Fallbox: a Computer Game with Natural Interaction Through Head Tracking
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Evaluating Performance Benefits of Head Tracking in Modern Video
Evaluating Performance Benefits of Head Tracking in Modern Video Games Arun Kulshreshth Joseph J. LaViola Jr. Department of EECS Department of EECS University of Central Florida University of Central Florida 4000 Central Florida Blvd 4000 Central Florida Blvd Orlando, FL 32816, USA Orlando, FL 32816, USA [email protected] [email protected] ABSTRACT PlayStation Move, TrackIR 5) that support 3D spatial in- teraction have been implemented and made available to con- We present a study that investigates user performance ben- sumers. Head tracking is one example of an interaction tech- efits of using head tracking in modern video games. We nique, commonly used in the virtual and augmented reality explored four di↵erent carefully chosen commercial games communities [2, 7, 9], that has potential to be a useful ap- with tasks which can potentially benefit from head tracking. proach for controlling certain gaming tasks. Recent work on For each game, quantitative and qualitative measures were head tracking and video games has shown some potential taken to determine if users performed better and learned for this type of gaming interface. For example, Sko et al. faster in the experimental group (with head tracking) than [10] proposed a taxonomy of head gestures for first person in the control group (without head tracking). A game ex- shooter (FPS) games and showed that some of their tech- pertise pre-questionnaire was used to classify participants niques (peering, zooming, iron-sighting and spinning) are into casual and expert categories to analyze a possible im- useful in games. In addition, previous studies [13, 14] have pact on performance di↵erences. -
CREANDO: Tool for Creating Pervasive Games to Increase the Learning Motivation in Higher Education Students
CREANDO: Tool for creating pervasive games to increase the learning motivation in higher education students Jeferson Arango-López a,b,⁎, Carlos C. Cerón Valdivieso a, Cesar A. Collazos a, b c,d Francisco Luis Gutiérrez Vela , Fernando Moreira a University of Cauca – FIET, Street 5 N° 4-70, Popayán, Colombia b University of Granada, ETSIIT, Department of Languages and Informatics Systems, Street Periodista Daniel Saucedo Aranda, s/n, 18071 Granada, Spain c Univ Portucalense, REMIT, IJP, Rua Dr. António Bernardino Almeida 541-619, 4200-072 Porto, Portugal d IEETA, Univ Aveiro, Aveiro, Portugal A R T I C L E I N F O A B S T R A C T Keywords: The pervasive games (PG) have had a great reception in recent years. This kind of games com- bines the Pervasive game virtual world with the real world to generate extensions of reality in terms of time, space and social Narrative interaction. These extensions have involved users in experiences as varied as those exposed by Learning motivation augmented reality and the location of the player or mixed reality scenarios. In the educational context, Digital transformation games have been integrated little by little into learning processes. Speci fically, PG have shown to have a higher level of immersion in people's daily activities. Therefore, a greater impact is generated when integrating the technologies of the PG and the narrative of a story that is told through the gaming experience. In order to explore some fields, we focus the study on the narrative and geolocation applied to close spaces, it is a way of giving an enriched experience to the player through a digital transformation perspective. -
Téléprésence, Immersion Et Interactions Pour Le Reconstruction
THÈSE Pour obtenir le grade de DOCTEUR DE L’UNIVERSITÉ DE GRENOBLE Spécialité : Mathématiques et Informatique Arrêté ministériel : 7 août 2006 Présentée par Benjamin PETIT Thèse dirigée par Edmond BOYER et codirigée par Bruno RAFFIN préparée au sein des laboratoires LJK et LIG dans l’école doctorale MSTII Téléprésence, immersion et tel-00584001, version 1 - 7 Apr 2011 tel-00584001, version 1 - 7 interaction pour la reconstruction 3D temps-réel Thèse soutenue publiquement le 21 Février 2011 devant le jury composé de : Mme. Indira, THOUVENIN Enseignant chercheur à l’Université de Technologie de Compiègne, Président Mr. Bruno, ARNALDI Professeur à l’INSA Rennes, Rapporteur Mme. Saida, BOUAKAZ Professeur à l’Université Claude Bernard Lyon 1, Rapporteur Mr. Edmond, BOYER Directeur de recherche à l’INRIA Grenoble, Membre Mr. Bruno, RAFFIN Chargé de recherche à l’INRIA Grenoble, Membre tel-00584001, version 1 - 7 Apr 2011 Remerciements Je voudrais commencer par remercier Edmond et Bruno pour avoir encadrer ma thèse. Ce fut un plaisir de travailler avec vous. Merci également aux membres de mon jury d’avoir accepté de rapporter cette thèse. Merci pour vos commentaires très constructifs. Pendant ma thèse j’ai eu l’occasion de travailler avec différentes personnes. Ces collaborations ont été très enrichissantes. Je voudrais remercier plus spécifiquement Jean-Denis qui m’a aidé à remettre sur pied la plateforme Grimage, Thomas avec qui j’ai passé de longues heures à développer les applications et démonstrations de ma thèse et enfin Hervé pour son excellent support sur la plateforme Grimage. J’aimerais remercier également Clément et Florian pour m’avoir transmis leur savoir sur la plateforme Grimage, Nicolas et Jean-François pour leur aide technique. -
