Frequency: Quarterly E- ISSN: 2277-2251 P- ISSN: Awaited Abstracted/ Indexed in: Ulrich's International Periodical Directory, Google Scholar, SCIRUS, Genamics JournalSeek, EBSCO Information Services
Computer games is a completely new arena where role of technology is to bring alive the interactive storyboard. "Inventi Impact: Computer Games Technology" aims at catering to all the segments of gaming whether technological or not by publishing innovative unpublished ideas as well as high impact pre-published research and reviews catering to the needs of academic and non-academic gaming professional.
Screen climbing games have made a new category of gaming experience between\na human climber and a virtual game projected onto an artificial climbing wall. Here,\nclimbing motion recognition is required to interact with the game. In existing climbing\ngames, motion recognition is based on a simple calculation using the depth difference\nbetween the climber�s body area and the climbing wall. However, using the body area\nin this way is devoid of anatomical information; thus the gaming system cannot recognize\nwhich part, or parts, of the climber�s body is in contact with the artificial climbing\nwall. In this paper, we present a climbing motion recognition method using anatomical\ninformation obtained by parsing a climber�s body area into its constituent anatomical\nparts. In ensuring that game events consider anatomical information, a climbing game\ncan provide a more immersive experience for gamers....
In this article we examine the relationship between usability, hedonic attributes and\r\ngeneral appeal of two types of video games, first-person shooters, and massively\r\nmulti-player online role playing games. Through the use of a successful example of a\r\ngame from each genre, we examine the perceptions of both inexperienced and\r\nexperienced players of each game, and draw conclusions on comparisons. We find\r\nthat playing experience only affects usability and appeal perceptions, while type of\r\ngame played not only affects usability and appeal, but also hedonic perceptions as\r\nwell. We also find that the perception of appeal by players of a video game in the\r\ncontext of this study can be predicted from a linear combination of the same\r\nplayers� perceptions of hedonic attributes and usability. We translate these findings\r\ninto suggestions for game designers and developers....
Education of healthcare professionals is of primary importance for patient safety. In some health related professions, education and\ntraining have to be practiced during the entire working period and not only limited to school years. The use of new technology\nsuch as virtual reality and e-learning brings new possibilities with significant improvement in learning outcomes. Serious gaming\ndescribes a technology that can educate and train while entertaining users. This type of training can be very useful for health\nprofessions because it improves learning outcomes creating a learner oriented approach and providing a stealth mode of teaching.\nIn some fields it represents an ideal instrument for continuous health professions education also in terms of costs because it is\ncheaper than traditional training methods that use cadavers or mannequins. In this paper we make a scoping review of serious\ngames developed for health professions and health related fields in order to understand if they are useful tools for health related\nfields training. Many papers confirmed that serious gaming is a useful technology that improves learning and skills development\nfor health professionals...
This survey provides an overview of popular pathfinding algorithms and techniques based on graph generation problems. We\nfocus on recent developments and improvements in existing techniques and examine their impact on robotics and the video games\nindustry. We have categorized pathfinding algorithms based on a 2D/3D environment search. The aim of this paper is to provide\nresearchers with a thorough background on the progress made in the last 10 years in this field, summarize the principal techniques,\nand describe their results.We also give our expectations for future trends in this field and discuss the possibility of using pathfinding\ntechniques in more extensive areas....
This paper establishes a previously unexplored connection between expected utility theory and potential games. Starting with a decision problem with a complete preference relation over lotteries on a finite set of alternatives, we construct a twoperson symmetric game using a payoff function that represents the preference relation, and show that if the preference relation satisfies the von Neumann-Morgenstern expected utility axioms then the constructed game is a potential game. Conversely, starting with a two-player symmetric game, we (uniquely) construct a (complete) preference relation over the lotteries using the first player’s payoffs in the game, and show that if the game is a potential game then the resulting preference relation satisfies the expected utility axioms....
