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2009 International IEEE Consumer Electronics Society's Games Innovations Conference

Date 25-28 Aug. 2009

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Displaying Results 1 - 25 of 40
  • [Title page]

    Publication Year: 2009, Page(s): 1
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  • [Copyright notice]

    Publication Year: 2009, Page(s): 1
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  • Program schedule for IEEE Games Innovation Conference 2009 (ICE-GIC 09)

    Publication Year: 2009, Page(s):1 - 4
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  • ICE-GIC 2009 Steering Committee

    Publication Year: 2009, Page(s):1 - 3
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  • Table of contents of papers

    Publication Year: 2009, Page(s):1 - 2
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  • A fast algorithm for simulation of flocking behavior

    Publication Year: 2009, Page(s):186 - 190
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (186 KB) | HTML iconHTML

    This paper proposes an algorithm to enhance the performance of the spatial partitioning method for flocking behavior. Even when a moving entity (boid) in a flock changes its direction and location, its k-nearest neighbors (kNN), which influence its decision for the next direction, seldom change. Using this fact, this paper improves the performance by finding kNN of boids efficiently. A method to c... View full abstract»

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  • A research proposal for a GCSE maths tutoring game using neural networks

    Publication Year: 2009, Page(s):64 - 69
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (75 KB) | HTML iconHTML

    This paper presents an application in which a feedforward neural network is trained by mathematics students to solve mathematical problems. The interface is designed as an educational computer game to help the students understand GCSE mathematics. A demonstration of the idea, using Matlab, is discussed and the results show that the idea is workable. The possibility of using evolutionary neural net... View full abstract»

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  • A secure and efficient micropayment solution for online gaming

    Publication Year: 2009, Page(s):118 - 125
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (654 KB) | HTML iconHTML

    An innovative micropayment solution is proposed which incorporates both distributed security and social networking features. This has significant potential to impact on both the provision of new services and community features in online massive multiplayer online role-playing gaming (MMORPG) worlds. Initial feasibility implementation and testing of the micropayments system on both desktop and hand... View full abstract»

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  • An audio processing library for game development in flash

    Publication Year: 2009, Page(s):201 - 209
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (293 KB) | HTML iconHTML

    In recent years, there has been sharp rise in the number of games on web-based platforms, which are ideal for rapid game development and easy deployment. In a parallel but unrelated trend, music-centric video games that incorporate well-known popular music directly into the gameplay (e.g., Guitar Hero and Rock Band) have attained widespread popularity on console platforms. The limitations of such ... View full abstract»

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  • Appearance capturing and animation techniques for realistic, true-identity gaming avatars

    Publication Year: 2009, Page(s):265 - 268
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (174 KB) | HTML iconHTML

    Making use of a class of 2D statistical face models known as active appearance models (AAMs), we investigate a technique for generating real-time animated avatars suitable for video gaming. We consider here a number of improvements of these models in order to make them more robust to varying environmental conditions, as well as to reduce the computational load such that to become adapted for real-... View full abstract»

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  • Architectural studies of games engines — The quake series

    Publication Year: 2009, Page(s):246 - 255
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (264 KB) | HTML iconHTML

    The move of commercial companies to "open-source" their products presents challenges for both the proposing company and the wider open source (OS) communities. The former has to align their source code to the OS practices, while the latter has to cope with large amounts of closely-developed code. This paper aims to present relevant data and results from the analysis performed on the Quake family o... View full abstract»

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  • AZ66 (Demo submission)

    Publication Year: 2009, Page(s):267 - 268
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (83 KB) | HTML iconHTML

    Many researches were conducted in the affective computing field, since the precursor work of Picard in the 90's. Affective computing devices are slowly appearing with some particular digital entertainment products. We present in this paper a prototype, resulting from the association of a physiological sensing device (EKG, GSR and temperature) with an original virtual reality game. View full abstract»

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  • Can mobile game development foster student interest in computer science?

    Publication Year: 2009, Page(s):92 - 100
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (358 KB) | HTML iconHTML

    Mobile culture refers to an increasingly important role that mobile communication and mobile media play in our everyday lives. Young people are often viewed as the driving force behind the innovation in mobile technology, since they comprise the majority of early adopters and most avid users of mobile gadgets and applications, especially mobile games. Many contemporary college students grew up sur... View full abstract»

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  • Compositional applications of a game engine

    Publication Year: 2009, Page(s):213 - 222
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (433 KB) | HTML iconHTML

    In this paper it is suggested that game engine technologies provide the capacity for developing existing modes of artistic presentation and dissemination within the realms of sound art and music composition/performance. The paper outlines three creative works currently under development which are predominantly preoccupied with the use of game engines for musical and/or sonic purposes. Each project... View full abstract»

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  • Concept, implementation and evaluation of an improvisation based music video game

    Publication Year: 2009, Page(s):210 - 212
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (85 KB) | HTML iconHTML

