﻿<?xml version="1.0" encoding="utf-8"?><rss version="2.0"><channel><title>International Journal of Computer Games Technology</title><link>http://www.hindawi.com</link><description>The latest articles from Hindawi Publishing Corporation</description><copyright>&amp;#169; 2012, Hindawi Publishing Corporation. All rights reserved.</copyright><item><title>Concert Viewing Headphones</title><link>http://www.hindawi.com/journals/ijcgt/2011/612535/</link><description>An audiovisual interface equipped with a projector, an inclina-tion sensor, and a distance sensor for zoom control has been developed that enables a user to selectively view and listen to specific performers in a video-taped group performance. Dubbed Concert Viewing Headphones, it has both image and sound processing functions. The image processing extracts the portion of the image indicated by the user and projects it free of distortion on the front and side walls. The sound processing creates imaginary microphones for those performers without one so that the user can hear the sound from any performer. Testing using images and sounds captured using a fisheye-lens camera and 37 lavalier microphones showed that sound locali-zation was fastest when an inverse square function was used for the sound mixing and that the zoom function was useful for locating the desired sound performance.</description><Author>Kazuya Atsuta, Masatoshi Hamanaka, and SeungHee Lee</Author><copyright>Copyright &amp;#xa9; 2011 Kazuya Atsuta et al. All rights reserved.</copyright></item><item><title>Epitomize Your Photos</title><link>http://www.hindawi.com/journals/ijcgt/2011/706893/</link><description>With the rapid growth of digital photography, sharing of photos with friends and family has become very popular. When people share their photos, they usually organize them into albums according to events or places. To tell the story of some important events in one&amp;#x2019;s life, it is desirable to have an efficient summarization tool which can help people to receive a quick overview of an album containing large number of photos. In this paper, we present and analyze an approach for photo album summarization through a novel social game &amp;#x201c;Epitome&amp;#x201d; as a Facebook application. This social game can collect research data, and, at the same time, it provides a collage or a cover photo of the user&amp;#x2019;s photo album, while the user enjoys playing the game. The proof of concept of the proposed method is demonstrated through a set of experiments on several photo albums. As a benchmark comparison to this game, we perform automatic visual analysis considering several state-of-the-art features. We also evaluate the usability of the game by making use of a questionnaire on several subjects who played the &amp;#x201c;Epitome&amp;#x201d; game. Furthermore, we address privacy issues concerning shared photos in Facebook applications.</description><Author>Peter Vajda, Ivan Ivanov, Jong-Seok Lee, and Touradj Ebrahimi</Author><copyright>Copyright &amp;#xa9; 2011 Peter Vajda et al. All rights reserved.</copyright></item><item><title>Enhancing a Commercial Game Engine to Support Research on Route Realism for Synthetic Human Characters</title><link>http://www.hindawi.com/journals/ijcgt/2011/819746/</link><description>Generating routes for entities in virtual environments, such as simulated vehicles or synthetic human characters, is a long-standing problem, and route 
planning algorithms have been developed and studied for some time. Existing route planning algorithms, including the widely used A&amp;#x2a; algorithm, are generally intended to achieve optimality in some metric, such as minimum length or minimum time. Comparatively little 
attention has been given to route realism, defined as the similarity of the algorithm-generated route to the route followed by real humans in the same terrain 
with the same constraints and goals. Commercial game engines have seen increasing use as a context for research. To study route realism in a game engine, 
two developments were needed: a quantitative metric for measuring route realism and a game engine able to capture route data needed to compute the realism metric. Enhancements for 
recording route data for both synthetic characters and human players were implemented within the Unreal Tournament 2004 game engine. A methodology 
for assessing the realism of routes and other behaviors using a quantitative metric was developed. The enhanced Unreal Tournament 2004 game engine 
and the realism assessment methodology were tested by capturing data required to calculate a metric of route realism.</description><Author>Gregg T. Hanold and Mikel D. Petty</Author><copyright>Copyright &amp;#xa9; 2011 Gregg T. Hanold and Mikel D. Petty. All rights reserved.</copyright></item><item><title>Immersion in Computer Games: The Role of Spatial Presence and Flow</title><link>http://www.hindawi.com/journals/ijcgt/2011/282345/</link><description>A main reason to play computer games is the pleasure of being immersed in a mediated world. Spatial presence and flow are considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (N=70), a racing game (N=120), and a jump and run game (N=72). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refers to the sensation of being there in the mediated world, whereas flow rather refers to the sensation of being involved in the gaming action. Further analyses showed that flow and presence depend on motivation and immersive tendency. In addition, flow and presence enhanced performance as well as enjoyment.</description><Author>David Weibel and Bartholomäus Wissmath</Author><copyright>Copyright &amp;#xa9; 2011 David Weibel and Bartholom&amp;#xe4;us Wissmath. All rights reserved.</copyright></item><item><title>MovieRemix: Having Fun Playing with Videos</title><link>http://www.hindawi.com/journals/ijcgt/2011/857371/</link><description>The process of producing new creative videos by editing, combining, and organizing pre-existing material (e.g., video shots) is a popular phenomenon in the current web
