On Frame Rate and Player Performance in First Person Shooter Games
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MPEG Video in Software: Representation, Transmission, and Playback
High Speed Networking and Multimedia Computing, IS&T/SPIE Symp. on Elec. Imaging Sci. & Tech., San Jose, CA, February 1994. MPEG Video in Software: Representation, Transmission, and Playback Lawrence A. Rowe, Ketan D. Patel, Brian C Smith, and Kim Liu Computer Science Division - EECS University of California Berkeley, CA 94720 ([email protected]) Abstract A software decoder for MPEG-1 video was integrated into a continuous media playback system that supports synchronized playing of audio and video data stored on a file server. The MPEG-1 video playback system supports forward and backward play at variable speeds and random positioning. Sending and receiving side heuristics are described that adapt to frame drops due to network load and the available decoding capacity of the client workstation. A series of experiments show that the playback system adds a small overhead to the stand alone software decoder and that playback is smooth when all frames or very few frames can be decoded. Between these extremes, the system behaves reasonably but can still be improved. 1.0 Introduction As processor speed increases, real-time software decoding of compressed video is possible. We developed a portable software MPEG-1 video decoder that can play small-sized videos (e.g., 160 x 120) in real-time and medium-sized videos within a factor of two of real-time on current workstations [1]. We also developed a system to deliver and play synchronized continuous media streams (e.g., audio, video, images, animation, etc.) on a network [2].Initially, this system supported 8kHz 8-bit audio and hardware-assisted motion JPEG compressed video streams. -
First Person Shooting (FPS) Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 04 | Apr-2018 www.irjet.net p-ISSN: 2395-0072 Thunder Force - First Person Shooting (FPS) Game Swati Nadkarni1, Panjab Mane2, Prathamesh Raikar3, Saurabh Sawant4, Prasad Sawant5, Nitesh Kuwalekar6 1 Head of Department, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 2 Assistant Professor, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 3,4,5,6 B.E. student, Department of Information Technology, Shah & Anchor Kutchhi Engineering College ----------------------------------------------------------------***----------------------------------------------------------------- Abstract— It has been found in researches that there is an have challenged hardware development, and multiplayer association between playing first-person shooter video games gaming has been integral. First-person shooters are a type of and having superior mental flexibility. It was found that three-dimensional shooter game featuring a first-person people playing such games require a significantly shorter point of view with which the player sees the action through reaction time for switching between complex tasks, mainly the eyes of the player character. They are unlike third- because when playing fps games they require to rapidly react person shooters in which the player can see (usually from to fast moving visuals by developing a more responsive mind behind) the character they are controlling. The primary set and to shift back and forth between different sub-duties. design element is combat, mainly involving firearms. First person-shooter games are also of ten categorized as being The successful design of the FPS game with correct distinct from light gun shooters, a similar genre with a first- direction, attractive graphics and models will give the best person perspective which uses light gun peripherals, in experience to play the game. -
TI£ᄍᆲAL ¬タモ Asynchronous Multiplayer Shooter With
Entertainment Computing 16 (2016) 81–93 Contents lists available at ScienceDirect Entertainment Computing journal homepage: ees.elsevier.com/entcom TIṬAL – Asynchronous multiplayer shooter with procedurally generated maps q,qq ⇑ Bhojan Anand , Wong Hong Wei School of Computing, National University of Singapore, Singapore article info abstract Article history: Would it be possible to bring the promise of unlimited re-playability typically reserved for Roguelike Received 1 March 2015 games to competitive multiplayer shooters? This paper tries to address this issue by proposing a novel Revised 21 January 2016 method to dynamically generate maps at run-time almost as soon as players press the Play button, while Accepted 19 February 2016 ensuring the features what players would expect from the genre. The procedures are simple and practi- Available online 7 March 2016 cally feasible to be employed in actual computer games. In addition, the work experiments the possibility of incorporating asynchronous game-play element into a multiplayer shooter with human imitating bots Keywords: where the players can let their bot/avatar replace them when they are not around. The algorithms are Game implemented and evaluated with a playable game. The evaluations prove that playable 3D dynamic maps TIṬAL Prodecural content generation can be generated in order of seconds using game context data to initialise the parameters of the algo- Game map generation rithm. The paper also shows that asynchronous game-play element is a possible feature for consideration Bots in next generation multiplayer shooters. Artificial intelligence Ó 2016 Elsevier B.V. All rights reserved. 1. Introduction 1.1. Procedural content generation This paper demonstrates a novel method for procedurally gen- Procedural Content Generation (PCG) is the use of algorithmic erating dynamic maps at run-time at the click of the ‘Play’ button means to create content [2,3] dynamically during run-time. -
