Current Issue : April - June Volume : 2016 Issue Number : 2 Articles : 5 Articles
In this paper, we propose a method for automatically detecting the times during\nwhich game players exhibit specific behavior, such as when players commonly show\nexcitement, concentration, immersion, and surprise. The proposed method detects\nsuch outlying behavior based on the game players� characteristics. These characteristics\nare captured non-invasively in a general game environment. In this paper,\ncameras were used to analyze observed data such as facial expressions and player\nmovements.Moreover, multimodal data from the game players (i.e., data regarding\nadjustments to the volume and the use of the keyboard and mouse) was used to\nanalyze high-dimensional game-player data. A support vector machine was used to\nefficiently detect outlying behaviors. We verified the effectiveness of the proposed\nmethod using games from several genres. The recall rate of the outlying behavior\npre-identified by industry experts was approximately 70%. The proposed method\ncan also be used for feedback analysis of various interactive content provided in PC\nenvironments....
With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high\npolicy, actions, and tactics survives.Howthe game responds to opponent actions is the key issue of popular games.Many algorithms\nwere proposed to solve this problem such as Least-Squares Policy Iteration (LSPI) and State-Action-Reward-State-Action (SARSA)\nbut they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of their continuous\nactions, in order to maximize the total reward over time. So in this paper we proposed a new algorithm based on LSPI called Least-\nSquares Continuous Action Policy Iteration (LSCAPI). The LSCAPI was implemented and tested on three different games: one\nboard game, the 8 Queens, and two real-time strategy (RTS) games, StarCraft Brood War and Glest. The LSCAPI evaluation proved\nsuperiority over LSPI in time, policy learning ability, and effectiveness....
Background: High rates of sedentary behaviors in older adults can lead to poor health outcomes. However, new technologies,\nnamely exercise-based videogames (ââ?¬Å?exergamesââ?¬Â), may provide ways of stimulating uptake and ongoing participation in physical\nactivities. Older adultsââ?¬â?¢ perceptions of the use of technology to improve health are not known.\nObjective: The study aimed to determine use and perceptions of technology before and after using a 5-week exergame.\nMethods: Focus groups determined habitual use of technology and the participantââ?¬â?¢s perceptions of technology to assist with\nhealth and physical activity. Surveys were developed to quantitatively measure these perceptions and were administered before\nand after a 5-week intervention. The intervention was an exergame that focused on postural balance (ââ?¬Å?Your Shape Fitness Evolved\n2012ââ?¬Â). Games scores, rates of game participation, and enjoyment were also recorded.\nResults: A total of 24 healthy participants aged between 55 and 82 years (mean 70, SD 6 years) indicated that after the intervention\nthere was an increased awareness that technology (in the form of exergames) can assist with maintaining physical activity (P<.001).\nHigh levels of enjoyment (Physical Activity Enjoyment Scale [PACES-8] score mean 53.0, SE 0.7) and participation rates over\nthe whole study (83%-100%) were recorded.\nConclusions: Older adultsââ?¬â?¢ have low perception of the use of technology for improving health outcomes until after exposure\nto exergames. Technology, in the form of enjoyable exergames, may be useful for improving participation in physical activity\nthat is relevant for older adults....
Classifying the many types of video games is difficult, as their genres and supports are different, but they all have in common that\nthey seek the commitment of the player through exciting emotions and challenges. Since the income of the video game industry\nexceeds that of the film industry, the field of inducting emotions through video games and virtual environments is attracting\nmore attention. Our theory, widely supported by substantial literature, is that the chromatic stimuli intensity, brightness, and\nsaturation of a video game environment produce an emotional effect on players. We have observed a correlation between the\nRGB additives color spaces, HSV, HSL, and HSI components of video game images, presented to ...
This paper suggests that recent developments in video game technology have occurred in parallel to play being moved\nfrom public into private spaces, which has had impact on the way people interact with games. The paper also argues and\nthat there is potentially value in the creation of public play spaces to create opportunities to utilise both technology and\nbody for the benefit of community culture and experiences through gaming. Co-located social gaming coupled with\ntangible interfaces offer alternative possibilities for the local video game scene. This paper includes a descriptive account\nof Rabble Room Arcade, an experimental social event combining custom-built tangible interface devices and multiplayer\nvideo games. The event was designed around games that promoted a return to simplicity through the use of unique tangible\ncontrollers to allow casual gamers to connect to the game and to each other, whilst also transforming the event into a\nspectacle....
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