Exergames Summary by Stephen P. Yang, Brian K. Smith & George M. Graham
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Upper Extremity Last Updated: 21-10-2017
Results Table Video Game Training – upper extremity Last updated: 21-10-2017 Author, Year Outcome and significance: Sample size Intervention PEDro Score, Country (+) significant (-) not significant Chen et al., 2015 28 patients with chronic Nintendo WiiTM upper extremity training (n=9) At 8 weeks (post-treatment): PEDro score: N/A (quasi- stroke vs. (-) Fugl-Meyer Assessment experimental study design) XaviX®Port upper extremity training (n=11) (-) Box and Block Test Country: Taiwan vs. (-) Functional Independence Measure Conventional upper extremity equipment (n=8) (-) Range of motion (UE - proximal, distal) Treatment details: (+) Motivation and enjoyment interviewer- 30-minutes/session, 3 times/week for 8 weeks. administered questionnaire* Nintendo WiiTM: bowling and boxing games. * Enjoyment was significantly greater in the XaviX®Port: bowling and ladder climbing games. Nintendo WiiTM and XaviX®Port groups vs. Conventional upper extremity equipment: Curamotion conventional rehabilitation group. exerciser and climbing board and bar. All groups also received conventional rehabilitation (physical therapy, occupational therapy) for 1 hour/session, 3 times/week for 8 weeks. Choi et al., 2014 20 patients with Nintendo WiiTM upper extremity training (n=10) At 4 weeks (post-treatment): PEDro score: 8 acute/subacute stroke vs. (-) Fugl-Meyer Assessment – Upper extremity Country: Korea Occupational therapy (OT) upper extremity training score (n=10) (-) Manual Function Test Treatment details: (-) Box and Block Test 30 minutes/session, 5 times/week for 4 weeks. (-) Grip strength (dynamometer) Nintendo WiiTM: Wii Sports and Resort programs (-) Korean version of the Mini-Mental State consisting of 12 games such as swordplay, table tennis, Examination and canoe games performed with the affected UE. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
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WE SERVE BUSINESSES OF ALL SIZES WHO WE ARE We are an ambitious laser tag design and manufacturing company with a passion for changing the way people EXPERIENCE LIVE-COMBAT GAMING. We PROVIDE MANUFACTURING and support to businesses both big or small, around the world! With fresh thinking and INNOVATIVE GAMING concepts, our reputation has made us a leader in the live-action gaming space. One of the hallmarks of our approach to DESIGN & manufacturing is equipment versatility. Whether operating an indoor arena, outdoor battleground, mobile business, or a special entertainment OUR PRODUCTS HAVE THE HIGHEST REPLAY attraction our equipment can be CUSTOMIZED TO FIT your needs. Battle Company systems will expand your income opportunities and offer possibilities where the rest of the industry can only provide VALUE IN THE LASER TAG INDUSTRY limitations. Our products are DESIGNED AND TESTED at our 13-acre property headquarters. We’ve put the equipment into action in our 5,000 square-foot indoor laser tag facility as well as our newly constructed outdoor battlefield. This is to ensure the highest level of design quality across the different types of environments where laser tag is played. Using Agile development methodology and manufacturing that is ISO 9001 CERTIFIED, we are the fastest manufacturer in the industry when it comes to bringing new products and software to market. Battle Company equipment has a strong competitive advantage over other brands and our COMMITMENT TO R&D is the reason why we are leading the evolution of the laser tag industry! 3 OUT OF 4 PLAYERS WHO USE BATTLE COMPANY BUSINESSES THAT CHOOSE US TO POWER THEIR EXPERIENCE EQUIPMENT RETURN TO PLAY AGAIN! WE SERVE THE MILITARY 3 BIG ATTRACTION SMALL FOOTPRINT Have a 10ft x 12.5ft space not making your facility much money? Remove the clutter and fill that area with the Battle Cage. -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
Deepcrawl: Deep Reinforcement Learning for Turn-Based Strategy Games
DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games Alessandro Sestini,1 Alexander Kuhnle,2 Andrew D. Bagdanov1 1Dipartimento di Ingegneria dell’Informazione, Universita` degli Studi di Firenze, Florence, Italy 2Department of Computer Science and Technology, University of Cambridge, United Kingdom falessandro.sestini, andrew.bagdanovg@unifi.it Abstract super-human skills able to solve a variety of environments. However the main objective of DRL of this type is training In this paper we introduce DeepCrawl, a fully-playable Rogue- like prototype for iOS and Android in which all agents are con- agents to surpass human players in competitive play in clas- trolled by policy networks trained using Deep Reinforcement sical games like Go (Silver et al. 2016) and video games Learning (DRL). Our aim is to understand whether recent ad- like DOTA 2 (OpenAI 2019). The resulting, however, agents vances in DRL can be used to develop convincing behavioral clearly run the risk of being too strong, of exhibiting artificial models for non-player characters in videogames. We begin behavior, and in the end not being a fun gameplay element. with an analysis of requirements that such an AI system should Video games have become an integral part of our entertain- satisfy in order to be practically applicable in video game de- ment experience, and our goal in this work is to demonstrate velopment, and identify the elements of the DRL model used that DRL techniques can be used as an effective game design in the DeepCrawl prototype. The successes and limitations tool for learning compelling and convincing NPC behaviors of DeepCrawl are documented through a series of playability tests performed on the final game. -
