Current Issue : January - March Volume : 2014 Issue Number : 1 Articles : 5 Articles
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....
We present a novel model called A2Rââ?¬â?ââ?¬Å?Adaptive-ARââ?¬Âââ?¬â?based on a well-known continuum-based model called AR Aw and Rascle\r\n(2000) for the simulation of vehicle traffic flows. However, in the standard continuum-based model, vehicles usually follow the\r\nflows passively, without taking into account driversââ?¬â?¢ behavior and effectiveness. In order to simulate real-life traffic flows, we extend\r\nthe model with a few factors, which include the effectiveness of driversââ?¬â?¢ prediction, driversââ?¬â?¢ reaction time, and driversââ?¬â?¢ types. We\r\ndemonstrate that our A2R model is effective and the results of the experiments agree well with experience in real world. It has been\r\nshown that such a model makes vehicle flows perform more realistically and is closer to the real-life traffic than AR (short for Aw\r\nand Rascle and introduced in Aw and Rascle (2000)) model while having a similar performance....
Computer games are increasingly used for purposes beyond mere entertainment, and current hi-tech simulators can provide quite,\r\nnaturalistic contexts for purposes such as traffic education. One of the critical concerns in this area is the validity or transferability\r\nof acquired skills from a simulator to the real world context. In this paper, we present our work in which we compared driving\r\nin the real world with that in the simulator at two levels, that is, by using performance measures alone, and by combining\r\npsychophysiological measures with performance measures. For our study, we gathered data using questionnaires as well as by\r\nlogging vehicle dynamics, environmental conditions, video data, and users� psychophysiological measurements. For the analysis,we\r\nused several novel approaches such as scatter plots to visualize driving tasks of different contexts and to obtain vigilance estimators\r\nfromelectroencephalographic (EEG) data in order to obtain important results about the differences between the driving in the two\r\ncontexts. Our belief is that both experimental procedures and findings of our experiment are very important to the field of serious\r\ngames concerning how to evaluate the fitness of driving simulators and measure driving performance....
This paper presents the Growth-Flow method for animating the effect of wind on the motion and growth of virtual plant branches\r\nand leaves. The method incorporates changes to the growth rate when a plant is exposed to winds with speeds higher than a\r\nthreshold. In particular, growth rate is reduced in branch elongation, increased in the branch radius, reduced in leaf length, and\r\nincreased in leaf thickness. In addition, when a plant is exposed to wind for long time periods, the branch growth angle is changed\r\nto align more closely with the wind vector.The Growth-Flow method incorporates all these effects on growth and motion due to\r\nwind in one algorithm....
In the past 15 years, there have been more than 40\r\narticles in the medical literature about excessive participation\r\nin on-line internet action games by adolescents\r\nand young adults. The following case reports\r\nprovide detailed information on two boys, ages 16 and\r\n20 years respectively, who are compulsive and enthusiastic\r\ninternet gamers, to the exclusion of family\r\ncommunication, school activities, academic performance,\r\nparticipation in sports and dating. They have\r\nnot mastered any of the usual goals of adolescent development....
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