751 research outputs found
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Deep learning for video game playing
In this article, we review recent Deep Learning advances in the context of
how they have been applied to play different types of video games such as
first-person shooters, arcade games, and real-time strategy games. We analyze
the unique requirements that different game genres pose to a deep learning
system and highlight important open challenges in the context of applying these
machine learning methods to video games, such as general game playing, dealing
with extremely large decision spaces and sparse rewards
A study of spatial data models and their application to selecting information from pictorial databases
People have always used visual techniques to locate information in the space
surrounding them. However with the advent of powerful computer systems and
user-friendly interfaces it has become possible to extend such techniques to stored
pictorial information. Pictorial database systems have in the past primarily used
mathematical or textual search techniques to locate specific pictures contained
within such databases. However these techniques have largely relied upon complex
combinations of numeric and textual queries in order to find the required
pictures. Such techniques restrict users of pictorial databases to expressing what is
in essence a visual query in a numeric or character based form. What is required
is the ability to express such queries in a form that more closely matches the user's
visual memory or perception of the picture required. It is suggested in this thesis
that spatial techniques of search are important and that two of the most important
attributes of a picture are the spatial positions and the spatial relationships of
objects contained within such pictures. It is further suggested that a database
management system which allows users to indicate the nature of their query by
visually placing iconic representations of objects on an interface in spatially
appropriate positions, is a feasible method by which pictures might be found from
a pictorial database. This thesis undertakes a detailed study of spatial techniques
using a combination of historical evidence, psychological conclusions and practical
examples to demonstrate that the spatial metaphor is an important concept and that
pictures can be readily found by visually specifying the spatial positions and
relationships between objects contained within them
Development of an Educational Kinetic Sculpture for Worcester Polytechnic Institute
The goal of this Major Qualifying Project was to design a rolling ball sculpture that incorporates the different areas of study at Worcester Polytechnic Institute and conveys them in an engaging manner to potential students. This project was split into three stages: research, design, and fabrication. The team completed research and analysis of existing rolling ball sculptures. After formulating a design, our team began to fabricate the machine. Manufacturing techniques included woodworking, MIG welding, Oxy-Acetylene brazing, manual machining, CNC machining, laser cutting, rapid prototyping, and mechanism assembly. Upon completion, our team evaluated the functionality of the individual components and the unit as a whole and compiled our research into the following report
Haptic rules! augmenting the gaming experience in traditional games: the case of Foosball
Haptic sensations are a crucial aspect of everyday interaction. We touch, lift, move, and probe objects in our everyday activities. However, whilst the importance of haptic feedback has often been emphasized in gaming, haptics has been rarely used to enhance the experience in traditional (non-digital) games. In the last 50 years, technological advancement has allowed an easier access to haptic feedback. Digital games have exploited such access mainly (1) to enhance visual and acoustic feedback, and (2) to reproduce realistic feedbacks in augmented and virtual environments. Here, we re-think haptic feedback by focusing on game augmentation to enrich the gaming experience and gameplay in non-technological games. We describe the design process that led us to define the concept of “haptic rules” as haptic-based enhancement in interference play, where haptic feedback is delivered by users to users within the game as a further mode of interaction. We apply the idea of haptic rules to the game of foosball, evaluating the effect on the gameplay and user experience
Sketched Reality: Sketching Bi-Directional Interactions Between Virtual and Physical Worlds with AR and Actuated Tangible UI
This paper introduces Sketched Reality, an approach that combines AR
sketching and actuated tangible user interfaces (TUI) for bidirectional
sketching interaction. Bi-directional sketching enables virtual sketches and
physical objects to "affect" each other through physical actuation and digital
computation. In the existing AR sketching, the relationship between virtual and
physical worlds is only one-directional -- while physical interaction can
affect virtual sketches, virtual sketches have no return effect on the physical
objects or environment. In contrast, bi-directional sketching interaction
allows the seamless coupling between sketches and actuated TUIs. In this paper,
we employ tabletop-size small robots (Sony Toio) and an iPad-based AR sketching
tool to demonstrate the concept. In our system, virtual sketches drawn and
simulated on an iPad (e.g., lines, walls, pendulums, and springs) can move,
actuate, collide, and constrain physical Toio robots, as if virtual sketches
and the physical objects exist in the same space through seamless coupling
between AR and robot motion. This paper contributes a set of novel interactions
and a design space of bi-directional AR sketching. We demonstrate a series of
potential applications, such as tangible physics education, explorable
mechanism, tangible gaming for children, and in-situ robot programming via
sketching.Comment: UIST 202
Haptics: state of the art survey
This paper presents a novel approach to the understanding of Haptic
and its related fields where haptics is used extensively like in display
systems, communication, different types of haptic devices, and
interconnection of haptic displays where virtual environment should
feel like equivalent physical systems. There have been escalating
research interests on areas relating to haptic modality in recent years,
towards multiple fields. However, there seems to be limited studies in
determining the various subfields and interfacing and related
information on haptic user interfaces and its influence on the fields
mentioned. This paper aims to bring forth the theory behind the essence
of Haptics and its Subfields like haptic interfaces and its applications
Pinups and Pinball: The Sexualized Female Image in Pinball Artwork
Since the commercialization of pinball in the 1930s, the pinball industry has used art and imagery to promote the pinball machine as a product and to generate and cultivate its audience. Much of that imagery has relied on sexualizing and stereotyping women to appeal to a presumed male player. In this thesis, I explore how the depiction of women on pinball machines has evolved from the 1930s to 1970s, with a specific focus on artwork from 1970 to 1979. This is followed by an examination of how second wave feminism, popular culture, and the introduction of film licensing may (or may not) have influenced artwork design and production. I will then present the findings of a quantitative analysis of stereotypes in pinball artwork from 1970-1979 and consider areas of further research. I examined sources from The Strong National Museum of Play (Rochester, NY), in particular the International Center for the History of Electronic Games (ICHEG) Collection and the Brian Sutton-Smith Library and Archives of Play. Combined, my analysis documents how the depiction of women has or has not changed in pinball artwork over time, and what it might mean today for a niche industry to depend on the visual sexualization of women for its commercial success
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