512 research outputs found

    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

    Digital Fishes - An Interactive Virtual Aquarium

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    This work is supported by AUIP - AsociaciĂłn Universitaria Iberoamericana de PostgradoThis work describes the creation of an interactive virtual aquarium, Digital Fishes, with a physical representation in a cubic fish tank with synchronized visual information and animated elements, such as fish and vegetation, which can be used for educational purposes. Here the solution to simulate the movement of marine flora and fauna added to our virtual Aquarium is described. An implementation of the fish behavior, to move in groups using the Boids algorithm, is created, in addition to autonomous behaviors such as chasing prey and fleeing from predators, interactive behaviors such as following the finger on the screen and going towards the food that the user may throw in the pond. The solution described in this work has managed to bring into the hands of children an interactive virtual representation of an interactive as one more learning tool at their disposal. These children who participated in the Digital Fishes Interactive Aquarium's evaluation provided positive feedback, showing great enthusiasm and positively assessed the solution

    Virtual Net: a Decentralized Architecture for Interaction in Mobile Virtual Worlds

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    With the development of mobile technology, mobile virtual worlds have attracted massive users. To improve scalability, a peer-to-peer virtual world provides the solution to accommodate more users without increasing hardware investment. In mobile settings, however, existing P2P solutions are not applicable due to the unreliability of mobile devices and the instability of mobile networks. To address the issue, a novel infrastructure model, called Virtual Net, is proposed to provide fault-tolerance in managing user content and object state. In this paper, the key problem, namely object state update, is resolved to maintain state consistency and high interaction responsiveness. This work is important in implementing a scalable mobile virtual world

    Managing Network Delay for Browser Multiplayer Games

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    Latency is one of the key performance elements affecting the quality of experience (QoE) in computer games. Latency in the context of games can be defined as the time between the user input and the result on the screen. In order for the QoE to be satisfactory the game needs to be able to react fast enough to player input. In networked multiplayer games, latency is composed of network delay and local delays. Some major sources of network delay are queuing delay and head-of-line (HOL) blocking delay. Network delay in the Internet can be even in the order of seconds. In this thesis we discuss what feasible networking solutions exist for browser multiplayer games. We conduct a literature study to analyze the Differentiated Services architecture, some salient Active Queue Management (AQM) algorithms (RED, PIE, CoDel and FQ-CoDel), the Explicit Congestion Notification (ECN) concept and network protocols for web browser (WebSocket, QUIC and WebRTC). RED, PIE and CoDel as single-queue implementations would be sub-optimal for providing low latency to game traffic. FQ-CoDel is a multi-queue AQM and provides flow separation that is able to prevent queue-building bulk transfers from notably hampering latency-sensitive flows. WebRTC Data-Channel seems promising for games since it can be used for sending arbitrary application data and it can avoid HOL blocking. None of the network protocols, however, provide completely satisfactory support for the transport needs of multiplayer games: WebRTC is not designed for client-server connections, QUIC is not designed for traffic patterns typical for multiplayer games and WebSocket would require parallel connections to mitigate the effects of HOL blocking

    Re-engineering jake2 to work on a grid using the GridGain Middleware

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    With the advent of Massively Multiplayer Online Games (MMOGs), engineers and designers of games came across with many questions that needed to be answered such as, for example, "how to allow a large amount of clients to play simultaneously on the same server?", "how to guarantee a good quality of service (QoS) to a great number of clients?", "how many resources will be necessary?", "how to optimize these resources to the maximum?". A possible answer to these questions relies on the usage of grid computing. Taking into account the parallel and distributed nature of grid computing, we can say that grid computing allows for more scalability in terms of a growing number of players, guarantees shorter communication time between clients and servers, and allows for a better resource management and usage (e.g., memory, CPU, core balancing usage, etc.) than the traditional serial computing model. However, the main focus of this thesis is not about grid computing. Instead, this thesis describes the re-engineering process of an existing multiplayer computer game, called Jake2, by transforming it into a MMOG, which is then put to run on a grid

    A Distributed Game Engine for Mobile Games on the Android Platform

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    In the last few years we have witnessed a tremendous change in the way game developers are required to deal with software production. We moved from small groups building the application ground-up to large coordinated teams with hierarchical organisation. To support this transformation, game developers are now using integrated development and execution environments called game engines. Among all possible gaming platforms, mobile ones are proving to be a challenging ground due to their intrinsic requirement for game engines to deploy the final application on a distributed system. In this paper we discuss about requirements for next-generation game engines for mobile devices. In particular, we propose a variation of the standard approach for game engines architecture pushing from a monolithic architecture toward a distributed one. In our solution, the mobile game engine becomes modular and lower the distinction between client and server side

    Applicability of group communication for increased scalability in MMOGs

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    Massive multiplayer online games (MMOGs) are today the driving factor for the development of distributed interactive applications, and they are increasing in size and complex-ity. Even a small MMOG supports thousands of players, the biggest support hundreds of thousands of concurrent players. Since they are typically built as strict client-server systems, they suffer from the inherent scalability problem of the architecture. Computing power and bandwidth limita-tions close to the server limit the possible number of players. Also, the latency of communication between players through the server will be higher than using direct communication. In the paper, we address these issues and investigate im-provement options. A typical MMOG consists of a virtual world with a con-cept of time and space that is similar to the real world. In it, players are represented by avatars. Only subsets of these avatars interact with each other at any given time. This allows us to divide them into groups, and communication among group members becomes a multi-party communica-tion problem. Thus, to reduce resource consumption, we compare the performance of several algorithms for group communication with the current central server approach. We use overlay multicast as the means of providing group communication, and research algorithms for creating short-est path trees, spanning trees, delay-bounded spanning trees and, more specific, applying Steiner tree heuristics. Our experimental results indicate that different approaches are useful to reduce resource consumption while achieving a good perceived quality under varying conditions, such as frequent changes in group membership and the demand for low latency. 1
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