Performance in an Alternate Reality Game
The Malthusian Paradox: Performance in an Alternate Reality Game ELIZABETH EVANS, MARTIN FLINTHAM, SARAH MARTINDALE University of Nottingham Nottingham NG81BB, UK { elizabeth.evans, martin.flintham, sarah.martindale }@nottingham.ac.uk Tel: +44 115 748 4041 Fax: +44 115 823 2551 URL: www.nottingham.ac.uk Abstract. The Malthusian Paradox is a transmedia alternate reality game (ARG) created by artists Dominic Shaw and Adam Sporne played by 300 participants over three months. We explore the design of the game, which cast players as agents of a radical organisation attempting to uncover the truth behind a kidnapping and a sinister biotech corporation, and highlight how it redefined performative frames by blurring conventional performer and spectator roles in sometimes discomforting ways. Players participated in the game via a broad spectrum of interaction channels, including performative group spectacles and 1-to-1 engagements with game characters in public settings, making use of low- and high-tech physical and online artefacts including bespoke and third party websites. Players and game characters communicated via telephony and social media in both a designed and an ad-hoc manner. We reflect on the production and orchestration of the game, including the dynamic nature of the strong episodic narrative driven by professionally produced short films that attempted to respond to the actions of players; and the difficulty of designing for engagement across hybrid and temporally expansive performance space. We suggest that an ARG whose boundaries -
Extreme-Right Gamification
By Ben Lee Only Playing: Extreme-Right Gamification WHILE EXTREMIST IDEAS The game offers purchasers the chance to kill demons, INSPIRE VIOLENCE IN A FEW, vegans, and socialists. FOR THE MANY, PARTICIPATION INCREASINGLY RESEMBLES A As with Jihadist propaganda, video games have also been CONSEQUENCE-FREE GAME incorporated into extreme-right propaganda, often as a SEPARATE FROM REALITY. source of memes or, in some cases, used to re-stage terror attacks at an elaborate level of detail, right down to the Video games and right-wing extremism (RWE) seem choice of weapons and music. These developments are inseparable. commonly subsumed under the heading of gamification. Examples of previous mixed-reality or related pervasive elaborate pervasive game and are often distant from the Multiple links have been documented between extreme- games include Pokémon GO, which for a time brought violent consequences of the subcultures they participate Although the concept of gamification has a specific right violence and video-game cultures. These include together large numbers of smartphone-wielding players in. meaning, it has come to be used often as a catch-all term the appearance of terrorist manifestos with references in physical spaces attempting to catch virtual Pokémon, for references to video game culture within extremist to video games, modifications to popular games to bring often not without consequences. The consequences of this sort of gamification are circles and the incorporation of video-game-like them into line with extreme-right values, the presence of uncertain at this point. elements into participatory systems. extremists on gaming platforms, and a misogyny-laced Within the extreme-right, much has been made of the mass migration to and fusion of digital platforms around Probably the most concerning from the point of view of controversy in video gaming that did much to politicise However, gamification is also a way into a deeper extremist participation. -
Being Virtual: Embodiment and Experience in Interactive Computer Game Play
Being Virtual: Embodiment and Experience in Interactive Computer Game Play Hanna Mathilde Sommerseth PhD The University of Edinburgh January 2010 1 Declaration My signature certifies that this thesis represents my own original work, the results of my own original research, and that I have clearly cited all sources and that this work has not been submitted for any other degree or professional qualification except as specified. Hanna Mathilde Sommerseth 2 Acknowledgements I am grateful to my supervisor Ella Chmielewska for her continued support throughout the past four years. I could not have gotten to where I am today without her encouragement and belief in my ability to do well. I am also deeply thankful also to a number of other mentors, official and unofficial for their advice and help: Richard Coyne, John Frow, Brian McNair, Jane Sillars, and most especially thank you to Nick Prior for his continued friendship and support. I am thankful for the Higher Education Funding Council in Scotland and the University of Edinburgh for the granting of an Overseas Research Student award allowing me to undertake this thesis in the first place, as well as to the Norwegian State Educational Loan Fund for maintenance grants allowing me to live while doing it. In the category of financial gratefulness, I must also thank my parents for their continued help over these four years when times have been difficult. Rumour has it that the process of writing a thesis of this kind can be a lonely endeavour. But in the years I have spent writing I have found a great community of emerging scholars and friends at the university and beyond that have supported and challenged me in ways too many to mention. -
