This document describes a videogame called MazeMaze that aims to adapt to the user's emotions based on their behavior in the game. It analyzes the user's movements to recognize emotions like interest, boredom, confusion and desperation. Based on the recognized emotion, the game will take actions like providing help, distractions, or messages to calm the user down. The goal is to create an interactive experience that keeps the user engaged. The game was programmed in C++ and analyzes movement data to classify the user's emotional state. It then takes targeted actions to facilitate the user's experience based on principles from affective computing and emotion theory.
This paper introduces a new human computation game called Jinx to address the knowledge acquisition bottleneck in word sense disambiguation (WSD). Jinx is an online cooperative word game where two anonymous players see the same word in context and must independently type the same replacement word to receive points. The game aims to efficiently generate high quality labeled data for training WSD algorithms by making the labeling process an enjoyable game. An evaluation using data from another project found that tags collected from Jinx players accurately captured the true sense of words in context.
Requirements@Runtime: The case of Gameful Systemsantbucc
The document discusses a framework called GDF that uses model-driven engineering to design gamified applications. GDF includes multiple domain-specific languages to model different aspects of gamification like game elements, mechanics, dynamics, and utilities like simulation, monitoring and runtime adaptation. It aims to address current limits in designing complex gamified systems by providing reusable, customizable models and enabling runtime monitoring and adaptation.
This document discusses the design of an augmented reality tabletop war game called Tankwar. The game aims to engage players mentally, physically, socially, and emotionally by allowing complex real-time strategy gameplay while maintaining the social interaction afforded by traditional tabletop games. Players control armies using head-mounted displays and interaction tools to complete mission objectives on a shared non-scrollable 3D landscape. Initial evaluations found that players were able to easily use the interface and engaged in more social interaction than with personal computer games. Future work will include further evaluations, iterative design improvements, and examining social communication through head-mounted displays.
The document describes a Pac-Man game implemented in JR. Key aspects include:
- The game uses object-oriented design with classes like Map, Item, GamePiece, User and Ghost.
- User controls Pac-Man to eat food while avoiding ghosts controlled by A* pathfinding AI.
- Implementing the game in JR with concurrent processes improved performance over earlier sequential version.
- Potential improvements mentioned are adding multiple levels with increasing difficulty and randomizing the ghost AI.
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 4 Lecture on the "Constructs of the Real and the Rhetoric of Games," with study emphasis on Ian Bogost's Procedural Rhetoric theory, and Ryan Lizardi's examination of the counterfactual and alternate histories presented in the Bioshock series.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
From Playability to a Hierarchical Game Usability ModelLennart Nacke
This document discusses game usability and player experience. It summarizes several existing game usability models and identifies three key dimensions for evaluating game quality: development, functional, and player experience/community. Different game quality checks require different analytical approaches across these dimensions. The goal is to develop a comprehensive model for evaluating all aspects of game quality and player experience.
A holographic virtual learning space is proposed that uses a game-based approach to provide an addictive and motivating educational experience with less anxiety. The game can be accessed using computers, mobile phones, consoles, or Kinect and involves an avatar representing the user collecting coins by overcoming challenges in restricted areas. Characters in the game will display different behaviors depending on user interactions.
IRJET - EMO-MUSIC(Emotion based Music Player)IRJET Journal
This document describes a proposed emotion-based music player system called EMO-MUSIC. The system uses facial expression recognition via a Haar cascade classifier to identify a user's emotion in real-time. It then generates a playlist of songs matching the detected emotion by accessing pre-defined music directories for each emotion category. This provides a more automated music selection process compared to traditional music players that require manual playlist selection. The system aims to reduce the time users spend browsing for music that suits their mood.
This paper introduces a new human computation game called Jinx to address the knowledge acquisition bottleneck in word sense disambiguation (WSD). Jinx is an online cooperative word game where two anonymous players see the same word in context and must independently type the same replacement word to receive points. The game aims to efficiently generate high quality labeled data for training WSD algorithms by making the labeling process an enjoyable game. An evaluation using data from another project found that tags collected from Jinx players accurately captured the true sense of words in context.
Requirements@Runtime: The case of Gameful Systemsantbucc
The document discusses a framework called GDF that uses model-driven engineering to design gamified applications. GDF includes multiple domain-specific languages to model different aspects of gamification like game elements, mechanics, dynamics, and utilities like simulation, monitoring and runtime adaptation. It aims to address current limits in designing complex gamified systems by providing reusable, customizable models and enabling runtime monitoring and adaptation.
