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Games and Digital Entertainment (SBGAMES), 2009 VIII Brazilian Symposium on

Date 8-10 Oct. 2009

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Displaying Results 1 - 25 of 36
  • [Front cover]

    Publication Year: 2009 , Page(s): C1
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  • [Title page i]

    Publication Year: 2009 , Page(s): i
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  • [Title page iii]

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

    Publication Year: 2009 , Page(s): iv
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  • Table of contents

    Publication Year: 2009 , Page(s): v - vii
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  • Message from General Chairs

    Publication Year: 2009 , Page(s): vi
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  • Message from Program Chairs

    Publication Year: 2009 , Page(s): vii
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  • Program Committee

    Publication Year: 2009 , Page(s): viii
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  • list-reviewer

    Publication Year: 2009 , Page(s): ix - x
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  • Prototyping Games for Training and Education in Second Life: Time2Play and TREG

    Publication Year: 2009 , Page(s): 1 - 8
    Cited by:  Papers (4)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (657 KB) |  | HTML iconHTML  

    The purpose of this paper is to report the experience in prototyping 2 games for education and training in Second Life, Time2Play and TREG. Starting from a prototyping process, it was adapted for getting better results in the development of the games. Based on our experience, Second Life provides a sound platform for the step-by-step prototyping evolution. View full abstract»

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  • A Novel Algorithm to Verify the Solution of Geometric Puzzle Games

    Publication Year: 2009 , Page(s): 9 - 16
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (867 KB) |  | HTML iconHTML  

    In this paper, we present a novel algorithm to solve the problem of correctly verifying the solution for geometric puzzles. When compared with others, this approach covers a satisfactory amount of cases. The method comprises the use of sixteen possible relations between polygon edges, which are classified to eliminate those that are not necessarily part of the final figure. This method provides fo... View full abstract»

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  • A Fine Granularity Load Balancing Technique for MMOG Servers Using a KD-Tree to Partition the Space

    Publication Year: 2009 , Page(s): 17 - 26
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (565 KB) |  | HTML iconHTML  

    MMOGs (massively multiplayer online games) are applications that require high bandwidth connections to work properly. This demand for bandwidth is specially critical on the servers that host the game. This happens because the typical number of simultaneous participants in this kind of game varies from a few hundreds to several tens of thousands, and the server is the one responsible for mediating ... View full abstract»

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  • Automatic Sprite Shading

    Publication Year: 2009 , Page(s): 27 - 31
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (468 KB) |  | HTML iconHTML  

    Sprites have been present since the first arcade games and console generations. Despite the advances in computer graphics and the whole representation of virtual worlds on 3D environments, 2D-based games still have their market, specially on portable consoles and mobile devices. The visual quality of today's games have increased as a result of hardware improvements in processing power, memory, and... View full abstract»

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  • GPU Based Fluid Animation over Elastic Surface Models

    Publication Year: 2009 , Page(s): 32 - 43
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1937 KB) |  | HTML iconHTML  

    In this work, we focus on flow animation in elastic surfaces described by mass-spring models for computer game applications. We propose the combination of an efficient fluid model, that does not require solution of complicated equations, with a mass-spring approach to simulate the deformable surface. Firstly, we describe the fluid model for simulating the flow and its GPU implementation. The simul... View full abstract»

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  • Support Vector Machines for Cinematography Real-Time Camera Control in Storytelling Environments

    Publication Year: 2009 , Page(s): 44 - 51
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (679 KB) |  | HTML iconHTML  

    This paper proposes an intelligent cinematography director for camera control in plot-based storytelling systems. The role of the director is to select in real-time the camera shots that best fit for the scenes and present the content in an interesting and coherent manner. Director's knowledge is represented with a collection of support vector machines (SVM) trained to solve cinematography problem... View full abstract»

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  • trAIns: An Artificial Inteligence for OpenTTD

    Publication Year: 2009 , Page(s): 52 - 63
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (665 KB) |  | HTML iconHTML  

    Simulation games present several challenges for computer controlled players. As a result of this, most of the artificial intelligence algorithms developed so far, especially for construction and management simulation games, do not give satisfactory results when compared to human performance. In this paper we develop an AI to control an agent of OpenTTD, a open-source clone of Transport Tycoon Delu... View full abstract»

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  • Design and Implementation of a Flexible Hand Gesture Command Interface for Games Based on Computer Vision

    Publication Year: 2009 , Page(s): 64 - 73
    Cited by:  Papers (2)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (537 KB) |  | HTML iconHTML  

