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- ArticleNovember 2024
Deceptive Algorithms in Massive Multiplayer Online Role Playing Games (MMOs)
AbstractThis paper proposes using a text-based dungeon crawler adventure as a case study to explore the methods to implement deception in video games. The study proposes a framework for integrating deception into gameplay, leveraging the alignment system ...
- research-articleOctober 2024
Game Software Engineering: A Controlled Experiment Comparing Automated Content Generation Techniques
ESEM '24: Proceedings of the 18th ACM/IEEE International Symposium on Empirical Software Engineering and MeasurementPages 302–313https://doi.org/10.1145/3674805.3686690Background Video games are complex projects that involve a seamless integration of art and software during the development process to compose the final product. In the creation of a video game, software is fundamental as it governs the behavior and ...
- ArticleJune 2024
Big Movements or Small Motions: Controlling Digital Avatars with Single-Camera Motion Capture
AbstractDigital human avatars provide users with more natural interactions in virtual reality, games, and specific scenarios and enhance user immersion. This study explores the ways of controlling a digital human avatar and the effects of different ...
- ArticleJune 2024
Player-Oriented Procedural Generation: Producing Desired Game Content by Natural Language
AbstractProcedural Content Generation (PCG) plays a vital role in digital games and interactive media, using algorithms and rules to automatically generate the core elements of a game, aiming to provide a rich and unique experience for the player. This ...
- research-articleJuly 2024
The NES Video-Music Database: A Dataset of Symbolic Video Game Music Paired with Gameplay Videos
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 19, Pages 1–6https://doi.org/10.1145/3649921.3650011Neural models are one of the most popular approaches for music generation, yet there aren’t standard large datasets tailored for learning music directly from game data. To address this research gap, we introduce a novel dataset named NES-VMDB, ...
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- ArticleNovember 2023
Gameplay Audio Description: Death of Internet as a Pilot Study
AbstractAudio description (AD), an accessibility service that narrates visual elements for persons with visual disabilities, is starting to be implemented into video game trailers and cutscenes. However, its potential to improve accessibility in real-time ...
- ArticleJuly 2023
Biofeedback-Controlled Video Games for Emotional Regulation
AbstractStress and psychological distress in the workplace are behind a large number of physiological and mental concerns. As a way to face this, modern businesses have increasingly embraced active pauses and short breaks to favor relaxation and ...
- research-articleNovember 2022
Puppeteer: Exploring Intuitive Hand Gestures and Upper-Body Postures for Manipulating Human Avatar Actions
VRST '22: Proceedings of the 28th ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 13, Pages 1–11https://doi.org/10.1145/3562939.3565609Body-controlled avatars provide a more intuitive method to real-time control virtual avatars but require larger environment space and more user effort. In contrast, hand-controlled avatars give more dexterous and fewer fatigue manipulations within a ...
- posterOctober 2022
Puppeteer: Manipulating Human Avatar Actions with Intuitive Hand Gestures and Upper-Body Postures
UIST '22 Adjunct: Adjunct Proceedings of the 35th Annual ACM Symposium on User Interface Software and TechnologyArticle No.: 3, Pages 1–3https://doi.org/10.1145/3526114.3558689We present Puppeteer, an input prototype system that allows players directly control their avatars through intuitive hand gestures and upper-body postures. We selected 17 avatar actions discovered in the pilot study and conducted a gesture elicitation ...
- articleOctober 2022
Peer Influence in the Adoption of Video Games
International Journal of E-Business Research (IJEBR-IGI), Volume 18, Issue 1Pages 1–16https://doi.org/10.4018/IJEBR.309399The authors investigate how peer influence affects customers' product adoption behaviors in emerging video game platforms. Understanding peer influence is critical to motivating users' willingness to purchase and improving game publishers' marketing ...
- articleJune 2022
Promoting Social Relationships Using a Couch Cooperative Video Game: An Empirical Experiment With Unacquainted Players
- Manuel B. Garcia,
- Vanessa Mae A. Rull,
- Shirley Sean James D. Gunawardana,
- Dylan Joshua M. Bias,
- Roseanne Catherine C. Chua,
- Jairus Ezekiel C. Cruz,
- Ma.Corazon Fernando Raguro,
- Maria Rona Lobo Perez
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 14, Issue 1Pages 1–18https://doi.org/10.4018/IJGCMS.303106Social relationships are a fundamental aspect of human existence. Unsurprisingly, policymakers are incessantly devising strategies that accentuate the benefits of social relationships and diminish the risks of social isolation. The natural manifestation ...
