Current Issue : April - June Volume : 2014 Issue Number : 2 Articles : 4 Articles
Flow (FCF) theory has received considerable attention in recent decades. In addition to flow, FCF theory proposed three influential\r\nfactors, that is, boredom, frustration, and apathy. While these factors have received relatively less attention than flow, Internet\r\napplications have grown exponentially, warranting a closer reexamination of the applicability of the FCF theory. Thus, this study\r\ntested the theory that high/low levels of skill and challenge lead to four channels of flow. The study sample included 253 online\r\ngamers who provided valid responses to an online survey. Analytical results support the FCF theory, although a few exceptions\r\nwere noted. First, skill was insignificantly related to apathy, possibly because low-skill users can realize significant achievements\r\nto compensate for their apathy. Moreover, in contrast with the FCF theory, challenge was positively related to boredom, revealing\r\nthat gamers become bored with difficult yet repetitive challenges. Two important findings suggest new directions for FCF theory....
The class of ââ?¬Å?stable gamesââ?¬Â, introduced by Hofbauer and Sandholm in 2009,\r\nhas the attractive property of admitting global convergence to equilibria under many\r\nevolutionary dynamics. We show that stable games can be identified as a special case of\r\nthe feedback-system-theoretic notion of a ââ?¬Å?passiveââ?¬Â dynamical system. Motivated by this\r\nobservation, we develop a notion of passivity for evolutionary dynamics that complements\r\nthe definition of the class of stable games. Since interconnections of passive dynamical\r\nsystems exhibit stable behavior, we can make conclusions about passive evolutionary\r\ndynamics coupled with stable games. We show how established evolutionary dynamics\r\nqualify as passive dynamical systems. Moreover, we exploit the flexibility of the definition\r\nof passive dynamical systems to analyze generalizations of stable games and evolutionary\r\ndynamics that include forecasting heuristics as well as certain games with memory....
A study has been conducted into whether the use of procedural audio affects players in computer games usingmotion controllers. It\r\nwas investigated whether or not (1) players perceive a difference between detailed and interactive procedural audio and prerecorded\r\naudio, (2) the use of procedural audio affects theirmotor-behavior, and (3) procedural audio affects their perception of control.Three\r\nexperimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A\r\nskiing game controlled by a NintendoWii balance board and a sword-fighting game controlled by aWii remote were implemented\r\nwith two versions of sound, one sample based and the other procedural based. The procedural models were designed using a\r\nperceptual approach and by alternative combinations of well-known synthesis techniques. The experimental results showed that,\r\nwhen being actively involved in playing or purely observing a video recording of a game, themajority of participants did not notice\r\nany difference in sound. Additionally, it was not possible to show that the use of procedural audio caused any consistent change in\r\nthe motor behavior. In the skiing experiment, a portion of players perceived the control of the procedural version as being more\r\nsensitive....
Recovering tree shape frommotion capture data is a first step toward efficient and accurate animation of trees in wind usingmotion\r\ncapture data. Existing algorithms for generating models of tree branching structures for image synthesis in computer graphics are\r\nnot adapted to the unique data set provided by motion capture. We present a method for tree shape reconstruction using particle\r\nflow on input data obtained from a passive optical motion capture system. Initial branch tip positions are estimated from averaged\r\nand smoothed motion capture data. Branch tips, as particles, are also generated within a bounding space defined by a stack of\r\nbounding boxes or a convex hull.The particle flow, starting at branch tips within the bounding volume under forces, creates tree\r\nbranches. The forces are composed of gravity, internal force, and external force.The resulting shapes are realistic and similar to the\r\noriginal tree crown shape. Several tunable parameters provide control over branch shape and arrangement....
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