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Computer Games, Multimedia and Allied Technology (CGAT 2010)

Business Conference - Computer Games, Multimedia and Allied Technology (CGAT 2010)
Business Conference

By : Global Science & Technology Forum

Date : 2010

Location : Malaysia / Penang

PDF 340p
Description :

The conference provided a platform for the international gaming community experts to discuss and deliberate with their Eastern counterparts on the state-of-the-art, new research results, perspectives of future developments, and innovative applications relevant to games development and related areas.

Keywords :

Non photo-realistic rendering, automated inbetweening, 2D animation, computer animation, Southeast Asian animation, exposition, generative design, animation, games, interactive, artificial agent, Video game, 3D Interactive Animation, Alice, surface simplification, edge contraction, quadric error metric, MAYA API, 3D mesh morphing, balloon models, 3D object modelling, computer games conference pro

Keywords inside documents :

games ,learning ,player ,figure ,players ,computer ,students ,model ,design ,video ,server ,system ,based ,experience ,virtual ,personality ,character ,simplification ,characters ,behavior

Proceedings from the Computer Games, Multimedia and Allied Technology (CGAT 2010) conference.

 

The evidently expanding Asian Gaming industry defines the need for the International Conference on Computer Games, Multimedia and Allied Technology in Singapore. The conference provided a platform for the international gaming community experts to discuss and deliberate with their Eastern counterparts on the state-of-the-art, new research results, perspectives of future developments, and innovative applications relevant to games development and related areas. The conference strived to shed light on the inherent sociological and design differences between the East and the West while exploring the challenges faced by the Asian Gaming industry.

 

 

Abstracts of papers included the Computer Games, Multimedia and Allied Technology (CGAT 2010) conference proceedings. 

 

 

  1. Blender and Immersive Gaming in a Hemispherical Dome

Paul David Bourke, WASP/iVEC, University Of Western Australia, 35 Stirling Hwy, Crawley, Perth, 6009. Australia. & Dalai Quintanilha Felinto, EAU / Universidade Federal Fluminense, Rua Passo da Pátria, 156 - São Domingos, Niterói / Rio de Janeiro, Brazil.

 

In the following we will discuss a cost effective immersive gaming environment and the implementation in Blender [1], an open source game engine. This extends traditional approaches to immersive gaming which tend to concentrate on multiple flat screens, sometimes surrounding the player, or cylindrical [2] displays. In the former there are unnatural gaps between each display due to screen framing, in both cases they rarely cover the 180 horizontal degree field of view and are even less likely to cover the vertical field of view required to fully engage the field of view of the human visual system. The solution introduced here concentrates on seamless hemispherical displays, planetariums in general and the iDome [3] as a specific case study. The methodology discussed is equally appropriate to other realtime 3D environments that are available in source code form or have a suitably powerful means of modifying the rendering pipeline.

 

 

  1. An Event-Based Data Collection Engine for Serious Games

Amith Tudur Raghavendra, Carnegie Mellon University, Entertainment Technology Center, 700 Technology Drive

 

Games with a purpose other than entertainment can be called Serious Games. In this paper, we describe a generic event-based Data Collection Engine (DCE) that has been developed for Serious Games on the Unity Game Engine. Further, we describe a framework that allows for the manipulation and feedback of the collected data back into the game in real-time. The player experiences the visuals, sounds and the game itself that is streamed over the web. The player engages with an enriching, multimedia experience allowing him/her to be immersed in the game. By suitably designing the serious game we could determine the behavior of the player in real world under the given scenario or other scenarios. The DCE is optimized to collect relevant data streamed online without affecting the performance of the game. Also, the DCE is highly flexible and can be setup to collect data for any game developed on the Unity Engine.

 

 

  1. The Living Line-A New Technology for Asian Animation

Hans-Martin Rall & Hock Soon Seah & Henry Johan from Nanyang Technological University, 81 Nanyang Drive, 637458 Singapore.

 

Research objective and hypotheses

 

“Scholarly research in the field of South East Asian animation has resulted in findings that acknowledge the lack of original and genuinely Southeast Asian animation concepts, which are not derived from Western or Japanese styles.”Error! Reference source not found.

This research project sets out to create innovative and genuinely Southeast Asian digital animation using a traditional Asian story. The investigators argue that this approach will result in animation that distinguishes itself by its strong cultural identity and achieves stylistic innovation. Hassan Muthalib, a renowned Malaysian animation scholar and president of the Animation Society of Malaysia supports this point of view by stating the following: “Congratulations on your effort to explore an area not yet attempted. So far, only literary writers and researchers have forwarded suggestions for the preservation of the nation's folktales, legends and mythologies through feature films but nothing has materialized in a big way.”[2].

 

Methodology and outcomes

 

Technology and art collaborate in search of a genuinely Asian animation design style: In his research, Hans-Martin Rall has explored Asian folk tales in storyboards and the development art for animated short films. In an interdisciplinary project with computer scientists Hock Soon Seah and Henry Johan, a sequence from the Vietnamese folk-story story The Beach Boy has been fully completed:

The collaborators investigated new technological approaches inspired by Asian design. This involved recreation of typical Asian art styles through the use of digital technology by research and use of non photo-realistic rendering, vector and pixel-based automated inbetweening, and mixed media techniques. The investigators were particularly interested in the creation of non-photorealistic styles for the animation of natural phenomena.

 

 

  1. The need for a new game in learning

Meng-Chew Leow, Lillian, Yee-Kiaw Wang from faculty of information science and technology, multimedia university. Jalan Ayer Keroh Lama, Malaysia & Chien-Sing Lee from faculty of information technology, Multimédia university, Persiaran multimedia, Malaysia.

 

Most edutainment games tend to assume the role of supplementary learning materials that act as additional materials for the students to study along with the main/core learning materials, such as books, lecture slides and lecture notes. Consequently, the appreciation of its value and usefulness is greatly diminished. Furthermore, edutainment games are often created with heavy emphasis on achievement of learning objectives with less regard for the creation of fun environments [17], [21], [25] This is in contrast with the school of thought that game should be the channel or more appropriately an environment for the learning process to take place (instead of just another learning tool). It demonstrates the one extreme of the use of games in learning (focusing on pedagogical elements) while highlighting the greater potential of the other extreme of it (emphasizing on game elements) at the same time. These concluded with the need to come out with a better solution to approaching learning with games. In this paper, a brief literature review is presented to support this new approach for educational game design.

 

 

  1. Cinematics and Narratives: Development of a Prototype System

Mark Chavez & Liu Lin Yi from Nanyang Technological University, 81 Nanyang Drive, ART 4-18, Singapore 637458.

 

Cinematics and Narratives (CaN) research's goal is to significantly explore approaches to the development of contemporary animation. CaN is comprised of three integrated objectives; the first is focused on developing and exploiting real-time animation and content within the context of a visual and narrative design based repository of primitives; the second explores the dynamic of context, exposition and expression, mixing our design primitives into a new dynamic form; and the third interfaces this system with an audience in such a way as to enable the system to learn from viewer interaction, where the system automatically and further refines the design based on the emotive input of the viewer. Furthermore, this project is focused on integrating computational intelligent agents designed as character archetypes within a dynamically changeable world created to adapt along a possibility of multiple narratives. In this paper we will discuss the processes taken to implement our cinematic engine and associated visual content; its significance to automated storytelling and design focused narrative creation.

 

 

  1. Improving performance of online game services via graphic processor: An empirical investigation

Rittichai Jitpukdeebodintra & Suntorn Witosurapot from departement  of computer engineering, Facultu of engineering, Prince of Songkla University, Thailand.

 

A method for maintaining  quality of service in game servers when there exists with excessive users is often done by increasing the number of game server. While this method is straightfoward, it demands a number of new machines to be invested without realizing local utilization of resource aivalable in the current machines.

In this paper, we argue that graphic processor (GPU) working in parallel with local central processor (CPU) inside a machine can be a good candidate for reducing the workload, before attempting to distribute it to other machines. By using the empirical study, we investigate in what level the GPU can give benefits to different types of online game servers. As a result, we can give suggestio how the GPU should be involved so that the performance of game services can be improved. We belive that this result can give benefits to online game developers who may want to gain performance of their applications without requiring any extra resources.

 

 

  1. Video Game Design Method for Novice

Wei-Da Hao & Akash Khurana from Dept. of Electrical Engineering and Computer Science, Texas A&M University-Kingsville, 700 University Blvd, Kingsville, TX 78363, USA.

 

This paper shows how college students without prior experience in video game design can create a fantastic video game. Video game creation is a task that requires weeks if not months of dedication and perseverance to complete. However, with Alice, a group of three sophomore students who never designed a game can create a full-fledged video game from given specifications. Alice is 3D graphics interactive animation software, which is well-tried and proven to be an enjoyable learning environment. At the start of this project, students are given guideline that describes expected outcomes. With minimum supervision, in three days, a working program that matches the guidelines is accomplished. In additional two days, students enhance the quality with better graphics design and music. With this experience, 3D graphics interactive animation software, like Alice, is demonstrated to be a useful teaching tool in education for academic courses of game development and design. This paper not just discusses how the video game was created, but also speaks of the difficulties the team overcomes easily with Alice.

 

 

  1. 500 gamers’ access

Thomas Westin, Stockholm University, DSV, Forum 100, 16440 Kista, Sweden.

 

Accessibility is about adapting the environment to fit individual needs, such as being able to interact with a computer game in a certain context. This paper investigates in what way if any, do non-disabled gamers experience games as inaccessible? The background for this question is an indication about one publisher, who considered the disability group too small rather than the cost of implementation being too high. By investigating what game accessibility issues non-disabled gamers have, it is possible to argue that the target group is large enough to implement accessibility for those issues.

To answer the question above, a survey was sent to a mailing list for one of the world's largest computer games festivals, where the majority was non-disabled. Another survey was sent to a disability group mailing list for comparison. 500 answers were received which are analyzed in this paper.

The result is a sample of game accessibility and how it applies to non-disabled gamers. This sample may contribute to the creation of a census of game accessibility. Hopefully, this helps the game industry to better understand the market, based upon the scope and types of accessibility issues non-disabled gamers have. In the long run this may include more people to participate in digital culture.

 

 

  1. Video Games and Education: An Australian Perspective

Greg Bowtell & Sophie Nichol from Deakin University, Pigdons Road, Waurn Ponds, VIC 3217, Australia.

 

A video game is a very influential tool that inspires much passion within very different sectors of society. Literature is beginning to assert the use of video games in education, and it is apparent that just the subject of ‘video games’ can engage the interest of students of all ages. Video games are not only asserting themselves as a permanent and influential cultural icon, they are also the new phenomenon in education. Video games can be used as a learning tool where the students learn ‘in game’, or the topic of video games can be used as a vehicle for student engagement. This paper explores the somewhat less contentious issue of how to best educate tertiary students studying Games Design and Development at an Australian Regional University. Determining how to best educate tertiary students on how to develop games at a tertiary level is not just based on good curriculum design, but is reliant on a triumvirate of factors: Industry relevance, student learning needs, and educational design. In this paper each of these three factors and their inherent problems will be discussed, all situated within the Australian Tertiary Education sector. Based on results gathered from the three factors, some directions for the Australia Tertiary Video Game Education sector will be asserted.

 

 

  1. SCRABLER: A Novel Game Programming in GNU/Linux

Prasun Ghosal, Bengal Engineering and Science University, P.O. Botanic Garden, Howrah 711103, WB, INDIA & Avisek Chakraborty, Indian Statistical Institute, 203 B. T. Road, Kolkata 700108, WB, INDIA & Rohit Maloo, Wipro Technologies, Bangalore, INDIA.

 

Over the years, many games as well as entertaining educational applications, better known as edutainment, have been developed for different proprietary operating systems. Besides, a lacuna exists for GNU/Linux based systems till date. This design paper implements a game based on the famous word-making game Scrabble for Linux systems. The novelty of this design lies in two folds: viz. (i) the design did not use any visual programming, nor any widget toolkits, rather uses very basic level programming to design a text based user interface, using the ncurses library that utilizes minimum system resources, optimizes screen changes and is terminal independent (ii) The game can be played between two players on two different machines over a Local Area Network (LAN). The main game engine is divided into various modules that functions by acting on several data-structures. This design exhibits how we can use very basic level programming on machines with minimum requirements to design an interactive user interface, and manipulate data structures for a game that can be played over a network.

 

 

  1. Quality Simplification of 3D Polygonal Model Using Quadric Error Metric Through MAYA API

R. Rama Kishore1, Prof. Yogesh Singh2, Prof B.V.R.Reddy3, 1Assistant Professor, USIT, GGSIPU, Delhi, 2Professor,USIT, GGSIPU, Delhi, 3Professor,USIT, GGSIPU, Delhi.

 

Applications in computer graphics and related fields can benefit from automatic simplification of complex polygonal surface models. High detailed models are used by these applications. These models are too complex for the limited hardware capacity and take so much time to render and to transmit. The problem of simplifying the surface with quality maintenance has been analyzed. An effective algorithm for producing high-quality

simplifications of the unsimplified model is a valuable tool for managing data complexity. Surface simplification algorithm based on iterative edge contraction is presented in this work. Quadric error metric is used to find the quality of the model. This algorithm is implemented on 5 different models. These models are simplified at different levels. Comparative analysis has been performed and experiments are repeated without taking care of quality and also compared with quality simplification. APIs are created and implemented in MAYA as plug-in.

 

  1. Game Programmers with Secure Coding

Rinkesh Nagmoti & Sam Chung from Computing & Software Systems, Institute of Technology University of WA Tacoma & Barbara Endicott-Popovsky, Center for Information Assurance & Cybersecurity, University of WA Seattle.

