111 resources related to Immersive Games
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The conference program will consist of plenary lectures, symposia, workshops and invitedsessions of the latest significant findings and developments in all the major fields of biomedical engineering.Submitted full papers will be peer reviewed. Accepted high quality papers will be presented in oral and poster sessions,will appear in the Conference Proceedings and will be indexed in PubMed/MEDLINE.
The Frontiers in Education (FIE) Conference is a major international conference focusing on educational innovations and research in engineering and computing education. FIE 2019 continues a long tradition of disseminating results in engineering and computing education. It is an ideal forum for sharing ideas, learning about developments and interacting with colleagues inthese fields.
The International Conference on Image Processing (ICIP), sponsored by the IEEE SignalProcessing Society, is the premier forum for the presentation of technological advances andresearch results in the fields of theoretical, experimental, and applied image and videoprocessing. ICIP 2020, the 27th in the series that has been held annually since 1994, bringstogether leading engineers and scientists in image and video processing from around the world.
ICSE is the premier forum for researchers to present and discuss the most recent innovations,trends, outcomes, experiences, and challenges in the field of software engineering. The scopeis broad and includes all original and unpublished results of empirical, conceptual, experimental,and theoretical software engineering research.
IEEE Global Communications Conference (GLOBECOM) is one of the IEEE Communications Society’s two flagship conferences dedicated to driving innovation in nearly every aspect of communications. Each year, more than 2,900 scientific researchers and their management submit proposals for program sessions to be held at the annual conference. After extensive peer review, the best of the proposals are selected for the conference program, which includes technical papers, tutorials, workshops and industry sessions designed specifically to advance technologies, systems and infrastructure that are continuing to reshape the world and provide all users with access to an unprecedented spectrum of high-speed, seamless and cost-effective global telecommunications services.
IEEE Communications Magazine was the number three most-cited journal in telecommunications and the number eighteen cited journal in electrical and electronics engineering in 2004, according to the annual Journal Citation Report (2004 edition) published by the Institute for Scientific Information. Read more at http://www.ieee.org/products/citations.html. This magazine covers all areas of communications such as lightwave telecommunications, high-speed data communications, personal communications ...
The IEEE Computational Intelligence Magazine (CIM) publishes peer-reviewed articles that present emerging novel discoveries, important insights, or tutorial surveys in all areas of computational intelligence design and applications.
Computer, the flagship publication of the IEEE Computer Society, publishes peer-reviewed technical content that covers all aspects of computer science, computer engineering, technology, and applications. Computer is a resource that practitioners, researchers, and managers can rely on to provide timely information about current research developments, trends, best practices, and changes in the profession.
IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...
The design and manufacture of consumer electronics products, components, and related activities, particularly those used for entertainment, leisure, and educational purposes
2015 IEEE International Conference on Computer and Information Technology; Ubiquitous Computing and Communications; Dependable, Autonomic and Secure Computing; Pervasive Intelligence and Computing, 2015
REVERIE (REal and Virtual Engagement in Realistic Immersive Environments)  is a multimedia and multimodal framework, which supports the creation of immersive games. The framework supports the creation of games integrating technologies such as 3D spatial audio, detection of the player's body movement using Kinect and WIMO sensors, NPCs (Non-Playable Characters) with advanced AI capabilities featuring various levels of representation ...
2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), 2015
In this article, we report on a user study investigating the effects of multisensory cues on triggering the emotional response in immersive games. Yet, isolating the effect of a specific sensory cue on the emotional state is a difficult feat. The performed experiment is a first of a series that aims at producing usable guidelines that can be applied to ...
2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES), 2014
In recent years, the computational power and graphics capabilities of our computers and gaming consoles has advanced to the point that we can render photo-realistic realworld environments in real-time. This capability has been utilized to make immersive games, serious games, and simulations. While computers and consoles are affordable for the consumer, the technology used to scan environments can be too ...
