的预制作到演示(DEMO)版本结束,演示版本由联邦教育研究所(Ciência e Tecnologia da bahia)与SENAI / CIMATEC的计算建模核心共同开发。本文中的所有游戏都是用Lua语言与NCL结合编写的,并使用仿真器Ginga-NCL Player和虚拟机顶盒(STB) Ginga-NCL进行了游戏可玩性的测试。这两种软件都模拟了没有特定调谐器接收数字信号的电视机所需的设备。
{"title":"Development of Games for SET-TOP-BOXES with Brazilian's Middleware GINGA-NCL","authors":"Aderbal Nunes da Silva Junior, Antonio Carlos Silva Souza, Luiz Cláudio Machado dos Santos","doi":"10.1109/SBGAMES.2009.33","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.33","url":null,"abstract":"This paper aims to present the process of creating games for set-top-boxes with Brazilian’s middleware GINGA embedded on it, focusing on GINGA-NCL, since game’s pre-production until the end of the demonstrration (DEMO) version developed by the Research Group of Information’s Technology on Digital TV of the Instituto Federal de Educação, Ciência e Tecnologia da bahia in conjunction with the Core of Computational Modeling of SENAI / CIMATEC. All games in this text have been programmed in the language Lua coupled to NCL and the tests to evaluate the game play were performed using the emulator Ginga-NCL Player and the Virtual Set-Top-Box (STB) Ginga-NCL. Both softwares simulate the needed equipment for televisions that do not have specific tuner for receiving digital signal.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"101 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116677631","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}
Sprites have been present since the first arcade games and console generations. Despite the advances in computer graphics and the whole representation of virtual worlds on 3D environments, 2D-based games still have their space, specially on portable consoles and mobile devices. The visual quality of sprites have increased as a result of hardware improvements in processing power, memory, and a richer color gamut. However, most of the sprite editing task is still manual, using graphics editing tools. We present a method to automatically generate shading distribution on sprites, one important step during the editing process that is time demanding for most manual works on art design today. Our method allows to control the position of a local light source and to generate an approximation of shading distribution effect on sprites. Although our solution is not physically accurate according to the shape of the represented object, it can produce convincing and well usable results for 2D game systems in many practical cases. We compare our fully automatic results with handmade sprite shading, with very convincing results.
{"title":"Automatic Sprite Shading","authors":"Djalma Bandeira, M. Walter","doi":"10.1109/SBGAMES.2009.12","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.12","url":null,"abstract":"Sprites have been present since the first arcade games and console generations. Despite the advances in computer graphics and the whole representation of virtual worlds on 3D environments, 2D-based games still have their space, specially on portable consoles and mobile devices. The visual quality of sprites have increased as a result of hardware improvements in processing power, memory, and a richer color gamut. However, most of the sprite editing task is still manual, using graphics editing tools. We present a method to automatically generate shading distribution on sprites, one important step during the editing process that is time demanding for most manual works on art design today. Our method allows to control the position of a local light source and to generate an approximation of shading distribution effect on sprites. Although our solution is not physically accurate according to the shape of the represented object, it can produce convincing and well usable results for 2D game systems in many practical cases. We compare our fully automatic results with handmade sprite shading, with very convincing results.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"304 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122799904","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}
This paper presents a hair generation technique for cartoon and Anime characters. The main goal of this work is to provide a procedural generation technique, robust enough in order to create different types of hairs. We propose a parametric model that can produce diversity of obtained results through parameters variation. The model is organized in three steps: firstly, the strands generation, followed by positioning them in the head of the characters. Finally, the third step is responsible for providing cartoon rendering, including common characteristics in cartoon shading, as the black edges and solid colors. Visual inspection of obtained results indicate that generated hairs are coherent with expected in terms of visual aspects.