This document discusses the design of an augmented reality tabletop war game called Tankwar. The game aims to engage players mentally, physically, socially, and emotionally by allowing complex real-time strategy gameplay while maintaining the social interaction afforded by traditional tabletop games. Players control armies using head-mounted displays and interaction tools to complete mission objectives on a shared non-scrollable 3D landscape. Initial evaluations found that players were able to easily use the interface and engaged in more social interaction than with personal computer games. Future work will include further evaluations, iterative design improvements, and examining social communication through head-mounted displays.
The document describes a Pac-Man game implemented in JR. Key aspects include:
- The game uses object-oriented design with classes like Map, Item, GamePiece, User and Ghost.
- User controls Pac-Man to eat food while avoiding ghosts controlled by A* pathfinding AI.
- Implementing the game in JR with concurrent processes improved performance over earlier sequential version.
- Potential improvements mentioned are adding multiple levels with increasing difficulty and randomizing the ghost AI.
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 4 Lecture on the "Constructs of the Real and the Rhetoric of Games," with study emphasis on Ian Bogost's Procedural Rhetoric theory, and Ryan Lizardi's examination of the counterfactual and alternate histories presented in the Bioshock series.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
From Playability to a Hierarchical Game Usability ModelLennart Nacke
This document discusses game usability and player experience. It summarizes several existing game usability models and identifies three key dimensions for evaluating game quality: development, functional, and player experience/community. Different game quality checks require different analytical approaches across these dimensions. The goal is to develop a comprehensive model for evaluating all aspects of game quality and player experience.
A holographic virtual learning space is proposed that uses a game-based approach to provide an addictive and motivating educational experience with less anxiety. The game can be accessed using computers, mobile phones, consoles, or Kinect and involves an avatar representing the user collecting coins by overcoming challenges in restricted areas. Characters in the game will display different behaviors depending on user interactions.
IRJET - EMO-MUSIC(Emotion based Music Player)IRJET Journal
This document describes a proposed emotion-based music player system called EMO-MUSIC. The system uses facial expression recognition via a Haar cascade classifier to identify a user's emotion in real-time. It then generates a playlist of songs matching the detected emotion by accessing pre-defined music directories for each emotion category. This provides a more automated music selection process compared to traditional music players that require manual playlist selection. The system aims to reduce the time users spend browsing for music that suits their mood.
This document summarizes the photographer's experience taking photos to learn the different types of photography, including closed form, open form, scale, linear perspective, and atmospheric perspective. While some types were difficult to distinguish like scale and linear perspective photos, practicing taking these photos helped the photographer better understand digital photography and tell the differences between the various techniques.
The Global Corruption Report 2009 examines corruption risks for businesses ranging from small entrepreneurs to multinational corporations. More than 75 experts analyze a wide range of corruption issues and discuss the most promising tools to tackle corruption in business. Transparency International, the global anti-corruption organization that published the report, works to raise awareness of corruption and develop effective measures to address it through partnerships with government, business, and civil society.
This document provides an overview of market-based cash balance plans, including:
- A brief history of interest credit options for cash balance plans under different regulations and notices.
- Examples of how cash balance accounts accumulate pay credits and interest credits over time.
- Seven key issues that can arise for market-based cash balance plans, such as investment risk, nondiscrimination testing, lump sum restrictions, and administrative challenges. Suggested approaches are provided to help address these issues.
- Contact information for the actuarial consulting firm that authored the document.
This document summarizes the meeting notes from the Rotary Club of Newton meeting on April 27, 2010. It includes the list of club officers, the guest speakers from the American Cancer Society discussing an upcoming Relay for Life event, announcements about upcoming volunteer opportunities and club events, a brief club meeting report, and happy dollars updates from various club members.
Art has 7 elements that artists use to create works: line, shape, form, color, value, texture, and space. Line is a mark with greater length than width and defines the edges of shapes. Shape is a closed line that defines an area, and form is a three-dimensional shape or object. Color is the visual sensation dependent on the light spectrum, and value is the lightness or darkness of a color. Texture refers to the surface quality of an object and how it would feel if touched. Space is the area between, around, above, below, or within components of a work and can be two-dimensional or three-dimensional.
