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An Engine Selection Methodology for High Fidelity Serious Games

Panagiotis Petridis, Ian Dunwell, Sara de Freitas, David Panzoli
2010 2010 Second International Conference on Games and Virtual Worlds for Serious Applications  
Additionally, the convergence of training simulations with serious gaming, made possible by increasing hardware rendering capacity, is enabling the creation of high-fidelity serious games which challenge  ...  Serious games represent the state-of-the-art in the convergence of electronic gaming technologies with instructional design principles and pedagogies.  ...  Depending on the game segment and market segment the game engine may need to be able to interact with real-time data such as GPS systems, simulators, and players and non-player characters. E.  ... 
doi:10.1109/vs-games.2010.26 dblp:conf/vsgames/PetridisDFP10 fatcat:pcwwwffhsjcmjavlknjornosdu

Network formation games with teams

Vikas Vikram Singh, Giovanni Neglia, Konstantin Avrachenkov
2016 Journal of Dynamics & Games  
In this paper we introduce the concept of network formation games for teams of nodes and show how very different network structures can arise also for some simple games studied in the literature.  ...  Network formation games have been proposed as a tool to explain the topological characteristics of existing networks.  ...  Network Formation Games with Teams: basic definitions In this section we define network formation games for teams and we start extending some usual concepts for network formation games to our setting.  ... 
doi:10.3934/jdg.2016016 fatcat:prhg2hyvhbf57fc6tqbewswebm

Towards Network Games with Social Preferences [chapter]

Petr Kuznetsov, Stefan Schmid
2010 Lecture Notes in Computer Science  
In order to derive concrete results, we propose a simplistic network creation game that captures the effect of social relationships among players.  ...  In particular, we introduce the notion of the social range matrix and explore the effects of the social range matrix on the equilibria in a network game.  ...  Moreover, we have proved the intuition right (under certain circumstances) that in our novel network creation game, the social relationships are reflected in the network topology.  ... 
doi:10.1007/978-3-642-13284-1_3 fatcat:t5za4gpfkvfyjh3wu75rkdf4qu

A Sociotechnical Conjecture about the Context and Development of Multiplayer Online Game Experiences

Licinio Roque
2005 Conference of the Digital Games Research Association  
strategies and practices as media designed to influence the emergence of the heterogeneous sociotechnical networks governing online game experiences.  ...  Finally, we outline challenges for the innovation of designer and player roles.  ...  As we understanding it the creation of a game means the creation of a special kind of context. This context is populated with contextual elements of both a technical and social nature.  ... 
dblp:conf/digra/Roque05 fatcat:g7deyae4ufgbjktuzbqnl3mgje

Adapting multiuser 3D virtual environments to heterogeneous devices

Regina Borges de Araujo, Alessandro Rodrigues e Silva, Glauco Todesco
2006 Journal of the Brazilian Computer Society  
are being envisaged to run on devices as heterogeneous as wrist clocks, refrigerators with access to the internet, mobile phones, PDAs, set-top-boxes, game consoles etc.  ...  With the growing dissemination and reliability of wireless networks and the emergence of devices with increasing processing and communication power, applications that up to now were restricted to the PCs  ...  CPU and memory) what can impact on the rendering performance and quality. Heterogeneity in Networked Virtual Environments is handled in [30] .  ... 
doi:10.1590/s0104-65002006000200005 fatcat:tqvhcxepsfbm5kse6ye4cysqga

Adapting multiuser 3D virtual environments to heterogeneous devices

Regina Borges de Araujo, Alessandro Rodrigues e Silva, Glauco Todesco
2006 Journal of the Brazilian Computer Society  
are being envisaged to run on devices as heterogeneous as wrist clocks, refrigerators with access to the internet, mobile phones, PDAs, set-top-boxes, game consoles etc.  ...  With the growing dissemination and reliability of wireless networks and the emergence of devices with increasing processing and communication power, applications that up to now were restricted to the PCs  ...  CPU and memory) what can impact on the rendering performance and quality. Heterogeneity in Networked Virtual Environments is handled in [30] .  ... 
doi:10.1007/bf03192388 fatcat:iojztfccmjdftgcqz6ve5posda

Game Engines Selection Framework for High-Fidelity Serious Applications

Panagiotis Petridis, Ian Dunwell, David Panzoli, Sylvester Arnab, Aristidis Protopsaltis, Maurice Hendrix, Sara de Freitas
2012 International Journal of Interactive Worlds  
In particular, the convergence of training simulators with serious games, made possible by increasing hardware rendering capacity is enabling the creation of high-fidelity serious games, which challenge  ...  Serious games represent the state-of-the-art in the convergence of electronic gaming technologies with instructional design principles and pedagogies.  ...  , networking and heterogeneity.  ... 
doi:10.5171/2012.418638 fatcat:6z2u2qqeajhkhce65hpdn6nshi

Game Theoretic Formation of a Centrality Based Network [article]

Ryan Tatko, Christopher Griffin
2012 arXiv   pre-print
We then expand the model to simulate non-trivial games with large numbers of players.  ...  We model the formation of networks as a game where players aspire to maximize their own centrality by increasing the number of other players to which they are path-wise connected, while simultaneously  ...  EMPIRICAL RESULTS We have shown that star networks are pairwise stable for games with heterogeneous link costs between players on a small-scale.  ... 
arXiv:1209.4022v1 fatcat:izyc6mzd6rbs7p7djmkxikfn6m

