11,586 research outputs found
Virtual Reality Games for Motor Rehabilitation
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 productâs 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
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
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Tailored gamification and serious game framework based on fuzzy logic for saving energy in connected thermostats
Connected thermostats (CTs) often save less energy than predicted because consumers may not know how to use them and may not be engaged in saving energy. Additionally, several models perform contrary to consumersâ expectations and are thus not used the way they are intended to. As a result, CTs save less energy and are underused in households. This paper reviews aspects of gamification and serious games focused on engaging consumers. A gamification and serious games framework is proposed for saving energy that is tailored by a fuzzy logic system to motivate connected thermostat consumers. This intelligent gamification framework can be used to customize the gamification and serious game strategy to each consumer so that fuzzy logic systems can be adapted according to the requirements of each consumer. The framework is designed to teach, engage, and motivate consumers while helping them save electrical energy when using their thermostats. It is described the proposed framework as well as a mockup that can be run on a cellphone. Although this framework is designed to be implemented in CTs, it can be translated to their energy devices in smart homes
Blockchain for Online Video Game Integrity
With the growing level competition in video games, especially with regards to competitively played video games known as âe-sports,â 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 âcheatsâ or âhacks.â Video game developers counteract these exploits by implementing âanti-cheatâ 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 playersâ 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
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
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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