This document analyzes the conduct of the Electoral Commission of Kenya (ECK) and Zimbabwe Electoral Commission (ZEC) during the 2007 and 2008 elections in those countries. It finds that both commissions failed to act independently, professionally, transparently and impartially, instead favoring incumbent candidates Mwai Kibaki in Kenya and Robert Mugabe in Zimbabwe. This contributed to conflicts and violence after the elections that resulted in over 1,200 deaths in Kenya and 160 deaths in Zimbabwe. The report provides several recommendations, including that appropriate action be taken against those responsible to promote reconciliation, and that electoral management bodies must adhere to principles of independence, accountability and transparency.
1. Obsessive Compulsive Disorder (OCD) is characterized by recurrent, persistent obsessions (unwanted thoughts, images, or urges) and compulsions (repetitive behaviors or mental acts).
2. OCD is believed to have neurobiological causes related to serotonin levels and brain activity in the frontal lobe and basal ganglia. Genetics also plays a role, with OCD running in families.
3. Cognitive behavioral therapy (CBT), specifically exposure and response prevention, is the most effective treatment for OCD. Medications like SSRIs and clomipramine can also help reduce OCD symptoms.
The role of ai in social games eladhari2011 uppsalauniMirjam Eladhari
The keynote discusses:
1) The role of AI in social games and different views on this topic.
2) How social actions can be modeled through operational logics in game design.
3) Examples of AI-based social game prototypes that incorporate elements like semi-autonomous avatars.
3) An experimental social game prototype called the Pataphysic Institute that uses an AI architecture called the Mind Module to model character personalities and emotions.
This document is a final year project proposal submitted by Kevin Murphy for a B.Sc in Music, Media & Performance Technology. The project involves creating a musical logic game called 'SamplerMind' that combines the classic logic game Mastermind with music sample manipulation. The goal is to investigate how adding multimedia features like music affects game immersion and reward. The project will be created using Processing for visuals and Max/MSP for audio functionality and communication between the programs. Research was conducted on game immersion, reward, interface design, auditory feedback design, and other versions of Mastermind.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
Emotional Attachments for Story Construction in Virtual Game Wolds Mirjam Eladhari
Emotional attachments and sentiments of avatars were experimented with in a virtual game world prototype called World of Minds. A playtest was conducted where sentiments were instantiated in 3 ways: randomly assigned, player chosen, and through interactions. Players preferred sentiments that emerged from interactions as it made the most sense. Observations found that proximity of sentiments affected player experience and backstory relevance improved understanding of game mechanics. Future work will explore using sentiments to enable emergent storytelling.
This document provides a template and guidelines for students to use to create a SIP Brief summarizing their SIP project. The template includes sections for the technical field, background information, prior art, project description, innovation claim, usage scenario, evaluation criteria, objectives and tasks, design prototype description, evaluation plan, project completion assessment, and appendices. Students are instructed to use the template to concisely describe their project, its goals and background, how it compares to and improves upon prior solutions, how it will be developed and evaluated, and lessons learned. The guidelines provide examples and recommendations for completing each section to clearly communicate the project scope, goals, and outcomes.
The past few years, some incredible breakthrough was made through games like Alpha Go, to master the games of go; or OpenAI Five to beat the Dota 2 champions. This talk aims to present the machine learning aspects of the AI and games research, which methods are used to create reliable interacting agent and the next frontier of this domain.
A General Architecture for an Emotion-aware Content-based Recommender SystemLucio Narducci
A General Architecture for an Emotion-aware Content-based Recommender System
Fedelucio Narducci, Marco De Gemmis, Pasquale Lops
3rd Empire Workshop
RecSys 2015, Vienna, Austria, 16-20 September 2015
(1) The document discusses word games, including their educational benefits, types, and impact on learning and development.
(2) It notes that word games can improve vocabulary, cognitive skills, and social interaction, and that common types include crosswords, scrambles, and Scrabble.
(3) The document also outlines how word games are being incorporated into educational settings and language learning to enhance outcomes.
Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They...Sebastian Deterding
1. Persuasive games use procedural rhetoric through their rules and gameplay to convey particular messages and perspectives to players. However, players can interpret the same game differently based on their understanding.
2. The document examines two games - Train and Playing History 2: Slave Trade - that aimed to persuasively convey the message that blindly following rules without considering people can be dehumanizing. These games were received very differently by audiences despite their similar messages.
