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1.
In this paper, we present crowd experience as a novel concept when designing interactive technology for spectator crowds in public settings. Technology-mediated experiences in groups have already been given serious attention in the field of interaction design. However, crowd experiences are distinctive because of the spontaneous, uninhibited behavior exhibited. In crowds, extreme sociality and the experience of performing identity in public emerge spontaneously. By bridging crowd theory and pragmatics of experience, we establish an understanding of crowd experience as a distinct sociality within interaction design that unfolds through imitation and invention. We deploy that understanding in an exploration of spectator experiences at three football matches in which an experimental prototype, BannerBattle, was deployed. BannerBattle is an interactive banner on which spectators can grab space in competition with their rivals. The more noise and movement they make, the more screen real estate they gain. BannerBattle therefore enabled us to explore the emergence of imitative and at times inventive behavior in enriched crowd experience, by augmenting and supporting spectator performance in this way. We discuss the value of a conceptual understanding of crowd experience for technology as an unexplored potential for designing new interactive technology at spectator venues.  相似文献   

2.
曹慧芳  刘知青 《软件》2011,32(1):79-82
机器博弈,也称计算机博弈,即让计算机下棋。围棋是一种策略性二人棋类游戏,使用格状棋盘及黑白二色棋子进行对弈。文中计算机围棋游戏引擎的开发采用马尔科夫决策模型,使用人工智能的知识,含有大量计算,整个计算紧密依赖于系统资源,计算量越大,引擎的选点越精确,棋力越高。针对嵌入式系统软硬件的特定性,其资源和计算能力的局限性,本文主要完成了两个工作:一是将实验室适用于PC的游戏引擎移植到WinCE,开发适合嵌入式系统的围棋游戏引擎,实现大规模计算的移植,使游戏引擎在嵌入式有限的资源上,通过精简的计算量,达到不错的效果;二是实现WinCE上围棋游戏前台界面的开发。  相似文献   

3.
We have been working on techniques to write better AI behavior for simulations and games. We are focusing on a visual authoring tool that provides a way to quickly synthesize complex behavior, and are building a corresponding AI engine to run with a simulation or game. For game development uses, we see our tool as making the AI understandable to game designers and end users, as well as improving developers' productivity. This work will also be useful for simulation developers and subsequently for analysts, operators, and instructors. We explain some of our tool's features and how the AI engine processes the resulting content.  相似文献   

4.
借助于多种技术的集成,使得主持人在实际场景中和参与的观众进行虚拟实时交流,从而使其他观众看到主持人和参与的观众正在做节目的互动。该文介绍实时合成技术及现场多路视频自动切换技术,并以“与主持人实时虚拟知识问答”为例介绍该技术实现的原理和方法。  相似文献   

5.
We present a methodology about real-time 3D fluid simulation system using BCI (brain–computer interface). Spectators appreciate our work with their emotion. The advance of technology has exerted huge impacts on arts and as result a new genre called digital art has emerged. In digital art, interaction is an important element. Various types of interaction are being implemented in digital art using touch, hand gesture, sound, movement, etc., even brain wave. Usually, digital artists pursue interactions in their art work; the reason is that they want spectators’ deep appreciation and involvement. However, many of interactive digital art works fail to induce interaction as much as the artists expected. If visible interaction is weak, or interaction result is weak, spectators are not immersed much in the work. Nowadays, there are many interactive digital arts. In digital art, new type of interaction is needed to captivate spectators. So, we tried to implement BCI interaction digital art prototype (tentative title: Soul flow). Electroencephalography (EEG) is the recording of brain electrical activity along the scalp. We measured user’s EEG signal using MindSet (the MindSet senses EEG brainwave data to power the innovation of laboratory researchers and application developers like no other EEG device in the world. It delivers RAW signal, power frequency bands and NeuroSky eSense meters:attention, meditation. http://www.neurosky.com/products/mindset.aspx) to take user’s emotional state on appreciating digital art. We can get user’s emotional state in four categories (attention/inattention, meditation/uneasiness) and these emotional states interact with 3D fluid simulation system in real-time. In this art work prototype, each spectator experiences each different fluid (scale, speed and visual) because each spectator has different emotional state. Our art work prototype expressed the flow through water flow simulation. Flow means the mental state of operation in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by complete absorption in what one does (The psychology of optimal experience 1990). In addition, it means stream in water flow. We pursued these concepts and expressed to 3D fluid simulation digital art using BCI. We used Unity3D and MindSet to implement our art work prototype. This study will expand the participation of the spectator in digital art. In addition, it will expand the possibilities of BCI in digital art interaction.  相似文献   

6.
We provide a broad overview of the research that has been conducted until recently on the design of sponsored search auctions. We mainly focus on game theoretic and mechanism design aspects of these auctions, and we analyze the issues associated with each of the three participating entities, i.e., the search engine, the advertisers, and the users of the search engine, as well as their resulting behavior. Regarding the search engine, we overview the various mechanisms that have been proposed including the currently used GSP mechanism. The issues that are addressed include analysis of Nash equilibria and their performance, design of alternative mechanisms and aspects of competition among search engines. We then move on to the advertisers and discuss the problem of choosing a bidding strategy, given the mechanism of the search engine. Following this, we consider the end users and we examine how user behavior may create externalities and influence the performance of the advertisers. Finally, we also overview statistical methods for estimating modeling parameters that are of interest to the three entities. In each section, we point out interesting open problems and directions for future research.  相似文献   

