Academic literature on the topic 'Computer gaming and animation studies'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Computer gaming and animation studies.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Computer gaming and animation studies"

1

Hughes, Ian. "The bright and shiny future of the gaming PC." ITNOW 63, no. 2 (June 1, 2021): 20–21. http://dx.doi.org/10.1093/itnow/bwab040.

Full text
Abstract:
Abstract Ian Hughes CITP MBCS, Senior Analyst loT at 451 Research and Chair of the BCS Animation and Games SG, takes us on a journey inside the humble desktop PC of the past to explain its potential for an even brighter future.
APA, Harvard, Vancouver, ISO, and other styles
2

Junaedi, Hartarto, Mochamad Hariadi, and I. Purnama. "Profiling Director’s Style Based on Camera Positioning Using Fuzzy Logic." Computers 7, no. 4 (November 14, 2018): 61. http://dx.doi.org/10.3390/computers7040061.

Full text
Abstract:
Machinima is a computer imaging technology typically used in games and animation. It prints all movie cast properties into a virtual environment by means of a camera positioning. Since cinematography is complementary to Machinima, it is possible to simulate a director’s style via various camera placements in this environment. In a gaming application, the director’s style is one of the most impressive cinematic factors, where a whole different gaming experience can be obtained using different styles applied to the same scene. This paper describes a system capable of automatically profile a director’s style using fuzzy logic. We employed 19 output variables and 15 other calculated variables from the animation extraction data to profile two different directors’ styles from five scenes. Area plots and histograms were generated, and, by analyzing the histograms, different director’s styles could be subsequently classified.
APA, Harvard, Vancouver, ISO, and other styles
3

Timplalexi, Eleni. "Shakespeare in Digital Games and Virtual Worlds." Multicultural Shakespeare: Translation, Appropriation and Performance 18, no. 33 (December 30, 2018): 129–44. http://dx.doi.org/10.18778/2083-8530.18.09.

Full text
Abstract:
Shakespeare’s plays have long flirted with using various artistic and medial forms other than theatre, such as cinema, music, visual arts, television, comics, animation and, lately, digital games and virtual worlds. Especially in the 20th and 21st century, a fascination with Shakespeare both as a historical and theatrical figure and as a playwright has become evident in screen based media (cinema, television and video), ranging from “faithful,” almost documented performances of his plays to free style adaptations or vague film references. Digital games and virtual worlds carry on this tradition of the transmedial journey of Shakespeare’s plays to screen based media but top it up with new forms of interaction and performativity. For the first time in the history of mankind everyone can enjoy firsthand from his armchair and for free the experience of taking part in a play by the Bard by entering a virtual world as if it was a stage and by assuming roles through avatars. The article attempts first to introduce the reader to the deeper needs that gave rise to animation, a fundamental aspect of digital gaming and virtual worlds. It then tries to illuminate the various facets of digital performance and gaming, especially in relation to Shakespeare-themed and inspired digital games and virtual worlds, by putting forward some axes of classification. Finally, it both suggests some ideas that may be of use in rendering the Shakespeare gaming experience more “complete” and “theatrical” and ends by acknowledging the immense potential for the exploration of theatricality and performativity in digital games and virtual worlds.
APA, Harvard, Vancouver, ISO, and other styles
4

Bekkering, Denis J. "eGods: Faith Versus Fantasy in Computer Gaming." Nova Religio 18, no. 1 (February 2013): 112–13. http://dx.doi.org/10.1525/nr.2014.18.1.112.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

van Baerle, Susan L. "Report on the ottawa international animation festival and the society for animation studies conference." Journal of Visualization and Computer Animation 2, no. 2 (April 1991): 42–43. http://dx.doi.org/10.1002/vis.4340020203.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Wei, Haiyan. "Research on Collaborative Innovation of Animation Specialty in Colleges under Digital Technology." Scientific Programming 2022 (April 26, 2022): 1–10. http://dx.doi.org/10.1155/2022/7614256.

