Current Issue : July - September Volume : 2016 Issue Number : 3 Articles : 4 Articles
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....
Serious games targeted at physiotherapy can be a solution to help the physical therapy professionals. However, the entire game\nmanagement, in its various aspects, is under the professional�s responsibility. One way to reduce the professional management\nwork will be to integrate a Back Office system in the game. Following this trend, the purpose of this paper is to present a modular\nBack Office system for centralized management of one or more games targeted at physical therapy....
For seizing the potential of serious games, the RAGE projectââ?¬â?funded by the Horizon-2020 Programme of the European\nCommissionââ?¬â?will make available an interoperable set of advanced technology components (software assets) that support game\nstudios at serious game development. This paper describes the overall software architecture and design conditions that are needed\nfor the easy integration and reuse of such software assets in existing game platforms. Based on the component-based software\nengineering paradigm the RAGE architecture takes into account the portability of assets to different operating systems, different\nprogramming languages, and different game engines. It avoids dependencies on external software frameworks and minimises code\nthat may hinder integration with game engine code. Furthermore it relies on a limited set of standard software patterns and wellestablished\ncoding practices. The RAGE architecture has been successfully validated by implementing and testing basic software\nassets in four major programming languages (C#, C++, Java, and TypeScript/JavaScript, resp.). Demonstrator implementation of\nasset integration with an existing game engine was created and validated. The presented RAGE architecture paves the way for\nlarge scale development and application of cross-engine reusable software assets for enhancing the quality and diversity of serious\ngaming....
War chess gaming has so far received insufficient attention but is a significant component of turn-based strategy games (TBS) and\nis studied in this paper. First, a common gamemodel is proposed through various existing war chess types. Based on the model, we\npropose a theory frame involving combinational optimization on the one hand and game tree search on the other hand. We also\ndiscuss a key problem, namely, that the number of the branching factors of each turn in the game tree is huge. Then, we propose\ntwo algorithms for searching in one turn to solve the problem: (1) enumeration by order; (2) enumeration by recursion. The main\ndifference between these two is the permutation method used: the former uses the dictionary sequence method, while the latter\nuses the recursive permutation method. Finally, we prove that both of these algorithms are optimal, and we analyze the difference\nbetween their efficiencies. An important factor is the total time taken for the unit to expand until it achieves its reachable position.\nThe factor, which is the total number of expansions that each unit makes in its reachable position, is set. The conclusion proposed\nis in terms of this factor: Enumeration by recursion is better than enumeration by order in all situations....
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