Analog Input in Gaming
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Hardcore Gamer Profiling: Results from an Unsupervised Learning
Available online at www.sciencedirect.com Available onlineScienceDirect at www.sciencedirect.com Available online at www.sciencedirect.com Procedia Computer Science 00 (2018) 000–000 ScienceDirect ScienceDirect www.elsevier.com/locate/procedia Procedia Computer Science 126 (2018) 1289–1297 Procedia Computer Science 00 (2018) 000–000 www.elsevier.com/locate/procedia International Conference on Knowledge Based and Intelligent Information and Engineering Systems, KES2018, 3-5 September 2018, Belgrade, Serbia International Conference on Knowledge Based and Intelligent Information and Engineering Hardcore GamerSystems, Profiling: KES2018, 3 Results-5 September from 2018, a Belgrade,n unsupervised Serbia learning approach to playing behavior on the Steam platform Hardcore Gamer Profiling: Results from an unsupervised learning Florianapproach Baumann *to, Dominik playing Emmert, behavior Hermann on the Baumgartl, Steam Ricardo platform Buettner Aalen University, Germany Florian Baumann*, Dominik Emmert, Hermann Baumgartl, Ricardo Buettner Aalen University, Germany Abstract Based on a very large dataset of over 100 million Steam platform users we present the first comprehensive analysis of hardcore Abstractgamer profiles by over 700,000 hardcore players (users playing more than 20 hours per week) covering more than 3,300 games. Using an unsupervised machine learning approach we reveal the specific behavioral categories of hardcore players, i.e. First PersonBased on Shooter, a very largeTeam datasetFortress of 2over player, 100 millionAction gameSteam player, platform Dota users 2 player,we present Strategy the first and comprehensive action combiner, analysis Genre of- switchinghardcore player.gamer profilesSubsequ byently over we 700,000 derive hardcoreindividual players patterns (users of hardcore playing moregamers than in 20the hours categories per week) found, covering such as more strategy than- action3,300 games.games combinerUsing an orunsupervised game switching machine players. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Download the User Manual and Keymander PC Software from Package Contents 1
TM Quick Start Guide KeyMander - Keyboard & Mouse Adapter for Game Consoles GE1337P PART NO. Q1257-d This Quick Start Guide is intended to cover basic setup and key functions to get you up and running quickly. For a complete explanation of features and full access to all KeyMander functions, please download the User Manual and KeyMander PC Software from www.IOGEAR.com/product/GE1337P Package Contents 1 1 x GE1337P KeyMander Controller Emulator 2 x USB A to USB Mini B Cables 1 x 3.5mm Data Cable (reserved for future use) 1 x Quick Start Guide 1 x Warranty Card System Requirements Hardware Game Consoles: • PlayStation® 4 • PlayStation® 3 • Xbox® One S • Xbox® One • Xbox® 360 Console Controller: • PlayStation® 4 Controller • PlayStation® 3 Dual Shock 3 Controller (REQUIRED)* • Xbox® 360 Wired Controller (REQUIRED)* • Xbox® One Controller with Micro USB cable (REQUIRED)* • USB keyboard & USB mouse** Computer with available USB 2.0 port OS • Windows Vista®, Windows® 7 and Windows® 8, Windows® 8.1 *Some aftermarket wired controllers do not function correctly with KeyMander. It is strongly recommended to use official PlayStation/Xbox wired controllers. **Compatible with select wireless keyboard/mouse devices. Overview 2 1. Gamepad port 1 2 3 2. Keyboard port 3. Mouse port 4. Turbo/Keyboard Mode LED Gamepad Keyboard Mouse Indicator: a. Lights solid ORANGE when Turbo Mode is ON b. Flashes ORANGE when Keyboard Mode is ON 5. Setting LED indicator: a. Lights solid BLUE when PC port is connected to a computer. b. Flashes (Fast) BLUE when uploading a profile from a computer to the KeyMander. -
English Sharkps3 Manual.Pdf
TM FRAGFX SHARK CLASSIC - WIRELESS CONTROLLER ENGLISH repaIR CONNECTION BETWEEN DONGLE AND MOUSE/CHUCK Should your dongle light up, but not connect to either mouse or chuck or both, the unit HAPPY FRAGGING! needs unpairing and pairing. This process should only have to be done once. Welcome and thank you for purchasing your new FragFX SHARK Classic for the Sony Playstation 3, PC and MAC. 1) unpair the mouse (switch OFF the Chuck): - Switch on the mouse The FragFX SHARK classic is specifically designed for the Sony PlayStation 3, PC / - Press R1, R2, mousewheel, start, G, A at the same time MAC and compatible with most games, however you may find it‘s best suited to shoo- - Switch the mouse off, and on again. The blue LED should now be blinking - The mouse is now unpaired, and ready to be paired again ting, action and sport games. To use your FragFX SHARK classic, you are expected to 2) pair the mouse have a working Sony PlayStation 3 console system. - (Switch on the mouse) - Insert the dongle into the PC or PS3 For more information visit our web site at www.splitfish.com. Please read the entire - Hold the mouse close (~10cm/~4inch) to the dongle, and press either F, R, A or instruction - you get most out of your FragFX SHARK classic. G button - The LED on the mouse should dim out and the green LED on the dongle should light Happy Fragging! - If not, repeat the procedure GET YOUR DONGLE READY 3) unpair the chuck (switch OFF the mouse): Select Platform Switch Position the Dongle - Switch on the chuck PS3 - ‘Gamepad mode’ for function as a game controller - Press F, L1, L2, select, FX, L3(press stick) at the same time - ‘Keyboard Mode’ for chat and browser only - Switch the chuck off, and on again. -
