Computer Games Multimedia and Allied Technologies - CGAT Conference

Selected Accepted Papers

Selected Accepted Papers

While large-scale 3D video games have become increasingly popular in recent years, the computing devices are becoming lighter and lighter. It is difficult for these devices to meet the hardware requirements of large-scale games. Cloud gaming has been proposed to allow on-demand video streaming of high-quality 3D games onto computing devices through the use of a thin client program. However, current cloud gaming is not very attractive to the practitioners of industry partly due to high hosting costs. In this paper, we propose several hosting strategies to reduce the costs and increase the revenue of cloud gaming, in order to attract more practitioners. Our strategies are derived based on the relation among the number of servers, storage usage and waiting time. We have performed a series of simulations based on the players\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\' behaviors in World of Warcraft. We have also performed case studies on how the proposed strategies will affect some existing commercial cloud platforms.
Obesity has increased in children and adolescents, which is mainly due to the lack of physical activities. Moreover, playing video games excessively has been noted to have a negative effect on childhood obesity, which can lead to serious health problems [1]. In an attempt to reduce it, a new gaming mechanism called exergame has been developed. Exergame combines exercising with gaming, requiring the users to do some kind of physical activity while playing. It was designed to capitalize on the reinforcing effects of video games, to increase physical activity in children [2].The recent console video games such as Xbox Kinect allow players to physically interact with the game. However, the biggest limitation of console exergames is that they require a computer monitor or television set to operate, and cannot be played outdoors as in the case of a mobile device. This project focuses on the concept of exergaming, for that we discover mobile exergame applications to know how they apply that concept. Furthermore, we observed the children at “MyGymⓒ” in Panorama Mall, Riyadh, KSA to understand their needs and interests. Also, we interviewed the coaches and the children as well. After that, we get the full view of what motivate children to physically move. The aim of this project is to develop a mobile game (Switch On), which helps children to improve their fitness and to make physical activity part of their daily routine, by motivating them using mobile exergaming framework. The concept is to design an iOS game application that relies on the latest trends in the gaming industry, such as Augmented Reality (AR) and Motion sensors games, in a way that motivates and encourages players’ movement in the real world. In contrast to similar applications and video games Switch On game does not require any equipment other than the mobile, also it can be played indoor and outdoor. Switch On was designed as a collection of mini-games. the game contains two worlds. In each world, there are three mini-games, in which the game character has to finish to unlock the next world. In order to achieve the project main goal, one of the mini-games uses accelerometer motion sensor to encourage the player to move his hands and jump, while the other mini-games use AR to motivate the player to walk and run.The game can be played using iOS phones with iOS version 11 and later. As a result, the game managed to motivate children to physically move while playing. Having gamified elements such as the top score –which is based on the points collected during the game and the time to finish the level- encouraged the children to play the game more than once to surpass the top score.
The motive is to make a real time multiplayer game that uses user\'s movement data as its input through Kinect and build a game play around this concept. At first a skeleton of 25 bone joints has been made and make character models around it and detect user through Kinect and sync user\'s body with our model. The process allows player characters to interact with each other within the virtual world. This whole process needs a server to perform and the server will have to manipulate data efficiently.
Many previous studies have already used several algorithms to build a Gobang game and a Connect 6 (a type of free-style Gobang) and analyze the fairness of a game, but there is no research showing how game rules influence the fairness of a free-style Gobang game (by changing the game rules from traditional Gobang game). Since we are interested in games’ potential of diversification and how a multi-player game can have more fairness in a game such as chess, we do research on fairness of free-style Gobang games. One of our goals is to find which rule effects the fairness of a Gobang game. Another objective of our study is to prove whether a computer player influence the fairness of a multi-player Gobang game by analyzing and comparing the results of both human-human games and human-computer games. Our research results let us know how changing the rules of free-style Gobang games influence the game fairness. The result is that our proposed free-style gobang games are fairer than traditional gobang games. Also, a computer player influences the fairness of Gobang games.
The Amount of Motorcycles Has Impacted City Development in Kaohsiung Based on the Theory and Analysis of Jacques Derrida
Interactive Storytelling Game for Delivering Technical Knowledge to the General Public: A case study of delivering IaaS migration using the FELIX federated testbed knowledge
An Investigation on the Effect of Educational Experiential Games: Games based on History and Literary Novels
ANIMATED FILMS AS A TOOL TO FOSTER LANGUAGE AND CULTURE
A Comparative Study Between Narrative Fiction and Interactive Fiction to Enhance Youth Literacy in Indonesia
Co-smonauts: Game Interfaces for Elderly People in Co-located and Collaborative Play
Study on the Preservation and Perception of Modern Park Heritage: Taking Tianjin’s Central Park as a Case
Teaching International Student Populations Simple Computer Games Development
