Encyclopedia of Computer Graphics and Games-Springer (2024)
Encyclopedia of Computer Graphics and Games-Springer (2024)
Editor
Encyclopedia of
Computer
Graphics and
Games
Encyclopedia of Computer Graphics and
Games
Newton Lee
Editor
Encyclopedia of
Computer Graphics and
Games
This Springer imprint is published by the registered company Springer Nature Switzerland AG.
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
vii
Acknowledgements
ix
List of Topics
3D Visualization Animation(Facial)
3D Modelling Through Photogrammetry in Face Beautification in Antiage
Cultural Heritage
3D Printing, History of
3D Visualization Interface for Temporal Analysis Applying Artificial Intelligence to Virtual
of Social Media Reality and Intelligent Virtual Environments
3D-Rendered Images and Their Application in the
3D Room Layout System Using IEC (Interactive
Interior Design
Evaluational Computation)
Deep Learning Algorithms for 3D Reconstruction
Emotion-Based 3D CG Character Behaviors
Tactile Visualization and 3D Printing for
Genetic Algorithm (GA)-Based NPC Making
Education
Technologies for the Design Review Process
Art and Design
Animation Artistic Data Visualization in the Making
Color: Pixels, Bits, and Bytes
Abstraction and Stylized Design in 3D Animated
Computer Graphics, Video Games, and
Films: Extrapolation of 2D Animation Design
Gamification Impacting (Re)Habilitation,
Animation and Neurocinematics: Visible
Healthcare, and Inclusive Well-Being
Language of E-motion-S and Its Magical
Imagineering Ceramic Pottery Using Computer
Science
Graphics
Challenges Facing the Arab Animation Cinema
Character Animation Scripting Environment
Artificial Intelligence
Exploring Innovative Technology: 2D Image
Based Animation with the iPad Automated Game Design Testing Using Machine
Motion Matching: Data-Driven Character Learning
Animation Systems Character Artificial Intelligence
Pipeline of 2D Vector Animation in Television Classical Learning Method in Digital Games
Series Computer Games and Artificial Intelligence
Preserving the Collective Memory and Re- Computer Go
creating Identity Through Animation Constructing Game Agents Through Simulated
Teaching Computer Graphics by Application Evolution
Vector Graphics Game Player Modeling
xi
xii List of Topics
Machine Learning for Computer Games Integrating Virtual Reality and Augmented
Meta Artificial Intelligence and Artificial Reality into Advertising Campaigns: History,
Intelligence Director Technology, and Future Trends
Monte-Carlo Tree Search Interacting with a Fully Simulated Self-Balancing
Navigation Artificial Intelligence Bipedal Character in Augmented and Virtual
Overview of Artificial Intelligence Reality
Quality Assurance-Artificial Intelligence Interaction with Mobile Augmented Reality
RTS AI Problems and Techniques Environments
Skull and Roses Card Game Interactive Augmented Reality to Support
StarCraft Bots and Competitions Education
World Representation in Artificial Intelligence Key Early Verticals: Challenges and Limitations
in Implementation of Augmented Reality
Life-Size Telepresence and Technologies
Audio Live Texture Mapping in Handheld Augmented
Reality Coloring Book
Adaptive Music Mixed Reality
Audio and Facial Recognition CAPTCHAs for Potential of Augmented Reality for Intelligent
Visually Impaired Users Transportation Systems
Audiogame Virtual Reality and Robotics
Dynamic Music Generation: Audio Analysis-
Synthesis Methods Augmented Reality and Virtual Reality
Emotional Congruence in Video Game Audio
Overview of Virtual Ambisonic Systems Artificial Reality Continuum
Procedural Audio in Video Games Brain Signals as a New Biometric Authentication
Spatial Audio and Sound Design in the Context of Method Using Brain-Computer Interface
Games and Multimedia Collaborative Environments for Augmented and
Virtual Reality Applications
Color Detection Using Brain Computer Interface
Construction Management Processes in a Digital
Augmented Reality
Built Environment, Modelling
3D Selection Techniques for Distant Object Digital Images Using Heuristic AdaBoost Haar
Interaction in Augmented Reality Cascade Classifier Model, Detection of
Augmented and Gamified Lives Partially Occluded Faces
Augmented Learning Experience for School Engaging Dogs with Computer Screens: Animal-
Education Computer Interaction
Augmented Reality Entertainment: Taking Fingerprint Verification Based on Combining
Gaming Out of the Box Minutiae Extraction and Statistical Features
Augmented Reality for Human-Robot Interaction Gaming Control Using BCI
in Industry Immersive Technologies for Accessible User
Augmented Reality for Maintenance Experiences
Augmented Reality in Image-Guided Surgery Immersive Visualizations Using Augmented
Augmented Reality Ludo Board Game with Reality and Virtual Reality
Q-Learning on Handheld Interactive Augmented Reality Pop-Up Book
Conceptual Model of Mobile Augmented Reality with Natural Gesture Interaction for Handheld
for Cultural Heritage Object Manipulation Using Real Hand Gesture
Enhanced Visualization by Augmented Reality for Augmented Reality Interior Design
Gamification and Social Robots in Education Position-Aware 3D Facial Expression Mapping
History of Augmented Reality Using Ray Casting and Blendshape
List of Topics xiii
Legend of Zelda Breath of the Wild and the Lens Underground Design of Kaizo Games
of Curiosity Video Game Storytelling Fundamentals: Setting,
Madden NFL and Infinite Inspiration Power Status, Tone, and Escalation
MEEGA+, Systematic Model to Evaluate Video Game Trolls and Dopamine Withdrawal
Educational Games Videogame Engagement: Psychological
Motion Planning in Computer Games Frameworks
Narrative Design Visual Accessibility in Computer Games
Narrative in Video Games Visual Novel
New Super Mario Bros. Wii, an Analysis
Nursing Education Through Virtual Reality: Holography
Bridging the Gap
Holography as an Architectural Decoration
Online Gaming Industry Evolution,
Holography, History of
Monetization, and Prospects
Image Quality Evaluation of a Computer-
Online Players: Engagement, Immersion, and
Generated Phase Hologram
Absorption Across Secondary Worlds
Parasocial Phenomena in Video Games
Interaction
Persona 3 and the Lens of Surprise
Player Experience, Design and Research Biosensing in Interactive Art: A User-Centered
Player Personas and Game Choice Taxonomy
Political Game Design Computer Games for People with Disability
Post-Digital Graphics in Computer Games Player-Avatar Link: Interdisciplinary
Principle Structure to Create a 2D Game Level Embodiment Perspectives
Editor Video Games and Accessibility: A Case Study of
Protection Korona: A Game Design on Covid-19 The Last of Us II
Psychological Game Design
Query-by-Gaming Miscellaneous
Redesigning Games for New Interfaces and
Contemporary Computer Shogi
Platforms
Loot Boxes: Gambling-Like Mechanics in Video
Rehabilitation Games
Games
Resident Evil 2, History of
Minkowski-Lorentz Spaces Applications:
ROP-Skill System: Model in Serious Games for
Resolution of Apollonius and Dupin Problems
Universities
Mobile Persuasive Applications
Secure Gaming: Cheat-Resistant Protocols and
Player Abusive Behavior Detection
Game History Validation
Puyo Puyo
Semiotics of Computer Games
Shadow Shooter: All-Around Game with e-Yumi
Serious Online Games for Engaged Learning
3D
Through Flow
Theory of Minkowski-Lorentz Spaces
Spatio-temporal Narrative Framework for
Underwater Enhanced Detail and Dehaze
Architecture in Video Games
Technique (UEDD) for Underwater Image
Strategies for Design and Development of Serious
Enhancement
Games: Indian Perspective
Symbolic Planning in Computer Games
Modeling and Texturing
The Sims Franchise, a Retrospective of Racial
Representation and Skin Tones B-Splines
Timed Automata for Video Games and Interaction Constrained Edges and Delaunay Triangulation
Transformational Games Delaunay Triangulation
xvi List of Topics
Modeling and Mesh Processing for Games Crowd Evacuation Using Simulation Techniques
Pencils of Spheres in the Minkowski-Lorentz Crowd Simulation
Spaces Fluid Simulation
Planetary Generation in Games Lattice Boltzmann Method for Diffusion-
Poisson-Disk Sampling: Theory and Applications Reaction Problems
Shape Deformation Models Lattice Boltzmann Method for Fluid Simulation
Sketch-Based Posing for 3D Animation Lattice Gas Cellular Automata for Fluid
Spheres, AABB, and OOBB as Bounding Volume Simulation
Hierarchies Position Based Dynamics
The New Age of Procedural Texturing Simulation and Comparison of AODV and DSDV
UV Map Generation on Triangular Mesh Protocols in MANETs
Simulation of Emotional Crowd and Applications
Networked Games
Platform
Area of Interest Management in Massively
Multiplayer Online Games Game Venues and Platforms
Client/Server Gaming Architectures Ludii General Game System for Modeling,
Cloud for Gaming Analyzing, and Designing Board Games
Cognitive Psychology Applied to User
Experience in Video Games Rendering
Detecting and Preventing Online Game Bots in
High-Performance Many-Light Rendering
MMORPGs
Ray Tracing in Video Games
Disney Toontown Online, a Massively
Rendering Equation
Multiplayer Online Role-Playing Game
Distributed Simulation and Games
User Interface
Game Bot Detection on Massive Multiplayer
Online Role-Playing Games (MMORPGs) Automated Image Captioning for the Visually
Systems Impaired
Griefing in MMORPGs Data Gloves for Hand and Finger Motion
IPv6 Common Security Vulnerabilities and Tools: Interactions
Overview of IPv6 with Respect to Online Decoupling Game Tool GUIs from Core Editing
Games Operations
Mobile Cloud Gaming Game Interface: Influence of Diegese Theory on
Online Gaming Architectures the User Experience
Online Gaming Scalability Human Interaction in Machine Learning (ML) for
Peer-to-Peer Gaming Healthcare
Toxic Behaviors in Online Gaming Plug-in-Based Asset Compiler Architecture
Tangible Surface-Based Interactions
Open-Source Code Unified Modeling Language (UML) for Sight
Loss
Open Source 3D Printing, History of User Interface (UI) in Semiautonomous Vehicles
Academic Co-Chairs
Shlomo Dubnov
Department of Music and Computer Science and
Engineering
University of California San Diego
San Diego, CA, USA
Patrick C. K. Hung
University of Ontario Institute of Technology
Oshawa, ON, Canada
xxi
xxii Editorial Board Members
Industry Co-Chairs
Shuichi Kurabayashi
Cygames, Inc. & Keio University
Kanagawa, Japan
Xiaomao Wu
Gritworld GmbH
Frankfurt am Main
Hessen, Germany
Ramazan S. Aygun
Department of Computer Science
Kennesaw State University
Marietta, GA, USA
Editorial Board Members xxiii
Barbaros Bostan
BUG Game Lab
Bahçeşehir University (BAU)
Istanbul, Turkey
Anthony L. Brooks
Aalborg University
Aalborg, Denmark
Guven Catak
BUG Game Lab
Bahçeşehir University (BAU)
Istanbul, Turkey
Anirban Chowdhury
Department of User Experience and Interaction
Design, School of Design (SoD)
University of Petroleum and Energy Studies
(UPES)
Dehradun, Uttarakhand, India
Saverio Debernardis
Dipartimento di Meccanica
Matematica e Management
Politecnico di Bari,
Bari, Italy
Abdennour El Rhalibi
Liverpool John Moores University
Liverpool, UK
Stefano Ferretti
Department of Computer Science and
Engineering
University of Bologna
Bologna, Italy
Han Hu
School of Information and Electronics
Beijing Institute of Technology
Beijing, China
Editorial Board Members xxv
Chris Joslin
Carleton University
Ottawa, Canada
Hoshang Kolivand
Department of Computer Science
Faculty of Engineering and Technology
Liverpool John Moores University
Liverpool, UK
xxvi Editorial Board Members
Dario Maggiorini
Department of Computer Science
University of Milan
Milan, Italy
Tim McGraw
Purdue University
West Lafayette, IN, USA
George Papagiannakis
ORamaVR S.A.
Heraklion, Greece
FORTH-ICS
Heraklion Greece University of Crete
Heraklion, Greece
Florian Richoux
Nantes Atlantic Computer Science
Laboratory (LINA)
Université de Nantes
Nantes, France
Editorial Board Members xxvii
Andrea Sanna
Dipartimento di Automatica e Informatica
Politecnico di Torino
Turin, Italy
Yann Savoye
Institut fur Informatik
Innsbruck University
Innsbruck, Austria
Sercan Şengün
Wonsook Kim School of Art
Illinois State University
Normal, IL, USA
Ruck Thawonmas
Ritsumeikan University
Shiga, Japan
xxviii Editorial Board Members
Vinesh Thiruchelvam
Asia Pacific University of Technology &
Innovation
Kuala Lumpur, Malaysia
Rojin Vishkaie
Amazon
Seattle, WA, USA
Duncan A. H. Williams
Digital Creativity Labs
Department of Computer Science
University of York
York, UK
Sai-Keung Wong
National Chiao Tung University
Hsinchu, Taiwan
Editorial Board Members xxix
Sam Romershausen
Vincennes University
Vincennes, IN, USA
Contributors
Nur Ameerah Abdul Halim Mixed and Virtual Reality Research Lab,
Vicubelab, Johor Bahru, Malaysia
School of Computing, Faculty of Engineering, Universiti Teknologi Malaysia,
Johor, Malaysia
Aref Abedjooy Faculty of Science, Ontario Tech University, Oshawa, ON,
Canada
Juliana Aida Abu Bakar Institude of Creative Humanities, Multimedia &
Innovation, School of Creative Industry Management & Performing Arts,
Universiti Utara Malaysia, Sintok, Kedah, Malaysia
Faris Abuhashish Animation & Multimedia, University of Petra, Amman,
Jordan
Arab Open University, Amman, Jordan
Leigh Achterbosch Faculty of Science and Technology, Federation Univer-
sity Australia, Mt Helen, Ballarat, VIC, Australia
Ali Adjorlu Aalborg University, Copenhagen, Denmark
Ahmad Hakim Ahmad Rahman Universiti Teknologi Malaysia, Skudai,
Malaysia
Zahra Ahmadi Ontario Tech University, Oshawa, Canada
Ahmed Sabah Ahmed Business of Information Technology(BIT), College
of Business Informatics, University of Information Technology and Commu-
nications, Baghdad, Iraq
Ecehan Akan Digital Game Design, Bahçeşehir University Faculty of
Communication, Istanbul, Turkey
Ryuya Akase Graduate School of Information Science and Electrical
Engineering, Kyushu University, Fukuoka, Japan
Kemal Akay Unity Technologies, Copenhagen, Denmark
Mohamad Yahya Fekri Aladin Mixed and Virtual Reality Research Lab,
Vicubelab, Universiti Teknologi Malaysia, Johor Bahru, Malaysia
School of Computing, Faculty of Engineering, Universiti Teknologi Malaysia,
Johor Bahru, Malaysia
xxxi
xxxii Contributors
Inon Wiratsin Faculty of Business and IT, Ontario Tech University, Oshawa,
ON, Canada
Junzi Yang Mixed and Virtual Reality Research Lab, Vicubelab, School of
Computing, Faculty of Engineering, Universiti Teknologi Malaysia, Johor
Bahru, Malaysia
2-Simplex Prism as a Cognitive Graphics Tool for Decision-Making, Fig. 1 Examples of naturalistic-based CGT
(a) and CGT that does not have mapping in the ordinary reality (b)
means of decision-making; and justification of The element qij of the matrix Q determines the
decision-making results. value j-th feature for i-th object if the value is
We use unusual matrix model (Yankovskaya defined and “–” if the value is undefined.
2011) for the data and knowledge representation, Each row of R is corresponded to the row of the
example of which is given in Fig. 2. matrix Q having the same index.
Q – integer descriptions matrix. Columns of R are corresponded to
z1, z2, . . ., z11 – characteristic features. distinguishing levels that represent classification
R – integer distinguishing matrix. features.
k1, k2 – classification features. The set of all nonrepeating rows of the matrix
R0 – one-column matrix whose elements are R is compared to the number of selected patterns
the numbers of patterns. Each pattern is associated presented by the one-column matrix R0 .
with the final decision. The distinguishing matrices can be of three
Rows of Q are mapped to objects from learning types (R1, R2, and R3). The rows of Q are put in
sample of a problem field. correspondence with the rows of R1, R2, and R3
Columns of Q are mapped to characteristic and the levels of distinguishing (classification)
features, which describe each object. features, with the columns of these matrices. R1
4 2-Simplex Prism as a Cognitive Graphics Tool for Decision-Making
2-Simplex Prism as a
Cognitive Graphics Tool
for Decision-Making,
Fig. 3 A block diagram of
regularities definition
represents the included classification mecha- patterns (classes at the fixed mechanism of classi-
nisms. R2 determines the sequence of actions fication). The rows of U0 are associated with char-
which must be performed for each object. R3 acteristic features, and its columns, with the results
represents independent classification mechanisms of comparison of all possible pairs, pattern–pattern,
corresponding, for instance, to the opinions of object–pattern, and object–object, from different
different experts. patterns.
The matrix of transition P (Yankovskaya et al. A diagnostic test (DT) is a set of features that
2001; Yankovskaya 2011) is intended for the rep- distinguishes any pair of objects that belong to
resentation of dynamic knowledge about the inves- different patterns and constructed on the base of
tigated objects. Its rows are associated with the rows irredundant implication matrix with application of
of Q, and columns are associated with the instants logical-combinatorial algorithms (i.e., column
(intervals) of time or control actions (Fig. 2). coverings findings).
The weight coefficients of the features charac- The DT is called “unconditional” if all features
terizing their individual contribution to the distin- of the investigated object included in test are used
guishability of objects from certain patterns simultaneously in decision-making process.
(Yankovskaya 2011) and the information weight Decision-making on belonging of object under
defined on the subset of tests used for a final study to one or another pattern for every
decision-making (Yankovskaya 2011) with use irredundant unconditional DT (IUDT) is
the definition from Zhuravlev and Gurevitch performed out with use of threshold value of
(1990) is also regarded as regularities. conditional degree of proximity of the object
The following approaches are used when under study to the patterns.
revealing regularities (Yankovskaya 2011): Mixed DT (MDTs) present a new paradigm of
(1) with the construction of the irredundant matrix development of intelligent systems based on test
of implications; (2) with the partial construction of methods of pattern recognition (Yankovskaya 1996).
the irredundant matrix of implications; and MDT is a compromise between unconditional
(3) without the construction of the irredundant and conditional components which are used for
matrix of implications. decision-making in intelligent systems as well as
An irredundant matrix of implications (U0 ) is in blended education and training.
constructed on the base of matrices Q and R and Respondent is a person participating in learn-
defines distinguishability of objects from different ing and testing.
2-Simplex Prism as a Cognitive Graphics Tool for Decision-Making 5
3
2
2-Simplex Prism as a
Cognitive Graphics Tool
for Decision-Making,
Fig. 6 Learning trajectory A
construction via 2-simplex
prism cognitive tool
Software implementation of these models for 2. The reproduction of the material in modified
intelligent system (IS) includes development of form.
corresponded mathematical apparatus for trans- 3. Extraction of new knowledge based on the
formation feature space to pattern space. studied material.
4. Problem-solving, etc.
Using 2-Simplex Prism and 3-Simplex for It should be noticed that the different set of
Dynamic Diagnostic, Forecasting these parameters (a1, a2, a3) can be transformed
Processes and Dynamic Geoinformation in same distances h1, h2, h3 in case when sums of
Systems ai for different sets are equal. So for that and
similar cases, it is necessary to introduce the new
Application in Learning-Testing Systems parameter: a color saturation of point
Until 2015, we used 2-simplex and 3-simplex to corresponded to the sum of ai : a1 + a2 + a3.
make and justify decisions for dynamic processes Example of 2-simplex prism usage for
visualization, modeling, and prediction learning-testing systems is given in Fig. 6.
(Yankovskaya 1997, 2011; Yankovskaya et al. 2-Simplex prism allows to represent dynamics
2003, 2015b; Yankovskaya and Semenov 2012). for ability development of a respondent or a group
In 2015 we started to use 2-simplex prism for of respondents. But it should be noticed that rep-
these purposes in various problem areas. resentation of test results of a big group of respon-
This section describes visualization of testing dents with the usage of 2-simplex prism can be too
knowledge result in learning-testing system with complex and inconvenient.
estimation coefficients usage (Yankovskaya et al.
2016a, b, 2017a, 2018). In learning-testing system Prediction of Students’ Learning Results and
developed by us, respondent, after studying Cognitive Graphics Tools for Its Visualization
selected discipline, should pass MDT. During We represent 3-simplex that visualizes dynamical
solution of this test, respondent actions map process of learning and subdivides the respon-
(RAM) is forming, which determines how well dents into two subgroups with close levels of
the respondent cope with different tasks based on learning abilities in Fig. 7.
the following abilities (skills): One of the main research tasks is a fast creation
of a simple prediction model prototype for a learn-
1. Storage and reproduction of the material in ing process. It allows to solve the following prob-
unmodified form. lems: (1) remove obstacles for solving other tasks
8 2-Simplex Prism as a Cognitive Graphics Tool for Decision-Making
2-Simplex Prism as a Cognitive Graphics Tool for Decision-Making, Fig. 8 Influence of the polynomial degree on
the prediction quality
2-Simplex Prism as a Cognitive Graphics Tool for Decision-Making, Fig. 9 Results of diagnostic tests for
organizational stress revealing using 2-simplex prism
patterns used (0 – for absence of organization stage (pattern 2) to the absence of stress
stress) which is more that can be visualized and (pattern 0).
justified in 2-simplex prism. So two 2-simplex The fifth test (T5) reveals the absence of the
prisms can be used: one for the beginning of stress organization.
intervention (Fig. 9a) and another one for the It should be noticed that the cognitive property
ending of intervention (Fig. 9b). of color is used in 2-simplex prism to represent
The first test (T1) reveals a level between the dangerous diagnoses and patterns.
stage of exhaustion and the resistance stage and
prepotency of the stage of exhaustion over the Cognitive Modeling
resistance stage. The second test (T2) reveals that The cognitive modeling of a decision-making in
illness is decreasing from the exhausted stage the intelligent systems is one of the most impor-
(pattern 3) to the resistance stage (pattern 2). The tant directions for creating intelligent systems
third test (T3) reveals that illness is decreased to a (IS) in some priority areas of science researches
level between the resistance stage (pattern 2) and and developing as medicine, psychology, sociol-
alarm stage (pattern 1). The fourth test (T4) reveals ogy, environmental protection, energetics, sys-
prepotency of the alarm stage (pattern 1). tems of transport and telecommunication, control
The second 2-simplex prism (Fig. 5) represents systems, etc. Manipulating some parameters of an
the transformation process from the resistance object under investigation and using cognitive
10 2-Simplex Prism as a Cognitive Graphics Tool for Decision-Making
2-Simplex Prism as a
Cognitive Graphics Tool
for Decision-Making,
Fig. 11 Visualization tool A
for representation of the
map with zoning results
2-Simplex Prism as a
Cognitive Graphics Tool
for Decision-Making,
Fig. 12 Results of
diagnostic tests for
intelligent geoinformation
systems. L1, L2, L3, L4 –
distances between
geographical points
Another interesting scenario of usage is the The most important advantage for the information
investigation of dependency of some object visualization in 2-simplex prism is the opportunity to
parameters on the base of distance from some analyze in dynamics the object under investigation. It
point. It is also reasonable to use 2-simplex allows users to make decisions, justify them, and
prism for decision-making and its justification in analyze changes of object parameters.
intelligent geoinformation systems (Yankovskaya The new approach to the prediction of stu-
2017). An example of health problem diagnosis dents’ learning results based on MDT and
on the base of distance is given in Fig. 12. 2-simplex prism is examined. Simple prototype
of the prediction model for a learning process is
given. Specificity of confidence region visualiza-
Conclusions and Discussion tion for CGT 2-simplex and 2-simplex prism are
described. The mixed DT (MDT) tools were ver-
Cognitive graphics tool (CGT) is one of the direc- ified on third year students’ test results of special-
tions of artificial intelligence which is reasonable ity “Electrical Power Engineering.” Variation of
to use for any problem solution. CGT described in prediction polinome degree shows that for the
the paper are efficient for decision-making and its majority of students the prediction results
justification for pattern recognition problem in big obtained using linear polynome is better than
number of software systems. that obtained using square polynome. On this
12 2-Simplex Prism as a Cognitive Graphics Tool for Decision-Making
basis the following hypothesis can be formulated: Proceedings, Russian Federation, Novosibirsk,
the second derivative is not constant for a learning pp. 202–205, 2003
Saary, M.J.: Radar plots: a useful way for presenting mul-
process and cannot be used for correct prediction. tivariate health care data. J. Clin. Epidemiol. 61(4),
A lot of intelligent systems constructed on the 311–317 (2008)
base of intelligent instrumental system IMSLOG Wang, B., Feng, X., Chu, K.H.: A novel graphical proce-
(IIS IMSLOG) shows that CGT usage is very dure based on ternary diagram for minimizing refinery
consumption of fresh hydrogen. J. Clean. Prod. 37,
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disciplinary areas. Yankovskaya, A.E.: Transformation feature space into pat-
The research was conducted in such universi- tern space on the base of logic-combinatorial methods
ties as Tomsk State University of Architecture and and properties of some geometric objects. In: Pattern
Recognition and Image Analysis, Minsk, pp. 178–181,
Building, Tomsk State University of Control Sys- 1991
tems and Radioelectronics, Tomsk State Univer- Yankovskaya, A.E.: Design of optimal mixed diagnostic
sity, Tomsk Polytechnic University, and (Tomsk test with reference to the problems of evolutionary
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Conference on Evolutionary Computation and Its
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1996
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Zenkin, A.A.: Cognitive Computer Graphics. Nauka, Mos- virtual events, immersive learning classes, and
cow (1991). in Russian many such applications.
14 3D Avatars in Virtual Reality Experience
and the player’s attitude toward the experience. movement, especially their head (tilting, nod-
Environmental and interactive feedback from ding), body (changing places), and hands
other users also influences the immersive experi- (waving, clapping). Oculus Venues or Oculus A
ence of users (Rosa et al. 2018). TV provides similar experiences to view an
3D Avatars can be created in multiple ways, immersive stage performance while interacting
such as 3D laser scanning, photogrammetry, and with others. PokerStars VR and Racket Fury
machine vision. With the help of 3D scanners or allow players to play Poker and Table tennis,
appropriate software tools, realistic 3D models respectively, with other online players. The inter-
can be created from as simple as a single photo- action stays effective due to the use of synthetic
graph to as complex as a full-body scan (Berdic Avatars. Social VR gatherings and events are
et al. 2017; Jo et al. 2017). There are broad cate- available in AltspaceVR, VRChat, and RecRoom,
gories of how Avatars are created and presented. where social groups can organize training, semi-
There could be entirely imaginative Avatars that nars, discussions, and many more such activities
do not resemble the player. Cartoonish-looking (Liu 2020).