2014 IEEE Symposium on Intelligent Agents (IA), 2014
Modeling realistic altruism for nonplayer characters (NPCs) is an interesting problem with substantive potential benefits to game creators and players, in the form of more believable game characters and immersive games. An experiment was conducted to investigate how humans would interpret altruistic behavior in artificial agents in a predator/prey environment. This paper describes an experiment focused on whether human observers ...
2008 IEEE International Symposium on Consumer Electronics, 2008
Summary form only given. The current media landscape is characterised by an explosion of massively distributed digital objects, by a growing share of user generated content and an ever increasing quality of professional content (digital cinema, ultra high definition TV, immersive games, 3D, amongst others). This is compounded with new consumption modes and userspsila demands for new services, such as ...
Surgeons Got Game
Playing Games with Computational Intelligence
Your Digital Clone for Games, Videos, and More
Fun and Games with Artificial Intelligence: David B. Fogel
Algorithms that Play and Design Games
Hands-On with Biscuit, the Somewhat Obedient Dog
CES 2008: Ford and Microsoft Show Off Voice-Activated Sync
CES 2008: The first Works with iPhone Speaker and Dock
A Historical Perspective on Computational Intelligence in N-player Games - IEEE WCCI 2014
Bug Labs: How an Open Source Gadget Works
CES 2008: Herman Miller's C2 Climate Control for the desktop
iPhone-flown drone carries cameras
Video Game Workout
Computational Intelligence Creating Procedural Content for Games - Joseph Alexander Brown
CES 2009: World's First 3-D Webcam
CES 2008: Eye-Fi Card for Wireless Photo Uploads
CES 2009: One OS Per Hard Drive
CES 2008: Ford and Sirius Team Up for In-Car Navigation
REVERIE (REal and Virtual Engagement in Realistic Immersive Environments)  is a multimedia and multimodal framework, which supports the creation of immersive games. The framework supports the creation of games integrating technologies such as 3D spatial audio, detection of the player's body movement using Kinect and WIMO sensors, NPCs (Non-Playable Characters) with advanced AI capabilities featuring various levels of representation and gameplay into an immersive 3D environment. A demonstration game was developed for REVERIE, which is an adapted version of the popular Simon Says game. In the REVERIE version, a player tries to follow physical instructions issued by two autonomous agents with different degrees of realism. If a player follows a physical instruction correctly, they are awarded one point. If not, they are deducted one point. This paper presents a technical overview of the game technologies integrated in the Simon Says demo and its evaluation by players with variable computer literacy skills. Finally the potential of REVERIE as an immersive framework for gaming is discussed, followed by recommendations for improvements in future versions of the framework.
In this article, we report on a user study investigating the effects of multisensory cues on triggering the emotional response in immersive games. Yet, isolating the effect of a specific sensory cue on the emotional state is a difficult feat. The performed experiment is a first of a series that aims at producing usable guidelines that can be applied to reproducing similar emotional responses, as well as the methods to measure the effects. As such, we are interested in methodologies to both design effective stimuli, and assess the quality and effect thereof. We start with identifying main challenges and the followed methodology. Thereafter, we closely analyze the study results to address some of the challenges, and identify where the potential is for improving the induced stimuli (cause) and effect, as well as the analytical methods used to pinpoint the extent of the effect.
In recent years, the computational power and graphics capabilities of our computers and gaming consoles has advanced to the point that we can render photo-realistic realworld environments in real-time. This capability has been utilized to make immersive games, serious games, and simulations. While computers and consoles are affordable for the consumer, the technology used to scan environments can be too expensive or time-consuming for most developers. In this paper, we seek to find a viable low-cost alternative to these expensive technologies by analyzing the efficacy of cheap hardware (Kinect and personal cameras), computer vision algorithms (KinectFusion and structure- from-motion), and post-processing tools (MeshLab) in the context of a popular free game engine, Unity. Our results demonstrate workflows that are viable for the needs of many developers.
Modeling realistic altruism for nonplayer characters (NPCs) is an interesting problem with substantive potential benefits to game creators and players, in the form of more believable game characters and immersive games. An experiment was conducted to investigate how humans would interpret altruistic behavior in artificial agents in a predator/prey environment. This paper describes an experiment focused on whether human observers would attribute emotional characteristics and motivations to altruistic game agents.
