DocumentCode
49757
Title
Guest Editorial Introduction to the Special Issue on Modern Control for Computer Games
Author
Argyriou, Vasileios ; Kotsia, I. ; Zafeiriou, Stefanos ; Petrou, M.
Author_Institution
Department of Computing, Information Systems and Mathematics, Kingston University, Kingston upon Thames Surrey, U.K.
Volume
43
Issue
6
fYear
2013
fDate
Dec. 2013
Firstpage
1516
Lastpage
1518
Abstract
A typical gaming scenario, as developed in the past 20 years, involves a player interacting with a game using a specialized input device, such as a joystic, a mouse, a keyboard, etc. Recent technological advances and new sensors (for example,low cost commodity depth cameras) have enabled the introduction of more elaborated approaches in which the player is now able to interact with the game using his body pose, facial expressions, actions, and even his physiological signals. A new era of games has already started, employing computer vision techniques, brain--computer interfaces systems, haptic and wearable devices. The future lies in games that will be intelligent enough not only to extract the player´s commands provided by his speech and gestures but also his behavioral cues, as well as his/her emotional states, and adjust their game plot accordingly in order to ensure more realistic and satisfactory gameplay experience. This special issue on modern control for computer games discusses several interdisciplinary factors that influence a user´s input to a game, something directly linked to the gaming experience. These include, but are not limited to, the following: behavioral affective gaming, user satisfaction and perception, motion capture and scene modeling, and complete software frameworks that address several challenges risen in such scenarios.
Keywords
Animation; Games; Special issues and sections; Visualization;
fLanguage
English
Journal_Title
Cybernetics, IEEE Transactions on
Publisher
ieee
ISSN
2168-2267
Type
jour
DOI
10.1109/TCYB.2013.2283551
Filename
6631514
Link To Document