Flightsim Community Survey 2019
FlightSim Community Survey 2019 Final Report 1 Copyright Notice © 2020 Navigraph By licensing our work with the CC BY-SA 4.0 license it means that you are more than welcome to copy, remix, transform and build upon the results of this survey and then redistribute it to whomever you want in any way. You only have to give credit back to Navigraph and keep the same license. https://creativecommons.org/licenses/by-sa/4.0/ 2 Preamble This is the annual flightsim community survey, a collaborative effort between partners – developers, companies and organizations in the flightsim domain – coordinated and compiled by Navigraph. This survey is freely distributed for the common good of the flightsim community to guide future projects and attract new pilots. This flightsim community survey is the largest and most comprehensive of its kind. This year 17,800 respondents participated in the survey. This is an 18.6% increase from last year when 15,000 participated. This year’s survey consisted of 93 questions, compared to last year’s 77 questions. However, this year many more of the questions were conditional, allowing us to add new sections and ask in-depth questions only to those respondents for whom it was relevant. New sections this year contained questions specifically aimed at pilots using flight simulator software on mobile devices and helicopter flight simulators. We also added questions on combat simulators, air traffic control and flight planning. Finally, because of the upcoming release of the new Microsoft Flight Simulator 2020, we added questions on this topic as well. Our main objective this year was to recruit more and diverse partners to broaden the reach of the survey to get an even more representative sample of the community. -
Pervasive Learning – Using Games to Tear Down the Classroom Walls
Pervasive Learning – Using Games to Tear Down the Classroom Walls Trygve Pløhn Nord-Trøndelag University College, Steinkjer, Norway [email protected] Abstract: Pervasive gaming is a new and emerging gaming genre where the physical and social aspects of the real world are integrated into the game and blends into the player’s everyday life. Given the nature of pervasive games, it may be possible to use that type of game as a tool to support learning in a university course by providing a gameplay where the students, by playing the game, expands the area of learning beyond the lecture hall and lectures and into the students everyday life. If this is possible, the area for learning will also become pervasive and be everywhere and anywhere at any time. To address this research area, a prototype of a playable pervasive game to support learning in university studies has been designed. This paper presents the experimental pervasive game Nuclear Mayhem and how the game was designed to be pervasive and support the curriculum of the course. Analysis of log files showed that 87% of the logins in the game client was done outside of the time period that was allocated to lectures and lab exercises and that logins where registered in all the 24 hours of a day. These numbers indicate that the game became pervasive and a part of the students/players everyday life. Interviews with the players indicate that they found the game exciting and fun to play, but that the academic tasks and riddles that they had to solve during the game were too easy to solve. -
Équipement Léger De Simulation À Domicile
Équipement léger de simulation à domicile Le confinement vous a incité à trouver des solutions pour voler par-delà les interdictions administratives ou une météo capricieuse ? Alors, un ordinateur, un manche, CONDOR 2 et vous voilà prêt (à minima) à décoller *! *Les matériels que vous trouverez ci-dessous ont été testées par les membres du groupe « lab Planeur FFVP ». Ces préconisations ne sont pas exhaustives mais représentent le meilleur rapport qualité/prix du moment sur le matériel testé. Les liens vers les commerces en ligne sont proposés à titre indicatif et la FFVP n’a contracté aucun partenariat avec le distributeur ni le fabricant. Les matériels sont susceptibles d’être trouvés dans tout commerce dédié à un prix inférieur. Les prix peuvent variés d’un jour à l’autre suivant les promotions. Matériel requis : 1) Ordinateur : • Avec ou sans Track IR : processeur I3 minimum avec 4 Go de mémoire, carte graphique GTX 1050 TI • Avec un casque de réalité virtuelle : processeur I7 avec 8Go de mémoire carte graphique GTX 1080 2) Condor 2 et accès réseau internet En plus d’acquérir Condor 2 et de disposer d’un réseau internet de qualité, il vous faudra un disque dur de 500 Go minimum (recommandé 1 ou 2 To) pour stocker les scènes Condor... 3) Le matériel de vol Un joystick avec au minimum 1 manette de gaz et 8 boutons. Si vous voulez allez plus loin, nous conseillons l’acquisition d’un palonnier (ou la fabrication maison avec les nombreux tutos que vous trouverez via internet). a) manche à moins de 75€ Manche thrusmaster T 16000 FCS PC b) palonnier à moins de 150 € Thrustmaster TFRP Rudder c) les combinés manche/palonnier (150 à 250€) ▪ T.16000M FCS FLIGHT PACK (palonnier + manche avec trim 16 boutons + manette des gaz pour volet ou aérofreins) ▪ Thrusmaster T flight à 150 € environ Pour aller plus loin pour votre confort de pilotage Vous pouvez acquérir un Track Ir ou un masque de réalité virtuelle. -
Freetrack Manual