3. The document argues that a game's genre, visual framing, and how it travels and is portrayed in media shapes how audiences perceive and interpret the game's intended stance and message. How a persuasive game is framed and circulated in culture can impact
This document summarizes the photographer's experience taking photos to learn the different types of photography, including closed form, open form, scale, linear perspective, and atmospheric perspective. While some types were difficult to distinguish like scale and linear perspective photos, practicing taking these photos helped the photographer better understand digital photography and tell the differences between the various techniques.
The Global Corruption Report 2009 examines corruption risks for businesses ranging from small entrepreneurs to multinational corporations. More than 75 experts analyze a wide range of corruption issues and discuss the most promising tools to tackle corruption in business. Transparency International, the global anti-corruption organization that published the report, works to raise awareness of corruption and develop effective measures to address it through partnerships with government, business, and civil society.
This document provides an overview of market-based cash balance plans, including:
- A brief history of interest credit options for cash balance plans under different regulations and notices.
- Examples of how cash balance accounts accumulate pay credits and interest credits over time.
- Seven key issues that can arise for market-based cash balance plans, such as investment risk, nondiscrimination testing, lump sum restrictions, and administrative challenges. Suggested approaches are provided to help address these issues.
- Contact information for the actuarial consulting firm that authored the document.
This document summarizes the meeting notes from the Rotary Club of Newton meeting on April 27, 2010. It includes the list of club officers, the guest speakers from the American Cancer Society discussing an upcoming Relay for Life event, announcements about upcoming volunteer opportunities and club events, a brief club meeting report, and happy dollars updates from various club members.
Art has 7 elements that artists use to create works: line, shape, form, color, value, texture, and space. Line is a mark with greater length than width and defines the edges of shapes. Shape is a closed line that defines an area, and form is a three-dimensional shape or object. Color is the visual sensation dependent on the light spectrum, and value is the lightness or darkness of a color. Texture refers to the surface quality of an object and how it would feel if touched. Space is the area between, around, above, below, or within components of a work and can be two-dimensional or three-dimensional.
This document analyzes the conduct of the Electoral Commission of Kenya (ECK) and Zimbabwe Electoral Commission (ZEC) during the 2007 and 2008 elections in those countries. It finds that both commissions failed to act independently, professionally, transparently and impartially, instead favoring incumbent candidates Mwai Kibaki in Kenya and Robert Mugabe in Zimbabwe. This contributed to conflicts and violence after the elections that resulted in over 1,200 deaths in Kenya and 160 deaths in Zimbabwe. The report provides several recommendations, including that appropriate action be taken against those responsible to promote reconciliation, and that electoral management bodies must adhere to principles of independence, accountability and transparency.
1. Obsessive Compulsive Disorder (OCD) is characterized by recurrent, persistent obsessions (unwanted thoughts, images, or urges) and compulsions (repetitive behaviors or mental acts).
2. OCD is believed to have neurobiological causes related to serotonin levels and brain activity in the frontal lobe and basal ganglia. Genetics also plays a role, with OCD running in families.
3. Cognitive behavioral therapy (CBT), specifically exposure and response prevention, is the most effective treatment for OCD. Medications like SSRIs and clomipramine can also help reduce OCD symptoms.
The role of ai in social games eladhari2011 uppsalauniMirjam Eladhari
The keynote discusses:
1) The role of AI in social games and different views on this topic.
2) How social actions can be modeled through operational logics in game design.
3) Examples of AI-based social game prototypes that incorporate elements like semi-autonomous avatars.
3) An experimental social game prototype called the Pataphysic Institute that uses an AI architecture called the Mind Module to model character personalities and emotions.
This document is a final year project proposal submitted by Kevin Murphy for a B.Sc in Music, Media & Performance Technology. The project involves creating a musical logic game called 'SamplerMind' that combines the classic logic game Mastermind with music sample manipulation. The goal is to investigate how adding multimedia features like music affects game immersion and reward. The project will be created using Processing for visuals and Max/MSP for audio functionality and communication between the programs. Research was conducted on game immersion, reward, interface design, auditory feedback design, and other versions of Mastermind.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
Emotional Attachments for Story Construction in Virtual Game Wolds Mirjam Eladhari
Emotional attachments and sentiments of avatars were experimented with in a virtual game world prototype called World of Minds. A playtest was conducted where sentiments were instantiated in 3 ways: randomly assigned, player chosen, and through interactions. Players preferred sentiments that emerged from interactions as it made the most sense. Observations found that proximity of sentiments affected player experience and backstory relevance improved understanding of game mechanics. Future work will explore using sentiments to enable emergent storytelling.
