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Full-Text Articles in Engineering

A Game-Theoretic Framework To Regulate Freeriding In Inter-Provider Spectrum Sharing, Mostafizur Rahman, Murat Yuksel, Thomas Quint Feb 2021

A Game-Theoretic Framework To Regulate Freeriding In Inter-Provider Spectrum Sharing, Mostafizur Rahman, Murat Yuksel, Thomas Quint

Electrical and Computer Engineering Faculty Publications and Presentations

Primary-secondary spectrum sharing is limited in terms of design space, and may not be sufficient to meet the ever-increasing demand of connectivity and high signal quality. The next step to increase spectrum sharing efficiency is to design markets where sharing takes place among primary providers rather than leaving it to the limited case where the primary licensee is idle. Attaining contractual spectrum sharing among primary providers, a.k.a. co-primary or inter-provider sharing, involves additional costs for the users, e.g., roaming fee. Co-primary spectrum sharing without additional charge to the users poses two major challenges: a) regulatory approaches must ...


Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm Feb 2020

Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm

Publications and Research

The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. These proceedings summarize the CUNY Games Conference 6.0, where scholars shared research findings at a three-day event to promote and discuss game-based pedagogy in higher education. Presenters could share findings in oral presentations, posters, demos, or play testing sessions. The conference also included workshops on how to modify ...


Fifth Aeon – A.I Competition And Balancer, William M. Ritson Jun 2019

Fifth Aeon – A.I Competition And Balancer, William M. Ritson

Master's Theses

Collectible Card Games (CCG) are one of the most popular types of games in both digital and physical space. Despite their popularity, there is a great deal of room for exploration into the application of artificial intelligence in order to enhance CCG gameplay and development. This paper presents Fifth Aeon a novel and open source CCG built to run in browsers and two A.I applications built upon Fifth Aeon. The first application is an artificial intelligence competition run on the Fifth Aeon game. The second is an automatic balancing system capable of helping a designer create new cards that ...


Proceedings Of The Cuny Games Conference 5.0, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Carolyn Stallard, Deborah Sturm, Anders A. Wallace Mar 2019

Proceedings Of The Cuny Games Conference 5.0, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Carolyn Stallard, Deborah Sturm, Anders A. Wallace

Publications and Research

The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. The CUNY Games Conference distills its best cutting-edge interactive presentations into a two-day event to promote and discuss game-based pedagogies in higher education, focusing particularly on non-digital learning activities that faculty can use in the classroom every day. The conference will include workshops lead by CUNY Games Organizers on ...


Quantitative Jeopardy Feud, Jonathan M. Gallimore Aug 2018

Quantitative Jeopardy Feud, Jonathan M. Gallimore

MSF 600 PR - Gallimore - Fall 2018

This activity - Quantitative Jeopardy Feud - is a method for using a game as a final exam.


Forensic Analysis Of Immersive Virtual Reality Social Applications: A Primary Account, Ananya Yarramreddy, Peter Gromkowski, Ibrahim Baggili Aug 2018

Forensic Analysis Of Immersive Virtual Reality Social Applications: A Primary Account, Ananya Yarramreddy, Peter Gromkowski, Ibrahim Baggili

Electrical & Computer Engineering and Computer Science Faculty Publications

Our work presents the primary account for exploring the forensics of immersive Virtual Reality (VR) systems and their social applications. The Social VR applications studied in this work include Bigscreen, Altspace VR, Rec Room and Facebook Spaces. We explored the two most widely adopted consumer VR systems: the HTC Vive and the Oculus Rift. Our tests examined the efficacy of reconstructing evidence from network traffic as well as the systems themselves. The results showed that a significant amount of forensically relevant data such as user names, user profile pictures, events, and system details may be recovered. We anticipate that this ...


Object Tracking In Games Using Convolutional Neural Networks, Anirudh Venkatesh Jun 2018

Object Tracking In Games Using Convolutional Neural Networks, Anirudh Venkatesh

Master's Theses

Computer vision research has been growing rapidly over the last decade. Recent advancements in the field have been widely used in staple products across various industries. The automotive and medical industries have even pushed cars and equipment into production that use computer vision. However, there seems to be a lack of computer vision research in the game industry. With the advent of e-sports, competitive and casual gaming have reached new heights with regard to players, viewers, and content creators. This has allowed for avenues of research that did not exist prior.