Full text
Abstract:
Digital technology plays an important role in promoting the development of the animation industry. With the rapid development of digital technology in China, the wide application of digital technology in the animation field has become a new method of animation production, which also is an important way for the development of animation major in colleges. This paper studies the collaborative innovation of animation majors in colleges under digital technology, combined with the driving effect of digital technology on animation major, and a collaborative innovation system of animation major based on digital technology is constructed. Based on this, a collaborative innovation platform for animation projects is designed, which is dominated by universities and supplemented by governmental enterprises. The basic functions of animation knowledge integration, animation knowledge maintenance, animation knowledge retrieval, and animation knowledge sharing are implemented. The platform not only innovates the teaching mode of animation major in colleges but also promotes the development of the animation industry, which has practical applicated value.
APA, Harvard, Vancouver, ISO, and other styles
7

Liu, Lianlian, and Yongjun Wang. "Innovation and Entrepreneurship Practice Education Mode of Animation Digital Media Major Based on Intelligent Information Collection." Mobile Information Systems 2021 (September 2, 2021): 1–11. http://dx.doi.org/10.1155/2021/3787018.

Full text
Abstract:
With the rapid development of new media, it has also promoted the transformation of animation expression. One is the change of publishing media, which makes the dissemination of online media work faster and more convenient; the other is the order of magnitude change and the diversity of publishing channels and communication. The choice has contributed to a geometric increase in the number of works published. According to the flow of the new media animation production process, design and establish the classroom situation of animation studios, introduce “work” into the classroom, integrate occupations into studies, highlight occupations in studies, and strengthen professional concepts in the courses, in the form of animation studios, combined with animation companies. The production process and assessment standards effectively organize students to actively master animation theory knowledge and production technology; these experiences can accumulate effective and valuable experience for students’ career development. This article mainly introduces the research on the innovative and entrepreneurial practice education model of animation digital media major based on intelligent information collection and intends to provide some ideas and directions for the innovation and entrepreneurship practice education model reform of animation digital media major. This article proposes a studio-based animation digital media professional innovation and entrepreneurship practice education model research methods, used for studio-based animation research and experiment on innovation and entrepreneurship practice education mode of digital media major. The experimental results of this paper show that the Cronbach’s α coefficients of the questionnaire are all greater than 0.8, indicating that the survey content of the questionnaire is more authentic and highly reliable.
APA, Harvard, Vancouver, ISO, and other styles
8

Ng Lee-Luan and Rino Shafierul Azizie Shahrir Raghbir. "Learning English Vocabulary via Computer Gaming." Issues in Language Studies 10, no. 1 (June 29, 2021): 93–109. http://dx.doi.org/10.33736/ils.2708.2021.

Full text
Abstract:
Due to the COVID-19 pandemic, educators have opted for online discussions and classes in which the teaching and learning sessions occur beyond the classroom environment. As various forms of technology such as gaming can be potentially used as platforms for online teaching and learning, the study aims to investigate the use of vocabulary learning strategies (VLS) in a massively multiplayer online role-playing game (MMORPG) among Malaysian English as a second language (ESL) players. Data were obtained via a 12-hour online game-play recorded sessions of Guild Wars 2 involving four Malaysian ESL players. The participants consisted of experienced online gamers aged between 24 and 25 years. The game-play sessions were also observed to provide supporting details on how the players utilised strategies when learning English vocabulary. The outcome of the study revealed that the ESL players employed different VLS during their game-play sessions. Gu and Johnson’s (1996) categorisation of VLS, which are metacognitive, cognitive, memory, and activation strategies, was subsequently modified to accommodate the MMORPG context. The results showed that the top five strategies used by the players were meaning-making, consultation, using online dictionary, word comparison, and incorporating words with real-world contexts.
APA, Harvard, Vancouver, ISO, and other styles
9

신형호. "Case Studies of Using Partly Non-Realistic Rendering Expression in Animation - Focused on 3D Computer Animation -." Journal of Korea Design Forum ll, no. 40 (August 2013): 155–64. http://dx.doi.org/10.21326/ksdt.2013..40.014.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Soloveva, Svetlana I. "Linguistic specificity of French youth computer gamer jargon." Verhnevolzhski Philological Bulletin 1, no. 28 (2022): 155–61. http://dx.doi.org/10.20323/2499-9679-2022-1-28-155-161.