This document provides a template and guidelines for students to use to create a SIP Brief summarizing their SIP project. The template includes sections for the technical field, background information, prior art, project description, innovation claim, usage scenario, evaluation criteria, objectives and tasks, design prototype description, evaluation plan, project completion assessment, and appendices. Students are instructed to use the template to concisely describe their project, its goals and background, how it compares to and improves upon prior solutions, how it will be developed and evaluated, and lessons learned. The guidelines provide examples and recommendations for completing each section to clearly communicate the project scope, goals, and outcomes.
The past few years, some incredible breakthrough was made through games like Alpha Go, to master the games of go; or OpenAI Five to beat the Dota 2 champions. This talk aims to present the machine learning aspects of the AI and games research, which methods are used to create reliable interacting agent and the next frontier of this domain.
A General Architecture for an Emotion-aware Content-based Recommender SystemLucio Narducci
A General Architecture for an Emotion-aware Content-based Recommender System
Fedelucio Narducci, Marco De Gemmis, Pasquale Lops
3rd Empire Workshop
RecSys 2015, Vienna, Austria, 16-20 September 2015
(1) The document discusses word games, including their educational benefits, types, and impact on learning and development.
(2) It notes that word games can improve vocabulary, cognitive skills, and social interaction, and that common types include crosswords, scrambles, and Scrabble.
(3) The document also outlines how word games are being incorporated into educational settings and language learning to enhance outcomes.
Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They...Sebastian Deterding
1. Persuasive games use procedural rhetoric through their rules and gameplay to convey particular messages and perspectives to players. However, players can interpret the same game differently based on their understanding.
2. The document examines two games - Train and Playing History 2: Slave Trade - that aimed to persuasively convey the message that blindly following rules without considering people can be dehumanizing. These games were received very differently by audiences despite their similar messages.
3. The document argues that a game's genre, visual framing, and how it travels and is portrayed in media shapes how audiences perceive and interpret the game's intended stance and message. How a persuasive game is framed and circulated in culture can impact
Sarcasm Detection: Achilles Heel of sentiment analysisAnuj Gupta
1. Sarcasm detection poses a challenge for sentiment analysis systems as sarcasm involves stating the opposite sentiment from what is meant. This "Achilles heel" is important to address from both business and research perspectives.
2. The document describes a solution for sarcasm detection that uses features extracted from pretrained convolutional neural networks for sentiment analysis and emotion detection, combined with features from a baseline model.
3. Evaluation on a test set showed improved performance over the baseline models, with future work including collecting more data and exploring attention mechanisms and recurrent neural networks. Addressing sarcasm detection was presented as an important problem at the intersection of natural language processing and domain knowledge.
Unity in the Classroom for Creating VR Sims and EdugamesSeriousGamesAssoc
David Renton, Upper School Computer Science Teacher / Technology Integrator | Porter-Gaud School
Unity in the Classroom for Creating VR Sims and Edugames
The session will cover how Unity and C# can be used in the classroom to teach coding and digital design via the creation of games (including edugames) and Virtual Reality simulations. The presenter will share how he has used it in the past 2 years in the classroom and give examples of student work. He will also go over the hardware and software requirements, including how he has used the cheaper Mixed Reality headsets, from Microsoft partners such as HP and Lenovo, to develop for SteamVR, meaning the VR simulations will also run on HTC Vive. He will also have at least one Mixed Reality headset with him so that attendees can try out some of the student developed VR simulations at the end.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Developing Computer-based Educational Game to support Cooperative Learning St...Eva Handriyantini
Game is one of learning media which can be used as a part of learning strategy in school
nowadays. Learning strategy using game can be more effective for students especially for
developing mathematical skills of primary school students. Educational game development can
use Waterfalls model, where development phases can be adjusted to be in accordance with the
development needs of educational games. Educational games have teaching material therefore
they can be used to support learning strategy in classroom.
