46 research outputs found

    Cloud for Gaming

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    Cloud for Gaming refers to the use of cloud computing technologies to build large-scale gaming infrastructures, with the goal of improving scalability and responsiveness, improve the user's experience and enable new business models.Comment: Encyclopedia of Computer Graphics and Games. Newton Lee (Editor). Springer International Publishing, 2015, ISBN 978-3-319-08234-

    Latency Thresholds for Usability in Games: A Survey

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    User interactions in interactive applications are time critical operations;late response will degrade the experience. Sensitivity to delay doeshowever vary greatly with between games. This paper surveys existingliterature on the specifics of this limitation. We find a classificationwhere games are grouped with others of roughly the same requirements.In addition we find some numbers on how long latency is acceptable.These numbers are however inconsistent between studies, indicatinginconsistent methodology or insufficient classification of games andinteractions. To improve classification, we suggest some changes.In general, research is too sparse to draw any strong or statisticallysignificant conclusions. In some of the most time critical games, latencyseems to degrade the experience at about 50 ms

    Latency and player actions in online games

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    The growth and penetration of broadband access networks to the home has fueled the growth of online games played over the Internet. As we write this article, it is 5am on a typical weekday morning and Gamespy Arcade 1 reports more than 250,000 players online playing about 75,000 games! This proliferation of online games has been matched by an equivalent growth in both th

    Exploitation of Novel Multiplayer Gesture-based Interaction and Virtual Puppetry for Digital Storytelling to Develop Children’s Narrative Skills

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    In recent years, digital storytelling has demonstrated powerful pedagogical functions by improving creativity, collaboration and intimacy among young children. Saturated with digital media technologies in their daily lives, the young generation demands natural interactive learning environments which offer multimodalities of feedback and meaningful immersive learning experiences. Virtual puppetry assisted storytelling system for young children, which utilises depth motion sensing technology and gesture control as the Human-Computer Interaction (HCI) method, has been proved to provide natural interactive learning experience for single player. In this paper, we designed and developed a novel system that allows multiple players to narrate, and most importantly, to interact with other characters and interactive virtual items in the virtual environment. We have conducted one user experiment with four young children for pedagogical evaluation and another user experiment with five postgraduate students for system evaluation. Our user study shows this novel digital storytelling system has great potential to stimulate learning abilities of young children through collaboration tasks

    Are parents responsible for the rise of perfectionism? Comment on Curran and Hill (2019)

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    In a cross-temporal meta-analysis, Curran and Hill (2019) demonstrated significant increases in college students' perfectionism over the last 27 years. One possible explanation for this historical trend offered by the authors is that parents became increasingly controlling during the same period. We are critical about this explanation for 2 reasons. First, in the development of their explanation, Curran and Hill do not differentiate clearly between 2 meanings of the concept of parental control, that is, control as structure and control as pressure. This distinction is important because past research found only control as pressure to be implied directly in the development of perfectionism. Second, the few studies on historical changes in parenting available do not point to an increase in controlling parenting (understood as control as pressure), on the contrary. In our view, it is premature to hold parents responsible for the rise of perfectionism. Systematic cohort-sequential studies are needed to directly address the role of parents in historical changes in perfectionism
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