6,895 research outputs found

    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

    CGAMES'2009

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    The Role of Haptics in Games

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    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    Digital Food Marketing to Children and Adolescents: Problematic Practices and Policy Interventions

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    Examines trends in digital marketing to youth that uses "immersive" techniques, social media, behavioral profiling, location targeting and mobile marketing, and neuroscience methods. Recommends principles for regulating inappropriate advertising to youth

    Mobile Game: A Multiplayer Mobile Game via Bluetooth Technology for Nokia Series 60

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    The Final Year Project developed is 'Mobile Game: A Multiplayer Mobile Game via Bluetooth Technology for Nokia Series 60'. The existing mobile games are mostly a stand-alone application, which means the game can only be played by a player. Even with the availability of multiplayer mobile games in the market, the maximum number ofplayers of those games is two. The objective of this project is to study and develop a multiplayer (specifically three players) mobile game with Bluetooth technology as the connection means. The first part of this project would be the research and study pertaining to the development of multiplayer mobile game for three players using Bluetooth technology. The second part of the research pertains to the downside of Bluetooth technology and recommendations to improve the situation. The methodology used is the combination of waterfall and prototyping model. A mobile game application is produced as the end-product of this project. Meanwhile, the findings discover the details on the end-product development and also some discussion design issues and challenges as well as limitationof Bluetoothtechnology

    Factors in Mobile Game Design

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    Mobile is the fastest growing area for computer gaming. Fueled by the every growing sales of handheld devices, the increasing comfort of gamers with their devices, larger screens and availability of casual games, mobile games offer the developer an area of rapid growth. In this paper we report on the commencement of research that attempts to identify the key development concepts for a mobile game. Gamers’ locus of controlis examined to determine the extent to which this personality trait impacts both interest level and type of game. We consider two mobile games, Grand Theft Auto and Edge, in an attempt to isolate the important design characteristics for this medium

    Analysis on reward systems in video games: strategies in game design and their relation with addiction

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    The number of concern parents who complain about their children’s addiction to video games have exponentially increased. The word addiction is used today in different contexts, but when does this problem reach the medical concern? Several cases of video game addiction have been reported and, scientist have recently been highlighting the difference between playing too much and addiction. It is the engineers’ duty to establish good design mechanisms that respect the limit of addiction. This project seeks to give emphasis to the influence that video games have in society and to build the basis of studying how video games have an impact in human’s psyche. It will be explained how the segregation of dopamine in the human body, can be linked to an addiction due to a primitive instinct of survival. Reward systems will be looked into detail, as the creation of dopamine is strongly affected by the feeling of reward. The paper will analyse 4 representative video games in depth. These games are Candy Crush Saga, Genshin Impact, League of Legends and World of Warcraft. The principal rewards in these games will be analysed and a small survey will be conducted to the gamer community. It will be seen if the mind is really that influenceable and what are the rewards in video games that attract the players

    Sound for Fantasy and Freedom

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    Sound is an integral part of our everyday lives. Sound tells us about physical events in the environ- ment, and we use our voices to share ideas and emotions through sound. When navigating the world on a day-to-day basis, most of us use a balanced mix of stimuli from our eyes, ears and other senses to get along. We do this totally naturally and without effort. In the design of computer game experiences, traditionally, most attention has been given to vision rather than the balanced mix of stimuli from our eyes, ears and other senses most of us use to navigate the world on a day to day basis. The risk is that this emphasis neglects types of interaction with the game needed to create an immersive experience. This chapter summarizes the relationship between sound properties, GameFlow and immersive experience and discusses two projects in which Interactive Institute, Sonic Studio has balanced perceptual stimuli and game mechanics to inspire and create new game concepts that liberate users and their imagination
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