7.
纹理映射技术在三维游戏引擎中的应用   总被引:6,自引:0,他引:6  
左鲁梅  黄心渊 《计算机仿真》2004,21(10):146-148
游戏引擎是游戏的心脏,它在后台控制着游戏中各个模块同时有序的工作,渲染模块是游戏引擎中最复杂,也是最能体现游戏效果的模块。纹理映射技术的应用能增强场景绘制的真实感并能提高场景的渲染速度。该文是对三维游戏引擎中的渲染模块的初步研究,首先介绍了三维游戏引擎系统以及纹理映射技术,使用OpenGL图形库实现了大环境天空盒、三维地形的贴图效果、并加入了地面建筑物,再现了真实的三维场景。介绍了纹理映射技术在三维游戏引擎中的应用及作用。  相似文献   

8.
运动车辆的实时建模、动力学行为仿真是赛车虚拟环境中的重要组成部分。论文设计并实现了一实时赛车游戏引擎,在引擎车辆建模中提出了一种基于多体动力学理论实时逼真的赛车建模方法,对赛车的真实受力状况进行简化,模拟车辆的各种动力学行为和车辆运动的真实感绘制。并实现了引擎中的碰撞检测技术、音效处理技术、虚拟环境的实时绘制技术。增强用户漫游虚拟环境的沉浸感。  相似文献   

9.
Cloud computing is based on utility and consumption of computer resources. To solve the security issues in cloud computing, secure computing protocols are often used. Recently, rational parties as a new kind of parties are proposed, who wish to maximize their utilities in secure computing protocols. The utility definitions in most previous rational secure computing protocols derive from prisoner’s dilemma game (PD game). In two-party rational computing protocols, parties decide to send their shares according to their utilities. Recently, we revisit the incentives for rational parties in secure computing protocols and give new utility definitions according to them. We find that the new utility definition is not similar to PD game any more. We discuss two-party and multi-party cases, respectively, and prove that parties have incentives to send their share to others. Furthermore, we also prove that parties can maximize their utilities in both cases.  相似文献   

10.
游戏引擎是游戏开发的技术核心。为了更好地理解游戏引擎,根据游戏引擎的特点,介绍3D游戏引擎,并从实时渲染、交互性、多人参与、碰撞检测四个方面简要阐述了3D游戏引擎的特点。为理解3D游戏引擎技术提供了一个理论支持。下一步将对3D游戏引擎的关键技术进行研究。  相似文献   

11.
In this paper, we propose a security framework based on the semi-network form game in unison with a robust and attack resilient scheduling mechanism for a cloud integrated Cyber Physical System (CPS). As CPS moves from the traditional Sensing Control and Data Acquisition (SCADA) systems with limited on-board processing units, the need to use cloud computing arises owing to the ever increasing processing demands of heterogeneous CPS applications. In such systems, system stability and critical operational capability have the highest priority. This multi-system coupling can have security vulnerabilities which can cripple the speed and effectiveness of data processing, which is unacceptable in time and resource critical CPS applications owing to the need for satisfying the stringent Quality of Service (QoS) requirements. Therefore, a robust scheduling mechanism invulnerable to security attacks is needed to efficiently utilize the scalable processing components as provided by a cloud computing platform. However, scalability brought in by the cloud integration and data migration increases the attack space of an attacker due to an increase in available access points. To address this issue, we developed a new method of learning procedure using Bayesian Networks for the semi-network form game to aid our scheduling algorithm. We employ game theoretic principles to proactively understand the behavior of an attacker based on the strategic decisions made by the defender. This helps us in building a robust scheduling mechanism that schedules tasks based on the decisions made from the output of the game.  相似文献   

12.
从新工科背景下软件工程专业实践课程应用典型案例库的构建角度出发,以基于Cocos2d-x引擎的跨平台游戏开发为例,从软件的设计、开发、测试、运行几个环节详细介绍了一款跨平台休闲益智游戏—躲避刺豚君的全过程.Cocos2d-x游戏引擎的CocosCreator作为新出现的游戏开发工具,相比于其他游戏开发工具的特点、优势,...  相似文献   

13.
3D游戏引擎构架概述   总被引:1,自引:0,他引:1  
随着计算机性能的不断提高和3D加速显卡的普及,计算机游戏也得到了飞速的发展,从原来的2D游戏发展到现在形象逼真的3D设计,游戏开发尤其是游戏引擎的发展也经历了巨大的变革。本文详细研究了3D游戏引擎的结构组成,并逐一分析了它们各自的特点,希望对从事游戏开发的人员有些帮助。  相似文献   