{"title":"Procedural Hair Generation","authors":"V. Cassol, Fernando P. Marson, S. Musse","doi":"10.1109/SBGAMES.2009.29","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.29","url":null,"abstract":"This paper presents a hair generation technique for cartoon and Anime characters. The main goal of this work is to provide a procedural generation technique, robust enough in order to create different types of hairs. We propose a parametric model that can produce diversity of obtained results through parameters variation. The model is organized in three steps: firstly, the strands generation, followed by positioning them in the head of the characters. Finally, the third step is responsible for providing cartoon rendering, including common characteristics in cartoon shading, as the black edges and solid colors. Visual inspection of obtained results indicate that generated hairs are coherent with expected in terms of visual aspects.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130652650","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}
Marconi Madruga Filho, Allan J. S. Souza, Patrícia C. A. R. Tedesco, Danielle Silva, Geber Ramalho
Character-based games are strongly dependent on the quality of their Non Player Characters’ behavior. Developing games of this nature usually requires a high investment of time and money on Artificial Intelligence techniques, in order to provide better credibility to the characters. For the independent game developers’ community, affording this kind of extra complexity may be highly expensive. Therefore, this article proposes a way of developing character-based games while maintaining high quality and low-cost. This is done by using a modular Artificial Intelligence technique called Rule-Based Systems, integrated with a game development support tool, XNA. Since Java is better provided with Rule-based System tools, the IKVM application is used to allow this integration. All mechanisms and tools used are free. A comparison of free Rule-based Systems is presented, as well as an application of the proposed model on a real game project.
{"title":"An Integrated Development Model for Character-Based Games","authors":"Marconi Madruga Filho, Allan J. S. Souza, Patrícia C. A. R. Tedesco, Danielle Silva, Geber Ramalho","doi":"10.1109/SBGAMES.2009.30","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.30","url":null,"abstract":"Character-based games are strongly dependent on the quality of their Non Player Characters’ behavior. Developing games of this nature usually requires a high investment of time and money on Artificial Intelligence techniques, in order to provide better credibility to the characters. For the independent game developers’ community, affording this kind of extra complexity may be highly expensive. Therefore, this article proposes a way of developing character-based games while maintaining high quality and low-cost. This is done by using a modular Artificial Intelligence technique called Rule-Based Systems, integrated with a game development support tool, XNA. Since Java is better provided with Rule-based System tools, the IKVM application is used to allow this integration. All mechanisms and tools used are free. A comparison of free Rule-based Systems is presented, as well as an application of the proposed model on a real game project.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125408257","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}
E. S. D. Lima, C. Pozzer, M. C. d'Ornellas, A. Ciarlini, B. Feijó, A. Furtado
This paper proposes an intelligent cinematography director for camera control in plot-based storytelling systems. The role of the director is to select in real-time the camera shots that best fit for the scenes and present the content in an interesting and coherent manner. Director's knowledge is represented with a collection of support vector machines (SVM) trained to solve cinematography problems of shot selection. With this work we introduce the use of support vector machines, applied as an artificial intelligence method, in a storytelling director. This approach also can be extended and applied in games and other digital entertainment applications.
{"title":"Support Vector Machines for Cinematography Real-Time Camera Control in Storytelling Environments","authors":"E. S. D. Lima, C. Pozzer, M. C. d'Ornellas, A. Ciarlini, B. Feijó, A. Furtado","doi":"10.1109/SBGAMES.2009.14","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.14","url":null,"abstract":"This paper proposes an intelligent cinematography director for camera control in plot-based storytelling systems. The role of the director is to select in real-time the camera shots that best fit for the scenes and present the content in an interesting and coherent manner. Director's knowledge is represented with a collection of support vector machines (SVM) trained to solve cinematography problems of shot selection. With this work we introduce the use of support vector machines, applied as an artificial intelligence method, in a storytelling director. This approach also can be extended and applied in games and other digital entertainment applications.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133441194","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}
This paper describes a command interface for games based on hand gestures defined by postures, movement and location. The large variety of gestures thus possible increases usability by allowing a better match between gesture and action. The system uses computer vision requiring no sensors or markers on the user or background. The analysis of requirements for games, the architecture and implementation are discussed, as well as the results of several tests to evaluate how well each requirement is met.
