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International Journal of
University
of Wolverhampton UK in collaboration with the European Simulation Society (EUROSIS) |
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Chief Editors Editorial
Board & Aims Previous issue: Copyright University of Wolverhampton and EUROSIS 2003 ISSN 1477-2043 The Editors, The University of Wolverhampton and EUROSIS do
not accept responsibility for errors arising from papers
appearing in IJIGS. Official
University of Wolverhampton disclaimer. |
Abstracts Video Based
Motion Capture System as Intuitive Interface Yoshiaki Akazawa1,
Yoshihiro Okada1 and
Koichi Niijima This paper proposes a video based
motion capture system using one video camera and simulates its use as an
intuitive interface for interactive 3D games. Since conventional video based
motion capture systems need many cameras and take a long time to deal with
many video images, they cannot generate motion data in real time. Therefore
they cannot be used as a real-time input device for a standard PC. To deal
with this problem, the authors have already proposed a motion capture system
using one video camera (Akazawa
et al., 2002a). It takes video images of the upper part of the body of a
person and generates upper body motion data, e.g., x, y, z position of hands,
a face rotation, etc. Since the
system employs a very simple motiontracking algorithm, so it generates such
upper body motion data in real time. This paper focuses on the tracking of
hands’ motion on the top of a desk, and proposes the use of its motion data
as 3D game input. The authors have already proposed a constructive visual 3D
software development system called IntelligentBox and shown its usefulness for development
of interactive 3D games (Okada and Tanaka, 1995, Okada and Itoh 2000). This
paper mainly describes how the video based motion capture system works as an intuitive
interface for 3D games developed using IntelligentBox. A Six Dimensional
Paradigm for Generating Emotions in Virtual Characters P. Baillie-de Byl The paper
outlines an emotionally intelligent agent design for use in computer games.
The agent is designed to provide users with a rationally unpredictable adversary
or companion in virtual environments. An overview of the agent's emotional
assessment mechanism is given followed by an assessment of the agent when
used to model a computerized pet dog. On the Effect
of Reduced Quality of Service in Multiplayer On-Line Games J. Antila and J. Lakkakorpi This paper presents some interesting measurement results on the effect of reduced Quality of Service (QoS) on multiplayer online games. We have measured this effect both in terms of packet loss and delay with three different game types: action games, real time strategy games and turn based games. Emphasis in the measurements was on examining the effect of delay and packet loss on the user-perceived quality of the game. One of our conclusions is that at least our example games seem to be far more sensitive to delay than packet loss. It seems that for some of the measured games the delay introduced by the existing or future wireless networks will be unacceptable On-Line
Coevolution for Action Games P. Demasi and A. J.
de O. Cruz Coevolutionary
algorithms (CEAs) have been widely explored in recent years. Cooperative and
competitive methods were proposed and evaluated, and many theoretical studies
have been made about them and important results have been achieved, however
few works have been published about a real-time approach to CEAs, with online
agent evolution. The goal of this work is to explore this field of
application of CEAs, proposing some methods and strategies for online
evolution in an action (real-time) game. In this game, a human player
interacts with computer-controlled agents, which begin with very naive or
random behaviour and gradually get “smarter”, resulting in improved
difficulty levels of gameplay. We present four different methods to do online
evolution of the agents: using game specific information; merging
offline-evolved data with online evolution; using online data only; and using
them together. We will, finally, present some results and a brief discussion
of the advantages and disadvantages of each one of the methods proposed,
based upon these results. Advergaming: A
New Breed of Computer Games P. Middleton & K.
Harper With the rise of computer games as a major commercial industry, advertising firms have begun to use them to promote their brands. This new medium is known as advergaming. An advergame is a computer game that contains advertising. Over a period of four months, five online computer games were developed as advergames. This was used to examine this new departure for games. Traditional games were examined to see how they could be used for branding purposes. Differences to how the game development process changes were also investigated. The viability of Java as a development language for advergames was reviewed. It was concluded that games are a viable vehicle for branding, but that advergames require focus groups to guide development. Computer games are potentially a powerful advertising medium that can be implemented with relatively modest technical skills. Java was a suitable development language but may be restricted in the future. Networking and
Multiplayer Computer Games – The Story So Far J. Smed, T.
Kaukoranta and H. Hakonen Multiplayer computer games rely on the practicability of the underlying network infrastructure. In this paper, we describe essential networking concepts and review techniques developed for reducing networking resource requirements in distributed interactive real-time applications. Also, we present a survey of the relevant literature concentrating on the scientific research done on military simulations, networked virtual environments, and multiplayer computer games. iv
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