AUSTRALIAN CUSTOMS NOTICE NO. 2007/58 Notices of Objection to Importation Trade Marks Act 1995
AUSTRALIAN CUSTOMS NOTICE NO. 2007/58 Notices of Objection to Importation Trade Marks Act 1995 The Trade Marks Act 1995 allows the registered owner, or in certain circumstances, the authorised user of a trade mark to lodge a Notice of Objection with the Australian Customs Service (Customs), objecting to the importation of goods which infringe their trade mark. Unless revoked, a Notice of Objection remains in force for a period of four years (effective 23 October 2006) from the date of commencement. The attached Schedule sets out the registered owners and authorised users who have lodged Notices of Objection under the Trade Marks Act 1995 since September 2007 (ACN 2007/53). Descriptions of the relevant trade marks are also set out in the Schedule. A detailed list of all current trade mark Notices of Objection is available on the Customs website at www.customs.gov.au > media publications and forms> Customs notices > Intellectual Property – Notices of Objection > trade marks For each particular trade mark described, the Schedule makes reference to a particular “class” of goods. This refers to the classes of goods prescribed in Schedule 1 to the Trade Marks Regulations 1995 and along with a description of the goods, is used to describe the type of goods for which the particular trade mark is registered. Prospective importers of such goods should seek further advice from Customs regarding the ambit of any Notice of Objection set out in the Schedule. Goods referred to in this ACN, that are manufactured outside and imported into Australia, and are subject to the control of Customs under the meaning of the Customs Act 1901 are liable to be seized by Customs if: − they have applied to them, or in relation to them, a sign that is substantially identical with, or deceptively similar to, a trade mark listed in the attached Schedule; and − are goods in respect of which the notified trade mark is registered; unless it can be established that the goods do not infringe the relevant trade mark. -
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. -
CPR for the Arcade Culture a Case History on the Development of the Dance Dance Revolution Community
CPR for the Arcade Culture A Case History on the Development of the Dance Dance Revolution Community Alexander Chan SUID 5075504 STS 145: History of Computer Game Design Stanford University March 16, 2004 Introduction Upon entering an arcade, you come across an unusual spectacle. Loud Japanese techno and a flashing neon glow pour out of the giant speakers and multicolored lights of an arcade console at the center of the room. Stranger than the flashy arcade cabinet is the sweaty teenager stomping on a metal platform in front of this machine, using his feet to vigorously press oversized arrows as the screen in front of him displays arrows scrolling upward. A growing group of people crowd around to watch this unusual game-play, cheering the player on. In large letters, the words “Dance Dance Revolution 3rd Mix” glow above the arcade machine. Most people who stumble upon a scene similar to this one would rarely believe that such a conceptually simple arcade game could foster an enormous nation-wide game community, both online and offline. Yet the rules of the game are deceptively simple. The players (one or two) must press the arrows on the platform (either up, down, left, or right) when the corresponding arrows on the screen reach the top, usually on beat with the techno/pop song being played. If the player doesn’t press the arrows on time, the song will quickly come to an end, and the machine will Arrows scrolling up a DDR screen ask for more quarters to continue play. Yet despite its simplicity, Dance Dance Revolution, or DDR for short, has helped create a giant player community in the United States, manifesting itself though various forms. -
Exerlearn Bike: an Exergaming System for Children's Educational and Physical Well-Being by Rajwa Alharthi a Thesis Submitted T
EXERLEARN BIKE: AN EXERGAMING SYSTEM FOR CHILDREN’S EDUCATIONAL AND PHYSICAL WELL-BEING BY RAJWA ALHARTHI A THESIS SUBMITTED TO THE FACULTY OF GRADUATE AND POSTDOCTORAL STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER IN COMPUTER SCIENCE OTTAWA-CARLETON INSTITUTE FOR COMPUTER SCIENCE SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE UNIVERSITY OF OTTAWA © RAJWA ALHARTHI, OTTAWA, CANADA 2012 Abstract Inactivity and sedentary behavioural patterns among children contribute greatly to a wide range of diseases including obesity, cancer, cardiovascular disease, and diabetes. It is also associated with other important health effects like mental health issues, anxiety, and depression. In order to reduce these trends, we need to focus on the highest contributing factor, which is lack of physical activity in children’s daily lives. 'Exergames' are believed to be a very good solution in promoting physical activity in children. Such games encourage children to engage in physical activity for long periods of time while enjoying their gaming experience. The purpose of this thesis is to provide means of directing child behaviour in a healthy direction by using gaming enhancements that encourage physical exertion. We believe that the combination of both exercising and learning modalities in an attractive gaming environment could be more beneficial for the child's well-being. In order to achieve this, we present an adaptive exergaming system, the "ExerLearn Bike", which combines physical, gaming, and educational features. The main idea of the system is to have children learn about new objects, new language, practice their math skills, and improve their cognitive ability through enticing games and effective exercise. -