Game 232 001
Online & Mobile Gaming GAME232 Fall 2016 TR 9:00–10:15 am (001) 10:30–11:45 am (002) AB1018 Instructor: Prof. Sang Nam Associate Director, Computer Game Design Email: [email protected] Office: A&D Building 2025 Phone: 703-993-3163/office Twitter: twitter.com/sangumc Office Hours*: TR 11:45 am – 1:30 pm * Other times by appointment. The best way to reach me is via email. MASON MISSION STATEMENT Mission-Who we are and why we do what we do A public, comprehensive research university established by the Commonwealth of Virginia in the National Capital Region, we are an innovative and inclusive academic community committed to creating a more just, free, and prosperous world. MASON GAME DESIGN MISSION STATEMENT The Mission of the Computer Game Design Program at George Mason University is to prepare students for employment and further study in the computer game design and development field, doing so with a curriculum designed to reflect the gaming industry’s demand for an academically rigorous technical program coupled with an understanding of the artistic and creative elements of the evolving field of study. CATALOG DESCRIPTION Class covers the history, practice, and design of online and mobile games. Class will discuss the current state of the smartphone applications, and study the best practices to be successful in the applications market. Students will learn the development process for smartphone applications and develop original and innovative applications in a team-based environment. COURSE OVERVIEW In this course, you will explore the ever-expanding world of mobile, pervasive, and “big” games. -
HERO6 Black Manual
USER MANUAL 1 JOIN THE GOPRO MOVEMENT facebook.com/GoPro youtube.com/GoPro twitter.com/GoPro instagram.com/GoPro TABLE OF CONTENTS TABLE OF CONTENTS Your HERO6 Black 6 Time Lapse Mode: Settings 65 Getting Started 8 Time Lapse Mode: Advanced Settings 69 Navigating Your GoPro 17 Advanced Controls 70 Map of Modes and Settings 22 Connecting to an Audio Accessory 80 Capturing Video and Photos 24 Customizing Your GoPro 81 Settings for Your Activities 26 Important Messages 85 QuikCapture 28 Resetting Your Camera 86 Controlling Your GoPro with Your Voice 30 Mounting 87 Playing Back Your Content 34 Removing the Side Door 5 Using Your Camera with an HDTV 37 Maintenance 93 Connecting to Other Devices 39 Battery Information 94 Offloading Your Content 41 Troubleshooting 97 Video Mode: Capture Modes 45 Customer Support 99 Video Mode: Settings 47 Trademarks 99 Video Mode: Advanced Settings 55 HEVC Advance Notice 100 Photo Mode: Capture Modes 57 Regulatory Information 100 Photo Mode: Settings 59 Photo Mode: Advanced Settings 61 Time Lapse Mode: Capture Modes 63 YOUR HERO6 BLACK YOUR HERO6 BLACK 1 2 4 4 3 11 2 12 5 9 6 13 7 8 4 10 4 14 6 1. Shutter Button [ ] 6. Latch Release Button 10. Speaker 2. Camera Status Light 7. USB-C Port 11. Mode Button [ ] 3. Camera Status Screen 8. Micro HDMI Port 12. Battery 4. Microphone (cable not included) 13. microSD Card Slot 5. Side Door 9. Touch Display 14. Battery Door For information about mounting items that are included in the box, see Mounting (page 87). -
The Evolutionof Premium Vascular Ultrasound
Ultrasound EPIQ 5 The evolution of premium vascular ultrasound Philips EPIQ 5 ultrasound system The new challenges in global healthcare Unprecedented advances in premium ultrasound performance can help address the strains on overburdened hospitals and healthcare systems, which are continually being challenged to provide a higher quality of care cost-effectively. The goal is quick and accurate diagnosis the first time and in less time. Premium ultrasound users today demand improved clinical information from each scan, faster and more consistent exams that are easier to perform, and allow for a high level of confidence, even for technically difficult patients. 2 Performance More confidence in your diagnoses even for your most difficult cases EPIQ 5 is the new direction for premium vascular ultrasound, featuring an exceptional level of clinical performance to meet the challenges of today’s most demanding practices. Our most powerful architecture ever applied to vascular ultrasound EPIQ performance touches all aspects of acoustic acquisition and processing, allowing you to truly experience the evolution to a more definitive modality. Carotid artery bulb Superficial varicose veins 3 The evolution in premium vascular ultrasound Supported by our family of proprietary PureWave transducers and our leading-edge Anatomical Intelligence, this platform offers our highest level of premium performance. Key trends in global ultrasound • The need for more definitive premium • A demand to automate most operator ultrasound with exceptional image functions -