In this thesis, we explore the practicality of object ...


Collaboration And Co-Location: Making Sense Of Digital Design For Early Childhood Games, Holly Tootell, Mark Freeman, Grant N. Ellmers, Anthony D. Okely Jan 2017

Collaboration And Co-Location: Making Sense Of Digital Design For Early Childhood Games, Holly Tootell, Mark Freeman, Grant N. Ellmers, Anthony D. Okely

Faculty of Engineering and Information Sciences - Papers: Part B

The relationship between physical activity and educational and health outcomes is well known. As the significance of digital devices continues to increase, along with societal reliance on them, the provision of programs that draw technology and physical activity together is increasingly important. The recent Pokemon phenomenon is an example of a digitally-driven physical activity that appealed to both adults and children alike. This paper reports on the proof of concept phase of a development that brings to digital life a physical activity program designed specifically for preschoolers. The aim of the JumpStart project was to find a way to engage ...


Fitplay Games: Increasing Exercise Motivation Through Asynchronous Social Gaming, Dario Carlos Gonzalez Oct 2016

Fitplay Games: Increasing Exercise Motivation Through Asynchronous Social Gaming, Dario Carlos Gonzalez

Theses and Dissertations

Many factors contribute to people's physical inactivity, but among the leading factors is a lack of motivation. Fitness trackers have been shown to encourage an increase in exercise, but they are frequently abandoned within a few short months. For this thesis I developed and asynchronous-play social gaming platform, FitPlay Games, to fill the gap in motivation left by current fitness trackers. By providing users with a variety of asynchronous cooperative and competitive gaming styles, this platform enable them to find a motivation technique that works best for their lifestyle and fitness prowess. The platform encourages prolonged use of fitness ...


Analyzing Wi­Fi P2p In The Context Of A Hangman Game, William L. Honig Jan 2015

Analyzing Wi­Fi P2p In The Context Of A Hangman Game, William L. Honig

William L Honig

Wi­Fi P2P , which complies with the Wi­Fi Alliance's Wi­Fi Direct™ certification

2 3

program, is a relatively new addition to wireless communications systems. It is now

supported in Android operating system (since version 4.0). In theory, Wi­Fi Direct offers

advantages for ad hoc communications between mobile apps. A key goal of this project

was to evaluate the ability of Wi­Fi P2P for interconnecting mobile apps by using a

common game suitable to mobile screens and devices.

The application allows the user to interconnect two devices using Wi­Fi P2P and

play the classic ...


Preliminary Forensic Analysis Of The Xbox One, Jason Moore, Ibrahim Baggili, Andrew Marrington, Armindo Rodrigues Aug 2014

Preliminary Forensic Analysis Of The Xbox One, Jason Moore, Ibrahim Baggili, Andrew Marrington, Armindo Rodrigues

Electrical & Computer Engineering and Computer Science Faculty Publications

Video game consoles can no longer be viewed as just gaming consoles but rather as full multimedia machines, capable of desktop computer-like performance. The past has shown that game consoles have been used in criminal activities such as extortion, identity theft, and child pornography, but with their ever-increasing capabilities, the likelihood of the expansion of criminal activities conducted on or over the consoles increases. This research aimed to take the initial step of understanding the Xbox One, the most powerful Microsoft console to date. We report the outcome of conducting a forensic examination of the Xbox One, and we provide ...


Towards Formalizing A Reputation System For Cheating Detection In Peer-To-Peer-Based Massively Multiplayer Online Games, Willy Susilo, Yang-Wai Chow, Rungrat Wiangsripanawan Mar 2014

Towards Formalizing A Reputation System For Cheating Detection In Peer-To-Peer-Based Massively Multiplayer Online Games, Willy Susilo, Yang-Wai Chow, Rungrat Wiangsripanawan

Professor Willy Susilo

The rapidly growing popularity of Massively Multiplayer Online Games (MMOGs) has given rise to an increase in the number of players world wide. MMOGs enable many players interact together through a shared sense of presence created by the game. The Peer-to-Peer (P2P) network topology overcomes communication bottleneck problems associated with centralized client/server sys- tems. Thus, P2P-based MMOGs are seen as the way of the future, and many dierent P2P-based MMOG architectures have been proposed to date. However, many architectures are proposed in an ad hoc manner and enhancing the security of such systems is an elusive research problem. In ...


