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Video games are becoming less and less usable by people with disabilities every day. These disabilities include cognitive, visual, and mobility. The purpose of this paper is to discuss the necessity of making video games accessible. This will be done through looking at benefits, current work for all disabilities, and how it's looked at by the law. The topic of video gaming accessibility is especially...
Video game play is traditionally associated with sedentary activity, but it may be possible in the new mobile, ubiquitous game play paradigm to encourage users to engage in healthy exercise. Augmented Reality may be an ideal vehicle for this type of change, as it can add virtual game elements to a user's physical world. In this paper, we leveraged concepts drawn from mobile health monitoring as well...
Criminal and delictual conduct are found within virtual worlds and computer gaming just as in the physical world. These may manifest themselves in myriad ways, from the role playing conduct of players within the game space to conduct by players, game developers and operators and others that may violate criminal laws and normative prohibitions generally. We examine this spectrum of conduct and the...
In this paper, we propose a hybrid method to procedurally generate terrains in Scorch Earth. It features both the fast computing speed of random techniques and the wide variety of details of fractal techniques. We indirectly evaluate terrains by analyzing the gameplay data. We create an AI agent to model players' behaviors to produce gameplay data. The agent is capable to shoot and move in different...
In this paper, the quest for the perfect perfect-maze is performed over the search space of perfect mazes using an approach of search-based procedural content generation. Perfect maze construction is rather random with little to no control of the final product. We propose a search-based framework based on attributes or metrics of a constructed maze to provide a foundation for evaluation functions...
We identify three challenges in cybersecurity education that could be addressed through game-based learning: conveying cybersecurity fundamentals, assessment of understanding, and recruitment and retention of professionals. By combining established epistemologies for cybersecurity with documented best practices for educational game design, we are able to define four research questions about the state...
The Ohio State University Comprehensive Cancer Center - Arthur G. James Cancer Hospital and Richard J. Solove Research Institute's (OSUCCC- James) is a transformational facility that fosters the collaboration and integration of cancer research and clinical cancer care. Unlike regular facilities, transferring between hospitals requires the staff to occupy accurate and specialized knowledge of the spatial...
Motion Onset Visually Evoked Potentials (mVEPs) are elicited by visual stimuli that offer a more elegant, less fatiguing visual presentation than other stimuli used in visual evoked potentials (VEPs) studies. mVEP for use in brain computer interface (BCI) video gaming offer users a pleasant presentation environment to play video games. Modern, commercially available video games are a popular form...
This paper presents an experiment in which people with intellectual disabilities played 3 apps with different levels and purposes on an iPad Air. As part of the game they were required to interact with Sphero and the activities they tried to perform required motor skills, attention and memory. We have selected two groups of participants according to their level of support needs. The results show the...
This work in progress is focused on adapted design of a set of games for people with cerebral palsy. In the specification all the stakeholders (family, therapeutics and monitors) have participated. In the games set 4 levels of complexity have been proposed, and also the different types of interaction: touchscreen, push buttons, etc. The evaluation of the 4 prototypes will be held including not only...
Procedural content generation for games often uses tile sets. Tilings generated with tile sets are equivalent to pictures generated from a fixed alphabet of characters such as those explored in the area of vision. Formal languages over pictures and their methods of definition such as 2D regular expressions, automata, and array grammars are directly applicable to generation of tilings using finite...
NP-hard problems, such as generating crossword puzzles, are candidates for solution by genetic algorithms (GAs). A combination of both a genetic algorithms and a Wisdom of Artificial Crowds (WoAC) aggregation method was developed for the purpose of creating crossword puzzles given a particular outline. The program was written using a GPL Hunspell wrapper NHunspell for word verification and suggestion...
Automatic generation of game content is an important challenge in computer game design. Such generation requires methods that are both efficient and guaranteed to produce playable content. While existing methods are adequate for currently available types of games, games based on more complex entities and structures may require new methods. In this paper, we use computational complexity analysis to...
Solving puzzles based on number-sum or ordered matrices is an NP-hard problem that requires considerable computational effort. Prime examples of these are the games Sudoku and Kakuro. Kakuro relies on number sequences that must sum to a number indicator shown on the puzzle. Sudoku requires that numbers be listed in an implicit sequence in blocks and rows. Both puzzles require exclusivity of the numbers...
Motion Onset Visually Evoked Potentials (mVEPs) allow users to interact with technology using non-visually fatiguing stimuli in a Brain Computer Interface (BCI). This study employs mVEP in an onscreen controller and evaluates players' ability to use mVEP for online gameplay with games from three different genres namely action, puzzle and sports. The onscreen controller consists of five mVEP stimuli...
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