A Deblocking Filter Hardware Architecture for the High Efficiency
A Deblocking Filter Hardware Architecture for the High Efficiency Video Coding Standard Cláudio Machado Diniz1, Muhammad Shafique2, Felipe Vogel Dalcin1, Sergio Bampi1, Jörg Henkel2 1Informatics Institute, PPGC, Federal University of Rio Grande do Sul (UFRGS), Porto Alegre, Brazil 2Chair for Embedded Systems (CES), Karlsruhe Institute of Technology (KIT), Germany {cmdiniz, fvdalcin, bampi}@inf.ufrgs.br; {muhammad.shafique, henkel}@kit.edu Abstract—The new deblocking filter (DF) tool of the next encoder configuration: (i) Random Access (RA) configuration1 generation High Efficiency Video Coding (HEVC) standard is with Group of Pictures (GOP) equal to 8 (ii) Intra period2 for one of the most time consuming algorithms in video decoding. In each video sequence is defined as in [8] depending upon the order to achieve real-time performance at low-power specific frame rate of the video sequence, e.g. 24, 30, 50 or 60 consumption, we developed a hardware accelerator for this filter. frames per second (fps); (iii) each sequence is encoded with This paper proposes a high throughput hardware architecture four different Quantization Parameter (QP) values for HEVC deblocking filter employing hardware reuse to QP={22,27,32,37} as defined in the HEVC Common Test accelerate filtering decision units with a low area cost. Our Conditions [8]. Fig. 1 shows the accumulated execution time architecture achieves either higher or equivalent throughput (in % of total decoding time) of all functions included in C++ (4096x2048 @ 60 fps) with 5X-6X lower area compared to state- class TComLoopFilter that implement the DF in HEVC of-the-art deblocking filter architectures. decoder software. DF contributes to up to 5%-18% to the total Keywords—HEVC coding; Deblocking Filter; Hardware decoding time, depending on video sequence and QP. -
Regulating Violence in Video Games: Virtually Everything
Journal of the National Association of Administrative Law Judiciary Volume 31 Issue 1 Article 7 3-15-2011 Regulating Violence in Video Games: Virtually Everything Alan Wilcox Follow this and additional works at: https://digitalcommons.pepperdine.edu/naalj Part of the Administrative Law Commons, Comparative and Foreign Law Commons, and the Entertainment, Arts, and Sports Law Commons Recommended Citation Alan Wilcox, Regulating Violence in Video Games: Virtually Everything, 31 J. Nat’l Ass’n Admin. L. Judiciary Iss. 1 (2011) Available at: https://digitalcommons.pepperdine.edu/naalj/vol31/iss1/7 This Comment is brought to you for free and open access by the Caruso School of Law at Pepperdine Digital Commons. It has been accepted for inclusion in Journal of the National Association of Administrative Law Judiciary by an authorized editor of Pepperdine Digital Commons. For more information, please contact [email protected], [email protected], [email protected]. Regulating Violence in Video Games: Virtually Everything By Alan Wilcox* TABLE OF CONTENTS I. INTRODUCTION ................................. ....... 254 II. PAST AND CURRENT RESTRICTIONS ON VIOLENCE IN VIDEO GAMES ........................................... 256 A. The Origins of Video Game Regulation...............256 B. The ESRB ............................. ..... 263 III. RESTRICTIONS IMPOSED IN OTHER COUNTRIES . ............ 275 A. The European Union ............................... 276 1. PEGI.. ................................... 276 2. The United -
Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G
180 IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 7, NO. 2, JUNE 2015 Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G. Glavin and Michael G. Madden Abstract—In current state-of-the-art commercial first person late the most kills. Objective based games also exist where the shooter games, computer controlled bots, also known as non- emphasis is no longer on kills and deaths but on specific tasks player characters, can often be easily distinguishable from those in the game which, when successfully completed, result in ac- controlled by humans. Tell-tale signs such as failed navigation, “sixth sense” knowledge of human players' whereabouts and quiring points for your team. Two examples of such games are deterministic, scripted behaviors are some of the causes of this. We ‘Capture the Flag’ and ‘Domination’. The former involves re- propose, however, that one of the biggest indicators of nonhuman- trieving a flag from the enemies' base and returning it to your like behavior in these games can be found in the weapon shooting base without dying. The latter involves keeping control of pre- capability of the bot. Consistently perfect accuracy and “locking defined areas on the map for as long as possible. All of these on” to opponents in their visual field from any distance are in- dicative capabilities of bots that are not found in human players. game types require, first and foremost, that the player is profi- Traditionally, the bot is handicapped in some way with either a cient when it comes to combat. -
Analysis of Video Compression Using DCT