Avatars can partially resemble a player. However,
realistic Avatars could resemble the appearance of What Makes an Avatar More Effective?
the player to a great degree (Čeliković et al. 2018). Presence – Avatar invokes body ownership
This broad range of realism of Avatar is used in among users, and research shows that presence
various applications based on need. The players’ is felt more effectively when players use a
perception of themselves enhances their ability to cartoon-like virtual Avatar that mimics players’
align themselves with their Avatar through outfits. Other possible ways to mimic player
customizations (Wauck et al. 2018). Realistic behavior are realistic Avatar created from photo-
Avatars invoke the illusion of virtual body own- grammetry of players and cartoon-like Avatars
ership characterized by acceptance control and sketched by the artists (Jo et al. 2017).
change in behavior of the player in the virtual Familiarity – Avatars feel most realistic to
world. The uncanny valley (i.e., the relationship players when they are created with appropriate
between Avatar and the emotional response) is shapes and sizes mimicking the reality. Virtual
characterized by humanness, eeriness, and attrac- body parts such as hands play a crucial role in
tiveness. The realistic Avatars help in realizing VR experiences, and the appropriate size of hands
self-presence as well as the copresence of other and other objects play a critical role in creating
players. Avatars help build rapport between realism (Ogawa et al. 2018). In some VR applica-
players sharing the same virtual environment tions, the entire body of the Avatar is customiz-
(Latoschik et al. 2017). able, whereas, in some cases, only a partial body is
The systems to create configurable and cus- visible and customizable. Figure 1 shows exam-
tomizable Avatars are technically complex and ples of 3D Avatar customizations available in
require a certain level of expertise for users to some VR applications. Table 1 summarizes the
create them (Čeliković et al. 2018). The creation customization options available for physical
of an Avatar requires a lot of time and effort on the appearances in popular VR applications.
artistic and technical sides. The effort is assessed Expressions – Mimicking players’ facial
based on the need of the application. Research expressions on their Avatar strengthens the feeling
shows that there is little to no effect on player’s of presence and interaction as nonverbal commu-
performance in a virtual environment and player’s nication plays a significant role in human commu-
subjective experience, based on the quality of nication. Latest developments in hardware
their Avatar in the experience (Wauck et al. 2018). sensors and technology are accelerating the
Virtual reality entertainment applications such enhancement of Avatars through facial expression
as BigScreen allow multiple people to watch a mapping in real time (Suzuki et al. 2017). While
movie in the virtual cinema hall. The interaction mapping players with Avatar’s enfacement
among the viewers happens through their Avatar (similarity of player’s face with Avatar’s face)
16 3D Avatars in Virtual Reality Experience
3D Avatars in Virtual Reality Experience, Table 1 Comparison of VR applications for 3D Avatar customizations
Name of VR
application Avatar physical appearance customizations available
Body Head Face Clothing and accessories
AltSpace vr Body shape, skin Hair, hair dye, hat, hat Eyebrows, eyes, Top, top accent, jacket, jacket
tone, and nail accent, and jaw shape mouth, nose, facial accent, and bottom
polish hair, and eyewear
Spatial VR Body type Shirt color
(gender), skin
tone
Engage VR Body type Hair Eyes, nose, and Tops, bottoms, shoes, and
(gender), skin mouth glasses
tone, and body
weight
Oculus Body, skin tone Hair Face shape, face Eyewear, headwear, bindi, ear
Venues markings, and face piercing, and nose piercing
lines
RecRoom Skin color, body Face, hair style, hair Eyes, mouth, ears Clothing, shoulder,
colors, beard style, necklaces, belts, hats, glasses,
and beard colors earrings, and hand gloves
BigScreen Skin color, body Hair, hair color, Lips, eye shape, and Glasses, shirt, shirt color, and
VR moustache, sideburns, eye color hat
beard, and brows
3D Avatars in Virtual Reality Experience 17
and lip sync while talking enhance the embodi- cases. Utilitarian applications of virtual reality
ment significantly. Real-time communication with include remote maintenance support, virtual
Avatars through speech using the onboard micro- tours of factories, remote design/product reviews, A
phone of VR hardware also enriches interactions and specialized applications such as remotely
among players (Gonzalez-Franco et al. 2020). assisted surgeries. The feeling of presence
Control – Avatar’s sense of ownership is sig- expressed through 3D Avatars enhances the qual-
nificantly influenced by self-control, i.e., control- ity of the collaboration experiences, yet there are
ling Avatar’s movements and actions through the several areas of improvement. Generating realistic
player’s body movements. The player’s point of Avatars of multiple users, representing them in the
view in a virtual environment (first-person view virtual environment to identify them uniquely, and
vs. third-person view) determines the realism of navigating the virtual environments without over-
the Avatar for players interacting in groups. These lapping multiple Avatars at the same place are
factors often take precedence over the appearance some of the challenges faced by current platforms
of the Avatar alone (Fribourg et al. 2020). such as VRChat, SpatialVR, and GlueVR (Liu
2020). Creating 3D Avatars professionally by
scanning the user in 360 degrees surely enhances
Applications of 3D Avatars in Virtual the usability and performance of professional col-
Reality Experiences laboration applications (Kolkmeier et al. 2018)
(Fig. 2).
Multiplayer Games
Games have been the most popular category of Virtual Events
virtual reality applications since the launch of Virtual events are gaining popularity due to their
commercial VR headsets. In multiplayer games, cost and convenience benefits. Though VR hard-
interaction with the environment and interaction ware availability is the major hindrance in orga-
with other players are two distinct parts. For nizing large-scale virtual events such as
interacting with the environment, the embodiment conferences, stage shows, and live performances,
and presence of hands play a pivotal role. Avatars the replacement of physical events into virtual
do not influence perception much. However, in events is on the rise. 3D Avatars and the feeling
multiplayer games interacting with other players of presence in the virtual event venue provide an
involves using Avatars to create the feeling of opportunity for participants to interact and net-
presence. work with fellow participants in events such as
In role-playing games (RPG) such as rescue the entrepreneurship and innovation summit orga-
games, puzzle-solving games, or combat games, nized on the VirBELA VR platform (Jauhiainen
the realism of other players’ Avatars enhances the 2021). The interactions among groups can range
feeling of presence, and own Avatar influences the from attending a seminar or workshop to enjoying
players’ social reputation. Often players choose the after-event parties. Based on the situations, 3D
their ideal self over their actual self while choos- Avatars and their realism play different roles in
ing customizations in the Avatar such as appear- enhancing interactions. Additional factors such as
ance, skin tones, and clothing (Wauck et al. 2018). virtual environment design and network speed for
Most fitness games and esports simulations, such live experiences play a more significant role in
as virtual boxing games, do not require full-body overall user experience in such social events
Avatars of the players as they project the first- (Kreskowski et al. 2020).
person view to the players. The only Avatar of
the opponent is considered relevant in such cases. Immersive Learning
Remote immersive learning has gained traction in
Professional Remote Collaboration the last few years, fueled by the availability of
Remote collaboration at the professional level has standalone VR hardware such as Google Card-
increased over the last few years with various use board and Oculus Quest. VR solutions and apps
18 3D Avatars in Virtual Reality Experience
3D Avatars in Virtual Reality Experience, Fig. 2 Virtual reality group meeting with 3D Avatars of the users (App: Big
Screen VR on Oculus Quest)
intercepted learnings at various levels, such as today technologically, we are still far away from
professional, personal, and academic, and various the realism that matches the cinematic quality of
age groups such as schools, colleges, and corpo- characters. The costs and effort involved in
rate training. Professional skills such as technical improving the realism and features of a 3D Avatar
skills and design skills can be taught in an are disproportionate to the benefits at the con-
immersive virtual environment facilitated by vir- sumer levels; hence, most VR applications still
tual instructors and the presence of other class- use synthetic or cartoonish Avatars, which are
mates remotely. During such interactions, Avatars widely accepted in current applications. So far,
of participants play a pivotal role in engaging in creating a realistic Avatar from a user image is
the learning experience. Hand movement, head the most popular and cost-effective technique.
movement, and voice interactions make the The alternate to 3D Avatars is holographic pro-
group- learning experience engaging. Personal jections, which can simulate the humans’ appear-
skills such as public speaking are possible on a ance and their realistic size and expressions.
virtual stage with a simulated audience created Technology for holographic projections and
through 3D Avatars. Such virtual learning experi- superimposing real human wrappers to create
ences enhance motivation as well as the under- realistic cinematic characters is developing rap-
standing of the learners (Gomes de Siqueira idly and will be incorporated into virtual worlds
et al. 2021). soon (Balamurugan 2017).
Though 3D Avatars are an excellent way of 3D Avatars play an essential role in virtual reality
representing humans in the virtual world, and experiences while interacting with other users and
there is a varying degree of realism available occasionally with the environment. Though the
3D Avatars in Virtual Reality Experience 19
technology to create realistic 3D Avatars is IEEE Trans. Vis. Comput. Graph. 26,
not fully mature and cost-effective, some 2062–2072 (2020). https://doi.org/10.1109/TVCG.
2020.2973077
workarounds are widely adopted across VR solu- Gomes de Siqueira, A., Feijóo-García, P.G., Stuart, J., Lok, A
tions. Depending on the experience, full-size body B.: Toward facilitating team formation and communi-
Avatars or only specific body parts such as hands cation through avatar based interaction in desktop-
or heads are used in VR experiences. VR users’ based immersive virtual environments. Front Virtual
Real. 2, 1–18 (2021). https://doi.org/10.3389/frvir.
presence and immersive experience largely 2021.647801
depend on their perception of themselves in vir- Gonzalez-Franco, M., Steed, A., Hoogendyk, S., Ofek, E.:
tual Avatar and their social reputation, influencing Using facial animation to increase the enfacement illu-
their customization choices. As more and more sion and avatar self-identification. IEEE Trans. Vis.
Comput. Graph. 26, 2023–2029 (2020). https://doi.
social experiences and new-age VR hardware org/10.1109/TVCG.2020.2973075
penetration are increasing, the need to develop Jauhiainen, J.S.: Entrepreneurship and innovation events
3D Avatars is growing over the last few years. during the COVID-19 pandemic: the user preferences
However, alternates such as virtual humans pro- of VirBELA virtual 3D platform at the SHIFT event
organized in Finland. Sustain. 13 (2021). https://doi.
jected through holographic projections will org/10.3390/su13073802
replace most synthetic 3D Avatars in the long run. Jo, D., Kim, K., Welch, G.F., et al.: The impact of avatar-
Advances in other technologies such as artifi- owner visual similarity on body ownership in
cial intelligence, networks (5G/6G), and pro- immersive virtual reality. Proc ACM Symp Virtual
Real Softw Technol VRST Part, F1319 (2017).
cessing hardware (GPUs) will fast track adoption https://doi.org/10.1145/3139131.3141214
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little help from a holographic friend: the
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▶ Immersive Visualizations Using Augmented Kreskowski, A., Beck, S., Froehlich, B.: Output-sensitive
Reality and Virtual Reality avatar representations for immersive telepresence.
IEEE Trans. Vis. Comput. Graph. X, 1–13 (2020).
▶ Player-Avatar Link: Interdisciplinary Embodi- https://doi.org/10.1109/TVCG.2020.3037360
ment Perspectives Latoschik, M.E., Roth, D., Gall, D., et al.: The effect of
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and sense of embodiment: studying the relative prefer- avatar link: interdisciplinary embodiment perspectives.
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20 3D Board Game
Digitizing Cultural Heritage Through digitally using the available database online and
Photogrammetry some panoramic image-based documentation.
Their research exploits the potential of multi- A
In a study by Yilmaz and team (2007), the image reconstruction to model the destroyed tem-
researchers reported on a two-story building that ple of Bel, one of the heritage monuments of Syria
had burnt down twice and the conservation (Wahbeh et al. 2016), see Fig. 1a. This is also in
office of Turkey had needed to reconstruct the line with the image-based modeling system pre-
building through a restoration project. There sented by Snavely et al. (2006) in their research,
happened to be no documentation available in where they were able to interactively browse and
the form of drawings or measurements as a refer- explore large unstructured collections of photo-
ence to go ahead. Photogrammetry was then used graphs of a scene using a novel 3D interface. Their
to document the building holistically and image-based modeling system could then produce
re-photographed after the second fire to note the a 3D model rendered solely from these collections
changes in the physicality of the structure. After of unstructured images, mainly retrieved from the
processing the images in the photo-modeling soft- Internet (Snavely et al. 2006), shown in Fig. 1b.
ware, architectural drawings could be obtained
through the 3D model produced. With the help
of the drawings, architects were able to estimate Using Cultural Heritage In-Game
the three-dimensional measurements of the origi-
nal building and with that, they were able to A famous recent example of preserving a cultur-
restore the building back to its original form ally important monument through digital docu-
(Yilmaz et al. 2007). This achievement of digitally mentation in a game is that of the burning of the
countering architectural wear and tear can help Notre Dame cathedral in Paris. Built-in a gothic
games in employing photogrammetry to complete French architectural style, the construction was
or re-create parts of worn down monuments into first started in the twelfth century and was not
their original pristine condition for enhanced finished until 1345. In 2019, the cathedral became
immersion. a victim of a fire breakout that damaged a signif-
Wahbeh et al. (2016) in their study go as far as icant part of its architecture. However, between
to show that historical architecture, if well photo- 2010 and 2014, Ubisoft, a company that makes
graphed even by tourists, can be recreated digital games, had intensively mapped the entire
3D Game Asset Generation of Historical Architecture Wahbeh et al. 2016); (b) Photogrammetric modeling of a
Through Photogrammetry, Fig. 1 (a) Photogrammet- heritage building using large data sets of unorganized
ric modeling of the “Bel” Temple in Syria. (Source: images. (Source: Snavely et al. 2006)
22 3D Game Asset Generation of Historical Architecture Through Photogrammetry
monument in an effort to recreate it in their game objects are not lost due to their complexities as
“Assassin’s Creed Unity” (Elbaz et al. 2020). This photogrammetry offers a more honest recreation
indicated positively that historical monuments when compared to 3D modeling. It has also
could play a huge role in level design in games. shown to help experts recreate old monuments
This is in line with Statham’s (2020) finding even when they have been the subject of partial
that models based on image-based modeling can wear and tear.
be used in digital games as assets. The study also The methods of photogrammetry can also be
revealed how many of the major commercial applied to creating a true-to-reality environment
games had also started employing photogramme- around the monuments. The landscapes can be
try at a large scale in an effort to render the game scanned thoroughly by imaging the surrounding
environment as close to real-life as possible objects like rocks, pillars, trees, etc., and they can
(Statham 2020) (Fig. 2). then be rendered into photogrammetric models
(Davis et al. 2017; Statham 2020). This can
increase the authenticity of the digital recreation
Conclusion and Discussion many folds and greatly help with level and envi-
ronment design in-game as currently there is
The photogrammetric digitization of cultural her- observed to be a lack of diverse environmental
itage is a noninvasive method to preserve and assets available that are representative of varying
archive historical monuments and sites. Although geographies.
photogrammetry has been adopted by the gaming It is also pertinent to observe and follow all the
industry to provide for realistic landscapes and local and national laws that the structure falls
objects, it can also be used to authentically recre- under. In many countries, flying a camera
ate historical sites and landscapes. Using this mounted drone near a culturally important monu-
method also ensures that the intricacies of art ment is not allowed. The process of
Introduction
3D Game Engines
Photogrammetry is a manual process which
▶ Game Engine requires in-depth understanding since it involves
several aspects; for instance, the focal length
and position of the camera when taking each
photograph will impact the quality of the end
3D Interaction result. However, recent technological advance-
ments (increase of computational power, release
▶ Virtual Hand Metaphor in Virtual Reality of affordable, yet powerful, digital cameras, etc.),
24 3D Modelling Through Photogrammetry in Cultural Heritage
along with the availability of free, user-friendly tailored according to physical dimensions; thus,
software, have simplified the process of photo- monuments and archaeological sites are digitized
grammetry. Combined with high-quality compan- with the use of topographic techniques and aerial
ion software, digital close-range photogrammetry photogrammetry, whereas close-range photo-
is heavily used for the 3D digitization of cultural grammetry is a better-suited, cost-effective 3D
heritage. digitization solution for smaller-scale objects
The most widespread photogrammetry method (Pavlidis et al. 2007).
for creating 3D models of real objects is based
on structure-from-motion (SfM). SfM involves
the provision of overlapping images of an object, Using Photogrammetry to 3D Digitize
captured from multiple viewpoints (see Fig. 1). Cultural Heritage
Important data, such as the camera’s position and
orientation, are automatically calculated by spe- Several studies document best practices and
cialized software, which also facilitates the 3D demonstrate the advantages of employing either
model creation and texturing process, extracting close-range or aerial photogrammetry for the 3D
information directly from the set of overlapping digitization of cultural heritage. Some of these
images (Westoby et al. 2012). advantages are high accuracy of the produced
3D models and improvement of the safety
factor during the digitization of hazardous or inac-
3D Digitization of Cultural Heritage cessible areas (Remondino et al. 2005; Yilmaz
et al. 2007; Fassi et al. 2013).
The 3D digitization of cultural heritage is a com- Santagati et al. (2013) provide an example
mon practice for the generation of 3D models used of close-range photogrammetry in cultural heri-
for exhibition, conservation, and protection, 3D tage documentation, describing the 3D digitiza-
printing-based replication, dissemination through tion process of a small chapel using Autodesk
web and mobile application channels, digital res- 123D Catch (recently rebranded to Recap https://
toration of damaged parts, and monitoring of www.autodesk.com/products/recap/), a wide-
overtime alterations (e.g., when cultural assets spread, cloud-based, free photogrammetry soft-
are exposed to open environment) (Pieraccini ware (see Fig. 2a and b ). The study revealed
et al. 2001). The 3D digitization process is that close-range photogrammetry requires short
3D Modelling Through
Photogrammetry in
Cultural Heritage,
Fig. 1 Multiple
overlapping photos of an
object acquired for SfM
photogrammetry
3D Modelling Through Photogrammetry in Cultural Heritage 25
3D Modelling Through Photogrammetry in Cultural Santagati et al. 2013); (c) the Clifden Castle in Ireland;
Heritage, Fig. 2 (a) Chapel; (b) the chapel’s 3D model (d) the Clifden Castle 3D model created using aerial pho-
created using close-range photogrammetry. (Source: togrammetry. (Copyright: Pix4D - Measure from Image)
image processing times while offering high products for structured photo datasets (Santagati
accuracy and quality even when nonprofessional et al. 2013), and the holes found on 3D objects
cameras are used. Moreover, the metric accuracy when the physical object is not properly photo-
for small objects (e.g., statures) is in the order of graphed (Remondino et al. 2005).
mm, while for medium to large objects and archi-
tectural buildings, it is in the order of cm.
On the other hand, aerial photogrammetry Conclusion
can be used to accurately digitize monu-
ments (Grussenmeyer et al. 2008). An example The 3D digitization of cultural heritage may
is shown in Fig. 2c and d, where a castle’s 3D be carried out through the manual creation of
model has been produced using photographs 3D models, by analyzing architectural plans, or
taken with a camera mounted on a drone, there- via automated methods, such as laser scanning
after fed to a popular aerial photogrammetry soft- and photogrammetry. Even though there is an
ware, Pix4Dmodel https://pix4d.com/product/ ongoing debate regarding comparative advan-
pix4dmodel/. tages of photogrammetry to laser scanning and
Even if photogrammetry appears suitable for vice versa, for 3D digitization in cultural heri-
3D cultural heritage digitization, it does not come tage, complementary application of methods is
without limitations. The most common ones are considered as the most appropriate solution for
the long processing times to attain high accuracy digitization projects (Grussenmeyer
(Fassi et al. 2013), the requirement of software et al. 2008).
26 3D Object Manipulation
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Society for Optics and Photonics 2005 Definitions
Santagati, C., Inzerillo, L., Di Paola, F.: Image-based
modeling techniques for architectural heritage 3D 3D Printing is a form of manufacturing that adds
digitalization: limits and potentialities. Int. Arch.
Photogramm. Remote. Sens. Spat. Inf. Sci. 5. w2,
materials together in layers to form an object. This
555–560 (2013) is in direct contrast to subtraction manufacturing,
Westoby, M., Brasington, J., Glasser, N., which cuts away at a material to form an object.
Hambrey, M., Reynolds, J.: ‘Structure-from-Motion’ Primarily using plastics and/or metal, this form of
photogrammetry: a low-cost, effective tool for geoscience
applications. Geomorphology. 179, 300–314 (2012)
manufacturing is rapidly developing and handling
Yilmaz, H.M., Yakar, M., Gulec, S.A., Dulgerler, O.N.: new, exotic materials. Its increasing adoption rate
Importance of digital close-range photogrammetry in will have a big impact on the processes of distri-
documentation of cultural heritage. J. Cult. Herit. 8, bution and production.
428–433 (2007)
Introduction
incubated. During that time they were more often table (Tomioka and Okazaki 2014). Despite his
to fall under the title of Rapid Prototyping tremendous personal success with the concept,
(RP) technologies. Actually, 3D printing is inter- Mr. Kodama felt disheartened and thought his A
changeable with quite a few terms. There is the concept was nothing more than a novelty, rather
previously mentioned Rapid Prototyping but there than the beginning of something revolutionary.
is also Rapid Manufacturing (RM), Additive Reflecting now, he says that: “I should have
Manufacturing (AM) technologies, Solid-Free worked harder to make people understand the
Form technology (SFF), or Direct Digital significance of my research results”(Tomioka
Manufacturing (DDM). and Okazaki 2014).
What is so fundamentally different about 3D Other individuals, Alain Le Mèhautè, Olivier
printing is that it uses an additive manufacturing de Witte, and Jean Claude Andrè, filed a patent
approach, which is where precise amounts of in 1984 on the Stereolithographic process but
materials are bound together in exact layers to was abandoned by the French General Electric
form an object, versus the conventional subtrac- Company (now Alcatel-Alsthom) and CILAS, a
tive manufacturing method, which removes mate- subsidiary of the European Aeronautic Defense
rials to create products. Much like the varied titles and Space Consortium for a “lack of business
that can be referenced to this form of manufactur- perspective” (Mendoza 2016). It seemed that
ing, so too are the hands that formed it. The his- this technology was doomed in its cradle as
tory of 3D Printing is varied and expands the many overlooked its potential, while the inven-
narratives of some very eclectic people. tors that produced the machines languished
Hideo Kodama of Nagoya Municipal Indus- knowing something was brewing beneath the
trial Research Institute published the first working surface.
account of a photopolymer additive manufactur- This is not to say that the people who contrib-
ing system in 1981 (Tomioka and Okazaki 2014). uted did not receive credit for some of the foun-
Mr. Kodama’s inspirational moment struck him dational research and thought processes that were
over a year earlier while he was riding a bus home, fundamental to this industry. In 1995, Hideo
reflecting on an exhibition in Nagoya where he Kodama was chosen to receive the Rank Prize, a
was able to observe a machine capable of making privately funded British award for inventions, and
letters utilizing liquid resin applied to a glass was credited with creating the first of the key
surface. The machine he witnessed at work was technologies for unlocking the rapid prototyping
targeted towards the newspaper industry; how- industry (Tomioka and Okazaki 2014). He shared
ever, upon reflection Kodama realized that he this award with Charles Hull, our next inventor to
could harness this to create three-dimensional highlight.
objects and began work on his concept (Tomioka A few years after Kodama on the other side of
and Okazaki 2014). the world we have Charles Hull, or Chuck, as he
It was in early 1980 that he set off to work often goes by. This man is considered the father of
applying what he saw at the exhibition to a new 3D printing and is often where you hear the story
way of creating items. After a viable system was of 3D printing begin. In the 1980s, he was work-
brought to fruition, he began to show his peers his ing for an ultraviolet lamp company that added
innovative concept while starting the process of a layer of hard plastic onto surfaces, such as tables
filing a patent; however, without the interests or and countertops. After gaining permission from
support of his peers, doubt soon overcame him his superiors, Hull began to tinker after hours with
and he quietly disregarded the effort. In a regret- a way to use the UV light to create tangible 3D
table move, he did not complete a review period objects from a Computer Aided Design (CAD)
necessary for receiving the patent. Kodama is said software, primarily utilizing the materials and sci-
to have created a two-story miniature house the ence familiar to him through his daily work. He
size of a human palm by manipulating thin would experiment with photopolymers to lay the
layers of resin; impressively, the 3D model held foundations of what would later cement him as the
rooms, a spiral staircase, and even a dining room Father of 3D Printing. To which, there has been
28 3D Printing, History of
contention to, and not just those hailing Hideo astute judgments, from projecting the amount of
Kodama or the French as originators of the time the technology would require to become
concept. well-known to his imaginative nature that enabled
The material that Hull decided to use is called him to contrive his invention, had helped to
a Photopolymer. These materials are a type of cement him as the father of this industry.
plastic which harden and soften under different There were some, just like for Hideo Kodama,
intensities of UV light. After a few design itera- who felt that Charles Hull has been given too
tions, Hull created a finalized machine that manip- much credit for the creation of this industry
ulated minuscule plastic layers of photopolymer while inadvertently leaving others in the dark;
and each of these small layers combined to form however, it takes a combination of belief in your
the entire object. A simple cup, only a few inches product or process, dedication to create a com-
tall, was the first item to be fabricated and pany, and a little luck in the right market opportu-
represented a fundamentally different approach nity to make as large and noticeable of an impact
to our general notion of production (Davis 2014). as he has. As the saying goes: “to the victor go the
Through those long nights of toil, he invented spoils” – this is no less for Charles Hull. There are
the Stereolithographic (SL) process and filed for more people involved in the beginning of this
a patent in 1984, receiving it in 1986. He actually industry than just he. So, we are going to wind
filed the patent 3 weeks after the French team and back the hand of time a bit to capture our next
even further behind Kodama, but due to technical inventor in the right light.
requirements and timing Charles Hull became the The 1970s was a time of expansion and explo-
first person to patent and create a usable 3D print- ration for many. For William (Bill) Masters, this
ing method. What also lends to this standing as was especially true. During this decade, he is said
an industry founder is the creation of the Standard to have first speculated his form of 3D printing
Tessellation Language (STL) file, which are still technology. From the South Caroline: A History
widely used today. of 3D Printing website, Bill Masters reflects on
In the early 1990s, the Stereolithographic a kayaking trip he took where he recalls the
Apparatus, or SLA-1 machine, was created by moment when inspiration struck him:
3D Systems with Charles Hull as one of the foun-
ders. Although with some error, this machine It was on a river trip. Back when I had the whole
showed that complex parts could be built over- nine yards, the Volkswagen Van [and] the long hair,
so when you’re on the side of the river. . . and
night or within a few hours using this method. you’re all laying there and looking up there at the
Primarily driven by tremendous cost, these sky at all those little dots up there – they call them
cumbersome contraptions were more useful for stars. Why can’t you make things in outer space?
transportation and other larger commercial indus- That’s how it started; it started by looking at a star.
(The Father of 3D Printing n.d.)
tries. It was said that Charles Hull was obsessed
with helping Detroit regain its competitive advan- While he may have conceived his device early
tage as an influx of higher quality Japanese on, there were sets of personal circumstances that
imports convoluted the market and moved inhibited him from pursuing his musings of this
manufacturing jobs away (Davis 2014). concept until a few years down the road. Coinci-
Charles Hull was anticipatory of the gestation dently enough, when he did, he found it was
period that this type of technology would require around the same time that Charles Hull was also
while reaching full market awareness and public- submitting his patent materials. That year was
ity. In early interviews, he would project that it 1984, July 7th of 1984 to be exact. The date is
would take 20–30 years for the technology to find special for William Masters as it was the date
itself into more mainstream applications; how- for which he filed the patent for his Ballistic
ever, it is with a combination of surprise and Particle Manufacturing technology – patent
excitement that he now sees how this technology #4665492 (USPTO Patent Full Text and Image
has grown in its capabilities (Davis 2014). His Database n.d.-a). Most particularly, it is also a full
3D Printing, History of 29
month ahead of Charles Hull’s patent #4575330, crosshairs. Although many of these individuals
which was filed on August 8, 1984 (USPTO were in completely different areas of the country,
Patent Full Text and Image Database n.d.-b). each seemed to be enraptured by automating the A
Charles Hull’s patent application was accepted creation process behind three dimensional objects
and published before the patent that Masters had from the computer; however, just like their unique
submitted. To be realistic, it takes much more than locations, each approached the concept in very
a patent filing date and speculation of a concept different ways.
to receive the credit of founding an entire industry. To say that Carl Deckard was young when he
Albeit, Masters contends that the birthplace began his pursuit of this technology is an under-
of 3D printing is in North Carolina and also attri- statement. A freshman in Mechanical Engineering
butes the fact that Hull created a company along at the University of Texas in Austin, he spent
his patent almost immediately as a reason for his his nights working in a metal shop that relied on
success. This is in contrast to Masters, who was the new, at the time, technology of Computer
not actively participatory until 1988 when he cre- Aided Design (CAD) and began to daydream.
ated Perception Systems, which later became Bal- He chose his major of Mechanical Engineering
listic Particle Manufacturing (BPM) Technology. because he found that it was: “The closest thing to
It was not until 1991 that his company, then newly majoring in inventing” (Selective Laser Sintering
titled as BPM Technology, obtained funding from and Birth of an Industry 2012).
