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Full-Text Articles in Computer Sciences

Virtual Reality Game For Head Rehabilitation Based On Kinect, Shutao Shen, Gao Fei, Xu Ning Aug 2020

Virtual Reality Game For Head Rehabilitation Based On Kinect, Shutao Shen, Gao Fei, Xu Ning

Journal of System Simulation

Abstract: The application of virtual reality in the rehabilitation has been extensively studied, which helps patients after a stroke independently perform daily living activities, while saving time, money and other costs. This study used Microsoft Kinect virtual reality game to assess the movement of the users. The game required movement outside of the head, torso and arms. In nine games exercise, the average and maximum amount of movement remained unchanged. However, with the increase of exercise, the frequency of head movement increased. The results show that by head movement, video games can be used to balance the posture rehabilitation, …


Intelligent Cinematic Camera Control For Real-Time Graphics Applications, Ian Harris Meeder Jan 2020

Intelligent Cinematic Camera Control For Real-Time Graphics Applications, Ian Harris Meeder

Master's Theses

E-sports is currently estimated to be a billion dollar industry which is only growing in size from year to year. However the cinematography of spectated games leaves much to be desired. In most cases, the spectator either gets to control their own freely-moving camera or they get to see the view that a specific player sees. This thesis presents a system for the generation of cinematically-pleasing views for spectating real-time graphics applications. A custom real-time engine has been built to demonstrate the effect of this system on several different game modes with varying visual cinematic constraints, such as the rule …


Mouse Vs. Machine: The Game, Cafferty Aiko Frattarelli Jan 2017

Mouse Vs. Machine: The Game, Cafferty Aiko Frattarelli

Senior Projects Spring 2017

Many modern video games built by big name companies are coded by a group of people together using, and possibly modifying, an already designed game engine. These games usually have another group of people creating the artwork. In this project, I coded and designed a video game from scratch, as well as created all the artwork used in the game. The player controls a mouse character who fights a variety of monsters. In order to create the complexity of the game, I implement basic neural networks as the enemy artificial intelligence, i.e. the decision making process of the enemy. It …


Dragon Age: Origins - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp Nov 2009

Dragon Age: Origins - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp

Moving AI Lab: 2D Maps and Benchmark Problems

Maps extracted from Dragon Age: Origins with help and explicit permission from BioWare Corp. for use and distribution as benchmark problems.

Contains 156 maps and benchmark problem sets.


Warcraft Iii - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp. Jul 2002

Warcraft Iii - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp.

Moving AI Lab: 2D Maps and Benchmark Problems

Maps extracted from Warcraft III from Blizzard Corp. for use and distribution as benchmark problems.

Contains 36 maps and benchmark problem sets, scaled to 512x512 and converted to a simple grid-based format.


Baldur's Gate Ii - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp Sep 2000

Baldur's Gate Ii - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp

Moving AI Lab: 2D Maps and Benchmark Problems

Maps extracted by Yngvi Björnsson from Baldur's Gate II with explicit permission from BioWare Corp. for use and distribution as benchmark problems.

Contains 75 maps and benchmark problem sets scaled to 512 x 512 and 120 original scale maps.