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Physical Sciences and Mathematics Commons

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Articles 1 - 7 of 7

Full-Text Articles in Physical Sciences and Mathematics

Emotional States Control For On-Line Game Avatars, Ce Zhan, Wanqing Li, Farzad Safaei, Philip Ogunbona Jun 2013

Emotional States Control For On-Line Game Avatars, Ce Zhan, Wanqing Li, Farzad Safaei, Philip Ogunbona

Professor Farzad Safaei

Although detailed animation has already been achieved in a number of Multi-player On-line Games (MOGs), players have to use text commands to control emotional states of avatars. Some systems have been proposed to implement a real-time automatic system facial expression recognition of players. Such systems can then be used to control avatars emotional states by driving the MOG's "animation engine" instead of text commands. Some of the challenges of such systems is the ability to detect and recognize facial components from low spatial resolution face images. In this paper a system based on an improved face detection method of Viola …


Distributing Network Game Servers For Improved Geographical Scalability, Paul A. Boustead, Farzad Safaei, Jeremy Brun Jun 2013

Distributing Network Game Servers For Improved Geographical Scalability, Paul A. Boustead, Farzad Safaei, Jeremy Brun

Professor Farzad Safaei

World-wide multiplayer games present several scalability challenges for large-scale deployment. In recent years, significant research has been devoted to scaling in terms of number of players so that the same virtual world can accommodate larger number of simultaneous avatars. A possible solution is to use grid computing techniques for distribution of processing over a cluster or a distributed set of servers. Scalability with respect to geographical distribution of players is another challenge. Large geographical distances between players introduces propagation delays which are impossible to avoid. Without proper design, responsiveness of the application to user inputs is degraded even when there …


Emotional States Control For On-Line Game Avatars, Ce Zhan, Wanqing Li, Farzad Safaei, Philip Ogunbona Dec 2012

Emotional States Control For On-Line Game Avatars, Ce Zhan, Wanqing Li, Farzad Safaei, Philip Ogunbona

Associate Professor Wanqing Li

Although detailed animation has already been achieved in a number of Multi-player On-line Games (MOGs), players have to use text commands to control emotional states of avatars. Some systems have been proposed to implement a real-time automatic system facial expression recognition of players. Such systems can then be used to control avatars emotional states by driving the MOG's "animation engine" instead of text commands. Some of the challenges of such systems is the ability to detect and recognize facial components from low spatial resolution face images. In this paper a system based on an improved face detection method of Viola …


A Recommended Communicable Disease Surveillance And Control Network To Secure A Healthy And Happy Olympic Game, Ping Yu, Hui Yu Dec 2012

A Recommended Communicable Disease Surveillance And Control Network To Secure A Healthy And Happy Olympic Game, Ping Yu, Hui Yu

Dr Ping Yu

Accurate surveillance and timely control o f the potential outbreak o f infectious diseases is an integral component for organizing big sport events such as Olympics. It relates to the health and safety o f all o f the event participants, the stability o f the society and the credibility o f the event organizing committee and the country in which the event is hold. The current advancement o f information and communication technology (ICT) provides a great opportunity fo r fast aggregation o f huge amount o f relevant data, accurate analysis and assessment to identify potential epidemics, fast …


The Atollgame Experience: From Knowledge Engineering To A Computer-Assisted Role Playing Game, A Dray, Pascal Perez, Natalie Jones, Christophe Le Page, Patrick D'Aquino, Ian White, Titeem Auatabu Nov 2012

The Atollgame Experience: From Knowledge Engineering To A Computer-Assisted Role Playing Game, A Dray, Pascal Perez, Natalie Jones, Christophe Le Page, Patrick D'Aquino, Ian White, Titeem Auatabu

Professor Pascal Perez

This paper presents the methodology developed to collect, understand and merge viewpoints coming from different stakeholders in order to build a shared and formal representation of the studied system dealing with groundwater management in the low-lying atoll of Tarawa (Republic of Kiribati). The methodology relies on three successive stages. First, a Global Targeted Appraisal focuses on social group leaders in order to collect different standpoints and their articulated mental models. These collective models are partly validated through Individual Activities Surveys focusing on behavioural patterns of individual islanders. Then, these models are merged into a single conceptual one using qualitative analysis …


Distributing Network Game Servers For Improved Geographical Scalability, Paul A. Boustead, Farzad Safaei, Jeremy Brun Nov 2012

Distributing Network Game Servers For Improved Geographical Scalability, Paul A. Boustead, Farzad Safaei, Jeremy Brun

Paul Boustead

World-wide multiplayer games present several scalability challenges for large-scale deployment. In recent years, significant research has been devoted to scaling in terms of number of players so that the same virtual world can accommodate larger number of simultaneous avatars. A possible solution is to use grid computing techniques for distribution of processing over a cluster or a distributed set of servers. Scalability with respect to geographical distribution of players is another challenge. Large geographical distances between players introduces propagation delays which are impossible to avoid. Without proper design, responsiveness of the application to user inputs is degraded even when there …


Emotional States Control For On-Line Game Avatars, Ce Zhan, Wanqing Li, Farzad Safaei, Philip Ogunbona Sep 2012

Emotional States Control For On-Line Game Avatars, Ce Zhan, Wanqing Li, Farzad Safaei, Philip Ogunbona

Professor Philip Ogunbona

Although detailed animation has already been achieved in a number of Multi-player On-line Games (MOGs), players have to use text commands to control emotional states of avatars. Some systems have been proposed to implement a real-time automatic system facial expression recognition of players. Such systems can then be used to control avatars emotional states by driving the MOG's "animation engine" instead of text commands. Some of the challenges of such systems is the ability to detect and recognize facial components from low spatial resolution face images. In this paper a system based on an improved face detection method of Viola …