14.
In this paper we show how a game engine designed to generate photorealistic images can be extended to produce non-photorealistic and hybrid renditions. We introduce new hardware-based methods to accomplish pen-and-ink illustrations. The combination of the highly optimized processing of a game engine and the use of hardware for NPR algorithms yields real-time animation of pen-and-ink illustrations.
The particular advance of this method is that it yields the first real-time, frame-coherent pen-and-ink animations which maintain both tone and texture.  相似文献   

15.
建立了一个开发航空发动机分布仿真的系统环境.该环境中子模型具有自治性,子模型的设计者可以根据自己的需要选择所使用的工具,定义变量以及他们与其他设计者之间的关系.应用新兴的网格技术建立了一个集成设计和分布仿真的环境框架,它可以灵活地建立和修改基于部件对象模型建立起来的航空发动机模型,并尝试解决仿真中存在的多学科耦合以及大计算量的问题.该框架具有图形化界面,可以方便地更改发动机的参数和结构,其所具有网格技术的易扩展性也为今后建立更复杂的发动机模型提供了良好的平台.研究人员可以应用该系统提供的可扩展设计和仿真环境,灵活地组建新的航空发动机模型并进行仿真.  相似文献   

16.
一个基于3D游戏引擎的虚拟展示方案   总被引:8,自引:1,他引:8  
虚拟展示的发展代表了当今布展方式发展的趋势,而3D游戏引擎的发展代表了当今计算机技术发展的趋势。文中揭示了隐藏在游戏引擎中的一些技术细节,描述了基于游戏引擎的虚拟展示方案的主要特点,阐述了利用3D游戏引擎来实现虚拟展示的设计构想,并通过一个基于开放的游戏引擎Crystal Space的展示方案实例验证了这一构想的可行性。总之,基于3D游戏引擎的虚拟展示方案是一种行之有效的虚拟展示方案。  相似文献   

17.
游戏引擎在游戏开发中起着至关重要的作用,如同汽车发动机在汽车制造中的作用一样。一款性能优越兼容性强的汽车发动机不仅可以极大提升一辆汽车性能,而且可以极其方便的用于组装生产其它汽车。同样一款好的游戏都有一款强大的游戏引擎作支撑,游戏引擎是游戏开发中最核心最重要的部分,其具有很强的重用性、独立性、通用性。  相似文献   

18.
由于传统的计算机游戏设计方法在维护与更新上有很大的局限性,而计算机游戏引擎是将具有共性的游戏功能抽象、独立出采,形成一个通用的、独立于具体游戏逻辑的框架,是一个游戏的心脏.可以驱动游戏的运行。同时设计了一个简单计算机视频游戏引擎,包括图形引擎、声音引擎、交互引擎、网络引擎等。该游戏引擎依附于一个宿主游戏主程序,可以设计游戏基本对象以度游戏环境所需的对象管理器、资源管理器、系统对象等。该游戏引擎具有很好的可扩展性,可以添加新组件,支持更丰富、更实用的功能。  相似文献   

19.
We made a LEGO Mindstorms robot soccer model using a distributed behaviour-based system, which was showcased at RoboCup98 during the soccer World Cup in France 1998. To put the robot soccer game into an appropriate context, we also constructed a stadium out of LEGO pieces, including stadium lights, rolling commercials, moving cameras projecting images onto big screens, a scoreboard and approximately 1500 small LEGO spectators who did the “Mexican wave” as seen in soccer stadiums. These devices were controlled using the LEGO Dacta Control Lab system and the LEGO CodePilot system that allow programming motor reactions which can be based on sensor inputs. The wave of the LEGO spectators was made using the principle ofemergent behaviour. There was no central control of the wave, but it emerges from the interaction between small units of spectators with a local feedback control. This work was presented, in part, at the Foirth International Symposium on Artificial Life and Robotics, Oita, Japan, January 19–22, 1999  相似文献   

20.
Standard wireless sensor network models emphasize energy efficiency and distributed decision-making by considering untethered and unattended sensors. To this we add two constraints—the possibility of sensor failure and the fact that each sensor must tradeoff its own resource consumption with overall network objectives. In this paper, we develop an analytical model of energy-constrained, reliable, data-centric information routing in sensor networks under all the above constraints. Unlike existing techniques, we use game theory to model intelligent sensors thereby making our approach sensor-centric. Sensors behave as rational players in an N-player routing game, where they tradeoff individual communication and other costs with network wide benefits. The outcome of the sensor behavior is a sequence of communication link establishments, resulting in routing paths from reporting to querying sensors. We show that the optimal routing architecture is the Nash equilibrium of the N-player routing game and that computing the optimal paths (which maximizes payoffs of the individual sensors) is NP-Hard with and without data-aggregation. We develop a game-theoretic metric called path weakness to measure the qualitative performance of different routing mechanisms. This sensor-centric concept which is based on the contribution of individual sensors to the overall routing objective is used to define the quality of routing (QoR) paths. Analytical results on computing paths of bounded weakness are derived and game-theoretic heuristics for finding approximately optimal paths are presented. Simulation results are used to compare the QoR of different routing paths derived using various energy-constrained routing algorithms.  相似文献   

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