 

The purpose of this paper is to introduce software security for online games at two levels: first at the programming level and second at the web service level. Increasingly game developers are providing their games online, employing web services; however, security threats evolve with the use of web services in such applications which is a great challenge for game developers. The roadblock to providing secure game applications is the lack of understanding of secure coding concepts by game programmers. In this paper we propose the 5W1H re-documentation technique and the use of the Scrum agile software development methodology in a reengineering process to educate game programmers concerning secure coding concepts. The authors first prove how insecure coding can affect the gaming industry by introducing an example of an insecure game login application. Then the same login application is re-documented and reengineered with secure coding concepts. The reengineered application is then tested for security threats.

 

 

  1. Application of Mesh Morphing Techniques in Modelling 3D Objects

Xiaohong Gao & Mustafa Hassan, School of Engineering and Information Sciences, Middlesex University, London, NW4 4BT, United Kingdom.

 

Morphing, or metamorphosis, is widely applied in the fields of computer games and entertainment in order to achieve drastic special effects by the application of producing a sequence of animated motion transforming objects from one to another gradually. Because of its capability in manipulation of shapes, morphing technique has also been employed in modelling of geometric objects, especially in three dimensions (3D). To morph and visualise a 3D object, a cloud of points have to be connected into meshes in an effort to achieve a realistic view, which however also poses a substantial challenge. On the other hand, another difficulty to circumvent is to define a path for morphing interpolation, which varies with the characteristics of an object to model. In this study, mesh morphing techniques have been investigated in the hope to model the process of brain tumours growth and shrinking. To do this, two volumes of a tumour from MR images, acquired prior to and after key-hole surgery of tumour removal respectively, are segmented first using levelset deformable models. Then these two shapes are morphed into a middle object, a sphere, in order to find corresponding points, which is followed by the approach of Marching Cubes to form the meshes/surfaces of these objects. To define a path for interpolation, the model of physical balloons is created first by the application of two webcams that are employed to monitor the deflating process of the balloons when the air is let out gradually, facilitating the route allowing the interpolation of morphing  path. Preliminary results show a reasonable match between balloons and tumours and morphing techniques are well suited to model the procedure of tumour deflation through a key-hole surgery, leading to the bespoke real-time visualization of object deformations.

 

 

  1. The Influence of Art Concepts on Visual communication in Games

Heather McGrath & Minhua Ma from School of Computing, University of Derby, Kedleston Road, Derby, DE22 1GB, UK.

 

Aesthetically, games can be technically accomplished and beautifully crafted, with surreal worlds of fantasy or photorealistic recreations of people and places. There are already a number of video games that have taken influence from art movements, utilising it to reflect the atmosphere and narrative of the game. This paper explores the concept of video games as art and discusses to what extent existing video games have taken influence from art movements and the advantages of this. It also investigates the extent to which art concepts can influence their visual communication. Specifically, we utilise contemporary art as a means for creating recognisable game assets that will portray a sense of time, place or identity to the player; and discuss its impacts on the game design and creation. We demonstrate findings by conceptualising and producing game quality assets that incorporate the idea of taking influence from art movements/artists, and discuss how this can aid a game by generating a cohesive style, and by inspiring new methods of gameplay. We discovered that by utilizing contemporary art movements, game assets can be created which reflect a particular era further than the reality of that period of time.

 

 

  1. The Design and Implementation of a Testbed for Comparative Game AI Studies

Hollie Boudreaux, Center for Advanced Computer Studies, & Jim Etheredge, Department of Computer Science & Ashok Kumar, Department of Computer Science from University of Louisiana at Lafayette, P.O. Box 41771, Lafayette LA 70504-1771.

 

An essential component of realism in video games is the behavior exhibited by the non-player character (NCP) agents un the game. Most developemnt efforts employ a single artificial intelligence (AI) method to determine NCP agent behavior during gameplay.

This paper describes an NCP AI tested under development which will allow for a varietyof AI methods to be compared under simulated gameplay conditions. Two squads of NCP agents are pitted against each other in a game scenario. Multiple games using the starting game AI assignements will form en epoch. The testbed allows for the testing of a variety of AI methods in three dimensions. Individual agents can be assigned different AI methods. Individual agents can use different AI methods at different times during the game. And finally, the AI used by one type of aghent can be made to differ from the AI used by another agent type. Extensive data is colected for all agent actions in all games played in an epoch. This data will form the basis of the comparative analysis.

 

 

  1. Games, Virtual Worlds and Social Networking Development Trends

David Wortley, Serious Games Institute, Cheetah Road, Coventry CV1 2TL, UK &  Oliver Goh, Shaspa Research UK Ltd, Unit 6, Cheetah Road, Coventry CV1 2TL, UK.

 

This paper looks at the key human factor drivers which influence technology trends in games, virtual worlds and Social Networking applications and draws the conclusion that these technologies are influencing the intimacy of the relationship between users and technology.

It identifies a number of characteristics which consumers of these technologies are influenced by and consequently shapes the way in which technology is being shaped by market forces. It is the “Immersive Experience” applications which best reflect these trends. The key attributes are identified and explored in more detail to illustrate the impact on technology innovation which then permeates across many other “non-entertainment” applications. The characteristics so identified and explored include :-

• Intelligent personalisation of the user interface and application behaviour in line with the user/player abilities and preferences

• Persistence and development of user profile data within and across applications

• Usability, easy to access and intuitive interfaces using haptic and ambient devices

• Surprise, novelty and focus on self-directed discovery

• Data visualisation to support understanding and comprehension

• Challenges and rewards to motivate and develop capability

• Personal expression and creativity

An analysis of these key characteristics illustrates that we are demanding a more personal and intimate relationship with technology, not just in games, virtual worlds and social networks, but across many other aspects of our lives.

 

The paper will illustrate this permeation of technology drivers and how they influence the development and delivery of new products and services which provide continually evolving competitive edge. It will describe some of the possible application areas where these trends might have an impact, including smart building applications which go beyond tools to manage energy and ambient and intelligent edutainment outside the home, including such areas as in-flight entertainment systems of the future.

 

 

  1. A Multi-Layered Flocking System for Crowd Simulation

Simon van den Hurk & Ian Watson from University of Auckland, Computer Science Department, Science Faculty.

 

The field of crowd simulation attempts to model crowd movement of both people and animals. Typical research in this field aims to develop systems which model the interaction between multiple instances of the same type of character. This paper examines two aspects of crowd simulation which are often not considered, the movement of crowds containing characters of vastly different sizes and the ability to allow characters to move underneath other characters when there is sufficient space to do so. To include these traits in a crowd simulation model a new system is proposed: the multi-layered flocking system. This system has a basis in the original Reynolds flocking model but further divides the simulation space using a series of layers. Characters in the simulation are represented using one or more navigation objects which lie upon the layers in the system. These navigation objects represent parts of the character as it moves throughout the simulation and can be either dynamic or static. Different combinations of navigation objects allow for the representation of characters of varied shapes and sizes as well as different movement styles, all of which are able to navigate

using the same system. By creating a crowd which contains different character representations a more interesting overall motion can be obtained.

 

 

  1. Multicast Delivery of IPTV Over the Internet

Dane L. Jackson, Purdue Research Foundation & Raymond A. Hansen & Anthony H. Smith from Purdue University, 401 North Grant St/Knoy 255, West Lafayette, IN 47907.

 

Television represents one of the great advancements in information delivery. Traditionally, television service has been delivered using dedicated communication methods such as terrestrial and satellite based wireless transmissions and fixed cable based transmissions. Some of these delivery mechanisms have advanced and now provide services including voice and Internet access. Another communication method, traditional telephone service, has greatly improved and expanded to deliver services such as television and Internet access.

This convergence of service provides cost savings, allowing providers to utilize existing communication networks to deliver additional services to its customers, often at minimal or zero infrastructure cost. One disadvantage of this method is customer reach is still limited to those with access to dedicated service provider networks. The ability to disengage television service from these dedicated networks and move it to a more ubiquitous network would greatly improve the customer reach of the providers.

The most obvious network choice for a delivery medium is the Internet. Given that television delivery mechanisms have already started the progression towards IPTV, the service is a natural fit. One issue hindering this transition is bandwidth availability. In private delivery networks, the issue of bandwidth availability for IPTV is often combated through the use of IP Multicasting.

Considering the Internet is already believed to be bandwidth constrained, the use of multicasting could be deemed a requirement. The following paper will explore current issues with deploying IPTV over the Internet, the use of multicast to combat some of these problems, and the inherent challenges of pushing multicast based IPTV services over the Internet.

 

  1. Improving the Animation of Virtual Humans (VH) by Embedding Human Emotions, Moods and Personality

Mohamed A. Zaidan, Assistant Professor, Graphic Design Department, College of Engineering, Dhofar University & Siham Gaber.

 

In this paper we present an approach to improve the animation of Virtual Humans (VH) by integrating emotional aspects. Motivation for this research is the absence of emotive body expressions in characters in most of current games. In order to achieve a realistic performance, it is important that characters show compelling expressions.

Recent researchers focused on facial expressions; which are easier to synthesize because they are context independent. To avoid the complexity of the body structure, we made use of pre-created animation sequences to achieve a realistic performance. For reusing animations, we incorporate emotional information in order to extract animations that cannot in an expressive context. To create expressive body animation in Virtual Humans our approach uses motion captured sequences since the results are more realistic and credible.

This proposal represents the internal state of video game characters by using a PAD-based model and the ALMA model including its pull-and-push mood change function. We conclude that the resulting model is good enough to allow the character to interact with an emotional load. This approach is also successful in improving the consistency of the characters' mood based on their personality.

 

 

  1. GPU-Based multi-view rendering

François de Sorbier & Hideo Saito from Graduate School of Science and Technology, Keio University, Japan & Vincent Nozick, Université Paris-Est, LABINFO-IGM UMR CNRS 8049, France.

 

Stereoscopic images in computer graphics applications often require two rendering passes reducing by half the frame rate. In this situation, the conversion from standard to stereoscopic images may involve some difficulties to maintain real time rendering if the geometry is made of thousands triangles. Since few years, auto-stereoscopic displays have become more and more popular because of their multi-user capability and because they do not require any specific glasses. However, they usually require five or more input views that can be difficult to generate in real time. In this paper, we present a single pass algorithm using GPU that speeds-up the rendering of stereoscopic and multi-view images. The geometry is duplicated using a shader program that reduces the data transfer between the main memory and the graphic card. It also brings together the computation of some vertices's properties that are similar from one view to another.

 

 

  1. “Games are fun and aren’t just for boys” An Assessment of Female Game Players use and playing habits of Video Games

Sophie Nichol & Elicia Lanham & Greg Bowtell from Deakin University, Pigdons Road, Waurn Ponds VIC 3217, Australia.

 

Video games have asserted themselves as a prevalent part of society; however video games are still often seen as ‘boys toys’. However, popular culture is becoming accepting that video games are played by females, with ‘all female’ video games teams such as the ‘Frag Dolls’ winning many international competitions [4]. The gender issue in video games is not a new topic, with texts such as ‘From Barbie to Mortal Combat’ edited by Cassell and Jenkins being publishing in 1998. However, the question of ‘do females actually play video games’ is still apparent, and with the rapid changes in technological development in gaming (with the introduction of consoles such as the Nintendo Wii) the subject of females game playing habits is in need of constant dialogue. This paper explores the results from a survey of 33 Australian females who play video games and looks at the game playing habits and choices made when they play video games. In addition, this study will attempt to address what components of video games make females want to play. It is hoped that the results can enlighten our knowledge of why females play video games, and hopefully assert the need for video games as an important pastime for females and not just ‘for the boys’.

 

 

  1. Generating Conversation Dialogues for Chatbots Using Website

Chuthamanee Tangkathach & Vishnu Kotrajaras from Department of Computer Engineering, Chulalongkorn University, Payathai Rd., Patumwan Bangkok, Thailand.

 

Chatbots have been used to provide a different way of services on many websites since it can help smoothing the human-computer interaction aspect of any automated service at low cost. However, a lot of time and effort are required to prepare conversation. A botmaster has to prepare masses of expected questions and answers generally by himself. This is also true for a computer game dialogue preparation. This paper presents the design and implementation of a chatbot system that allows conversation about a particular topic to be constructed from existing pool of knowledge. Using Semi-CRF, we identify the role of each word in each sentence within the knowledge pool. With the role of each sub-sentence, patterns for questions and answers can be automatically generated. Our system was tested with 5 websites as knowledge pools. Our result shows that useful dialogues can be generated, saving time for conversation designers.

 

 

  1. Re-Constructing History in World of Temasek

Steven Wu Wan Pok, National Heritage Board, 61 Stamford Road, #03-01 Stamford Court, Singapore & Chris Jones, Magma Studios, 3 Temasek Avenue, Level 21 Centennial Tower, Singapore.

 

World of Temasek (WoT) is a virtual world/role-playing experience of distant 14th century Singapore. Produced by Magma Studios in partnership with the National Heritage Board (NHB), and drawing on the knowledge of the leading subject matter experts, WoT will meticulously recreate Singapore’s colourful historical fabric replete with a city wall and moat surrounding its palaces and temples. As the development team strives for  historical accuracy they are also making sure WoT is much more than just an academic 3D graphical reconstruction. WoT will be the first educational virtual world that thoroughly appeals to the online gaming generation by borrowing features from the most popular Massive Multiplayer Online Games (MMOGs) and repurposing them for an educational, constructivist learning context. Although the purpose of the world is to entertain and educate the general populace, WoT is also being developed with the pedagogical needs and tools required by Singapore’s educational system.

 

 

  1. COLLABORATIVE EDUCATIONAL GAME FOR THAI PRIMARY SCHOOL STUDENTS

Natticha Gasonpan & Punnarumol Temdee from School of Information Technology School of Information Technology, Mae Fah Luang University,Chiang Rai, Mae Fah Luang University,Chiang Rai.

