scholarly journals A Revolutionary Gaming Style in Motion

2021 ◽  
Author(s):  
Zarif Bin Akhtar

From the timeline of the year, 2012 MONECT has been aiming towards the conceptuality for developing the formulation of making a virtual remote controller for a wide range of variety within the context considering various types of devices and peripherals consisting within the prospective realm of virtual controlling. Moving forward, where recently in the timeline for the year of 2017, the including of the functionality of that very same aspect with numerous advancements which was termed and computed as a remote desktop session with gaming control for a wide variety of games which includes games like Racing, Frames Per Seconds (FPS), Role-Playing Game (RPG) along with many more where each type of gaming aspect was equipped with its own perspective type of setup and a familiar type layout for the users who were considered for having different types of controllers for each specific gaming style and associated gameplay render. The project prospect evolved further within the year timeline of 2019–2021 which introduced and revolved around the rapidly deployable features and functionality with integrated advancements in terms of computing and gaming as a whole. Based on that deployment project outcome and developmental scope of the research, the application utilized the full use of the provided onboard sensors to give the user the ultimate experience while performing gameplay (for example, like the Accelerometer sensor, G-Sensor, Gyroscope sensor, Camera sensor etc. with many more). Each of the sensors controlled a different particular aspect of control. For instance, Frames Per Second (FPS) mode triggered and enabled the Gyroscope sensor which would allow the user to aim at their perspective targets for a solid headshot kill. On the other hand, the Race mode used the G-Sensor to enable steering mode of movement in the form of any vehicle. Besides that, the virtual remote sessions brought about the privilege and also gave each user a simultaneous interaction among devices and peripherals with real-time remote access at any given moment in time of usage.

2006 ◽  
Vol 25 ◽  
pp. 119-157 ◽  
Author(s):  
V. Bulitko ◽  
G. Lee

Real-time search methods are suited for tasks in which the agent is interacting with an initially unknown environment in real time. In such simultaneous planning and learning problems, the agent has to select its actions in a limited amount of time, while sensing only a local part of the environment centered at the agent's current location. Real-time heuristic search agents select actions using a limited lookahead search and evaluating the frontier states with a heuristic function. Over repeated experiences, they refine heuristic values of states to avoid infinite loops and to converge to better solutions. The wide spread of such settings in autonomous software and hardware agents has led to an explosion of real-time search algorithms over the last two decades. Not only is a potential user confronted with a hodgepodge of algorithms, but he also faces the choice of control parameters they use. In this paper we address both problems. The first contribution is an introduction of a simple three-parameter framework (named LRTS) which extracts the core ideas behind many existing algorithms. We then prove that LRTA*, epsilon-LRTA*, SLA*, and gamma-Trap algorithms are special cases of our framework. Thus, they are unified and extended with additional features. Second, we prove completeness and convergence of any algorithm covered by the LRTS framework. Third, we prove several upper-bounds relating the control parameters and solution quality. Finally, we analyze the influence of the three control parameters empirically in the realistic scalable domains of real-time navigation on initially unknown maps from a commercial role-playing game as well as routing in ad hoc sensor networks.


Sensors ◽  
2019 ◽  
Vol 19 (15) ◽  
pp. 3266 ◽  
Author(s):  
Dragomir ◽  
Mincă ◽  
Dragomir ◽  
Filipescu

The aim of this paper is to reverse an assembly line, to be able to perform disassembly, using two complex autonomous systems (CASs). The disassembly is functioning only in case of quality default identified in the final product. The CASs are wheeled mobile robots (WMRs) equipped with robotic manipulators (RMs), working in parallel or collaboratively. The reversible assembly/disassembly mechatronics line (A/DML) assisted by CASs has a specific typology and is modelled by specialized hybrid instruments belonging to the Petri nets class, precisely synchronized hybrid Petri nets (SHPN). The need of this type of models is justified by the necessity of collaboration between the A/DML and CASs, both having characteristics and physical constraints that should be considered and to make all systems compatible. Firstly, the paper proposes the planning and scheduling of tasks necessary in modelling stage as well as in real time control. Secondly, two different approaches are proposed, related to CASs collaboration: a parallel approach with two CASs have simultaneous actions: one is equipped with robotic manipulator, used for manipulation, and the other is used for transporting. This approach is correlated with industrial A/D manufacturing lines where have to transport and handle weights in a wide range of variation. The other is a collaborative approach, A/DML is served by two CASs used for manipulation and transporting, both having simultaneous movements, following their own trajectories. One will assist the disassembly in even, while the other in odd workstations. The added value of this second approach consists in the optimization of a complete disassembly cycle. Thirdly, it is proposed in the paper the real time control of mechatronics line served by CASs working in parallel, based on the SHPN model. The novelty of the control procedure consists in the use of the synchronization signals, in absence of the visual servoing systems, for a precise positioning of the CASs serving the reversible mechatronics line.