The Effects Of Narrative And Achievements On Learning In A 2d Platformer Video Game, Joseph Fanfarelli Jan 2014

The Effects Of Narrative And Achievements On Learning In A 2d Platformer Video Game, Joseph Fanfarelli

Electronic Theses and Dissertations, 2004-2019

Game design is a rigorous practice rife with complexity. The design of learning games is similarly complex to the design of their entertainment-based relatives. This complexity is partially due to the many interacting components that comprise games. The impacts of these individual components are not well understood. Advancing the understanding of how such component parts contribute to the formed game will inform decisions related to their inclusion and subsequent design within games. Achievements and narrative are two such components. They have been examined within gamified systems, but little research has studied them within the context of a serious game. The ...


Demographics Of Undergraduate Students In Game Degree Programs In The Us And Uk, Monica M. Mcgill, Amber Settle, Adrienne Decker Oct 2013

Demographics Of Undergraduate Students In Game Degree Programs In The Us And Uk, Monica M. Mcgill, Amber Settle, Adrienne Decker

Amber Settle

Over the last decade, there has been a growth in the video game industry and, at the same time, game degree programs at postsecondary institutions worldwide have grown in quantity and quality. Representation of gender and race in games and in the game industry workforce is an important issue. We explore this topic in our research, providing an overview of the demographics of undergraduate students in game degree programs in the United States and the United Kingdom. We include race, gender, ethnicity, political preferences, sexual orientation and more. Gender results indicate that males make up the significant majority in undergraduate ...


One Fish, Two Fish, Red Fish, Blue Fish: The Use Of Simple Agent-Based Models And Role-Play Games To Communicate Key Messages To Community Groups, Deborah Cleland, Rollan Geronimo, A Dray, Pascal Perez, Abigail Trinidad Nov 2012

One Fish, Two Fish, Red Fish, Blue Fish: The Use Of Simple Agent-Based Models And Role-Play Games To Communicate Key Messages To Community Groups, Deborah Cleland, Rollan Geronimo, A Dray, Pascal Perez, Abigail Trinidad

Professor Pascal Perez

The principal anthropogenic factors driving reef degradation have been known for years, if not decades. Overfishing, sedimentation and nutrient loads are just some of the key impacts of human activities in and around reef communities. Therefore, the future of reefs does not rely on generating new knowledge, but rather on implementing and integrating the knowledge we already have. This will require creating effective links between researchers, managers and communities to promote mutual learning, negotiation and collaborative action for reef management. Combining agent-based models and role-play games, through a technique known as Companion Modelling (ComMod), creates a dynamic and interactive setting ...


Selfish Distributed Compression Over Networks: Correlation Induces Anarchy, Aditya Ramamoorthy, Vwani Roychowdhury, Sudhir Kumar Singh May 2012

Selfish Distributed Compression Over Networks: Correlation Induces Anarchy, Aditya Ramamoorthy, Vwani Roychowdhury, Sudhir Kumar Singh

Electrical and Computer Engineering Publications

We consider the min-cost multicast problem (under network coding) with multiple correlated sources where each terminal wants to losslessly reconstruct all the sources. We study the inefficiency brought forth by the selfish behavior of the terminals in this scenario by modeling it as a noncooperative game among the terminals. The degradation in performance due to the lack of regulation is measured by the Price of Anarchy (POA), which is defined as the ratio between the cost of the worst possible Wardrop equilibrium and the socially optimum cost. Our main result is that in contrast with the case of independent sources ...


Towards Formalizing A Reputation System For Cheating Detection In Peer-To-Peer-Based Massively Multiplayer Online Games, Willy Susilo, Yang-Wai Chow, Rungrat Wiangsripanawan Jan 2012

Towards Formalizing A Reputation System For Cheating Detection In Peer-To-Peer-Based Massively Multiplayer Online Games, Willy Susilo, Yang-Wai Chow, Rungrat Wiangsripanawan

Faculty of Engineering and Information Sciences - Papers: Part A

The rapidly growing popularity of Massively Multiplayer Online Games (MMOGs) has given rise to an increase in the number of players world wide. MMOGs enable many players interact together through a shared sense of presence created by the game. The Peer-to-Peer (P2P) network topology overcomes communication bottleneck problems associated with centralized client/server sys- tems. Thus, P2P-based MMOGs are seen as the way of the future, and many dierent P2P-based MMOG architectures have been proposed to date. However, many architectures are proposed in an ad hoc manner and enhancing the security of such systems is an elusive research problem. In ...