{"title":"Design and Implementation of a Flexible Hand Gesture Command Interface for Games Based on Computer Vision","authors":"J. Bernardes, L. R. Nakamura, R. Tori","doi":"10.1109/SBGAMES.2009.16","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.16","url":null,"abstract":"This paper describes a command interface for games based on hand gestures defined by postures, movement and location. The large variety of gestures thus possible increases usability by allowing a better match between gesture and action. The system uses computer vision requiring no sensors or markers on the user or background. The analysis of requirements for games, the architecture and implementation are discussed, as well as the results of several tests to evaluate how well each requirement is met.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122866758","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}
Bruno Barcellos S. Coutinho, G. Giraldi, A. Apolinario
In this work, we focus on flow animation in elastic surfaces described by mass-spring models for computer game applications. We propose the combination of an efficient fluid model, that does not require solution of complicated equations, with a mass-spring approach to simulate the deformable surface. Firstly, we describe the fluid model for simulating the flow and its GPU implementation. The simulation method is based on a particle system, that evolves over a lattice. This lattice is defined over the surface domain. A set of local rules determine the interaction between particles. The elastic surface is simulated by a GPU based mass-spring system, geometrically represented by a regular mesh. The fluid particles are guided by the surface topography interacting with the elastic mesh due to external, elastic and damping forces. In the experimental results we emphasize the fact that physically plausible flow/deformation phenomena can be efficiently reproduced and animated in real time by the combined technique.
{"title":"GPU Based Fluid Animation over Elastic Surface Models","authors":"Bruno Barcellos S. Coutinho, G. Giraldi, A. Apolinario","doi":"10.1109/SBGAMES.2009.13","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.13","url":null,"abstract":"In this work, we focus on flow animation in elastic surfaces described by mass-spring models for computer game applications. We propose the combination of an efficient fluid model, that does not require solution of complicated equations, with a mass-spring approach to simulate the deformable surface. Firstly, we describe the fluid model for simulating the flow and its GPU implementation. The simulation method is based on a particle system, that evolves over a lattice. This lattice is defined over the surface domain. A set of local rules determine the interaction between particles. The elastic surface is simulated by a GPU based mass-spring system, geometrically represented by a regular mesh. The fluid particles are guided by the surface topography interacting with the elastic mesh due to external, elastic and damping forces. In the experimental results we emphasize the fact that physically plausible flow/deformation phenomena can be efficiently reproduced and animated in real time by the combined technique.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116287218","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}
David Lunardi Flam, Daniel Pacheco de Queiroz, Thatyene Louise Alves de Souza Ramos, A. Araújo, J. Gomide
Nowadays motion capture is a valuable technique for virtual character animation in digital movies and games due to the high degree of realism that can be achieved. Unfortunately, most of the systems currently available to perform that task are expensive and proprietary. In this work, an open source application for optical motion capture is developed based on digital image analysis techniques. The steps of initialization, tracking, reconstruction and output are all accomplished by the built OpenMoCap software. The defined architecture is designed for real time motion recording and it is flexible, allowing the addition of new optimized modules for specific parts of the capture pipeline, taking advantage of the existing ones. Experiments with two cameras with infrared LEDs and reflexive markers were carried out and the created methodology was assessed. Although not having the same robustness and precision of the compared commercial solution, this work can do simple animations and it serves as an incentive for research in the area.