2014 ◽  
Vol 11 (04) ◽  
pp. 1442005 ◽  
Author(s):  
Youngho Lee ◽  
Young Jae Ryoo ◽  
Jongmyung Choi

With the development of computing technology, robots are now popular in our daily life. Human–robot interaction is not restricted to a direct communication between them. The communication could include various different human to human interactions. In this paper, we present a framework for enhancing the interaction among human–robot-environments. The proposed framework is composed of a robot part, a user part, and the DigiLog space. To evaluate the proposed framework, we applied the framework into a real-time remote robot-control platform in the smart DigiLog space. We are implementing real time controlling and monitoring of a robot by using one smart phone as the robot brain and the other smart phone as the remote controller.


Author(s):  
Tim Wulf ◽  
Daniel Possler ◽  
Johannes Breuer

The variable 'genre' aims to identify and compare different types of games, mainly in terms of gameplay differences (i.e., rules and players’ possibilities to interact with a game). Genre is usually coded by using external video game databases, such as those published on journalistic websites.   Field of application/theoretical foundation: The variable ‘genre’ is often used in content analyses of video games to identify and compare different types of games. Lynch et al (2016), for example, investigate whether the number of sexualized characters differ between various video game genres (Action, Adventure, Fighting, Platformer, Role-Playing-Game, Shooter). However, the definition and validity of different genre lists is controversially discussed in the literature (e.g., Arsenault, 2009). Most content analytic studies adopt the value of the genre variable for a given game from an external source. Most commonly, scholars use one or more databases published on journalistic video game websites (www.ign.com; www.gamespot.com; www.giantbomb.com), on Wikipedia or the database of the Entertainment Software Rating Board (www.esrb.org). Most of the genre classifications in these databases are based on gameplay characteristics rather than narrative themes. For example, both the game Starcraft as well as Anno 1602 are classified as ‘real-time strategy’ on Wikipedia, regardless of the fact that they have rather different settings (science fiction vs. historic). To ensure that games are classified into a few, clear genre categories (some journalistic genre lists are extremely detailed, see Arsenault, 2009), many content analyses define potential values of the genre variable in a first step (see below). For example, while IGN (www.ign.com) currently categorizes games in 27 different genre categories, studies mostly only differentiate between 9-15 genres (see below). In a second step, the appropriate value of the variable for a given game is coded based on the external sources. Additionally, rules need to be developed that determine how to deal with potential conflicts. At first, if coding is based on multiple sources, it needs to be decided how to deal with potential conflicts between these sources. For example, Hanninger and Thompson (2004) report that “the genre most frequently used” (p. 867) was coded in such cases. In contrast, Lynch and colleagues (2016) prioritized entries in the IGN database and only used additional sources (GiantBomb and Wikipedia) if information was lacking. Moreover, scholars need to decide how to deal with multiple categorizations of a given game in the same database (e.g. Anno 1602 is classified as ‘real-time strategy’ and ‘city-building game’ on Wikipedia). Lynch and colleagues (2016), for instance, coded the first genre from their list which was mentioned in the database. Finally, scholars must also ensure that their shortened list of genres (step 1) is consistent with the potentially more detailed classification approach of external databases or develop a scheme that defines the correspondence between these lists.   References/combination with other methods of data collection: Scholars may also use survey methods to classify games in homogeneous groups. For example, experts or players could be asked to evaluate several games on multiple dimensions, such as setting and gameplay mechanics. Subsequent statistical cluster analysis (e.g., hierarchical clustering) could be applied to identify homogeneous groups of games. Moreover, games could be clustered on the basis of their textual descriptions, for example, in Wikipedia articles. Automated methods, such as latent semantic analysis, can be used for this purpose (e.g. Ryan et al., 2015).   Example studies Coding material Measure Operationalization Unit(s) of analysis Source(s) (reported reliability of coding) Entry of a game in the video game database published on the journalistic website IGN; if information was unavailable the website GiantBomb as well as Wikipedia were used Genre Predefined list of genres: “action, adventure, casual, children’s entertainment, family entertainment, fighting, flight simulation, horror, platformer, racing, role-playing game (RPG), shooter, sports, strategy, or other/indeterminable” (p. 562) Game Lynch et al., 2016 (reliability not stated) Entry of a game in video game databases published on journalistic websites (IGN, GameSpot, GameFAQs) and the database of the Entertainment Software Rating Board Genre Predefined list of genres: “action, adventure, fighting, racing, role-playing, shooting, simulation, sports, strategy, or trivia” (p. 857) Game Haninger & Thompson, 2004 (reliability not stated) Entry of a game in the video game database of the Entertainment Software Rating Board Genre Predefined list of genres: “adventure, flight simulator, fighting, music, role-playing, racing, shooter, sports, or strategy/puzzle” (p. 65) Game Smith, Lachlan, & Tamborini, 2003 (reliability not stated)   References Arsenault, D. (2009). Video Game Genre, Evolution and Innovation. Eludamos. Journal for Computer Game Culture, 3(2), 29. Haninger, K., & Thompson, K. M. (2004). Content and ratings of teen-rated video games. JAMA: The Journal of the American Medical Association, 160(4), 402–410. https://doi.org/10.1001/archpedi.160.4.402 Lynch, T., Tompkins, J. E., van Driel, I. I., & Fritz, N. (2016). Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years. Journal of Communication, 66(4), 564–584. https://doi.org/10.1111/jcom.12237 Ryan, J. O., Kaltman, E., Mateas, M., & Wardrip-Fruin, N. (2015). What We Talk About When We Talk About Games: Bottom-Up Game Studies Using Natural Language Processing. Proceedings of the 10th International Conference on the Foundations of Digital Games, 10. Smith, S. L., Lachlan, K. A., & Tamborini, R. (2003). Popular video games: Quantifying the presentation of violence and its context. Journal of Broadcasting & Electronic Media, 47(1), 58–76. https://doi.org/10.1207/s15506878jobem4701_4