scenario. Known as remix or video remix, the produced video may have new and different meanings with respect to the source material. Unfortunately, when managing audiovisual objects, the technological aspect can be a burden for many creative users. Motivated by the large success of the gaming market, we propose a novel game and an architecture to make the remix process a pleasant and stimulating gaming experience. MovieRemix allows people to act like a movie director, but instead of dealing with cast and cameras, the player has to create a remixed video starting from a given screenplay and from video shots retrieved from the provided catalog. MovieRemix is not a simple video editing tool nor is a simple game: it is a challenging environment that stimulates creativity. To temp to play the game, players can access different levels of screenplay (original, outline, derived) and can also challenge other players. Computational and storage issues are kept at the server side, whereas the client device just needs to have the capability of playing streaming videos.</description><Author>Nicola Dusi, Maria Federico, and Marco Furini</Author><copyright>Copyright &amp;#xa9; 2011 Nicola Dusi et al. All rights reserved.</copyright></item><item><title>Expressive Animated Character Sequences Using Knowledge-Based Painterly Rendering</title><link>http://www.hindawi.com/journals/ijcgt/2011/164949/</link><description>We propose a technique to enhance emotional
expressiveness in games and animations. Artists have used
colors and painting techniques to convey emotions in their
paintings for many years. Moreover, researchers have found
that colors and line properties affect users' emotions. We
propose using painterly rendering for character sequences
in games and animations with a knowledge-based approach.
This technique is especially useful for parametric facial sequences. We introduce two parametric authoring tools for
animation and painterly rendering and a method to integrate them into a knowledge-based painterly rendering system. Furthermore, we present the results of a preliminary
study on using this technique for facial expressions in still
images. The results of the study show the effect of different color palettes on the intensity perceived for an emotion
by users. The proposed technique can provide the animator
with a depiction tool to enhance the emotional content of a
character sequence in games and animations.</description><Author>Hasti Seifi, Steve DiPaola, and Ali Arya</Author><copyright>Copyright &amp;#xa9; 2011 Hasti Seifi et al. All rights reserved.</copyright></item><item><title>Using Game Development to Teach Software Architecture</title><link>http://www.hindawi.com/journals/ijcgt/2011/920873/</link><description>This paper describes a case study of how a game project using the XNA Game Studio from Microsoft was implemented in a software architecture course. In this project, university students have to construct and design a type of software architecture, evaluate the architecture, implement an application based on the architecture, and test this implementation. In previous years, the domain of the software architecture project has been a robot controller for navigating a maze. Robot controller was chosen as the domain for the project, as there exist several papers and descriptions on reference architectures for managing mobile robots. This paper describes the changes we had to make to introduce an XNA game development project to the software architecture course, and our experiences from running a software architecture project focusing on game development and XNA. The experiences described in this paper are based on feedback from the course staff, the project reports of the students, and a mandatory course evaluation. The evaluation shows among other things that the majority of the students preferred the game project to the robot project, that XNA was considered to be suitable platform for a software architecture project, that the students found it useful to learn XNA and C&amp;#35;, and that some students were carried away when developing the game in the software architecture project.</description><Author>Alf Inge Wang and Bian Wu</Author><copyright>Copyright &amp;#xa9; 2011 Alf Inge Wang and Bian Wu. All rights reserved.</copyright></item><item><title>Determining Solution Space 
                Characteristics for Real-Time Strategy Games and 
                Characterizing Winning Strategies</title><link>http://www.hindawi.com/journals/ijcgt/2011/834026/</link><description>The underlying goal of a competing agent in a 
                discrete real-time strategy (RTS) game is to 
                defeat an adversary. Strategic agents or 
                participants must define an a priori plan 
to maneuver their resources in order to destroy the adversary and 
the adversary&amp;#39;s resources as well as secure physical regions 
of the environment. This a priori plan can be generated by 
leveraging collected historical knowledge about the environment. 