Given the intellectual and cultural impact of prose stories, our primary goal is to automatically transform them into interactive game-like multimedia stories. Our major contribution is the development of a process and its associated tools to support the automatic transformation of traditional prose stories into interactive digital stories. The resulting framework provides the necessary CASE tools for developers to systematically carry out the transformation. Our implemented system takes the script of the written story as an input and transforms it into a game-like digital format. To automate this process, we designed two formal languages, the source language (L1) and the target language (L2). L1 is a scripting language that allows the designer to formally express stories. L2 is the game language that is processed by the game-engine to animate the story. The result is a powerful tool, similar to an automated factory, to support story translation. The impact of our research, by recasting stories in multimedia form and deploying them on smart devices, will give a new life to storytelling and help preserve a critical component of our cultural heritage. Moreover, it will provide ubiquitous engaging opportunities to people, and specifically children, to stimulate their imagination and facilitate their quest for knowledge acquisition inside and outside the classroom.
Digital gaming is an exponentially growing, multibillion-dollar industry. The largest cohort of adolescents in global history has now taken this up across every continent. The World Health Organisation has noted the phenomenon and is calling for more research into young people\\\'s perceptions. Opinion is divided over the risks and benefits of digital gaming. This has led to some confusion for the design and implementation of various strategies to promote the health, wellbeing and development of adolescents. Specifically, there is a paucity of literature on the ways adolescents experience digital gaming from their own perspectives. This paper reviews what is known about adolescent experience with digital gaming and argues the importance of exploring this further. A pilot, qualitative study using a phenomenographic methodology is proposed in order to identify the ways in which Australian urban adolescents (13-15 years) experience digital gaming. Preliminary results will be presented. The results of this research can provide valuable insights for the development of effective strategies in education, intervention and prevention programs, and policies for the future.
Serious virtual reality games contain a wide variety of applications. Disaster Relief Management can be implemented using the V R game. V R games make the player feel like reality which will be more effective in these kinds of applications. This work simulates the effect of a flood, so that the player gets a better understanding of disaster management techniques. Flooding is a situation, which can be predicted before it strikes. Knowing this prediction we can take precautions and save many lives. These precautions are used as the gaming element. This game mainly focuses on the precautions and the rescue operations happening before and after the disaster. After playing or watching this game the uneducated can also understand the steps to do in case the disaster strikes. The game is designed on the basis of Kolb’s Learning Method, most of which, is concerned with the learner’s internal cognitive processes. Upon completion of this game, its effectiveness can be observed by conducting a relative study between book learning on disaster management and this Virtual Reality Game.
Current global trends have proved the creative industry to be one of the important source of economic growth among developed countries. Creativity and its importance for Malaysia have made it imperative for any business organization to use creativity in range of ways including multimedia content and animation. Malaysian animation viewers rapidly influenced by digital media entertainment. The rise of such entertainment tends to drive them away from understanding what lies behind it that affect their emotion and thoughts. Therefore, the focus of this paper is to look into the experiences of “pleasantness” in viewer’s emotions that stimulate the perception of pleasure when watching Malaysian animated cartoon characters. A descriptive and One-Way Anova will be implemented in this study to examine the differences between gender and age with two categories which is design aesthetics and feeling pleasantness. Overall the results indicate that the perceived pleasantness on Malaysian animated cartoon characters did not differ between categories. The results indicated that there was no significant difference between gender and age when perceived pleasantness in animated cartoon characters. The Median scores for age groups and pleasantness were not statistically significant where X2(2) = 4.351, p = .114 (p > .05). Based on the results, it indicates the local society becomes consumer for local products. Furthermore, one of the advantages of having a good character design is considered a successful IP (Intellectual Property). It is suggested that the character role and theme in the animation give an impact to the emotional states that give a pleasure experience to the viewers.
Technology has become a crucial part of our daily life. People are trying to understand the latest developed technology because it can make their life more comfortable. However, there remains a large number of people that are not able to use technology because there is a barrier to understanding. In order to deliver new technology concepts to this group of people, this research aims to apply digital game-based learning (DGBL), one form of gamification technology to encourage people. We developed a game to teach users about “Infrastructure as a Service (IaaS) migration”, the communication technology to transfer digital data between remote places. We recruited 88 subjects to participate in our experiment and divided them into two groups. The first group used a reading method to learn about IaaS migration whereas the second group used the game. The subjects were assessed with evaluations before and after reading or using the game. Furthermore, the subjects who used the game were asked to give their feedbacks regarding the game using a separate questionnaire. We compared post-test with pre-test scores to quantify percent improvement of learning. The results indicate that instead of the conventional reading method, DGBL is an alternative learning tool for the user to understand the IaaS migration. In addition, results from the questionnaire indicate that the game is fun, fascinating, engaging, and helpful. It emphasizes that gamification techniques such as tutorials and leveling are the key factors to help subjects play easily and motivate them to complete the game accordingly.