2020 ◽  
Vol 13 (3) ◽  
pp. 365-380
Author(s):  
Poppy Wilde

In this paper, I explore the use of posthumanism as a theoretical framework for autoethnography and show the methodological tensions of combining these approaches. A posthuman subjectivity rejects notions of the liberal human subject and anthropocentrism by recognizing the entanglement of humanity. Acknowledging a posthuman subjectivity means taking account of our constantly intra-connected and transient relationship with our environment and others within it, both human and nonhuman . On the other hand, authoethnographic approaches to research propose self-reflection and personal experience as the basis on which new theoretical insight can be gained. From a critical perspective, Herbrechter argues that “[t]he very idea of autobiography relies on a subject (or a narrator) who is capable of remembering, interpreting and identifying with his or her life story”. Using a posthumanist framework through autoethnographic research means that the “I” is precarious at best; so how and why can we utilize it to explore such a phenomenon as the posthuman? This paper argues that such tensions provide insights into the formation of subjectivity, where “I” is both fallacy and necessity. It explores this methodological tension through an 18-month autoethnographic project that explores my own experiences of gameplay in the massively multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). Using fieldnotes collected during this period, I discuss what a posthuman perspective can bring to an account of my relationship with my avatar, Etyme.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


2020 ◽  
pp. 1192-1198
Author(s):  
M.S. Mohammad ◽  
Tibebe Tesfaye ◽  
Kim Ki-Seong

Ultrasonic thickness gauges are easy to operate and reliable, and can be used to measure a wide range of thicknesses and inspect all engineering materials. Supplementing the simple ultrasonic thickness gauges that present results in either a digital readout or as an A-scan with systems that enable correlating the measured values to their positions on the inspected surface to produce a two-dimensional (2D) thickness representation can extend their benefits and provide a cost-effective alternative to expensive advanced C-scan machines. In previous work, the authors introduced a system for the positioning and mapping of the values measured by the ultrasonic thickness gauges and flaw detectors (Tesfaye et al. 2019). The system is an alternative to the systems that use mechanical scanners, encoders, and sophisticated UT machines. It used a camera to record the probe’s movement and a projected laser grid obtained by a laser pattern generator to locate the probe on the inspected surface. In this paper, a novel system is proposed to be applied to flat surfaces, in addition to overcoming the other limitations posed due to the use of the laser projection. The proposed system uses two video cameras, one to monitor the probe’s movement on the inspected surface and the other to capture the corresponding digital readout of the thickness gauge. The acquired images of the probe’s position and thickness gauge readout are processed to plot the measured data in a 2D color-coded map. The system is meant to be simpler and more effective than the previous development.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2019 ◽  
Vol 21 (2) ◽  
pp. 1289-1299
Author(s):  
Daniel Victor Martins de Araújo ◽  
Cleire Lima Da Costa Falcão

A utilização de novas metodologias em sala de aula é um assunto recorrente dentro das discussões sobre o ensino de geografia. Possuindo isso em mente, como produto da disciplina de Oficina em Geografia II da Universidade Estadual do Ceará (UECE) foi elaborado um material didático alternativo com objetivo de auxiliar os docentes na construção de um ensino contextualizado de Geografia. Essa pesquisa objetiva apresentar uma metodologia alternativa para o ensino de Geografia que visa praticar além da ação cognitiva de memorizar um conceito, trabalhando a interdisciplinaridade, a criatividade, o emocional e a cooperação. A proposta foi construir um RPG (Role Playing Game), que é um jogo que se utiliza da interpretação de personagens para criar e contar histórias coletivamente nas quais todos os agentes se tornam ativos dentro desse processo. Realizaram-se os seguintes procedimentos: revisão bibliográfica, seleção e adaptação do sistema de regras. Por fim, produziu-se a aventura de RPG intitulada “A busca pelo arco de Gelo”, que trabalha alguns aspectos físicos do nordeste brasileiro principalmente do estado do Ceará. Após a elaboração do material constatou-se a importância de trabalhar perspectivas para além do conteudismo. Sentiu-se a necessidade de aplicar no ensino básico para mensurar seu real impacto. Palavras-chave:  Recurso Didático. RPG. Geografia Física. ABSTRACTThe use of innovative methodologies in the classroom is a recurring subject in discussions about geography teaching. With that in mind, as a result of the discipline Workshop in Geography II from the State University of Ceará (UECE) was created, an alternative didactic material with the aid of teachers in the construction of a contextualized geography teaching. This research looks to show an alternative perspective for the teaching of geography that aims to practice beyond the cognitive action of memorizing the concept, but also working on interdisciplinary, creativity, the emotional and cooperation. The proposal was to build an RPG (Role Playing Game), which is a game that uses character interpretation to create and tell stories collectively in which all agents become active within that process. The following procedures were executed: bibliographic review, selection and adaptation of the rules system. At the end, it produced an adventure of RPG "The search for the arc of Ice" that works on physical aspects from the Brazilian northeast, focusing on the state of Ceará. After the material elaboration, it was clear the importance to work on perspectives beyond content. It felt the need to apply the didactic resource to measure its real impact. Keywords: Didactic Resource. RPG. Physical geography.     RESUMEN El uso de metodologías innovadoras en el aula es un tema recurrente en los debates sobre la enseñanza de la geografía. Con eso en mente, como resultado de la disciplina Taller de Geografía II de la Universidad Estatal de Ceará (UECE), se creó un material didáctico alternativo con la ayuda de los maestros en la construcción de una enseñanza de geografía contextualizada. Esta investigación busca mostrar una perspectiva alternativa para la enseñanza de la geografía que tiene como objetivo practicar más allá de la acción cognitiva de memorizar el concepto, pero también trabajando en la interdisciplinaria, la creatividad, lo emocional y la cooperación. La propuesta era construir un juego de rol (RPG), que es un juego que utiliza la interpretación de personajes para crear y contar historias colectivamente en las que todos los agentes se vuelven activos dentro de ese proceso. Se ejecutaron los siguientes procedimientos: revisión bibliografico, selección y adaptación del sistema de reglas.   Palabras clave: Recurso didáctico. RPG Geografía Física.  


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