FREETRACK MANUAL June 2007 by Babasior. With the participation of The_target. English Translation by Gweeds. Manual Version 1.2. 1. Introduction 2. Materials and Equipment necessary to the operation of FreeTrack 3. Head gear Construction 4. Installation of FreeTrack 5. Setting up and tweaking FreeTrack 6. FreeTrack.ini 7. Mouse Emulation 8. Joystick Emulation 9. Keyboard Emulation 10.Profile Creation 11.List of Games and their possible movements Note: TrackIR is a registered trademark of Natural Point Inc. Windows XP and Windows Vista are trademarks of Microsoft Corporation. 1. Introduction: FreeTrack is software which simulates movements of your head within a game hence increasing realism and the pleasure of game play. To achieve this, FreeTrack uses a standard Webcam and head mounted markers which consist of four Infrared LED (light emitting diodes) mounted on a standard baseball cap. FreeTrack uses the Webcam to “see” the LED's and so it can calculate the position and movement of your head and feed this information to your game. FreeTrack functions in the same way TrackIR does and is compatible with the majority of games using head tracking technology. The latest version of FreeTrack is available at this address: http://n.camil.chez-alice.fr/index.php Or on the site of Didja at this address: http://freetrack.online.fr/ 2. Materials and Equipment necessary to the operation of FreeTrack: – a PC running Microsoft Windows XP SP2 or Windows VISTA – DirectX 9.0c installed – Processor with SE instruction set – Webcam – 4 diodes IR (ref. OSRAM SFH485P or equivalent), failing this, 4 bright red or orange diffused LED's can be used. -
A Research Agenda for Augmented and Virtual Reality in Architecture
Advanced Engineering Informatics 45 (2020) 101122 Contents lists available at ScienceDirect Advanced Engineering Informatics journal homepage: www.elsevier.com/locate/aei A research agenda for augmented and virtual reality in architecture, T engineering and construction ⁎ ⁎ Juan Manuel Davila Delgadoa, , Lukumon Oyedelea, , Peter Demianc, Thomas Beachb a Big Data Enterprise and Artificial Intelligence Laboratory, University of West of England Bristol, UK b School of Engineering, Cardiff University, UK c School of Architecture, Building and Civil Engineering, Loughborough University, UK ARTICLE INFO ABSTRACT Keywords: This paper presents a study on the usage landscape of augmented reality (AR) and virtual reality (VR) in the Augmented reality architecture, engineering and construction sectors, and proposes a research agenda to address the existing gaps Virtual reality in required capabilities. A series of exploratory workshops and questionnaires were conducted with the parti- Construction cipation of 54 experts from 36 organisations from industry and academia. Based on the data collected from the Immersive technologies workshops, six AR and VR use-cases were defined: stakeholder engagement, design support, design review, Mixed reality construction support, operations and management support, and training. Three main research categories for a Visualisation future research agenda have been proposed, i.e.: (i) engineering-grade devices, which encompasses research that enables robust devices that can be used in practice, e.g. the rough and complex conditions of construction sites; (ii) workflow and data management; to effectively manage data and processes required by ARandVRtech- nologies; and (iii) new capabilities; which includes new research required that will add new features that are necessary for the specific construction industry demands. -
The Pervasive Interface: Tracing the Magic Circle
1 The Pervasive Interface: Tracing the Magic Circle Eva Nieuwdorp Master Student New Media and Digital Culture Faculty of Arts and Humanities Utrecht University Kromme Nieuwegracht 29 3512 HD Utrecht, The Netherlands [email protected] ABSTRACT This paper is an addition to the discourse surrounding interface theory and pervasive games. A buzzword by nature, the term ´interface´ needs to be investigated and redefined in order to remain academically valid; at the same time the pervasive game, being part of recent developments in game culture, needs to be given a place in the discourse of digital games. By approaching the interface through formal game theory, I will investigate the place and status of the interface in the pervasive game, as well as the border between everyday reality and the virtual game world, in search of defining the interaction between fantasy and reality in pervasive gaming. Next to the conventional interface of hard- and software, I argue that in pervasive gaming there exists the two-levelled “liminal” interface, which initially transfers the player into a playful state of mind (paratelic interface) before implementing more rigid structures that belong to the game itself (paraludic interface). Keywords interface, pervasive gaming, magic circle, ludus and paidia, semiotics, liminal, paratelic, paraludic Pervasive games are steadily emerging as a new genre in the field of digital games. Examples such as I Like Bees [31] and Botfighters [30] broaden the game world to include elements of everyday life, subsequently also bringing rules of play into the public sphere of the street, the workplace and the like. Unlike other games, the mobile nature of the pervasive game is unique in its ambivalent wavering between fantasy and reality when played.