11,586 research outputs found

    CGAMES'2009

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    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

    Incentive Mechanisms for Participatory Sensing: Survey and Research Challenges

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    Participatory sensing is a powerful paradigm which takes advantage of smartphones to collect and analyze data beyond the scale of what was previously possible. Given that participatory sensing systems rely completely on the users' willingness to submit up-to-date and accurate information, it is paramount to effectively incentivize users' active and reliable participation. In this paper, we survey existing literature on incentive mechanisms for participatory sensing systems. In particular, we present a taxonomy of existing incentive mechanisms for participatory sensing systems, which are subsequently discussed in depth by comparing and contrasting different approaches. Finally, we discuss an agenda of open research challenges in incentivizing users in participatory sensing.Comment: Updated version, 4/25/201

    Blockchain for Online Video Game Integrity

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    With the growing level competition in video games, especially with regards to competitively played video games known as ”e-sports,” many players are searching for methods of gaining competitive advantages. As such, there is growing demand in software exploits of video games that aim to provide players unfair competitive advantages. Colloquially, these software exlpoits are referred to as “cheats” or “hacks.” Video game developers counteract these exploits by implementing “anti-cheat” technologies. Anti-cheats employ a myriad of complex methods across software, network, and hardware to detect and prevent cheats. They can be implemented both client-side and server-side with current research and implementations relying heavily client-side. This is an issue, however, as client-side implementations are open to inspection and alteration by malicious users looking to bypass the anti-cheat, who often succeed. Integrity of players’ actions in online video games cannot be fully maintained with current client-side anti-cheat technologies. Blockchain, however, by design can ensure that integrity is maintained across an entire network. This project explores using blockchain as the core of a server-side anti cheat implementation. With this method, each player is a member of the anti-cheat blockchain, ensuring integrity of player actions by validating player actions upon consensus

    PLAYABILITY HEURISTIC EVALUATION SYSTEM FOR MOBILE GAMES

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    Playability is an element that measures the ease of use by which a game can be played. To evaluate playability of a game, two methods are widely being used; Playtesting and Heuristic Evaluation. Playability Heuristics are required to perform heuristic evaluation on games

    An Ecosystem Framework for the Meta in Esport Games

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    This paper examines the evolving landscape of modern digital games, emphasizing their nature as live services that continually evolve and adapt. In addition to engaging with the core gameplay, players and other stakeholders actively participate in various game-related experiences, such as tournaments and streaming. This interplay forms a vibrant and intricate ecosystem, facilitating the construction and dissemination of knowledge about the game. Such knowledge flow, accompanied by resulting behavioral changes, gives rise to the concept of a video game meta. Within the competitive gaming context, the meta represents the strategic and tactical knowledge that goes beyond the fundamental mechanics of the game, enabling players to gain a competitive advantage. We present a review of the state-of-the-art of knowledge for game metas and propose a novel model for the meta knowledge structure and propagation that accounts for this ecosystem, based on a review of the academic literature and practical examples. By exploring the dynamics of knowledge exchange and its influence on gameplay, the review presented here sheds light on the intricate relationship between game evolution, player engagement, and the associated emergence of game meta
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