 

English language and Thinking Skill which consists of Mathematics and Sciences for life are mandatory subjects for Thai students to finish their primary school studies. Regarding the unsatisfied result of the annual assessment, there are many students fail those subjects every year. This paper thus proposes the model of educational computer game to enhance learning of English language, Mathematics and Sciences subjects. The proposed model employs the concept of collaborative learning integrated into the game to promote the better understanding of contents and the familiarization of team work experience, while the players are still filled with the joy and the challenge. The proposed model is designed as a multi-player online game. All players compete among each other to be a leader and conduct the game along with the help from team members to achieve the goal. The developed game is evaluated with 2 aspects including the learning efficiency and the satisfaction of students. The empirical study is conducted with 15 groups of Thai primary school students in Chaing Rai province, Thailand. Each group has 5 members who do not know each other before. The empirical study shows that the students can enhance their learning efficiency and it is also satisfied significantly by those students.

 

 

  1. Towards Teaching Secondary School Physics in an Immersive 3D Game Environment

Bill Rogers, Dacre Denny, Jonathan Stichbury from The University of Waikato, Hamilton, New Zealand.

 

Laboratory exercises are an important part of a secondary school physics class making an important contribution to their learning. Virtual laboratories have the advantage of allowing experiments that might be too dangerous or too costly in the real world. We present Gary’s Lab, an experimental immersive 3D laboratory environment using computer game technology. Our system allows students considerable freedom in constructing apparatus, and running qualitative and quantitative experiments using that apparatus. We argue that the process of constructing experiments in interesting contexts might be expected to help students engage with their lessons, by focusing their attention on the apparatus and the methods of measurement used.

 

 

  1. Player Classification Using a Meta-Clustering Approach

Daniel Ramirez-Cano, Simon Colton, Robin Baumgarten from Department of Computing, Imperial College London, 180 Queenʼs Gate, London, SW7 2AZ, UK.

 

Player classification has recently become a key aspect of game design in areas such as adaptive game systems, player behaviour prediction, player tutoring and non-player character design. Past research has focused on the design of hierarchical, preferencebased and probabilistic models aimed at modelling players' behaviour. We propose a meta-classification approach that breaks the clustering of gameplay mixed data into three levels of analysis. The first level uses dimensionality reduction and partitional clustering of aggregate game data in an action/skillbased classification. The second level applies similarity-based clustering of action sequences to group players according to their preferences. For this we propose a new approach which uses Rubner’s Earth Mover’s Distance (EMD) as a similarity metric to compare histograms of players’ game world explorations. The third level applies a combination of social network analysis metrics, such as shortest path length, to social data to find clusters in the players' social network. We test our approach in a gameplay dataset from a freely available first-person social hunting game.

 

 

  1. Networked Games based on Web Services

Chong-wei Xu and Hongwei Lei, Computer Science and Information Systems, Kennesaw State University, 1000 Chastain Road #1101, Kennesaw, GA 30144, USA & Daniel Xu, Computer Science, Georgia Tech, 3185 Country Club Ct., Kennesaw, GA 30144, USA.

 

On one hand, web services have demonstrated their important roles in the field of computing. On the other, networked games need server support, which is usually based on socket programming. For example, in a twoplayer take-turn game using TCP protocol, a server communicates and coordinates the two game GUIs utilized by the two players. This gives rise to one important research question, “Can the server take the advantages of web services in order to replace the sockets while supporting networked games?” This article describes some technical aspects for accomplishing this goal.

 

 

  1. JuryAPI: Secure Client-Side-Only Multiplayer Gaming API

Yoav Zibin, Come2Play.

 

Multiplayer gaming platforms (such as Come2Play, Skype, Nonoba, Oberon) offer game developers an API to develop new games. Having a secure API is critical to prevent hackers from unlawfully winning a game. Until today, to have a secure API, a developer had to write a server-side extension that determines the game outcome. However, a  server-side extension is cumbersome to write (because you have to master two programming languages: for the client- and serverside), error-prone, hard to debug, and risky for the gaming platform that runs 3rd party code on its servers.

This paper presents the first Secure client-side-only API (for short JuryAPI ), i.e., the API is secure (the game outcome cannot be changed by hackers) and the API uses only client-side code (without any server-side extensions). JuryAPI mimics real-life games in which each player verifies that other players follow the game rules. In case of disagreement among the players, the server convenes a jury that finds the hacker. Using JuryAPI, one can develop secure multiplayer games using only client-side code, without using any server-side extensions.

JuryAPI is an open-source standard developed by the multiplayer gaming company Come2Play, with an open-source flash emulator1. Come2Play freely hosts 3rd party flash

games and shares the revenues with the game developers.

 

 

  1. Fully-Adaptive bots for First-Person Shooter Games

Jonathan Miles & Tony C. Smith from Department of Computer Science, Hamilton, New Zealand.

 

This paper extends current work in machine learning approaches to game AI by showing how continuous learning methods and reinforcement learning can be used to create bot intelligence that continually learns and adapts through game play experience. We begin by outlining a framework for learning static control models for tanks within the game BZFlag, then extend that framework using continuous learning techniques that allow computer controlled tanks to adapt to the game style of other players, extending overall playability by thwarting ttempts to infer the underlying AI. We also show how reinforcement learning can be used to create bots that learn how to play based solely through trial and error, providing game engineers with a practical means to produce large numbers of bots, each with individual intelligences and unique behaviours, all from a single initial AI model.

 

 

  1. Customisation and Preferences in Adaptive Game-based Learning

Mario Soflano & Thomas Connolly from University of the West of Scotland,Paisley Campus.

 

Recent research in game-based learning has identified adaptivity as an area that requires further attention. Adaptivity is required in game-based learning simply because each person has a different way of learning in different learning environments – one size does not fit all [9][19]. In other words, adaptivity in gamebased learning should be personalised to the way an individual learns. Thus, the learning may be related and influenced by the player’s preferences and customisation of elements within the learning environment.

Modern commercial games allow the players to customise and choose a number of game elements based on their preferences; for example: design of their own avatar, colour and

style of navigation. One particular example is The Sims. At a basic level The Sims allows players to choose their preferences (for example, the type of music to be played during the gameplay) and customisation that allows the players to design their own avatar in more detail compared to other games that provides similar feature (for example, the player can customise details such as eyes shape to clothes preferences). Furthermore, The Sims (particularly The Sims 3) allows the players to choose personality traits of their game character. These personality traits will influence the character’s behaviour when interacting with various elements of the game, such as items and NPCs.

This paper discusses the results of a survey conducted through Internet forums to investigate the player’s real-life preferences in comparison with in-game preferences, particularly when selecting personality traits in The Sims 3, including factors that influenced their decision. The result gives preliminary indications about relationship between motivation and customisation / preferences and also indicates the significance of

adaptivity in game-based learning. The discussion also consists of how adaptivity in game-based learning can be influenced by and implemented through preferences and customisation. This paper aims to give some insights into aspects required and to be considered in adaptive game-based learning.

 

 

  1. Overcoming Tracking Points Limitation for Human Motion Detection with The Wii Camera

Pongsthorn Prasertamporn & Vishnu Kotrajaras from Department of Computer Engineering, Chulalongkorn University, Payathai Rd., Patumwan Bangkok, Thailand.

 

An input device for video games has always been limited to a joypad until the introduction of Nintendo Wii, which allows motion control. However, most games still require players to hold a controller in their hands in order to detect their motions in three

dimensions. For controller-less motion detection, there were attempts to detect human motion in three dimensions using wireless cameras installed inside the Wii controllers to detect infrared tracking points. The Wii cameras have a very high response time. However, the number of points detectable by each camera is limited to four. Utilizing more than four tracking points therefore becomes a problem. This paper presents a low cost implementation of a human motion sensing system based on the Wii camera, with no limitations on the number of tracking points. We use a microcontroller board to generate a sequence of signals that identify tracking points. The synchronization allows the system to track many targets at once. Utilizing known relative distances between points and Kalman filter, the system can capture human movement and control a game character without additional hardware.

 

 

  1. Perception Enhanced Virtual Environment for Maritime Applications

Damitha Sandaruwan & Nihal Kodikara & Chamath Keppitiyagama & Rexy Rosa & Gayan Kanchana, University of Colombo, School of Computing, 35 ,Reid Avenue ,Colombo 7.

 

This paper presents the development of a real-time perception enhanced virtual environment for maritime applications which simulates six degrees of freedom ship motions pitch, heave, roll, surge, sway, and yaw. In this virtual environment perception is enhanced by developing tiled panoramic visualization system which covers 3000 angle of view and it simulates naval vessels, moving or fixed targets, and cultural objects, scenes of navigation areas, various environmental effects and conditions. This system can be used for both entertainment and educational applications bsuch as consol level computer games, teaching and learning applications and various virtual reality applications. Especially we can use this frame work for create immersive multi user environments.

 

 

  1. A design of optimization architecture and game physics engine for mobile 3D simultaion game

Taehyun Kim & Dongkyoo Shin, Dongil Shin from Sejong University Seoul, Korea & Soohan Kim, Myungsu Lee from Smsung Electronics CO., LTD NW.

 

This paper presents thephysics engine and optimization architecture for z mobile 3D simulation program. A mobile 3D simulation program is a software system that can be used to produce realistic physical effects in real time and interaction virtual reality environment. The module from simulatuion program where it created with the mobil physical engine extracrts an attribute with optimization architecture. The results of an analysis of its ability to automatically select proper optimization environment physics effects in a mobile game environment is also presented, along with a method for maximizing the excitement in a gaùe with a minimm amount of calculation. A technique is proposed for optimized embodying the user’s expertise, and then evaluated by experiments with mobil 3D simulation game program. This study showed that the design of optimization architecture and physics engine for 3D mobil simulation game should support an automatic reduction crash impact mode controlled by the optimizing simulation environment, collision detection model, and deceleration function system by impacted coeficient calculation by laws of physics.

 

 

  1. SMART LEARNING OBJECTS FOR UBIQUITOUS LEARNING ENVIRONMENT

Wanee Tipaksorn & Punnarumol Temdee, School of Information Technologyn Mae Fah Luang University, Chiang Rai,Thailand.

 

Ubiquitous Learning has been widely introduced nowadays. It employs the advanced Information Communication Technology to provide the seamless learning system for life-long learning. Learning Object (LO) plays the important role in Ubiquitous Learning Environment (ULE) as the content repository for the students. For ULE, the unconscious and satisfied individual learning pace is the important requirement for the students. Therefore, LOs are generally designed to serve this requirement.

This paper proposes smart LOs to provide the unconscious and satisfied individual learning pace to the students in ULE. More specifically, the proposed LOs can provide the unconscious content changing and the suitable content to the students’ performances and preferences. The proposed LOs are connected with ontology-based method to provide the related contents for serving the unconscious changing of the content. At the same time, these LOs can interact intellectually among each other for providing the suitable learning pace to the students. Finally, the content connectivity, the performance and the preference of the students are used by the current LO for selecting new LO for the students regarding to the constructed decision rules. The developed smart LOs are tested with 40 students from Mae Fah Luang University enrolling the Introduction to Artificial Intelligence subject. The result shows that the students are significantly satisfied their individual learning paces. Moreover, the students can significantly achieve higher learning efficiencies by learning with the developed LOs.

 

 

  1. Capturing Player Experience with Post-Game Commentaries

Jeremy Gow & Simon Colton & Robin Baumgarten from 1mperial College London, 180 Queens Gate, London SW7 2RH, UK & Paul Cairns from University of York, Heslington, York YO10 5DD, UK & Paul Miller, Rebellion Developments Ltd, Osney Mead, Oxford OX2 0ES, UK.

 

Player experience is at the heart of good game design, but designers typically have limited experience data to work with. Detailed and fine-grained accounts of gaming experience would be of great value to designers and researchers alike, but recording such data is a significant challenge. We describe an approach based on post-game player commentaries, retrospective verbal reports cued by video of the gaming session and a word list. A pilot study was carried out to capture player experience of a tutorial level for a third person shooter game. We show how the technique can be used to provide useful game design feedback.

 

 

  1. Personalized Agent with a Visual Cue for Personality

Wen-Poh Su, School of Information and Communication Technology, Griffith University, 170 Kessels Road, Nathan, QLD 4111, Australia & Kuang-Yuan Chen, School of Information, Technology & Electrical Engineering, The University of Queensland, St. Lucia, QLD 4072, Australia,

 

Characterizing and understanding the human shape variation are essential for providing visual cues of individual characteristics to increase the affective interpersonal connection in an integral part of a virtual agent environment. In this paper, we propose to use a model of hierarchal parameters to facilitate animated agent construction: personality, cartoon character and somatotype parameters. The personality and emotion expressiveness of the generated virtual agents were verified through experiments in our previous work. In this paper we further report the results of our attempt to verify how the somatotype parameters are mapped into cartoon character types and the personality. A personality-based model of a virtual agent is developed to match each participant’s profile in the form of a reciprocal agent. The model enables an agent to present his/her characteristics internally and externally. The results reveal that the participants can successfully distinguish the agent's personality and emotions based on the manipulation  of personality parameters for neutral motion.

 

 

  1. Mining Human Shape Perception with Role Playing Games

Golam Ashraf & Yong Peng Why & Md. Tanvirul Islam, National University of Singapore, Blk AS6, 13 Computing Drive, Singapore.

 

‘Games with a purpose’ is a paradigm where games are designed to computationally capture the essence of the underlying collective human conscience or commonsense that plays a major role in decision-making. This human computing method ensures spontaneous participation of players who, as a byproduct of playing, provide useful data that is impossible to generate computationally and extremely difficult to collect through extensive surveys. In this paper we describe a game that allows us to collect data on human perception of character body shapes. The paper describes the experimental setup, related game design constraints, art creation, and data analysis. In our interactive roleplaying detective game titled Villain Ville, players are asked to characterize different versions of full-body color portraits of three villain characters. They are later supposed to correctly match their character-trait ratings to a set of characters represented only with outlines of primitive vector shapes. By transferring human intelligence tasks into core game-play mechanics, we have successfully managed to collect motivated data. Preliminary analysis on game data generated by 50 secondary school students shows a convergence to some common perception associations between role, physicality and personality. We hope to harness this game to discover perception for a wide variety of body-shapes to build up an intelligent shape-trait-role model, with application in tutored drawing, procedural character geometry creation and intelligent retrieval.