This knowledge is then employed in the generation of a 
classification model for real-time decision-making in the RTS 
domain. The best way to generate a classification model for a 
complex problem domain depends on the characteristics of the 
solution space. An experimental method to determine solution space 
(search landscape) characteristics is through analysis of 
historical algorithm performance for solving the specific problem. 
We select a deterministic search technique and a stochastic search 
method for a priori classification model generation. These 
approaches are designed, implemented, and tested for a specific 
complex RTS game, Bos Wars. Their performance allows us to draw 
various conclusions about applying a competing agent in complex 
search landscapes associated with RTS games.</description><Author>Kurt Weissgerber, Gary B. Lamont, Brett J. Borghetti, and Gilbert L. Peterson</Author><copyright>Copyright &amp;#xa9; 2011 Kurt Weissgerber et al. All rights reserved.</copyright></item><item><title>Out of the Cube: Augmented Rubik&amp;#39;s Cube</title><link>http://www.hindawi.com/journals/ijcgt/2011/570210/</link><description>Computer gaming habits have a tendency to evolve with technology, the best being ones that immerse both our imagination and intellect. Here, we describe a new game platform, an Augmented Reality Rubik's cube. The cube acts simultaneously as both the controller and the game board. Gameplay is controlled by the cube, and game assets are rendered on top of it. Shuffling and tilting operations on the cube are mapped to game interaction. We discuss the game design decisions involved in developing a game for this platform, as well as the technological challenges in implementing it. Ultimately, we describe two games and discuss the conclusions of an informal user study based on those games.</description><Author>Oriel Bergig, Eyal Soreq, Nate Hagbi, Kirill Pevzner, Nati Levi, Shoham Blau, Yulia Smelansky, and Jihad El-Sana</Author><copyright>Copyright &amp;#xa9; 2011 Oriel Bergig et al. All rights reserved.</copyright></item><item><title>Tactical Agent Personality</title><link>http://www.hindawi.com/journals/ijcgt/2011/107160/</link><description>This paper proposes a novel agent personality representation model used to provide interagent adaptation in modern games, coined as the Tactical Agent Personality (TAP). The TAP represents the tactical footprints of a game agent using a weighted network of actions. Directly using the action probabilities to model an agent&amp;#39;s personality, removes the time and effort required by experts to craft the model as well as eliminates the performance dependency on expert knowledge. The effectiveness, versatility, generality, scalability, and robustness claims of the TAP architecture and its variations are applied and evaluated across a variety of game scenarios, namely, First-person shooters (FPSs), real-time strategy (RTS) games, and role-playing games (RPG), where they are shown to exhibit plausible adaptive
behavior.</description><Author>Chek Tien Tan and Ho-lun Cheng</Author><copyright>Copyright &amp;#xa9; 2011 Chek Tien Tan and Ho-lun Cheng. All rights reserved.</copyright></item><item><title>Issues in the Development of Location-Based Games</title><link>http://www.hindawi.com/journals/ijcgt/2011/495437/</link><description>As new and more powerful mobile devices arrive, such as smartphones, tablets and PDAs, so do new ways of interaction emerge for the users and developers to explore. These devices allow for the creation of never-before-seen applications, using the broad range of inputs and sensors these devices integrate (such as accelerometers, light sensors, electronic compasses, GPS sensor among others), that allow for more ubiquous and personalized experiences. This paper explores issues that arise during the development and design phases of such games, as well as posible solutions for them. Finally we present, a framework for the development of location-based games that is sensible to these issues. This framework was created and tested thanks to a proof-of-concept location-based game (Geo-Wars).