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- ArticleJune 2005
Possession techniques for interaction in real-time strategy augmented reality games
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 2–eshttps://doi.org/10.1145/1178477.1178584There have been a number of interactive games created for Augmented Reality (AR) environments. In this paper, interaction techniques to support Real-Time Strategy (RTS) games in AR environments are investigated. One limiting factor is that the user's ...
- ArticleJune 2005
How to make games for visually impaired children
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 450–453https://doi.org/10.1145/1178477.1178578This paper discusses the principal constraints encountered when adapting computer game so they work for visually impaired children. A game platform, the blindstation, was developed to answer to the technical problem. It allows to adapt existing content ...
- ArticleJune 2005
AI middleware as means for improving gameplay
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 442–445https://doi.org/10.1145/1178477.1178576Current commercial AI middleware are still far from being a generic and flexible tool for developing computer games. Also the literature lacks proposals in this field. In this work we present some of our current research on developing a new proposal for ...
- ArticleJune 2005
The case for dynamic difficulty adjustment in games
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 429–433https://doi.org/10.1145/1178477.1178573Conventional wisdom suggests that while players enjoy unpredictability or novelty during gameplay experiences, they will feel "cheated" if games are adjusted during or across play sessions. In order for adjustment to be effective, it must be performed ...
- ArticleJune 2005
Fast delivery of game events with an optimistic synchronization mechanism in massive multiplayer online games
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 405–412https://doi.org/10.1145/1178477.1178570As smart players often win MMOG sessions by adopting frantic gaming strategies along the game evolution, also the system activities concerned with the distributed support of MMOGs must advance at a very fast pace. Unfortunately, MMOGs' responsiveness ...
- ArticleJune 2005
SymBall: camera driven table tennis for mobile phones
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 391–392https://doi.org/10.1145/1178477.1178565We present a table tennis game implemented for Symbian OS Series 60 mobile phones, using the phone's integrated camera as the main game controller. The game demonstrates how the integrated cameras are already usable for interaction on mobile phones, ...
- ArticleJune 2005
Challenges for pervasive mobile game design: examining players' emotional responses
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 371–372https://doi.org/10.1145/1178477.1178554The research is focused on developing pervasive and persistent game concepts that are most suitable for contemporary mobile phones. The analysis of the emotional responses of the testplayers in the first play-test and of the game prototype The Songs of ...
- ArticleJune 2005
Cyclone Uppercut, a boxing game for an immersive environment
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 363–364https://doi.org/10.1145/1178477.1178549Cyclone Uppercut is a Virtual Reality (VR) boxing game designed to run in a six sided CAVE-like projection system such as the C6 at Iowa State University. In this game, the player assumes the role of a young boxer fighting in the final match to be the ...
- ArticleJune 2005
Playmakers in multiplayer game communities: their importance and motivations for participation
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 334–337https://doi.org/10.1145/1178477.1178540In many game-like open-ended multiplayer communities, the success of the game, and well-being of the community, depends on the efforts of certain individuals who arrange resources for gameplay to other players. These include e.g. game masters, server ...
- ArticleJune 2005
Designing a narrative-based audio only 3D game engine
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 274–277https://doi.org/10.1145/1178477.1178525Immersing players in believable and engaging virtual environments is a common goal for many interactive computer games. While PC-based audio only games set in virtual worlds have traditionally been developed for blind players, new technology will soon ...
- ArticleJune 2005
Keeping bots out of online games
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 262–265https://doi.org/10.1145/1178477.1178522We study the problem of restricting participation in online games to human players, so they can enjoy the game without interference from automated playing agents known as bots. We propose a range of techniques, both software and hardware based, to ...
- ArticleJune 2005
Emotional agent model and architecture for NPCs group control and interaction to facilitate leadership roles in computer entertainment
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 156–163https://doi.org/10.1145/1178477.1178498The paper reports work involving the use of academic artificial intelligence to create realistic portrayals of leadership roles in computer game entertainment. In response to a perceived lack of depth and realism in the team relationship dynamics of ...
- ArticleJune 2005
Designing sound for a pervasive mobile game
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 110–116https://doi.org/10.1145/1178477.1178492We examine the role of sound design in pervasive mobile games. As a case study, we present the sound design and evaluation of a working prototype game called The Songs of North. A play-test with 19 players was conducted over a two-week period. The ...
- ArticleJune 2005
Introducing narrative principles into planning-based interactive storytelling
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 35–42https://doi.org/10.1145/1178477.1178482There is a growing interest for interactive computational systems with emphasis in dramatic and narrative aspects, for artistic and entertainment applications. Interactive Storytelling (IS) is the research area that intends to allow the use of ...