(Title of the Thesis)*
DESIGN ASPECTS OF MULTIPLAYER EXERGAMES [TECHNICAL REPORT 2010-571] Tadeusz B. Stach Queen’s University Kingston, Ontario, Canada (February, 2010) Copyright © Tadeusz B. Stach, 2010 Abstract Exergames combine physical movement and entertainment in order to promote physical activity. Multiplayer exergames take advantage of the motivational aspects of group activity by allowing two or more people to play together. Existing research in multiplayer exergames has focused primarily on novel game designs. Currently, there is a lack of understanding on how to support and improve group exercise with exergames. Without a set of design fundamentals, it is difficult to create multiplayer exergames which increase the quality and accessibility of group exercise. This paper synthesizes existing literature into four aspects unique to multiplayer exergames: group formation, play styles, differences in skills and abilities, and quality of exercise. These features make up key design fundamentals specific to multiplayer exergames. ii Table of Contents Abstract ............................................................................................................................................ ii Table of Contents ............................................................................................................................ iii List of Figures .................................................................................................................................. v 1. Introduction ............................................................................................................................. -
Access All Areas? the Evolution of Singstar from the PS2 to PS3 Platform
This may be the author’s version of a work that was submitted/accepted for publication in the following source: Fletcher, Gordon, Light, Ben, & Ferneley, Elaine (2008) Access all areas? The evolution of SingStar from the PS2 to PS3 platform. In Loader, B (Ed.) Internet Research 9.0: Rethinking Community, Rethink- ing Space (2008) - 9th Annual Conference of the Association of Internet Researchers. Association of Internet Researchers, Denmark, pp. 1-13. This file was downloaded from: https://eprints.qut.edu.au/75684/ c Copyright 2008 the authors This work is covered by copyright. Unless the document is being made available under a Creative Commons Licence, you must assume that re-use is limited to personal use and that permission from the copyright owner must be obtained for all other uses. If the docu- ment is available under a Creative Commons License (or other specified license) then refer to the Licence for details of permitted re-use. It is a condition of access that users recog- nise and abide by the legal requirements associated with these rights. If you believe that this work infringes copyright please provide details by email to [email protected] Notice: Please note that this document may not be the Version of Record (i.e. published version) of the work. Author manuscript versions (as Sub- mitted for peer review or as Accepted for publication after peer review) can be identified by an absence of publisher branding and/or typeset appear- ance. If there is any doubt, please refer to the published source. Access All Areas? The -
Dance Dance Revolution on FPGA
ECE532 – Digital System Design Dance Dance Revolution on FPGA Name: Jeffrey Puk (992297518) Dharmendra Gupta (992370206) Kenny Chan (992462866) Date: April 2, 2007 Acknowledgements Special thanks to the following people for making this project a success. - Mark Jarvin - Patrick Akl - Professor Paul Chow And Xilinx for their generous donation of the Xilinx XUP Virtex II Pro board to the University of Toronto. ECE532 – Digital System Design Group Report Table of Content 1. Overview..................................................................................................................................... 1 1.1 Goals of the Project........................................................................................................... 1 1.2 Redefined Goals of the Project ......................................................................................... 1 1.3 System Diagram................................................................................................................ 2 1.4 High Level Description..................................................................................................... 3 2. Outcome...................................................................................................................................... 4 2.1 Future Improvements ........................................................................................................ 5 3. Detailed Description ..................................................................................................................