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2011 16th International Conference on Computer Games (CGAMES)

27-30 July 2011

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Displaying Results 1 - 25 of 56
  • Towards a therapist-centered programming environment for creating rehabilitation games

    Publication Year: 2011, Page(s):240 - 247
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (182 KB) | HTML iconHTML

    Stroke is the leading cause of disability in the developed world. Motion based video games show promise in helping people with hemiparesis (or partial paralysis) due to a stroke recover motor abilities. However, commercially available games are typically only playable by a minority of people with hemiparesis. Custom games can address the needs of a broader group of people with hemiparesis, but are... View full abstract»

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  • Modular educational game system: A customizable framework for learning

    Publication Year: 2011, Page(s):248 - 253
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (372 KB) | HTML iconHTML

    There have been very popular educational games (EGs) that have been introduced over the years. Many people can fondly remember games such as Math Blaster™, Reader Rabbit™, or Carmen Sandiego™. However, despite their popularity, these games all had a limitation: their limited ability to be specifically tailored for individual teachers' lesson plans. Therefore, the goal of the p... View full abstract»

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  • Developing a driving training game on Windows mobile phone using C# and XNA

    Publication Year: 2011, Page(s):254 - 256
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (270 KB) | HTML iconHTML

    Since the release of the Windows phone [1] in 2010, the mobile phone industry has the opportunity to develop new and diverse applications on this platform. The iPhone [2] is one of the market leaders of smartphones; there are over 350,000 applications available for download. Although the Windows Phone is released much later than the iPhone, there are lots of opportunities to develop new and intere... View full abstract»

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  • Therapeutic games' difficulty adaptation: An approach based on player's ability and motivation

    Publication Year: 2011, Page(s):257 - 261
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (154 KB) | HTML iconHTML

    Therapeutic games can be considered as a promising rehabilitation tool since they provide personalized rehabilitation sessions in which training intensity and challenges can be adapted to the patient's ability, motivation and performance. In this paper, we discuss post-stroke therapeutic game design challenges and requirements that open-up a variety of adaptation issues. Our objective is to presen... View full abstract»

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  • Bee prepared: Simulating bee vision in an educational game

    Publication Year: 2011, Page(s):262 - 269
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (593 KB) | HTML iconHTML

    Much can be learned about an animal species' behavior by studying its visual system [1]. However, it is challenging to convey such a fundamentally visual concept in plain text - a format that is still commonly used in zoos, museums, and classrooms - and is unlikely to appeal to young observers, in partiuclar. Recent advances in computer graphics hardware and techniques enable us to simulate animal... View full abstract»

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  • Model of social believable NPCs for teacher training: Using Second Life

    Publication Year: 2011, Page(s):270 - 274
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (309 KB) | HTML iconHTML

    This paper explores the possibilities for believable game agents (NPCs) through the implementation of a Model Social Game Agent (MSGA). We present a high level model focusing on the conceptual framework for implementing MSGAs on a Second Life server. View full abstract»

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  • Can game-based therapies be trusted? Is game-based education effective? A systematic review of the Serious Games for health and education

    Publication Year: 2011, Page(s):275 - 282
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (731 KB) | HTML iconHTML

    This review sets out the lines of development and research currently being conducted into Serious Games which pursue some form of benefit in the field of personal health. Although video games are traditionally associated with software developments, developing them in the social and health-care field involves studying the associated hardware and paying attention to aspects related to interaction wi... View full abstract»

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  • Work in progress

    Publication Year: 2011, Page(s): 283
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    Freely Available from IEEE
  • [Front matter]

    Publication Year: 2011, Page(s):1 - 2
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  • Contents

    Publication Year: 2011, Page(s):3 - 6
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  • Embedded non-interactive CAPTCHA for Fischer Random Chess

    Publication Year: 2011, Page(s):284 - 287
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (306 KB) | HTML iconHTML

    Cheating in chess can take many forms and has existed almost as long as the game itself. The advent of computers has introduced a new form of cheating into the game. Thanks to the computational power of modern-day computers, a player can use a program to calculate thousands of moves for him or her, and determine the best possible scenario for each move and counter-move. These programs are often re... View full abstract»

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  • Immersive driving simulation for driver education and analysis

    Publication Year: 2011, Page(s):288 - 292
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (735 KB) | HTML iconHTML

