scholarly journals Player Profile Management on NFC Smart Card for Multiplayer Ubiquitous Games

2009 ◽  
Vol 2009 ◽  
pp. 1-9 ◽  
Author(s):  
Romain Pellerin ◽  
Chen Yan ◽  
Julien Cordry ◽  
Eric Gressier-Soudan

One of the goals of mixed reality and ubiquitous computing technologies is to provide an adaptable and personal content at any moment, anywhere, and in any context. In Multiplayer Ubiquitous Games (MUGs), players have to interact in the real world at both physical and virtual levels. Player profiles in MUGs offer an opportunity to provide personalized services to gamers. This paper presents a way to manage MUG player profiles on an NFC Smart Card, and proposes a Java API to integrate Smart Cards in the development of MUGs. This user centric approach brings new forms of gameplay, allowing the player to interact with the game or with other players any time and anywhere. Smart Cards should also help improve the security, ubiquity, and the user mobility in traditional MUGs.

2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


2006 ◽  
Vol 5 (3) ◽  
pp. 53-58 ◽  
Author(s):  
Roger K. C. Tan ◽  
Adrian David Cheok ◽  
James K. S. Teh

For better or worse, technological advancement has changed the world to the extent that at a professional level demands from the working executive required more hours either in the office or on business trips, on a social level the population (especially the younger generation) are glued to the computer either playing video games or surfing the internet. Traditional leisure activities, especially interaction with pets have been neglected or forgotten. This paper introduces Metazoa Ludens, a new computer mediated gaming system which allows pets to play new mixed reality computer games with humans via custom built technologies and applications. During the game-play the real pet chases after a physical movable bait in the real world within a predefined area; infra-red camera tracks the pets' movements and translates them into the virtual world of the system, corresponding them to the movement of a virtual pet avatar running after a virtual human avatar. The human player plays the game by controlling the human avatar's movements in the virtual world, this in turn relates to the movements of the physical movable bait in the real world which moves as the human avatar does. This unique way of playing computer game would give rise to a whole new way of mixed reality interaction between the pet owner and her pet thereby bringing technology and its influence on leisure and social activities to the next level


2009 ◽  
Vol 33 (1) ◽  
pp. 3

THERE IS PLENTY OF ACTIVITY throughout the world focusing on encrypting personal health (and other) information on credit card-sized plastic ?smart? cards. These cards are embedded with a computer chip and could provide easy access to essential health information. As with many new technologies, there is debate about smart cards in health. In July 2004 the Federal Minister for Health and Ageing at that time, the Hon Tony Abbott, announced that ?Australians will have access to a new Medicare smart card as part of the government?s electronic health agenda to improve the quality and accessibility of patient information across the health system?.1 This led to the introduction of the Health and Social Services smart card initiative. The business case for this initiative suggested that this card could replace around 17 government issued ?health? cards, while improving proof of identify arrangements.2 While in opposition, the Labor Party opposed the notion of the smart card, claiming it was an identity card by stealth,3 and at the time of writing, it appears that the health smart card has been put on the backburner while the Government sorts out the priorities. In this issue, Mohd Rosli and his Melbourne colleagues report on a study of patient and staff perceptions about health smart cards (page 136). In this study, 270 emergency department patients and 92 staff completed self-administered questionnaires. The findings among patients and staff generally supported the introduction of smart cards with the majority reporting that the advantages outweighed the disadvantages. The majority of the respondents indicated that the cards should be brought into use, and that they would use one if offered. However, the study did find that a large proportion of staff and patients were not aware of health smart cards at all. A fundamental change in the structure of our relationship with the government had been proposed through the Health and Social Services smart card initiative, and yet the findings of this study suggest that the Australian public was ill prepared to discuss the implications. Where is the information sharing, the discussion and the debate that can help shape our health care system for the future? In our last issue of 2008 we included a call for student papers. I would like to remind all readers of this important initiative, reproduced overleaf, as I believe this is an effective way to begin to encourage the necessary discussion and debate.