Palmetto Seed Capital to create the machine based Deckard was working for a facility in 1981
on his patent (The Father of 3D Printing n.d.). called TRW Mission, which crafted parts using
This was years after Charles Hull and other inven- CAD software; however, many parts were created
tors had already forged a path ahead of him by from castings, or the castings themselves came
creating different machines, processes, and were from handcrafted casting patterns and he began
already selling machines based on their concepts. to see that there was a potentially large market for
In addition, it is distinct to note that even if the creating casting patterns out of CAD Models. He
technology that Masters had created was to be envisioned lasers tracing themselves over fine
as widely adopted as Hull’s then there is doubt layers of dust to bind together materials. By
that it would have fared as well because it only the time his senior year rolled around the only
creates structurally weak, hollow models. While thing he needed to make his musings a reality
Bill Masters may not have revolutionized 3D were the parts to do so. An Associate Professor
printing industry as a whole, he still filed a by the name of Dr. Joseph Beaman took the young
respectable amount of patents for technologies student under his wing, then described as young
outside of 3D printing and also within this indus- and hungry, and the two began a trek to create this
try. Some of these patents include extruding fluent new form of machinery manufacturing.
materials, 3D printing using pin arrays, and for the Deckard began his transition into graduate
use of fluent material droplets (The Father of 3D school and, as luck would have it, the Mechanical
Printing n.d.). Engineering Department was also moving to a
new building, meaning that the budget had room
for some equipment purchases. Beaman and
Selective Laser Sintering and Fused Deckard took advantage of the opportunity and
Deposition Modeling together they submitted a budget for the $30,000
worth of materials required to bring the idea to
As previously mentioned, there were many life. They affectionately dubbed the early stages
machines that also proliferated during this time of the Selective Laser Slithering (SLS) machine
as we come crashing into our next process. During “Betsy,” as it developed through the mid- to late-
the 1980s, there seems to have been an itch in 1980s. Although at first it was slightly crude
many inventors’ mind for machinery such as this, method of production, as Deckard refilled a
as our next innovator Carl Deckard comes into our small box with powder by hand and ran the
30 3D Printing, History of
computer which powered the scanner on top of the 1980’s and 1990’s, one of which actually involved
table. The first parts that were created were simply William Masters from the then Perception Sys-
hunks of plastic to demonstrate that the concept tems, Nova Automation received funding from
could actually work. As he labored, though, more the Goodrich Corporation. With this funding
precise parts began to be produced by regulating they were able to keep Blair on board and they
the laser with the computer by writing code; upon renamed themselves the DTM Corporation. It was
evaluation, it was found that the parts produced a reference to the term Desk Top Manufacturing
were beginning to be of usable quality. At that or some have said it is a reference to the words
point, Deckard called upon Beaman to write it up “Deckard, Texas, and McClure”.
for his Master’s degree because he had just created Unfortunately, even after their hard efforts the
an entirely new and viable machine. He was none technology was seen as a reflection of an industry
the wiser that this would lay the foundation of still in its infancy and did not fare well. The majority
some incredible processes in 3D printing technol- shares were sold to a group of private investors,
ogies in the decades to follow. who then turned around and sold the company and
Deckard stayed at the University of Texas to concepts to 3D Systems, which allowed them to
continue refining the idea, receiving a grant from acquire key patent rights to the SLS technology. For
the National Science Foundation. They enclosed 3D Systems to now hold the rights to SLS and SL
the rudimentary aspects of the machine into an technologies has played to the company’s power
electrical box, added a counter-rotating roller to position as the “world’s leading provider of additive
level the powder between layers of the laser manufacturing technologies.”
sintering (which was being done by hand before), When it comes to market dominance, Stratasys
and after the method had been fully polished the is one of the few companies to challenge 3D
parts began to coming off the machine at a higher Systems when it comes to their lion’s share of
quality. It was then that the machine started to control. Scott Crump, founder of Stratasys, pat-
show the makings of something more versatile ented the Fused Deposition Modelling (FDM)
than just creating casting patterns. technology in 1989 (Perez 2013). Not only is it
Paul Forderhase, another graduate student, the most familiar form of 3D printing for the
joined the efforts as the concept matured from public, it was actually a pursuit with adorable
being an undergraduate dream to a graduate project roots. In 1988, Crump decided that it would be a
and was now gaining enough momentum to seek wonderful idea for him to make a toy frog for his
becoming a commercial company. An Austin busi- young daughter using a glue gun loaded with
ness owner by the name of Harold Blair paired with a mixture of polyethylene and candle wax (Perez
an Assistant Dean of Engineering and occasional 2013). With the support of his wife, and several
adjunct professor by the name of Dr. Paul burnt plastic pans later, he soon became obsessed
F. McClure. They had become interested in the and took his project to the garage – where he
technology and the company was named Nova devoted many long weekends to it. He invested
Automation – after Blair’s existing company called into digital-plotting equipment (which cost about
Nova Graphics International Corporation. Deckard $10 K) to help automate the process and the first
estimated that they would need $75,000 in startup prototypes of the toy began to be churned out.
capital to get off the ground, which was doubled by His wife prodded and pushed for him to either
Beaman, and then doubled again by those oversee- turn this affixation of his into a viable company
ing the project bringing their estimated startup cost or give it up because he had already spent tens of
to $300,000 – this was just to keep the interests of thousands of dollars to produce one supposed toy
Blair and McClure (Selective Laser Sintering and for his daughter (Perez 2013). By that time
Birth of an Industry 2012). though, it had evolved into a larger project, a
After a few hit and miss opportunities for mission, a higher calling than simply creating a
funding with several companies through the plastic trinket toy for his beloved. He saw the
3D Printing, History of 31
potential of a machine like this as he clacked away see the light of potential. At the time he was
many nights in his garage. working for a company called General Scanning,
The first of the Stratasys kits were $130,000 which evaluated additive manufacturing technol- A
and not viable for the regular consumer market, ogies at a project level, and they decided not to
nor really even for small businesses (Perez 2013). invest into developing the technology. Langer
Much like 3D Systems, their efforts were revised remained unconvinced of their decision. He firmly
and they began to focus selling his machines to believed that the technology would be the future.
larger corporations that had the funds necessary to He formed his own company in 1989 and set off to
fuel his refrigerator-sized machines. They liqui- create a new and viable industry. By the amount of
dated all of their family assets and poured every- sheer success that he has encountered, time has
thing into their company to get it to that point. shown that his judgment was sound.
However, to even fulfill the first orders they would If the previously mentioned words “Laser
require the support of venture capitalist – they Sintering” were familiar, you were keen. The
found a company willing to invest in the concept technology was originally created in the United
called Battery Ventures. The company took a 35% States and had an interesting pathway to this Ger-
stake in the company for $1.2 million (Perez man-based company. When Carl Deckard’s com-
2013). pany failed and 3D Systems gained the U.S
Since then, Stratasys has evolved to be one of patents on the SLS technology, they also entered
the largest companies in the world for 3D Print- an agreement with EOS where 3D Systems would
ing – often battling for glory alongside 3D Sys- purchase a product line from EOS, which was
tems. Scott Crump is a formal Mechanical directed at SL technologies, while EOS would
Engineer who heads this company and he is be able to take over global patent rights on the
credited with Charles Hull et al. as one of the SLS technology. This included other interesting
founders of the 3D printing industry. In 2013, developments of Laser Sintering, such as applica-
Stratasys strategically bought out MakerBot – tions of metal manufacturing.
who has become a household name for the home Under the same umbrella that Carl Deckard
desktop 3D printer. worked under, Suman Das also developed applica-
tions for SLS technology at the university, except
he used metal powders for his Master’s and Ph.D
EOS and the Evolution of Selective Laser studies. It may come as a surprise to no one that he
Sintering was also under the supervision of Joe Beaman. If
that name sounds familiar it is because he was the
This machinery was a global phenomenon during same man who aided Carl Deckard in his
its development, Hans Langer formed Electro pioneering in the original Laser Sintering concept.
Optical Systems (EOS) GmbH in Germany Under the Defense Advanced Research Project
around the same time that patent applications for Agency (DARPA), Office of Naval Research
the first forms of this technology began flying (ONR), and Air Force Research Laboratory
around the United States in 1989. Still true to (AFRL) sponsorship, Suman designed and built
this day, EOS machines are recognized for their two additive manufacturing machines and aided
superior quality of output that utilizes the Laser in co-inventing two laser-based additive
Sintering (LS) process. Their first ‘Stereos’ manufacturing processes in metal for specific use
machines were sold in the 1990’s, making them in high performance aerospace components (Selec-
the first European provider of high-end rapid pro- tive Laser Sintering, Birth of an Industry).Thus,
totyping systems. enabling the ideas from a Texan student to reach
As to what motivated Langer to strike it off into the global market through a German company.
unknown territory such as this was actually the The development in technology in Germany
cloudy doubt cast by others which enabled him to can be dizzying due to massive amount of cross
32 3D Printing, History of
collaboration between key companies. An off- wake. The decades will blur by and the innova-
shoot process to SLS called Selective Laser Melt- tion will exceed our expectations, as they did for
ing was initially developed in 1995 at the Charles Hull. 3D printing is set to carve an inter-
Fraunhofer Institute for Laser Technology (ILT), esting niche for itself, uniquely performing
two Doctors by the names of Dr. Dieter Schwarze where traditional methods fail, while also turning
and Dr. Matthias Fockele, who then formed F&S the table of development. While it may truly
Sterelithographietechnik GmbH. never replace mass manufacturing, the changes
Around the same time, a company by the name it makes in our supply chain and the way we view
of TRUMPF Group began to work with their own manufacturing as a whole can cause us to change
brand of this technology based on the ILT as creators and consumers. This is where the
research. What also makes them a powerful con- power of 3D printing lays, in its ability to enable
tender in the 3D printing market today is their creativity and innovation in places we thought it
extensive history of precision laser systems, and was stagnate, to bring increased individuality to
the fact that they also happen to hold exclusive the products we consume, and rethink our
rights to ILT DMLS patent portfolio. DMLS is manufacturing process now that we are brought
Direct Metal Laser Sintering, which combines more intimately to it.
SLS and SLM properties. This technology was
created in 2002 with a collaborative agreement
between EOS and TRUMPF where they decided References
to share key technology with the goal of enabling
more growth between the methods, based partially Davis, A.: Layer-by-layer: The evolution of 3D printing.
Retrieved 15 Dec 2015, from http://theinstitute.ieee.
on the research that TRUMPF Group leveraged
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TRUMPF announced an agreement with a com- December 15, 2015, from https://designandmotion.
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Mendoza, H. R.: Alain Le Méhauté, The man who sub-
titanium and aluminum powder manipulation;
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crafting vehicles, organs, and even homes in its Parser?Sect1¼PTO1&Sect2¼HITOFF&d¼PALL&
3D Puzzle Games in Extended Reality Environments 33
p¼1&u¼%2Fnetahtml%2FPTO%2Fsrchnum.htm& Introduction
r¼1&f¼G&l¼50&s1¼4665492.PN.&OS¼PN%
2F4665492&RS¼PN%2F4665492 (n.d.-a). Retrieved
from United States Patent Office numeric search Games bring the attention and indulges a person A
function in an activity irrespective of the age. Games have
USPTO Patent Full Text and Image Database: Retrieved been around humans since the dawn of history and
28 Dec 2017, from http://patft.uspto.gov/netacgi/nph- they are inextricably intertwined with the human
Parser?Sect1¼PTO1&Sect2¼HITOFF&d¼PALL&
p¼1&u¼%2Fnetahtml%2FPTO%2Fsrchnum.htm& evolution. In recent times, as the digital technolo-
r ¼1&f¼G&l¼50&s1¼4575330.PN.&OS¼PN/ gies evolved, video games became more popular
4575330&RS¼PN/4575330 (n.d.-b). Retrieved from among all age groups of people. In that, puzzle
United States Patent Office numeric search function video games were primarily designed to keep the
player/s engaged by testing the ingenuity or
knowledge. The games were designed with
increasing levels of complexities to cater to the
tendency of the players to move to higher com-
3D Puzzle Games in Extended plexities and challenges. Thus, once the player
Reality Environments solves or reaches the end of a level, it gave the
sense of satisfaction which in turn enhanced the
Prasad S. Onkar and Devi Meghana engagement of the player with the games. Dis-
Department of Design, Indian Institute of sected or jigsaw puzzles are spatial rearrangement
Technology Hyderabad, Hyderabad, India games which involves visuospatial thinking and
problem-solving. John Spilsbury, a London-based
cartographer, is considered as the creator of jigsaw
Synonyms puzzles (Williams 2004). In 1760s, he first created
such a puzzle by pasting the map of different
Augmented reality; Extended reality; Mixed kingdoms in Europe on a wooden plank and dis-
reality; Spatial interactions; Virtual environments; sected it into the maps of individual kingdoms.
Virtual reality Such maps were marketed as tools for geography
education for children. These puzzles are chal-
lenging and also enhances the motor ability and
Definitions constructional praxis in children. These games
have come off the age through different transfor-
Augmented reality (AR): It can be defined as a mation. The early transformations include “three-
medium where the virtual models are aug- dimensional jigsaw puzzles” which was patented
mented onto a real-time objects, or a virtual by Hammer Willie in 1961. Host of interesting
information overlayed on top of a real-world geometric puzzle designs have been explored by
objects or space. Stewart Coffin (2006). Many researchers have
Virtual reality (VR): It can be stated as a medium explored algorithmic analysis and synthesis of
which provides three-dimensional immersive such puzzles (Song et al. 2012). Though the com-
environments which allow the user to interact puters can create interesting puzzles in the digital
with the digitally created objects. environment, they are unable to actively engage
Mixed reality (MR): As the name suggests, it is with the players, unless the interaction medium
the medium where virtual, i.e., digital objects supports this complex perceptual task. Toward
and real-time physical objects coexist and this, a host of digital interactive technologies
interact with each other. have been developed to make seamless interaction
Extended reality (XR): It is an umbrella with the virtual digital world. The advent of tech-
term which encompasses technologies like nologies like virtual reality (VR), augmented real-
VR, AR, MR, etc. and their combined ity (AR), and mixed reality (MR) have shown a
experiences. great promise to facilitate such puzzle games in
34 3D Puzzle Games in Extended Reality Environments
the modern era. Such interactive gaming modali- technologies facilitate physical puzzle interac-
ties have the potential to solve the present-day tions with digital overlay of information to sup-
challenges. This article presents the role and pos- port the game play. Augmented reality system
sibilities of 3D puzzle games in the context of integrates computer-generated information with
spatial, immersive interactive technologies like the help of sensors to create 3D virtual models,
VR, AR, MR, etc. which are collectively known which has to be calculated along with the user’s
as extended reality (XR) technologies. position and orientation. These technologies are
also ubiquitous because it can be deployed on the
smartphones, and utilize the functionalities of the
VR in Gaming with Puzzles AR applications (Roberto et al. 2019). This tech-
nology has potential to greatly transform interac-
Virtual reality (VR) immerses the human’s mind tive experiences of 3D puzzle games.
into another realm, thus by deceiving the human
senses, which aligns the brain with alternative
reality. In VR, stereoscopic displays, software Interactions in XR Media for Puzzles
platform, motion-tracking hardware, etc. are
used to generate a virtual environment. In VR Physical puzzle games make the users to think
systems, the user is unaware of the physical logically by interacting with the pieces to solve
(real) surrounding. This also implies that there is the puzzle. A game’s physical aspect consists of
a higher degree of engagement with the virtual interactions such as touch and feel, and empha-
environment and enhanced cognitive involve- sizes on physical skills of a player in solving it
ment. Perception of spatial arrangement is essen- with emotional cues. Computer games have limi-
tial for virtual games with puzzle metaphor. Such tation of physical interactions to the players’ use
games developed for applications like spatial per- of interface hardware to play the game (Nilsen
ception (Rasheed et al. 2015) and anatomy edu- et al. 2004). Puzzles require users to randomly
cation (Pohlandt et al. 2019). To facilitate greater arrange the elements, thus entailing the cognitive
immersion into the virtual environment, the map- activities such as exploring all the possibilities
ping between the human sensorial inputs and improving the strategy development. 3D puz-
corresponding with the spatial transformation of zles help users to think differently than the tradi-
virtual objects in the scene should be consistent. tional 2D puzzle pieces. As 3D puzzle would have
Thus, it is the responsibility of the VR content an extra dimension to it and becomes more chal-
developers to achieve realistic immersion into the lenging to solve it than a 2D puzzle set. Using 3D
virtual environment. puzzles as a metaphor can greatly enhance the
interactions in XR medium. The major potential
of XR is in altering how we perceive the virtual
AR/MR in Gaming Puzzles world with the help of computer-mediated user
experience. This disruptive behavior in leading
AR technology can help in transforming a physi- to paradigm shift in the applications developed
cal space through spatial interaction with the vir- in various domains like health care, education,
tual data overlapped to create an engaging entertainment, military applications, etc. Thus,
environment. In the context of assembling a 3D such user interfaces must have a richer visual
puzzle, user gets continuous feedback based on content and seamless interaction between real
their actions while assembling the puzzle pieces. and virtual worlds with the help of intuitive sens-
One such example is demonstrated in using ing, tracking, and feedback technologies. One of
projection-based technique (Kitagawa and the important factors in facilitating interactions
Yamamoto 2011), in which the user is guided by through XR media is to have reliable spatial inter-
projected image on the tabletop. These actions. The 3D puzzle metaphor is extremely
3D Puzzle Games in Extended Reality Environments 35
3D Puzzle Games in Extended Reality Environments, Fig. 1 Framework of interaction in XR system with voice
interaction
36 3D Puzzle Games in Extended Reality Environments
Applications
Cross-References
Virtual reality can provide seamless immersive
experience in interactive 3D medium. The essence ▶ Augmented Learning Experience for School
of virtual gaming can be put into various fields Education
such as education and training, which can be very ▶ Augmented Reality for Maintenance
engaging and enhance users’ expertise (Rasheed
et al. 2015).
Mixed reality has various entities such as References
specialized equipment and efficient software,
and with the recent advancements in technology Coffin, S.: Geometric Puzzle Design. CRC Press (2006)
DaValle, A., Azhar, S.: An investigation of mixed reality
many devices have emerged as potential inter-
technology for onsite construction assembly. MATEC
faces, such as Microsoft HoloLens ®. Hence this Web Conf. 312, 06001 (2020)
technology has become ubiquitous and can be Kitagawa, M., Yamamoto, T.: 3D puzzle guidance in aug-
used in various sectors such as education mented reality environment using a 3D desk surface
projection. In: 2011 IEEE Symposium on 3D User
(Rasheed et al. 2015), training and simulations Interfaces (3DUI), pp. 133–134 (2011)
(Mujber 2004), product repair and maintenance Langmann, B.: Depth camera assessment. In: Wide Area
(Paravati 2017), entertainment, health, and mil- 2D/3D Imaging, pp. 5–19. Springer Vieweg, Wiesba-
itary applications. Majority of MR’s potential den (2014)
Mujber, T.S.: Virtual reality applications in manufacturing
can be used in product assembly and the execu-
process simulation. J. Mater. Process. Technol. 155,
tion of industrial tasks. MR is also used in con- 1834–1838 (2004)
struction industry as a tool to BIM (building Nilsen, T., Linton, S., Looser, J.: Motivations for aug-
information modelling), to understand the mented reality gaming. Proc. FUSE. 4, 86–93 (2004)
Nyyssönen, T., Smed, J.: Exploring virtual reality mechan-
three-dimensional models (DaValle and Azhar ics in puzzle design. Comp. Game J. 1–23,
2020). 65–87 (2021)
3D puzzles are one of the best examples of an Paravati, G.: Augmented reality for maintenance. In: Lee
assembly. The user has to carefully place the N. (eds) Encyclopaedia of computer graphics and
games. Springer, Cham. https://doi.org/10.1007/978-
pieces of the puzzle in such a way that it makes 3-319-08234-9_91-1 (2017)
it as a single unit. Often, users fail to assemble the Pohlandt, D., Preim, B., Saalfeld, P.: Supporting anatomy
parts of a device or a piece of furniture. Thus, it education with a 3D puzzle in a virtual reality environ-
results in failure of the product and have to end up ment. In: Mensch und Computer 2019-Tagungsband.
ACM, New York (2019)
losing money for repair. Solving 3D puzzles are Rasheed, F., Onkar, P., Narula, M.: Immersive virtual real-
highly engaging task as it plays with the third ity to enhance the spatial awareness of students. In:
dimension as compared to a traditional 2D jigsaw Proceedings of the 7th International Conference on
puzzle. Such interfaces are extremely relevant to HCI, pp. 154–160 (2015)
the applications like manual assembly of machine
3D Room Layout System Using IEC (Interactive Evaluational Computation) 37
Roberto, P., Emanuele, F., Primo, Z., Adriano, M., Jelena, Definition
L., Marina, P.: Design, large-scale usage testing, and
important metrics for augmented reality gaming appli-
cations. ACM Trans. Multimed. Comput. Commun. IEC is the interactive optimization system incor- A
Appl. 15, 1–18 (2019) porating human tasks. 3D room layout system
Roy S., Sarkar P., Dey, S.: Augmented learning experience using IEC is the application of IEC, and it evolves
for school education. In: Lee N. (eds) Encyclopaedia of layout according to the user preferences.
computer graphics and games. Springer, Cham. https://
doi.org/10.1007/978-3-319-08234-9_88-1 (2017)
Song, P., Fu, C.W., Cohen-Or, D.: Recursive interlocking
puzzles. ACM Trans. Graph. 31(6), 1–10 (2012)
Tucker, C.S., Saint John, D.B., Behoora, I., Marcireau, A.: Introduction
Open source 3D scanning and printing for design cap-
ture and realization. In: International Design Engineer-
ing Technical Conferences and Computers and Designers usually build renderings to create a
Information in Engineering Conference, 46292, new layout, and they reorganize it to fit a
V01BT02A013 (2014) customer need. Furthermore, customers can
Williams, A.D.: The Jigsaw Puzzle: Piecing Together a
History. Berkley Publishing Group, New York (2004)
understand shapes intuitively if they provide
the 3D room layout. Numerical optimization
approaches that optimize parameters
constructing the 3D room layout can automate
3D Reconstruction these works. However, it is difficult to create a
model equation that emulates human thoughts
▶ Deep Learning Algorithms for 3D because it is a subjective personal preference.
Reconstruction Therefore, optimization systems incorporate the
human tasks that evaluate the fitness of solu-
tions manually. These systems usually use inter-
active evolutionary computation (IEC). This
3D Rendering approach is similar to the process of improve-
ment in animal and crop varieties. Some evolu-
▶ Panda3D tionary computing algorithms implement
IEC. The most famous algorithm is interactive
genetic algorithm (IGA), and some studies use
parallel distributed interactive genetic algorithm
3D Room Layout System (PDIGA), interactive differential evolution
Using IEC (Interactive (IDE), interactive particle swarm optimization,
Evaluational Computation) and interactive genetic programming (Takagi
et al. 1998, 2009). This entry focuses on
Ryuya Akase1 and Yoshihiro Okada2 IEC and interactive 3D room layout, and it espe-
1
Graduate School of Information Science and cially treats the system that uses IGA. The
Electrical Engineering, Kyushu University, remainder of this entry organizes as follows.
Fukuoka, Japan Section “Algorithms for IEC” gives the algo-
2
Innovation Center for Educational Resource, rithms for IEC and examples of some applica-
Kyushu University, Nishi-ku, Fukuoka, Japan tions. Section “Layout Generation” shows the
studies that generate 3D layout interactively.
Section “Quantitative Evaluation Techniques
Synonyms and Problems of the IEC-Based Systems”
describes quantitative evaluation techniques
Interactive design; Interactive genetic algorithm; and problems of the IEC-based system. Finally,
Interactive room layout section “Summary” summarizes this paper.
38 3D Room Layout System Using IEC (Interactive Evaluational Computation)
3D Room Layout System Using IEC (Interactive the early stage, and solutions lose the
Evaluational Computation), Table 2 Pseudo-code for diversity.
typical IGA
IGA ( )
A
IGA iterates these operations (2–5) until the
generation ¼ 0; user obtains a satisfied result or the number of
create initial group of individuals;
iterations exceeds the predefined constant. The
REPEAT
performance of IGA depends on the operators.
fitness ¼ USER (current group of individuals);
There are many methods other than listed above
IF user is satisfied THEN RETURN the best
individual; (Koza 1992) (Fig. 1).
i ¼ 0;
REPEAT Gene Expressions IGA has many types of gene
select two individuals based on fitness; expressions as with GA (Back 1996). An individ-
perform pcrossover; ual has the genotype and phenotype. GA operators
perform pmutation; operate genotype, and the user evaluates pheno-
insert two offspring into new group of type. The following are typical genotype
individuals; expressions:
i ¼ i + 2;
UNTIL i > predefined number of individuals;
(a) Binary code: This method expresses genes as
generation ¼ generation + 1;
binary codes.
UNTIL generation > predefined number of
generations;
(b) Gray code: This method expresses genes as
STOP the codes that maintain the difference of adja-
cent nodes at 1 bit, and it facilitates the local
search. The following are the conversion
equations of binary codes and gray codes,
4. Crossover: This process transposes gene where k is the bit location and n is the most
sequences of two individuals. The following significant bit:
are specific crossover methods:
• Single-point crossover: This method splits a
bn ð k ¼ nÞ
gene sequence into two halves. Children gk ¼
inherit the parent gene sequences half-and- bkþ1 bk ðotherwiseÞ
half.
n
• Multi-point crossover: This method has bk ¼ gi ðmod 2Þ
some split-off points. Children inherit the i¼k
parent gene sequences alternately.
• Uniform crossover: Children inherit the par- (c) String: This method expresses genes as
ent gene sequences according to a randomly strings. Mutation operator changes a gene ele-
generated mask. ment within the predefined character set.
5. Mutation: This is a way to change a part of (d) Real number: Real-coded GA uses real num-
gene in an individual randomly with a fixed bers directly. The IGA that emphasizes con-
probability. It is a useful way to prevent the tinuous values uses this coding. It can
initial convergence. Typical mutation uses the generate children around the parents. How-
reciprocal of a gene length as the mutation rate. ever, real-coded GA needs the special cross-
• If a specific individual generated in an early over operators such as unimodal normal
stage has an extremely high fitness value, distribution crossover (UNDX). It generates
IGA may select it as an optimal solution. children according to the normal distribution
This is the initial convergence, and it is a obtained from three parents (Ono et al. 2000)
problem in IGA. It converges exploration in (Table 3).