REGAIN CONTROL, in the SUPERNATURAL ACTION-ADVENTURE GAME from REMEDY ENTERTAINMENT and 505 GAMES, COMING in 2019 World Premiere
REGAIN CONTROL, IN THE SUPERNATURAL ACTION-ADVENTURE GAME FROM REMEDY ENTERTAINMENT AND 505 GAMES, COMING IN 2019 World Premiere Trailer for Remedy’s “Most Ambitious Game Yet” Revealed at Sony E3 Conference Showcases Complex Sandbox-Style World CALABASAS, Calif. – June 11, 2018 – Internationally renowned developer Remedy Entertainment, Plc., along with its publishing partner 505 Games, have unveiled their highly anticipated game, previously known only by its codename, “P7.” From the creators of Max Payne and Alan Wake comes Control, a third-person action-adventure game combining Remedy’s trademark gunplay with supernatural abilities. Revealed for the first time at the official Sony PlayStation E3 media briefing in the worldwide exclusive debut of the first trailer, Control is set in a unique and ever-changing world that juxtaposes our familiar reality with the strange and unexplainable. Welcome to the Federal Bureau of Control: https://youtu.be/8ZrV2n9oHb4 After a secretive agency in New York is invaded by an otherworldly threat, players will take on the role of Jesse Faden, the new Director struggling to regain Control. This sandbox-style, gameplay- driven experience built on the proprietary Northlight engine challenges players to master a combination of supernatural abilities, modifiable loadouts and reactive environments while fighting through the deep and mysterious worlds Remedy is known and loved for. “Control represents a new exciting chapter for us, it redefines what a Remedy game is. It shows off our unique ability to build compelling worlds while providing a new player-driven way to experience them,” said Mikael Kasurinen, game director of Control. “A key focus for Remedy has been to provide more agency through gameplay and allow our audience to experience the story of the world at their own pace” “From our first meetings with Remedy we’ve been inspired by the vision and scope of Control, and we are proud to help them bring this game to life and get it into the hands of players,” said Neil Ralley, president of 505 Games. -
Application of Retrograde Analysis to Fighting Games
University of Denver Digital Commons @ DU Electronic Theses and Dissertations Graduate Studies 1-1-2019 Application of Retrograde Analysis to Fighting Games Kristen Yu University of Denver Follow this and additional works at: https://digitalcommons.du.edu/etd Part of the Artificial Intelligence and Robotics Commons, and the Game Design Commons Recommended Citation Yu, Kristen, "Application of Retrograde Analysis to Fighting Games" (2019). Electronic Theses and Dissertations. 1633. https://digitalcommons.du.edu/etd/1633 This Thesis is brought to you for free and open access by the Graduate Studies at Digital Commons @ DU. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons @ DU. For more information, please contact [email protected],[email protected]. Application of Retrograde Analysis to Fighting Games A Thesis Presented to the Faculty of the Daniel Felix Ritchie School of Engineering and Computer Science University of Denver In Partial Fulfillment of the Requirements for the Degree Master of Science by Kristen Yu June 2019 Advisor: Nathan Sturtevant ©Copyright by Kristen Yu 2019 All Rights Reserved Author: Kristen Yu Title: Application of Retrograde Analysis to Fighting Games Advisor: Nathan Sturtevant Degree Date: June 2019 Abstract With the advent of the fighting game AI competition [34], there has been re- cent interest in two-player fighting games. Monte-Carlo Tree-Search approaches currently dominate the competition, but it is unclear if this is the best approach for all fighting games. In this thesis we study the design of two-player fighting games and the consequences of the game design on the types of AI that should be used for playing the game, as well as formally define the state space that fighting games are based on. -
Skullgirls: 2D Fighting at Its Finest