Imperial Journal of Interdisciplinary Research (IJIR) Vol-3, Issue-3, 2017 ISSN: 2454-1362, http://www.onlinejournal.in Analysis of Video Compression using DCT Pranavi Patil1, Sanskruti Patil2 & Harshala Shelke3 & Prof. Anand Sankhe4 1,2,3 Bachelor of Engineering in computer, Mumbai University 4Proffessor, Department of Computer Science & Engineering, Mumbai University Maharashtra, India Abstract: Video is most useful media to represent the where in order to get the best possible compression great information. Videos, images are the most efficiency, it considers certain level of distortion. essential approaches to represent data. Now this year, all the communications are done on such ii. Lossless Compression: media. The central problem for the media is its large The lossless compression technique is generally size. Also this large data contains a lot of redundant focused on the decreasing the compressed output information. The huge usage of digital multimedia video' bit rate without any alteration of the frame. leads to inoperable growth of data flow through The decompressed bit-stream is matching to the various mediums. Now a days, to solve the problem original bit-stream. of bandwidth requirement in communication, multimedia data is a big challenge. The main 2. Video Compression concept in the present paper is about the Discrete The main unit behind the video compression Cosine Transform (DCT) algorithm for compressing approach is the video encoder found at the video's size. Keywords: Compression, DCT, PSNR, transmitter side, which encodes the video that is to be MSE, Redundancy. transmitted in form of bits and also the video decoder positioned at the receiver side, which rebuild the Keywords: Compression, DCT, PSNR, MSE, video in its original form based on the bit sequence Redundancy. -
Contrast-Enhanced High-Frame-Rate Ultrasound Imaging of Flow Patterns in Cardiac Chambers and Deep Vessels
Delft University of Technology Contrast-Enhanced High-Frame-Rate Ultrasound Imaging of Flow Patterns in Cardiac Chambers and Deep Vessels Vos, Hendrik J.; Voorneveld, Jason D.; Groot Jebbink, Erik; Leow, Chee Hau; Nie, Luzhen; van den Bosch, Annemien E.; Tang, Meng Xing; Freear, Steven; Bosch, Johan G. DOI 10.1016/j.ultrasmedbio.2020.07.022 Publication date 2020 Document Version Final published version Published in Ultrasound in Medicine and Biology Citation (APA) Vos, H. J., Voorneveld, J. D., Groot Jebbink, E., Leow, C. H., Nie, L., van den Bosch, A. E., Tang, M. X., Freear, S., & Bosch, J. G. (2020). Contrast-Enhanced High-Frame-Rate Ultrasound Imaging of Flow Patterns in Cardiac Chambers and Deep Vessels. Ultrasound in Medicine and Biology, 46(11), 2875-2890. https://doi.org/10.1016/j.ultrasmedbio.2020.07.022 Important note To cite this publication, please use the final published version (if applicable). Please check the document version above. Copyright Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons. Takedown policy Please contact us and provide details if you believe this document breaches copyrights. We will remove access to the work immediately and investigate your claim. This work is downloaded from Delft University of Technology. For technical reasons the number of authors shown on this cover page is limited to a maximum of 10. ARTICLE IN PRESS Ultrasound in Med. -
Video Coding Standards
Module 8 Video Coding Standards Version 2 ECE IIT, Kharagpur Lesson 23 MPEG-1 standards Version 2 ECE IIT, Kharagpur Lesson objectives At the end of this lesson, the students should be able to : 1. Enlist the major video coding standards 2. State the basic objectives of MPEG-1 standard. 3. Enlist the set of constrained parameters in MPEG-1 4. Define the I- P- and B-pictures 5. Present the hierarchical data structure of MPEG-1 6. Define the macroblock modes supported by MPEG-1 23.0 Introduction In lesson 21 and lesson 22, we studied how to perform motion estimation and thereby temporally predict the video frames to exploit significant temporal redundancies present in the video sequence. The error in temporal prediction is encoded by standard transform domain techniques like the DCT, followed by quantization and entropy coding to exploit the spatial and statistical redundancies and achieve significant video compression. The video codecs therefore follow a hybrid coding structure in which DPCM is adopted in temporal domain and DCT or other transform domain techniques in spatial domain. Efforts to standardize video data exchange via storage media or via communication networks are actively in progress since early 1980s. A number of international video and audio standardization activities started within the International Telephone Consultative Committee (CCITT), followed by the International Radio Consultative Committee (CCIR), and the International Standards Organization / International Electrotechnical Commission (ISO/IEC). An experts group, known as the Motion Pictures Expects Group (MPEG) was established in 1988 in the framework of the Joint ISO/IEC Technical Committee with an objective to develop standards for coded representation of moving pictures, associated audio, and their combination for storage and retrieval of digital media.