9,260 research outputs found

    It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games

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    This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional, pushbutton controller) in a within-subjects, randomized order design. Structural equation modeling was used to demonstrate that cognitive skills such as mental rotation ability and eye/hand coordination predicted performance for both controllers, but the motion control was significantly more frustrating. Moreover, increased performance was only related to game ratings for the traditional controller input. We interpret these data as evidence that, contrary to the assumption that motion controlled interfaces are more naturally mapped than traditional push-button controllers, the traditional controller was more naturally mapped as an interface for gameplay

    Video game HUDs: Information presentation and spatial immersion

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    Researchers have analyzed various aspects of the video game experience; however, analysis of how the presentation of game status information affects the player\u27s sense of immersion into the virtual environment has not been explored. This study aims to discover how feelings of immersion are affected by diegetic, or environmentally based, methods of presenting the player\u27s status versus non-diegetic methods. Avid gamers were told to play two games, one diegetic based interface and the other a non-diegetic interface, to see how their spatial immersion experiences differed between the two designs. In addition to the use of questionnaires to evaluate the level of spatial immersion, eye tracking data was collected in order to explore how fixations differed between designs. Although the questionnaire results presented that the experiences did not significantly differ between game designs, the eye tracking data led us to believe that the player\u27s information processing may be affected. Fixation duration significantly increased during non-immersive experiences, which may suggest that players spend more time attempting to understand the environment. This may cause game designers to explore alternate methods to display status information that are easier for the player to comprehend, thus allowing players to become more spatially immersed into the game world

    Wii are out of Control: Bodies, Game Screens and the Production of Gestural Excess

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    This paper looks at the ways that the Nintendo Wii might shift the locus of game analysis away from the screen and more towards players’ corporeal relationship to the screen. The Wii hardware and software, the television screen, the physical space and players’ bodies constitute an intriguing form of kinaesthetic play that borrows from cultural fantasies about virtual reality. This play, while conditioned by the goal driven and control logics of gameplay nevertheless leads to a production of ‘gestural excess’ as bodies twist, contort and perform in ways that the game as such neither demands nor necessarily accommodates

    An investigation into gaze-based interaction techniques for people with motor impairments

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    The use of eye movements to interact with computers offers opportunities for people with impaired motor ability to overcome the difficulties they often face using hand-held input devices. Computer games have become a major form of entertainment, and also provide opportunities for social interaction in multi-player environments. Games are also being used increasingly in education to motivate and engage young people. It is important that young people with motor impairments are able to benefit from, and enjoy, them. This thesis describes a program of research conducted over a 20-year period starting in the early 1990's that has investigated interaction techniques based on gaze position intended for use by people with motor impairments. The work investigates how to make standard software applications accessible by gaze, so that no particular modification to the application is needed. The work divides into 3 phases. In the first phase, ways of using gaze to interact with the graphical user interfaces of office applications were investigated, designed around the limitations of gaze interaction. Of these, overcoming the inherent inaccuracies of pointing by gaze at on-screen targets was particularly important. In the second phase, the focus shifted from office applications towards immersive games and on-line virtual worlds. Different means of using gaze position and patterns of eye movements, or gaze gestures, to issue commands were studied. Most of the testing and evaluation studies in this, like the first, used participants without motor-impairments. The third phase of the work then studied the applicability of the research findings thus far to groups of people with motor impairments, and in particular,the means of adapting the interaction techniques to individual abilities. In summary, the research has shown that collections of specialised gaze-based interaction techniques can be built as an effective means of completing the tasks in specific types of games and how these can be adapted to the differing abilities of individuals with motor impairments

    Modelling virtual camera behaviour through player gaze

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    In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game industry and game AI research focus on the development of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intelligence algorithms within physical simulations. However, in both industry and academia little research has been carried out on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant differences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Results show that users can be efficiently profiled in dissimilar clusters according to camera control as part of their gameplay behaviour.peer-reviewe

    Virtual Reality Games for Motor Rehabilitation

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    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

    Hats of affect : a study of affect, achievements and hats in Team Fortress 2

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    An iconic staple of the First-Person Shooter genre, Team Fortress 2 , is popular for its chaotic action, distinguished by its painterly aesthetics, and made unique by the introduction of hats as rewards for its players. This study investigates the intersection of virtual millinery items, player achievements, user generated content and the implications for online gamer personas as they are connected to the digital distribution platform, Steam. The article examines the iterations of affect involved in the design and play of a game no longer imagined by its publisher, the Valve Corporation, as a distinct commodity but rather a commercial community service. <br /

