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International Journal of Computer Games Technology publishes original research and review articles on both the research and development aspects of games technology covering the whole range of entertainment computing and interactive digital media.
International Journal of Computer Games Technology maintains an Editorial Board of practicing researchers from around the world, to ensure manuscripts are handled by editors who are experts in the field of study.
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Recognition of Emotions for People with Autism: An Approach to Improve Skills
Autism spectrum disorder refers to a neurodevelopmental disorders characterized by repetitive behavior patterns, impaired social interaction, and impaired verbal and nonverbal communication. The ability to recognize mental states from facial expressions plays an important role in both social interaction and interpersonal communication. Thus, in recent years, several proposals have been presented, aiming to contribute to the improvement of emotional skills in order to improve social interaction. In this paper, a game is presented to support the development of emotional skills in people with autism spectrum disorder. The software used helps to develop the ability to recognize and express six basic emotions: joy, sadness, anger, disgust, surprise, and fear. Based on the theory of facial action coding systems and digital image processing techniques, it is possible to detect facial expressions and classify them into one of the six basic emotions. Experiments were performed using four public domain image databases (CK+, FER2013, RAF-DB, and MMI) and a group of children with autism spectrum disorder for evaluating the existing emotional skills. The results showed that the proposed software contributed to improvement of the skills of detection and recognition of the basic emotions in individuals with autism spectrum disorder.
Trajectory Tracking of Autonomous Ground Vehicles with Actuator Dead Zones
This paper investigates the trajectory tracking problem of autonomous ground vehicles (AGVs). The dynamics considered feature external disturbances, model uncertainties, and actuator dead zones. First, a novel time-varying yaw guidance law is proposed based on the line of sight method. By a state transformation, the AGV is proved to realize trajectory tracking control under the premise of eliminating guidance deviation. Second, a fixed time dead zone compensation control method is introduced to ensure the yaw angle tracking of the presented guidance. Furthermore, an improved fixed-time disturbance observer is proposed to compensate for the influence of the actuator dead zone on disturbance observation. Finally, the trajectory tracking control strategy is designed, and simulation comparison shows the effectiveness of the compensate method. The CarSim–MATLAB cosimulation shows that the proposed control strategy effectively makes the AGV follow the reference trajectory.
An Inheritance Mode of Rural Cultural Heritage Based on Virtual Museum in China
In China, there is a crisis of rural cultural heritage inheritance due to urbanization. The traditional cultural inheritance modes such as building museums may not satisfy the needs of wide and fast culture transmission, communication, and inheritance. However, the virtual museum may provide new solutions. Nowadays, China has essential social-economic conditions for virtual museum construction but lacks sustainable modes for virtual museums supporting rural cultural heritage inheritance. In this study, we adopted the theoretical analysis method, expert argumentative method, and combined with virtual museum technology analysis to design an appropriate mode for the cultural heritage’s inheritance in rural areas. We built a demonstrational virtual museum for the Mt. Mogan government according to this mode, adopted a comparative analysis and questionnaire survey to verify, and assess the application effects of the mode. Results show that the inheritance mode of rural cultural heritage based on the virtual museum has advantages of larger exhibition scale and wider scope of cultural transmission and communication with less input, and this mode’s operation is steady and sustainable. The inheritance crisis of rural cultural heritage needs reasonable solutions, and our results can be a guideline for building virtual museums in rural areas to promote wide, fast, and sustainable cultural inheritance.
Localization Tools in General Purpose Game Engines: A Systematic Mapping Study
This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits made outside the production pipeline.
Synchronous Remote Rendering for VR
Remote rendering for VR is a technology that enables high-quality VR on low-powered devices. This is realized by offloading heavy computation and rendering to high-powered servers that stream VR as video to the clients. This article focuses on one specific issue in remote rendering when imperfect frame timing between client and server may cause recurring frame drops. We propose a system design that executes synchronously and eliminates the aforementioned problem. The design is presented, and an implementation is tested using various networks and hardware. The design cannot drop frames due to synchronization issues but may on the other hand stall if temporal disturbances occur, e.g., due to network delay spikes or loss. However, experiments confirm that such events can remain rare given an appropriate environment. For example, remote rendering on an intranet at 90 fps with a server located approximately 50 km away yielded just 0.002% stalled frames while rendering with extra latency corresponding to the duration of exactly one frame (11.1 ms at 90 fps). In a LAN without extra latency setting, i.e., with latency equal to locally rendered VR, 0.009% stalls were observed while using a wired Ethernet connection and 0.058% stalls when using 5 GHz wireless IEEE 802.11 ac.
Teaching Method for Software Measurement Process Based on Gamification or Serious Games: A Systematic Review of the Literature
Software process improvement programs are partly founded on software measurement. However, despite their importance, it has been pointed out in the literature that many students are leaving the academic world without the necessary skills to conduct this kind of process. This can be understood by people’s attitudes to this process which is regarded as time-consuming and difficult to understand—factors that explain the lack of interest in it during a student’s academic life. In light of this, the application of serious games or gamification can show useful alternative ways of meeting this need, because the strategies they involve are well accepted by students and have a motivational and engaging effect on them. The objective of this work is to discover different approaches to the teaching of software measurement and software process improvement through gamification projects and serious games. This involves carrying out a systematic review of the literature, which is aimed at characterizing the state-of-the-art on the use of methods related to gamification and serious games in the abovementioned subjects. We conducted a systematic review of the literature to identify primary studies that address the use, planning, or evaluation of gamification, serious games, their features, and game mechanics in software engineering. We located 137 primary studies, published between 2000 and 2019. Although the use of serious games and gamification in software engineering is not recent, there still remains a large area to be explored, especially in software process improvement and software measurement. The study expands and advances the research on how serious games and gamification proposals can be used for teaching software measurement in the context of software process improvement programs by conducting a systematic review of the literature.