Summary form only given. The current media landscape is characterised by an explosion of massively distributed digital objects, by a growing share of user generated content and an ever increasing quality of professional content (digital cinema, ultra high definition TV, immersive games, 3D, amongst others). This is compounded with new consumption modes and userspsila demands for new services, such as ubiquitous access on demand, social and community media, content personalisation and more intuitive and easier methods for content creation and retrieval. This requires moving from content to context and from a traditional broadcasting approach to personal and on-demand media access. The above trends have a profound impact also on the infrastructure and the access technologies required, for example content awareness and advanced methods, tools and systems enabling more intuitive content creation and multimedia-based search for content are to become basic elements of the future 3D Media Internet. The European Commission is spearheading new areas of research, from basic technologies to service integration and applications. Innovative domains, such as video or 3D object search, next generation of P2P, end to end 3D video delivery and immersive media experiences are some of the topics that the current RD projects are addressing. In parallel new research opportunities are being explored as they should lead to new technology breakthroughs and business opportunities. This is the way to ensure Europe will be able to play an important role in the future networked media world, as we are fully aware that beyond a key technology we are addressing a major industrial and cultural challenge for Europe.
It is fact that technology has positively influenced educational field, like the education based on digital games. Besides that, one of the technologies that has gained recent notoriety is Virtual Reality, that can provide disruptive approaches of interaction on games. Even that the approach to learn using digital games is very motivating, it is not known the effectiveness of this method using immersive devices. The usage of Virtual Reality applied to educational games may improve the learning process and also represent an innovation in terms of education. This work compares the motivational impacts of the usage of immersive and non-immersive games with students, performing some experiments on NAVE Recife.
This paper introduces a low-cost framework capable of combining both real-time markerless face and body tracking for faithful avatar embodiment in Virtual Reality (VR). We discuss suitable hardware and software solutions and present a first prototype. This work lays the technological basis for further research on the importance of the appearance and behavioral realism of avatars, e.g., for the illusion of virtual body ownership, for social interactions in VR, as well as for VR entertainment applications (immersive games or movies).
Despite the definition of immersion still being a source of controversy, it is generally accepted as a quality that turns experiences more appealing. Modern electronic games stand out as a notably immersive media, especially when the recent advances in consumer-level virtual reality hardware are taken into account. Development of immersive games requires not only a theoretical background usually found in literature but more practical guidelines for assisting developers to endow their experiences with actual immersion. In this paper, we investigate specific features that confer the quality of immersion to an electronic game based on the analysis of titles the audience consider as immersive. We developed a prototype of an immersive game based on these features. Comparative evaluation of our prototype and the selected titles suggests that six features were able to provide an immersive experience in games.
Presented in this paper is a novel real-time virtual reality game developed to enable two participants to play table tennis immersively with each other's avatar in a shared virtual environment. It uses a wireless hybrid inertial and ultrasonic tracking system to provide the positions and orientations of both the head (view point) and hand (racket) of each player, as well as two large rear-projection stereoscopic screens to provide a view-dependent 3D display of the game environment. Additionally, a physics-based ball animation model is designed for the game, which includes fast detection of the ball colliding with table, net and quick moving rackets. The system is shown to offer some unique features and form a good platform for development of other immersive games for multiple players.
Serious games have been recognized in many application areas such as heath, education and training. Designing interactive games responsive to user emotions improves their effectiveness and user acceptances. A major factor in user interaction is the emotional reaction to game scenarios, which has motivated us to analyze immersive games using biofeedback. In this article, a graph-based model is presented to design interactive games in a systematic way. This model is combined with biofeedback such as autonomic nervous system variables to evaluate user emotional reaction to different stimuli. The analysis should be used as a guiding principle for designing serious games. Oculus Rift DK2 is used in experiments to provide immersive virtual reality with affective scenarios. The experiments demonstrate the ability to induce measurable and differentiate emotions.
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