    Virtual environments are abundant in society today, and are mostly presented to persons via games. These games are becoming highly immersive, and the technology driving their development can transcend entertainment and can also be used for training purposes. This can be said of driving games; graphics and real time physics modeling have been refined to such a point by these games that driving simu... View full abstract»

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  • Preface

    Publication Year: 2011, Page(s): 9
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    Freely Available from IEEE
  • Conference programme Committee

    Publication Year: 2011, Page(s):7 - 8
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  • Proceedings

    Publication Year: 2011, Page(s):10 - 11
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  • Crowd simulation in emergency aircraft evacuation using Virtual Reality

    Publication Year: 2011, Page(s):12 - 17
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (659 KB) | HTML iconHTML

    There has been considerable interest in crowd simulation and creating crowds of virtual humans that will move in a virtual environment in a believable way. This paper presents an experimental design for assessing human behavior in emergency evacuation of an aircraft among a team of players in a game set in a virtual environment. We present the sense of presence in a virtual environment as a possib... View full abstract»

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  • Artificial human face recognition via Daubechies wavelet transform and SVM

    Publication Year: 2011, Page(s):18 - 25
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (400 KB) | HTML iconHTML

    This work presents an approach for applying face recognition to non-biological entities (avatars) in virtual worlds to achieve authentication. Massively multiplayer online games involve virtual worlds which require avatar identification to avoid fraud. First, virtual worlds and avatars are briefly discussed. Next, the concepts of facial biometrics and the face recognition systems are presented. La... View full abstract»

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  • Computational intelligence

    Publication Year: 2011, Page(s): 26
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    Freely Available from IEEE
  • Genetic algorithm and Wisdom of Artificial Crowds algorithm applied to Light up

    Publication Year: 2011, Page(s):27 - 32
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (799 KB) | HTML iconHTML

    We describe an experimental approach to solving instances of an NP-Complete game, Light up, using a genetic algorithm. Subsequently we apply a new postprocessing algorithm known as the Wisdom of Artificial Crowds (WoAC) to improve the quality of achieved solutions. Experimental results are reported and directions for future research are suggested. View full abstract»

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  • Multi-agent probabilistic smart terrain

    Publication Year: 2011, Page(s):33 - 37
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (186 KB) | HTML iconHTML

    Our previous work has added probabilistic reasoning to the “smart terrain” algorithm commonly used for goal-based navigation in games, allowing targets to have a given probability of meeting a character's goals and navigating based on expected distances until goals are met. We now extend it to enable cooperative behavior by a set of characters seeking the same goal (such as a group o... View full abstract»

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  • Adaptive AI to play tower defense game

    Publication Year: 2011, Page(s):38 - 40
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (131 KB) | HTML iconHTML

    Adaptive algorithms give a way to solve a problem through successive attempts, without needing much information about a solution. The purpose of a tower defense game is to place towers that will kill enemies before they can reach the end of a fixed path. Using adaptive algorithms for a tower defense game allows the AI to not require any information about the types of towers and the layout of the p... View full abstract»

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  • In-game tactic adaptation for interactive computer games

    Publication Year: 2011, Page(s):41 - 49
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (350 KB) | HTML iconHTML

    Computer controlled characters in games typically lack the ability to adapt to situations that were not envisaged by the game artificial intelligence (AI) programmer. Consequently game characters tend to be lifeless and susceptible to repetitive and predictable behaviour. The focus of this work is to provide practical approaches to in-game learning and thus produce NPCs that are more believable an... View full abstract»

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  • Player modeling: Towards a common taxonomy

    Publication Year: 2011, Page(s):50 - 57
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (261 KB) | HTML iconHTML

    Artificial Intelligence (AI) is gradually receiving more attention as a fundamental feature to increase the immersion in digital games. Among the several AI approaches, Player Modeling is becoming an important one. The main idea is to try to understand and model the player characteristics and behaviors in order to develop a better AI. This paper presents a survey of the field, discussing the main ... View full abstract»

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  • Emerging games platforms, technologies & applications

    Publication Year: 2011, Page(s): 58
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    Freely Available from IEEE
  • Estimating time to completion: Uncertain processing times in games

    Publication Year: 2011, Page(s):59 - 62
    Cited by:  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (271 KB) | HTML iconHTML

    In this article we propose a method that enables computer programmers to generate an estimate of the time remaining in tasks that have uncertain or theoretically unpredictable processing times. The method uses the real-time mean - given the time presently elapsed and the number of task components completed thus far - in order to predict or estimate the amount of time remaining for the overall task... View full abstract»

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