Game Theoretic Formation of a Centrality Based Network

Ryan Tatko, Christopher Griffin
2012 2012 International Conference on Social Informatics  
We then expand the model to simulate non-trivial games with large numbers of players.  ...  We model the formation of networks as a game where players aspire to maximize their own centrality by increasing the number of other players to which they are path-wise connected, while simultaneously  ...  EMPIRICAL RESULTS We have shown that star networks are pairwise stable for games with heterogeneous link costs between players on a small-scale.  ... 
doi:10.1109/socialinformatics.2012.94 dblp:conf/socialinformatics/TatkoG12 fatcat:3o2x7qiewzblbhlhbmlhqzjhca

A Simple Architecture for Digital Games on Demand Using Low Performance Resources under a Cloud Computing Paradigm

Diego Cordeiro Barboza, Hamilton Lima Junior, Esteban Walter Gonzalez Clua, Vinod E.F. Rebello
2010 2010 Brazilian Symposium on Games and Digital Entertainment  
Our proposal consists on running an appropriate remote server in the cloud so that the client need only perform a few basic tasks, such as reading user input and displaying the resulting game screens.  ...  This work proposes and evaluates the feasibility of building a simple off-theshelf architecture for an on demand gaming service.  ...  With games running on a server, the client devices need only meet the basic requirements, like being able to connect to a high speed network and display streaming video.  ... 
doi:10.1109/sbgames.2010.34 dblp:conf/sbgames/BarbozaJCR10 fatcat:4fdfi2gx5fflxeejeccs7lcseq

Game Theory for Multi-Access Edge Computing: Survey, Use Cases, and Future Trends

2018 IEEE Communications Surveys and Tutorials  
The games in these scenarios involve, as usual, diverse players with conflicting goals.  ...  Game Theory (GT) has been used with significant success to formulate, and either design or optimize, the operation of many representative communications and networking scenarios.  ...  These offer customers data storage and service housing with a low Round Trip Time (RTT), i.e. basically MEC [18] . Fig. 2 shows a heterogeneous wireless access network for MEC scenarios.  ... 
doi:10.1109/comst.2018.2863030 fatcat:xxsvobkdbzgizm5obvnz5eqatu

3D Game Content Distributed Adaptation in Heterogeneous Environments

Francisco Morán, Marius Preda, Gauthier Lafruit, Paulo Villegas, Robert-Paul Berretty
2007 EURASIP Journal on Advances in Signal Processing  
enable online dynamic content adaptation, and thus delivery of the same content over heterogeneous networks to terminals with very different profiles, and its rendering on them.  ...  Most current multiplayer 3D games can only be played on a single dedicated platform (a particular computer, console, or cell phone), requiring specifically designed content and communication over a predefined  ...  User validation showed indeed that there was no statistically significant difference between PC and CP players with respect to game experience, and network delay did not negatively affect the players'  ... 
doi:10.1155/2007/93027 fatcat:fsc4c3adqrbetmqleahbjxfckq

Networks in Economics [chapter]

Yves Zenou
2015 International Encyclopedia of the Social & Behavioral Sciences  
We derive some results on games on networks and network formation. We also study what happens when agents choose both links and actions.  ...  We provide an overview on networks in economics. We first look at the theoretical aspects of network economics using a game-theoretical approach.  ...  Game on network definitions When the network is fixed, there are two types of games: games with strategic complementarities and games with strategic substitutes. Let us define them formally.  ... 
doi:10.1016/b978-0-08-097086-8.43117-x fatcat:oi4jg5mcqbelnbvnze4tdszk2i

Using Sensor Networks to Measure Intensity in Sporting Activities [chapter]

Mark Roantree, Michael Whelan, Jie Shi, Niall Moyna
2009 Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering  
The deployment of sensor networks is both widespread and varied with more niche applications based on these networks.  ...  In the case study provided in this work, the network is provided by two football teams with sensors generating continuous heart rate values for the duration of the activity.  ...  As the research focused on schoolage players, the networks were configured in terms of size, duration and format to assess the physiological impact of participants.  ... 
doi:10.1007/978-3-642-10625-5_38 fatcat:uopi7xh4xfczlblicrxpbgulja

uOS: A Resource Rerouting Middleware for Ubiquitous Games

Fabricio N. Buzeto, Miriam A.M. Capretz, Carla D. Castanho, Ricardo P. Jacobi
2013 2013 IEEE 10th International Conference on Ubiquitous Intelligence and Computing and 2013 IEEE 10th International Conference on Autonomic and Trusted Computing  
Ubiquitous games combine ubicomp and computer game technologies to enrich user's experience and fun. Such games may benefit from different input and output resources offered by mobile devices.  ...  To support the development and deployment of ubiquitous games, this work presents the uOS middleware.  ...  The authors gratefully acknowledge the financial support to Fabricio Buzeto from CAPES (Coordenação de Aperfeiçoamento de Pessoal de Nível Superior) and CNPq (Conselho Nacional de Desenvolvimento Científico  ... 
doi:10.1109/uic-atc.2013.44 dblp:conf/uic/BuzetoCCJ13 fatcat:wqwgrxpapbaihlhz6aqivlbzmu
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