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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
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.
本文提出了一个实验,让智障人士在iPad Air上玩3个不同级别和目的的应用程序。作为游戏的一部分,他们被要求与Sphero互动,他们试图完成的活动需要运动技能、注意力和记忆力。我们根据他们的支持需求程度选择了两组参与者。结果显示,在涉及Sphero的游戏中,两组玩家的满意度都是最高的。就这类参与者的干预活动的有效性而言,结果显示,驾驶和护理活动确实表现出足够的反应,尽管与记忆有关的结果较差。
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引用次数: 5
Video gaming accessibility 电子游戏的可访问性
Drew McPheron
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.
电子游戏越来越不适合残障人士使用。这些残疾包括认知、视觉和行动能力。本文的目的是讨论制作无障碍电子游戏的必要性。这将通过查看福利,当前针对所有残疾人的工作,以及法律如何看待它来完成。在残疾人人数不断增加的今天,电子游戏可访问性的话题显得尤为重要。重要的是不能让残疾人错过电子游戏的乐趣。
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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
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.
运动诱发视觉诱发电位(mVEPs)是由视觉刺激引发的,与视觉诱发电位(VEPs)研究中使用的其他刺激相比,这些视觉刺激提供了更优雅、更少疲劳的视觉表现。用于脑机接口(BCI)视频游戏的mVEP为用户提供了一个愉快的演示环境来玩视频游戏。现代的商业电子游戏是一种流行的娱乐形式,它提供了视觉上引人注目、动态和图形复杂的环境。然而,大多数流行游戏呈现出视觉疲劳属性,如移动,闪烁图像和复杂的3D形状,这可能会阻碍某些BCI范例的准确性。因为mVEP依赖于运动视觉刺激而不是闪烁图像,它可能比其他vep(如P300和SSVEP)更适合在复杂的游戏环境中使用。在这项研究中,我们调查了在mVEP BCI控制方案中,来自商业视频游戏的不同级别的图像保真度的潜在影响。在之前调查简单3D游戏关卡的研究基础上,当前的研究调查了来自5代不同游戏主机和不同类型的商业游戏中增加的视觉复杂性。我们比较了这五款游戏的视觉效果对mVEP检测精度的影响,发现电子游戏的一些更原始的属性,如原色的使用、动态角色运动、闪烁图像和游戏的节奏都会对检测精度产生影响。这些发现为mVEP BCI游戏的设计提供了相关信息,既能在视觉上吸引广大用户,又能保持mVEP的准确性。
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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
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%).
运动诱发视觉诱发电位(mvep)允许用户在脑机接口(BCI)中使用非视觉疲劳刺激与技术进行交互。本研究在一个屏幕控制器上使用mVEP,并评估玩家在三种不同类型的游戏中使用mVEP进行在线游戏的能力,即动作,益智和体育。屏幕上的控制器由五个mVEP刺激组成,这些刺激以按钮的形式呈现,允许参与者在每个游戏中从五个不同的动作中进行选择。表现是根据在线BCI准确性和每场比赛的比赛分数来评估的。结果表明,玩家控制游戏的平均在线准确率为71%(5类分类机会准确率为20%)。研究结果还表明,使用mVEP控制器和一个详细的环境以及动作游戏形式的刺激反馈有助于达到最高的在线准确率(75%)。
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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
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.
疾病如何在人群中传播及其生殖力是流行病学的基本目的。历史上,人类的行为与传染病的传播有着错综复杂的联系。研究流行病背景下人类行为的模型通常侧重于判断各种制度性公共卫生措施(如关闭学校)的有效性,而不是个人本身如何应对疫情。使用包含人类行为的模拟或虚拟环境有望成为一种有用的建模工具。发生在大型多人在线角色扮演游戏(MMORPG)《魔兽世界》(World of Warcraft)中的“腐败之血”事件,导致了游戏世界中第一次大规模、计划外的虚拟流行病。这一事件强调了mmorpg可以用于研究流行病学事件的事实。使用BrowserQuest,我们设计了一个疾病管理和传播系统(DiMANDS),该系统监测互动并触发感染事件——使用非玩家角色(npc)作为人类代理——在虚拟人群中传播疾病。记录NPC人群的感染率并生成易感-感染-恢复(SIR)图。我们的结果表明,我们的SIR图与其他模拟技术相似,并进一步加强了使用mmorpg作为流行病学模拟工具的可能性。
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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
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.