- ArticleMay 2022
Deep Reinforcement Learning in Agents’ Training: Unity ML-Agents
Bio-inspired Systems and Applications: from Robotics to Ambient IntelligencePages 391–400https://doi.org/10.1007/978-3-031-06527-9_39AbstractVideo games are an area where Artificial Intelligence has multiple application scenarios, allowing to add improvements that can be applied to provide greater realism in the game experience, accelerate its development (even automate it) and save ...
- articleJuly 2021
INSIDE: Using a Cubic Multisensory Controller for Interaction With a Mixed Reality Environment
International Journal of Virtual and Augmented Reality (IJVAR), Volume 5, Issue 2Pages 40–56https://doi.org/10.4018/IJVAR.20210701.oa1The field of electronic games is a great experimental area that contributes to the implementation of new technologies in a variety of applications. This article explores the field of mixed reality through the use of physical computing for the ...
- research-articleMay 2020
Using Deep Learning and Steam User Data for Better Video Game Recommendations
ACMSE '20: Proceedings of the 2020 ACM Southeast ConferencePages 154–159https://doi.org/10.1145/3374135.3385283Recommendation systems have been used widely in many industries, including online retail, movies, and news media. Indeed, video game recommendation systems are one of the most important tools available to users and game distribution platforms today. A ...
- articleJanuary 2020
Empathizing With the Criminally Insane: Good Practices for Patient-Provider Communication
International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), Volume 10, Issue 1Pages 54–73https://doi.org/10.4018/IJCBPL.2020010105Arkham Asylum is home to some of popular culture's most notorious super villains. The neglect and inadequate care these villains receive mirrors a real-world context where mental illness is surrounded by stigma, misunderstanding, and poor ...
- posterOctober 2018
Flair: Towards a Therapeutic Serious Game for Social Anxiety Disorder
UbiComp '18: Proceedings of the 2018 ACM International Joint Conference and 2018 International Symposium on Pervasive and Ubiquitous Computing and Wearable ComputersPages 239–242https://doi.org/10.1145/3267305.3267558In this paper we present Flair, an interactive fiction game that is intended to serve as a psycho-educational material for the therapeutic treatment of Social Anxiety Disorder (SAD). Along with the game design approach, explanation of the inclusion of ...
- articleJanuary 2018
Learning Avatar's Locomotion Patterns Through Spatial Analysis in FPS Video Games
International Journal of Organizational and Collective Intelligence (IJOCI-IGI), Volume 8, Issue 1Pages 28–45https://doi.org/10.4018/IJOCI.2018010103This article describes how current video games offer an extreme use of media fusion. Such construction implies a novel form of complexity regarding game control and active response from game to player. All of these elements produce deeper immersion ...
- articleOctober 2016
Game Play Differences by Expertise Level in Dota 2, A Complex Multiplayer Video Game
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 8, Issue 4Pages 1–24https://doi.org/10.4018/IJGCMS.2016100101Dota 2, a complex team based video game, was used to study expertise and attentional allocation in a multiplayer online battle arena MOBA setting. Pre-and post-play survey questions and eye-tracker data were collected from 67 video game players during a ...
- articleJuly 2016
The Hierarchy of an Online Gaming Community: A Study of the Managerial Structure of Syndicate Gamers
International Journal of Virtual Communities and Social Networking (IJVCSN), Volume 8, Issue 3Pages 16–28https://doi.org/10.4018/IJVCSN.2016070102Extensive research was conducted amongst a First Person Shooter FPS online video game community called Syndicate Gamers. The research focused on their effective use of an organizational structure and managerial hierarchy; implemented and executed via ...
- articleJanuary 2016
Untangling Multimedia Effects on EFL Incidental Vocabulary Learning via Playing an Online Hidden-Object Game
International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT-IGI), Volume 6, Issue 1Pages 24–39https://doi.org/10.4018/IJCALLT.2016010102The present empirical study examined the efficacy of coupling L1 or L2 definitions with pictorial glosses on incidental vocabulary learning when L2 learners exclusively play a purposely designed hidden-object game. Elementary EFL learners n= 162 took a ...