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2013 IEEE International Games Innovation Conference (IGIC)最新文献

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Application of cellular automata for generation of chess variants 元胞自动机在象棋变体生成中的应用
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659154
Mikael Fridenfalk
A system was developed for the automatic generation of chess variants in a computer game. The system is able to generate 5000 relatively unique board configurations using a modular cellular automaton based on a new variation of Conway's Game of Life in combination with modular constraints.
为了在电脑游戏中自动生成象棋变体,开发了一个系统。该系统能够使用模块化元胞自动机生成5000个相对独特的棋盘配置,该自动机基于Conway's Game of Life的新变体,并结合模块化约束。
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引用次数: 3
Games in the workplace: Revolutionary or run-of-the-mill? 职场游戏:革命性的还是平庸的?
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659131
Chermaine Li, S. Ranganathan, Sidharth Vijayachandran
Quality means very different things to different people - and when it comes to software all perceptions of quality are valid, and all approaches must be tested. So to produce high quality software in today's networked universe, you need to test all possible combinations which isn't practically feasible, or you need to test differently. When we run our tests, we essentially train the software. Traditional test strategies focus on feature or component level testing through either manual or automated means, but may not account for end-user scenario-based1 testing or usability related aspects of the product as a whole. On the Lync team, we use productivity games2 specifically designed for our features and signature scenarios as a way to complement traditional workplace testing methodologies, and to expand how we test software. This paper discuss how we used productivity games to enhance the quality of our products by improving team collaboration, employee engagement, and cost savings. We illustrate the use of productivity games in the workplace as a way to involve many faces of quality into the software development lifecycle3 by including all major stakeholders into the gaming experience and targeting multiple platforms. We also show examples of how structured productivity games improve software quality, ensure a highly productive workforce and transform an often mundane task of software testing into a fun activity. While our research shows that productivity games have improved the quality of our product, this paper does not provide actual results of the metrics on this due to proprietary concerns.
质量对不同的人意味着非常不同的东西——当涉及到软件时,所有的质量观念都是有效的,所有的方法都必须经过测试。因此,要在今天的网络世界中生产高质量的软件,您需要测试所有可能的组合,这些组合实际上是不可行的,或者您需要进行不同的测试。当我们运行测试时,我们实际上是在训练软件。传统的测试策略侧重于通过手动或自动化手段进行的特性或组件级测试,但可能不会考虑基于最终用户场景的测试或产品整体的可用性相关方面。在Lync团队中,我们使用专门为我们的功能和签名场景设计的生产力游戏2来补充传统的工作场所测试方法,并扩展我们测试软件的方式。本文讨论了我们如何使用生产力游戏通过改善团队协作、员工参与和成本节约来提高产品质量。我们举例说明了在工作场所使用生产力游戏,通过将所有主要利益相关者纳入游戏体验并瞄准多个平台,将质量的许多方面纳入软件开发生命周期。我们还展示了结构化的生产力游戏如何提高软件质量,确保高生产力的劳动力,并将软件测试的日常任务转变为有趣的活动的例子。虽然我们的研究表明,生产力游戏提高了我们产品的质量,但由于专有问题,本文并未提供有关该指标的实际结果。
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引用次数: 2
TuneTrain: Incidental learning through interactive music creation TuneTrain:通过互动音乐创作进行偶然学习
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659139
Jiyoung Lee, Albert Gea, Nathan Levin, Cheng Yang, Romain Deciron, Michael S. Lee, Pei-Lin Lu, M. Xie
Inspiring children who may be new to music composition can set them on a rewarding path of discovery and lifelong learning. Composing music however, can be daunting and challenging for anyone who has not received formal music education. TuneTrain is an app that addresses both of these concerns by aiding exploratory learning through interactive music creation. TuneTrain is an iPad game-like application for children 8-years-old and up; the goal of the application is for children to experience fun gameplay, music creation, while working within real musical harmonic structures. This paper describes the design, visual style, and technological challenges of developing TuneTrain to be interesting to play while also integrating musical rules. Playtesting with 45 children ages 8 to 12 has revealed how TuneTrain arouses curiosity and inspires through rewarding moments of self-directed creation.
鼓舞那些对音乐创作不熟悉的孩子,可以让他们走上一条有益的发现和终身学习的道路。然而,作曲对于任何没有接受过正规音乐教育的人来说都是令人生畏和具有挑战性的。TuneTrain是一款通过互动音乐创作帮助探索性学习的应用程序,解决了这两个问题。TuneTrain是一款类似iPad游戏的应用,适合8岁及以上的儿童;该应用程序的目标是让孩子们体验有趣的游戏玩法,音乐创作,同时在真实的音乐和声结构中工作。本文描述了《TuneTrain》的设计、视觉风格以及在整合音乐规则的同时开发有趣的游戏所面临的技术挑战。通过对45名年龄在8至12岁之间的儿童进行游戏测试,我们发现TuneTrain是如何通过自我引导创造的奖励时刻激发好奇心和灵感的。
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引用次数: 2
The design of a comprehensive game engine for rehabilitation 设计一个综合性的康复游戏引擎
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659160
Michele Pirovano, P. Lanzi, R. Mainetti, N. A. Borghese
Physical and cognitive rehabilitation under the form of therapeutic videogames has been growing in popularity over the last years. Many rehabilitation games (or exergames) have been created with the intent to promote functional rehabilitation in a highly motivational environment. However, such exergames are often created as standalone products typically designed to target a specific exercise. Accordingly, they are usually difficult to integrate in a more structured therapy and also have very different and varied features. There is therefore a need in this area for a more holistic approach with game engines specifically designed for rehabilitation that would represent the next step in this field to guarantee efficacy, accessibility and motivational factors of exergames. In this paper, we present our Intelligent Game Engine for Rehabilitation (IGER) that tries to address these issues; we highlight the features it supports, we present some of the games we created with it, and the initial results we achieved so far.