40 3D Room Layout System Using IEC (Interactive Evaluational Computation)
generation = 0
create initial group of individuals
i=0
perform crossover
perform mutation
i=i +2
no
3D Room Layout System Using IEC (Interactive Evaluational Computation), Fig. 1 The flowchart of typical IGA
3D Room Layout System Using IEC (Interactive Evaluational Computation), Table 3 Typical genotype
expressions
Phenotype Binary code Gray code String Real number
1.0 000 000 “1.0” 1.0
1.5 001 001 “1.5” 1.5
2.0 010 011 “2.0” 2.0
2.5 011 010 “2.5” 2.5
3.0 100 110 “3.0” 3.0
Parallel Distributed Interactive Genetic Algorithm to the multiuser preferences. It can generate the
Miki et al. proposed parallel distributed interac- new solutions combined with other user evalua-
tive genetic algorithm (PDIGA) (Miki et al. 2003, tions, used in consensus building system. PDIGA
2006). Table 4 shows the pseudo-code for typical inherits the performance of PDGA that can reduce
PDIGA. This algorithm extends IGA to parallel the computation time and avoid the initial conver-
distributed model, optimizing solutions according gence of GA. PDGA connects each computer and
3D Room Layout System Using IEC (Interactive Evaluational Computation) 41
3D Room Layout System Using IEC (Interactive 2. Efficiency: It needs a small number of times of
Evaluational Computation), Table 4 Pseudo-code for evaluation.
typical PDIGA
PDIGA ( )
A
Takagi et al. explained advantages to use DE
generation ¼ 0; for IEC as follows (Takagi et al. 2009):
create initial group of individuals;
REPEAT
1. The user can use the paired comparison
receive an elite individual;
evaluation.
insert the elite individual into current group of
individuals; 2. It has a good convergence characteristic in a
fitness ¼ USER (current group of individuals); small population.
send a new elite individual;
IF user is satisfied THEN RETURN the best DE has some formats, and it expresses as
individual; DE/base/num/cross. The following are specific
i ¼ 0; formats:
REPEAT
select two individuals based on fitness; (i) Base: The selection method of a base vector.
perform crossover; • Rand: Select a vector from a parent group
perform mutation;
of individuals randomly.
insert two offspring into new group of
individuals;
• Best: Select the best vector from a parent
i ¼ i + 2;
group of individuals. DE/best has better
UNTIL i > predefined number of individuals; convergence performance than DE/rand.
generation ¼ generation + 1; However, it needs parallel comparison
UNTIL generation > predefined number of of all individuals to select the best
generations; vector.
STOP • Gravity: Select a centrobaric vector
from a parent group of individuals.
DE/gravity has almost the same conver-
runs IGA on those computers. PDIGA uses the gence performance as DE/best, and it
migration that sends and receives the elite indi- needs not parallel comparison of all
vidual each user selected, incorporating other individuals (Funaki et al. 2011). How-
individuals. ever, the convergence performance will
They also proposed global asynchronous dis- deteriorate if the centrobaric vector is
tributed interactive genetic algorithm (GADIGA). quite different from the global optimum
It compiles the elite individuals in a database so solution.
that each computer can migrate them without syn- • Moving: This selection method works
chronism. Each computer gets the elite individual with another selection method. It makes
from the database, incorporating it in own group a moving vector that accumulates the dif-
of individuals. ference between a target vector and trial
vector, and it adds the moving vector to
Interactive Differential Evolution the base vector to accelerate the conver-
Storn et al. proposed differential evolution gence performance.
(DE) that is a population-based descent method (ii) Num: The number of difference vectors.
for numerical optimization (Storn et al. 1997). (iii) Cross: The crossover method of a target vec-
The following are specific advantages: tor and trial vector.
• Bin: Use the binomial crossover that
1. Completeness: It searches comprehensive opti- performs a crossover with a fixed
mized solution. probability.
42 3D Room Layout System Using IEC (Interactive Evaluational Computation)
Population
(individuals)
3D Room Layout System Using IEC (Interactive Evaluational Computation), Fig. 2 The conceptual diagram and
flowchart of IDE
• Exp: Use the exponential crossover that improve the quality of group of individuals
performs a crossover with the probability (Pei et al. 2013) (Table 5).
decreases in an exponential manner.
Examples of the IEC Applications
The user evaluates individuals in interac- Many researchers elaborate IEC applications,
tive differential evolution (IDE) as with IG- improving performance and extending application
A. Figure 2 illustrates the conceptual diagram ranges. This section introduces some applications
and flowchart of IDE. The user selects the developed in recent years.
target vector or trial vector, and he/she repeats
it until the number of evaluated target vectors Web Page Design Sorn et al. proposed the
exceeds the predefined number of individuals design system that generates a template for Web
to obtain a next generation. IDE reduces the page interactively using IGA (Sorn et al. 2013).
burden of user evaluation because it needs not Although the work of creating and designing Web
parallel comparison of all individuals except pages is increasing, they are time-consuming
for DE/best. However, the user needs to com- tasks. In addition, users have to learn the program-
pare four individuals in the evaluation stage ming languages such as JavaScript and usages of
when used in combination with the moving authoring tools so that they can create the partic-
vector. The user selects a vector from the ular Web page. The proposed system evolves
target vector, trial vector, combination of tar- HTML and CSS based on the user preferences,
get and moving vector, and combination of and genes represent the layout expressing a loca-
trial and moving vector in this case. In addi- tion of navigation bar and styles such as font color
tion, Pei et al. reported that incorporating the and size. It displays ten Web pages as individuals
opposition-based learning with IDE could in a generation, and the user gives ratings of one
3D Room Layout System Using IEC (Interactive Evaluational Computation) 43
3D Room Layout System Using IEC (Interactive Evaluational Computation), Table 5 Pseudo-code for typical
IDE/rand/1/bin
IDE ( )
A
w ¼ predefined weighting coefficient;
generation ¼ 0;
create initial group of individuals;
REPEAT
i ¼ 0;
REPEAT
x_i ¼ select a target vector from current group of individuals;
x_p1, x_p2 ¼ select parameter vectors from current group of individuals randomly;
x_b ¼ select a base vector from current group of individuals randomly;
x_m ¼ x_b + w * (x_p1 – x_p2);
x_new ¼ make a trial vector from x_i and x_m by using binomial crossover;
x_i ¼ USER (x_i, x_new);
IF user is satisfied THEN RETURN x_i;
i ¼ i + 1;
UNTIL i > predefined number of individuals;
generation ¼ generation + 1;
UNTIL generation > predefined number of generations;
STOP
(good) to five (bad). Furthermore, the user can interactively using IGA (Ghannem et al. 2013).
evaluate each section such as header and footer Refactoring is a technique that restructures
particularly so that the system reflects the specific existing models such as class diagrams in a soft-
user preferences. ware development cycle, and it improves design
quality while preserving its semantics. It is diffi-
Fashion Design Mok et al. proposed the design cult to automate a complex refactoring and eval-
system that generates a fashion sketch interac- uate the quality and integrity of refactored models
tively using IGA (Mok et al. 2012). The design because it needs empirical rules. The proposed
aid is useful for increasing productivity. The pro- system incorporates feedback from users into the
posed system has a sketch design model describ- optimization processing, and it uses the first
ing the characteristics of the design, a database knowledge obtained from examples of refactoring
storing sketch design models, and a multistage and the second knowledge obtained from users.
sketch design engine that builds the final design. The system analyzes the similarities of examples
Mok et al. demonstrated the system making the and inserts the second knowledge interactively,
skirts design. Genes represent the silhouette, and it displays applicable refactoring while opti-
shape, type of waist and hem, and decoration mizing a model. Genes represent the sequence of
such as dart, yoke, pleat, panel, gathers, slit, and refactoring operations such as “pull-up method,”
ruffles. The system generates initial population “rename attribute,” and “move attribute.” The
based on the waist level and skirt length the user system applies these operations to compose
decides at the beginning, and it evolves the skirt models and gets the evaluation the user scored
design. using the five-level scale.
Refactoring Ghannem et al. proposed the design 3D Motion Akase et al. proposed the design
system that generates a sequence of refactoring system that generates a 3D motion of the
44 3D Room Layout System Using IEC (Interactive Evaluational Computation)
Avatar interactively using IGA (Akase (Akazawa et al. 2005, 2006). The proposed sys-
et al. 2012). Movies and computer games use tem makes scenes by using a semantic database.
3D motions to make the motion of 3D char- The following are specific attributes of the seman-
acters. Generally, designers generate 3D tic database:
motions using motion capture systems. How-
ever, it is difficult to create various 3D 1. Face: Indicate the surface number of bounding
motions. The proposed system creates a box wrapping the 3D furniture object.
unique 3D motion by considering a physical 2. Occupancy distance: Indicate the minimum
limitation. It combines the inverse kinematics distance not to touch other objects.
with IGA to reduce the variables required for 3. Parent: Indicate the parent objects.
motion optimization, reducing the burden of 4. Constraint: Indicate whether a face should
user evaluation effort. The system optimizes touch a certain face of other object or not.
the trajectory of end effectors instead of the 5. Inside component: Indicate the objects placed
joint angles. Genes represent the traveling inside the object.
sequences in common with the gene expres- 6. Connection width: Indicate the width
sion of traveling salesman problem. As with number of objects to place them in the
the feature Sorn et al. introduced, the user can rectangular area.
evaluate each body part such as the head, 7. Connection depth: Indicate the depth
arms, and legs particularly so that the system number of objects to place them in the
reflects the specific user preferences. rectangular area.
8. Connection face: Indicate which faces of the
bounding box are connectable.
Layout Generation 9. Raito: Indicate the ratio of the number of
objects in a width direction to the number of
This section introduces the methodologies to cre- objects in a depth direction.
ate the interactive 3D layout generation system.
Similarly, Lap-Fai et al. proposed automatic
Automatic Layout Generation Based 3D layout systems based on ergonomics con-
on the Constraints straints (Lap-Fai et al. 2011). They defined ergo-
In recent years, designers create city design and nomics as follows:
room layout in a virtual world. For example, “City
Engine” can create cities including street layouts 1. Accessibility: Maintain the space for furniture
and buildings automatically. Parish and Muller to perform a basic furniture function.
proposed this system, and they use a procedural • For example, bookcases need extra space
approach based on L-systems to model cities for books.
(Parish et al. 2001). 2. Visibility: Maintain the sight for human to look
The layout work for 3D virtual rooms takes a viewing surfaces.
long time because 3D objects have six degrees of • For example, other objects should not block
freedom. In addition, 3D furniture objects have a television.
furniture-specific features. For instance, TV needs 3. Pairwise relationship: Maintain the semantic
some space for its watchers to watch, and desk and compatibility between objects.
chair need pairs generally. These features are asso- • For example, place a desk and chair in pairs.
ciated with ergonomic design. Akazawa
et al. proposed a system that generates 3D scene Their system executes the following processes
automatically based on contact constraints to arrange many objects:
3D Room Layout System Using IEC (Interactive Evaluational Computation) 45
3D Room Layout System Using IEC (Interactive database as with the system Akazawa
Evaluational Computation), Table 7 The build pro- et al. proposed. Table 6 explains the build process
cess of room layout
of combinations, and Table 7 shows the build
maximum_number_of_furniture_objects ¼ 37; process of room layouts. Genes represent the com-
//idx is the index number of an individual bination index called “pattern number.” Figure 3
gene_sequences[idx]
illustrates an example of gene sequences, and Fig. 4
[maximum_number_of_furniture_objects];
placeObjects (gene_sequences, patterns)
indicates a part of evolving process in order of top
i ¼ 0; left to bottom right. It optimizes 3D room layouts
REPEAT based on user evaluations.
//select a pattern number (gene element) from a gene
sequence
Quantitative Evaluation Techniques
pattern_number ¼ gene_sequences[idx] [i];
and Problems of the IEC-Based Systems
//get a pattern data
pattern ¼ patterns[i] [pattern_number];
Quantitative Evaluation of the IEC-Based
//The root parent is “Room”
IF pattern.parent is not placed THEN
Systems
i ¼ i + 1;
It is difficult to measure performance of the
continue; IEC-based system in a quantitative way because it
ENDIF includes the subjectivity of users. Many studies
//place a target object_i perform a perceptual study using actual users to
object_i.position ¼ pattern.parent.position + receive a questionnaire about the usability and logs
pattern.relative_distance; of fitness, and they evaluate the usefulness of the
object_i.rotation ¼ pattern.parent.rotation + pattern. IEC-based system applying a statistical test to them.
relative_angle; The following are specific assessment procedures:
i ¼ i + 1;
IF i > maximum_number_of_furniture_objects
THEN
1. Set the goal individual (concept) users should
i ¼ 0; create.
ENDIF 2. Conduct the experimental tests using actual
UNTIL all objects are placed; users.
STOP (A) Create the goal individual using an
authoring tool manually.
Generation 0
0 1 6 3 3 3 5 1 1 4 2 5
sofa pc tv clock sofa pc tv clock sofa pc tv clock
6 7 2 2 2 6 1 7 6 3 0 7
sofa pc tv clock sofa pc tv clock sofa pc tv clock
3D Room Layout System Using IEC (Interactive Evaluational Computation), Fig. 3 An example of gene
sequences
3D Room Layout System Using IEC (Interactive Evaluational Computation) 47
3D Room Layout System Using IEC (Interactive Evaluational Computation), Fig. 4 A part of evolving process in
order of top left to bottom right
2.5
z
2
1.5
1
3
0.5 2
1
0
–5 0
–4 –1 y
–3
–2 –2
x –1 –3
0
1 –4
(B) Create the goal individual using Takagi et al. proposed a performance evalua-
the IEC-based system interactively. tion method for IEC algorithms (Takagi
3. Subjects select A or B that let them create the et al. 2009). It represents a psychological pecu-
goal individual easily. liarity of an IEC user using a mixture Gaussian
4. Calculate statistically significant difference function consisting of four Gaussian functions.
between A and B. The following are specific function and parame-
ters, where n is the dimension number (Fig. 5):
48 3D Room Layout System Using IEC (Interactive Evaluational Computation)
2
4 n xij mij
f ð x1 , . . . , xn Þ ¼ a
i¼1 i
exp j¼1 2 s2ij
3:1
3:4
a¼ ,
4:1
3
1 1:5 2 2:5 1 1:5 2 2:5 1 1:5
0 2 3 1 0 2 3 1 0 2
m¼
2:5 2 1:5 3:5 2:5 2 1:5 3:5 2:5 2
2 1 1 3 2 1 1 3 2 1
1:5 1:5 1:5 1:5 1:5 1:5 1:5 1:5 1:5 1:5
2 2 2 2 2 2 2 2 2 2
s¼
1 1 1 1 1 1 1 1 1 1
2 2 2 2 2 2 2 2 2 2
3D Room Layout System Using IEC (Interactive 3D Room Layout System Using IEC (Interactive
Evaluational Computation), Table 8 The procedure Evaluational Computation), Table 9 The procedure
of proposed system of conjoint analysis
MAIN ( ) CONJOINT_ANALYSIS ( )s
A
p = predefined weighting coefficient; cards ¼ predefined renderings;
priorities, elite = CONJOINT_ANALYSIS (); REPEAT
generation ¼ 0; scores ¼ USER (subset of cards);
create initial group of individuals; averages ¼ calculate_average (subset of cards,
REPEAT scores);
//Function C checks the constraints associated with deviations ¼ calculate_sum_of_squared_deviation
priorities (subset of cards, scores, averages);
fitness = (1 – p) * priorities * C (current group of products ¼ calculate_sum_of_products (subset of
individuals) cards, scores, averages);
p * USER (current group of individuals); solution ¼ solve_system_of_equations (deviations,
IF user is satisfied THEN RETURN the best products);
individual; priorities = calculate_priority (solution);
i ¼ 0; expectancies ¼ calculate_expectancy (cards,
REPEAT solution);
select two individuals based on fitness; elite_individual = select_best_card (cards,
expectancies);
//maintain upper two individuals
precision ¼ check_precision (scores, expectancies);
apply elitist selection;
UNTIL precision > ¼ 0.5;
//produce new two individuals
RETURN priorities, elite_individual;
perform crossover;
STOP
//produce new two individuals based on the elite
individual
perform crossover with elite;
perform mutation; the individual that fits the potential user prefer-
insert six offspring into new group of individuals;
ence analyzed by the conjoint analysis gets an
i ¼ i + 6;
additional score from the system automatically.
UNTIL i > predefined number of individuals;
These features can accelerate the convergence
generation ¼ generation + 1;
speed.
UNTIL generation > predefined number of
generations;
STOP
Summary
Analysis of the Characteristics of IEC Users This entry introduced the typical IEC algo-
The system Akase et al. proposed analyzes user rithms, generation methods of layout, and
preferences using a conjoint analysis so that it recent IEC applications. In addition, it indi-
can support user evaluations and reflect user cated the problems of the IEC-based systems
preferences effectively (Akase et al. 2014). The and some solutions for future directions.
conjoint analysis is an experimental design Although the burden of the user evaluation to
method that gets user evaluation values from optimize complex contents such as 3D room
some rendering and returns the characteristics layout that has many parameters is a problem,
of users. Tables 8 and 9 and Fig. 6 explain the many researchers are addressing it. An
procedures of the proposed system. The system IEC-based authoring tool could be a practical
generates offspring around the elite individual product if they resolved the problem
selected by the conjoint analysis. In addition, completely.
50 3D Room Layout System Using IEC (Interactive Evaluational Computation)
generation = 0
create initial group of individuals
user is satisfied or
yes
generation > predefined END
maximum number of generations
no
i=0
perform crossover
perform mutation
i=i +6
3D Room Layout System Using IEC (Interactive Evaluational Computation), Fig. 6 The flowchart of proposed
system
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52 3D Selection Techniques for Distant Object Interaction in Augmented Reality
distant object in an augmented reality games. Still, it is now being used in a variety of
environment. areas, including education, healthcare, training,
remote collaboration, maintenance assembly, and
smart manufacturing (Barrie et al. 2019; Birt et al.
Introduction 2018; Peña-Ríos et al. 2012; Richert et al. 2019;
Stretton et al. 2018). Selection for the target object
Recently, augmented and mixed reality (AR/MR) in AR and MR will allow the interaction to be
application has become more popular among more precise and therefore enable a more complex
researchers, businesses, and developers in pre- interaction within the application.
senting the information. As current technologies In this context, this article presents and dis-
have improved and are capable of AR and MR, cusses the overview of the selection techniques
more interesting and improved applications are proposed by previous researchers for the target
developed to meet users’ needs. In AR and MR, object in MR to improve the interaction between
selection has been the common task in performing the users with the target object in the environment.
interaction with virtual objects that is being super-
imposed on the real-world environment.
According to Mine (1995), selection is considered Background
when an object is being pointed and validated
among other objects available. The selection is 3D interaction techniques have been extensively
important to be precise in order to select the researched in immersive virtual environments
targeted object in the scene correctly. Therefore, using HMDs and tracking devices, including
various approach has been taken by the previous data gloves and on desktop setups with a keyboard
researchers in order to overcome this issue. Mean- and mouse (Yin et al. 2019). Bowman et al. (2004)
while, according to Yin et al. (2019), the issue of investigated the interaction techniques commonly
defining suitable and propitious 3D interaction used in 3D user interfaces and created a taxonomy
techniques is still an agile area of study. of universal tasks for interacting with 3D virtual
Milgram continuum, a reality-virtuality contin- environments: selection and manipulation of vir-
uum, has sufficient reference for the framework tual targets; navigation and path findings inside a
regarding the classification of different immersive 3D environment; giving instructions using 3D
technologies. The continuum depicted MR as a menus: text, tags, and legends are examples of
transition between the actual and virtual worlds, symbolic input. Meanwhile, several studies have
including AR with augmented virtuality explored the attributes that improve the usefulness
(AV) placed in between (Milgram and Kishimo of 3D user interfaces, mainly for desktops and
1994). The blending of real and virtual worlds near-to-eyes displays. They have proposed a gen-
creates new surroundings and visualizations, allo- eral guideline to UI developers. Better use of
wing for an immersed user experience, which depth cues, especially occlusion, shadows, and
refers to the quality of the interactions given to perspectives, as well as considering the
the user. Meanwhile, AR enables the visualization constrained angle of the viewpoint position,
of virtual objects in conjunction with real-world object being in contrast with the surroundings,
scenes via mobile devices such as smartphones and other factors, are included among the
and tablets, including AR glasses and head- guidelines.
mounted displays (HMD) (Silva 2018). Therefore, accurate selection plays an impor-
With the current advanced technology, AR tant part in providing education and information
applications in mobile devices are more approach- exchange among academics, companies, and
able, allowing them to bloom and enable various developers. For a more pleasant overall experi-
applications widely. In the early stage of AR, AR ence, applications like entertainment and gaming
was first used for entertainment in the form of require more interaction for the user. While for
3D Selection Techniques for Distant Object Interaction in Augmented Reality 53
commercial uses such as healthcare or business pieces and rolls the dices using their brainwaves
training, there is a need for a feeling of physical as input. With the availability of such device/
presence to be more effective with the interaction technology, more possibilities of interaction or A
and enable accurate selection. other research intention can be explored in various
Several input alternatives currently exist and fields with the implementation of AR and MR.
has been proposed by previous researchers in There are various reasons on precise selection
performing selection and further interaction with for the distant object is needed. Since AR and MR
the virtual objects such as touchscreen-based are becoming more prevalent in data or informa-
inputs, gesture-based input, inertial device-based tion presentations, it is essential to provide an
input, speech-based inputs (Lee and Chu 2018; accurate selection for better interaction between
Mossel et al. 2013; Połap 2018; Su et al. 2018; the user and the object in the system provided. To
Yusof et al. 2020). However, gesture-based input define precise selection, the time taken for the
is described as the most natural and intuitive selection to be complete should be less, enabling
approach in performing selection to interact with a higher speed for the interaction to complete.
the virtual object. Interaction with natural gestures With accurate selection, a more precise result of
in free space enables possibilities for exploiting the interaction can be provided.
the interaction’s fullness and expressive-ness, However, previous researchers have addressed
allowing the users to manage several things at several challenges on achieving selection for
once with more degree of freedoms (DoFs) and smooth interaction with the virtual object.
utilize the familiar and real actions (Argelaguet Whitlock et al. (2018) have addressed interacting
and Andujar 2013). Furthermore, interaction with distant objects in AR. Aside from that,
using natural gestures is the most familiar action pointing accuracy may be affected by variations
for the users, which mimics the actions in of in-depth perception for real and virtual objects
daily life. (Whitlock et al. 2018). Ro et al. (2019) also high-
Besides that, the brain-computer interface light the issue of selection on a distant object with
(BCI) is another field that has sparked researcher’s limitations on devices such as see-through HMD
interest in enabling a new way of interaction in the (e.g., Hololens), where it requires the object to be
AR/MR environment (Si-Mohammed et al. within reach (limit distance reachable by the user)
2017). BCI is a system that takes a biosignal, for it to be selected. Other challenges are that
measured from a person, and predicts (in real- pointing to obscured target objects in noisy sur-
time) certain aspects of the person’s cognitive roundings may need nonlinear visual and spatial
state. BCIs could particularly contribute to mapping (Olwal and Feiner 2003). Therefore,
AR-based systems interaction means, especially previous researchers have proposed various
on visual selection tasks that can be done, as an approaches to address these issues.
example, via steady-state visually evoked poten- The following section discusses the
tials (SSVEP) or P300 (Gergondet et al. 2011). approaches from previous researchers on the
With the high computational power of current selection techniques for a target object in
computers and display devices, the goal to build AR/MR to enable and improve the interaction
a real-time adaptive system for AR has been made between the user and the target object in the
a lot more reachable (Vortmann 2019). Recently, environment.
the NextMind (www.next-mind.com) company
has developed an affordable brain device with a
novel type of SSVEP stimuli that is less straining 3D Selection Techniques
on the eye. For example, Pietroszek et al. (2021)
has utilized NextMind within their experiment According to the study by Argelaguet and
with AR HMD to allow for derogating experi- Andujar (2013), interaction is more physically
ence, where the player picks up and moves the challenging within the 3D environment and may
54 3D Selection Techniques for Distant Object Interaction in Augmented Reality
obstruct user tasks by requiring greater skill. Their both. However, the most common approach is
study has identified two main 3D selection meta- often by confirming selection with a button.
phors: virtual hand and virtual pointing. The vir- A study by Mossel et al. (2013) has presented
tual hand is a common metaphor for interacting DrillSample, which addresses the requirements
with objects in an immersive environment. It for precise selection with a one-handed handheld
enables interactions with objects, which are interaction in a dense AR surrounding. Other than
within the arm’s reach of the user. With virtual that, they also address issues of disambiguation
hand metaphor, objects are being interacted with and selection in a dense mobile AR environment
in a manner that is similar to touching and grasp- for highly occluded objects or with high visual
ing in real life. Virtual hands are often resemblance. In their approach to perform precise
implemented as a one-to-one mapping of selection in touch-based interaction, a single
the user interaction area (the region of space that touch action on the screen causes the coordinates
the user may reach, such as within arms reach of of the 2D screen to be projected back into the 3D
the user) and the control area (the space reachable space. It will trigger the ray to be cast from the
by a virtual hand in the immersive system). On the virtual camera’s position in the direction of the 3D
other hand, virtual hands are typically less accu- point into the handheld AR scene. The handheld
rate and result in delayed task completion than the device 6DOF stance, which is generally provided
alternative technique, virtual pointing, owing to in handheld AR, may be used to estimate the
existing technology implementations. direction.
