Results 1 to 10 of about 8,364 (215)
Playable Video Generation [PDF]
This paper introduces the unsupervised learning problem of playable video generation (PVG). In PVG, we aim at allowing a user to control the generated video by selecting a discrete action at every time step as when playing a video game. The difficulty of the task lies both in learning semantically consistent actions and in generating realistic videos ...
Willi Menapace +4 more
openaire +2 more sources
Heuristic usability evaluation on games: a modular approach [PDF]
Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or ...
Cascado Caballero, Daniel +3 more
core +1 more source
Affect and the computer game player: the effect of gender, personality, and game reinforcement structure on affective responses to computer game-play [PDF]
Previous research on computer games has tended to concentrate on their more negative effects (e.g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and ...
Chumbley, J, Griffiths, MD
core +1 more source
Is swarm intelligence able to create mazes? [PDF]
In this paper, the idea of applying Computational Intelligence in the process of creation board games, in particular mazes, is presented. For two different algorithms the proposed idea has been examined.
Napoli, Christian +3 more
core +3 more sources
Confessions of a live coder [PDF]
This paper describes the process involved when a live coder decides to learn a new musical programming language of another paradigm. The paper introduces the problems of running comparative experiments, or user studies, within the field of live coding ...
Magnusson, Thor
core +3 more sources
Human factors in entertainment computing: designing for diversity [PDF]
Although several casual gaming systems have been developed during the past years, little research examining the impact of human factors on the design and use of digital games has been carried out, and commercially available games are only partially ...
Gerling, Kathrin
core +1 more source
Towards a new ITU-T recommendation for subjective methods evaluating gaming QoE [PDF]
This paper reports on activities in Study Group 12 of the International Telecommunication Union (ITU-T SG12) to define a new Recommendation on subjective evaluation methods for gaming Quality of Experience (QoE).
Antons, Jan-Niklas +6 more
core +1 more source
Minimum game plans : eco-design and low-tech fabrication in studios [PDF]
This paper looks at eco-design and low-tech fabrication in ...
Suau, Cristian
core +2 more sources
A Framework for Playable Social Dialogue
Non-player characters in games generally lack believability and deep interactivity. The AI system Ensemble begins to tackle this by modeling social state and behaviors for game characters. With previous versions of Ensemble, the player initiates social exchanges and the system generates the dialogue and outcome and displays them in their entirety.
Mike Treanor, Josh McCoy, Anne Sullivan
openaire +2 more sources
PLXTRM : prediction-led eXtended-guitar tool for real-time music applications and live performance [PDF]
peer reviewedThis article presents PLXTRM, a system tracking picking-hand micro-gestures for real-time music applications and live performance. PLXTRM taps into the existing gesture vocabulary of the guitar player.
Bernardini Bressan, Federica +4 more
core +1 more source