Full text
Abstract:
This article discusses the features of the computer gaming jargon of the French youth. The main purpose of the study was a descriptive analysis of the features of French youth computer gaming jargon. The main task of the study was to classify computer gaming jargon by areas of use. Based on the materials of such sources as the dictionary "Vocabulary des techniques de l'information et de la communication (TIC)", the French-language Internet portal "Le Jargon Fran-çais" (the part that relates to computer and gaming jargon), as well as studies by French speaking authors (J.-M. Adam, I. Oseki-Dépré, A. Jeandidier, J. Lazar, etc.), the features of using computer gaming jargon were analyzed from the point of view of its classification by spheres. There was also an analysis of the formation of Internet slang which is widely used by French gamers and almost all young people who actively use computers. Special attention was paid to Anglicisms in the analyzed area, and it was concluded that the French computer gaming jargon actively bor-rows lexical units from the English language, either leaving them unchanged, or changing their spelling in accordance with the rules of the modern French language. A general conclusion was made: further systematic study of French youth computer gaming jargon will provide an opportunity for a deeper understanding of the language processes tak-ing place in the field of modern French from the point of view of its functioning within the Internet discourse and com-puter gaming jargon.
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Computer gaming and animation studies"

1

Lawrence, Andrea Williams. "Empirical studies of the value of algorithm animation in algorithm understanding." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/9213.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Leung, Yuk-leong Daniel. "Studies on collision detection using ellipsoidal bounding volumes /." Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk/hkuto/record.jsp?B22956402.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Iancu, Laura. "The story never ended." Thesis, University of Iowa, 2016. https://ir.uiowa.edu/etd/2093.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

梁旭亮 and Yuk-leong Daniel Leung. "Studies on collision detection using ellipsoidal bounding volumes." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B31224763.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Chui, Michael, and Andrew Dillon. "Who's Zooming Whom? Attunement to animation in the interface." Wiley, 1997. http://hdl.handle.net/10150/106154.

Full text
Abstract:
A number of references in the Human-Computer Interaction literature make the common-sense suggestion that the animated zooming effect accompanying the opening or closing of a folder in the Apple Macintosh graphical user interface aids in a user's perception of which window corresponds to which folder. We examine this claim empirically using two controlled experiments. Although we did not find a statistically significant overall difference resulting from the presence or absence of the zooming effect, a post hoc analysis revealed a highly significant interaction between the experience of users with the Macintosh user interface and the zooming effect. This individual difference suggests that users become attuned to the informational content of the zooming effect with experience.
APA, Harvard, Vancouver, ISO, and other styles
6

Hollenberger, Jason. "A qualitative study on the use of computer gaming teaching methods in a high school social studies curriculum." Online version, 2009. http://www.uwstout.edu/lib/thesis/2009/2009hollenbergerj.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Hale, Ryan Nathan. "INTIMATE CINEMA: AVANT-GARDE FILM INFLUENCING A BIOGRAPHICAL STORY OF DISCOVERY IN COMPUTER ANIMATION." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1306950792.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Stenvall, Jamie. ""ARE YOU A BOY OR A GIRL?" Nonbinary character design in gaming." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19996.

Full text
Abstract:
Nonbinary game characters are often designed based on harmful stereotypes such asfollowing a strict androgynous aesthetic or as not being human. This thesis studies both howthese stereotypes are perceived by the represented gaming audience, and also if analternative method can be successful in nonbinary character design. Two sets of fournonbinary characters were created in which two characters were based on existingstereotypes, and two were inspired by nonbinary celebrities and members of a nonbinaryforum. The artefacts were included in a survey in which the participants chose the most andleast successful design, motivated their answers, and also discussed trends and stereotypesthey had noticed in nonbinary characters. Based on the performed research and the surveyresults, the suggested solution is to create more nonbinary characters, especially visiblyhuman ones.
APA, Harvard, Vancouver, ISO, and other styles
9

Lemon, Nicole E. "Previsualization in Computer Animated Filmmaking." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1345569188.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Phill, Alexander Michael. "“BUT THAT’S NOT WRITING:” THE LITERACIES, COMMUNICATION AND COMPOSING PRACTICES OF CITY OF HEROES GAMERS." Miami University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=miami1186841752.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Computer gaming and animation studies"