Although the virtual hands technique is well- Meanwhile, Ramos et al. (2015) presented
known at the beginning since it directly maps the GyroWand, a 3D interaction with the implemen-
virtual tasks identically with the actual task, tation of raycasting technique in independent AR
which results in a more natural interaction. HMDs. The inertial measuring unit (IMU) on a
However, current researches have demonstrated handheld controller captures relative rotation data
that tackling real-world bodily constraints has utilized in the raycasting technique.
significant advantages, such as allowing the Another study by Ro et al. (2019) has proposed
selection on the out of reach objects to be a new user interface that utilizes raycasting using
performed by the user using raycasting, a the depth-variable method for selection on remote
pointing technique. According to a number of objects in an AR environment. The ray-depth
user analyses in the literature, virtual pointing information is included in addition to sensor infor-
techniques generally result in higher selection mation because ray-depth must be adjusted for
efficacy than rival 3D selection metaphors pointing in mid-air in a 3D space. Although
(Bowman et al. 2004). GyroWand is also utilizing IMU on a handheld
controller to capture the relative rotation data for
Ray Pointing the raycast for the selection, however unlike the
The raycasting technique can be implemented for AR pointer, it did not have depth information. The
touch-based interaction, gesture-based interac- GyroWand will go into the Disambiguation state,
tion, or hybrid interaction. Raycasting can also where users refine the actual target they want to
be implemented in various aspects, including select in-depth. Aside from that, the GyroWand
how the ray is being controlled. Raycasting was able to employ the ray as a line and convert it
extends the user’s reach by pointing an extended to a volumetric form if required. It will improve
ray outwards, starting at the user’s hand or the precision while choosing items at a distance.
designed cursor (Auteri et al. 2013). A starting
point and a trajectory are required to control the Flexible Pointer
ray. These two values may be obtained by moni- Apart from that, Olwal and Feiner (2003) have
toring the orientation and position of a controller, suggested a flexible virtual pointer that permits a
the hand of the user, head, or a combination of user in a 3D world to more readily point towards
3D Selection Techniques for Distant Object Interaction in Augmented Reality 55
3D Selection Techniques for Distant Object Interaction in Augmented Reality, Table 1 The summary of 3D
selection techniques of related researches
Researchers Proposed selection technique Advantage Drawback
Ro et al. AR Pointer – Able to specify Easy to learn for the user and The error rate is higher for
(2019) ray direction and adjustable fast completion time object rotation angle error (arc
ray’s depth to calculate the Able to register an object at a ball rotation method)
ray’s endpoint specific mid-air point in three
dimensions
Yin et al. Present four novels AR Although tested in a handheld The technique presented was
(2019) selection techniques for AR environment, it can also be only implemented for
handheld mobile devices. applied in other dense virtual selection using touch-screen
environments or other input
interactive interfaces that use
touch screen input
Kytö et al. Multimodal pointing Include two primary input Gaze calibration was typically
(2018) techniques for wearable AR modes, eye gaze and head less accurate for extreme
interfaces. Presented two pointing, and combine with a upper and lower targets, and
prototypes – GazeBrowser and refinement provided by a that overall accuracy tended to
SmartPupil handheld device degrade over time
Jung et al. BoostHand – a freehand, The user control space can be Tracking errors by Leap
(2017) distance-free object- expanded by emphasizing Motion can largely influence
manipulation system that intuitive and straightforward the system’s performance
supports simple trigger interaction
gestures using Leap Motion Able to provide better
performance at long distances
with fewer movements
Kim and Lee Hybrid interaction of touch- Enable natural and intuitive One hand needs to hold the
(2016) based and real hand gestures interaction with 3D AR objects device, which could lead to
for direct interaction with AR on handheld and mobile fatigue.
objects devices
Ramos et al. GyroWand – interprets the Initiate raycasting from other Does not investigate the
(2015) relative rotational values using spatial coordinates (chin is a performance and comfort of
a state machine and provide good candidate as the origin for the proposed approach against
three new disambiguation the raycast) the natural user interface
mechanisms
Piumsomboon G-SIAR – multimodal G-Shell required less effort, There are limits in the tracking
et al. (2014) interaction technique of frustration, mental, physical, resolution and speech and
gesture and speech and temporal demand, and gesture recognition accuracy
provided higher performances
Auteri et al. Presented a hybrid selection Enumerated different design The user felt a lack of control
(2013) technique that combines decisions involved blending when using PRISM
PRISM and Go-Go PRISM and Go-Go, resulting
in a huge improvement in task
precision
Mossel et al. DrillSample – two-step Develop guidelines to enable It was only tested for selection
(2013) selection technique with only precise selection in a single- on the occluded object within
one finger input in a dense handed handheld AR close range
handheld environment (high environment
visual similarities) The performance study clearly
revealed the strength of the
DrillSample technique
compared to related work in
the study
3D Selection Techniques for Distant Object Interaction in Augmented Reality 57
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mixed reality for experiential learning and simulation in
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and developers from various fields of studies in 3D User interfaces: theory and practice, CourseSmart
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IEEE Access. 7, 17663–17674 (2019) ics of various types of time varying media
3D Visualization Interface for Temporal Analysis of Social Media 59
contents using 3D information visualization images (Kitsuregawa et al. 2008; Chi et al. 1998;
techniques. Chi and Card 1999; Toyoda and Kitsuregawa
2005; Kehoe and Gee 2009). A
In this entry, I will introduce three kinds of 3D
Introduction information visualization systems for analyzing
temporal changes in: (i) link structure,
Social media such as blogs and microblogs has (ii) textural contents, and (iii) image contents on
become popular. It enables us to easily and rapidly social media.
publish information on our personal activities,
interests, and opinions through writing document,
creating links to other information resources, and State-of-the-Art Work for Visualizing
providing images and/or movies. It dynamically Temporal Changes in Social Media
reflects real movements in society. Contents
Many organizations have collected and
archived social media contents over the long Visualization for Temporal Changes in Link
term. Time series of archived data enable us to Structure
analyze temporal changes in trends in social We first introduce an interactive 3D visualization
media that reflect both real and virtual activities. system for the time series of web graphs (Itoh
Visual analytics for extracting trends and read- et al. 2010). It is to enable us to examine the
ing stories from time sequential data sets are evolution of web graphs by comparing multiple
important research domains. There has been graphs that have different timings and topics. To
much research on analyzing temporal changes in accomplish the system, it utilized interactive 3D
trends on social media through visualizing link components called TimeSlices that are 2D planes
structures, results of text analysis, or flows of to visualize web graphs in a 3D environment. We
3D Visualization Interface for Temporal Analysis of Social Media, Fig. 1 Example for visualizing changes in link
structure on blogs related to the term “working poor”
60 3D Visualization Interface for Temporal Analysis of Social Media
can interactively add new TimeSlices along the appeared after the “working poor II” had been
timeline, and they can manipulate them to animate broadcast. We can find that influencers shifts in
web graphs. Visualized web graphs on TimeSlices focus from the official pages of “working poor” to
are snapshots of different timings. “working poor II.”
Figure 1 shows the example for visualizing
changes in link structure on blogs related to the Visualization for Temporal Changes
term “working poor.” First peak appeared after the in Textural Contents
TV program called the “working poor” had been We next introduce an interactive 3D visualization
broadcast. Most blogs were linked to the official system for exploring temporal changes in
page of the TV program. The second peak bloggers’ activities and interests through
3D Visualization Interface for Temporal Analysis of Social Media, Fig. 2 Example for visualizing changes in
textural contents on blogs for comparing marketing effect of two telcos
3D Visualization Interface for Temporal Analysis of Social Media 61
visualizing phrase dependency structures (Itoh to Telco B” in most months by observing changes
et al. 2012). To accomplish the system, it utilizes in the structure and frequencies for events. (ii) We
two 3D components such as TimeSlices and can expand nodes related to “announce” and A
TimeFluxes. TimeFluxes enable us to visualize “release” to find details on announcements and
temporal changes in the attribute values of partic- products that were released, and we then find
ular nodes at every timing. The system visualizes that “Telco A” announced a “new price plan” in
dependency structures of phrases as a unified tree the first peak and released “product A” in the
representation in TimeSlices and enables us to second peak.
interactively navigate to the detailed information
by expanding nodes in the tree representation. Visualization for Temporal Changes in Image
Sliding operation for the TimeSlices along the Contents
timeline indicates changes in the structure and We finally introduce a 3D system for visualizing
frequencies of dependency relations. To compare visual trends on social media that chronologically
different timings and topics side by side, it pro- displays extracted clusters of images on blogs
vides multiple 2D planes. It also visualizes (Itoh et al. 2013). The system first adopts a histo-
changes in the frequencies of dependency rela- gram of images by stacking them on a timeline to
tions by using TimeFluxes. visualize the flow of various images at each timing
Figure 2 shows the example for visualizing to visually analyze trends. This design enables us
changes in textural contents on blogs for compar- to find the timing for the beginning of the topic,
ing marketing effect of two telcos. The upper changes in trends for the topic, bursting points,
TimeSlice shows a topic for “Telco A,” while the and a lifetime of the trends. Secondly, it arranges
lower one shows a topic for “Telco B.” (i) We can multiple histograms of images in a 3D space to
recognize events related to “change/switch to visualize images on different aspects. This design
Telco A” are more popular than “change/switch allows us to observe different situations between
3D Visualization Interface for Temporal Analysis of Social Media, Fig. 3 Example for visualizing changes in
clustered images related to “Prime Minister Hatoyama” extracted from blogs
62 3D-Rendered Images and Their Application in the Interior Design
different topics, sequences of trends, and events Toyoda, M., Kitsuregawa, M.: A system for visualizing
with the same timing on different topics. and analyzing the evolution of the web with a time
series of graphs. In: Proceedings of HYPERTEXT’05,
Figure 3 shows the example for visualizing pp. 151–160 (2005)
clusters of images related to “Prime Minister
Hatoyama” extracted from blog based on visual,
textual, and chronological similarities. The top
20 clusters are arranged from front to back 3D-Rendered Images and
according to their rankings. Images are aggre- Their Application in the
gated per week. We can read stories about Interior Design
“Prime Minister Hatoyama” by exploring the
movements of topics. Petyo Budakov
New Bulgarian University, Sofia, Bulgaria
Conclusion
Synonyms
This entry has introduced the 3D visualization
systems for analyzing social media that utilized Depth of field; Interior design; Length of view;
one dimension in a 3D space as a timeline. Lens; Real estate photography; Render; Virtual
Although they independently visualized temporal camera; V-ray, 3D studio max
changes in link structures, results of text analysis,
and image clustering for single medium, we can
combine these contents and mechanisms to con- Definitions
struct integrated 3D visualization systems for
intermedia analysis. Aperture This is the hole through which light
enters the camera. Its size can be
changed to control the brightness of
References the light allowed through to the
image sensor.
Chi, E.H., Card, S.K.: Sensemaking of evolving web sites
using visualization spreadsheets. In: Proceedings of Depth of It determines the depth of field as a
InfoVis’99, pp. 18–25 (1999) field range of scene depths that appear
Chi, E.H., Pitkow, J., Mackinlay, J., Pirolli, P., Gossweiler, (DOF) focused in an image.
R., Card, S.K.: Visualizing the evolution of web ecol- Field of It illustrates what angle is captured
ogies. In: Proceedings of CHI’98, pp. 400–407 (1998)
Itoh, M., Toyoda, M., Kitsuregawa, M.: An interactive view by the lens. The size of the FOV is
visualization framework for time-series of web graphs (FOV) designated in mm.
in a 3D environment. In: Proceedings of iV 2010, Rendering The process of image synthesis by
pp. 54–60 (2010) simulating light environment. The
Itoh, M., Yoshinaga, N., Toyoda, M., Kitsuregawa, M.:
Analysis and visualization of temporal changes in rendering process is performed by
Bloggers’ activities and interests. In: Proceedings of render plugins.
PVis 2012, pp. 57–64 (2012) Shutter The shutter speed setting determines
Itoh, M., Toyoda, M., Kitsuregawa, M.: Visualizing time- how long the shutter remains open
varying topics via images and texts for inter-media anal-
ysis. In: Proceedings of iV 2013, pp. 568–576 (2013) to expose the image sensor, e.g., it
Kehoe, A., Gee, M.: Weaving web data into a diachronic controls the length of the exposure.
corpus patchwork. Lang. Comput. 69(1), 255–279 V-ray It is a render plugin which adds
(2009) some additional features to the
Kitsuregawa, M., Tamura, T., Toyoda, M., Kaji, N.: Socio-
sense: a system for analysing the societal behavior from existing software such as: 3D Studio
long term web archive. In: APWeb; LNCS, vol. 4976, Max, Maya, Blender, Rhynoceros
Springer, pp. 1–8 (2008) 3D.
3D-Rendered Images and Their Application in the Interior Design 63
V-ray The camera is the tool that captures could be without any distortions or including
Physical virtual 3D image/s. some redundant details.
Camera In order to explore the application of A
3D-rendered images in the interior design is
Introduction important to explain the 3D rendering as a process.
In the real world, the light sources emit photons
Many interior designers aim to improve the effec- that travel in certain direction until they interact
tiveness of their workflow by reducing the work- with a surface. When the photon hits a side, it
load they spend to prototype certain products and might be absorbed, reflected, or transmitted.
to dramatically increase the “wow” effect of their Some of the photons that hit the retina of the
final output. The creation of a “dream home” is a viewer are converted into a signal that is perceived
major goal to every practitioner whose projects by the brain and thus – creating an image. The
reflect the clients living preferences by lining up creation of an image which is based on the same
shapes, forms, color palette, finishes, textures, and interaction between photons and a 3D environ-
lights. Our fast-paced digital life has changed the ment might be simulated on the computer. The
consumer’s perception and requirements by mak- process of image synthesis by simulating light
ing it much more sophisticated. The traditional environment is called rendering (Walia 2010).
two-dimensional hand-drawing sketches provide An array of research has been conducted, focused
certain restrictions regarding the client’s imagina- on the following problems:
tion by not being able to realistically recreate the
real space. • How to achieve high quality rendering that
However, the hand-drawing rendering induces the feeling of photo realism?
(sketches) laid the basis of the contemporary 3D • How to reduce the rendering time?
design and they facilitate the interior designers in
building the main foundation of their projects
Rendering Techniques
(Wang 2002, p.12): “The real understanding of
pencil sketching goes beyond the “state of the
However, the rendering techniques could be clas-
art” – it is about creative seeing, such as how to
sified into two main approaches (Verma and Walia
isolate or highlight details in a complex visual
2010):
scene.” Sketching plays a significant role in
designer’s eye-hand coordination (Wang 2002).
• Geometry-based rendering – the illumination
People naturally see, observe, and create their pro-
of a scene has to be simulated by applying
jects and the pencil sketching enable the designers
shading models. This method requires more
to conceive some fresh concepts and to come up
computing power.
with innovative ideas. Thus, sketching as a
• Image-based rendering – using images as a
method could be deemed as a vital prerequisite
modeling primitive.
stage of the workflow rather than an “obsolete”
and useless approach.
Recently conducted research study, published Principles in the Interior Design
by marketsandmarkets.com argues the 3D render-
ing is expected to grow in a frenetic rate: from The initial stage of project planning includes plan-
USD 1.06 billion in 2017 to accumulate USD 2.92 ning of partitions, furniture layouts, finishes,
billion by 2022, at a compound annual growth rate etc. This process is based on following some spe-
(CAGR) of 22.40% during the forecast period. cific rules which might seem quite universal for all
Many experts are convinced that the usage of 3D types of design, e.g., graphic design, fashion
visualizations refine the interior design projects as design, etc. These rules are determined by Erica
a real showcase of what actually the future home Swanson as: balance, emphasis, proportion and
64 3D-Rendered Images and Their Application in the Interior Design
scale, harmony and unity, the rhythm (Swanson By using 3D renders, interior designers would
2010). be able to simulate how different furniture, finish,
wall textures interact with the environment and
• Balance the main light sources.
• Emphasize 3D modeling and texturing enable interior
• Proportion and scale designers easily adjust the space, colors, lights
• Unity and harmony sources, and textures according to clients’ prefer-
• Rhythm ences. Furthermore, the 3D modeling and render-
ing allow relatively quick customization and
Experienced designers often break these rules modifications after receiving the clients review.
or create their own in terms of what they insist to This process significantly increases the effective-
achieve. However, in order to illustrate the final ness of the interior design by facilitating the rela-
outcome, the real estate marketing utilizes the tionships between designers and clients.
photography as an appropriate manner to present However, rendering algorithms are rather com-
the completed property and its features. The inves- plicated and the accomplishment of high realistic
tigator illustrates below the ten most essential and 3D images often could be a highly time-con-
vastly popular principles in real estate photogra- suming process. It might require some special
phy, determined by Lohrman (2014): hardware features, based on the fact that rendering
time is highly dependent on scene complexity. As
1. Clearly illustrate the features of the estate. a consequence, interior designers should be very
2. Use wide-angle lens. careful when choosing the right render engine.
3. Remove the clutter shadow.
4. Take a primary exterior shot.
5. Illustrate the interior as light and bright – it What Is V-Ray
refers to the exposure control settings.
6. The property’s walls must look straight. V-ray is a render engine, which means it adds
7. Vertical and horizontal lines must be also some extra features to the existing software such
straight. as: 3D Studio Max, Maya, Blender, Rhynoceros
8. Avoid the brightness of the windows which 3D, etc. by improving the render speed and qual-
causes distraction. ity. This render engine aims to create photo-
9. Simplify the color palette. realistic images for the needs of the interior and
10. Present the photo in the most effective way. exterior design, product design, and animation.
This entry exams the V-ray as a plugin to 3D
The usage of 3D software could facilitate the Studio Max and all examples are produced in 3D
implementation of these principles by assuring a Studio Max. However, the Render Setup menu
set of tools that allows designers create, modify, allows to set up the right render – Mental Ray,
insert objects and textures, adjust the lighting V-ray, or V-ray RT. The last one enables its users
scheme, point of view, and render the final to utilize both CPU (central processing unit) and
image in a resolution that is suitable for different GPU (graphic processing unit) hardware acceler-
purposes. Moreover, the 3D modeling and render- ation and to see the update to the render while they
ing could provide clients with more realistic per- edit the scene in real time (lights, materials, tex-
spective of the space, to let them decide whether tures, camera, etc.).
certain furniture fits with the space or not as well Regarding the functionality of V-ray, this ren-
as to identify certain flaws. Once these faults are der engine provides users with its own lights and
identified, the designers could discuss with their camera.
clients how to resolve the problem and come up V-ray lights include a set of lights that are
with an appropriate solution without losing time specially designed for application in 3D Studio
later. Max. The standard Ray Traced Shadow and
3D-Rendered Images and Their Application in the Interior Design 65
Shadow Map shadows are optimized to work with instance, painters use different types of composi-
V-ray. However, V-ray offers its users with a V-ray tions, colors, shapes, and forms in order to convey
Light Meter Utility that enables them to evaluate emotions and induce feelings. Photographers and A
the lighting in a scene and to make cinematographers use compositions, point of
certain adjustments in order to refine the view, exposure, and motion. These settings help
lighting. Depending on the effect designers the authors to create their visual language. The
want to create, they could use some of the follow- camera is an essential and powerful tool for all
ing lights, determined by CHAOS GROUP interior designers and animators which they use to
(http://docs.chaosgroup.com): visualize their projects. Taking advantage of its
wide variety of settings, interior designers would
• Area lights – V-ray light that can be used to be able to establish a full control of the perspective
create physically accurate area lights of differ- and as a consequence to enhance the quality of
ent shapes. Designers could choose some of their final output. There are some really vital ele-
the following types of shapes: plane light, disc ments that need to be considered in order to obtain
light, sphere light, mesh light, and dome light. a better understanding of how the V-ray Physical
• A Sun light – designed to work together, V-ray Camera works and how its settings could be used
Sun and V-ray Sky reproduce accurately the for the needs of the interior designers.
real-life Sun-Sky environment. The V-ray render engine is a complex plugin
• Photometric lights – it enables the users to that offers an infinite number of settings enabling
utilize .ies files – it is a file which contains users enhance the realism and avoid many prob-
specific features of a real-world light bulb. lems such as: noise, flickering, etc. Most of the
• Ambient light – this light does not come from V-ray menu options are highly dependent on each
specific directions and it could be used to other. The researcher will explore in-depth the
reproduce or simulate global illumination. most important V-ray Physical Camera abilities,
rather than explaining the most essential settings
The accurate usage of the above-explained in a top to bottom manner. In order to establish
lights would allow interior designers establish clarity, the author’s considerations are focused on
a full-fledged 3D scene and enable them to cus- the camera as an important element that has a
tomize precisely the lighting effects they intend to significant contribution to the quality of the final
create. render. Furthermore, the camera constitutes just
part of a complex render algorithm which is based
on the settings, provided by the main V-ray menu.
V-Ray Physical Camera This menu provides a large number of abilities
that improves the rendering and its performance,
However, a 3D photo realism could not be possi- such as: Global Illumination (GI), Image Sampler,
ble without using an appropriate camera. The Adaptive DMC, etc.
camera is the tool that captures the image/s and Thus, a parallel will be done between the real-
enables the cameraman to tell stories. Knowing world camera and the one provided by V-ray in
how to manipulate and control the camera settings 3D Studio Max, called V-Ray Physical Camera.
will make possible to achieve all of the above- This comparison aims to identify whether the
mentioned real estate photography principles and, V-ray Physical Camera has the same abilities and
thus, to engage deeply their clients. This entry settings that the real-world digital camera has, in
makes a parallel between the features provided order to achieve and incorporate the five princi-
by the real camera and the one V-ray provides in ples listed above.
3D Studio Max. Many experts claim (Obeo 2017), the real-
The V-ray Physical Camera in 3D Studio Max estate photography has some special requirements
is a powerful tool which aims to narrate a certain to the equipment, e.g., the photographers should
story through its infinite number of tools. For be provided with a digital single lens reflex
66 3D-Rendered Images and Their Application in the Interior Design
camera (DSLR) body, tripod, flash, and a full In photography, there are certain types of
gamut of lenses. V-ray in 3D Studio Max offers lenses that enable photographers to capture inte-
all of these facilities – an effective synergy rior scenes with different field of view. Some
between the V-ray Physical Camera, V-ray Lights, widely available lenses according to the standard
and some advance render settings. In addition, 35-mm cameras are the following:
many practitioners recreate the flash effect by
aligning a V-ray white-colored light with a very • Normal lens (50 mm, 85 mm). It reproduces
small amount of multiplier to the camera. fairly the same what the human eyes see.
The real-world camera (DSLR or a mirrorless • Wide-angle lens (10–42 mm). When comparing
interchangeable lens camera) enables their users with the normal lens, it captures relatively wider
to control a number of settings, some of which are angle. For instance, small-sized bathrooms,
quite important for incorporating all of the above- bedrooms, and cellars are difficult to shoot with-
mentioned design principles. The analysis will be out having such kind of lens. Many experts and
based on the following control settings: photographers claim that all real estate look
better when using a wide-angle lens. The type
• Control the field of view of lens should be selected carefully in order to
• Controlling exposure (shutter controls and avoid distortion and inaccurate perspective.
aperture controls) • Zoom lens (100–800 mm). Nevertheless, it is
rarely used for taking photos of real estate
scenes – it captures relatively narrower angle,
Field of View comparing with the normal lens. This lens
allows the users to adjust the focus ring in
The field of view is one of the most important order to change the focal length. This process
parameters to which designers should pay atten- is known as lens breathing. However, by using
tion. It illustrates what angle is captured by the this lens, the photographers should be aware
lens and thus it enables the interior designers to that they distort the depth of field (DOF).
incorporate principles: 1, 3, 6, and 7 (Lohrman • Depth of field – There is a plethora of terms
2014) in their projects: that are tossed around DOF. However,
The field of view is dependent of two main Nagahara et al. (2008) determine the depth of
factors, explained by Douglass Kerr in his study field as a range of scene depths that appear
“Equivalent Focal Length”: focused in an image. Furthermore, the strength
of DOF is highly dependable by the aperture.
• The focal length – it determines the angle of By successfully utilizing the DOF, the real
view or, in other words, how much of the estate photographers could emphasize certain
scene will be captured. The greater the focal focal point of the living space that should be in
length, the narrower the field of view is (Kerr focus and visually appears as the most obvious
2009). point spotted in the interior.
• The camera’s format size – it refers to the size • Fish-eye lens (7–16 mm) – this lens provides an
of the film frame or with the size of the digital immensely wide angle and it distorts the straight
sensor. In general, the smaller the format size, lines into curves. The interior photographers
the smaller the field of view. Nowadays, the most utilize it when it comes to creating some special
popular digital single reflex cameras are effects or unconventional point of view.
manufactured with sensors nearly equal to those
of 35-mm film. For example, regarding the dig- A comparison between the real-world camera
ital photography, a lens is deemed to be a “normal and the V-ray Physical Camera features, which is
lens” when its focal length is approximately based on the above-mentioned characteristics, is
equivalent to its sensor diagonal size (Kerr 2009). illustrated in Table 1.
3D-Rendered Images and Their Application in the Interior Design 67
Exposure Control
3D-Rendered Images and Their Application in the Interior Design, Fig. 3 Comparison between photo and V-ray
render. (Source: Created by the author – Petyo Budakov, Ph.D. in 3D Studio Max 2016)
3D-Rendered Images and Their Application in the 3D-Rendered Images and Their Application in the
Interior Design, Fig. 4 Interior design, rendered with Interior Design, Fig. 5 V-ray-rendered image (Source:
V-ray. (Source: http://help.chaosgroup.com/vray/help/ Created by the author – Petyo Budakov, Ph.D. in 3D Studio
rhino/200R1/images/tutorials/interior/Final%20Render% Max 2016)
20002.png; Created by the author – Petyo Budakov, Ph.D.
in 3D Studio Max 2016)
vision. The high-realistic 3D virtual projects sig-
nificantly facilitate the sales of incomplete prop-
inaccurate ISO values that make their photos erties by providing buyers with a clear vision and
noisy or grainy. This problem is completely precise idea of their future homes. Obviously, the
resolved by the unique V-ray algorithm which economic benefits are also present – instead of
opens new horizons to achieve extremely high using some less attractive two-dimensional
realism in terms of interior design projects. Fur- sketches, wasting time until the property is
thermore, the application of the 3D-rendered accomplished, and then hiring a photographer to
images have its strong impact on the real-estate take the photos, the interior designers are capable
marketing – 3D models are used to promote the to do all this in advance. As a consequence, the
sale of property by providing lenders and inves- project becomes much more affordable and a
tors with a good understanding of the project’s recently conducted survey by Real Estate in a
70 Abstraction and Stylized Design in 3D Animated Films
Digital Age (2017), 50% of the buyers find the 3D Chaosgroup.: Retried from: https://docs.chaosgroup.com/
visualizations and virtual tours as a preferable d i s p l a y / V R AY 3 M A X / A r e a + L i g h t s + % 7 C
+VRayLight. Accessed: 01 Oct 2017
option that facilitates their final decision for Curtin, D.: Exposure Controls—The Shutter and Aperture.
purchasing. Retried from: http://www.shortcourses.com/use/
As a conclusion, the 3D-rendered images trans- using1-6.html. (2011). Accessed: 07 July 2017
form not only the interior design in general but also Visualization and 3D Rendering Software Market by
Application (High-End Video Games, Architectural
make a strong impact on the real estate marketing. and Product Visualization, Training Simulation, Mar-
keting and Advertisement), Deployment Type, End-
User, and Region- Global forecast to 2022.: Published
Cross-References by: marketsandmarkets.com. Publishing date: June
2017, Report Code: TC 4168. Accessed: 03 Sep 2017
Books
Lohrman, L.: What Real Estate Agents Need to Know AABB, Aligned-Axis Bounding
About Photography, 4th edn. Media LLC (2014) Boxes
Nagahara, H., Kuthirummal, S., Zhou, C., Nayar, S.: Flex-
ible Depth of Field Photography, European Conference ▶ Spheres, AABB, and OOBB as Bounding
on Computer Vision, pp. 60–73. Retrieved from: http://
www.cs.columbia.edu/~sujit/PAMI.pdf (2008) Volume Hierarchies
Swanson, E.: Interior Design 101. Retrieved from: http://
ericaswansondesign.com/wordpress/wp-content/
uploads/2010/05/E-Book-Final.pdf (2010)
Verma, V., Walia, E.: 3D Rendering – Techniques and
Challenges. International Journal of Engineering and Absorption
Technology. 2(2), 29–33 (2010). Retrieved from: http://
www.enggjournals.com/ijet/docs/IJET10-02-02-01. ▶ Videogame Engagement: Psychological
pdf Frameworks
Wang, T.: Pencil Sketching, 2nd edn. Wiley, New York
(2002)
Reports
Kerr, D.: Equivalent Focal Length, Issue 1, Retrieved from:
http://dougkerr.net/Pumpkin/articles/Equiv_Focal_ Abstraction and Stylized
Length.pdf (2009) Design in 3D Animated Films:
OBEO.: Real Estate Photography, Retrieved from: http:// Extrapolation of 2D
www.obeo.com/wp-content/themes/obeo/assets/
media/obeo-photography-ebook.pdf (2017)
Animation Design
Real Estate in a Digital Age.: National Association of
Realtors. Retrieved from: https://www.nar.realtor/ Daniel N. Boulos
sites/default/files/reports/2017/2017-real-estate-in-a- University of Hawai’i Manoa, Honolulu, HI, USA
digital-age-03-10-2017.pdf (2017). Accessed 05 Aug
2017
Websites Synonyms
Carroll, B.: (www.bocphotography.com), Published by:
Barry O Carroll. Accessed: 15 Sep 2017 Accord; Conform; Formalize
Abstraction and Stylized Design in 3D Animated Films 71
Definition of Style
Background The Oxford Dictionary offers the following defi-
nition for style, “A distinctive appearance, typi-
“Traditionally, computer graphics pursued the cally determined by the principles according to
reproduction of real world. Consequently, many which something is designed” (Oxford 2015). The
efforts were devoted to the photorealistic term “distinctive” is helpful, as one benefit of
approach of rendering and processing images” stylization is a unique visual identity. The term
(Sparavigna and Marazzato, p. 1). This observa- “designed” implies the intent to implement a pro-
tion is important as it identifies a fundamental cess leading to visual identity.
72 Abstraction and Stylized Design in 3D Animated Films
Abstraction and Stylized Design in 3D Animated Films: Extrapolation of 2D Animation Design, Fig. 1 Van-
Gogh’s Starry Night to photo comparison
Stylization in the 2D Animation Feature Film generating more returns than the initial film the
Process design appeared in.