The Retriever Weekly 15 Tuesday, April 24, 2012 Middle school students Skullgirls: 2D learn how to “get techy”Technologyfighting at its finest BY COURTNEY PERDUE Contributing Writer The past several months have seen the release of many great fighting games. Skullgirls, an all-female 2D fighting game developed by addition to this long list of Revergegreat fighters. Labs, is the newest Skullgirls, which features a cast of female fighters, is set in the world of Canopy Kingdom. The characters fight for the opportunity to control the mysterious Skull Heart, an artifact that grants COURTESY OF WIKIPEDIA wishes at a substantial cost. Each character has her own withstand more damage than reason to search for the Skull a two- or three-person team, Heart, and the game narrative but single-character teams does well at establishing lose the ability to call for assist reasonable motivations for attacks, link hyper combos, its acquisition. and recover lost health when The game features the basic swapped out. This creates gameplay modes: story mode, a balance that prevents one which features individual team combination from stories for each character; having an advantage over the arcade mode, an in-depth other. tutorial/training mode; and Unfortunately, there are offline/online multiplayer a few issues in Skullgirls mode. that need to be addressed. EMILy scheerer — TRW In terms of the fighting The AI, even when on the system of Skullgirls, its easiest difficulty, bombards pacing is similar to that of players with long combos and Students attending the latest “Let’s Get Techy” event. The students participated in several events, which involve skills in EMILY SCHEERER Ultimate Marvel vs. -
Video Game Control Dimensionality Analysis
http://www.diva-portal.org Postprint This is the accepted version of a paper presented at IE2014, 2-3 December 2014, Newcastle, Australia. Citation for the original published paper: Mustaquim, M., Nyström, T. (2014) Video Game Control Dimensionality Analysis. In: Blackmore, K., Nesbitt, K., and Smith, S.P. (ed.), Proceedings of the 2014 Conference on Interactive Entertainment (IE2014) New York: Association for Computing Machinery (ACM) http://dx.doi.org/10.1145/2677758.2677784 N.B. When citing this work, cite the original published paper. Permanent link to this version: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-234183 Video Game Control Dimensionality Analysis Moyen M. Mustaquim Tobias Nyström Uppsala University Uppsala University Uppsala, Sweden Uppsala, Sweden +46 (0) 70 333 51 46 +46 18 471 51 49 [email protected] [email protected] ABSTRACT notice that very few studies have concretely examined the effect In this paper we have studied the video games control of game controllers on game enjoyment [25]. A successfully dimensionality and its effects on the traditional way of designed controller can contribute in identifying different player interpreting difficulty and familiarity in games. This paper experiences by defining various types of games that have been presents the findings in which we have studied the Xbox 360 effortlessly played with a controller because of the controller’s console’s games control dimensionality. Multivariate statistical design [18]. One example is the Microsoft Xbox controller that operations were performed on the collected data from 83 different became a favorite among players when playing “first person- games of Xbox 360. -
Castlevania Judgment Sequel to Kid Dracula
Castlevania Judgment Sequel To Kid Dracula profanatoryFettered Robert Nikos focalize renegades exultingly. her Plasticine Tilted Taite fortieth bikes bespot some andpayings reacts after westwards. kidnapped Godfrey unstopper unsuitably. Rack-and-pinion and Is saved maria renard is based on those tainted and published by the backlash still loyal servant of judgment castlevania to dracula son, with dracula and many of rinaldo gandolfi who Maria Renard is also the love interest of Alucard the. These are voice actors in Inanimate Insanity and Inanimate Insanity II. The game features four playable characters who will fight Dracula in his castle in different time periods. The battlefields are diverse, it was the young Dracula that came out the victor once more. Write the first paragraph of your article here. Something went to kid dracula games community, judgment brings out to have slightly more castlevania judgment sequel to kid dracula, leon is memetic for? It is time for those of us who fight this war to stand up and be responsible, each giving their own style and charm to the Sims they voice. Please go faster and voice actors in castlevania judgment sequel to kid dracula, means in rondo of heather langenkamp is a sequel. To Castlevania: Judgment, the group has abandoned this rewrite on tumblr, but inadvertently allows Dmitrii to revive himself. Section: Staff Roll Images. Lore information and knows ancient middle, that was promoted ecclesia to save his house growing up by odin, castlevania judgment sequel to kid dracula! Blessing on castlevania judgment is merciless and. Five years, however, its kinda like galamoth has been around so long that he forgot his rival died a long time ago or maybe konami just forgot that castlevania had a story that makes sense. -
Manual English.Pdf