Agent Based Modeling In Computer Graphics And Games, Brian Macnamee Jan 2009

Agent Based Modeling In Computer Graphics And Games, Brian Macnamee

Books/Book Chapters

As graphics technology has improved in recent years, more and more importance has been placed on the behavior of virtual characters in applications set in virtual worlds in areas such as games, movies and simulations. The behavior of virtual characters should be believable in order to create the illusion that these virtual worlds are populated with living characters. This has led to the application of agent-based modeling to the control of these virtual characters. There are a number of advantages of using agent-based modeling techniques which include the fact that they remove the requirement for hand controlling all agents in ...


Physics-Based Table-Top Mixed Reality Games, Qingqing Dong, Zhongyi Sun, Brian Mac Namee Jan 2008

Physics-Based Table-Top Mixed Reality Games, Qingqing Dong, Zhongyi Sun, Brian Mac Namee

Conference papers

Mixed reality applications use techniques from computer vision, augmented reality and virtual reality to allow real and virtual objects interact physically together on a user’s computer screen. This paper will describe two mixed reality applications which allow the user to play games that appear to take place on top of their physical desk. The games described are a desktop racing game and a desktop based game of ten pin bowling. In the desktop racing game virtual cars, controlled by the user, interact with both virtual objects (such as trees, walls and lampposts) and real ones (such as ramps and ...


Soar Checkers - An Intelligent Checkers Playing Agent In Soar, Jithu Menon May 2007

Soar Checkers - An Intelligent Checkers Playing Agent In Soar, Jithu Menon

All Theses

The classic board game of checkers is ideally suited for research in AI game-playing programs or agents. The objective behind Soar Checkers is to investigate if it is possible to create an agent-based game playing system that would beat novices with ease and at least challenge advanced novice to intermediate-level players by designing a rules-based expert system whose knowledge base consists of nothing more than the rules of checkers, and a set of guidelines for game-play based on good strategy. Soar was chosen as the platform for building this agent because it came built-in with features that facilitate creating rules-based ...


Using The Crytek Game Engine In The Technological University Dublin, Hugh Mcatamney, Brendan O'Shea, Fredrick Mtenzi Jan 2005

Using The Crytek Game Engine In The Technological University Dublin, Hugh Mcatamney, Brendan O'Shea, Fredrick Mtenzi

Conference papers

It is envisaged that within the next 10 years. the Technological University Dublin (DIT), Ireland’s largest third level university, will move to a new campus in Grangegorman, located in the north inner city of Dublin This site is currently being used as a hospital. It has twelve listed buildings and is located in a densely populated urban community. This paper describes how the Crytek 3D Game engine is being used to create a game MOD (modification) of the current hospital site, how it will be used in the construction and public consultation process of the new campus and how ...


Learning Games Programming With Dalek World., Bryan Duggan, Hugh Mcatamney, Fredrick Mtenzi Jan 2005

Learning Games Programming With Dalek World., Bryan Duggan, Hugh Mcatamney, Fredrick Mtenzi

Conference papers

From September 2005 the School of Computing in the DIT will offer an elective in computer games programming to final year computer science students. This paper demonstrates how students will learn games programming by developing a 3D FPS (First Person Shooter) called Dalek World. Dalek World is developed using Microsoft Visual Studio in C++ and was originally developed by the authors to learn games programming techniques themselves. In developing Dalek World, students will learn Euclidian geometry, 3D graphics programming, object orientated game design, level loading, physics, collision detection, the A* algorithm, perception and enemy AI using finite state machines.


A State-Of-The-Art Application Of Computer Technology-Vending Computer Generated Games For Profit, Stanley M. Levin Apr 1973

A State-Of-The-Art Application Of Computer Technology-Vending Computer Generated Games For Profit, Stanley M. Levin

Retrospective Theses and Dissertations

The recent and rapid advances in micro electronics technology has resulted in the continued and dramatic reduction in the cost and size of logic circuits used in computers and computer interfaced devices. This technology now makes it possible to purchase a sophisticated computer system and multiple terminal devices for less than $60,000. The subject of this Research Report is to show the feasibility of applying this computer system, including 32 phone line interfaced video display terminals and a time sharing software package, to vend computer generated games for profit.