1

Schönherr, Maximilian. Exploring Maya 4: 30 studies in 3D. Berkeley, CA: Peachpit Press, 2002.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

1970-, Williams J. Patrick, and Smith Jonas Heide, eds. The players' realm: Studies on the culture of video games and gaming. Jefferson, N.C: McFarland & Co., 2007.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Christian, Wallraven, ed. Experimental design: From user studies to psychophysics. Boca Raton, FL: CRC Press, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Social, casual and mobile games: The changing gaming landscape. New York: Bloomsbury Academic, 2016.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Ash, James. The interface envelope: Gaming, technology, power. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing, Inc., 2015.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

The language of gaming. New York: Palgrave Macmillan, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Ensslin, Astrid. The language of gaming. New York: Palgrave Macmillan, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Raising the stakes: E-sports and the professionalization of computer gaming. Cambridge: MIT Press, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

McGurren, Julie Elizabeth. Gender considerations and influence in the digital media and gaming industry. Hershey: Information Science Reference, 2014.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Street, Steve. Flash for the Real World. Upper Saddle River: Pearson Education, 2003.

Find full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Computer gaming and animation studies"

1

Magnenat-Thalmann, Nadia, and Daniel Thalmann. "Case Studies." In Computer Animation, 165–80. Tokyo: Springer Japan, 1985. http://dx.doi.org/10.1007/978-4-431-68433-6_11.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Thalmann, Nadia Magnenat, and Daniel Thalmann. "Case Studies of Computer-generated Films." In Computer Animation, 189–201. Tokyo: Springer Japan, 1990. http://dx.doi.org/10.1007/978-4-431-68105-2_13.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Fedoseev, Alexey. "Comparing Live-Action and Computer-Mediated Educational Games for Engineering Studies." In Simulation and Gaming in the Network Society, 107–18. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-0575-6_9.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Peterson, Mark. "Recent Studies on Computer Gaming in CALL: An Analysis of Findings." In Computer Games and Language Learning, 73–100. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137005175_6.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Gowanlock, Jordan. "Hollywood’s R&D Complex." In Palgrave Animation, 51–84. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_3.

Full text
Abstract:
AbstractThis chapter of Animating Unpredictable Effects studies how Hollywood became a producer of software and sponsor of R&D. Using archival research of publications and conference records, it charts the computer graphics research group ACM SIGGRAPH’s origins in the military-industrial-academic complex and notes the rise of a new research complex driven by media industries, with the Hollywood blockbuster playing a key role in driving investment. This chapter also studies how the economics of film industries were transformed by R&D using SEC financial filings from studios. This investigation of the economics of R&D helps explain the economic instability of the VFX industry, which has been a key topic of discussion since the closure of Rhythm and Hues and the rise of VFX worker movements.
APA, Harvard, Vancouver, ISO, and other styles
6

Salomão, André, Flávio Andaló, Gabriel Prim, Milton Luiz Horn Vieira, and Nicolas Canale Romeiro. "Case Studies of Motion Capture as a Tool for Human-Computer Interaction Research in the Areas of Design and Animation." In Human-Computer Interaction. Theoretical Approaches and Design Methods, 302–11. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-05311-5_21.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Walsh Jr., Thomas. "Exploring Computer Science with MicroworldsEX to Learn Geometry and Logo Programming Code." In Theory and Practice: An Interface or A Great Divide?, 593–98. WTM-Verlag Münster, 2019. http://dx.doi.org/10.37626/ga9783959871129.0.111.