2021 ◽  
Author(s):  
Lohit Petikam

<p>Art direction is crucial for films and games to maintain a cohesive visual style. This involves carefully controlling visual elements like lighting and colour to unify the director's vision of a story. With today's computer graphics (CG) technology 3D animated films and games have become increasingly photorealistic. Unfortunately, art direction using CG tools remains laborious. Since realistic lighting can go against artistic intentions, art direction is almost impossible to preserve in real-time and interactive applications. New live applications like augmented and mixed reality (AR and MR) now demand automatically art-directed compositing in unpredictably changing real-world lighting. </p> <p>This thesis addresses the problem of dynamically art-directed 3D composition into real scenes. Realism is a basic component of art direction, so we begin by optimising scene geometry capture in realistic composites. We find low perceptual thresholds to retain perceived seamlessness with respect to optimised real-scene fidelity. We then propose new techniques for automatically preserving art-directed appearance and shading for virtual 3D characters. Our methods allow artists to specify their intended appearance for different lighting conditions. Unlike with previous work, artists can direct and animate stylistic edits to automatically adapt to changing real-world environments. We achieve this with a new framework for look development and art direction using a novel latent space of varied lighting conditions. For more dynamic stylised lighting, we also propose a new framework for art-directing stylised shadows using novel parametric shadow editing primitives. This is a first approach that preserves art direction and stylisation under varied lighting in AR/MR.</p>


2017 ◽  
pp. 394-409
Author(s):  
Nektarios Konstantopoulos ◽  
Vasileios Syrimpeis ◽  
Vassilis Moulianitis ◽  
Ioannis Panaretou ◽  
Nikolaos Aspragathos ◽  
...  

This chapter presents a software system based on smart cards technology for recording, monitoring and studying patients of any surgery specialty (General Surgery, Orthopedics, Neurosurgery, etc.). The system is also suitable for the computerization of any surgery specialty clinic and the respective surgical material repositories. Dynamic customization functions adapt the system to the different characteristics of the surgery specialties. Special customization is involved concerning implantable materials. The .NET platform and Java Cards used for the development of the system and the architectural model of the system are designed towards satisfying the basic integration and interoperability issues. The developed system is “doctor-friendly” because it is based on classifications and knowledge grouping used in every day clinical practice provided from medical experts on the field but is not intended to be a complete Electronic Medical Record (EMR). The major scope of this effort is the development of a system that offers a fast and easy installable, low cost solution in health environments still immature in adopting solutions based exclusively on Informatics and is designed to be installed in small Private Medical Consulting Rooms to Community Clinics, Health Centers, Hospital Surgery Departments till Central Health Organizations.


2019 ◽  
Vol 9 (17) ◽  
pp. 3597 ◽  
Author(s):  
Zilin Huang ◽  
Lunhui Xu ◽  
Yongjie Lin ◽  
Pan Wu ◽  
Bin Feng

The aim of this study is to develop a fast data fusion method for recognizing metro-to-bus transfer trips based on combined data from smart cards and a GPS system. The method is intended to establish station- and time-specific elapsed time thresholds for overcoming the limitations of one-size-fits-all criterion which is not sufficiently convincing for different transfer pairs and personal characteristics. Firstly, a data fusion method with bus smart card data and GPS data is proposed to supplement absent bus boarding information in the smart card data. Then, a model for identifying metro-to-bus interchange trips is derived based on two rules about maximal allowable transfer distance and elapsed transfer time threshold. Finally, in tests that used half-monthly field smart card data and GPS data from Shenzhen, China, the results recognized by the proposed method were more consistent with the actual surveyed group transfer time with a P value of 0.17 determined by Mann–Whitney U test. The comparison analysis showed that the proposed method can be widely applied to successfully identify and interpret metro-to-bus interchange behavior beyond a static transfer time threshold of 30 min.


Author(s):  
Konstantinos Markantonakis ◽  
Keith Mayes

When designing and implementing a system that handles sensitive or valuable information, there can be few discussions that do not include some reference to ensuring adequate security. At a strategic level there will be high level requirements for security that will safeguard the system, which must ultimately translate to practical solutions and physical implementations. This chapter focuses on the technical implementation of security requirements and, in particular, the use of smart cards as trusted security tokens. In particular, it examines the significance of tamper resistance by exploring the different hardware and software platforms in relation to smart card attacks. It also highlights certain issues around the deployment of smart card technology in the financial industry.


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