在过去几年里,以治疗性电子游戏为形式的身体和认知康复越来越受欢迎。许多康复游戏(游戏邦注:或exergames)都是为了在高度激励的环境中促进功能康复而创造的。然而,这类游戏通常是作为针对特定练习而设计的独立产品。因此,它们通常难以整合到更有组织的治疗中,并且具有非常不同和多样化的特征。因此,在这一领域有必要采用更全面的方法,使用专门为康复设计的游戏引擎,这将代表这一领域的下一步,以保证游戏的有效性、易用性和动机因素。在本文中,我们提出了我们的智能游戏引擎康复(IGER),试图解决这些问题;我们强调了它所支持的功能,展示了我们用它创造的一些游戏,以及我们迄今为止所取得的初步成果。
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引用次数: 5
Webz of War: A cooperative exergame driven by the heart 《Webz of War》:一款由心驱动的合作游戏
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659125
Paul Navarro, M. L. Johns, T. Lu, Heather Martin, Vijay Poduval, Matt Robinson, Andrew Roxby, Michael G. Christel
Webz of War is a cooperative two player exergame utilizing a Microsoft Kinect, two Nintendo Wii Balance Boards, two heart rate monitors, and a controller PC. The innovative composition of the game system is discussed, emphasizing the use of heart rate to control the attack power of players as they encounter robot spider villains in the subway tunnel system. Heart rate is also used to track players' cardio workout: Webz of War is designed to be a fun experience which also delivers an effective workout. The production of the game is discussed along with playtests informing the tuning of the game to deliver an engaging experience, one that also happens to provide exercise for the player.
Webz of War是一款双人合作游戏,使用微软Kinect、两个任天堂Wii平衡板、两个心率监测器和一个控制器PC。讨论了游戏系统的创新构成,强调在地铁隧道系统中遇到机器人蜘蛛反派时,利用心率来控制玩家的攻击力。心率也用于追踪玩家的有氧运动:Webz of War的设计是一个有趣的体验,也提供了有效的锻炼。在讨论游戏制作过程的同时,还会进行游戏测试,告知玩家如何调整游戏,以提供更吸引人的体验,同时也为玩家提供锻炼。
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引用次数: 11
Tuning mobile game design using data mining 利用数据挖掘优化手机游戏设计
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659146
P. Lanzi, D. Loiacono, Emanuele Parini, Federico Sannicoló, Davide Jones, Claudio Scamporlino
We present an application of data mining to the analysis and tuning of Bad Blood, a video game for Windows Phone developed for the 2012 Microsoft's Imagine Cup competition. The game was developed on a very short time frame (four months) by a small student team (three programmers and one designer). Because of the limited development time available the game could not undergo extensive playtest. More importantly, since the game had to be submitted to the competition we could not leverage digital distribution to update the game, identify design flaws or fix bugs. Accordingly, before submitting the game, we decided to instrument the code to collect as much information as possible about the gameplay, and performed a rather limited playtest during two public events. Then, we applied data mining both to look for peculiar characteristics of the platforms employed, to discover interesting patterns, and to identify flaws and/or opportunities in our game design. Overall, we identified at least one major design flaw regarding the pace in one specific game mode which we solved by introducing new game elements. We also discovered some design opportunities to inherently modify the game difficulty by leveraging upon the way players tend to use the devices.
我们将数据挖掘应用于Bad Blood的分析和调整,这是一款为2012年微软创新杯比赛而开发的Windows Phone视频游戏。这款游戏是由一个小型学生团队(3名程序员和1名设计师)在很短的时间内(4个月)开发出来的。由于开发时间有限,游戏无法进行大量测试。更重要的是,由于游戏必须提交给竞争对手,我们无法利用数字发行来更新游戏,识别设计缺陷或修复漏洞。因此,在提交游戏之前,我们决定编写代码以收集尽可能多的游戏玩法信息,并在两次公开活动期间进行了相当有限的游戏测试。然后,我们使用数据挖掘来寻找所使用平台的特殊特征,发现有趣的模式,并识别游戏设计中的缺陷和/或机会。总的来说,我们至少发现了一个与特定游戏模式的节奏有关的主要设计缺陷,并通过引入新的游戏元素加以解决。我们还发现了一些可以利用玩家使用设备的方式来调整游戏难度的设计机会。
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引用次数: 1
Maintaining long distance togetherness Synchronous communication with Minecraft and Skype 与Minecraft和Skype保持同步通信
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659138
Amber Choo, Mehdi Karamnejad, Aaron May
This paper examines the simultaneous use of Skype and Minecraft to improve long distance communications and feelings of togetherness in situations where friends and/or family maintain social communications with one another but are separated by geographical distance. Participants played Minecraft, an all-ages friendly game which relies on player creativity and curiosity, and Skype, an audio/video conferencing tool. Participants played with at least one friend or family member. The results of the study suggest that the combination of Skype and Minecraft compared to using Skype alone provides significant benefits for maintaining togetherness through casual play in both friend and family demographics for a variety of age groups.