Downtown, A Subway Adventure: Using Learning Analytics to Improve the Develop...Ana Rus Cano Moreno
In this paper we analyze the process of designing and developing a Serious Game intended to train people with intellectual disabilities in moving around a city using the public transportation system. The first step in our investigation is to understand the cognitive, psychological and motor abilities of our users and their specific needs. Secondly, we translated the characteristics of the players into user requirements, with adapted mechanics to improve the understanding and to increase the probability for the user to be able to carry out the tasks to perform in the video game. Finally, due to the specific characteristics of our final users a Learning Analytics module has been included in the game to collect relevant information about how users are actually playing and to infer how the learning process of every user is occurring. We also discuss the next steps in our research and the future work related with it: design a range of experimental tests to verify the adequacy of the video game as a learning tool for this type of users
Artificial Intelligence power point presentationDavid Raj Kanthi
A presentation about the basic idea about the present and future technologies which are dependent on the "ARTIFICIAL INTELLIGENCE".
AI is a branch of science which deals with the thinking, predicting, analyzing which are done by the computer itself.
The present presentation slides consists of the AI with machine learning and deep learning, goals of AI, Applications of AI and history of the Artificial intelligence etc.
Game Design as an Intro to Computer Science (Meaningful Play 2014)marksuter
Presented by Mark Suter at Michigan State University in November 2014 for the Meaningful Play Conference.
These are methods I use in my classroom to introduce computer science concepts, as well as some common syntax.
Secure Image Encryption using Two Dimensional Logistic Map
* Gangadhar Tiwari1, Debashis Nandi2, Abhishek Kumar3, Madhusudhan Mishra4 1, 2Department of Information Technology, NIT Durgapur (W.B.), India 3Department of Electronics and Electrical Engineering, NITAP, (A.P.), India 4Department of Electronics and Communication Engineering, NERIST, (A.P.), India
Non-Invertible Wavelet Domain Watermarking using Hash Function
*Gangadhar Tiwari1, Debashis Nandi 2, Madhusudhan Mishra3
1,2 IT Department, NIT, Durgapur-713209, West Bengal, India,
3ECE Department, NERIST, Nirjuli-791109, Arunachal Pradesh, India,
Converting UML class diagram with anti-pattern problems to verified code based on Event-B
Eman K. Elsayed
Mathematical and computer science Dep., Faculty of Science,
Al-Azhar University, Cairo, Egypt
Approach to Seismic Signal Discrimination based on Takagi-Sugeno Fuzzy Inference System
E. H. Ait Laasri, E. Akhouayri, D. Agliz, A. Atmani Electronic, Signal processing and Physical Modelling Laboratory, Physics’ Department, Faculty of Sciences, Ibn Zohr University, B.P. 8106, Agadir, Morocco
Unit Commitment Using a Hybrid Differential Evolution with Triangular Distribution Factor for Adaptive Crossover
N. Malla Reddy* K. Ramesh Reddy** and N. V. Ramana***
Intelligent e-assessment: ontological model for personalizing assessment activities
Rafaela Blanca Silva-López1, Iris Iddaly Méndez-Gurrola1, Victor Germán Sánchez Arias2
1 Universidad Autónoma Metropolitana, Unidad Azcapotzalco.
Av. San Pablo 180, Col. Reynosa Tamaulipas, Del. Azcapotzalco, México, D.F.
2 Universidad Nacional Autónoma de México
Circuito Escolar Ciudad Universitaria, 04510 México, D.F.
Visual Perception Oriented CBIR envisaged through Fractals and Presence Score
Suhas Rautmare, Anjali Bhalchandra
A. Tata Consultancy Services, Mumbai B. Govt. College of Engineering, Aurangabad
Measuring Sub Pixel Erratic Shift in Egyptsat-1 Aliased Images: proposed method
1M.A. Fkirin, 1S.M. Badway, 2A.K. Helmy, 2S.A. Mohamed
1Department of Industrial Electronic Engineering and Control, Faculty of Electronic Engineering,
Menoufia University, Menoufia, Egypt.
2Division of Data Reception Analysis and Receiving Station Affairs, National Authority for Remote Sensing and Space Sciences, Cairo, Egypt.
The State of the Art of Video Summarization for Mobile Devices:
Review Article
Hesham Farouk *, Kamal ElDahshan**, Amr Abozeid **
* Computers and Systems Dept., Electronics Research Institute, Cairo, Egypt.
** Dept. of Mathematics, Computer Science Division,
Faculty of Science, Al-Azhar University, Cairo, Egypt.
