2,704 research outputs found

    Using Virtual Reality to increase technical performance during rowing workouts

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    Technology is advancing rapidly in virtual reality (VR) and sensors, gathering feedback from our body and the environment we are interacting in. Combining the two technologies gives us the opportunity to create personalized and reactive immersive environments. These environments can be used e.g. for training in dangerous situations (e.g. fire, crashes, etc), or to improve skills with less distraction than regular natural environments would have. The pilot study described in this thesis puts an athlete who is rowing on a stationary rowing machine into a virtual environment. The VR takes movement from several sensors of the ergo-meter and displays those in VR. In addition, metrics on technique are being derived from the sensor data and physiological data. All this is used to investigate if, and to which extent, VR may improve the technical skills of the athlete during the complex sport of rowing. Furthermore, athletes are giving subjective feedback about their experience comparing a standard rowing workout, with the workout using VR. First results indicate better performance and an enhanced experience by the athlete

    Can We Programme Utopia? The Influence of the Digital Neoliberal Discourse on Utopian Videogames

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    This article has a dual purpose. The first is to establish the relationship between videogames and utopia in the neoliberal era and clarify the origins of this compromise in the theoretical dimension of game studies. The second is to examine the ways in which there has been an application of the utopian genre throughout videogame history (the style of procedural rhetoric and the subgenre of walking simulator) and the way in which the material dimension of the medium ideologically updates the classical forms of that genre, be it through activation or deactivation. The article concludes with an evaluation of the degree in which the neoliberal discourse interferes with the understanding of utopia on behalf of the medium and with its imaginary capabilities to allow for an effective change in social reality

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Two Halves of Play - Simulation versus Abstraction and Transformation in Sports Videogames Design

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    Sports videogames need to model a complex reality to a gratifying game experience. This paper suggest a methodology and terminology to describe and explain deviations from pure simulation in sports videogames design. Using the terms of abstraction and transformation and by introducing a graphic representation for those qualities in respect to realism, selected games are qualitatively analysed regarding their respective implementations of reality

    Two Halves of Play - Simulation versus Abstraction and Transformation in Sports Videogames Design

    Get PDF
    Sports videogames need to model a complex reality to a gratifying game experience. This paper suggest a methodology and terminology to describe and explain deviations from pure simulation in sports videogames design. Using the terms of abstraction and transformation and by introducing a graphic representation for those qualities in respect to realism, selected games are qualitatively analysed regarding their respective implementations of reality

    Enhancing automatic level generation for platform videogames

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    This dissertation addresses the challenge of improving automatic level generation processes for plat-form videogames. As Procedural Content Generation (PCG) techniques evolved from the creation of simple elements to the construction of complete levels and scenarios, the principles behind the generation algorithms became more ambitious and complex, representing features that beforehand were only possible with human design. PCG goes beyond the search for valid geometries that can be used as levels, where multiple challenges are represented in an adequate way. It is also a search for user-centred design content and the creativity sparks of humanly created content. In order to improve the creativity capabilities of such generation algorithms, we conducted part of our research directed to the creation of new techniques using more ambitious design patterns. For this purpose, we have implemented two overall structure generation algorithms and created an addi-tional adaptation algorithm. The later can transform simple branched paths into more compelling game challenges by adding items and other elements in specific places, such as gates and levers for their activation. Such approach is suitable to avoid excessive level linearity and to represent certain design patterns with additional content richness. Moreover, content adaptation was transposed from general design domain to user-centred principles. In this particular case, we analysed success and failure patterns in action videogames and proposed a set of metrics to estimate difficulty, taking into account that each user has a different perception of that concept. This type of information serves the generation algorithms to make them more directed to the creation of personalised experiences. Furthermore, the conducted research also aimed to the integration of different techniques into a common ground. For this purpose, we have developed a general framework to represent content of platform videogames, compatible with several titles within the genre. Our algorithms run over this framework, whereby they are generic and game independent. We defined a modular architecture for the generation process, using this framework to normalise the content that is shared by multiple modules. A level editor tool was also created, which allows human level design and the testing of automatic generation algorithms. An adapted version of the editor was implemented for the semi-automatic creation of levels, in which the designer may simply define the type of content that he/she desires, in the form of quests and missions, and the system creates a corresponding level structure. This materialises our idea of bridging human high-level design patterns with lower level automated generation algorithms. Finally, we integrated the different contributions into a game prototype. This implementation allowed testing the different proposed approaches altogether, reinforcing the validity of the proposed archi-tecture and framework. It also allowed performing a more complete gameplay data retrieval in order to strengthen and validate the proposed metrics regarding difficulty perceptions

