11,710 research outputs found
Towards a new ITU-T recommendation for subjective methods evaluating gaming QoE
This paper reports on activities in Study Group 12 of the International Telecommunication Union (ITU-T SG12) to define a new Recommendation on subjective evaluation methods for gaming Quality of Experience (QoE). It first resumes the structure and content of the current draft which has been proposed to ITU-T SG12 in September 2014 and then critically discusses potential gaming content and evaluation methods for inclusion into the upcoming Recommendation. The aim is to start a discussion amongst experts on potential evaluation methods and their limitations, before finalizing a Recommendation. Such a recommendation might in the end be applied by non -expert users, hence wrong decisions in the evaluation design could negatively affect gaming QoE throughout the evaluation
Using motivation derived from computer gaming in the context of computer based instruction
This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning
AHP-based Adaptive Resource Selection for Cognitive Platform in Cloud Gaming Service
Cloud gaming service enables offloading heavy video-processing tasks up to the cloud server so that simple computers or mobile devices can be eligible to run sophisticated games, but on the expense of high network communications. In this regard, the adequate network utilization must be realized for delivering good gaming experiences to the game players. This necessitates a cognitive platform, which is capable of modifying its multimedia quality requirement in response to the network constraint, and notifying the cloud gaming server for updating the corresponded workload. In this regard, the Analytic Hierarchy Process (AHP) method has been proposed to deploy at the cognitive platform for cloud gaming service to select an optimal resource allocation strategy that satisfies various multimedia requirements and energy-awareness. Experiment results can confirm that the proposed method is flexible to enhance the capability of cloud gaming service in term of more efficient cloud gaming resource utilization, particularly during heavy-congested periods, while players’ quality of gaming experience can be still maintained under the mandate of intelligent agent on the player devices
Fall Prediction and Prevention Systems: Recent Trends, Challenges, and Future Research Directions.
Fall prediction is a multifaceted problem that involves complex interactions between physiological, behavioral, and environmental factors. Existing fall detection and prediction systems mainly focus on physiological factors such as gait, vision, and cognition, and do not address the multifactorial nature of falls. In addition, these systems lack efficient user interfaces and feedback for preventing future falls. Recent advances in internet of things (IoT) and mobile technologies offer ample opportunities for integrating contextual information about patient behavior and environment along with physiological health data for predicting falls. This article reviews the state-of-the-art in fall detection and prediction systems. It also describes the challenges, limitations, and future directions in the design and implementation of effective fall prediction and prevention systems
Discrete event simulation and virtual reality use in industry: new opportunities and future trends
This paper reviews the area of combined discrete
event simulation (DES) and virtual reality (VR) use within industry.
While establishing a state of the art for progress in this
area, this paper makes the case for VR DES as the vehicle of choice
for complex data analysis through interactive simulation models,
highlighting both its advantages and current limitations. This paper
reviews active research topics such as VR and DES real-time
integration, communication protocols, system design considerations,
model validation, and applications of VR and DES. While
summarizing future research directions for this technology combination,
the case is made for smart factory adoption of VR DES as
a new platform for scenario testing and decision making. It is put
that in order for VR DES to fully meet the visualization requirements
of both Industry 4.0 and Industrial Internet visions of digital
manufacturing, further research is required in the areas of lower
latency image processing, DES delivery as a service, gesture recognition
for VR DES interaction, and linkage of DES to real-time data streams and Big Data sets
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