Current Issue : January - March Volume : 2018 Issue Number : 1 Articles : 5 Articles
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....
Purpose of Review There are many different factors involved\nin how and why people develop problems with video game\nplaying. One such set of factors concerns the structural characteristics\nof video games (i.e., the structure, elements, and\ncomponents of the video games themselves). Much of the\nresearch examining the structural characteristics of video\ngames was initially based on research and theorizing from\nthe gambling studies field. The present review briefly overviews\nthe key papers in the field to date.\nRecent Findings The paper examines a number of areas including\n(i) similarities in structural characteristics of gambling\nand video gaming, (ii) structural characteristics in video\ngames, (iii) narrative and flow in video games, (iv) structural\ncharacteristic taxonomies for video games, and (v) video\ngame structural characteristics and game design ethics.\nMany of the studies carried out to date are small-scale, and\ncomprise self-selected convenience samples (typically using\nself-report surveys or non-ecologically valid laboratory\nexperiments).\nSummary Based on the small amount of empirical data, it\nappears that structural features that take a long time to achieve\nin-game are the ones most associated with problematic video\ngame play (e.g., earning experience points, managing in-game\nresources, mastering the video game, getting 100% in-game).\nThe study of video games from a structural characteristic perspective\nis of benefit to many different stakeholders including\nacademic researchers, video game players, and video game\ndesigners, as well as those interested in prevention and\npolicymaking by making the games more socially responsible.\nIt is important that researchers understand and recognize the\npsycho-social effects and impacts that the structural characteristics\nof video games can have on players, both positive and\nnegative....
The main purpose of this paper is to review the benefits and factors to be taken into\nconsideration for the design of intergenerational digital games. We conducted a systematic in Scopus,\nWeb of Science, PsicInfo, Pubmed and Science Direct, finally including 16 empirical studies written in\nEnglish. The identified benefits were found to fall into four main categories, i.e., (1) reinforcing family\nbond, (2) enhancing reciprocal learning (3) increasing understanding of the other generation and\n(4) reducing social anxiety. According to the literature, two types of factors are important to take into\nconsideration: player-centric and game-centric factors. We identified the nature of the interactions\nbetween older (55ââ?¬â??81 year-olds) and younger players (4ââ?¬â??22 year-olds), their motivations to play\ndigital games and the difference in abilities as the main player-centric factors to take into account\nwhen designing intergenerational games. The most relevant game-centric factors were found to be\ngoal-related and space-related forms of interaction. To gain more insight into how specific benefits\nof playing digital games are related to a type of game, gender or age of the participant, additional\nempirical studies (comparative analyses), that take these factors into account are needed....
In this paper, we present a game-theoretic approach for the purpose of deriving the problem of joint beamforming\nand power control in cognitive radio (CR) multiple-input multiple-output (MIMO) broadcast channels (CR MIMO-BCs),\nwhere the primary users (PUs) coexist with the secondary users (SUs) and they share the same spectrum. The\ncognitive base station (CBS), which is equipped with multiple antennas, is capable of transmitting data to the SU�s\nmultiple-antenna receiver by employing the technology of beamforming. The proposed approach is an application of\nseparable games, which are formally stated by the subgames of beamforming and power control. Furthermore, based\non the model of noncooperative separate games, separable cost functions for the parameters of beamforming and\npower control are also proposed, showing that these cost functions are convex. Therefore, the convex theory of a\nnoncooperative game can be employed to investigate the best response strategies as well as existence of Nash\nequilibrium solutions. Finally, we propose an iterative algorithm to achieve the optimal Nash equilibrium of the\nproposed joint beamforming subgame and power control subgame. Numerical results verify both the convergence\nand the tracking properties of the proposed algorithm for variant scenarios....
Game engines generate high dependence of developed games on provided implementation resources. Feature modeling is a\ntechnique that captures commonalities and variabilities results of domain analysis to provide a basis for automated configuration\nof concrete products. This paper presents theMinimal Engine for Digital Games (MEnDiGa), a simplified collection of game assets\nbased on game features capable of building small and casual games regardless of their implementation resources. It presents minimal\nfeatures in a representative hierarchy of spatial and game elements along with basic behaviors and event support related to game\nlogic features. It also presentsmodules of code to represent, interpret, and adapt gamefeatures to provide the execution of configured\ngames in multiple game platforms. As a proof of concept, a clone of the Doodle Jump game was developed using MEnDiGa assets\nand compared with original game version. As a result, a new G-factor based approach for game construction is provided, which is\nable to separate the core of game elements from the implementation itself in an independent, reusable, and large-scale way....
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