</description><Author>Jo&amp;#227;o Tiago Pinheiro Neto Jacob and Ant&amp;#243;nio Fernando Coelho</Author><copyright>Copyright &amp;#xa9; 2011 Jo&amp;#xe3;o Tiago Pinheiro Neto Jacob and Ant&amp;#xf3;nio Fernando Coelho. All rights reserved.</copyright></item><item><title>Time and Space in Digital Game Storytelling</title><link>http://www.hindawi.com/journals/ijcgt/2010/897217/</link><description>The design and representation of time and space are important in any narrative form. Not surprisingly there is an extensive literature on specific considerations of space or time in game design. However, there is less attention to more systematic analyses that examine both of these key factors&amp;#8212;including their dynamic interrelationship within game storytelling. This paper adapts critical frameworks of narrative space and narrative time drawn from other media and demonstrates their application in the understanding of game narratives. In order to do this we incorporate fundamental concepts from the field of game studies to build a game-specific framework for analyzing the design of narrative time and narrative space. The paper applies this framework against a case analysis in order to demonstrate its operation and utility. This process grounds the understanding of game narrative space and narrative time in broader traditions of narrative discourse and analysis.</description><Author>Huaxin Wei, Jim Bizzocchi, and Tom Calvert</Author><copyright>Copyright &amp;#xa9; 2010 Huaxin Wei et al. All rights reserved.</copyright></item><item><title>Affect and Metaphor Sensing in Virtual Drama</title><link>http://www.hindawi.com/journals/ijcgt/2010/512563/</link><description>We report our developments on metaphor and affect sensing for several metaphorical language phenomena including affects as external entities metaphor, food metaphor, animal metaphor, size metaphor, and anger metaphor. The metaphor and affect sensing component has been embedded in a conversational intelligent agent interacting with human users under loose scenarios. Evaluation for the detection of several metaphorical language phenomena and affect is provided. Our paper contributes to the journal themes on believable virtual characters in real-time narrative environment, narrative in digital games and storytelling and educational gaming with social software.</description><Author>Li Zhang and John Barnden</Author><copyright>Copyright &amp;#xa9; 2010 Li Zhang and John Barnden. All rights reserved.</copyright></item><item><title>Immersion and Gameplay Experience: A Contingency Framework</title><link>http://www.hindawi.com/journals/ijcgt/2010/613931/</link><description>The nature of the relationship between immersion and gameplay experience is investigated, focusing primarily on the literature related to flow. In particular, this paper proposes that immersion and gameplay experience are conceptually different, but empirically positively related through mechanisms related to flow. Furthermore, this study examines gamers&amp;#39; characteristics to determine the influence between immersion and gameplay experiences. The study involves 48 observations in one game setting. Regression analyses including tests for moderation and simple slope analysis are used to reveal gamers&amp;#39; age, experience, and understanding of the game, which moderate the relationship between immersion and gameplay experience. The results suggest that immersion is more positive for gameplay experience when the gamer lacks experience and understanding of the game as well as when the gamer is relatively older. Implications and recommendations for future research are discussed at length in the paper.</description><Author>Daniel &amp;#xD6;rtqvist and Mats Liljedahl</Author><copyright>Copyright &amp;#xa9; 2010 Daniel &amp;#xd6;rtqvist and Mats Liljedahl. All rights reserved.</copyright></item><item><title>Automatic Real-Time Generation of Floor Plans Based on Squarified Treemaps Algorithm</title><link>http://www.hindawi.com/journals/ijcgt/2010/624817/</link><description>A novel approach to generate house floor plans with semantic information
is presented. The basis of this model is the squarified treemaps algorithm.
Previously, this algorithm has been used to create graphical representations based
on hierarchical information, such as, directory structures and organization structures.