    This paper describes a command interface for games based on hand gestures defined by postures, movement and location. The large variety of gestures thus possible increases usability by allowing a better match between gesture and action. The system uses computer vision requiring no sensors or markers on the user or background. The analysis of requirements for games, the architecture and implementat... View full abstract»

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  • An Open-Source Framework for Air Guitar Games

    Publication Year: 2009 , Page(s): 74 - 82
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (6742 KB) |  | HTML iconHTML  

    This paper presents an open-source framework for developing guitar-based games using gesture interaction. The goal of this work was to develop a robust platform capable of providing seamless real time interaction, intuitive playability and coherent sound output. Each part of the proposed architecture is detailed and a case study is performed to exemplify its easiness of use. Some tests are also pe... View full abstract»

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  • A Generative Programming Approach for Game Development

    Publication Year: 2009 , Page(s): 83 - 92
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (743 KB) |  | HTML iconHTML  

    Nowadays, due to the great distance between design and implementation worlds, different skills are necessary to create a game system. To solve this problem, a lot of strategies for game development, trying to increase the abstraction level necessary for the game production, were proposed. In this way, a lot of game engines, game frameworks and others, in most cases without any compatibility or reu... View full abstract»

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  • A Serious Game for Exploring and Training in Participatory Management of National Parks for Biodiversity Conservation: Design and Experience

    Publication Year: 2009 , Page(s): 93 - 100
    Cited by:  Papers (3)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1300 KB) |  | HTML iconHTML  

    In this paper, we discuss the experience in the design, use and evaluation of a serious game about participatory management of national parks for biodiversity conservation and social inclusion. Our objective is to help various stakeholders (e.g., environmentalist NGOs, communities, tourism operators, public agencies, and so on) to collectively understand conflict dynamics for natural resources man... View full abstract»

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  • GPU Accelerated Path-Planning for Multi-agents in Virtual Environments

    Publication Year: 2009 , Page(s): 101 - 110
    Cited by:  Papers (4)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (8856 KB) |  | HTML iconHTML  

    Many games are populated by synthetic humanoid actors that act as autonomous agents. The animation of humanoids in real-time applications is yet a challenge if the problem involves attaining a precise location in a virtual world (path-planning), and moving realistically according to its own personality, intentions and mood (motion planning). In this paper we present a strategy to implement - using... View full abstract»

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  • Charack: Tool for Real-Time Generation of Pseudo-Infinite Virtual Worlds for 3D Games

    Publication Year: 2009 , Page(s): 111 - 120
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (8026 KB) |  | HTML iconHTML  

    In MMO games the player's experience is mainly influenced by the size and details of the virtual world. Technically the bigger the world is, the bigger is the time the player takes to explore all the places. This work presents a tool (named Charack) able to generate pseudo-infinite virtual worlds with different types of terrains. Using a combination of algorithms and content management methods, Ch... View full abstract»

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  • A Neighborhood Grid Data Structure for Massive 3D Crowd Simulation on GPU

    Publication Year: 2009 , Page(s): 121 - 131
    Cited by:  Papers (3)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (2900 KB) |  | HTML iconHTML  

    Simulation and visualization of emergent crowd in real-time is a computationally intensive task. This intensity mostly comes from the O(n2) complexity of the traversal algorithm, necessary for the proximity queries of all pair of entities in order to compute the relevant mutual interactions. Previous works reduced this complexity by considerably factors, using adequate data structures f... View full abstract»

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  • GpuWars: Design and Implementation of a GPGPU Game

    Publication Year: 2009 , Page(s): 132 - 140
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1000 KB) |  | HTML iconHTML  

    The GPUs (Graphics Processing Units) have evolved into extremely powerful and flexible processors, allowing its usage for processing different data. This advantage can be used in game development to optimize the game loop. Most GPGPU works deals only with some steps of the game loop, allowing to the CPU to process most of the game logic. This work differ from the traditional approach, by presentin... View full abstract»

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  • gRmobile: A Framework for Touch and Accelerometer Gesture Recognition for Mobile Games

    Publication Year: 2009 , Page(s): 141 - 150
    Cited by:  Papers (4)  |  Patents (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (634 KB) |  | HTML iconHTML  

    Mobile phone games are usually design to be able to play using the traditional number pads of the handsets. This is stressfully difficult for the user interaction and consequently for the game design. Because of that, one of the most desired features of a mobile games is the usage of few buttons as possible. Nowadays, with the evolution of the mobile phones, more types of user interaction are appe... View full abstract»

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