本文考察了Skype和Minecraft的同时使用,以改善在朋友和/或家人彼此保持社交交流但因地理距离而分开的情况下的远程通信和团聚感。参与者玩了《我的世界》,这是一款老少皆宜的游戏,它依赖于玩家的创造力和好奇心,以及Skype,一款音频/视频会议工具。参与者与至少一位朋友或家人一起玩。研究结果表明,与单独使用Skype相比,Skype和《我的世界》的结合对于保持不同年龄段的朋友和家人在休闲游戏中的团聚感有显著的好处。
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引用次数: 6
A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games 竞争性多人电子游戏中的动态难度调整框架
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659150
Alexander Baldwin, Daniel M. Johnson, Peta Wyeth, P. Sweetser
The balance between player competence and the challenge presented by a task has been acknowledged as a major factor in providing optimal experience in video games. While Dynamic Difficulty Adjustment (DDA) presents methods for adjusting difficulty in real-time during singleplayer games, little research has explored its application in competitive multiplayer games where challenge is dictated by the competence of human opponents. By conducting a formal review of 180 existing competitive multiplayer games, it was found that a large number of modern games are utilizing DDA techniques to balance challenge between human opponents. From this data, we propose a preliminary framework for classifying Multiplayer Dynamic Difficulty Adjustment (mDDA) instances.
玩家能力和任务所呈现的挑战之间的平衡被认为是提供最佳电子游戏体验的主要因素。虽然动态难度调整(DDA)提供了在单人游戏中实时调整难度的方法,但很少有研究探索其在竞争性多人游戏中的应用,因为挑战是由人类对手的能力决定的。通过对180款现有的竞争性多人游戏进行正式审查,我们发现大量现代游戏都在利用DDA技术来平衡人类对手之间的挑战。根据这些数据,我们提出了一个分类多人动态难度调整(mDDA)实例的初步框架。
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引用次数: 31
Music as a game controller 音乐作为游戏控制器
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659147
J. Heerema, J. Parker
An educational game was developed in which the game is controlled by the sounds produced by an acoustic instrument. In order to allow a musical signal to be used for game control, new Digital Signal Processing algorithms were developed for extracting pitch information from the musical performance of a single instrument or singer. These algorithms provide more accurate pitch determination, using fewer time-domain samples, than existing methods. They also reflect the psychoacoustics of pitch perception. The game was evaluated for its usefulness with a number of musical instruments and voice, with the help of University of Calgary student volunteers, using a qualitative case study methodology.
开发了一种教育游戏,游戏由声学乐器发出的声音控制。为了将音乐信号用于游戏控制,新的数字信号处理算法被开发出来,用于从单个乐器或歌手的音乐表演中提取音高信息。这些算法比现有方法使用更少的时域样本提供更准确的音高测定。它们也反映了音高感知的心理声学。在卡尔加里大学学生志愿者的帮助下,使用定性案例研究方法,对游戏的有用性进行了评估,其中包括许多乐器和声音。
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引用次数: 2
GPU-based acoustical occlusion modeling for virtual environments and games 基于gpu的虚拟环境和游戏声遮挡建模
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659164
B. Cowan, B. Kapralos
Although the direct path between a sound source and a listener is often occluded, through the phenomenon of diffraction sound can still reach a listener by “bending” around an obstacle that lies directly in the line of straight propagation. However, modeling occlusion/diffraction effects is a difficult and computationally intensive task and thus generally ignored altogether in virtual environments and videogame applications. Our previous work saw the development of a graphics-based processing technique to approximate acoustical occlusion effects at interactive rates. Here, we build upon our previous method and present a method that better approximates real-world acoustical diffraction effects for dynamic and interactive, videogame and virtual environments.
虽然声源和听者之间的直接路径经常被遮挡,但通过衍射现象,声音仍然可以通过绕过直接位于直线传播线上的障碍物而“弯曲”到达听者。然而,建模遮挡/衍射效果是一项困难且计算密集的任务,因此在虚拟环境和视频游戏应用中通常被忽略。我们之前的工作看到了一种基于图形的处理技术的发展,以交互速率近似声闭塞效果。在这里,我们建立在我们以前的方法,并提出了一种方法,更好地接近现实世界的动态和互动,视频游戏和虚拟环境的声衍射效应。
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引用次数: 2
期刊
2013 IEEE International Games Innovation Conference (IGIC)
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