Adapted to floor plans generation, this model allows the creation of internal
house structures with information about their features and functionalities. The
main contributions are related to the robustness, flexibility, and simplicity of the
proposed approach to create floor plans in real-time. Results show that different
and realistic floor plans can be created by adjusting a few parameters.</description><Author>Fernando Marson and Soraia Raupp Musse</Author><copyright>Copyright &amp;#xa9; 2010 Fernando Marson and Soraia Raupp Musse. All rights reserved.</copyright></item><item><title>Motion in Augmented Reality Games: An Engine for Creating Plausible Physical Interactions in Augmented Reality Games</title><link>http://www.hindawi.com/journals/ijcgt/2010/979235/</link><description>The next generation of Augmented Reality (AR) games will require real and
virtual objects to coexist in motion in immersive game environments. This will require
the illusion that real and virtual objects interact physically together in a plausible
way. The Motion in Augmented Reality Games (MARG) engine described
in this paper has been developed to allow these kinds of game environments. The
paper describes the design and implementation of the MARG engine and presents
two proof-of-concept AR games that have been developed using it. Evaluations
of these games have been performed and are presented to show that the MARG
engine takes an important step in developing the next generation of motion-rich
AR games.</description><Author>Brian Mac Namee, David Beaney, and Qingqing Dong</Author><copyright>Copyright &amp;#xa9; 2010 Brian Mac Namee et al. All rights reserved.</copyright></item><item><title>Visualizing Decision Trees in Games to Support Children&amp;#39;s Analytic Reasoning: Any Negative Effects on Gameplay?</title><link>http://www.hindawi.com/journals/ijcgt/2010/578784/</link><description>The popularity and usage of digital games has increased in recent years, bringing further attention to their design. Some digital games require a significant use of higher order thought processes, such as problem solving and reflective and analytical thinking. Through the use of appropriate and interactive representations, these thought processes could be supported. A visualization of the game&amp;#39;s internal structure is an example of this. However, it is unknown whether including these extra representations will have a negative effect on gameplay. To investigate this issue, a digital maze-like game was designed with its underlying structure represented as a decision tree. A qualitative, exploratory study with children was performed to examine whether the tree supported their thought processes and what effects, if any, the tree had on gameplay. This paper reports the findings of this research and discusses the implications for the design of games in general.</description><Author>Robert Haworth, Sousan Sheida Tagh Bostani, and Kamran Sedig</Author><copyright>Copyright &amp;#x00A9; 2010 Robert Haworth et al. All rights reserved.</copyright></item><item><title>Declarative Terrain Modeling for Military Training Games</title><link>http://www.hindawi.com/journals/ijcgt/2010/360458/</link><description>Military training instructors increasingly often employ computer games to train soldiers in all sorts of skills and tactics. One of the difficulties instructors face when using games as a training tool is the creation of suitable content, including scenarios, entities, and corresponding terrain models. Terrain plays a key role in many military training games, as for example, in our case game Tactical Air Defense. However, current manual terrain editors are both too complex and too time-consuming to be useful for instructors; automatic terrain generation methods show a lot of potential, but still lack user control and intuitive editing capabilities. We present a novel way for instructors to model terrain for their training games: instead of constructing a terrain model using complex modeling tools, instructors can declare the required properties of their terrain using an advanced sketching interface. Our framework integrates terrain generation methods and manages dependencies between terrain features in order to automatically create a complete 3D terrain model that matches the sketch. With our framework, instructors can easily design a large variety of terrain models that meet their training requirements.</description><Author>Ruben M. Smelik, Tim Tutenel, Klaas Jan de Kraker, and Rafael Bidarra</Author><copyright>Copyright &amp;#x00A9; 2010 Ruben M. Smelik et al. All rights reserved.</copyright></item><item><title>Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter</title><link>http://www.hindawi.com/journals/ijcgt/2010/536480/</link><description>With games continuously and rapidly evolving to become more complex and sophisticated in their