Overwriting Grammar Model to Represent 2D Image Patterns
1Vishnu Murthy. G, 2Vakulabharanam Vijaya Kumar
1,2Anurag Group of Institutions, Hyderabad, AP,India.
Texture Classification Based on Binary Cross Diagonal Shape Descriptor Texture Matrix (BCDSDTM)
1P.Kiran Kumar Reddy, 2Vakulabharanam Vijaya Kumar, 3B.Eswar Reddy
1RGMCET, Nandyal, AP, India, 2Anurag Group of Institutions, Hyderabad, AP, India
3JNTUA College of Engineering, India.
Improved Iris Verification System
Basma M.Almezgagi, M. A. Wahby Shalaby, Hesham N. Elmahdy Faculty of Computers and Information, Cairo University, Egypt.
The document proposes a new model called the Simple Connected Pattern Array Grammar (SCPAG) that is capable of generating and recognizing complex connected patterns in an image neighborhood. SCPAG aims to address the difficulty of representing all possible connected patterns on even a small 3x3 neighborhood using existing methods. The paper introduces SCPAG as a way to efficiently generate and recognize patterns by properly describing the pattern set with a uniquely parsable array grammar.
Bench Marking Higuchi Fractal for CBIR
A. Suhas Rautmare, B. Anjali Bhalchandra
A. Tata Consultancy Services, Mumbai B. Govt. College of Engineering, Aurangabad
The document discusses the performance of Flexible AC Transmission System (FACTS) devices on voltage stability in a deregulated power system. It focuses on enhancing voltage stability using FACTS controllers like Static Var Compensator (SVC) and Thyristor-controlled series capacitor (TCSC). The optimal location of FACTS devices is determined using sensitivity methods. The effectiveness of the proposed method is demonstrated on a modified IEEE-9 bus system using PowerWorld simulator 8.0.
This document summarizes a numerical study of automatically controlling and stabilizing the pulse repetition rate of passively Q-switched laser systems. The researchers propose a technique called automatic pulsed pumping that detects generated Q-switched pulses and alters the pumping power accordingly. By simulating a diode-pumped Yb:YAG laser with Cr4+:YAG as a saturable absorber using rate equations, the technique showed good control over pulse repetition rate with high stability, allowing for both high rates like pulsed pumping and stability like continuous pumping.
The document analyzes and compares the movement of metallic particles in SF6/N2, SF6/CO2, and SF6/Air gas mixtures used in gas insulated substations. It finds that SF6 has a nonlinear breakdown strength affected by metallic particles, and is also a greenhouse gas. Alternative gas mixtures are needed. The paper presents results on particle movement in these three gas mixtures as potential SF6 alternatives with good dielectric properties.
This paper discusses suppressing transformer inrush current when connecting to a PWM voltage source converter. It compares this technique to using PI control of DC voltage. The PWM converter acts as a resistor for source current, eliminating inrush. Inrush suppression principles and varying magnetizing current with control gains are examined. Both methods were developed and simulated in MATLAB/SIMULINK. The paper aims to confirm the validity of using a PWM converter to suppress transformer inrush current when connecting to the source.
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1. MazeMaze
A videogame that adapts to the user’s emotions
according to his behavior
Ana Lilia Laureano-Cruces (Universidad Autónoma Metropolitana)
Emmanuel Hegmann-Gonzalez (Universidad Nacional Autónoma de
México)
2. ÍndiceÍndice
1. Affective Computing
1.1. Introduction
1.2. Videogames
2. Maze videogame
2.1. Behavior’s game
2.2. recognnize emotions
2.3. Taking into account the emotions
2.4. Personalization
3. Future Work
3. IntroducciónIntroducción
• Affective Computing, is related to the emotions and
one of its areas of application is the entertainment
industry.
• Aplications like: Interfaces H-C, e-learning,
robotic, interfaces H-H (autism), videogames
4. • Affective Computing was divided into two
research areas (according to Rosalind Piccard):
– The emotions and human-computer interaction.
– Simulation of emotions (emotions synthesis).
5. The emotions and human-computer
interaction
• The first line of research focuses on
recognizing emotions in the user to be used as
feedback to the system, which can also be
expressed as emotional to improve the
interaction and communication with the user.