Stylization is at the heart of the animation indus- The production process of traditional 2D ani-
try. A photo-realistic design of an animal such as a mated feature films leveraged stylization at many
bear cannot be easily registered for copyright; points within the creation timeline. It was often
however, a highly stylized interpretation of a highly stylized representations which first visual-
bear such as Hanna and Barbera’s Yogi Bear is ized a story idea in the visual development phase
copyrightable as a creative work. Such character of preproduction. Stylization was a central part of
design copyright is at the foundation of animation the 2D layout process where line drawings for
merchandising. Stylized character designs are each background painting were carefully created.
highly profitable for animation studios often Following the instructions of an art director,
Abstraction and Stylized Design in 3D Animated Films 73
specific stylization concepts would be applied by approach to the effect of a smoke cloud. The
layout artists as they would interpret the setting of representation favors specific types of curvilinear
the film, designing backgrounds for all shots treatments and angular oppositions. The visual A
within the film. The supervising animators then interpretation stands in marked contrast to the
applied stylization, as they began the experimen- same event in the physical world (Fig. 4).
tal animation that would set the tone for their
characters’ performances. The final design of the Realism in Early Computer Graphics
character was informed by the stylistic theme of The value of computer-generated imagery as a
the film. In these images from Walt Disney’s 1959 visual effects element for live-action film was
feature Sleeping Beauty, it is evident that stylistic evident from its early use such as in the 1973
choices created for the background design in a film Westworld and the 1977 film Star Wars Epi-
shot flowed into the interpretation of line and sode IV. Throughout the 1980s computer graphics
form in the character design (Fig. 3). played an ever-increasing role in live-action
The architectonic styling of the gothic-inspired visual effects. Animation that had traditionally
backgrounds by stylist Eyvind Earle carry through been accomplished through stop-motion tech-
into the angular interpretation of the characters; a niques was soon replaced by 3D computer ani-
harmony is achieved between the stylization mated effects. Accordingly, 3D animation tools
applied to the props, set elements, and the evolved along a trajectory of photorealism. Life-
characters. like portrayals of light and shadow as well as color
However, the stylization process did not end were necessary for seamless compositing with
with the look and feel of the character designs, live-action elements. The need for realistic treat-
backgrounds, and props. Stylization was central to ments influenced the evolutionary path of 3D
movement in character animation; the animation technology during the same period when uses
of the characters themselves provided a richly for 3D graphics and animation were still being
stylized experience of real-world motion and defined. After Pixar’s great achievement and crit-
timing, much in the same way a ballerina stylizes ical success with Toy Story in 1994, it was
such mundane activities as walking or such unreal established that 3D animation could compose the
activities as flying like a swan. entirety of a film. Rather than a means to an end,
Finally stylization was also applied in the inter- as in the case of visual effects, 3D animation had
pretation of natural phenomenon. This example become a final product. It would take however
from Walt Disney’s Hercules shows a stylized
Abstraction and Stylized Design in 3D Animated Films: Extrapolation of 2D Animation Design, Fig. 3 Design
examples from Walt Disney Pictures’ Sleeping Beauty
74 Abstraction and Stylized Design in 3D Animated Films
Abstraction and Stylized Design in 3D Animated Films: Extrapolation of 2D Animation Design, Fig. 4 Walt
Disney Pictures' Hercules to photo smoke comparison
several years to break from the pursuit of realism vector animation. Flash vector animation popu-
and implement stylization on a broad scale. lated the web of the 1990s offering motion
graphics via the low-bandwidth Internet connec-
tion common for that time. Flash software was
The Influence of Technology adapted for television production as it offered
timesaving advantages previously impossible in
Early Television the limited animation repertoire. The characteris-
Early television broadcasts were of limited reso- tic use of line and shape from early web anima-
lution with two alternating fields of horizontal tions found its way into many television shows of
lines creating each final frame. The thin lines of the last decade. A clear visual parallel can be seen
hand-inked animation cells used in theatrical in the flat graphic character styling favored by
shorts did not display well, and at certain tangents early television animation of the 1950s and the
to the horizontal could be lost altogether during Flash-influenced television designs of the last
broadcast. The use of thick ink lines in television 15 years (Fig. 6).
animation produced a solution that was not only
functional but also a stylistic standard for the new
medium (Fig. 5). Filmmaking
stylistic conventions in Rocky & Bullwinkle con- The music-driven films were segmented into
trast against the variations seen in Johnny Quest, separate capsules more indicative of the animated
which was influenced by comic book illustration short format. Narrative-driven features had the
(Fig. 7). burden of clarifying complex character arcs,
Early Disney theatrical features, such as staying onscreen for extended periods. More
Bambi, can be seen in stylistic contrast to detailed facial treatments were dictated by these
musically derived works such as Fantasia genre-induced requirements (Fig. 9).
(1940) or Make Mine Music (1946). In For example, the white region of the eye is
Bambi the soft-edged painted treatments by important in subtle facial expressions, and a
stylist Tyrus Wong set the mood and look of more stylized treatment of an eye may not encom-
the forest in which the highly stylized design pass the same expressive range.
of the character Bambi, from animator Marc
Davis, performed. In Make Mine Music mini- The Role of Stylization in Storytelling
malized character and background treatments Stylization plays an important role in narrative
in the segment All the Cats Join In were a story telling as seen in such early live-action
significant departure from more detailed films as Murnau’s 1922 Nosferatu where the styl-
human characters in the narrative plot-driven ized uses of shadow and form set an eerie context
features (Fig. 8). or in animated sequences such as the stag fight
76 Abstraction and Stylized Design in 3D Animated Films
Abstraction and Stylized Design in 3D Animated Films: Extrapolation of 2D Animation Design, Fig. 9 Facial
detail stylization – comparison of Bambi and Make Mine Music
near the end of the theatrical feature Bambi where Students in art programs are taught, as foun-
the stylistic treatments of color and form enhance dation, the importance of design principles and
the emotional drama of the battle (Fig. 10). their corresponding emotional impact on the
viewer. Often through slight changes in the align-
Design Principles and Screen Composition ment of forms in a visual field is balance
Stylization is born of visual design principles and achieved or such subtle linking through contour
gains effect from their successful implementa- continuation fully realized. In their early years
tion. The elements of visual design are the tools Walt Disney Studios was particularly sensitive to
of the stylist as they interpret objective visual the relationship art had to animation and endured
facts, into their final subjective states. Shape, great effort and expense to expose its employees
form, color, line, texture, etc. are manipulated to these concepts via art classes and seminars.
in tangible ways, employing design concepts Transcripts from the 1930s recorded artists in
such as theme and variation and contrast and such evening seminars isolating what are now
harmony while enhancing rather than reducing taught as animation principles (Johnston and
a film’s context. Thomas 1984, pp. 71–72).
Abstraction and Stylized Design in 3D Animated Films 77
Trained artists filled the majority of positions achievements and a new emphasis now placed
in 2D animated production pipelines. The effect of on stylization in 3D character animation.
this foundational integration of artists in the ani-
mation process led to the formation of visual The Emergence of Stylization in 3D Character
identities within animation studios, often around Animation
a handful of celebrated stylists. Maurice Noble Many efforts were made toward stylization in the
had a profound impact on what came widely rec- early history of 3D feature film production. Some
ognizable as the “look” of a Warner Bros. ani- labors were rewarded more than others; however,
mated short. Similarly Mary Blair impacted the it can be clearly seen by the time of the Pixar film
look of Disney features and short subjects through The Incredibles (2004); the final technical hurdles
multiple stylistic interpretations as can be seen in had been overcome and stylization began to enter
Saludos Amigos (1942), Johnny Appleseed with greater impact. Not only did this film achieve
(1948), and Peter Pan (1953), three works that significant stylization in character design but nota-
demonstrate a wide range of visual bly in character movement as well. The clarity and
interpretations. exaggeration of animation poses became compa-
rable to 2D animation. A break from realism is at
the center of the appeal of Mrs. Incredible whose
Character Animation: Stylized Timing body stretches to outrageous lengths in the hall-
in 3D Features way sequence as she tries to find her husband.
A comprehensive stylistic aesthetic carried over
Stylization in movement is the realm of the char- from development art into prop design, set ele-
acter animator. There have been notable ments, and lighting.
78 Abstraction and Stylized Design in 3D Animated Films
Stylized character movement began to appear com 2005), as well as DreamWorks and Warner
more consistently outside of Disney/Pixar films, Bros. The resulting talent migrations had an
as is exemplified by the Sheriff Earl character in impact on several 3D animated feature
Sony Animation Studios’ film Cloudy with a productions.
Chance of Meatballs (2009), as the sheriff In the case of The Incredibles, it was the first
bounces and flips rather than walks through a full 3D feature animation effort for director Brad
crowd. It was clear that 3D animation directors Bird who had been brought to Pixar by John
were embracing nonliteral forms of movement. Lasseter. The Incredibles production saw the
The trend continued in Cloudy with a Chance of arrival of animation director Tony Fucile who
Meatballs II where the fraudulent guru, Chester, had been a supervising animator on the 2D film
twists, slides, and gyrates from pose to pose, The Lion King before working as animation
devoid of literal movement that could have orig- supervisor under Brad Bird on the mixed
inated with motion capture technology or other 2D-3D features at Warner Bros. In the case of
automated methods. The 2010 release Tangled Cloudy with a Chance of Meatballs, Sony Pic-
from Walt Disney Pictures stood in contrast to tures had been on a course of introducing 2D
character movement in early 3D animation talent within their 3D ranks as Roger Allers and
efforts as it exhibited the strong clear poses and Jill Culton, codirectors for Open Season (2006),
simplified exaggerated movements that had been and Chris Buck and Ash Brannon, codirectors for
indicative of high-quality 2D character anima- Surf’s Up (2007), all had their roots in 2D feature
tion. Finally, Walt Disney Pictures’ Wreck-It animation. Finally codirectors Jim Reardon and
Ralph (2012) is full of stylistic motion intended Rich Moore (Wreck-It Ralph, 2012) were gradu-
to mimic the movement of pixel-graphic video ates of the Character Animation Department at
games. Characters move in multiple styles within CalArts and also had their roots in 2D animation
single shots. One character may be devoid of techniques.
animation principles such as Arcs resulting in
stiff and unnatural movement, while the next
character may follow the standard principles of Challenges in the 3D Feature Film
movement resulting in a natural screen presence. Pipeline
3D character animation success stories such as
these contrast with automated processes such as There is no one-size-fits-all approach to styliza-
motion capture. Motion capture is a process that tion nor should there be in the quest for visual
conceives 3D character animation as a copy of identity among the scores of animated features
real-world movement, while keyframed 3D char- released each year. Although stylization is widely
acter animation builds on a foundation of 2D addressed in 3D animated features today, often it
character animation traditions such as exaggera- is not fully realized particularly in scene design
tion or simplification. Automated processes and screen composition, leaving many 3D fea-
negate the interpretive role of the animator as tures with a similar look, lacking visual appeal.
stylist, resulting in movements that are prepared Stylization is a key ingredient in film, affecting
rather than designed. qualitatively the dialog with the audience and
enhancing the narrative. It should be fully
The Influence of 2D Animators on the 3D implemented in animated film, where it is most
Pipeline readily available. It is unfortunate to see many 3D
These 3D stylistic trends can be associated with animated feature films offer little stylization and
the arrival of many traditional 2D animation art- routinely forgo the advantages that stylization
ists who have joined the ranks of 3D studios. brings. This phenomenon can be examined from
Many animation artists were displaced by the several perspectives, but here it is seen through a
closure of 2D feature animation production at close look at the 3D pipeline and the hundreds of
Disney Studios in 2005 (Forum.rottentomatoes. workers that create the final films.
Abstraction and Stylized Design in 3D Animated Films 79
the largely artistic process of stylization has not drawings set the stage before the 2D animator
only been spread across a much broader span of ever set pencil to paper. As many times as the 3D
production time but among a different set of con- pipeline is repeated, it ought to be reimagined; such
tributors. Without a common artistic background a young set of processes should be ripe with exper-
rooted in design principles and aesthetics, the imentation. These experiments should be guided
understanding of stylization and what constitutes by design principles and stylization ideals, which
successful implementation may be a point of con- ultimately trump technology as a film seeks its
flict within 3D production teams. emotional connection with the audience.
and society from a social sciences perspective employees; and opportunities to work on alter-
(Passarelli et al. 2018, 2020). This study found native projects of commercial value and access
that there was a clear working divide between to recognized world experts within defined
gaming practitioners and academics. Extending areas.
on Passarelli and colleagues, Engström (2020)
suggested that the divide needs to be viewed Barriers of the Divide
from different perspectives before a proper assess- On the contrary, previous research into the divide
ment can be made about the extent to which it within other disciplines has identified many bar-
exists between the games industry and academia. riers. These barriers of the division are catego-
rized into three main groups: communication,
Viewpoints on the Divide knowledge transfer, and collaboration outlined
There are two opposing viewpoints concerning below:
the general academic-industry divide: the propo-
nents for bridging the divide and those who Communication barriers: The accessibility of
believe that it should not be bridged. research outside of academia and industry’s
ability to access and understand it.
The divide should be bridged: The ideal is that Knowledge transfer barriers: Relevance issues
by working with industry, academics can and academics viewed as being poor at com-
engage in joint sensemaking to generate new municating their projects outside of the aca-
and useful knowledge that can be used to demic field.
improve processes and products (Shani and Collaboration barriers: Funding and manage-
Coghlan 2014). ment issues; issues over project intellectual
The divide should not be bridged: Based on property, and perceived trust issues between
Luhmann’s (1995) system theory which out- the two communities.
lines the extreme difficulty in integrating
knowledge that has been generated in different Suggestions on How to Bridge the Divide
contexts of science and practice (Kieser and To assist with bridging the divide, suggestions
Leiner 2012). have been offered. The suggestions have been
categorized into three main groups: general, col-
Benefits of Bridging the Divide laboration enhancement, and knowledge transfer-
Within differing disciplines, studies into bridging ence outlined below:
the academic-industry divide have identified more
barriers than benefits. This could be because those General suggestions: Such as the development
studies were limited to identifying barriers of the of different documents for different audiences
divide or were more focused on why the divide and using the agile research network
exists and not on the outcomes of successful approach.
bridging attempts (Beck and Ekbia 2018). The Collaboration enhancement suggestions: Such
benefits for bridging the divide can be summed as academics need to learn about industry prac-
up as follows: tices and industry needs to learn about what
academics are doing.
The benefits for academics: access to current Knowledge transference suggestions: Such as
industry knowledge, data, and practices; academics developing libraries and transla-
employment for graduates; and opportunities tional resources and the development of an
to innovate and to access alternative funding online space to communicate.
streams from governments or industry bodies.
The benefits for industry: access to additional It must be highlighted that most of the sugges-
avenues to solve problems; access to skilled tions made to reduce the divide have not been
Academic and Video Game Industry “Divide” 83
implemented into practice or if they have, they ▶ Gamification of Modern Society: Digital
have not been as successful as one would hope Media’s Influence on Current Social Practices
(Norman 2010). ▶ Serious Online Games for Engaged Learning A
Through Flow
Communities of Practice
Research that studies communities of practice
have also shown that academia and industry References
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Beck, J., Ekbia, H.R.: The theory-practice gap as genera-
(Gray et al. 2014; Wallin et al. 2014; Colusso tive metaphor. In: Proceedings of the 2018 CHI Con-
et al. 2017). This has led researchers to show ference on Human Factors in Computing Systems,
them as two different sets of communities. For pp. 1–11 (2018)
example, academia’s goal is to seek and gener- Colusso, L., Bennett, C.L., Hsieh, G., Munson, S.A.:
Translational resources: Reducing the gap between
ate knowledge and to provide training for future academic research and HCI practice. In: Proceedings
careers, whereas industry is focused on build- of the 2017 Conference on Designing Interactive Sys-
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communities can interact without support, or Engström, H.: Game Development Research. University of
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relationship between HCI research and practice:
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At the 2021 Interactive Games and Entertain- of the 2014 conference on Designing interactive sys-
ment Association (IGEA) Education Summit, a tems, pp. 725–734 (2014)
panel discussed the forming of a community of Greenwood, J., Achterbosch, L., Stranieri, A., Meredith,
G.: Understanding the gap between academics and
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population. The panel also attempted to prompt Paper presented at the International Conferences Inter-
the values of academics and practitioners working faces and Human Computer Interaction, online (2021).
together to improve the education of future mem- https://www.ihci-conf.org/wp-content/uploads/2021/
07/02_202105L018_Greenwood.pdf
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is a good starting point for future discussions ing real-world impact from academic research: Expe-
(IGEA 2021). rience report from a University impact Hub. In:
With this knowledge will Australian and Proceedings of the IEEE/ACM 42nd International
Conference on Software Engineering Workshops,
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tioners take up the torch that the IGEA are pro- Interactive Games & Entertainment Association: Graduate
posing, to start forming collaborations such as program guidelines (2021). Available via. https://igea.
developing programs like the Mighty Kingdom net/2021/07/mighty-kingdom-igea-graduate-program-
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Graduate Program (IGEA 2021) or the Dc Labs Kieser, A., Leiner, L.: Collaborate with practitioners: But
Institute (Ingram et al. 2020). Only time will tell beware of collaborative research. J. Manag. Inq. 21,
where this revolution will lead. 14–28 (2012). https://doi.org/10.1177/1056492611411923
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Cross-References In: Proceedings of the International Academic Confer-
ence on the Future of Game Design and Technology,
▶ Computer Graphics, Video Games, and pp. 134–142 (2010)
Luhmann, N.: Social systems. Stanford University Press,
Gamification Impacting (Re)habilitation, Stanford (1995)
Healthcare, and Inclusive Well-Being Marchand, A., Hennig-Thurau, T.: Value creation in the
▶ Gamification and Serious Games video game industry: Industry economics, consumer
84 Acceptance Gap
Introduction
Acceptance Gap
Virtual reality (VR) has traditionally been too
▶ Uncanny Valley in Virtual Reality expensive for the consumer market, which has
constrained its applicability to high cost applica-
tions, such as soldier training, surgical training,
and psychological therapy. However, with the
Accessibility decreasing costs of head mounted displays
(HMD) and real-time tracking hardware, VR
▶ Accessibility of Virtual Reality for Persons may soon be in homes all over the world. For
with Disabilities example, HMDs such as the Oculus Rift (https://
▶ Audio and Facial Recognition CAPTCHAs for www.oculus.com/) for VR and Microsoft’s
Visually Impaired Users upcoming Hololens (https://www.microsoft.com/
▶ Making Virtual Reality (VR) Accessible for microsoft-hololens/) for augmented reality
People with Disabilities (AR) will change the way that users play games
▶ Unified Modeling Language (UML) for Sight and experience the surrounding real world,
Loss respectively. Moreover, VR and AR can now be
effectively enabled through smartphones at an
even lower cost with the simple addition of a
head mounted case, such as MergeVR’s headset
Accessibility in Games (http://www.mergevr.com/). That is, everyone
with a smartphone has virtual environment
▶ Video Games and Accessibility: A Case Study (VE) devices in their pockets right now. Thus,
of The Last of Us II VR will be available to consumers who may
Accessibility of Virtual Reality for Persons with Disabilities 85
have disabilities. However, there is minimal having fun in the case of VR games. In general,
research that highlights the special needs of research suggests that VR and VR games have
these diverse populations with respect to measurable benefits for rehabilitation effective- A
immersive VR. Thus, there is a significant amount ness (Sveistrup 2004; Eng et al. 2007; Ma
of research that must be conducted to make VR et al. 2007; Crosbie et al. 2008; Adamovich
accessible to persons with disabilities. This entry et al. 2009) and motivation (Betker et al. 2007;
reviews the recent efforts of the San Antonio Verdonck and Ryan 2008).
Virtual Environments (SAVE) lab to better under- Visual Feedback: Visual feedback is any kind
stand how persons with disabilities are affected by of feedback for rehabilitation delivered to the
VR accessibility. patient through the visual modality. This includes
mirrors, computer displays, and VR. Visual feed-
back has been shown to be effective in rehabilita-
Background tion (Sütbeyaz et al. 2007; Čakrt et al. 2010;
Thikey et al. 2011).
Most of the information that is known about the Gait Rehabilitation: Gait (i.e., walking pat-
accessibility of VR for persons with disabilities terns) rehabilitation is the main type of rehabilita-
comes from research on virtual rehabilitation. VR tion that requires navigation in a VE. Most
has been shown to have significant benefits to systems used a head mounted display (HMD) or
rehabilitation. A VE is not subject to the dangers a large LCD screen. Results with VR systems in
and limitations of the real world (Boian gait rehabilitation were positive (Fung et al. 2006;
et al. 2002; Burdea 2003; Wood et al. 2003; Tierney et al. 2007; Bardack et al. 2010).
Merians et al. 2006), which expands the types of Design Guidelines for VR Rehabilitation
exercises that patients can practice, while still Games: There has been much research on deriving
Accessibility of Virtual
Reality for Persons
with Disabilities,
Fig. 1 Game Cane. The
user leans forward to move
the character forward and
rotate the cane to steer. If
more weight is put on the
cane (as measured by the
force sensitive resistor), it
will disrupt the movement
of the character in the game
86 Accessibility of Virtual Reality for Persons with Disabilities
design guidelines for VR rehabilitation games virtual reality display (e.g., a head mounted dis-
based on results of empirical studies (Flynn play, a 3D projector). All VR systems have
et al. 2008). Alankus et al.’s guidelines include: latency in them and classically latency has been
simple games should support multiple methods of the enemy of VR, often significantly hindering
user input, calibrate through example motions, user performance.
ensure that users’ motions cover their full range, However, we hypothesized that in some cases,
detect compensatory motion, and let therapists extra latency can potentially be used for the user’s
determine difficulty (Alankus et al. 2010). There benefit in areas such as stroke rehabilitation. For
have been many other guidelines derived (Goude example, in a recent study (Samaraweera
et al. 2007; Broeren et al. 2008; Burke et al. 2015), we intentionally applied an extra
et al. 2009a, b) and there is a need for more 200 ms of latency to the user’s virtual body, but
focused game design research and development only half of the body, which made the unaffected
for specific populations (Flores et al. 2008). half of the user’s body try to compensate for the
latent half. In this study, participants were asked to
walk towards a virtual mirror in which they could
SAVE Lab’s Research in Immersive VR see their avatar (Fig. 2). Interestingly, participants
Accessibility did not perceive the latency effect. Based on her
Latency
Accessibility of Virtual Reality for Persons
One of the major potential threats to accessibility
with Disabilities, Fig. 2 Benefits of Latency: a look
is latency. Latency is the time it takes between a into a virtual mirror where the avatar has 200 ms latency
user moving and the movement being shown on a applied to one side of the body
Accessibility of Virtual Reality for Persons with Disabilities 87
promising results, we are now conducting a study Raising Awareness About Persons
on the benefits of this one-sided latency for stroke with Disabilities
patients who commonly have increased weakness Virtual reality still has a long way to go before it A
on one side. The ultimate goal is to apply her can be considered accessible for persons with
technique to help rehabilitate asymmetric walking disabilities. To educate future VR designers and
patterns in these patients. engineers about accessibility in VR, it is important
to raise awareness about the needs of persons with
Accessibility for Children with Autism disabilities. One of the ways that the SAVE lab has
Motivation may be a factor in the accessibility of been raising awareness is through our Virtual
3D User Interfaces for children with Autism. It Reality Walk MS (SAVELab 2015b) (Fig. 4) and
has been shown that many children with Autism our Virtual Reality Walk for Autism (SAVELab
have very specific and individualized interests, 2015a). Using Unity3D (unity3d.com) and
many of which may be uncommon. To more Exitgames Photon (exitgames.com) for network-
effectively motivate children with Autism to prac- ing, the VR walks mimic the real fundraising
tice hand-eye coordination tasks, we created a walks that occur annually, effectively involving
virtual soccer game, Imagination Soccer (Fig. 3), potential participants who may not be able to
where the user played the role of a goalie and attend the real walk. The VR walks are run con-
he/she could customize a virtual human kicker currently with the real walks. Users can choose an
(Mei et al. 2015). We compared customizable avatar and virtually walk around a virtual AT&T
versus noncustomizable virtual humans. As center. Users who are remote are also able to
expected, we found that the participants preferred communicate with people at the real walk since
the customizable virtual humans. Surprisingly, the the software runs on mobile phones. However,
users also exhibited significantly improved task there are still many research problems to be solved
performance with the customizable virtual to make communication more natural and the
humans. This suggests that customization is a interface more transparent. This is an area where
plausible way to make interfaces more accessible new advances in augmented reality technology
for children with Autism. may help to address these issues.
Accessibility of Virtual Reality for Persons with Disabilities, Fig. 3 Imagination Soccer – a game for training hand-
eye coordination for children with Autism
88 Accessibility of Virtual Reality for Persons with Disabilities
Accessibility of Virtual
Reality for Persons
with Disabilities,
Fig. 4 Virtual Reality
Walk MS – a mobile,
multiplayer virtual
environment for raising
awareness about multiple
sclerosis
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901–907 (2007) tion: a brief report. Top. Stroke Rehabil. 10(2),
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rehabilitation–what do users with disabilities want? in
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Portugal (2008) Development
Fung, J., Richards, C., Malouin, F., McFadyen, B.,
Lamontagne, A.: A treadmill and motion coupled vir-
tual reality system for gait training post-stroke. Cyber- ▶ Visual Accessibility in Computer Games
psychol. Behav. 9(2), 157–162 (2006)
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Ambient Interaction, pp. 681–690. (2007). Bejing,
China
Mei, C., Mason, L., Quarles, J.: How 3D Virtual Humans
Built by Adolescents with ASD Affect Their 3D Inter-
actions. ASSETS, Lisbon (2015) Accord
Merians, A., Poizner, H., Boian, R., Burdea, G.,
Adamovich, S.: Sensorimotor training in a virtual real-
ity environment: does it improve functional recovery ▶ Abstraction and Stylized Design in 3D Ani-
poststroke? Neurorehabil. Neural Repair 20(2), mated Films: Extrapolation of 2D Animation
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Samaraweera, G., Perdomo, A., Quarles, J.: Applying
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com/store/apps/details?id¼com.SAVELab.AutismWalk
&hl¼en (2015a)
SAVELab: VR Walk MS: San Antonio. From https://play. ▶ Engaging Dogs with Computer Screens: Ani-
google.com/store/apps/details?id¼com.SAVELab.MS mal-Computer Interaction
Walk&hl¼en (2015b)
Sütbeyaz, S., Yavuzer, G., Sezer, N., Koseoglu, B.: Mirror
therapy enhances lower-extremity motor recovery and
motor functioning after stroke: a randomized con-
trolled trial. Arch. Phys. Med. Rehabil. 88(5), Action Adventure Game
555–559 (2007)
Sveistrup, H.: Motor rehabilitation using virtual reality.