Full text
Abstract:
Future employment of computer-programming jobs will be best for applicants with experience in different languages and coding tools (Bureau of Labor Statistics, 2018). Empirical and meta-analysis research studies support of teaching Logo programming in developing student cognitive problem-solving skills has been documented. Using guided instruction with teacher-mediated scaffolding Exploring Computer Science with MicroworldsEX (Walsh, 2013-2017) has been found as an effective method in preparing students using the Logo code programming language to create geometric graphic, animation, and gaming projects. More research is needed to study teacher scaffolding and mediation skills to support learning Logo coding and transfer to other domains including other programming environments.
APA, Harvard, Vancouver, ISO, and other styles
8

"tv case studies: looking behind the scenes at the creation of network idents and commercials." In Guide to Computer Animation, 169–204. Routledge, 2012. http://dx.doi.org/10.4324/9780080491394-12.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Menache, Alberto. "Motion Capture Case Studies and Controversy." In Understanding Motion Capture for Computer Animation, 47–73. Elsevier, 2011. http://dx.doi.org/10.1016/b978-0-12-381496-8.00002-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Sjöblom, Björn, and Karin Aronsson. "Disputes, Stakes and Game Involvement: Facing Death in Computer Gaming." In Sociological Studies of Children and Youth, 377–405. Emerald Group Publishing Limited, 2012. http://dx.doi.org/10.1108/s1537-4661(2012)0000015019.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Computer gaming and animation studies"

1

Brown, D., H. Nasir, C. Carpenter, O. Ascigil, J. Griffioen, and K. Calvert. "ChoiceNet gaming: Changing the gaming experience with economics." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934146.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

McPheron, Drew. "Video gaming accessibility." In 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015. http://dx.doi.org/10.1109/cgames.2015.7272966.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Losavio, Michael. "Crimes in, of and by virtual worlds and computer gaming." In 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015. http://dx.doi.org/10.1109/cgames.2015.7272962.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

May, Kenneth, Seth Kress, Ahmed Salem, and George Dimitoglou. "A gaming approach for ad-hoc secure routing in education." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934150.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Leanna Prater, M. A., and Joan M. Mazur. "Embedded standards-based digital gaming assessments: Pilot study with teachers." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934152.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Ewelle, Richard Ewelle, Yannick Francillette, Ghulam Mahdi, Abdelkader Gouaich, and Nadia Hocine. "Level of detail based network adapted synchronization for cloud gaming." In 2013 18th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES). IEEE, 2013. http://dx.doi.org/10.1109/cgames.2013.6632616.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Mazur, Joan M., John Meister, and Richie Hoagland. "Hazard Ridge: A serious gaming intervention for preventing injury to rural farm youth: The economics of prevention: Agricultural injury costs us all!." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934154.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Oppenauer-Meerskraut, Claudia, Johannes Kropf, Anna Bösendorfer, Matthias Gira, Mario Heller, Kerstin Lampel, Andreas Kumpf, and Tanja Stamm. "I Don’t like Gaming, It Leads to a Pressure to Perform: Older Adults Refused Gaming Elements in a Digital Home-based Physical Training Programme in Two Qualitative Studies." In International Conference on Computer-Human Interaction Research and Applications. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0006516901780184.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Antoine Moinnereau, Marc, Tiago Henrique Falk, and Alcyr Alves De Oliveira. "Measuring Human Influential Factors During VR Gaming at Home: Towards Optimized Per-User Gaming Experiences." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002056.