 

 

  1. CoDePA Studio: Adding Explicit Support for Behavior Variants in Authoring Games

Bram Pellens & Olga De Troyer & Frederic Kleinermann  from Vrije Universiteit Brussel, Pleinlaan 2, 1050 Brussels, Belgium.

 

The development of computer games is both complex and technically challenging, especially when it comes to designing complex behavior for computer games. Current development tools do not provide any high-level design facilities for behavior and require the designer to manually program the behavior. Therefore, the CoDePA approach was introduced to facilitate the authoring of behavior in computer games (and other interactive 3D applications). This approach uses conceptual modeling techniques to elevate the specification of behavior to a higher level. Code generation from the conceptual specifications is supported. Furthermore, Generative Design Patterns are used to allow reusing existing solutions. In this paper, we explain how the approach has been extended with techniques from the domain of Software Variability, i.e. feature models and configuration models, to support the specification and generation of different flavors of a behavior. In this way, we effectively support a common way of working in game development where one often uses similar behavior scripts except for some variations. By providing support for this at a conceptual level, we make this practice explicit and elevate it to a higher level such that it can be better controlled and exploited. The paper also introduces the design tool developed to support the approach.

 

 

  1. Using a game engine to integrate experimental, field, and simulation data for science education: you are scientist!

Jean-Yves hervé & Brian Mullen & Tomas Fransisco  & Christopher T.S. Allen & Charles Morace & Ivan Otterness from University of Rhode Island, USA.

 

The purpose of this project is to use a game engine to integrate geo-referenced research data, whether experimental or simulated, to present it in an active, interactive form to the user. The data being geo-referenced means that every image, video or sound file, every presume map, and every simulated temperature chart is attached to a specific point on a map or body. These data may be time-referenced, so that different data sets may be available at the same location for different times of the day or seasons of the year. Target users for such interactive applications are high-school and college students who can then conduict their own ‘experiments” or “explorations” as a way to get exposed to the problems and methodologies of science and research. We use two examples of projects to illustrate this approach.

 

 

  1. Casual gaming as a means to raise awareness of vectorborne disease risks

Tomás Francisco Yago Vicente, URI 3D Group for Interactive Visualization, Tyler Hall, 9 Greenhouse Rd. Suite 2, Kingston, RI 02881 & Brian Mullen, URI 3D Group for Interactive Visualization, Tyler Hall, 9 Greenhouse, Rd. Suite 2, Kingston, RI 0288 & Thomas N. Mather, URI Center for Vector-Borne , disease, 231 Woodward Hall, 9 East Alumni Ave, Suite 7, Kingston, RI 02881 & Jean-Yves Hervé, URI 3D Group for Interactive Visualization, Tyler Hall, 9 Greenhouse, Rd. Suite 2, Kingston, RI 02881.

 

Vector-borne diseases cause hundreds of thousands of people around the world to suffer debilitating illnesses each year; illnesses such as Lyme Disease, Babesiosis, tick borne encephalitis, Crimean-Congo Hemorrhagic Fever, and Rocky Mountain spotted fever. The spread of these diseases is caused by human-biting ticks. However, in virtually every case there is a preventive strategy to stop ticks from attaching to humans and therefore preventing infection. Lack of knowledge of these prevention strategies, and awareness of ticks-diseases infection risks contribute to a steady increase in infection rates. In the recent years, there has been a growing popularity in casual gaming and interactive media in society, especially among women aged 35+ and younger children around the age of 13. Coincidentally, this demographic also represents a significant portion of the population at most at risk of tickborne disease infection. We intend to capitalize on this

demographic coincidence, creating casual games and applications that will reach this audience to develop better tickborne disease awareness and make prevention fun, easy, and popular.

In this paper we present several educational casual games and multimedia applications we have developed using the game engine Unity3D, Flash, and other web technologies. We also discuss our overall strategy of using New Media as a tool to educate the general public by offering educational content on different platforms and devices, from the Web to the iPhone.

 

 

  1. The Use of Interactive Simulations to Affect Driving Behaviour

Shri Rai & KevinWong, School of Information Technology, Murdoch University, South Street, Murdoch, W. Australia.

 

Many studies have shown that no matter what is done to try to get drivers to improve their driving behaviour there will always be some who would not see the benefit of modifying their behaviour. This paper reports on work in progress using a specially built simulator to convince drivers of the benefit of having good driving behaviour. The system uses Interactive Simulations in a Virtual Reality environment to immerse drivers in various road situations.

 

 

  1. Dr. Chestr: Computerized Host Encouraging Students to Review

Dale-Marie Wilson,PhD & Raghavi Sakpal, The University of North Carolina at Charlotte, 9201 University City Blvd, Charlotte, NC 28223.

 

The popularity of game shows is strongly influenced by the unique personalities of their hosts. These personalities veritably become the trademarks of their respective shows. In the current development of virtual humans, unique personalities are not a primary objective. Dr. Chestr is an interactive virtual game show host that exhibits a personality designed to increase user engagement. This iteration of the Dr. Chestr show presents user with questions about the C++ programming language and allows the user to communicate with him using the most natural form of interaction, speech. This paper describes the design and implementation of the personality-infused Dr. Chestr virtual human and his game show environment.

 

 

  1. Creating social, physical, and authoring games

Paul Lapides & Ehud Sharlin & Mario Costa Sousa from University of Calgary, 2500 University Drive NW, Calgary, AB, Canada T2N 1N4.

 

Computer games have become increasingly cooperative social activities that are often being played with several collocated gamers, frequently in front of spectators who react and participate in the gameplay experience. Physical controllers are enriching the gaming interface by allowing players to use their bodies to control the game. We highlight another gameplay theme: in-game authorship of content, the ability to create new expressive content as part of the gameplay.

We propose a new design framework for cooperative games that encompasses these three themes: social engagement between players, expressive physical interaction within the game environment, and in-game creation and authoring of sharable content. These elements may be combined in various ways, and we propose prototypes for three games based on these themes: a comic strip game, a movie karaoke game, and a virtual competition game.

 

 

  1. An Artificial Intelligence Player for the Game of Inverse Chess

Deepak Karunakaran, Aditya Ramana Rachakonda, Rohit Pandey, Samarth Prakash, Sudheer Reddy, Roshini Raj, Preeti K, Ananth Padmanabhan, Manasa Srinivasulu, and G. N. Srinivasa Prasanna, International Institute of Information Technology, 26/C Hosur Road, Opposite Infosys, Electronics City, Bangalore 560100.

 

This paper describes the rule base and a computer player architecture for a new 2-player combinatorial game related to chess, called the Game of Inverse Chess (IChess). This game can be summarized as playing chess backwards in time, from any end board state to the initial state, in a competitive fashion, with players alternating turns. The first player to achieve the starting configuration (or other predetermined winning configuration) is the winner.

The moves in IChess are generally the moves in chess played backwards (e.g. bringing in a piece into the board (spawning) instead of killing, king giving an inverse check …). There are a couple of exceptions – pawns can be brought in and also removed. The game is quite enjoyable, with about 70% of a few hundred college students liking it in trials. It is also computationally very challenging, from multiple viewpoints – game theoretic, graph theoretic, etc. The state space of IChess is larger than that of Chess, since there are non-chess positions reachable in IChess. As such sophisticated AI based approaches are needed to develop a competent computer player.

Our AI player uses (pruned) min-max search, plus heuristics which try to emulate the logic of a human player. The min-max search is based on a board evaluation metric (BEM), which is a non-linear function of board state features. The BEM itself can be improved using learning techniques. Our AI player is capable of beating a beginner level human opponent when run on a contemporary laptop (3GHz, 512 MB RAM unoptimized). We expect to be able to present results from a player which is capable of beating about 90% of human opponents by the time of the conference.

 

 

  1. Using Java and Open GL demonstrations to illustrate mathematical results in a Games Programming Lecture.

V.Pavlika1, D.Demetrius2. 1. University of Westminster, School of Computer Science. 2. University of Westminster, School of Computer Science.

 

This paper discusses how one may complement topics delivered in a mathematics lecture relevant to Games Programming using Java Graphics programs and programs written in Open GL. The topics discussed were: rocket flight including both the single and the two stage rocket, projectile motion and the Separating Axis Theorem due to Minkowski which was used to determine whether two convex polyhedral which do not overlap collide. After each derivation of a mathematical topic an appropriate graphics illustration was demonstrated using a Java graphics program or Open GL. The graphical demonstrations were further complimented with additional mathematical descriptions, often concerned with the parameters in the derivations and on how altering them would produce different effects which were shown visually. These programs were made available to the students after seeing each mathematical proof, as it was felt that the students should comprehend the mathematics before being allowed to manipulate the variables in the programs.

This also allowed the students to immediately visualise the equations demonstrated in  the lectures. Screenshots of these programs are included in this paper. The topics were discussed during an undergraduate course delivered at the University of Westminster. Student’s appreciation of the methods is ascertained by using a student centered survey, the results of which are included for completeness.

 

 

  1. Legal rights to items in the virtual space – avatars and other creatures

Khaleel Namazie, Director, G R Law Corporation, 81 Grange Road, Singapore 249586.

 

MMORPGs1 raise a number of interesting legal and regulatory issues.2 Virtual worlds allow its users to inhabit and interact, and these are inhabited by characters known as avatars. Most of what we do in real life is simulated, in varying qualities of detail, in the virtual space. Advances in technology have led to the virtual space3 being occupied by hundreds of millions of people all over the world.4 However, the legal status of items in the virtual space remains a matter of some confusion, the controversy being when real world laws5 should apply as opposed to laws specific to the virtual world. This note deals

with the legal status of an avatar.

 

 

  1. Evolutionary Methodologies in Game Environments

Hollie Boudreaux, Center for Advanced Computer Studies, University of Louisiana at Lafayette, P.O. Box 41771, Lafayette LA 70504-1771 & Jim Etheredge, Department of Computer Science, University of Louisiana at Lafayette, P.O. Box 41771, Lafayette LA 70504-1771, Ashok Kumar, Department of Computer Science, University of Louisiana at Lafayette, P.O. Box 41771, Lafayette LA 70504-1771.

 

This paper presents evolutionary techniques used to guide the actions of NCPs in game environments. The paper will describe the mechanics of genetic algorithms 5GA) ang genetic programming (GP) and illustrate their application with examples from tje current literature. The discrete and dynamic game environment categories are disussed and examples of each provided. In addition, approaches that combine evolutionary techniques with other artificial intelligence techniques to leverage the strenghs of both will be discussed and example applications presented.

 

 

  1. Learning as an adventure: how online video gaming values can recreate the traditional classroom

Christian Anthony T. Cangao & Pamela A. Custodio & Ma. Teresita Borja-Osalla

College of Development Communication- University of the Philippines Los Baños College, Laguna,  Philippines.

 

Online video gaming has transformed the minds of the Electronic Generation, rendering conventional classroom techniques inappropriate. Thus, educators and education scholars have been exploring and developing video games for learning. Since the Philippine public education system cannot yet afford to adopt the trend, the traditional classroom must accommodate the needs of the Electronic Generation.

This study aimed to find out how values students find in online gaming can help create better learning environments. Specifically, it aimed to: 1) identify how the gamers view education and learning; 2) identify the values that emerged from gamers’ personal constructs, and 3) explain how online gaming values can help recreate the classroom.

This qualitative study interviewed 10 Filipino senior high school students who were active in playing online games. They had been selected on the basis of sex, school grades, length of gaming time, clan membership, and family income. Guided by Kelly’s Personal Construct Theory, in-depth interviews employing the laddering technique were conducted to surface their views and values about online gaming.

The elicited values indicated that the challenge lies not in the nature of the traditional classroom but in the students’ valuing of education. Students view learning as a chance to get a diploma, which is a stepping stone for a career. However, learning is a process. Since students simply look at the end goal, they miss out on the intricacies of learning. On the other hand, the nature of gaming is rooted in adventure. Adventures begin when adventurers embark on a quest. As they meet challenges along the way, they become  stronger. As they eventually meet their goal, they realize that the journey is more important than the destination.

Students identified four main values that are present in adventures, namely: self-concept, emancipation/escape, practicality, and networks. Self-concept is the most important value for the gamers. Here, the adventurer becomes the adventure itself. Quests transform into venues for knowing the “self” that are linked to worth, hard work, self-improvement and preference. An adventurer’s worth is defined by his self-worth and his worth in the community. They also value the hard work that they exert to conquer challenges. Conquering challenges require selfimprovement, i.e., the constant desire to become stronger. Finally, preference reflects what gamers want.

On the other hand, emancipation allows gamers to be free. They can have a sense of control, something that is not present in real life. However, players may also use video games to escape marginalization in real life.

Practicality deals with pragmatism and focuses on skillsbuilding, prioritizing and maximizing resources. They seek for real life uses of the elements found in-game. Finally, games allow players to seek new friends, or strengthen old bonds. These friendships can help create improve teamwork. Once these values are adopted from the gaming environment, students can experience a learning environment filled with adventure. Hopefully, it can aid in unlearning the diploma mentality of Filipino  learners.

 

                                         

  1. Analysis of Advanced Encryption Standards

Author1: Minal Moharir, Lecturer, Dept of ISE,& Author2: Dr. A V Suresh, Prof. & Head Dept of IEM from R.V. College of Engg., Banglore-59.

 

The Advanced Encryption Standard (AES), the block cipher ratified as a standard by National Institute of Standards and Technology of the United States (NIST), was chosen using a process markedly more open and transparent than its predecessor, the aging Data Encryption Standard (DES).

 

 

  1. Pandemic Preparedness Training for Schools (PTS)

J. Eric Dietz, Purdue Homeland Security & Julie Drifmeyer, Purdue Homeland Security & Kara Leonard, Purdue Homeland from Security Institute, United States & Chih-hui Hsieh, SEAS Lab & Steven Dunlop, Envision Center for Data, Perceptualization.

 

Pandemic Preparedness Training for Schools (PTS) is an evidence-based flu prevention program for schools. The purpose of this project is to provide an assessment of how policies, behaviors, and the environment might affect transmission of a pandemic influenza virus within a school. Following a thorough assessment of the school, specific recommendations for improvement are provided to the user. The results of the assessment are enhanced by a game-like simulation of the spread of the virus through the participating school, providing a visual representation of how students and staff might be affected by a pandemic influenza virus.

The simulation applied for this program can model the relevant geographic areas with all the relevant features (schools, hospitals, railways, airports, lakes, rivers, and business districts) to create an artificial virtual community. These virtual geographies can be customized to mimic real geographies, such as all the counties within the state of Indiana. The epidemiological model utilized consists of two components: the emergent social network based on the locality, mobility, and the interactions of the artificial agent and the epidemiology of pandemic influenza that spreads through the social network. The propagation of the disease may be affected via artificial agent isolation or artificial agent behavior.

The virtual community created in the simulation will have a virtual population represented by artificial agents. An artificial agent is able to represent the activity of a human through a combination of learned variables and interactions. Related research has shown that these artificial agents and their interactions with one another create an emergent social network (Wasserman & Faust, 1994). Like living beings, each artificial agent has different interactions and experiences, and thus acts differently when faced with a situation. Computational models of artificial agents’ attributes (like age, gender, health status, location, infection susceptibility and state of well-being) and behaviors (like mobility and social networking) were created to reinforce policy and preventive health training that reduce disease spread.

This preparedness exercise has many potential benefits for schools, such as knowledge to mitigate the impact of a pandemic flu, keeping students, and staff healthy, and building social capital by implementing programs directly related to the safety of the students.

 

Blender and Immersive Gaming in a Hemispherical Dome

Company Description : In the following we will discuss a cost effective immersive gaming environment and the implementation in Blender [1], an open source game engine. This extends traditional approaches to immersive gaming which tend to concentrate on multiple flat screens, sometimes surrounding the player, or cylindrical [2] displays. In the former there are unnatural gaps between each display due to screen framing, in both cases they rarely cover the 180 horizontal degree field of view and are even less likely to cover the vertical field of view required to fully engage the field of view of the human visual system. The solution introduced here concentrates on seamless hemispherical displays, planetariums in general and the iDome [3] as a specific case study. The methodology discussed is equally appropriate to other realtime 3D environments that are available in source code form or have a suitably powerful means of modifying the rendering pipeline.

Product Type : Business Conference

Author : Paul David Bourke, WASP/iVEC, University Of Western Australia, 3

PDF 5p

Languages : English

An Event-Based Data Collection Engine for Serious Games

Company Description : Games with a purpose other than entertainment can be called Serious Games. In this paper, we describe a generic event-based Data Collection Engine (DCE) that has been developed for Serious Games on the Unity Game Engine. Further, we describe a framework that allows for the manipulation and feedback of the collected data back into the game in real-time. The player experiences the visuals, sounds and the game itself that is streamed over the web. The player engages with an enriching, multimedia experience allowing him/her to be immersed in the game. By suitably designing the serious game we could determine the behavior of the player in real world under the given scenario or other scenarios. The DCE is optimized to collect relevant data streamed online without affecting the performance of the game. Also, the DCE is highly flexible and can be setup to collect data for any game developed on the Unity Engine.

Product Type : Business Conference

Author : Amith Tudur Raghavendra, Carnegie Mellon University, Entertainme

PDF 7p

Languages : English

The Living Line-A New Technology for Asian Animation

Company Description : Research objective and hypotheses “Scholarly research in the field of South East Asian animation has resulted in findings that acknowledge the lack of original and genuinely Southeast Asian animation concepts, which are not derived from Western or Japanese styles.”Error! Reference source not found. This research project sets out to create innovative and genuinely Southeast Asian digital animation using a traditional Asian story. The investigators argue that this approach will result in animation that distinguishes itself by its strong cultural identity and achieves stylistic innovation. Hassan Muthalib, a renowned Malaysian animation scholar and president of the Animation Society of Malaysia supports this point of view by stating the following: “Congratulations on your effort to explore an area not yet attempted. So far, only literary writers and researchers have forwarded suggestions for the preservation of the nation's folktales, legends and mythologies through feature films but nothing has materialized in a big way.”[2]. Methodology and outcomes Technology and art collaborate in search of a genuinely Asian animation design style: In his research, Hans-Martin Rall has explored Asian folk tales in storyboards and the development art for animated short films. In an interdisciplinary project with computer scientists Hock Soon Seah and Henry Johan, a sequence from the Vietnamese folk-story story The Beach Boy has been fully completed: The collaborators investigated new technological approaches inspired by Asian design. This involved recreation of typical Asian art styles through the use of digital technology by research and use of non photo-realistic rendering, vector and pixel-based automated inbetweening, and mixed media techniques. The investigators were particularly interested in the creation of non-photorealistic styles for the animation of natural phenomena.

Product Type : Business Conference

Author : Hans-Martin Rall & Hock Soon Seah & Henry Johan from Nanyang Tec

PDF 7p

Languages : English

The need for a new game in learning

Company Description : Most edutainment games tend to assume the role of supplementary learning materials that act as additional materials for the students to study along with the main/core learning materials, such as books, lecture slides and lecture notes. Consequently, the appreciation of its value and usefulness is greatly diminished. Furthermore, edutainment games are often created with heavy emphasis on achievement of learning objectives with less regard for the creation of fun environments [17], [21], [25] This is in contrast with the school of thought that game should be the channel or more appropriately an environment for the learning process to take place (instead of just another learning tool). It demonstrates the one extreme of the use of games in learning (focusing on pedagogical elements) while highlighting the greater potential of the other extreme of it (emphasizing on game elements) at the same time. These concluded with the need to come out with a better solution to approaching learning with games. In this paper, a brief literature review is presented to support this new approach for educational game design.

Product Type : Business Conference

Author : Meng-Chew Leow, Lillian, Yee-Kiaw Wang from faculty of informati

PDF 7p

Languages : English

5. Cinematics and Narratives: Development of a Prototype System

Company Description : Cinematics and Narratives (CaN) research's goal is to significantly explore approaches to the development of contemporary animation. CaN is comprised of three integrated objectives; the first is focused on developing and exploiting real-time animation and content within the context of a visual and narrative design based repository of primitives; the second explores the dynamic of context, exposition and expression, mixing our design primitives into a new dynamic form; and the third interfaces this system with an audience in such a way as to enable the system to learn from viewer interaction, where the system automatically and further refines the design based on the emotive input of the viewer. Furthermore, this project is focused on integrating computational intelligent agents designed as character archetypes within a dynamically changeable world created to adapt along a possibility of multiple narratives. In this paper we will discuss the processes taken to implement our cinematic engine and associated visual content; its significance to automated storytelling and design focused narrative creation.

Product Type : Business Conference

Author : Mark Chavez & Liu Lin Yi from Nanyang Technological University

PDF 6p

Languages : English

Improving performance of online game services via graphic processor: An empirical investigation

Company Description : A method for maintaining quality of service in game servers when there exists with excessive users is often done by increasing the number of game server. While this method is straightfoward, it demands a number of new machines to be invested without realizing local utilization of resource aivalable in the current machines. In this paper, we argue that graphic processor (GPU) working in parallel with local central processor (CPU) inside a machine can be a good candidate for reducing the workload, before attempting to distribute it to other machines. By using the empirical study, we investigate in what level the GPU can give benefits to different types of online game servers. As a result, we can give suggestio how the GPU should be involved so that the performance of game services can be improved. We belive that this result can give benefits to online game developers who may want to gain performance of their applications without requiring any extra resources.

Product Type : Business Conference

Author : Rittichai Jitpukdeebodintra & Suntorn Witosurapot from departeme

PDF 4p

Languages : English

Video Game Design Method for Novice

Company Description : This paper shows how college students without prior experience in video game design can create a fantastic video game. Video game creation is a task that requires weeks if not months of dedication and perseverance to complete. However, with Alice, a group of three sophomore students who never designed a game can create a full-fledged video game from given specifications. Alice is 3D graphics interactive animation software, which is well-tried and proven to be an enjoyable learning environment. At the start of this project, students are given guideline that describes expected outcomes. With minimum supervision, in three days, a working program that matches the guidelines is accomplished. In additional two days, students enhance the quality with better graphics design and music. With this experience, 3D graphics interactive animation software, like Alice, is demonstrated to be a useful teaching tool in education for academic courses of game development and design. This paper not just discusses how the video game was created, but also speaks of the difficulties the team overcomes easily with Alice.

Product Type : Business Conference

Author : Wei-Da Hao & Akash Khurana from Dept. of Electrical Engineering

PDF 7p

Languages : English

500 gamers’ access

Company Description : Accessibility is about adapting the environment to fit individual needs, such as being able to interact with a computer game in a certain context. This paper investigates in what way if any, do non-disabled gamers experience games as inaccessible? The background for this question is an indication about one publisher, who considered the disability group too small rather than the cost of implementation being too high. By investigating what game accessibility issues non-disabled gamers have, it is possible to argue that the target group is large enough to implement accessibility for those issues. To answer the question above, a survey was sent to a mailing list for one of the world's largest computer games festivals, where the majority was non-disabled. Another survey was sent to a disability group mailing list for comparison. 500 answers were received which are analyzed in this paper. The result is a sample of game accessibility and how it applies to non-disabled gamers. This sample may contribute to the creation of a census of game accessibility. Hopefully, this helps the game industry to better understand the market, based upon the scope and types of accessibility issues non-disabled gamers have. In the long run this may include more people to participate in digital culture.

Product Type : Business Conference

Author : Thomas Westin, Stockholm University, DSV, Forum 100, 16440 Kista

PDF 5p

Languages : English

Video Games and Education: An Australian Perspective

Company Description : A video game is a very influential tool that inspires much passion within very different sectors of society. Literature is beginning to assert the use of video games in education, and it is apparent that just the subject of ‘video games’ can engage the interest of students of all ages. Video games are not only asserting themselves as a permanent and influential cultural icon, they are also the new phenomenon in education. Video games can be used as a learning tool where the students learn ‘in game’, or the topic of video games can be used as a vehicle for student engagement. This paper explores the somewhat less contentious issue of how to best educate tertiary students studying Games Design and Development at an Australian Regional University. Determining how to best educate tertiary students on how to develop games at a tertiary level is not just based on good curriculum design, but is reliant on a triumvirate of factors: Industry relevance, student learning needs, and educational design. In this paper each of these three factors and their inherent problems will be discussed, all situated within the Australian Tertiary Education sector. Based on results gathered from the three factors, some directions for the Australia Tertiary Video Game Education sector will be asserted.

Product Type : Business Conference

Author : Greg Bowtell & Sophie Nichol from Deakin University, Pigdons Roa

PDF 7p

Languages : English

SCRABLER: A Novel Game Programming in GNU/Linux

Company Description : Over the years, many games as well as entertaining educational applications, better known as edutainment, have been developed for different proprietary operating systems. Besides, a lacuna exists for GNU/Linux based systems till date. This design paper implements a game based on the famous word-making game Scrabble for Linux systems. The novelty of this design lies in two folds: viz. (i) the design did not use any visual programming, nor any widget toolkits, rather uses very basic level programming to design a text based user interface, using the ncurses library that utilizes minimum system resources, optimizes screen changes and is terminal independent (ii) The game can be played between two players on two different machines over a Local Area Network (LAN). The main game engine is divided into various modules that functions by acting on several data-structures. This design exhibits how we can use very basic level programming on machines with minimum requirements to design an interactive user interface, and manipulate data structures for a game that can be played over a network.

Product Type : Business Conference

Author : Prasun Ghosal, Bengal Engineering and Science University, P.O. B

PDF 5p

Languages : English

Quality Simplification of 3D Polygonal Model Using Quadric Error Metric Through MAYA API

Company Description : Applications in computer graphics and related fields can benefit from automatic simplification of complex polygonal surface models. High detailed models are used by these applications. These models are too complex for the limited hardware capacity and take so much time to render and to transmit. The problem of simplifying the surface with quality maintenance has been analyzed. An effective algorithm for producing high-quality simplifications of the unsimplified model is a valuable tool for managing data complexity. Surface simplification algorithm based on iterative edge contraction is presented in this work. Quadric error metric is used to find the quality of the model. This algorithm is implemented on 5 different models. These models are simplified at different levels. Comparative analysis has been performed and experiments are repeated without taking care of quality and also compared with quality simplification. APIs are created and implemented in MAYA as plug-in.

Product Type : Business Conference

Author : R. Rama Kishore1, Prof. Yogesh Singh2, Prof B.V.R.Reddy3, 1Assis

PDF 9p

Languages : English

Game Programmers with Secure Coding

Company Description : The purpose of this paper is to introduce software security for online games at two levels: first at the programming level and second at the web service level. Increasingly game developers are providing their games online, employing web services; however, security threats evolve with the use of web services in such applications which is a great challenge for game developers. The roadblock to providing secure game applications is the lack of understanding of secure coding concepts by game programmers. In this paper we propose the 5W1H re-documentation technique and the use of the Scrum agile software development methodology in a reengineering process to educate game programmers concerning secure coding concepts. The authors first prove how insecure coding can affect the gaming industry by introducing an example of an insecure game login application. Then the same login application is re-documented and reengineered with secure coding concepts. The reengineered application is then tested for security threats.

Product Type : Business Conference

Author : Rinkesh Nagmoti & Sam Chung from Computing & Software Systems, I

PDF 7p

Languages : English

Application of Mesh Morphing Techniques in Modelling 3D Objects

Company Description : Morphing, or metamorphosis, is widely applied in the fields of computer games and entertainment in order to achieve drastic special effects by the application of producing a sequence of animated motion transforming objects from one to another gradually. Because of its capability in manipulation of shapes, morphing technique has also been employed in modelling of geometric objects, especially in three dimensions (3D). To morph and visualise a 3D object, a cloud of points have to be connected into meshes in an effort to achieve a realistic view, which however also poses a substantial challenge. On the other hand, another difficulty to circumvent is to define a path for morphing interpolation, which varies with the characteristics of an object to model. In this study, mesh morphing techniques have been investigated in the hope to model the process of brain tumours growth and shrinking. To do this, two volumes of a tumour from MR images, acquired prior to and after key-hole surgery of tumour removal respectively, are segmented first using levelset deformable models. Then these two shapes are morphed into a middle object, a sphere, in order to find corresponding points, which is followed by the approach of Marching Cubes to form the meshes/surfaces of these objects. To define a path for interpolation, the model of physical balloons is created first by the application of two webcams that are employed to monitor the deflating process of the balloons when the air is let out gradually, facilitating the route allowing the interpolation of morphing path. Preliminary results show a reasonable match between balloons and tumours and morphing techniques are well suited to model the procedure of tumour deflation through a key-hole surgery, leading to the bespoke real-time visualization of object deformations.

Product Type : Business Conference

Author : Xiaohong Gao & Mustafa Hassan, School of Engineering and Informa

PDF 5p

Languages : English

The Influence of Art Concepts on Visual communication in Games

Company Description : Aesthetically, games can be technically accomplished and beautifully crafted, with surreal worlds of fantasy or photorealistic recreations of people and places. There are already a number of video games that have taken influence from art movements, utilising it to reflect the atmosphere and narrative of the game. This paper explores the concept of video games as art and discusses to what extent existing video games have taken influence from art movements and the advantages of this. It also investigates the extent to which art concepts can influence their visual communication. Specifically, we utilise contemporary art as a means for creating recognisable game assets that will portray a sense of time, place or identity to the player; and discuss its impacts on the game design and creation. We demonstrate findings by conceptualising and producing game quality assets that incorporate the idea of taking influence from art movements/artists, and discuss how this can aid a game by generating a cohesive style, and by inspiring new methods of gameplay. We discovered that by utilizing contemporary art movements, game assets can be created which reflect a particular era further than the reality of that period of time.

Product Type : Business Conference

Author : Heather McGrath & Minhua Ma from School of Computing, University

PDF 8p

Languages : English

The Design and Implementation of a Testbed for Comparative Game AI Studies

Company Description : An essential component of realism in video games is the behavior exhibited by the non-player character (NCP) agents un the game. Most developemnt efforts employ a single artificial intelligence (AI) method to determine NCP agent behavior during gameplay. This paper describes an NCP AI tested under development which will allow for a varietyof AI methods to be compared under simulated gameplay conditions. Two squads of NCP agents are pitted against each other in a game scenario. Multiple games using the starting game AI assignements will form en epoch. The testbed allows for the testing of a variety of AI methods in three dimensions. Individual agents can be assigned different AI methods. Individual agents can use different AI methods at different times during the game. And finally, the AI used by one type of aghent can be made to differ from the AI used by another agent type. Extensive data is colected for all agent actions in all games played in an epoch. This data will form the basis of the comparative analysis.

Product Type : Business Conference

Author : Hollie Boudreaux, Center for Advanced Computer Studies, & Jim Et

PDF 6p

Languages : English

Games, Virtual Worlds and Social Networking Development Trends

Company Description : This paper looks at the key human factor drivers which influence technology trends in games, virtual worlds and Social Networking applications and draws the conclusion that these technologies are influencing the intimacy of the relationship between users and technology. It identifies a number of characteristics which consumers of these technologies are influenced by and consequently shapes the way in which technology is being shaped by market forces. It is the “Immersive Experience” applications which best reflect these trends. The key attributes are identified and explored in more detail to illustrate the impact on technology innovation which then permeates across many other “non-entertainment” applications. The characteristics so identified and explored include :- • Intelligent personalisation of the user interface and application behaviour in line with the user/player abilities and preferences • Persistence and development of user profile data within and across applications • Usability, easy to access and intuitive interfaces using haptic and ambient devices • Surprise, novelty and focus on self-directed discovery • Data visualisation to support understanding and comprehension • Challenges and rewards to motivate and develop capability • Personal expression and creativity An analysis of these key characteristics illustrates that we are demanding a more personal and intimate relationship with technology, not just in games, virtual worlds and social networks, but across many other aspects of our lives. The paper will illustrate this permeation of technology drivers and how they influence the development and delivery of new products and services which provide continually evolving competitive edge. It will describe some of the possible application areas where these trends might have an impact, including smart building applications which go beyond tools to manage energy and ambient and intelligent edutainment outside the home, including such areas as in-flight entertainment systems of the future.

Product Type : Business Conference

Author : David Wortley, Serious Games Institute, Cheetah Road, Coventry C

PDF 3p

Languages : English

A Multi-Layered Flocking System for Crowd Simulation

Company Description : The field of crowd simulation attempts to model crowd movement of both people and animals. Typical research in this field aims to develop systems which model the interaction between multiple instances of the same type of character. This paper examines two aspects of crowd simulation which are often not considered, the movement of crowds containing characters of vastly different sizes and the ability to allow characters to move underneath other characters when there is sufficient space to do so. To include these traits in a crowd simulation model a new system is proposed: the multi-layered flocking system. This system has a basis in the original Reynolds flocking model but further divides the simulation space using a series of layers. Characters in the simulation are represented using one or more navigation objects which lie upon the layers in the system. These navigation objects represent parts of the character as it moves throughout the simulation and can be either dynamic or static. Different combinations of navigation objects allow for the representation of characters of varied shapes and sizes as well as different movement styles, all of which are able to navigate using the same system. By creating a crowd which contains different character representations a more interesting overall motion can be obtained.

Product Type : Business Conference

Author : Simon van den Hurk & Ian Watson from University of Auckland, Com

PDF 8p

Languages : English

Multicast Delivery of IPTV Over the Internet

Company Description : Television represents one of the great advancements in information delivery. Traditionally, television service has been delivered using dedicated communication methods such as terrestrial and satellite based wireless transmissions and fixed cable based transmissions. Some of these delivery mechanisms have advanced and now provide services including voice and Internet access. Another communication method, traditional telephone service, has greatly improved and expanded to deliver services such as television and Internet access. This convergence of service provides cost savings, allowing providers to utilize existing communication networks to deliver additional services to its customers, often at minimal or zero infrastructure cost. One disadvantage of this method is customer reach is still limited to those with access to dedicated service provider networks. The ability to disengage television service from these dedicated networks and move it to a more ubiquitous network would greatly improve the customer reach of the providers. The most obvious network choice for a delivery medium is the Internet. Given that television delivery mechanisms have already started the progression towards IPTV, the service is a natural fit. One issue hindering this transition is bandwidth availability. In private delivery networks, the issue of bandwidth availability for IPTV is often combated through the use of IP Multicasting. Considering the Internet is already believed to be bandwidth constrained, the use of multicasting could be deemed a requirement. The following paper will explore current issues with deploying IPTV over the Internet, the use of multicast to combat some of these problems, and the inherent challenges of pushing multicast based IPTV services over the Internet.

Product Type : Business Conference

Author : Dane L. Jackson, Purdue Research Foundation & Raymond A. Hansen

PDF 5p

Languages : English

Improving the Animation of Virtual Humans (VH) by Embedding Human Emotions, Moods and Person

Company Description : In this paper we present an approach to improve the animation of Virtual Humans (VH) by integrating emotional aspects. Motivation for this research is the absence of emotive body expressions in characters in most of current games. In order to achieve a realistic performance, it is important that characters show compelling expressions. Recent researchers focused on facial expressions; which are easier to synthesize because they are context independent. To avoid the complexity of the body structure, we made use of pre-created animation sequences to achieve a realistic performance. For reusing animations, we incorporate emotional information in order to extract animations that cannot in an expressive context. To create expressive body animation in Virtual Humans our approach uses motion captured sequences since the results are more realistic and credible. This proposal represents the internal state of video game characters by using a PAD-based model and the ALMA model including its pull-and-push mood change function. We conclude that the resulting model is good enough to allow the character to interact with an emotional load. This approach is also successful in improving the consistency of the characters' mood based on their personality.

Product Type : Business Conference

Author : Mohamed A. Zaidan, Assistant Professor, Graphic Design Departmen

PDF 6p

Languages : English

GPU-Based multi-view rendering

Company Description : Stereoscopic images in computer graphics applications often require two rendering passes reducing by half the frame rate. In this situation, the conversion from standard to stereoscopic images may involve some difficulties to maintain real time rendering if the geometry is made of thousands triangles. Since few years, auto-stereoscopic displays have become more and more popular because of their multi-user capability and because they do not require any specific glasses. However, they usually require five or more input views that can be difficult to generate in real time. In this paper, we present a single pass algorithm using GPU that speeds-up the rendering of stereoscopic and multi-view images. The geometry is duplicated using a shader program that reduces the data transfer between the main memory and the graphic card. It also brings together the computation of some vertices's properties that are similar from one view to another.

Product Type : Business Conference

Author : François de Sorbier & Hideo Saito from Graduate School of Scienc

PDF 7p

Languages : English

“Games are fun and aren’t just for boys” An Assessment of Female Game Players use and playin...

Company Description : Video games have asserted themselves as a prevalent part of society; however video games are still often seen as ‘boys toys’. However, popular culture is becoming accepting that video games are played by females, with ‘all female’ video games teams such as the ‘Frag Dolls’ winning many international competitions [4]. The gender issue in video games is not a new topic, with texts such as ‘From Barbie to Mortal Combat’ edited by Cassell and Jenkins being publishing in 1998. However, the question of ‘do females actually play video games’ is still apparent, and with the rapid changes in technological development in gaming (with the introduction of consoles such as the Nintendo Wii) the subject of females game playing habits is in need of constant dialogue. This paper explores the results from a survey of 33 Australian females who play video games and looks at the game playing habits and choices made when they play video games. In addition, this study will attempt to address what components of video games make females want to play. It is hoped that the results can enlighten our knowledge of why females play video games, and hopefully assert the need for video games as an important pastime for females and not just ‘for the boys’.

Product Type : Business Conference

Author : Sophie Nichol & Elicia Lanham & Greg Bowtell from Deakin Univers

PDF 6p

Languages : English

Generating Conversation Dialogues for Chatbots Using Website

Company Description : Chatbots have been used to provide a different way of services on many websites since it can help smoothing the human-computer interaction aspect of any automated service at low cost. However, a lot of time and effort are required to prepare conversation. A botmaster has to prepare masses of expected questions and answers generally by himself. This is also true for a computer game dialogue preparation. This paper presents the design and implementation of a chatbot system that allows conversation about a particular topic to be constructed from existing pool of knowledge. Using Semi-CRF, we identify the role of each word in each sentence within the knowledge pool. With the role of each sub-sentence, patterns for questions and answers can be automatically generated. Our system was tested with 5 websites as knowledge pools. Our result shows that useful dialogues can be generated, saving time for conversation designers.

Product Type : Business Conference

Author : Chuthamanee Tangkathach & Vishnu Kotrajaras from Department of C

PDF 5p

Languages : English

Re-Constructing History in World of Temasek

Company Description : World of Temasek (WoT) is a virtual world/role-playing experience of distant 14th century Singapore. Produced by Magma Studios in partnership with the National Heritage Board (NHB), and drawing on the knowledge of the leading subject matter experts, WoT will meticulously recreate Singapore’s colourful historical fabric replete with a city wall and moat surrounding its palaces and temples. As the development team strives for historical accuracy they are also making sure WoT is much more than just an academic 3D graphical reconstruction. WoT will be the first educational virtual world that thoroughly appeals to the online gaming generation by borrowing features from the most popular Massive Multiplayer Online Games (MMOGs) and repurposing them for an educational, constructivist learning context. Although the purpose of the world is to entertain and educate the general populace, WoT is also being developed with the pedagogical needs and tools required by Singapore’s educational system.

Product Type : Business Conference

Author : Steven Wu Wan Pok, National Heritage Board, 61 Stamford Road, #0

PDF 7p

Languages : English

Collaborative educational game for Thai primary school students

Company Description : English language and Thinking Skill which consists of Mathematics and Sciences for life are mandatory subjects for Thai students to finish their primary school studies. Regarding the unsatisfied result of the annual assessment, there are many students fail those subjects every year. This paper thus proposes the model of educational computer game to enhance learning of English language, Mathematics and Sciences subjects. The proposed model employs the concept of collaborative learning integrated into the game to promote the better understanding of contents and the familiarization of team work experience, while the players are still filled with the joy and the challenge. The proposed model is designed as a multi-player online game. All players compete among each other to be a leader and conduct the game along with the help from team members to achieve the goal. The developed game is evaluated with 2 aspects including the learning efficiency and the satisfaction of students. The empirical study is conducted with 15 groups of Thai primary school students in Chaing Rai province, Thailand. Each group has 5 members who do not know each other before. The empirical study shows that the students can enhance their learning efficiency and it is also satisfied significantly by those students.

Product Type : Business Conference

Author : Natticha Gasonpan & Punnarumol Temdee from School of Information

PDF 5p

Languages : English

Towards Teaching Secondary School Physics in an Immersive 3D Game Environment

Company Description : Laboratory exercises are an important part of a secondary school physics class making an important contribution to their learning. Virtual laboratories have the advantage of allowing experiments that might be too dangerous or too costly in the real world. We present Gary’s Lab, an experimental immersive 3D laboratory environment using computer game technology. Our system allows students considerable freedom in constructing apparatus, and running qualitative and quantitative experiments using that apparatus. We argue that the process of constructing experiments in interesting contexts might be expected to help students engage with their lessons, by focusing their attention on the apparatus and the methods of measurement used.

