Abstract: Sports games conducted as a group are a form of
therapeutic exercise for aged people with decreased strength and for
people suffering from permanent damage of stroke and other
conditions. However, it is difficult for patients with different athletic
abilities to play a game on an equal footing. This study specifically
examines a computer video game designed for therapeutic exercise,
and a game system with support given depending on athletic ability.
Thereby, anyone playing the game can participate equally. This
video-game, to be specific, is a popular variant of balloon volleyball,
in which players hit a balloon by hand before it falls to the floor. In this
game system, each player plays the game watching a monitor on which
the system displays tailor-made video-game images adjusted to the
person’s athletic ability, providing players with player-adaptive assist
support. We have developed a multiplayer game system with an image
generation technique for the tailor-made video-game and conducted
tests to evaluate it.
Abstract: We developed a prototype system for multiplayer RC-car driving in a collaborative augmented reality (AR) environment. The tele-existence environment is constructed by superimposing digital data onto images captured by a camera on an RC-car, enabling players to experience an augmented coexistence of the digital content and the real world. Marker-based tracking was used for estimating position and orientation of the camera. The plural RC-cars can be operated in a field where square markers are arranged. The video images captured by the camera are transmitted to a PC for visual tracking. The RC-cars are also tracked by using an infrared camera attached to the ceiling, so that the instability is reduced in the visual tracking. Multimedia data such as texts and graphics are visualized to be overlaid onto the video images in the geometrically correct manner. The prototype system allows a tele-existence sensation to be augmented in a collaborative AR environment.
Abstract: In this paper, several improvements are proposed to
previous work of automated classification of alcoholics and nonalcoholics.
In the previous paper, multiplayer-perceptron neural
network classifying energy of gamma band Visual Evoked Potential
(VEP) signals gave the best classification performance using 800
VEP signals from 10 alcoholics and 10 non-alcoholics. Here, the
dataset is extended to include 3560 VEP signals from 102 subjects:
62 alcoholics and 40 non-alcoholics. Three modifications are
introduced to improve the classification performance: i) increasing
the gamma band spectral range by increasing the pass-band width of
the used filter ii) the use of Multiple Signal Classification algorithm
to obtain the power of the dominant frequency in gamma band VEP
signals as features and iii) the use of the simple but effective knearest
neighbour classifier. To validate that these two modifications
do give improved performance, a 10-fold cross validation
classification (CVC) scheme is used. Repeat experiments of the
previously used methodology for the extended dataset are performed
here and improvement from 94.49% to 98.71% in maximum
averaged CVC accuracy is obtained using the modifications. This
latest results show that VEP based classification of alcoholics is
worth exploring further for system development.
Abstract: Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.