J. NeuroEng. Rehabil. 1(1), 10 (2004) ▶ Disney Toontown Online, a Massively Multi-
Thikey, H., van Wjick, F., Grealy, M., Rowe, P.: player Online Role-Playing Game
A need for meaningful visual feedback of lower ▶ Fantasy XVI Online, a Massively Multiplayer
extremity function after stroke. IEEE (2011). Dub- Online Role-Playing Game
lin, Ireland
Tierney, N., Crouch, J., Garcia, H., Walker, M., Van Lunen, ▶ God of War (2018), an Action-Adventure Game
B., DeLeo, G., Maihafer, G., Ringleb, S.: Virtual reality ▶ The Elder Scrolls V Skyrim
90 Action Role-Playing Game
Definition
Action-Adventure Game Adaptive Music refers to a computer entertain-
ment system for dynamically composing a music
▶ Assassin’s Creed, an Analysis
soundtrack in response to dynamic and
▶ Legend of Zelda Breath of the Wild and the
unpredictable actions and events happening in a
Lens of Curiosity
video game. Since its inception, the concept has
evolved into a general approach to composition
that takes into account the possibility of changing
the musical material during gameplay, sometimes
Active Learning termed “composing for opportunities.” The
underlying principle is that music in a game
▶ Games and Active Aging
could be initiated, triggered, mixed, or completely
generated by directing the system in a way that is
aesthetically appropriate and natural to the game
and the user’s actions. The common architecture
Active Videogames of such a system comprises a database of musical
segments or clips containing one or more musical
▶ Games and Active Aging
sequences that could be launched in response to
the game logic and looped as long as the scene is
playing. Additional clips could be added or mixed
Activist Games or subtracted/muted to change the overall contents
of the music. Special treatment is done to enable
▶ Political Game Design smooth transitions between clips, as well as
adding short musical or sound elements, often
called stingers, that might be triggered in response
to user actions or facilitated switching music in
Adaptation the case of transitions by inserting music for end-
ing or starting a musical segment. In some cases,
▶ Redesigning Games for New Interfaces and musical algorithms can be deployed to generate
Platforms the music materials directly by sending note or
Adaptive Music 91
musical playing instructions to a synthesis engine. beat, so that the rhythmical structure of the music
Technically this requires to have a synthesizer or will not be interrupted. In cases where such
virtual music instrument available in the game matching is not possible, other transition methods A
engine to produce the sounds, which is in addition are used, such as inserting fixed music segments
to the more common use of an adaptive playback that either create an ending of the previous music
and mixer of prerecorded music segments stored and starting of new materials, or create a gradual
as audio files. change, such as speeding or slowing down to
match the tempo difference from the source
(current) to the target (next) clip. Since such tran-
Adaptive Composition Methods sition clips are not played in a loop, they are often
treated as stingers, or singularly triggered musical
The main two common methods for adaptive events. Methods for automatically determining
music are horizontal resequencing and vertical valid transitions between points in pre-recorded
layering or remixing (Sweet 2014). The names music requires analysis of the audio for repetitions
imply operations performed by a game sound by extraction of musical features. Research on
system on pre-recorded musical materials that automatic transitions detection is discussed in
are arranged in a traditional multitrack view, the algorithmic composition section.
where time is represented horizontally, and the
different musical tracks are lined up horizontally.
According to such arrangement, each vertical jux- Music Versus Sound Effects
taposition of musical tracks corresponds to a valid
musical combination of simultaneous music mate- A distinction between music and sound effects
rials, often arranged according to the different was traditionally evident as music would be pro-
musical instruments performing the music. duced by musical instruments and composed in
The adaptive operations correspond to skip- some well-established musical style. Sound
ping forward or backward in time and muting or effects or so-called Foley effects, named after
changing the relative volume/balance of musical Jack Foley, were designed to create sounds that
playback between tracks. Since in practice the correspond to physical events that are nonmusical
skips cannot be done between random time-points in their nature and largely correspond to sounds
in a track, the music is segmented or arranged made by objects present in the game. Since the
ahead of time into fixed clips that can be repeated sound engines already in the early game consoles
or looped, or can be smoothly switched to differ- allowed both synthesis of simple tones and
ent clips, with transitions happening only between playback of short recordings, the same system
ending and starting points of the clips. Accord- was used to trigger sound effects and
ingly, in some modern software, the geometrical music. Historically, the earliest sounds in pin-
arrangement of musical data is flipped so that the ball machines were produced by physical devices,
different clips are stacked vertically, with each such as solenoids hitting bells, which could be all
horizontal arrangement corresponding to a spe- classified as sound effects. Music playback was
cific scene or level in the game, with tracks often made available in the early game arcades,
containing concurrent clips arranged horizontally. but mostly in order to register the games as juke-
Such grid/spreadsheet-like data arrangement cre- boxes rather than gambling machines that were
ates a correspondence between game scenes or illegal (Beep 2016). As the availability of both
game levels and the musical data arrangement, music generation and playback of sound effects
where changes in game scenes or levels corre- was historically present in sound games, the com-
spond to moving up or down on the musical bination of both types of sounds became part of
data grid. the sound palette available to music game com-
Special treatment is given to transitions, where posers, blending composition and sound design
switching between clips is done on the musical into one common compositional strategy. In
92 Adaptive Music
parallel, experimental musical practices that were provide multiple alternative combinations of
unrelated to video games have been explored, musical materials rather than creating a single
since the end of nineteenth and beginning of timeline of musical events. Accordingly, the
twentieth century, the possibilities for including term nonlinear composition is often used to
nonmusical sounds in musical compositions. With describe the branching structure of musical mate-
experimental musical genres moving to main- rials in contrast to a traditional single sequential
stream in classical and pop music, game com- arrangement of a linear musical form. This creates
posers today blend traditional instruments with a novel approach to planning a composition by
sound effect as part of their video game music creating a database of sounds and identifying one
and soundtrack design. or more musical sequences to have one or more
decision points. The decision points within the
database then comprise a composing decision
Music Role in Video Game tree, with the decision points marking places
where branches in the performance of the musical
A common distinction is between Diegetic and sequences may occur. A sound driver interprets
Non-Diegetic Music, a term common in film each decision point within musical sequences
music as well. Diegetic audio refers to sound depending on the unpredicted actions and events
that originates in the game events themselves, initiated by a directing system that is linked to
which could be either sound effects related to events in the game. The directing system may
physical events happening in the game, or also query the state of the sound driver to adjust
music that originates from a game scene, such the branching decisions, such as preventing too
as musical band or radio present in the scene. many loops of playing the same musical material
Non-Diegetic or extra-diegetic music refers to if the game activities do not progress at sufficient
composed music that accompanies the scene, pace, or initiating some branching or transitions
usually to establish atmosphere or identify a randomly, unrelated to the actions of the game, in
character or situation. A simple criterion to dis- order to create more variety in the music. Other
tinguish between Diegetic and Non-Diegetic direct commands may be initiated by the directing
Music is whether a character in the game would system for controlling the performance of the
have heard that music or sound. Another techni- sound driver or playback device, such as adding
cal difference between Diegetic and Non- or removing (mixing) multiple simultaneous
Diegetic music is that the first one is usually sounds synchronously or asynchronously with
localized and treated in the game using 3D another playing clip. The synchronous versus
audio engine, while Non-Diegetic music is ren- asynchronous combination is designated
dered stereo, also called 2D audio. Among the according to delaying playback of new sounds in
roles of Non-Diegetic music, aspects of emo- order to match the rhythmic or beat structure
tional subtext, intensifying the game narrative, between musical materials or triggering the new
informing about progress or level of gameplay, sound at will, respectively, as well as including
are often mentioned. Both Diegetic and Non- additional decisions about the fade settings,
Diegetic music are important for providing a pickup or count-in beats, or criteria for selection
sense of immersion in the game. of the target sounds. The design of the branching
logic allows for both horizontal resequencing and
vertical layering composition techniques to be
Logic of Music Triggering and implemented by creating a hierarchical or coarse-
Combinations to-fine tree structure with main branches
corresponding to transitions between collections
One of the distinctive features in Adaptive Music of sounds arranged into themes, and fine grained
is that the arrangement of musical material has to decisions for track selection and combination
Adaptive Music 93
Other Uses of Adaptive Audio Synthesis and Creative Systems. Springer, Appleton,
Wisconsin (2019)
Collins, K.: An introduction to procedural music in video
The idea of opening musical composition to chance games. Contemp. Music. Rev. 28(1), 5–15 (2009) A
operations and more recently to interaction with Duarte, A.E.L.: Algorithmic interactive music generation
outside contextual information is not limited to in videogames. SoundEffects. 9(1) (2020)
video games. The field of music meta-creation Hutchings, P., McCormack, J.: Adaptive music composi-
tion for games. IEEE Trans. Games. 12(3), 270–
explores the use of higher level constraints to 280 (2020)
guide algorithmic and generative systems IEEE SA (Standards Association). https://standards.ieee.
according to user specifications (Pasquier et al. org/project/1599.html (2018)
2017). The field of Machine Improvisation com- Land, M.Z., McConnel, P.N.: Method and apparatus for
dynamically composing music and sound effects using
bines machine listening with generative systems to a computer entertainment system, assigned to
create a real-time interaction between a machine LucasArts Entertainment Company. US patent
and a musician (Wang et al. 2017). Automatic 5,315,057. (1994)
sound effect generation from video is being studied Nogueira, T., Audio Middleware: Why would I want it in
my game? Gamasutra, on 19 July 2019. https://www.
using deep neural networks that learn a mapping gamasutra.com/blogs/TheoNogueira/20190719/
from video frames to audio, and using a video 346915/Audio_Middleware_Why_would_I_want_it_
encoder to drive a neural network type of sound in_my_game.php
generator (Zhou et al. 2017). These works differ in Pasquier, P., Eigenfeldt, A., Bown, O., Dubnov, S.: An
introduction to musical metacreation. Comput. Enter-
terms of the specific types of objects they are tain. 14, 2:1–2:14 (2017)
modeling and level of synchronization between Plut, C., Pasquier, P.: Generative music in video games:
sound and image. Sensors and depth cameras, state of the art, challenges, and prospects. Entertain.
such as Kinect, have been used in experimental Comput. 33, 100337 (2020). https://doi.org/10.1016/j.
entcom.2019.100337
dance to generate sounds in response to movement Sweet, M.: Writing Interactive Music for Video Games: a
(Berg et al. 2012). Other applications of adaptive Composer’s Guide. Addison-Wesley Professional
music include theatre, circus, and various types of (2014)
interactive multimedia, some of which is addressed Wang, C., Hsu, J., Dubnov, S.: Machine improvisation
with variable Markov Oracle: toward guided and struc-
by the IEEE 1599 standard for Multilayer Repre- tured improvisation. Comput. Entertain. 14, 4:1–4:
sentation of Music Using eXtensible Markup Lan- 18 (2017)
guage (XML) (IEEE SA 2018). The focus of such Zhou, Y., Wang, Z., Fang, C., Bui, T., Berg, T.L.: Visual to
applications is largely in regards to synchronization Sound: Generating Natural Sound for Videos in the
Wild, arXiv:1712.01393 (2017)
and logic of controlling different media assets dur-
ing an execution of a complex but mostly linear
presentation, with less emphasis on generative,
algorithmic, or remixing (horizontal or vertical)
techniques that are dominant in video games. Adaptive Music Systems
Administration AI Motion
Advertising
Alienation
▶ Integrating Virtual Reality and Augmented
Reality into Advertising Campaigns: History, ▶ Design of Alienation in Video Games
Technology, and Future Trends
Allegory
Affect
▶ Narrative Design
▶ Emotional Congruence in Video Game Audio
Ambient-Embedded
Affective Computing Interaction Surfaces
Definition
ASL Machine Learning Model
American Sign Language (ASL) detection is
based on an object detection machine learning You Only Look Once (YOLO) is a famous object
algorithm, which helps deaf and hard of hearing detection algorithm with around 50 Mean Aver-
people in terms of communication. age Precision (MAP), which has a set of
Convolutional Neural Networks (CNN) to help
the algorithm extract the visual features of an
Motivation and Background image upon which it is being trained (Kuo 2016;
Lu et al. 2020; Redmon and Farhadi 2018). Then
World Health Organization (WHO) projected that with the help of these visual characteristics intro-
by the year 2050, there would be around 2.5 duced to the model, the model detects the image in
billion people with some degree of hearing loss real-time videos/pictures. In this scenario, ASL
(WHO 2021). alphabet images are trained, and then when these
Most deaf anglophones adopt American Sign alphabets are shown to the camera, the algorithm
Language (ASL), which is a common “continen- will detect them.
tal” language. On the other side, British Sign Deaf and hard of hearing people usually com-
Language (BSL) and French Sign Language municate with a person with the help of an ASL
(LSF) became obsolete as people started to use interpreter. Due to the Covid-19 pandemic, every-
ASL. The structure and rules of ASL were dis- thing turned out to be virtual, so using ASL inter-
covered in the 1970s and early 1980s. Manual preters appears to be more challenging. Still,
communication was revived in the classroom as hiring an ASL interpreter, for instance, is not
many artificial manual codes for spoken English always affordable. Hence, a machine learning
or French. Since the late 1980s and early 1990s, model for ASL detection can help the deaf and
deafer people have sought sign language instruc- blind communicate without the help of a human
tion. Some schools are multilingual interpreter. For example, there are 26 alphabet
(ASL/English) and bicultural (Deaf/Hearing). hand signs for 26 alphabets and some hand signs
For example, the deaf anglophone community in for some phrases. A machine learning model such
Canada uses ASL. Manitoba led the way in 1988, as the YOLO object detection algorithm can be
with Alberta following in 1990. Alberta added built to detect these signs in real-time by computer
ASL to its provincial resolution. The Ontario vision (Ullah and Ullah 2020).
98 American Sign Language Detection
The accuracy metrics used for YOLO are based state-of-art object detection models (Liu et al.
on the intersection over union concept. The for- 2016). When the camera turns on, the machine
mula used to calculate it is the ratio in-between learning model in the background will try to draw
area of overlap and intersection area. Figure 1 several bounding boxes and check whether any
describes the working of the algorithm initially. hand signs of American sign language alphabets
The machine learning YOLO-based object detec- are detected. If the machine learning model
tion algorithm will look over all the frames com- detects any hand signs, it highlights the hand
ing through the live video, and then the frames signs with the bounding boxes and will display
will be split into the bounding boxes in the train- the alphabet of the detection. Next, the machine
ing phase. Then for every bounding box, the learning model highlights the hand signs with the
model will depict the output, for example, 4 bounding boxes and then will display alphabets of
4 18 (similar to the one in the training phase). that detection. Each alphabet that is detected is
Here 4 4 is the grid used for the rectangular attached to the top of the screen. Then the machine
bounding box detection, and it is modified as per learning model will repeat the same process on all
individual preference and application. The pri- the frames coming out of the camera and find if
mary nine values will be correlated with the any frame can match the hand signs of the ASL.
anchor box of 1. Here the immediate value will
be the likeliness of an object within the bounding
box. Values from 3 to 6 will be the bounding box Cross-References
coordinates for that image. The final three values
will disclose where the actual image belongs. The ▶ Machine Learning
coming nine values are for the anchor box of 2. At
last non-max suppression is enforced over the
depicted bounding boxes to get the individual References
depiction of the image (Sharma 2021).
Other object detection models include Carbin, C., Smith, D.: Deaf culture. In: The Canadian
Encyclopedia. Retrieved from https://www.thecanadia
mobilenetssd, inception, vgg16, and efficient net.
nencyclopedia.ca/en/article/deaf-culture (2013)
These models can be used to build a similar sys- Kuo, C.C.J.: Understanding convolutional neural networks
tem, but YOLO usually outperforms all the other with a mathematical model. J. Vis. Commun. Image
Among Us and Its Popularity During COVID-19 Pandemic 99
Represent. 41, 406–413 (2016). https://doi.org/10. reasoning to uncover a player’s hidden role in a
1016/j.jvcir.2016.11.003 role-based game.
Liu, W., Anguelov, D., Erhan, D., Szegedy, C., Reed, S.,
Fu, C.-Y., Berg, A.C.: SSD: single shot multibox detec- Murder-Mystery: A genre of fictional media A
tor. In: Computer Vision – ECCV 2016, vol. 9905, that typically involves a crime or death that
pp. 21–37. Springer International Publishing (2016). needs to be solved by the central character(s).
https://doi.org/10.1007/978-3-319-46448-0_2 RPG (Role-playing Game): A genre of video
Lu, Y., Zhang, L., Xie, W.: YOLO-compact: an efficient
YOLO network for single category real-time object games that allow the player to fill and act out
detection. 2020 Chinese Control and Decision Confer- certain roles the gameplay provides.
ence (CCDC). (2020). https://doi.org/10.1109/ Party Game: A genre of games that facilitates
ccdc49329.2020.9164580 social interactions among a group of members.
Redmon, J., & Farhadi, A. (2018). YOLOv3: An Incre-
mental Improvement. https://doi.org/10.48550/
ARXIV.1804.02767
Sharma, P.: YOLO framework: object detection using Introduction
YOLO. Analytics Vidhya. Retrieved Apr 25, 2022,
from https://www.analyticsvidhya.com/blog/2018/12/
practical-guide-object-detection-yolo-framewor- Among Us is an online multiplayer game that
python/ (2021, August 26) incorporates the formats of social deduction,
Ullah, M.B., Ullah, M.B.: CPU based YOLO: a real time murder-mystery, RPG, and party game genres.
object detection algorithm. 2020 IEEE Region 10 Sym- The game was developed and published by the
posium (TENSYMP). (2020). https://doi.org/10.1109/
tensymp50017.2020.9230778 Washington-based American studio Innersloth on
WHO: Vision impairment and blindness. World Health June 15, 2018, but did not reach popularity until
Organization. Retrieved Apr 25, 2022, from https:// mid-2020s (Carless 2020).
www.who.int/news-room/fact-sheets/detail/blindness- The game’s popularity and player base, as of
and-visual-impairment#:~:text¼Globally%2C%20at%
20least%202.2%20billion,uncorrected%20refractive% time of writing, continues to grow with the num-
20errors%20and%20cataracts (2021, October 14) ber of active players reaching 3.8 million by late
September 2020 (Lugris 2020). A recent update
reports that the game grew its user base 1600% in
Among Us and Its Popularity 8 months (Jain 2021). On Twitch, a platform
During COVID-19 Pandemic where people can host streams and allow others
to watch, Among Us is ranked third for the number
Alyssa Bump1 and Sercan Şengün2,3 of average viewers over the course of a week with
1 32,069,859 hours watched as of October 3, 2020
Creative Technologies Program, Illinois State
University, Normal, IL, USA (SullyGnome 2020).
2 Robinson (2021) reports on the elicited emo-
Wonsook Kim School of Art, Illinois State
University, Normal, IL, USA tions and engagement of the game and finds that
3 compared to more photo realistic games,
Massachusetts Institute of Technology CSAIL,
Cambridge, MA, USA Among Us created consistent emotional reac-
tions – dominantly excitement, curiosity, and
relief.
Synonyms
development, pushing the developers to continue in-game purchases, their “pet” that follows
to work on it even after the team’s attempts to them around the map. This differs from other
abandon the project. Throughout the year, social-deduction games as those characters are
Innersloth had released several updates leading not as customizable or do not offer in-game
up to the release of the game for PC in November interactivity.
2018 and making it available for cross play There are two roles: the role of the Crewmate
between PC and mobile. and the role of the Imposter. The objective of the
However, the game’s current popularity is game is for either role to win. If the Crewmates do
credited to the YouTuber and Twitch streamer all their tasks or vote off all the Imposters, then the
Sodapoppin. He was among the first streamers Crewmates win the game. If the Imposters man-
to publicly show the otherwise unknown age to kill more Crewmates than the number
game. Other streams quickly followed, further needed that can vote them off, or if a critical
boosting the game’s exposure. Through the emergency timer on a sabotage event counts
events of the COVID-19 pandemic forcing down to zero, then it is a victory for the Imposter
gamers to either watch or play more than (s). The number of Crewmates left surviving that
what they previously could, the amounts of would enable an Imposter win is one Crewmate to
viewers and players for the game continued one Imposter. You can have up to three Imposters
to skyrocket throughout the following months and a total of 10 players. The minimum number of
as it allowed socializing through the stay-at- players you can have in a game is four. Roles are
home orders and social distancing randomly assigned each game. Imposters have a
regulations. cool down timer for killing and for sabotaging the
facility.
Upon finding a dead Crewmate left behind by
Gameplay the Imposter, all players will come together to
discuss through an in-game chat client about
Among Us was heavily inspired by other social- who is or is not an Imposter in the duration of a
deduction games such as Mafia (created by limited time period. The Imposter’s role during
Dimitry Davidoff, 1986, as attributed by Haffner discussions is to lie their way through the game
1999) and Secret Hitler (created and published by until the timer counts down to zero. People
Goat, Wolf, & Cabbage LLC, 2016), and provides suspected to be Imposter will be voted off by the
an online multiplayer experience like other games majority vote. Those who are not voted off con-
of this genre like Town of Salem (developed and tinue into the next round and the process repeats
published by BlankMediaGames, 2018). How- again. Meetings can also be issued if the emer-
ever, a number of different traits make the gency meeting button is activated during
gameplay unique and entertaining for both the gameplay.
player and the viewer. Players who are not “alive” or were voted out
The game offers three maps to play on: a still have an ability to play, providing another
spaceship, a headquarters, and an alien planet interactive experience different from other
base (respectively named The Skeld, Mira HQ, social-deduction games. These players appear
and Polus), as well as a top-down view of the as ghosts and are able to roam freely around the
players and the map. The players can interact map and finish their tasks, which helps to aid in
with the map by exploring and doing various Crewmate victory. If the ghost has been an
tasks. Despite the top-down view, players have Imposter, they are still able to sabotage the
a limited scope of vision so they cannot see map, but are unable to kill any living player.
everything that other players do or where Deceased or voted off players are unable to com-
exactly they are. The game also offers custom- municate with the living but are able to commu-
ization to players, allowing them to change nicate with each other through the in-game chat
their color, outfit, and if they have made client.
Among Us and Its Popularity During COVID-19 Pandemic 101
collaboration between players in cooperative survival games; they are expected to be fun. As Ferrara
games. JoelRobinson.co.uk. https://joelrobinson.co.uk/ points out, games are “inherently negotiated expe-
files/Affective_Teamwork.pdf (2021)
Snider, M.: Video games can be a healthy social pastime riences; the designer normally just defines the
during coronavirus pandemic. USA Today. https:// parameters of play, within which the players
www.usatoday.com/story/tech/gaming/2020/03/28/ bring the game to life” (Ferrara 2012), meaning
video-games-whos-prescription-solace-during- the prediction of how a game will be experienced
coronavirus-pandemic/2932976001/ (2020, March 28)
Stuart, K.: Among Us: the ultimate party game of the by players is quite difficult without seeing it in
paranoid Covid era. The Guardian. https://www. action. To reduce the risk of not being fun – mean-
theguardian.com/games/2020/sep/29/among-us-the- ing failure – video games are in need of being
ultimate-party-game-of-the-covid-era (2020, tested from the earliest possible step on. As an
September 29)
SullyGnome: Among us – twitch statistics, channels & answer to this need, Salen and Zimmerman sug-
viewers. SullyGnome.com. https://sullygnome.com/ gest an iterative approach to game design, a
game/among_Us (2020, October 4) “cyclic process that alternates between pro-
totyping, playtesting, evaluation, and refinement”
(Salen and Zimmerman 2004). This methodology
gives designers the possibility to evaluate and
Analog Prototyping for Digital adjust their design at each new iteration. The
Game Design process may start with low-fidelity analog proto-
types right after the initial conceptualization and
Tonguc Ibrahim Sezen end with high-fidelity digital prototypes, which
Faculty of Communication and Environment, may even become the final product after refine-
Rhine-Waal University of Applied Sciences, ment and polish. This article focuses on the analog
Kamp-Lintfort, Germany prototyping phase of this process. Why and how
do digital game designers use analog prototypes?
Synonyms
Why Analog Prototyping?
Iterative game design; Paper prototyping;
Physical prototyping; Prototyping In video game design analog prototypes are usu-
ally built to test singled out game aspects which
can be implemented without the aid of compu-
Definition tation and are not expected to reflect other fea-
tures of the project. A successful analog
An analog game prototype is a nondigital prelim- prototype is built quickly and provides “enough
inary playable object built to test various aspects of an experience for someone to grasp the game
of a video game. Analog prototypes are especially [or tested components of it] and give feedback”
beneficial in testing the functionality and percep- (Fullerton 2014). Media-independent game
tion of core game ideas and mechanics in the early mechanics may be tested using paper prototypes
phases of preproduction. Analog prototypes may resembling card or board games (Rollings and
take various shapes such as board games, toys, Morris 2004), toy prototypes may focus on the
and street games. playfulness of core mechanics (Gray et al. 2005;
Macklin and Sharp 2016), and physical proto-
types which are played like traditional street
Introduction games may offer unique insides to the intended
game experience (Adams and Dormans 2012;
Unlike other software, functioning as intended Waern and Back 2017). Not every aspect of a
and being user friendly are not enough for video video game can be tested through analog
Analog Prototyping for Digital Game Design 103
prototyping, but certain aspects of every game forces designers to define game aspects, helps
can be tested by it. them understand the workings and perception of
the game system, and gives them the opportunity A
to change any rule easily if they do not function as
Analog Prototyping Process intended. Schell warns against the trap of falling
into the temptation of overbuilding a prototype. In
Analog prototypes can be created using a wide his words, a prototype “should be quick and dirty”
range on objects. Some more or less standardized (Schell 2014). They are test subjects created to be
components for paper prototyping are meeples, thrown away. According to Ham and Fullerton,
tokens, index cards, tile cards, different types of compared to digital prototypes, analog prototypes
dice, and of course pen and paper. Digital tools for are much easier for game designers to scrap,
creating printable graph paper or exporting data mainly because they require much less time and
from spreadsheets into preexisting card templates effort to build (Fullerton 2014; Ham 2015).
can be used to quickly generate prototypes using Some aspects of video games, such as game
data from early game documents. The tools for economy and resource management mechanics
creating toy and physical prototypes are only lim- (Adams and Dormans 2012; Moore 2011), puz-
ited by the goals and imagination of the designers. zles (Ferrara 2012; Moore 2011), and macro- and
Focusing on the iterative design of the overall microspatial gameplay (Totten 2014) are consid-
gameplay experience, Fullerton proposes a four- ered more suitable to be tested through analog
step analog prototyping process which can be prototypes. They also provide a platform to bal-
used in video game design (Fullerton 2014): ance statistics tough experimentation and to iden-
The first step following the initial conceptuali- tify and close possible player exploits (Trefay
zation is the “foundation” where the goal is the 2010). Other aspects such as sensory experiences,
definition and design of basic game objects and mechanics involving continuous space and time,
the key procedures, or the core gameplay. The and game physics on the other hand are much
second step is “structure” where the designer harder to test trough them. Ham proposes a series
starts building the framework of the game. By of methods, such as creation of flowcharts or state
defining the essential rules and their structural charts to simulate AI and the use of simple heu-
roles in supporting other features, the designer ristics to test motion, to translate video game
builds an unfinished but functional game sys- mechanics into analog game mechanics (Ham
tem. In the next iteration step, “formal details,” 2015). Yet he also warns designers to question
new rules and procedures are added to the sys- the usefulness of analog prototypes if such trans-
tem to reach a fully functional game. The last lations are required. Digital prototyping may be
step is “refinement” where the designers start to the most efficient way of exploring aspects requir-
fill the details of the rough but playable system. ing such translations.
After several iterations and answering key ques-
tions regarding the playability, designers can
begin implementing their solutions in digital Conclusion
format.
Analog prototyping is especially beneficial in
video game design education and in experimental
Strengths and Limits of Analog game design. It is an easy, quick, and cheap way
Prototyping of focusing on and experimenting with game ideas
without being distracted with complexities of the
Analog prototyping is a fast and inexpensive way medium of choice. Despite its limits, its flexibility
of testing game ideas by turning them into tangi- makes it applicable for the testing of a wide range
ble playable objects. Building an analog prototype of features of various types of games.
104 Animacy
Cross-References
Animal Crossing:
▶ Collaborative Engineering and Virtual Pro- A Causal Game
totyping within Virtual Reality
▶ Narrative Design Taeya Johnson2 and Newton Lee1,2
▶ Paper Prototyping 1
Institute for Education, Research, and
▶ Prototyping Scholarships, Los Angeles, CA, USA
▶ Psychological Game Design 2
Vincennes University, Vincennes, IN, USA
▶ Skull and Roses Card Game
Synonyms
References
Causal game; Real-time game
Adams, D., Dormans, J.: Game Mechanics: Advanced
Game Design. New Riders, Berkeley (2012)
Ferrara, J.: Playful Design: Creating Game Experiences in
Everyday Interfaces. Rosenfeld Media, Brooklyn Definitions
(2012)
Fullerton, T.: Gamedesign Workshop: A Playcentric Causal game ¼ A game that is designed to be
Approach to Creating Innovative Games, 3rd edn.
