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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
Personality model for a companion AIBO
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 438–441https://doi.org/10.1145/1178477.1178575In this paper we describe the architecture that allows the modeling of an emotionally intelligent robot. We chose to implement these architectures on AIBO, which is a quadruped autonomous robot, developed by Sony. AIBO was developed as an entertainment ...
- 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 ...
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- 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
Game space design foundations for trans-reality games
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 397–404https://doi.org/10.1145/1178477.1178569Trans-reality games are games that take advantage of pervasive, mobile, ubiquitous, location-based and mixed reality technical infrastructures to create game spaces that can include physical reality together with one or more virtual realities. Creating ...
- 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
Developing games with Magic Playground: a gesture-based game engine
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 361–362https://doi.org/10.1145/1178477.1178548This paper presents Magic Playground, a game engine that enables the development of entertainment applications with realtime gesture-based Human-Computer Interaction (HCI). We describe the main architectural elements of our system and provide a ...
- 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
Synchronization methods for supporting distributed 3D virtual environments in Java™
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 318–321https://doi.org/10.1145/1178477.1178536This paper presents a 3D distributed virtual environment (DVE). The DVE, created using Java, is intended to allow for the creation of applications to enable multiple users to collaboratively interact in, and communicate about, a virtual world. This DVE ...
- ArticleJune 2005
Rendezvous: supporting real-time collaborative mobile gaming in high latency environments
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 310–313https://doi.org/10.1145/1178477.1178534Despite the ever increasing popularity of handheld, networked gaming consoles, fully interactive real-time, multiplayer games designed for these platforms have yet to become a reality. This is primarily caused by the reliance of these handheld devices ...
- 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
Interactive three-dimensional rendering on mobile computer devices
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 254–257https://doi.org/10.1145/1178477.1178520We present a client/server system that is able to display 3D scenes on handheld devices. This kind of devices have important restrictions of memory and computing power. Therefore, we need to limit the amount of geometry sent by the server to each ...
- ArticleJune 2005
Networked equilibrium sharing system "balance seat"
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 188–191https://doi.org/10.1145/1178477.1178504This paper presents a networked system connecting real space, which is shared and operated by three people.We made three pneumatic triple-axis motion platforms as a system to share a "sense of balance" with other people, and examined control methods for ...
- 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
Achieving fairness in multiplayer network games through automated latency balancing
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technologyPages 117–124https://doi.org/10.1145/1178477.1178493Over the past few years, the prominence of multiplayer network gaming has increased dramatically in the Internet. The effect of network delay (lag) on multiplayer network gaming has been studied before. Players with higher delays (whether due to slower ...