nature and implementation. There is a fundamental need to sustain and deliver a similarly advanced, realistic, and engaging experience for the player. The implementation of &amp;#x0201C;emergence&amp;#x0201D;  within games as providing an effective means to sustain this engagement in conjunction with some form of action recognition mechanism for its support. More recently, games  have made much of the &amp;#x0201C;adaptive&amp;#x0201D; mechanisms that tailor the player experience during the game, but much of this appears to be implemented by merely making the game harder according to the success of the player. Some go further than this by incorporating adaptive AI that change agent tactics to suit the player&amp;#39;s style of play. Whilst these are clearly advances in the approach to providing a player-centric experience to engage the player, the basis and transferability of these approaches is open to question. Here we propose a limited flavour of &amp;#x0201C;emergence&amp;#x0201D; which can be used to support an adaptive game mechanism and so present players with different gameplay experiences based on their actions within the game.</description><Author>S. Kazmi and I. J. Palmer</Author><copyright>Copyright &amp;#x00A9; 2010 S. Kazmi and I. J. Palmer. All rights reserved.</copyright></item><item><title>Experiences from Implementing a Mobile Multiplayer Real-Time Game for Wireless Networks with High Latency</title><link>http://www.hindawi.com/journals/ijcgt/2009/530367/</link><description>This paper describes results and experiences from designing, implementing, and testing a multiplayer real-time game over mobile networks with high latency. The paper reports on network latency and bandwidth measurements from playing the game live over GPRS, EDGE, UMTS, and WLAN using the TCP and the UDP protocols. These measurements describe the practical constraints of various wireless networks and protocols when used for mobile multiplayer game purposes. Further, the paper reports on experiences from implementing various approaches to minimize issues related to high latency. Specifically, the paper focuses on a discussion about how much of the game should run locally on the client versus on the server to minimize the load on the mobile device and obtain sufficient consistency in the game. The game was designed to reveal all kinds of implementation issues of mobile network multiplayer games. The goal of the game is for a player to push other players around and into traps where they loose their lives. The game relies heavily on collision detection between the players and game objects. The paper presents experiences from experimenting with various approaches that can be used to handle such collisions, and highlights the advantages and disadvantages of the various approaches.</description><Author>Alf Inge Wang, Martin Jarrett, and Eivind Sorteberg</Author><copyright>Copyright &amp;#x00A9; 2009 Alf Inge Wang et al. All rights reserved.</copyright></item><item><title>Real Time Robot Soccer Game Event Detection Using Finite State Machines with Multiple Fuzzy Logic Probability Evaluators</title><link>http://www.hindawi.com/journals/ijcgt/2009/375905/</link><description>This paper presents a new algorithm for real time event detection using Finite State Machines with multiple Fuzzy Logic Probability Evaluators (FLPEs). A machine referee for a robot soccer game is developed and is used as the platform to test the proposed algorithm. A novel technique to detect collisions and other events in microrobot soccer game under inaccurate and insufficient information is presented. The robots&amp;#39; collision is used to determine goalkeeper charging and goal score events which are crucial for the machine referee&amp;#39;s decisions. The Main State Machine (MSM) handles the schedule of event activation. The FLPE calculates the probabilities of the true occurrence of the events. Final decisions about the occurrences of events are evaluated and compared through threshold crisp probability values. The outputs of FLPEs can be combined to calculate the probability of an event composed of subevents. Using multiple fuzzy logic system, the FLPE utilizes minimal number of rules and can be tuned individually. Experimental results show the accuracy and robustness of the proposed algorithm.</description><Author>Elmer P. Dadios and Soo ho Park</Author><copyright>Copyright &amp;#x00A9; 2009 Elmer P. Dadios and Soo ho Park. All rights reserved.</copyright></item><item><title>Long Memory of Pathfinding Aesthetics</title><link>http://www.hindawi.com/journals/ijcgt/2009/318505/</link><description>This paper investigates a new  dynamic (i.e., space-time) model to measure aesthetic values in pathfinding for videogames. The results we report are important firstly because the artificial intelligence literature has given relatively little attention to aesthetic considerations in pathfinding. Secondly, those investigators who have studied aesthetics in pathfinding have relied largely on anecdotal arguments rather than metrics. Finally, in those cases where metrics have been used in the past, they show only that aesthetic paths are different. They provide no quantitative means to classify aesthetic outcomes. The model we develop here overcomes these deficiencies using rescaled range (R/S) analysis to estimate the Hurst exponent, H. It measures long-range dependence (i.e., long memory) in stochastic processes and provides a novel  well-defined mathematical classification for pathfinding. Indeed, the data indicates that aesthetic and control paths have statistically significantly distinct H signatures. Aesthetic paths furthermore have more long memory than controls with an effect size that is large, more than three times that of an alternative approach. These conclusions will be of interest to researchers investigating games as well as other forms of entertainment, simulation, and in general  nonshortest path motion planning.</description><Author>Ron Coleman</Author><copyright>Copyright &amp;#x00A9; 2009 Ron Coleman. All rights reserved.</copyright></item><item><title>A Facial Expression Parameterization by Elastic Surface Model</title><link>http://www.hindawi.com/journals/ijcgt/2009/397938/</link><description>We introduce a novel parameterization of facial expressions by using