Full text
Abstract:
It is known that human influential factors (HIFs, e.g., sense of presence/immersion; attention, stress, and engagement levels; fun factors) play a crucial role in the gamer’s perceived immersive media experience [1]. To this end, recent research has explored the use of affective brain-/body-computer interfaces to monitor such factors [2, 3]. Typically, studies have been conducted in laboratory settings and have relied on research-grade neurophysiological sensors. Transferring the obtained knowledge to everyday settings, however, is not straightforward, especially since it requires cumbersome and long preparation times (e.g., placing electroencephalography caps, gel, test impedances) which could be overwhelming for gamers. To overcome this limitation, we have recently developed an instrumented “plug-and-play” virtual reality head-mounted display (termed iHMD) [4] which directly embeds a number of dry ExG sensors (electroencephalography, EEG; electrocardiography, ECG; electromyography, EMG; and electrooculography, EoG) into the HMD. A portable bioamplifier is used to collect, stream, and/or store the biosignals in real-time. Moreover, a software suite has been developed to automatically measure signal quality [5], enhance the biosignals [6, 7, 8], infer breathing rate from the ECG [9], and extract relevant HIFs from the post-processed signals [3, 10, 11]. More recently, we have also developed companion software to allow for use and monitoring of the device at the gamer’s home with minimal experimental supervision, hence exploring its potential use truly “in the wild”. The iHMD, VR controllers, and a laptop, along with a copy of the Half-Life: Alyx videogame, were dropped off at the homes of 10 gamers who consented to participate in the study. All public health COVID-19 protocols were followed, including sanitizing the iHMD in a UV-C light chamber and with sanitizing wipes 48h prior to dropping the equipment off. Instructions on how to set up the equipment and the game, as well as a google form with a multi-part questionnaire [12] to be answered after the game were provided via videoconference. The researcher remained available remotely in case any participant questions arose, but otherwise, interventions were minimal. Participants were asked to play the game for around one hour and none of the participants reported cybersickness. This paper details the obtained results from this study and shows the potential of measuring HIFs from ExG signals collected “in the wild,” as well as their use in remote gaming experience monitoring. In particular, we will show the potential of measuring gamer engagement and sense of presence from the collected signals and their influence on overall experience. The next steps will be to use these signals and inferred HIFs to adjust the game in real-time, thus maximizing the experience for each individual gamer.References[1] Perkis, A., et al, 2020. QUALINET white paper on definitions of immersive media experience (IMEx). arXiv preprint arXiv:2007.07032.[2] Gupta, R., et al, 2016. Using affective BCIs to characterize human influential factors for speech QoE perception modelling. Human-centric Computing and Information Sciences, 6(1):1-19.[3] Clerico, A., et al, 2016, Biometrics and classifier fusion to predict the fun-factor in video gaming. In IEEE Conf Comp Intell and Games (pp. 1-8).[4] Cassani, R., et al 2020. Neural interface instrumented virtual reality headsets: Toward next-generation immersive applications. IEEE SMC Mag, 6(3):20-28.[5] Tobon, D. et al, 2014. MS-QI: A modulation spectrum-based ECG quality index for telehealth applications. IEEE TBE, 63(8):1613-1622.[6] Tobón, D. and Falk, T.H., 2016. Adaptive spectro-temporal filtering for electrocardiogram signal enhancement. IEEE JBHI, 22(2):421-428.[7] dos Santos, E., et al, 2020. Improved motor imagery BCI performance via adaptive modulation filtering and two-stage classification. Biomed Signal Proc Control, Vol. 57.[8] Rosanne, O., et al, 2021. Adaptive filtering for improved EEG-based mental workload assessment of ambulant users. Front. Neurosci, Vol.15.[9] Cassani, R., et al, 2018. Respiration rate estimation from noisy electrocardiograms based on modulation spectral analysis. CMBES Proc., Vol. 41.[10] Tiwari, A. and Falk, T.H., 2021. New Measures of Heart Rate Variability based on Subband Tachogram Complexity and Spectral Characteristics for Improved Stress and Anxiety Monitoring in Highly Ecological Settings. Front Signal Proc, Vol.7.[11] Moinnereau, M.A., 2020, Saccadic Eye Movement Classification Using ExG Sensors Embedded into a Virtual Reality Headset. In IEEE Conf SMC, pp. 3494-3498.[12] Tcha-Tokey, K., et al, 2016. Proposition and Validation of a Questionnaire to Measure the User Experience in Immersive Virtual Environments. Intl J Virtual Reality, 16:33-48.
APA, Harvard, Vancouver, ISO, and other styles
10

Ge, Q. J., and B. Ravani. "Computer Aided Geometric Design of Motion Interpolants." In ASME 1991 Design Technical Conferences. American Society of Mechanical Engineers, 1991. http://dx.doi.org/10.1115/detc1991-0103.

Full text
Abstract:
Abstract This paper studies continuous computational geometry of motions and develops a method for Computer Aided Geometric Design (CAGD) of motion interpolants. The approach uses a mapping of spatial kinematics to convert the problem of interpolating displacements to point interpolation in the space of the mapping. To facilitate the point interpolation, the previously non-oriented mapping space is made orientable. Methods are then developed for designing spline curves in the mapping space with tangent, curvature and torsion continuities. The results have application in computer animation of three dimensional objects used in computer graphics, computer vision and simulation of mechanical systems.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography