1,713 research outputs found
Mobile Games with Touch and Indirect Sensor Control
Controls for games on mobile devices, e.g. smartphones, are mostly based on touch interaction or physical gestures like tilting the device. Both approaches often interfere with the player's view of the game world, e.g. by occluding parts of the screen, enforcing a limited view angle or fast shaky movements of the whole device. We present a novel control concept for mobile games integrating tiltinteraction and touch-input with different mappings depending on the current orientation of the device and a corresponding view of the virtual world. The result is a cleaner user interface with no distracting objects but enhanced interaction possibilities. An evaluation against software buttons shows that while our control concept is comparable regarding objective performance it significantly increases the subjective user experience
ScrollingHome
Providing pedestrian navigation instructions on small
screens is a challenging task due to limited screen space. As
image-based approaches for navigation have been successfully
proven to outperform map-based navigation on mobile
devices, we propose to bring image-based navigation to
smartwatches. We contribute a straightforward pipeline to
easily create image-based indoor navigation instructions
that allow users to freely navigate in indoor environments
without any localization infrastructure and with minimal
user input on the smartwatch. In a user study, we show that
our approach outperforms the current state-of-the art application
in terms of task completion time, perceived task load
and perceived usability. In addition, we did not find an
indication that there is a need to provide explicit directional
instructions for image-based navigation on small screens
Integration of CityGML and Collada for High-Quality Geographic Data Visualization on the PC and Xbox 360
International audienceComputer games and serious geographic information systems (GIS) share many requirements with regard to storage, exchange, and visualization of geographic data. Furthermore, there is a demand for high-fidelity photo-realistic and non-photo-realistic visualization. This poses at least two questions: Is there a single data format standard suitable for serious GIS-based applications and computer games that supports state-of-the-art visual quality? How can computer games and serious applications benefit from each other, especially platform-wise? In this paper we will investigate both questions by taking a closer look at the CityGML standard in comparison to COLLADA and we will report on our findings in integrating CityGML with mainstream game technology. The main contribution of this paper to the field is a suggested way of integrating an important features of CityGML and Collada for high-quality visualization, i.e. programmable shader effects, and demonstrating the feasibility of employing a game console as a cheap and widely available device for geodata visualization and possibly other geodata-centric applications
Classification of Player Roles in the Team-Based Multi-player Game Dota 2
Part 1: Full papersInternational audienceComputer games are big business, which is also reflected in the growing interest in competitive gaming, the so-called electronic sports. Multi-player online battle arena games are among the most successful games in this regard. In order to execute complex team-based strategies, players take on very specific roles within a team. This paper investigates the applicability of supervised machine learning to classifying player behavior in terms of specific and commonly accepted but not formally well-defined roles within a team of players of the game Dota 2. We provide an in-depth discussion and novel approaches for constructing complex attributes from low-level data extracted from replay files. Using attribute evaluation techniques, we are able to reduce a larger set of candidate attributes down to a manageable number. Based on this resulting set of attributes, we compare and discuss the performance of a variety of supervised classification algorithms. Our results with a data set of 708 labeled players see logistic regression as the overall most stable and best performing classifier
Tags You Don’t Forget: Gamified Tagging of Personal Images
Part 1: Full papersInternational audienceMobile multi-purpose devices such as smartphones are progressively replacing digital cameras; people use their smartphones as everyday companions and increasingly take pictures in their daily life. Tagging is a way to organize huge collections of photos but raises two challenges. First, tagging (especially on mobile devices) is a boring task. Second, remembering the assigned tags is important to find images with tags. We propose gamification for more entertaining tagging. Most gamification approaches use crowd-based assessments of good or bad tags, which is a good way to prevent cheating and to not assign improper tags. However, it is not appropriate for personal images because users don’t want to share every image with the crowd. We developed and evaluated two mobile apps with gamification elements to tag images, a single-player and a multiplayer app. While both variants were more entertaining than a simple tagging app, the single-player app helps users to remember significant more tags
Challenges of Controlling the Rotation of Virtual Objects with Variable Grip Using Force-Feedback Gloves. Supplemental Material.
Supplementary material to
Bonfert, Hübinger & Malaka. 2023. Challenges of Controlling the Rotation of Virtual Objects with Variable Grip Using Force-Feedback Gloves. In Frontiers in Virtual Reality, 4, 1190426.
https://doi.org/10.3389/frvir.2023.119042
Mobile users and extra-spatial context
Information systems for mobile users need additional context information for delivering location based services. In simple systems, this additional context is just given as spatial coordinates. For more complex and intelligent systems, more detailed models of both the spatial context and user situations are needed. -To make such models formal, explicit and sharable, e.g. by means of ontologies, is still a challenging matter. Ontological descriptions of spatial context could be used in various ways for understanding user needs and customizing semantically described services and information objects
Challenges of Controlling the Rotation of Virtual Objects with Variable Grip Using Force-Feedback Gloves. Supplemental Material.
Supplementary material to
Bonfert, Hübinger & Malaka. 2023. Challenges of Controlling the Rotation of Virtual Objects with Variable Grip Using Force-Feedback Gloves. In Frontiers in Virtual Reality, 4, 1190426.
https://doi.org/10.3389/frvir.2023.119042
Dynamic Gaussian Force Field Controlled Kalman Filtering For Pointing Interaction
As human computer interaction is extending from the desk to the whole room, modalities allowing for distant interaction become more important. Distant interaction however, is inherently inaccurate. Assisting technologies, like force fields, sticky targets, and target expansion have been shown to improve pointing tasks. We present a new variant of force fields that are modeled using Gaussian distributions, which makes placement and configuration as well as overlap handling straight forward. In addition, the force fields are dynamically activated by predicting targets, to allow for natural and fluent movements. Results from a user study show, that the dynamic Gaussian fields can speed up the time needed to click a button with a pointing gesture by up to 60%
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