Product Type : Business Conference

Author : Bill Rogers, Dacre Denny, Jonathan Stichbury from The University

PDF 8p

Languages : English

Player Classification Using a Meta-Clustering Approach

Company Description : Player classification has recently become a key aspect of game design in areas such as adaptive game systems, player behaviour prediction, player tutoring and non-player character design. Past research has focused on the design of hierarchical, preferencebased and probabilistic models aimed at modelling players' behaviour. We propose a meta-classification approach that breaks the clustering of gameplay mixed data into three levels of analysis. The first level uses dimensionality reduction and partitional clustering of aggregate game data in an action/skillbased classification. The second level applies similarity-based clustering of action sequences to group players according to their preferences. For this we propose a new approach which uses Rubner’s Earth Mover’s Distance (EMD) as a similarity metric to compare histograms of players’ game world explorations. The third level applies a combination of social network analysis metrics, such as shortest path length, to social data to find clusters in the players' social network. We test our approach in a gameplay dataset from a freely available first-person social hunting game.

Product Type : Business Conference

Author : Daniel Ramirez-Cano, Simon Colton, Robin Baumgarten from Departm

PDF 8p

Languages : English

Networked Games based on Web Services

Company Description : On one hand, web services have demonstrated their important roles in the field of computing. On the other, networked games need server support, which is usually based on socket programming. For example, in a twoplayer take-turn game using TCP protocol, a server communicates and coordinates the two game GUIs utilized by the two players. This gives rise to one important research question, “Can the server take the advantages of web services in order to replace the sockets while supporting networked games?” This article describes some technical aspects for accomplishing this goal.

Product Type : Business Conference

Author : Chong-wei Xu and Hongwei Lei, Computer Science and Information S

PDF 8p

Languages : English

JuryAPI: Secure Client-Side-Only Multiplayer Gaming API

Company Description : Multiplayer gaming platforms (such as Come2Play, Skype, Nonoba, Oberon) offer game developers an API to develop new games. Having a secure API is critical to prevent hackers from unlawfully winning a game. Until today, to have a secure API, a developer had to write a server-side extension that determines the game outcome. However, a server-side extension is cumbersome to write (because you have to master two programming languages: for the client- and serverside), error-prone, hard to debug, and risky for the gaming platform that runs 3rd party code on its servers. This paper presents the first Secure client-side-only API (for short JuryAPI ), i.e., the API is secure (the game outcome cannot be changed by hackers) and the API uses only client-side code (without any server-side extensions). JuryAPI mimics real-life games in which each player verifies that other players follow the game rules. In case of disagreement among the players, the server convenes a jury that finds the hacker. Using JuryAPI, one can develop secure multiplayer games using only client-side code, without using any server-side extensions. JuryAPI is an open-source standard developed by the multiplayer gaming company Come2Play, with an open-source flash emulator1. Come2Play freely hosts 3rd party flash games and shares the revenues with the game developers.

Product Type : Business Conference

Author : Yoav Zibin, Come2Play

PDF 8p

Languages : English

Fully-Adaptive bots for First-Person Shooter Games

Company Description : This paper extends current work in machine learning approaches to game AI by showing how continuous learning methods and reinforcement learning can be used to create bot intelligence that continually learns and adapts through game play experience. We begin by outlining a framework for learning static control models for tanks within the game BZFlag, then extend that framework using continuous learning techniques that allow computer controlled tanks to adapt to the game style of other players, extending overall playability by thwarting ttempts to infer the underlying AI. We also show how reinforcement learning can be used to create bots that learn how to play based solely through trial and error, providing game engineers with a practical means to produce large numbers of bots, each with individual intelligences and unique behaviours, all from a single initial AI model.

Product Type : Business Conference

Author : Jonathan Miles & Tony C. Smith from Department of Computer Scien

PDF 6p

Languages : English

Customisation and Preferences in Adaptive Game-based Learning

Company Description : Recent research in game-based learning has identified adaptivity as an area that requires further attention. Adaptivity is required in game-based learning simply because each person has a different way of learning in different learning environments – one size does not fit all [9][19]. In other words, adaptivity in gamebased learning should be personalised to the way an individual learns. Thus, the learning may be related and influenced by the player’s preferences and customisation of elements within the learning environment. Modern commercial games allow the players to customise and choose a number of game elements based on their preferences; for example: design of their own avatar, colour and style of navigation. One particular example is The Sims. At a basic level The Sims allows players to choose their preferences (for example, the type of music to be played during the gameplay) and customisation that allows the players to design their own avatar in more detail compared to other games that provides similar feature (for example, the player can customise details such as eyes shape to clothes preferences). Furthermore, The Sims (particularly The Sims 3) allows the players to choose personality traits of their game character. These personality traits will influence the character’s behaviour when interacting with various elements of the game, such as items and NPCs. This paper discusses the results of a survey conducted through Internet forums to investigate the player’s real-life preferences in comparison with in-game preferences, particularly when selecting personality traits in The Sims 3, including factors that influenced their decision. The result gives preliminary indications about relationship between motivation and customisation / preferences and also indicates the significance of adaptivity in game-based learning. The discussion also consists of how adaptivity in game-based learning can be influenced by and implemented through preferences and customisation. This paper aims to give some insights into aspects required and to be considered in adaptive game-based learning.

Product Type : Business Conference

Author : Mario Soflano & Thomas Connolly from University of the West of S

PDF 5p

Languages : English

Overcoming Tracking Points Limitation for Human Motion Detection with The Wii Camera

Company Description : An input device for video games has always been limited to a joypad until the introduction of Nintendo Wii, which allows motion control. However, most games still require players to hold a controller in their hands in order to detect their motions in three dimensions. For controller-less motion detection, there were attempts to detect human motion in three dimensions using wireless cameras installed inside the Wii controllers to detect infrared tracking points. The Wii cameras have a very high response time. However, the number of points detectable by each camera is limited to four. Utilizing more than four tracking points therefore becomes a problem. This paper presents a low cost implementation of a human motion sensing system based on the Wii camera, with no limitations on the number of tracking points. We use a microcontroller board to generate a sequence of signals that identify tracking points. The synchronization allows the system to track many targets at once. Utilizing known relative distances between points and Kalman filter, the system can capture human movement and control a game character without additional hardware.

Product Type : Business Conference

Author : Pongsthorn Prasertamporn & Vishnu Kotrajaras from Department of

PDF 6p

Languages : English

Perception Enhanced Virtual Environment for Maritime Applications

Company Description : This paper presents the development of a real-time perception enhanced virtual environment for maritime applications which simulates six degrees of freedom ship motions pitch, heave, roll, surge, sway, and yaw. In this virtual environment perception is enhanced by developing tiled panoramic visualization system which covers 3000 angle of view and it simulates naval vessels, moving or fixed targets, and cultural objects, scenes of navigation areas, various environmental effects and conditions. This system can be used for both entertainment and educational applications bsuch as consol level computer games, teaching and learning applications and various virtual reality applications. Especially we can use this frame work for create immersive multi user environments.

Product Type : Business Conference

Author : Damitha Sandaruwan & Nihal Kodikara & Chamath Keppitiyagama & Re

PDF 6p

Languages : English

A design of optimization architecture and game physics engine for mobile 3D simultaion game

Company Description : This paper presents thephysics engine and optimization architecture for z mobile 3D simulation program. A mobile 3D simulation program is a software system that can be used to produce realistic physical effects in real time and interaction virtual reality environment. The module from simulatuion program where it created with the mobil physical engine extracrts an attribute with optimization architecture. The results of an analysis of its ability to automatically select proper optimization environment physics effects in a mobile game environment is also presented, along with a method for maximizing the excitement in a gaùe with a minimm amount of calculation. A technique is proposed for optimized embodying the user’s expertise, and then evaluated by experiments with mobil 3D simulation game program. This study showed that the design of optimization architecture and physics engine for 3D mobil simulation game should support an automatic reduction crash impact mode controlled by the optimizing simulation environment, collision detection model, and deceleration function system by impacted coeficient calculation by laws of physics.

Product Type : Business Conference

Author : Taehyun Kim & Dongkyoo Shin, Dongil Shin from Sejong University

PDF 4p

Languages : English

Smart learning objects for ubiquitous learning environment

Company Description : Ubiquitous Learning has been widely introduced nowadays. It employs the advanced Information Communication Technology to provide the seamless learning system for life-long learning. Learning Object (LO) plays the important role in Ubiquitous Learning Environment (ULE) as the content repository for the students. For ULE, the unconscious and satisfied individual learning pace is the important requirement for the students. Therefore, LOs are generally designed to serve this requirement. This paper proposes smart LOs to provide the unconscious and satisfied individual learning pace to the students in ULE. More specifically, the proposed LOs can provide the unconscious content changing and the suitable content to the students’ performances and preferences. The proposed LOs are connected with ontology-based method to provide the related contents for serving the unconscious changing of the content. At the same time, these LOs can interact intellectually among each other for providing the suitable learning pace to the students. Finally, the content connectivity, the performance and the preference of the students are used by the current LO for selecting new LO for the students regarding to the constructed decision rules. The developed smart LOs are tested with 40 students from Mae Fah Luang University enrolling the Introduction to Artificial Intelligence subject. The result shows that the students are significantly satisfied their individual learning paces. Moreover, the students can significantly achieve higher learning efficiencies by learning with the developed LOs.

Product Type : Business Conference

Author : Wanee Tipaksorn & Punnarumol Temdee, School of Information Techn

PDF 4p

Languages : English

Capturing Player Experience with Post-Game Commentaries

Company Description : Player experience is at the heart of good game design, but designers typically have limited experience data to work with. Detailed and fine-grained accounts of gaming experience would be of great value to designers and researchers alike, but recording such data is a significant challenge. We describe an approach based on post-game player commentaries, retrospective verbal reports cued by video of the gaming session and a word list. A pilot study was carried out to capture player experience of a tutorial level for a third person shooter game. We show how the technique can be used to provide useful game design feedback.

Product Type : Business Conference

Author : Jeremy Gow & Simon Colton & Robin Baumgarten from 1mperial Colle

PDF 8p

Languages : English

Personalized Agent with a Visual Cue for Personality

Company Description : Characterizing and understanding the human shape variation are essential for providing visual cues of individual characteristics to increase the affective interpersonal connection in an integral part of a virtual agent environment. In this paper, we propose to use a model of hierarchal parameters to facilitate animated agent construction: personality, cartoon character and somatotype parameters. The personality and emotion expressiveness of the generated virtual agents were verified through experiments in our previous work. In this paper we further report the results of our attempt to verify how the somatotype parameters are mapped into cartoon character types and the personality. A personality-based model of a virtual agent is developed to match each participant’s profile in the form of a reciprocal agent. The model enables an agent to present his/her characteristics internally and externally. The results reveal that the participants can successfully distinguish the agent's personality and emotions based on the manipulation of personality parameters for neutral motion.

Product Type : Business Conference

Author : Wen-Poh Su, School of Information and Communication Technology,

PDF 8p

Languages : English

Mining Human Shape Perception with Role Playing Games

Company Description : ‘Games with a purpose’ is a paradigm where games are designed to computationally capture the essence of the underlying collective human conscience or commonsense that plays a major role in decision-making. This human computing method ensures spontaneous participation of players who, as a byproduct of playing, provide useful data that is impossible to generate computationally and extremely difficult to collect through extensive surveys. In this paper we describe a game that allows us to collect data on human perception of character body shapes. The paper describes the experimental setup, related game design constraints, art creation, and data analysis. In our interactive roleplaying detective game titled Villain Ville, players are asked to characterize different versions of full-body color portraits of three villain characters. They are later supposed to correctly match their character-trait ratings to a set of characters represented only with outlines of primitive vector shapes. By transferring human intelligence tasks into core game-play mechanics, we have successfully managed to collect motivated data. Preliminary analysis on game data generated by 50 secondary school students shows a convergence to some common perception associations between role, physicality and personality. We hope to harness this game to discover perception for a wide variety of body-shapes to build up an intelligent shape-trait-role model, with application in tutored drawing, procedural character geometry creation and intelligent retrieval.

Product Type : Business Conference

Author : Golam Ashraf & Yong Peng Why & Md. Tanvirul Islam, National Univ

PDF 6p

Languages : English

CoDePA Studio: Adding Explicit Support for Behavior Variants in Authoring Games

Company Description : The development of computer games is both complex and technically challenging, especially when it comes to designing complex behavior for computer games. Current development tools do not provide any high-level design facilities for behavior and require the designer to manually program the behavior. Therefore, the CoDePA approach was introduced to facilitate the authoring of behavior in computer games (and other interactive 3D applications). This approach uses conceptual modeling techniques to elevate the specification of behavior to a higher level. Code generation from the conceptual specifications is supported. Furthermore, Generative Design Patterns are used to allow reusing existing solutions. In this paper, we explain how the approach has been extended with techniques from the domain of Software Variability, i.e. feature models and configuration models, to support the specification and generation of different flavors of a behavior. In this way, we effectively support a common way of working in game development where one often uses similar behavior scripts except for some variations. By providing support for this at a conceptual level, we make this practice explicit and elevate it to a higher level such that it can be better controlled and exploited. The paper also introduces the design tool developed to support the approach. Using a game engine to integrate experimental, fiel, and simulation data for science education: You are scientist! Jean-Yves hervé & Brian Mullen & Tomas Francisco & Christopher T.S. Allen & Charles Morace & Ivan Otterness from University of Rhode Island, USA. The purpose of this project is to use game engine to integrate geo-referenced resea ch data, wether experimental or simulated, to present it in an active, interactive from the user. The data being geo-referenced means that every simulated temperature chart is attached to a specific point on a mùap or body. These data may even be time-referenced, so that different data sets that may be available at the same location for different times of the day or seasons of the year. Target users for such interactive applications are high-school and college students who can then condusct their own “experiments” or “explorations” as a way to get exposed to the problems and methodologies of science and research. We use two examples of projects to illustrate the approach.