{"title":"OpenMoCap: An Open Source Software for Optical Motion Capture","authors":"David Lunardi Flam, Daniel Pacheco de Queiroz, Thatyene Louise Alves de Souza Ramos, A. Araújo, J. Gomide","doi":"10.1109/SBGAMES.2009.25","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.25","url":null,"abstract":"Nowadays motion capture is a valuable technique for virtual character animation in digital movies and games due to the high degree of realism that can be achieved. Unfortunately, most of the systems currently available to perform that task are expensive and proprietary. In this work, an open source application for optical motion capture is developed based on digital image analysis techniques. The steps of initialization, tracking, reconstruction and output are all accomplished by the built OpenMoCap software. The defined architecture is designed for real time motion recording and it is flexible, allowing the addition of new optimized modules for specific parts of the capture pipeline, taking advantage of the existing ones. Experiments with two cameras with infrared LEDs and reflexive markers were carried out and the created methodology was assessed. Although not having the same robustness and precision of the compared commercial solution, this work can do simple animations and it serves as an incentive for research in the area.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114893280","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}
Eurico Vasconcelos Filho, C. Lucena, Gustavo Melo, M. Irving, Jean-Pierre Briot, Vinícius Sebba-Patto, Alessandro Sordoni
In this paper, we discuss the experience in the design, use and evaluation of a serious game about participatory management of national parks for biodiversity conservation and social inclusion. Our objective is to help various stakeholders (e.g., environmentalist NGOs, communities, tourism operators, public agencies, and so on) to collectively understand conflict dynamics for natural resources management and to exercise negotiation management strategies for protected areas, one of the key issues linked to biodiversity conservation in national parks. Our serious game prototype combines, techniques such as: distributed role-playing games, support for negotiation between players, and insertion of various types of artificial agents (decision making agents, virtual players, assistant agents). After a general introduction to the project, we will present project’s current prototype architecture and results from game sessions, as well as some prospects for the future, namely: the design of assistant artificial agents and of virtual players and the integration of a viability-based simulation engine.
{"title":"A Serious Game for Exploring and Training in Participatory Management of National Parks for Biodiversity Conservation: Design and Experience","authors":"Eurico Vasconcelos Filho, C. Lucena, Gustavo Melo, M. Irving, Jean-Pierre Briot, Vinícius Sebba-Patto, Alessandro Sordoni","doi":"10.1109/SBGAMES.2009.19","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.19","url":null,"abstract":"In this paper, we discuss the experience in the design, use and evaluation of a serious game about participatory management of national parks for biodiversity conservation and social inclusion. Our objective is to help various stakeholders (e.g., environmentalist NGOs, communities, tourism operators, public agencies, and so on) to collectively understand conflict dynamics for natural resources management and to exercise negotiation management strategies for protected areas, one of the key issues linked to biodiversity conservation in national parks. Our serious game prototype combines, techniques such as: distributed role-playing games, support for negotiation between players, and insertion of various types of artificial agents (decision making agents, virtual players, assistant agents). After a general introduction to the project, we will present project’s current prototype architecture and results from game sessions, as well as some prospects for the future, namely: the design of assistant artificial agents and of virtual players and the integration of a viability-based simulation engine.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"57 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128006329","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}
Many games are populated by synthetic humanoid actors that act as autonomous agents. The animation of humanoids in real-time applications is yet a challenge if the problem involves attaining a precise location in a virtual world (path-planning), and moving realistically according to its own personality, intentions and mood (motion planning). In this paper we present a strategy to implement – using CUDA on GPU – a path planner that produces natural steering behaviors for virtual humans using a numerical solution for boundary value problems. The planner is based on the potential field formalism that allows synthetic actors to move negotiating space, avoiding collisions, and attaining goals, while producing very individual paths. The individuality of each character can be set by changing its inner field parameters leading to a broad range of possible behaviors without jeopardizing its performance. With our GPU-based strategy we achieve a speed up to 56 times the previous implementation, allowing its use in situations with a large number of autonomous characters, which is commonly found in games.
{"title":"GPU Accelerated Path-Planning for Multi-agents in Virtual Environments","authors":"L. Fischer, Renato Silveira, L. Nedel","doi":"10.1109/SBGAMES.2009.20","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.20","url":null,"abstract":"Many games are populated by synthetic humanoid actors that act as autonomous agents. The animation of humanoids in real-time applications is yet a challenge if the problem involves attaining a precise location in a virtual world (path-planning), and moving realistically according to its own personality, intentions and mood (motion planning). In this paper we present a strategy to implement – using CUDA on GPU – a path planner that produces natural steering behaviors for virtual humans using a numerical solution for boundary value problems. The planner is based on the potential field formalism that allows synthetic actors to move negotiating space, avoiding collisions, and attaining goals, while producing very individual paths. The individuality of each character can be set by changing its inner field parameters leading to a broad range of possible behaviors without jeopardizing its performance. With our GPU-based strategy we achieve a speed up to 56 times the previous implementation, allowing its use in situations with a large number of autonomous characters, which is commonly found in games.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131374356","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}