This paper investigates a Stackelberg differential game between an upstream region and a downstream region for transboundary\npollution control and ecological compensation (EC) in a river basin. Among them, the downstream region as the leader chooses its\nabatement investment level and an ecological compensation rate to encourage upstream investing in water pollution control\nfirstly. After then, the upstream region as the follower determines its abatement investment level to maximize welfare. FFurthermore,\nwe take into consideration the effects of efficiency-improving and cost-reducing learning by doing which are originated\nfrom abatement investment activity of both regions simultaneously. The results show the following. (i) There is an optimal\necological compensation rate and under which a Pareto improvement result can be obtained. (ii) Carrying out EC will shift some\nabatement investment from the downstream region into the upstream region. (iii) The efficiency-improving and cost-reducing\nlearning by doing derived from abatement investment activity of both regions can decrease the optimal ecological compensation\nrate, increase abatement investment,and improve the social welfare....
Avatar facial expression and animation in 3Dcollaborative virtual environment (CVE) systems are reconstructed through a complex\nmanipulation ofmuscles, bones, and wrinkles in 3D space.The need for a fast and easy reconstruction approach has emerged in the\nrecent years due to its application in various domains: 3Ddisaster management, virtual shopping, andmilitary training. In thiswork\nwe proposed a new script language based on atomic parametric action to easily produce real-time facial animation. To minimize\nuse of the game engine, we introduced script-based component where the user introduces simple short script fragments to feed\nthe engine with a new animation on the fly. During runtime, when an embedded animation is required, an xml file is created and\ninjected into the game engine without stopping or restarting the engine. The resulting animation method preserves the real-time\nperformance because the modification occurs not through the modification of the 3D code that describes the CVE and its objects\nbut rather through modification of the action scenario that rules when an animation happens or might happen in that specific\nsituation....
Considering the popular use of a certain kind of supervision management problem in many fields, we firstly build an ordinary\nsupervision game model of multiple stakeholders. Secondly, a fractional supervision game model is set up and solved based on the\ntheory of fractional calculus and a predictor-corrector numerical approach. Thirdly, the methods of phase diagram and time series\ngraph were applied to simulate and analyse the dynamic process of the fractional order game model. Results of numerical solutions\nare given to illustrate our conclusions and referred to the practice....
More and more games today try to adjust their gameplay to fit individual players; however, little work has been carried out in the\r\nsame direction towards game presenter characters. Game commentary should take into account players� personalities along with\r\ngame progress in order to achieve social player-adapted comment delivery that boosts the overall gameplay, engages the players,\r\nand stimulates the audience. In our work, we discuss a framework for implementing artificial game presenter characters that are\r\nbased on game actions and players� social profiles in order to deliver knowledgeable, socially oriented comments. Moreover, the\r\npresented framework supports emotional facial expressions for the presenters, allowing them to convey their emotions and thus\r\nbe more expressive than the majority of the commentary systems today.We prove our concept by developing a presenter character\r\nfor multiplayer tabletop board games which we further put under usability evaluation with 9 players. The results showed that\r\ngame sessions with presenter characters are preferred over the plain version of the game and that the majority of the players enjoy\r\npersonalized social-oriented comments expressed via multimedia and emotions....
In this research, we aim to create a computer player that gives fun to the opponent.\nResearch on game AI has spread widely in recent years, and many\ngames are being studied. Some of those studies have made remarkable results.\nGame research is aimed at strengthening computer players. However, it is\nunknown whether a computer player who is too strong is good. There may\nalso be opponents who think that a computer player is not interesting if it is\ntoo strong. Therefore, we thought whether we could create a computer player\nwho entertains the opponent while maintaining a certain degree of strength.\nTo realize this idea, we use the Monte Carlo Tree Search. We tried to create a\ncomputer player that gives fun to the opponent by improving the Monte Carlo\nTree Search. As a result of some experiments, we succeeded in giving fun, although\nit was a first step. On the other hand, many problems were found\nthrough experiments. In future, it is necessary to solve these problems....
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