elastic surface model. The elastic surface model has been used as a deformation
tool especially for nonrigid organic objects. The parameter of
expressions is either retrieved from existing articulated face models or obtained
indirectly by manipulating facial muscles. The obtained parameter
can be applied on target face models dissimilar to the source model to create
novel expressions. Due to the limited number of control points, the animation
data created using the parameterization require less storage size without
affecting the range of deformation it provides. The proposed method can be
utilized in many ways: (1) creating a novel facial expression from scratch, (2)
parameterizing existing articulation data, (3) parameterizing indirectly by muscle
construction, and (4) providing a new animation data format which requires less
storage.</description><Author>Ken Yano and Koichi Harada</Author><copyright>Copyright &amp;#x00A9; 2009 Ken Yano and Koichi Harada. All rights reserved.</copyright></item><item><title>Testing Metaphorical Educational FPS Games</title><link>http://www.hindawi.com/journals/ijcgt/2009/456763/</link><description>It is widely recognized that there is value in making use of modern Games Technology in Serious Games for educational purposes in the classroom and yet tools that enable teachers to construct such Educational Serious Games (ESGs) with minimal programming, artistic, or GT skills are not yet widely available. In this paper we investigate the feasibility of employing the FPS game genre for teaching purposes in the classroom. This is done by starting with a typical FPS game and constructing metaphorical correspondences with the desired ESG category. This mapping highlights the mentality level of FPS games and what it would take to modify them towards the level for real knowledge acquisition as in ESGs. By changing the game world rules to correspond with a classroom study area, we create a metaphorical educational FPS game. In this paper we describe two metaphorical educational FPS games and report on preliminary testing of their use in education. If testing of these metaphorical educational FPS games indicates that they would be beneficial in school classes then we intend to pursue the design of software tools and tutorials to enable teachers to develop their own metaphorical educational FPS games in two months or less.</description><Author>John R. Rankin, Sandra Sampayo Vargas, and Paul F. Taylor</Author><copyright>Copyright &amp;#x00A9; 2009 John R. Rankin et al. All rights reserved.</copyright></item><item><title>SyTroN: A Virtual Classroom for Collaborative and Distant E-Learning System by Teleoperating Real Devices</title><link>http://www.hindawi.com/journals/ijcgt/2009/627109/</link><description>Distant E-learning is a main issue nowadays, and it is strongly motivated by social and
economical considerations. The increased people mobility and the reduction of educational
costs push to develop ad hoc solutions enabling to access to knowledge regardless to
geographical situation and economical capabilities. These parameters should not be limits
for good training: learning material&amp;#39;s pertinence and efficiency have to remain the core of
educational activities. In this paper we address the problem through SyTroN: a tele-learning
system. This system combines virtual reality and teleoperation techniques to offer an open
platform with two main objectives. The first one is to propose intuitive virtual
classrooms/desks, including a real teacher supervision and supporting collaborative and
individual distant learning. The second goal is to place learners in real conditions with
remote connections to real devices allowing distant experimentations. Both goals participate
to increase learning impacts and to reduce costs, that is, sharing costly real devices from
anywhere at any time. After 5 years of development, our work has been validated by an
extensive use at a high engineering school. In situ tests and learning impact studies have
been done. They show some advantages and some drawbacks of our global solution.</description><Author>R. Chellali, C. Dumas, Nicolas Mollet, and G. Subileau</Author><copyright>Copyright &amp;#x00A9; 2009 R. Chellali et al. All rights reserved.</copyright></item><item><title>Perceptually Valid Facial Expressions for Character-Based Applications</title><link>http://www.hindawi.com/journals/ijcgt/2009/462315/</link><description>This paper addresses the problem of creating facial expression of mixed emotions in a perceptually valid way. The research has been done in the context of a &amp;#x0201C;game-like&amp;#x0201d; health and education applications aimed at studying social competency and facial expression awareness in autistic children as well as native language learning, but the results can be applied to many other applications such as games with need for dynamic facial expressions or tools for automating the creation of facial animations. Most existing methods for creating facial expressions of mixed emotions use operations like averaging to create the combined effect of two universal emotions. Such methods may be mathematically justifiable but are not necessarily valid from a perceptual point of view. The research reported here starts by user experiments aiming at understanding how people combine facial actions to express mixed emotions, and how the viewers perceive a set of facial actions in terms of underlying emotions. Using the results of these experiments and a three-dimensional emotion model, we associate facial actions to dimensions and regions in the emotion space, and create a facial expression based on the location of the mixed emotion in the three-dimensional space. We call these regionalized facial actions &amp;#x0201C;facial expression units.