    Hitting the “play” button: the aesthetic values of videogame experience

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    In just a few decades, there's been the birth and fast rise of a recreational activity that implies the interaction between one or multiple players with electronic devices, normally, known as videogames. Being a very complex process and a multi-sensorial practice, playing with videogames produces intense and fulfilling experiences for all those who engage in such activity. Here, I intend to show how those experiences entail relevant aesthetic – and also cognitive and ethical – values for philosophical discussion

    EEG and ECG nonlinear and spectral multiband analysis to explore the effect of videogames against anxiety

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    Currently, the use of video games has purposes that go beyond entertainment and has been gaining prominence in the health area. In this sense, it was hypothesized that it is possible to discriminate biological signals, namely electrocardiographic and electroencephalographic signals, collected from different participants stimulated through three different commercial video games, Tetris, Bejeweled and Energy. To test this hypothesis, a protocol was developed with the Trier Social Stress Test to induce and dose stress in the subjects to similar levels before each game session, in order to observe the effects of the three test games (3 study groups) at the physiological level. Initially collected at 2000 Hz, the signals were resampled to 500 Hz and filtered using a Butterworth low-pass filter. After filtering the signals, several representative features of the study signals were collected. These features consisted of a series of nonlinear metrics such as the Lyapunov exponent and Correlation Dimension, self-similarity metrics such as the Hurst exponent, and detrended fluctuation analysis, fractal dimensions - such as the Katz and Higuchi fractal dimensions - and metrics of signal chaos and activity, such as signal energy, Logarithmic entropy and Shannon entropy, and a number of spectral metrics for the EEG signal, which should be able to help identify any differences in the stress response. As a final result, a discrimination accuracy of 100% was obtained to discriminate the three study groups, using the top 20% of features selected by the F-score technique, using the coarse K Nearest Neighbor classifier.Atualmente, o uso de videojogos tem propósitos que vão além do entretenimento e tem vindo a ganhar destaque na área da saúde. Nesse sentido, foi formulada a hipótese de que é possível discriminar sinais biológicos, nomeadamente os sinais eletrocardiográficos e eletroencefalográficos, recolhidos de diferentes participantes estimulados através de três videojogos comerciais diferentes, Tetris, Bejeweled e Energy. Para testar esta hipótese foi desenvolvido um protocolo com o Trier Social Stress Test para induzir e dosear o stress nos sujeitos para níveis semelhantes antes de cada sessão de jogo, de forma a observar os efeitos dos três jogos de teste (3 grupos de estudo) a nível fisiológico. Recolhidos inicialmente a 2000 Hz, os sinais foram reamostrados a 500 Hz e filtrados utilizando um filtro passa-baixo de Butterworth. Após filtragem dos sinais, recolheram-se várias características representativas dos sinais de estudo. Estas características consistiram numa série de métricas não lineares, como o expoente de Lyapunov e a Dimensão de Correlação, métricas de auto similaridade como o exponente de Hurst e a análise de flutuação com trends removidas, dimensões fractais - como as dimensões fractais de Katz e Higuchi - e métricas de caos e atividade dos sinais, como a energia dos sinais, a entropia Logarítmica e a entropia de Shannon, e uma série de métricas espectrais para o sinal EEG, que devem ser capazes de ajudar a identificar qualquer diferença na resposta ao stress. Como resultado final obteve-se uma precisão de discriminação de 100% para discriminar os três grupos de estudo, utilizando as 20% das melhores características selecionadas pela técnica de F-score, recorrendo ao classificador coarse K Nearest Neighbor
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