Current Issue : October - December Volume : 2012 Issue Number : 4 Articles : 5 Articles
A novel approach to generate house floor plans with semantic information is presented. The basis of this model is the squarified\r\ntreemaps algorithm. Previously, this algorithm has been used to create graphical representations based on hierarchical information,\r\nsuch as, directory structures and organization structures. Adapted to floor plans generation, this model allows the creation of\r\ninternal house structures with information about their features and functionalities. The main contributions are related to the\r\nrobustness, flexibility, and simplicity of the proposed approach to create floor plans in real-time. Results show that different and\r\nrealistic floor plans can be created by adjusting a few parameters....
This paper investigates a new dynamic (i.e., space-time) model to measure aesthetic values in pathfinding for videogames. The\r\nresults we report are important firstly because the artificial intelligence literature has given relatively little attention to aesthetic\r\nconsiderations in pathfinding. Secondly, those investigators who have studied aesthetics in pathfinding have relied largely on\r\nanecdotal arguments rather than metrics. Finally, in those cases where metrics have been used in the past, they show only\r\nthat aesthetic paths are different. They provide no quantitative means to classify aesthetic outcomes. The model we develop\r\nhere overcomes these deficiencies using rescaled range (R/S) analysis to estimate the Hurst exponent, H. It measures longrange\r\ndependence (i.e., long memory) in stochastic processes and provides a novel well-defined mathematical classification\r\nfor pathfinding. Indeed, the data indicates that aesthetic and control paths have statistically significantly distinct H signatures.\r\nAesthetic paths furthermore have more long memory than controls with an effect size that is large, more than three times that\r\nof an alternative approach. These conclusions will be of interest to researchers investigating games as well as other forms of\r\nentertainment, simulation, and in general nonshortest path motion planning....
The next generation of Augmented Reality (AR) games will require real and virtual objects to coexist in motion in immersive\r\ngame environments. This will require the illusion that real and virtual objects interact physically together in a plausible way. The\r\nMotion in Augmented Reality Games (MARG) engine described in this paper has been developed to allow these kinds of game\r\nenvironments. The paper describes the design and implementation of the MARG engine and presents two proof-of-concept AR\r\ngames that have been developed using it. Evaluations of these games have been performed and are presented to show that the\r\nMARG engine takes an important step in developing the next generation of motion-rich AR games....
One of the goals of mixed reality and ubiquitous computing technologies is to provide an adaptable and personal content at any\r\nmoment, anywhere, and in any context. In Multiplayer Ubiquitous Games (MUGs), players have to interact in the real world at\r\nboth physical and virtual levels. Player profiles in MUGs offer an opportunity to provide personalized services to gamers. This\r\npaper presents a way to manage MUG player profiles on an NFC Smart Card, and proposes a Java API to integrate Smart Cards in\r\nthe development of MUGs. This user centric approach brings new forms of gameplay, allowing the player to interact with the game\r\nor with other players any time and anywhere. Smart Cards should also help improve the security, ubiquity, and the user mobility\r\nin traditional MUGs....
The mobile internet expands the immersive potential of storytelling by\r\nintroducing electronic games powered by portable, location-aware interfaces. Mobile\r\ngaming has become the latest iteration in a decades-long evolution of electronic games that\r\nseek to empower the player not just as an avatar in a gameworld but also as a co-author of\r\nthat gameworld, alongside the gameââ?¬â?¢s original designers. Location-aware interfaces allow\r\nplayers to implicate places in the physical world as part of their gameworld (and vice versa)\r\nfor the first time. In addition to empowering the player as a co-author in the process of\r\nconstructing a compelling gameworld, then, mobile games eschew linear narrative\r\nstructures in favor of a cooperative storytelling process that is reliant in part on the playerââ?¬â?¢s\r\nexperience of place. While such an author-player ââ?¬Å?worldmakingââ?¬Â approach to storytelling\r\nis not new, mobile games evolve the process beyond what has yet been possible within the\r\ntechnical and physical constraints of the traditional video gaming format. Location-aware\r\ninterfaces allow mobile games to extend the worldmaking process beyond the screen and\r\ninto the physical world, co-opting the playerââ?¬â?¢s sensory experiences of real-world places as\r\npotential storytelling tools. In our essay, we theorize the unique storytelling potential of\r\nmobile games while describing our experience attempting to harness that potential through\r\nthe design and implementation of our hybrid-reality game University of Death....
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