&amp;#x0201d;</description><Author>Ali Arya, Steve DiPaola, and Avi Parush</Author><copyright>Copyright &amp;#x00A9; 2009 Ali Arya et al. All rights reserved.</copyright></item><item><title>Computerized Interactive Gaming via Supporting Vector Machines</title><link>http://www.hindawi.com/journals/ijcgt/2008/186941/</link><description>Computerized interactive gaming requires automatic processing of large volume of random data produced by players on spot, such as shooting, football kicking, and boxing. This paper describes a supporting vector machine-based artificial intelligence algorithm as one of the possible solutions to the problem of random data processing and the provision of interactive indication for further actions. In comparison with existing techniques, such as rule-based and neural networks, and so forth, our SVM-based interactive gaming algorithm has the features of (i) high-speed processing, providing instant response to the players, (ii) winner selection and control by one parameter, which can be predesigned and adjusted according to the needs of interaction and game design or specific level of difficulties, and (iii) detection of interaction points is adaptive to the input changes, and no labelled training data is required. Experiments on numerical simulation support that the proposed algorithm is robust to random noise, accurate in picking up winning data, and convenient for all interactive gaming designs.</description><Author>Y. Jiang, J. Jiang, and I. J. Palmer</Author><copyright>Copyright &amp;#x00A9; 2008 Y. Jiang et al. All rights reserved.</copyright></item><item><title>Eye Gaze Assistance for a Game-Like Interactive Task</title><link>http://www.hindawi.com/journals/ijcgt/2008/623725/</link><description>Human beings communicate in abbreviated ways dependent on prior interactions and shared knowledge. Furthermore, humans share information about intentions and future actions using eye gaze. Among primates, humans are unique in the whiteness of the sclera and amount of sclera shown, essential for communication via interpretation of eye gaze. This paper extends our previous work in a game-like interactive task by the use of computerised recognition of eye gaze and fuzzy signature-based interpretation of possible intentions. This extends our notion of robot instinctive behaviour to intentional behaviour. We show a good improvement of speed of response in a simple use of eye gaze information. We also show a significant and more sophisticated use of the eye gaze information, which eliminates the need for control actions on the user&amp;#39;s part. We also make a suggestion as to returning visibility of control to the user in these cases.</description><Author>Tam&amp;#225;s (Tom) D. Gedeon, Dingyun Zhu, and B. Sumudu U. Mendis</Author><copyright>Copyright &amp;#x00A9; 2008 Tam&amp;#225;s (Tom) D. Gedeon et al. All rights reserved.</copyright></item><item><title>3D Space-Time Visualization of Player Behaviour in Pervasive Location-Based Games</title><link>http://www.hindawi.com/journals/ijcgt/2008/192153/</link><description>Location-based games not only offer new experiences for the players, but also present new challenges for researchers in terms of analyzing player behaviour. Whilst many ethnographical studies have presented useful qualitative insights into this area, there is the potential to both improve support for these studies and to provide more effective representations of the quantitative data that can often be extracted from the game itself in a manner that enables greater understanding. In this paper, we illustrate how combined spatial and temporal information can be represented using the human geographers&amp;#39; technique of space-time paths to provide 3D visualizations of a player&amp;#39;s or players&amp;#39; movement. Our analysis of a particular location-based game shows how a richer understanding of overall game play is obtained and highlights the possibilities for using the technique for a whole range of location-based services to provide a more complete view of complexities of journeys. Further, we discuss how these techniques can be utilized more generally by ethnographers who study the behaviour of mobile actors.</description><Author>Paul Coulton, Will Bamford, Keith Cheverst, and Omer Rashid</Author><copyright>Copyright &amp;#x00A9; 2008 Paul Coulton et al. All rights reserved.</copyright></item><item><title>Audio Interaction in Computer Mediated Games</title><link>http://www.hindawi.com/journals/ijcgt/2008/178923/</link><description>The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.</description><Author>J. R. Parker and John Heerema</Author><copyright>Copyright &amp;#x00A9; 2008 J. R. Parker and John Heerema. All rights reserved.</copyright></item></channel></rss>