Product Type : Business Conference

Author : Bram Pellens & Olga De Troyer & Frederic Kleinermann from Vrije

PDF 8p

Languages : English

Casual gaming as a means to raise awareness of vectorborne disease risks

Company Description : Vector-borne diseases cause hundreds of thousands of people around the world to suffer debilitating illnesses each year; illnesses such as Lyme Disease, Babesiosis, tick borne encephalitis, Crimean-Congo Hemorrhagic Fever, and Rocky Mountain spotted fever. The spread of these diseases is caused by human-biting ticks. However, in virtually every case there is a preventive strategy to stop ticks from attaching to humans and therefore preventing infection. Lack of knowledge of these prevention strategies, and awareness of ticks-diseases infection risks contribute to a steady increase in infection rates. In the recent years, there has been a growing popularity in casual gaming and interactive media in society, especially among women aged 35+ and younger children around the age of 13. Coincidentally, this demographic also represents a significant portion of the population at most at risk of tickborne disease infection. We intend to capitalize on this demographic coincidence, creating casual games and applications that will reach this audience to develop better tickborne disease awareness and make prevention fun, easy, and popular. In this paper we present several educational casual games and multimedia applications we have developed using the game engine Unity3D, Flash, and other web technologies. We also discuss our overall strategy of using New Media as a tool to educate the general public by offering educational content on different platforms and devices, from the Web to the iPhone.

Product Type : Business Conference

Author : Tomás Francisco Yago Vicente, URI 3D Group for Interactive Visua

PDF 11p

Languages : English

The Use of Interactive Simulations to Affect Driving Behaviour

Company Description : Many studies have shown that no matter what is done to try to get drivers to improve their driving behaviour there will always be some who would not see the benefit of modifying their behaviour. This paper reports on work in progress using a specially built simulator to convince drivers of the benefit of having good driving behaviour. The system uses Interactive Simulations in a Virtual Reality environment to immerse drivers in various road situations.

Product Type : Business Conference

Author : Shri Rai & KevinWong, School of Information Technology, Murdoch

PDF 7p

Languages : English

Dr. Chestr: Computerized Host Encouraging Students to Review

Company Description : The popularity of game shows is strongly influenced by the unique personalities of their hosts. These personalities veritably become the trademarks of their respective shows. In the current development of virtual humans, unique personalities are not a primary objective. Dr. Chestr is an interactive virtual game show host that exhibits a personality designed to increase user engagement. This iteration of the Dr. Chestr show presents user with questions about the C++ programming language and allows the user to communicate with him using the most natural form of interaction, speech. This paper describes the design and implementation of the personality-infused Dr. Chestr virtual human and his game show environment.

Product Type : Business Conference

Author : Dale-Marie Wilson,PhD & Raghavi Sakpal, The University of North

PDF 4p

Languages : English

Creating social, physical, and authoring games

Company Description : Computer games have become increasingly cooperative social activities that are often being played with several collocated gamers, frequently in front of spectators who react and participate in the gameplay experience. Physical controllers are enriching the gaming interface by allowing players to use their bodies to control the game. We highlight another gameplay theme: in-game authorship of content, the ability to create new expressive content as part of the gameplay. We propose a new design framework for cooperative games that encompasses these three themes: social engagement between players, expressive physical interaction within the game environment, and in-game creation and authoring of sharable content. These elements may be combined in various ways, and we propose prototypes for three games based on these themes: a comic strip game, a movie karaoke game, and a virtual competition game.

Product Type : Business Conference

Author : Paul Lapides & Ehud Sharlin & Mario Costa Sousa from University

PDF 8p

Languages : English

An Artificial Intelligence Player for the Game of Inverse Chess

Company Description : This paper describes the rule base and a computer player architecture for a new 2-player combinatorial game related to chess, called the Game of Inverse Chess (IChess). This game can be summarized as playing chess backwards in time, from any end board state to the initial state, in a competitive fashion, with players alternating turns. The first player to achieve the starting configuration (or other predetermined winning configuration) is the winner. The moves in IChess are generally the moves in chess played backwards (e.g. bringing in a piece into the board (spawning) instead of killing, king giving an inverse check …). There are a couple of exceptions – pawns can be brought in and also removed. The game is quite enjoyable, with about 70% of a few hundred college students liking it in trials. It is also computationally very challenging, from multiple viewpoints – game theoretic, graph theoretic, etc. The state space of IChess is larger than that of Chess, since there are non-chess positions reachable in IChess. As such sophisticated AI based approaches are needed to develop a competent computer player. Our AI player uses (pruned) min-max search, plus heuristics which try to emulate the logic of a human player. The min-max search is based on a board evaluation metric (BEM), which is a non-linear function of board state features. The BEM itself can be improved using learning techniques. Our AI player is capable of beating a beginner level human opponent when run on a contemporary laptop (3GHz, 512 MB RAM unoptimized). We expect to be able to present results from a player which is capable of beating about 90% of human opponents by the time of the conference.

Product Type : Business Conference

Author : Deepak Karunakaran, Aditya Ramana Rachakonda, Rohit Pandey, Sama

PDF 4p

Languages : English

Using Java and Open GL demonstrations to illustrate mathematical results in a Games Programm...

Company Description : This paper discusses how one may complement topics delivered in a mathematics lecture relevant to Games Programming using Java Graphics programs and programs written in Open GL. The topics discussed were: rocket flight including both the single and the two stage rocket, projectile motion and the Separating Axis Theorem due to Minkowski which was used to determine whether two convex polyhedral which do not overlap collide. After each derivation of a mathematical topic an appropriate graphics illustration was demonstrated using a Java graphics program or Open GL. The graphical demonstrations were further complimented with additional mathematical descriptions, often concerned with the parameters in the derivations and on how altering them would produce different effects which were shown visually. These programs were made available to the students after seeing each mathematical proof, as it was felt that the students should comprehend the mathematics before being allowed to manipulate the variables in the programs. This also allowed the students to immediately visualise the equations demonstrated in the lectures. Screenshots of these programs are included in this paper. The topics were discussed during an undergraduate course delivered at the University of Westminster. Student’s appreciation of the methods is ascertained by using a student centered survey, the results of which are included for completeness.

Product Type : Business Conference

Author : V.Pavlika1, D.Demetrius2. 1. University of Westminster, School o

PDF 13p

Languages : English

Legal rights to items in the virtual space – avatars and other creatures

Company Description : MMORPGs1 raise a number of interesting legal and regulatory issues.2 Virtual worlds allow its users to inhabit and interact, and these are inhabited by characters known as avatars. Most of what we do in real life is simulated, in varying qualities of detail, in the virtual space. Advances in technology have led to the virtual space3 being occupied by hundreds of millions of people all over the world.4 However, the legal status of items in the virtual space remains a matter of some confusion, the controversy being when real world laws5 should apply as opposed to laws specific to the virtual world. This note deals with the legal status of an avatar.

Product Type : Business Conference

Author : Khaleel Namazie, Director, G R Law Corporation, 81 Grange Road,

PDF 5p

Languages : English

Evolutionary Methodologies in Game Environments

Company Description : This paper presents evolutionary techniques used to guide the actions of NCPs in game environments. The paper will describe the mechanics of genetic algorithms 5GA) ang genetic programming (GP) and illustrate their application with examples from tje current literature. The discrete and dynamic game environment categories are disussed and examples of each provided. In addition, approaches that combine evolutionary techniques with other artificial intelligence techniques to leverage the strenghs of both will be discussed and example applications presented.

Product Type : Business Conference

Author : Hollie Boudreaux, Center for Advanced Computer Studies, Universi

PDF 7p

Languages : English

Learning as an adventure: how online video gaming values can recreate the traditional classroom

Company Description : Online video gaming has transformed the minds of the Electronic Generation, rendering conventional classroom techniques inappropriate. Thus, educators and education scholars have been exploring and developing video games for learning. Since the Philippine public education system cannot yet afford to adopt the trend, the traditional classroom must accommodate the needs of the Electronic Generation. This study aimed to find out how values students find in online gaming can help create better learning environments. Specifically, it aimed to: 1) identify how the gamers view education and learning; 2) identify the values that emerged from gamers’ personal constructs, and 3) explain how online gaming values can help recreate the classroom. This qualitative study interviewed 10 Filipino senior high school students who were active in playing online games. They had been selected on the basis of sex, school grades, length of gaming time, clan membership, and family income. Guided by Kelly’s Personal Construct Theory, in-depth interviews employing the laddering technique were conducted to surface their views and values about online gaming. The elicited values indicated that the challenge lies not in the nature of the traditional classroom but in the students’ valuing of education. Students view learning as a chance to get a diploma, which is a stepping stone for a career. However, learning is a process. Since students simply look at the end goal, they miss out on the intricacies of learning. On the other hand, the nature of gaming is rooted in adventure. Adventures begin when adventurers embark on a quest. As they meet challenges along the way, they become stronger. As they eventually meet their goal, they realize that the journey is more important than the destination. Students identified four main values that are present in adventures, namely: self-concept, emancipation/escape, practicality, and networks. Self-concept is the most important value for the gamers. Here, the adventurer becomes the adventure itself. Quests transform into venues for knowing the “self” that are linked to worth, hard work, self-improvement and preference. An adventurer’s worth is defined by his self-worth and his worth in the community. They also value the hard work that they exert to conquer challenges. Conquering challenges require selfimprovement, i.e., the constant desire to become stronger. Finally, preference reflects what gamers want. On the other hand, emancipation allows gamers to be free. They can have a sense of control, something that is not present in real life. However, players may also use video games to escape marginalization in real life. Practicality deals with pragmatism and focuses on skillsbuilding, prioritizing and maximizing resources. They seek for real life uses of the elements found in-game. Finally, games allow players to seek new friends, or strengthen old bonds. These friendships can help create improve teamwork. Once these values are adopted from the gaming environment, students can experience a learning environment filled with adventure. Hopefully, it can aid in unlearning the diploma mentality of Filipino learners.

Product Type : Business Conference

Author : Christian Anthony T. Cangao & Pamela A. Custodio & Ma. Teresita

PDF 7p

Languages : English

Analysis of Advanced Encryption Standards

Company Description : The Advanced Encryption Standard (AES), the block cipher ratified as a standard by National Institute of Standards and Technology of the United States (NIST), was chosen using a process markedly more open and transparent than its predecessor, the aging Data Encryption Standard (DES).

Product Type : Business Conference

Author : Author1: Minal Moharir, Lecturer, Dept of ISE,& Author2: Dr. A V

PDF 12p

Languages : English

Pandemic Preparedness Training for Schools (PTS)

Company Description : Pandemic Preparedness Training for Schools (PTS) is an evidence-based flu prevention program for schools. The purpose of this project is to provide an assessment of how policies, behaviors, and the environment might affect transmission of a pandemic influenza virus within a school. Following a thorough assessment of the school, specific recommendations for improvement are provided to the user. The results of the assessment are enhanced by a game-like simulation of the spread of the virus through the participating school, providing a visual representation of how students and staff might be affected by a pandemic influenza virus. The simulation applied for this program can model the relevant geographic areas with all the relevant features (schools, hospitals, railways, airports, lakes, rivers, and business districts) to create an artificial virtual community. These virtual geographies can be customized to mimic real geographies, such as all the counties within the state of Indiana. The epidemiological model utilized consists of two components: the emergent social network based on the locality, mobility, and the interactions of the artificial agent and the epidemiology of pandemic influenza that spreads through the social network. The propagation of the disease may be affected via artificial agent isolation or artificial agent behavior. The virtual community created in the simulation will have a virtual population represented by artificial agents. An artificial agent is able to represent the activity of a human through a combination of learned variables and interactions. Related research has shown that these artificial agents and their interactions with one another create an emergent social network (Wasserman & Faust, 1994). Like living beings, each artificial agent has different interactions and experiences, and thus acts differently when faced with a situation. Computational models of artificial agents’ attributes (like age, gender, health status, location, infection susceptibility and state of well-being) and behaviors (like mobility and social networking) were created to reinforce policy and preventive health training that reduce disease spread. This preparedness exercise has many potential benefits for schools, such as knowledge to mitigate the impact of a pandemic flu, keeping students, and staff healthy, and building social capital by implementing programs directly related to the safety of the students.

Product Type : Business Conference

Author : J. Eric Dietz, Purdue Homeland Security & Julie Drifmeyer, Purdu

PDF 14p

Languages : English

Using a game engine to integrate experimental, field, and simulation data for science education

Company Description : The purpose of this project is to use a game engine to integrate geo-referenced research data, whether experimental or simulated, to present it in an active, interactive form to the user. The data being geo-referenced means that every image, video or sound file, every presume map, and every simulated temperature chart is attached to a specific point on a map or body. These data may be time-referenced, so that different data sets may be available at the same location for different times of the day or seasons of the year. Target users for such interactive applications are high-school and college students who can then conduict their own ‘experiments” or “explorations” as a way to get exposed to the problems and methodologies of science and research. We use two examples of projects to illustrate this approach.

Product Type : Business Conference

Author : Jean-Yves hervé & Brian Mullen & Tomas Fransisco & Christopher

PDF 8p

Languages : English

Organizer : Global Science & Technology Forum

GSTF provides a global intellectual platform for top notch academics and industry professionals to actively interact and share their groundbreaking research achievements. GSTF is dedicated to promoting research and development and offers an inter-disciplinary intellectual platform for leading scientists, researchers, academics and industry professionals across Asia Pacific to actively consult, network and collaborate with their counterparts across the globe.