严肃游戏在健康、教育和培训等许多应用领域都得到了认可。设计响应用户情绪的互动游戏可以提高游戏的有效性和用户接受度。用户互动的一个主要因素是对游戏场景的情感反应,这促使我们使用生物反馈来分析沉浸式游戏。本文提出了一种基于图形的交互游戏系统设计模型。该模型结合自主神经系统变量等生物反馈来评估用户对不同刺激的情绪反应。这种分析应该作为设计严肃游戏的指导原则。Oculus Rift DK2在实验中用于提供具有情感场景的沉浸式虚拟现实。实验证明了诱导可测量和区分情绪的能力。
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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
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.
游戏的程序内容生成通常使用贴图集。用贴图集生成的贴图相当于从固定的字符字母表生成的图片,比如在视觉领域中探索的那些字符。图像的形式语言及其定义方法,如2D正则表达式、自动机和数组语法,直接适用于使用有限块集生成块。尽管已经对字符串语法、l -系统和图语法等语法进行了探索,并发现它们对定义某些内容很有用,但形式方法大多被忽略了。我们引入二维正则表达式和数组语法作为生成器。我们对这些结构的理论能力进行了推理,并为它们在游戏程序内容生成中的应用开发了一些实际用例。基于搜索的程序内容生成方法缺乏的一个方面是枚举所有可能生成的贴图。我们展示了2D正则表达式可以用于枚举。
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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
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.
传统上,玩电子游戏与久坐不动有关,但在新的移动、无处不在的游戏模式中,它可能会鼓励用户参与健康的运动。增强现实可能是这种变化的理想载体,因为它可以将虚拟游戏元素添加到用户的物理世界中。在本文中,我们利用从移动健康监测和游戏设计中提取的概念来发现具有增强现实游戏元素的移动平台是否比与物理世界没有联系的平台对用户健康行为产生更大的影响。我们创造了一款游戏(游戏邦注:《imagine Dragon》),允许用户在久坐不动的活动中短暂休息,照顾虚拟宠物。在一项30人的短期研究中,用户对包含AR元素的游戏表现出强烈的偏好。在一项对15名参与者的长期研究中,研究人员发现,带有AR元素的游戏的使用次数大约是没有AR元素的游戏的10倍。
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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
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.
游戏内容的自动生成是计算机游戏设计中的一个重要挑战。这种生成需要既有效又保证产生可玩内容的方法。虽然现有的方法对于当前可用的游戏类型已经足够,但基于更复杂实体和结构的游戏可能需要新的方法。在本文中,我们使用计算复杂性分析来探索算法选项,以有效地评估可玩性并生成可玩的增强代理组,这些增强代理组能够与彼此和人类玩家交换物品和事实。我们的结果表明,这两个问题都不能有效和正确地解决,无论是在一般情况下还是相对于对增强的代理结构和游戏玩法的大量限制而言。我们还给出了可玩性评估问题能够有效而正确地解决的第一个限制条件。
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引用次数: 1
The quest for the perfect perfect-maze 寻找完美的迷宫
P. Kim, R. Crawfis
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.
在本文中,使用基于搜索的程序内容生成方法在完美迷宫的搜索空间中执行完美迷宫的搜索。完美的迷宫结构相当随机,几乎无法控制最终产品。我们提出了一个基于搜索的框架,该框架基于构建迷宫的属性或度量,为评估函数(适应度函数)提供了基础。由于“完美”的含义是主观的,对每个设计师来说都是不同的,我们允许设计师构建自己的评价函数,以产生最好的迷宫。我们还在小型迷宫的详尽枚举中分析了每个度量标准的空间,以确定每个度量标准的允许范围(也许是理想的范围)。利用这些指标,构建一个评估函数来搜索“最佳”迷宫。
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引用次数: 7
期刊
2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)
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