6. Simulation of emotions (emotions
synthesis)
• The second line of research focuses on systems that
seek to simulate emotions to build robots or agents
that are more realistic, not only in appearance but
also in their behavior. Our investigation is located in
this line of research.
7. • Paolo Petta and Robert Trappl commented on
the low probability that exists in reaching an
intelligent autonomous behavior by failing to
consider emotions. Moreover, they mention
that the emotional interpretation can be an
incentive towards the evolutionary
development of cognitive abilities of greater
sophistication.
8. To summarize, affective computing is
an inter-disciplinary area
• Involves using computer systems to recognize,
interpret and simulate human emotions
– One of its applications is developing human-computer
interfaces.
– A computer that can recognize users’ emotions may better
communicate with them and better understand their
needs. This concept also applies to videogames.
9. Videogames
• In a race game, the user may choose the level
of difficulty, the number of opponents, the
color of the car, scenery and, perhaps,
background music. Nevertheless, once these
variables are established, the game’s
dynamics remain the same, irrespective of the
player’s characteristics, personality or mood.
10. In other wordsIn other words
– Limited interactivity
– Don´t take into account the user emotions
• Façade (Mateas, Stern; 2005)
11. This work presents
• videogame that attempts to adapt itself to the
user’s emotional state.
– It analyzes the user’s movements during the
game, based on which it takes certain actions.
– The aim of the game is to find a way out from the
labyrinth.
12. • The green square represents the player’s starting
position and the red square is the way out. Both are
established randomly.
13. The gameThe game
• The game was programmed in C++ language using
the Ogre3D graphics engine.
14. Recognizing emotions
• In this work, the user’s movements were used in an
attempt to recognize four different emotions:
• interest, boredom, confusion and desperation.
• These types of emotions are those that people
experience when they spend a long time at the
computer;
– with regard to education-applied systems, it is important to
keep the player interested
15. • The main aim of detecting the user’s possible
emotions is to create an interaction that
increases productivity, removes stress and keeps
the user interested.
• Using the user’s movements during the game
substantially restricts the system’s recognition
capability
– At this point, design concentrates on the cognitive
structure of emotions, the biological aspect being left
to one side.
16. Analyzing the movements
• The program totals the player’s movements at 30-
second intervals
– Considered displacement and rotation movements
• In order to analyze the relation between the user and
his mood, three people were asked to play the game
for three-and-a-half minutes
– to try and experience the four emotional states to be
recognized.
• (4e *3.5m) =14m * 3p = 42m
– It was recolected 84 vlaues.
• (42 *2 piriods of time) = 84 points in graphic
17. • During the first version of the project it was
decided to use three parallel lines to differentiate
the four emotions
– The area under the unbroken line was classified as
interested.
– The area between the unbroken line and the broken
line was classified as confused.
– the area between the broken line and the dotted line
was classified as bored.
– The area above the dotted line was classified as
desperate.
19. Actions
• In order to establish the actions that the
program takes in response to each estimated
emotion of the user, an evaluation structure
was prepared based on the OCC Theory
20. • The mechanism of recognizing emotions, described in the
previous section, seeks to identify the occurrence of the main
aim and the inhibiting aims. Based on this recognition, the
program will decide which facilitating aims it will try to
achieve, as described in next table.
Emotion Movement Action
interest low attract
boredom slow attract
confusion erratic help, attract
desperation accelerated calm down, help, attract
21. Atrract
• To attract the user, the program, creates a
multimedia distraction in a section of the
labyrinth.
– Then displays the user a message inviting him to
head towards the distraction, and it draws
markers in the labyrinth to guide him there
– Uses images such as multimedia distractions,
including photographs of well-known places or
works of art
25. Calm Down
• The program displays messages suggesting
that he does not get desperate and to
continue looking for the way out.
• Future versions of the program may include
changes to the background music so as to help
calm the user down.
26.
27. • The game is structured so that the user may
change the dialogue and multimedia content,
editing text files that are not part of the
program, without having to change the
program code.
• This means that the game may be adapted to
various styles, such as suspense, science
fiction or education, and make the program a
videogame generator.
28. ConclusionsConclusions
• The videogame developed in this work attempts
to adapt itself to the user’s emotional state by
analyzing his movements.
• The adaptation to the user, in addition to the
flexibility of the game to display various
dialogues and multimedia contents, and to create
labyrinths with various levels of difficulty
– It means that the videogame may be adapted to a
variety of audiences and themes.
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