    Impact of internet of everything technologies in sports - football

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    Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Knowledge Management and Business IntelligenceInternet of Things has been one of the hottest technology concepts of recent years. It started with the wearable devices and any digital device connected online and evolved to a web connected network linking everything from devices, sensors, machines, people, processes, companies, and so on, creating the Internet of Everything concept. There are many application areas, but one stands out due to its popularization and importance to industry, Sports and specifically Football. Football has been reinventing itself with the implementation of technology, recreating the formula used in the United States Major Sports, where technology helps to enhance the spectacle experience, expand game analysis by coaches, players, and media, provide live refereeing, and improve health recoveries and detection of injuries. This research is a state-of-situation regarding technology in football, recognizing the presently used technologies and what could be implemented, and ultimately measuring the impact of these devices in Football

    NPC AI System Based on Gameplay Recordings

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    HĂ€sti optimeeritud mitte-mĂ€ngija tegelased (MMT) on vastaste vĂ”i meeskonna kaaslastena ĂŒheks peamiseks osaks mitme mĂ€ngija mĂ€ngudes. Enamus mĂ€nguroboteid on ehitatud jĂ€ikade sĂŒsteemide peal, mis vĂ”imaldavad vaid loetud arvu otsuseid ja animatsioone. Kogenud mĂ€ngijad suudavad eristada mĂ€nguroboteid inimmĂ€ngijatest ning ette ennustada nende liigutusi ja strateegiaid. See alandab mĂ€ngukogemuse kvaliteeti. SeetĂ”ttu, eelistavad mitme mĂ€ngijaga mĂ€ngude mĂ€ngijad mĂ€ngida pigem inimmĂ€ngijate kui MMTde vastu. Virtuaalreaalsuse (VR) mĂ€ngud ja VR mĂ€ngijad on siiani veel vĂ€ike osa mĂ€ngutööstusest ja mitme mĂ€ngija VR mĂ€ngud kannatavad mĂ€ngijabaasi kaotusest, kui mĂ€nguomanikud ei suuda leida teisi mĂ€ngijaid, kellega mĂ€ngida. See uurimus demonstreerib mĂ€ngulindistustel pĂ”hineva tehisintellekt (TI) sĂŒsteemi rakendatavust VR esimese isiku vaates tulistamismĂ€ngule Vrena. TeemamĂ€ng kasutab ebatavalist liikumisesĂŒsteemi, milles mĂ€ngijad liiguvad otsiankrute abil. VR mĂ€ngijate liigutuste imiteerimiseks loodi AI sĂŒsteem, mis kasutab mĂ€ngulindistusi navigeerimisandmetena. SĂŒsteem koosneb kolmest peamisest funktsionaalsusest. Need funktsionaalsused on mĂ€ngutegevuse lindistamine, andmete töötlemine ja navigeerimine. MĂ€ngu keskkond on tĂŒkeldatud kuubikujulisteks sektoriteks, et vĂ€hendada erinevate asukohal pĂ”hinevate olekute arvu ning mĂ€ngutegevus on lindistatud ajaintervallide ja tegevuste pĂ”hjal. Loodud mĂ€ngulogid on segmenteeritud logilĂ”ikudeks ning logilĂ”ikude abil on loodud otsingutabel. Otsingutabelit kasutatakse MMT agentide navigeerimiseks ning MMTde otsuste langetamise mehanism jĂ€ljendab olek-tegevus-tasu kontseptsiooni. Loodud töövahendi kvaliteeti hinnati uuringu pĂ”hjal, millest saadi mĂ€rkimisvÀÀrset tagasisidet sĂŒsteemi tĂ€iustamiseks.A well optimized Non-Player Character (NPC) as an opponent or a teammate is a major part of the multiplayer games. Most of the game bots are built upon a rigid system with numbered decisions and animations. Experienced players can distinguish bots from hu-man players and they can predict bot movements and strategies. This reduces the quality of the gameplay experience. Therefore, multiplayer game players favour playing against human players rather than NPCs. VR game market and VR gamers are still a small frac-tion of the game industry and multiplayer VR games suffer from loss of their player base if the game owners cannot find other players to play with. This study demonstrates the applicability of an Artificial Intelligence (AI) system based on gameplay recordings for a Virtual Reality (VR) First-person Shooter (FPS) game called Vrena. The subject game has an uncommon way of movement, in which the players use grappling hooks to navigate. To imitate VR players’ movements and gestures an AI system is developed which uses gameplay recordings as navigation data. The system contains three major functionality. These functionalities are gameplay recording, data refinement, and navigation. The game environment is sliced into cubic sectors to reduce the number of positional states and gameplay is recorded by time intervals and actions. Produced game logs are segmented into log sections and these log sections are used for creating a look-up table. The lookup table is used for navigating the NPC agent and the decision mechanism followed a way similar to the state-action-reward concept. The success of the developed tool is tested via a survey, which provided substantial feedback for improving the system
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