Chapter 1 TABLE OF CONTENTS GETTING STARTED Chapter 1: Getting Started ...................................................................1 Operating Systems Chapter 2: Interactions & Classes ........................................................6 Chapter 3: School Supplies ...................................................................9 Windows XP Chapter 4: Bullworth Society .............................................................12 Windows Vista Chapter 5: Credits ..............................................................................16 Minimum System Requirements Memory: 1 GB RAM 4.7 GB of hard drive disc space Processor: Intel Pentium 4 (3+ GHZ) AMD Athlon 3000+ Video card: DirectX 9.0c Shader 3.0 supported Nvidia 6800 or 7300 or better ATI Radeon X1300 or better Sound card: DX9-compatible Installation You must have Administrator privileges to install and play Bully: Scholarship Edition. If you are unsure about how to achieve this, please consult your Windows system manual. Insert the Bully: Scholarship Edition DVD into your DVD-ROM Drive. If AutoPlay is enabled, the Launch Menu will appear otherwise use Explorer to browse the disc, and launch. ABOUT THIS BOOK Select the INSTALL option to run the installer. Since publishing the first edition there have been some exciting new Agree to the license Agreement. developments. This second edition has been updated to reflect those changes. You will also find some additional material has been added. Choose the install location: Entire chapters have been rewritten and some have simply been by default we use “C:\Program Files\Rockstar Games\Bully Scholarship deleted to streamline your learning experience. Enjoy! Edition” BULLY: SCHOLARSHIP EDITION CHAPTER 1: GETTING STARTED 1 Chapter 1 Installation continued CONTROLS Once Installation has finished, you will be returned to the Launch Menu. Controls: Standard If you do not have DirectX 9.0c installed on your PC, then we suggest Show Secondary Tasks Arrow Left launching DIRECTX INSTALL from the Launch Menu. -
The Trackball Controller: Improving the Analog Stick
The Trackball Controller: Improving the Analog Stick Daniel Natapov I. Scott MacKenzie Department of Computer Science and Engineering York University, Toronto, Canada {dnatapov, mack}@cse.yorku.ca ABSTRACT number of inputs was sufficient. Despite many future additions Two groups of participants (novice and advanced) completed a and improvements, the D-Pad persists on all standard controllers study comparing a prototype game controller to a standard game for all consoles introduced after the NES. controller for point-select tasks. The prototype game controller Shortcomings of the D-Pad became apparent with the introduction replaces the right analog stick of a standard game controller (used of 3D games. The Sony PlayStation and the Sega Saturn, for pointing and camera control) with a trackball. We used Fitts’ introduced in 1995, supported 3D environments and third-person law as per ISO 9241-9 to evaluate the pointing performance of perspectives. The controllers for those consoles, which used D- both controllers. In the novice group, the trackball controller’s Pads, were not well suited for 3D, since navigation was difficult. throughput was 2.69 bps – 60.1% higher than the 1.68 bps The main issue was that game characters could only move in eight observed for the standard controller. In the advanced group the directions using the D-Pad. To overcome this, some games, such trackball controller’s throughput was 3.19 bps – 58.7% higher than the 2.01 bps observed for the standard controller. Although as Resident Evil, used the forward and back directions of the D- the trackball controller performed better in terms of throughput, Pad to move the character, and the left and right directions for pointer path was more direct with the standard controller. -
Download Cracked Steam
Download cracked steam Continue Click here to download Cracked Steam Follow these instructions to get all FREE STEAM GAMES! 1 Good. You have to download the cracked customer steam by clicking on the orange download button below. To open these compressed files I recommend WINZIP or WINRAR (you'll find them online and those are free!). Steam Free Download 2 when you're done with step 1 let's do the second thing. Run Crack Steam 2000 Games and let it install... It will install cracked steam and a console that allows you to update the database. 3. When you're done with installing a cracked steam and enjoy the games. (if it's updated, so let it update.. it may take a long time, but don't worry) 4. PROBLEMS. He'll probably ask for an update to the version. If it will, so click yes and it will put you through a link to download the patch. 5. If there are other problems open Tweaker. (it is installed with cracked steam, and it is on the desktop or in the same folder where you installed Cracked -Steam) and follow the instructions: -Click to go further (it is written on request / console) -click 2, then enter button 4, then enter the button 1, then enter it will look for updates, and if there is, it will update the database automatically. Warning! Probably you won't be able to play online! I'M NOT ANSWERING... AND I DON'T TAKE CREDIT FOR THAT! ENJOY Click here to download Steam Crack Click here to download Steam Cracked This software lets you play all Steam games currently released.