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2020-08-28
Ferreira, P.M.F.M., Orvalho, J.M., Boavida, F..  2005.  Large Scale Mobile and Pervasive Augmented Reality Games. EUROCON 2005 - The International Conference on "Computer as a Tool". 2:1775—1778.
Ubiquitous or pervasive computing is a new kind of computing, where specialized elements of hardware and software will have such high level of deployment that their use will be fully integrated with the environment. Augmented reality extends reality with virtual elements but tries to place the computer in a relatively unobtrusive, assistive role. To our knowledge, there is no specialized network middleware solution for large-scale mobile and pervasive augmented reality games. We present a work that focus on the creation of such network middleware for mobile and pervasive entertainment, applied to the area of large scale augmented reality games. In, this context, mechanisms are being studied, proposed and evaluated to deal with issues such as scalability, multimedia data heterogeneity, data distribution and replication, consistency, security, geospatial location and orientation, mobility, quality of service, management of networks and services, discovery, ad-hoc networking and dynamic configuration
2017-12-20
Zakharchenko, M. V., Korchynskii, V. V., Kildishev, V. I..  2017.  Integrated methods of information security in telecommunication systems. 2017 International Conference on Information and Telecommunication Technologies and Radio Electronics (UkrMiCo). :1–4.
The importance of the task of countering the means of unauthorized access is to preserve the integrity of restricted access information circulating in computer networks determines the relevance of investigating perspective methods of cryptographic transformations, which are characterized by high speed and reliability of encryption. The methods of information security in the telecommunication system were researched based on integration of encryption processes and noise-immune coding. The method for data encryption based on generic polynomials of cyclic codes, gamut of the dynamic chaos sequence, and timer coding was proposed. The expediency of using timer coding for increasing the cryptographic strength of the encryption system and compensating for the redundancy of the verification elements was substantiated. The method for cryptographic transformation of data based on the gamma sequence was developed, which is formed by combining numbers from different sources of dynamical chaos generators. The efficiency criterion was introduced for the integrated information transformation method.
2017-06-27
Hu, Gang, Bin Hannan, Nabil, Tearo, Khalid, Bastos, Arthur, Reilly, Derek.  2016.  Doing While Thinking: Physical and Cognitive Engagement and Immersion in Mixed Reality Games. Proceedings of the 2016 ACM Conference on Designing Interactive Systems. :947–958.

We present a study examining the impact of physical and cognitive challenge on reported immersion for a mixed reality game called Beach Pong. Contrary to prior findings for desktop games, we find significantly higher reported immersion among players who engage physically, regardless of their actual game performance. Building a mental map of the real, virtual, and sensed world is a cognitive challenge for novices, and this appears to influence immersion: in our study, participants who actively attended to both physical and virtual game elements reported higher immersion levels than those who attended mainly or exclusively to virtual elements. Without an integrated mental map, in-game cognitive challenges were ignored or offloaded to motor response when possible in order to achieve the minimum required goals of the game. From our results we propose a model of immersion in mixed reality gaming that is useful for designers and researchers in this space.

2017-03-08
Dangra, B. S., Rajput, D., Bedekar, M. V., Panicker, S. S..  2015.  Profiling of automobile drivers using car games. 2015 International Conference on Pervasive Computing (ICPC). :1–5.

In this paper we use car games as a simulator for real automobiles, and generate driving logs that contain the vehicle data. This includes values for parameters like gear used, speed, left turns taken, right turns taken, accelerator, braking and so on. From these parameters we have derived some more additional parameters and analyzed them. As the input from automobile driver is only routine driving, no explicit feedback is required; hence there are more chances of being able to accurately profile the driver. Experimentation and analysis from this logged data shows possibility that driver profiling can be done from vehicle data. Since the profiles are unique, these can be further used for a wide range of applications and can successfully exhibit typical driving characteristics of each user.