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Using a Mobile Phone as a “Wii-like” Controller for Playing Games on a Large Public Display
Mobile Phone “Wii-like” Controller Playing Games Large Public Display
2009/9/3
Undoubtedly the biggest success amongst the recent games console releases has been the launch of the Nintendo Wii. This is arguably due to its most innovative attribute—the wireless controller or “Wii...
A Hybrid Fuzzy ANN System for Agent Adaptation in a First Person Shooter
Hybrid Fuzzy ANN System Agent Adaptation First Person Shooter
2009/9/3
The aim of developing an agent, that is able to adapt its actions in response to their effectiveness within the game, provides the basis for the research presented in this paper. It investigates how a...
A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines
Conceptual Framework First-Person Shooter Audio Game Engines
2009/9/3
We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the au...
Game Play Schemas: From Player Analysis to Adaptive Game Mechanics
Game Play Schemas Player Analysis Adaptive Game Mechanics
2009/9/3
Schema theory provides a foundation for the analysis of game play patterns created by players during their interaction with a game. Schema models derived from the analysis of play provide a rich expla...
A Constraint-Based Approach to Visual Speech for a Mexican-Spanish Talking Head
Constraint-Based Approach Visual Speech Mexican-Spanish Talking Head
2009/9/3
A common approach to produce visual speech is to interpolate the parameters describing a sequence of mouth shapes, known as visemes, where a viseme corresponds to a phoneme in an utterance. The interp...
Real-Time Optimally Adapting Meshes: Terrain Visualization in Games
Real-Time Optimally Adapting Meshes Terrain Visualization Games
2009/9/3
One of the main challenges encountered by interactive graphics programmers involves presenting high-quality scenes while retaining real-time frame rates on the hardware. To achieve this, level-of-deta...
Activity Classification for Interactive Game Interfaces
Activity Classification Interactive Game Interfaces
2009/9/3
We present a technique for modeling and recognising human activity from moving light displays using hidden Markov models. We extract a small number of joint angles at each frame to form a feature vect...
Ambient Games, Revealing a Route to a World Where Work is Play?
Ambient Games ambient music Work
2009/9/3
A novel way of playing games called ambient gaming is defined and described. Growing out of ideas in ambient music, ambient gaming is defined as “ignorable as it is interesting” after Brian Eno's desc...
A Real-Time Facial Expression Recognition System for Online Games
Real-Time Facial Expression Recognition System Online Games
2009/9/3
Multiplayer online games (MOGs) have become increasingly popular because of the opportunity they provide for collaboration, communication, and interaction. However, compared with ordinary human commun...
Using a Camera Phone as a Mixed-Reality Laser Cannon
Camera Phone Mixed-Reality Laser Cannon
2009/9/3
Despite the ubiquity and rich features of current mobile phones, mobile games have failed to reach even the lowest estimates of expected revenues. This is unfortunate as mobile phones offer unique pos...
Strategic Team AI Path Plans: Probabilistic Pathfinding
Strategic Team AI Path Plans Probabilistic Pathfinding
2009/9/3
This paper proposes a novel method to generate strategic team AI pathfinding plans for computer games and simulations using probabilistic pathfinding. This method is inspired by genetic algorithms (Ru...
Game Portability Using a Service-Oriented Approach
Game Portability Service-Oriented Approach
2009/9/3
Game assets are portable between games. The games themselves are, however, dependent on the game engine they were developed on. Middleware has attempted to address this by, for instance, separating ou...
A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game
Interaction Patterns Awareness Design Elements Massively Multiplayer Online Game
2009/9/3
Massively multiplayer online games (MMOGs) have been known to create rich and versatile social worlds for thousands of millions of players to participate. As such, various game elements and advance te...
A Gameplay Definition through Videogame Classification
Gameplay Definition Videogame Classification
2009/9/3
This paper is part of an experimental approach aimed to raise a videogames classification. Being inspired by the methodology that Propp used for the classification of Russian fairy tales, we have iden...
Story has traditionally been seen as something separate to gameplay—frequently relegated to an afterthought or epiphenomenon. Nevertheless, in the FPS genre there has been something of a renaissance i...