    Popular music video games are mostly examples of the rhythm game genre. They rarely respect the creative component of actually playing music. In this publication, a novel improvisation game-play element is introduced to account for the creativity. An evaluation is conducted to assess, whether improvising music as a game-play element in music games can increase the entertainment factor. Therefore, ... View full abstract»

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  • Density constraints for crowd simulation

    Publication Year: 2009, Page(s):160 - 168
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (292 KB) | HTML iconHTML

    Virtual worlds are nowadays commonly used in interactive applications, like computer games and simulations. Typically, such worlds are populated by a large number of virtual characters. On one hand, these characters have global goals with respect to the environment and thus, they must be able to plan their paths toward their desired locations. On the other hand, they should try to avoid collisions... View full abstract»

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  • Driving sound synthesis from a physics engine

    Publication Year: 2009, Page(s):1 - 9
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (233 KB) | HTML iconHTML

    This paper describes the development of a framework that allows virtual object contact sounds to be synthesised in real time from information provided by a governing physics engine at physics refresh rate. The objects can be modified during run-time by their physical or perceptual parameters and both impact and continuous contact sounds can be created. The new contributions are features designed t... View full abstract»

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  • Enhanced real-time face models from stereo imaging for gaming applications

    Publication Year: 2009, Page(s):17 - 24
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1000 KB) | HTML iconHTML

    Techniques for improved 2D active appearance face models are presented. When these are applied to stereoscopic image pairs we show that sufficient information on image depth is obtained to generate an approximate 3D face model. Two techniques are investigated, the first based on 2D+3D AAMs and the second using methods based on thin plate splines. The resulting 3D models can offer a practical real-... View full abstract»

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  • Exploring the use of a respiratory-computer interface for game interaction

    Publication Year: 2009, Page(s):154 - 159
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (192 KB) | HTML iconHTML

    Interaction techniques play a fundamental role in the success of video games. An example of this success is the Nintendo Wii console. Its novel interaction method based on motion-sensing technology has attracted gamers of different generations. In this paper, real-time processing of physiological signals is presented as an alternative approach for natural and intuitive communication with computer ... View full abstract»

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  • Facial expression modeling using component AAM models — Gaming applications

    Publication Year: 2009, Page(s):1 - 16
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1281 KB) | HTML iconHTML

    In this paper we provide preliminary results on a new modeling approach for improved determination of facial expressions from a low-resolution video stream. An initial proof-of-concept using an extension of an Active Appearance Model (AAM) to measure facial parameters and a set of classifiers to determine facial states are described. We also discuss the potential for applying this technique to det... View full abstract»

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  • Haptic display of 3D liquids for interactive applications

    Publication Year: 2009, Page(s):140 - 148
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (339 KB) | HTML iconHTML

    We challenge ourselves to allow a user to feel how to stir a pool of 3D fluid in a virtual environment. Fluids are objects where the shape can not be defined using conventional polygons, and the graphical rendering and haptic rendering are purely based on mathematical calculation from the Navier-Stokes equation. Through a haptic probe the user is able to introduce perturbations in a pool of simula... View full abstract»

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  • Integrating virtual worlds & virtual learning environments for online education

    Publication Year: 2009, Page(s):54 - 63
    Cited by:  Papers (14)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1563 KB) | HTML iconHTML

    In recent years there has been significant growth in the use of 3D virtual worlds for e-learning and distance education. These immersive environments offer the ability to create complex, highly interactive simulations using in-world modeling and scripting tools. Virtual learning environments' support teaching and learning in an educational context, offering the functionality to manage the presenta... View full abstract»

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  • Magnifying glass-like user interface for game control

    Publication Year: 2009, Page(s):149 - 153
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (302 KB) | HTML iconHTML

    This paper proposes a game controller with a magnifying glass-like user interface in which contents of an output screen are changed according to the movements of the controller itself. First, we begin by analyzing the portable controller's movements and discussing detection sensors. Next, we detail the output display control parameters based on the movement parameters detected as input information... View full abstract»

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  • Mobile persuasive exergaming

    Publication Year: 2009, Page(s):126 - 130
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (209 KB) | HTML iconHTML

    This paper is concerned with utilizing the persuasive methodology of exergaming applied to mobile phones to provide fun ways of encouraging increased physical exercise which is not constrained by a home console environment. In particular the research presented in this paper examines the effectiveness of such a game in terms of increasing a player's heart rate and the effects on game playability of... View full abstract»

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  • Multi-agent platform for development of educational games for children with autism

    Publication Year: 2009, Page(s):47 - 53
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (278 KB) | HTML iconHTML

    Multi-agent system of autonomous interactive blocks that can display its active state through color and light intensity has been developed. Depending on the individual rules, these autonomous blocks could express emergent behaviors which are a basis for various educational games. The multi-agent system is used for developing games for behavioral training of autistic children. This paper features t... View full abstract»

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