CRC Press, Boca Raton (2014)
played occasionally for a relatively short period
Gray, K., Gabler, K., Shodhan, S., Kucic, M.: How to of time without losing points or competitive
Prototype a Game in Under 7 Days. Gamasutra: The advantages
Art & Business of Making Games. https://www. Real-time game ¼ A game that uses real-world
gamasutra.com/view/feature/130848/how_to_proto
type_a_game_in_under_7_.php (2005). Accessed
time instead of virtual in-game time
27 Dec 2017
Ham, A.: Tabletop Game Design for Video Game
Designers. CRC Press, Boca Raton (2015) Introduction
Macklin, C., Sharp, J.: Games, Design and Play:
A Detailed Approach to Iterative Game Design.
Addison Wesley, Boston (2016) During the COVID lockdown around the world,
Moore, M.: Basics of Game Design. CRC Press, Boca many people had resorted to video gaming as an
Raton (2011) escape into a new world full of many possibilities.
Rollings, A., Morris, D.: Game Architecture and
Design: A New Edition. New Riders, Indianapolis
One of the most popular games was Animal
(2004) Crossing: New Horizons. This entry discusses
Salen, K., Zimmerman, E.: Rules of Play: Game Design the brief history of Animal Crossing and how
Fundamentals. The MIT Press, Cambridge (2004) Animal Crossing: New Horizons became hugely
Schell, J.: The Art of Game Design: A Book of Lenses,
2nd edn. CRC Press, Boca Raton (2014)
popular in 2020 during the pandemic.
Totten, C.W.: An Architectural Approach to Level Design.
CRC Press, Boca Raton (2014)
Trefay, G.: Casual Game Design: Designing Play for the History
Gamer in All of Us. Elsevier, Burlington (2010)
Waern, A., Back, J.: Experimental game design. In:
Lankoski, P., Holopainen, J. (eds.) Game Design Like Nintendo itself, the famous game Animal
Research: An Introduction to Theory & Practice, Crossing started in Japan with a man named
pp. 157–169. ETC Press, Pittsburgh (2017) Katsuya Egushi. In 1986, Egushi was able to
obtain a job at Nintendo located in Kyoto, where
he worked on many games and was known as a
level designer for the well-known game Super
Animacy Mario Bros. 3. Although he was making a name
for himself at Nintendo, he was still homesick due
▶ Uncanny Valley in Virtual Reality to the relocation for his job, which led to the
Animal Crossing: A Causal Game 105
creation of the first Animal Crossing being pandemic. While the world was in a lockdown
released in 2001 (Nintendo Life 2020). and people were stuck in the house, the new
In numerous interviews, Egushi stated that the release of Animal Crossing offered people a A
game was a way for him to be able to recreate the chance to escape reality and enter a relaxing vir-
feeling of being with family and friends: “Animal tual world. Although people were trapped in their
Crossing features three themes: family, friend- homes and seeing friends was difficult, the game
ship, and community. But the reason I wanted to allowed the players to experience being with
investigate them was a result of being so lonely friends and doing activities through a console.
when I arrived in Kyoto. . .When I moved there The game became so popular that it sold more
I left my family and friends... In doing so, than 13 million copies within the first six weeks
I realized that being close to them – being able after its release (Huddleston Jr. 2020).
to spend time with them, talk to them, play with Animal Crossing is known to be a relaxing
them – was such a great and important thing. game. Not only can you interact with friends
I wondered for a long time if there would be a online, but players are also able to customize
way to recreate that feeling, and that was the their characters and have endless tasks to help
impetus behind the original Animal Crossing” build their community. When the game is
(Newton 2011). launched for the first time, you see an empty
As many people around the world play Animal island with a character and a tent. Throughout
Crossing, there is a connection with being able to the game, the character works on many tasks,
play with friends and create a virtual world within such as building new tools and collecting certain
it. While Animal Crossing is a relaxing game, items, to slowly build the island. As the game
there is more to offer while playing the game progresses, new tasks are required, and the
with many different characters and the opportu- players can travel to new islands to collect new
nity to play online. materials, play with friends on their islands, and
creating vacation homes for visitors. Figure 1
shows how the island looks when the game
Gameplay starts. Figure 2 shows the progression and after-
math of designing a client’s dream vacation
Animal Crossing has been around since the early home.
2000s, but the new series of the game became Within the game, there are concepts that were
hugely popular years later during the COVID put in place to help the players.
Animal Crossing: A Causal Game, Fig. 1 The island when the game starts
106 Animal Crossing: A Causal Game
The first thing many people notice is that the pandemic, the game continued to gain popularity
game has a built-in clock that is accurate to the as more people enjoyed the gameplay and used
time in the real world. Not only does this help Animal Crossing as an escape or a comfort game.
players not lose track of time, it also helps move
the game along similar to the real world. For
instance, if something is being built or mailed Conclusion
in the game, the players would have to wait a
whole day until that task is complete. Along with In summary, the history of Animal Crossing
the clock, the weather and region are also similar started when a game developer left home and
to where players are located in the real world. became homesick. The developer was able to
This gives players a sense of reality within turn his feelings of missing his friends and family
the game. into one of the top-selling games. The global
pandemic further boosted its popularity and
cemented its legacy in video gaming (Carpenter
Reviews 2021; Claiborn 2020).
Claiborn, S.: Animal crossing: New horizons review. IGN and the game can be explored differently for all
(2020, March 16). https://www.ign.com/articles/ players. Games that do not fall into this category
animal-crossing-new-horizons-review-for-switch.
Huddleston Jr, T.: How ‘animal crossing’ and the corona- typically restrict the player to a strict linear pro- A
virus pandemic made the nintendo switch fly off gression during a playthrough.
shelves. CNBC (2020, June 2). https://www.cnbc. Open-world game: Open-world games have a
com/2020/06/02/nintendo-switch-animal-crossing- large, complex, and interesting environments for
and-coronavirus-led-t o-record-sales.html.
Newton, J.: Celebrating 10 years of animal crossing. the players to explore and travel throughout.
Nintendo Life (2011, December 14). https://www. These games typically do not restrict player
nintendolife.com/news/2011/12/feature_celebrating_ movement to a linear progression or path and
10_years_of_animal_crossing. allow the player to explore the openness of the
Staff, Nintendo Life. Animal crossing: A brief history. Nintendo
Life (2020, March 11). https://www.nintendolife.com/ world at their whim.
news/2020/03/feature_animal_crossing_a_brief_history.
Introduction
Animal Crossing: New
Horizons and Its Popularity Animal Crossing: New Horizons was developed
During COVID-19 Pandemic and published by Nintendo, and it was released in
March 2020. The game became extremely popu-
Tristan Michael Simmons1 and Sercan Şengün1,2
1 lar due to its long-awaited arrival, but it was also
Wonsook Kim School of Art, Illinois State the beginning of the COVID-19 pandemic issues
University, Normal, IL, USA which forced many people indoors. Many players
2
Massachusetts Institute of Technology CSAIL,
found solstice in the simple pleasures of this
Cambridge, MA, USA game, and it became one of the largest releases
in recent years (Bogost 2020). The game was
released solely for the Nintendo Switch gaming
Synonyms console. Animal Crossing: New Horizons is the
fifth installment in the Animal Crossing series.
Life simulation game; Nonlinearity; Open-world
The other games in the main series and the
game; Social game spinoffs are:
Crossing series is known for its complex world Animal Crossing: New Horizons and Its Popularity
building through its life simulation gameplay During COVID-19 Pandemic, Table 1 Activities in
the game
(Kim 2014); however, Animal Crossing: New
Horizons builds upon this by adding an interactive Activity Detail
and widely accessible multiplayer aspect. The Collecting Fossils, fishing, catching bug and
insects, foraging plants, currency, and
core mechanic of the series is that the game time recipes
runs on real time which adds a more immersive Building Town buildings, changing island
layer of complexity to the series. topology, planting plants, and
designing home
Crafting Tools, furniture, clothing, and
accessories
Gameplay
Character Collecting and changing clothes, hair
customization styles, and accessories
The gameplay for Animal Crossing: New Hori- Travel Visiting vacation islands and visiting
zons is very simple and complex at the same time. the islands of other players
The pace of the game is very relaxed and slow NPCs Collecting/Inviting NPCs, gifting,
which allows for many things to be completed in trading, and building relationships
one session while not feeling too rushed. There is
a vast pool of activities that the player must
choose from. The activities allow diverse NPCs in their game have, and it allows for a more
gameplay that the player can decide upon. The diverse and customizable world-building
open-world aspect of the game also allows the experience.
players to complete most tasks or activities at
any point which prevents the game from feeling
too restrictive or linear. The activities and tasks Reception and Effects of COVID-19
available to the player range from collecting fos-
sils, fishing, catching and collecting rare insects, The reception of Animal Crossing: New Horizons
building relationships with player NPCs, forag- was overwhelmingly positive due to both the
ing, collecting resources, earning money, and quality of the game and the timeframe in which
much more (see Table 1). The main “questline” it was released. The game debuted on the market
of the game is progressively paying off loans to on March 20, 2020, and by the end of the month,
increase the size and storage space of your home. Nintendo had sold over 11 million copies. In
Relative to other life simulation games on the North America, the game became the best-selling
market, Animal Crossing: New Horizons uses title of March 2020 and the second-best-selling
common themes and activities for the player that title of 2020 as a whole (Grubb 2020). As of June
resonate throughout many other games in its 30, 2020, the title has sold more than 22 million
genre. However, the unique spin that makes the copies, making it the second-best-selling game on
game a one of a kind is its diverse and complex the Nintendo Switch system (Byford 2020).
villager NPC system. As of October 2020, there is Other than the quality of the game, the timing
a total pool of 391 different and unique villagers in in which it was released played a significant
the game. Villagers are sorted into different per- factor toward its success. The game was released
sonality categories that affect their dialogue and during the start of the worldwide COVID-19
interactions with both the player and other NPCs. pandemic. Many communities and players
Villagers will slowly come to your island, and throughout the globe started quarantining, and the
through the discovery of vacationing villagers on game provided an outlet for escape and relaxation
other islands, you also have the ability to ask them that many individuals desperately needed during
to join your island. This complex system allows these times (Buchanan 2020). Although some pre-
for the player to decide what character traits the vious versions of the game were offered to have
Animation and Neurocinematics: Visible Language of E-motion-S and Its Magical Science 109
mechanics linked to addiction (Scully-Blaker 2019 Leporati, G.: Inside Academia’s Growing Interest in ‘Ani-
on Animal Crossing: Pocket Camp), this specific mal Crossing’. The Washington Post. (2020, July 14).
https://www.washingtonpost.com/video-games/2020/
version of the game offered players “temporary 07/14/inside-academias-growing-interest-animal- A
escape” from the risks of the pandemic, as well as crossing/
a way to “get rid of loneliness” (Zhu 2020). Many Scully-Blaker, R.: Buying time: capitalist temporalities in
individuals found interesting ways to use the game animal crossing: pocket camp. Loading. 12(20),
90–106 (2019). https://doi.org/10.7202/1065899ar
for events such as business meetings, weddings, Zhu, L.: The psychology behind video games during
birthdays, and much more. The widespread popu- COVID-19 pandemic: a case study of animal crossing:
larity of the game resulted in academic interest in new horizons. Human Behav Emerg Technol,
its reception based on social sciences and human- 1–3 (2020). https://doi.org/10.1002/hbe2.221
ities research (Leporati 2020). These endless pos-
sibilities and calming atmosphere for escape
allowed for the game to become one of the most
popular and impactful games of its time. Animal-Computer Interface
A
Animation and Neurocinematics: Visible Language of E-motion-S and Its Magical Science, Fig. 1 Film
animated strip
Animation
and Neurocinematics:
Visible Language
of E-motion-S and Its
Magical Science,
Fig. 2 Textile art for a
character design.
Re-construction of thyself
associations between what they saw and the draw- simplest elements of visual composition, the
ings on the walls with a meaning. pure expression of feelings in movement.
Animation can be as abstract as in its origins In the following lines, we will briefly present
and go beyond the limits of the physicality of live the relationship between animation, neuroscience,
action movies, for which we usually see a hybrid and emotions, which we use during film produc-
of productions that need animation to recreate the tions at different levels. We obtained very positive
impossible scenarios that we imagine in our results that motivate us to share and ask scientists
brains, such as Avatar (James Cameron 2009) to keep working with artists, like Paul Ekman who
or possible recreations from the past, such as has explored with his studies the universal signs of
Jurassic Park (Steven Spielberg 1993). Directors emotions and facial expressions in different cul-
like Ray Harryhausen (United States) and tures. Antonio Damasio pointed out that scientists
Jan Švankmajer (Czeck Republic) were record life as it is; yet, artists express it as it may or
experimenting live action with animation before may not be. Artists can be the scientists of pre-
big companies like Disney produced the well- conceiving life.
known Mary Poppins (1964), Who Framed “The greatest scientists are artists as well” Einstein.
Roger Rabbit (1998), and The Three Caballeros (Calaprice 2000, 245)
(1945). Animation acts as the bridge between
This is our vision, how we can use the knowl-
reality and fantasy, and the imaginary perception
edge of producing movies to change our percep-
and the real perception. It makes us believe the
tion, to learn about life understanding our
most abstract forms or realistic dreams as real life,
emotions, so the relationships that we have with
thanks to the emotions which connect us. The
the self and the external world (Fig. 2). Rewire our
short movie The Dot and the Line: A Romance
brain with a tool that helps to rewrite our story to
in Lower Mathematics (Chuck Jones 1965) is a
very harmonic story where we see through the become fully alive and make sense of our lives.
112 Animation and Neurocinematics: Visible Language of E-motion-S and Its Magical Science
Methodology: Working Beliefs-Feelings- The most recent Pixar movie, Inside Out
Actions Through Animated Productions (2015), is an excellent sample of the importance
to understand the relationship between emotions
and thoughts with behavior. Furthermore, some
schools are using the movie to talk about and
identify the emotions. By watching this movie,
we learn to identify four from the primary six
emotions that Antonio Damasio classified in his
research (Damasio 1999). We get to know why
and how the characters behave, what is inside our
heads and what kind of feelings and actions
emerge when one emotion is in control. We under-
stand the importance of accepting and balancing
In this section, we share our observations and
negative and positive emotions because they need
work method during the creative process of mak-
each other. The same thing applies to the question
ing an animated film.
of being more rational or emotional; both go hand-
We collected data from the Animated Learn-
in-hand and work together as we can see in Rea-
ing Lab in collaboration with educational insti-
son and emotion (Disney 1943). Some great films
tutions from different countries, such as San
as Party Cloudy (Pixar 2009) explore feelings and
Carles Fine Arts in Valencia, Spain; indepen-
ideas, friendship and resilience, with a clear
dent artists such as George Mcbean (UNICEF)
reflection by using images over words. Luxo Jr.
and creative professionals, who have been
(Pixar 1986) was a revolutionary experiment
working on tailoring animated workshops for
using procedural animation, where John Lasseter
students of different ages, from toddlers to post-
applied the classical principles of animation to 3D
graduate students. This makes a richer experi-
characters in order to provoke emotions. Most
ence at the time to exchange and contrast ideas,
recently, in the independent film-making arena,
which shows us interesting ways in which ani-
we find a movie which has a program for teachers
mation is a very powerful tool for building
to share wisdom about life, The Prophet (Salma
social relationships and increasing creativity.
Hayek 2015).
To answer why we connect animation, emo-
The field of neuroplasticity explains how our
tions, and neuroscience, we will start explaining
brain is capable of change with every experience
the relationship between our brain and
and by repetition, creating new synapses and pat-
emotions.
terns that can determine new behaviors (Davidson
Scientists such as Richard Davidson
2008). Animation is all about repetition and focus;
(University of Wisconsin) Daniel Siegel
it is a transformative process where we work
(Mindsight Institute, California) or Joe Dispenza
connecting our minds to our bodies. During any
(DC) have been studying neuroplasticity and
creative process, the energy flows where our
researching the effects of meditation and emo-
attention is focused (Mihaly Csikszentmihalyi
tional regulation for an optimal learning and
2008); some people are more kinesthetic, others
well-being. As we mentioned before, emotions
are attracted to sound or are more verbal; these are
affect our decision-making, if we learn how to
some of the multiple intelligences that Howard
identify the emotions and regulate them, we will
Gardner (Harvard 2006) acknowledged, all can
be able to develop resilience and increase our
be explored during the creation of an animated
sense of fulfillment and contentment. We found
movie as if it were a mindfulness practice.
that animation can be an excellent media to learn
Animation can be a practice of mindfulness,
and regulate our emotions, understand different
since animators need to observe outside of them-
perspectives, and be more conscious about our
selves, in order to be able to understand the char-
feelings and beliefs.
acter that we must animate, or have enough
Animation and Neurocinematics: Visible Language of E-motion-S and Its Magical Science 113
information to be able to design a new original under 9–10 years old. Ateliers are taught in a
character, environment which has to be believable constructivism learning method (Vygotsky), to
and engaging to the audience. This engagement animate in a very intuitive way, by playing with A
happens because our empathy and mirror neurons the software and receiving small lessons and sup-
activate when a speaker and listener interact port from the tutors. We focus on four main ani-
(Hasson 2010) (Fig. 3). Despite very subtle differ- mation techniques: pixilation, cut out, clay, and
ences between cultures, is our basic human essence 2D, to keep them in touch with analog materials
to connect through empathy; Paul Ekman and avoid working just with computers. We
(Emotions Revealed 2012) has been working for encouraged the importance of using kinesthetic
major animation studios due to his relevant studies techniques when possible, since it helps to focus.
about facial expressions, emotions, and deception. The rewarding system of the brain activates when
Animators have been using his knowledge to better students see a physical and visual product after
understand the nuances of expressing feelings their learning experience.
within different contexts and situations. This is Animators develop the four main components
relevant to exaggeration and having gestures to that Daniel Goleman acknowledges in his defini-
entertain the audience, as the story unwraps. Our tion of emotional intelligence (2005): self-
understanding about the story itself is a reason for awareness, social awareness, self-management,
case study; to question beliefs, decide which emo- and relationship management.
tions intervene and what actions are going to hap- Naturally our brain is plastic and shapes itself
pen to resolve the conflict. Life is presented as a by experiences; it is always transforming and cre-
conflict to resolve, with a touch of imagination. ating new synapses, even as we get older. When
Walt Disney Studios used to test future animators we work on making movies, we put ourselves as
with an assignment where they had to express directors or animators in hypothetical situations
different feelings and emotions using a sack of that, either, are real memories or fantasies. In
flour. A clear sample of how we can learn about either case, they are an excuse to experiment in a
emotions from the inside out is by doing, as we do safe context, situations which we could be
from outside in, by watching movies. involved in, provoking: reactions and, inducing
To work on a production, we set up groups of feelings and ideas that we can question by
three or four students, depending on their age and reflecting, especially working in groups where
interests. Each group had to discuss an idea and different perspectives are factored in.
make a film out of it. Different roles were distrib- The creators have to think and feel the way
uted amongst themselves, if they are not children their characters must behave. During this process,
Animation and Neurocinematics: Visible Language of E-motion-S and Its Magical Science, Fig. 3 Illustration of
speaker-listener when telling a story
114 Animation and Neurocinematics: Visible Language of E-motion-S and Its Magical Science
they are not just passive observers but active this is a whole new area of study, the cognitive
protagonists. As a result, the learning experience neuroscience of film (Jeffrey Zack 2014).
is stronger and their effects are more intense
regarding comprehension to why a character acts Life is a tragedy when seen in close-up, but a
comedy in long-shot. Chaplin (1889–1977)
in a certain manner, and how they should express
ideas and feelings in accordance with that behav- In making movies, we must be aware of the
ior. The results in comprehension of emotional meaning and function that every artistic compo-
status are higher than when watching movies. nent adds to the film. In animation, we work with
While watching a film, each viewer makes a lec- what big studios call color script, which shows the
ture of the scene based on his perception (from film’s colors and lights visualized in key frames
his/her background). In other words, they bring from the primary scenes. Nowadays, we can find
their vision from what they personally have lived; the whole movie compressed as a barcode, pro-
by doing animation, they become the character, viding the whole spectrum in one image. Anima-
forcing them to get his mindset with all its traits. tors learned to evoke emotions by using different
Feelings are no longer a personal interpretation technical elements of composition such as color,
but a rehearsal for being the character, even warm for love and positive feelings, more blue or
though there may be certain level of subjectivity darker for sad ones: in Beauty and the Beast
while acting. (Disney 1992) the castle changes from very dark
Animation acts as a metaphor to transport the bluish colors during the spell, to bright and warm
ateliers to live other people lives, through their towards the end of the film. Round shapes are
minds and bodies. We usually hear“ You don’t more suitable for children; they are soft and calm
understand because it never happened to you” as we see them in Lilo ad Stich (Disney 2002),
and somehow this is true since the process of while more angular shapes convey a cold and
embodying feelings and ideas is always more aggressive feeling. More light is associated with
real when one has lived a similar personal experi- happy and relaxed situations, such as in Tangle
ence. The reason is there is a trace of that past (Disney 2010) where everything is inspired by the
event through all the senses, instead of being just a painting of Fragonard; the main colors are pink
hypothetical thought or imagination. In this mat- and soft with an especial glow. Music is extremely
ter, the creative process is more important than the relevant as well as many other elements, such as
quality of the final result, because it makes you rhythm. Animators and directors start to be more
gain knowledge by experiencing instead by just aware of the psychological and symbolic meaning
listening or viewing (Fig. 3). of these components as they work on productions.
At the end of the production students, learn Even camera movement can create and enhance
technical aspects related to animation and film different moods.
making than can be applied to reflect on real life. To summarize, life in animation is a safe game
Movies are audiovisuals expressions from reflec- where we play somebody else; we are free and
tions about life, a work in progress; and we create focus on what we do. Being aware of what hap-
our own stories as recreations of past, present, or pens brings a more peaceful status of relaxation to
future events. We become the architects of per- face problems and make decisions. We work on
sonal realities, by editing those moments and put- resilience and the relationships between the world
ting them together to make sense of what we live and the self, as well as the connections between
(Lev Kuleshov 1920). Our brain does not distin- our thoughts, feelings, and actions, in order to
guish what is real or fiction, and perception and reach balance. Animated movies can teach us
cognition are crucial in understanding emotions how to feel like children again and inspire us to
and getting an optimal communication within the become our better selves, even when we are
self and others. We edit and change our realities already grown-ups thanks to neuroplasticity. It is
due to personal perception and the fragmentation a chance to find ourselves in somebody else’s
that occurs in our brains when processing data; eyes, so we can meet others within ourselves by
Animation and Neurocinematics: Visible Language of E-motion-S and Its Magical Science 115
empathy, which is the key to our emotional sys- Conclusions and Discussion
tem. Animation is an excellent art form for self-
awareness and self-development, which we can Working with animation provides the tools to A
use for children and adults. Filmmakers and pro- train our minds and bodies thanks to
fessionals of other visual fields must take bigger neuroplasticity, by applying the emotional intel-
responsibility of their influence in people’s lives, ligence. It can be considered as a medium for
through their movies, especially children. Anima- cognitive therapies.
tion is more than an entertaining media; it is a It is a bridge between sciences and arts.
visual language of emotions and feelings, worth to Animation is an excellent medium to teach
research the sciences of its effects in how we make visual literacy and develop critical minds to
up stories in our minds in order to make meanings avoid manipulation.
and sense of our lives, starting by how we per- Within art therapy, it works as an excellent new
ceive the world. approach with autistic children and any other con-
dition that is an obstacle to communication.
It is a mindfulness media and tool to put it in
Results practice and bring consciousness from the
unconsciousness.
– Animation improves our cognitive functions The creative process of an animated movie
and awareness of being. helps to develop important social skills.
– Students or professionals learn about emotions Animated movies serve as metaphors to com-
and feelings (especially the difference) municate when language barriers are an impedi-
– It enhances social skills such as cooperation, ment. It can be an alternative language to
compassion, tolerance, listening, and linguistics.
teamwork. Animation should be considered a social emo-
– Animation provides a more natural method to tional learning tool to be incorporated in regular
reflect on actions by having fun, without curricula to implement knowledge about
judgment. emotions.
– Communication becomes better within the Animated productions open new ways of
teamwork by sharing and listening. communication, contributing to the creation of
– Expressing feeling through animation encour- happier communities with the necessary tools to
ages students to find their voice when there is obtain an optimal sense of resilience, in order to
some impediment or difficulty, physical or cope with life’s challenges, learning to be
psychological. humans. Animation is a social emotional learn-
– The students raise their self-esteem and feeling ing media, extremely powerful to study deeper
of reward by producing a final product. the cognitive effects in our brains and minds
– Learning skills, as concentration, focus during art production, which can bring us a better
improve considerably after a program is understanding of how we see the world from
complete. different perspectives.
– Students start to develop a personal mindset Animation can be an important storytelling
with a critical view to question audiovisual media to be aware of our thoughts and feelings,
information and beliefs systems. to reflect upon them and understand the stories
– Animation students get greater knowledge and that our brain creates, since apparently its default
comprehension of visual literacy when mode activity is story-making (Mehl-Madrona
watching or producing movies. 2010).
– Creativity increases in all cases, including the
I am convinced that animation really is the ultimate
most introverted animators. art form of our time with endless new territories to
explore. Glen Keane. http://www.awn.com/news/
glen-keane-creates-nephtali-short-paris-opera
116 Animation Scripting
business from which the phishing email appears to risk of phishing. The solutions are based on the
have come (Robila and Ragucci 2006). This in latest studies in the field in addition to the best
turn means the reputation of that business will be practices and awareness in the field. E-mail phish-
damaged, causing loss of its loyal customers, ing attacks have evolved from being purely tech-
since those customers tend to associate the busi- nical, consequently highlighting the need for
ness with phishing attacks and ceases to use the defense mechanisms that go beyond purely tech-
services offered by that business (Sullins 2006). nical controls. Thus, security in this application
An investigation by McAfee illustrated that must be viewed using a holistic perspective to
employees working in finance, accounting, and integrate technology with aspects of human
human resources were among the worst in behavior.
detecting phishing attacks and responding appro- A survey of the market reveals that there are
priately to them (Cochin et al. 2014). This then many commercially available solutions tailored
raises the question of how such departments, with toward fighting fishing attacks. Despite their
so much access to sensitive data, should guard widespread availability, tools to detect automated
their organization against phishing attacks. Mul- e-mails have limited capabilities (Fette et al. 2007)
tiple sources from renowned scholars strongly (Zhang et al. 2007). conducted a study on ten anti-
believe that the best way to defend against such phishing tools and found that only one of them
attacks is by using a multilayered technical anti- was able to correctly detect 90% of automated
phishing defense system. Nevertheless, the big- emails in a certain trial. However, a further inves-
gest part of this defense mechanism still remains tigation showed a false classification accuracy of
well educating and training employees of an orga- 42%, implying that it incorrectly classified 42% of
nization to be able to recognize phishing attempts emails. The reason for this difficulty in detecting
and immediately respond by reporting them to the potential phishing attacks is that phishing attacks
members of the IT team (Butler 2007; Hong 2012; are constantly evolving to take more complex
Swapan 2012). forms. As a result of this, it is very difficult for
Due to the severity of cybercrime at personal universal anti-phishing tools to detect and protect
and national levels, many countries have intro- the user from all forms of attacks (Zhang et al.
duced cybercrime laws. In the UK, Sections 2007). Instead, the readily available tools merely
41–44 of the Act, which amends the Computer reduce the risk of phishing attacks without offer-
Misuse Act 1990 (Thompson 2006), stipulates ing a comprehensive and accurate detection of all
that offenders will face tougher penalties for com- possible attacks (Dodge Jr et al. 2007) (Dodge and
mitting cybercrimes intended to cause serious Ferguson 2006) (Downs et al. 2007). classifies the
damage. The US Computer Fraud and Abuse incorrect detection of legitimate and phishing
Act (CFAA) was enacted in 1986 and its penalties emails as being false positive and negative,
can be imprisonment for not more than five years respectively. They also found that anti-phishing
and/or a fine of not more than $250,000 for indi- tools can never give complete protection against
viduals (Robila and Ragucci 2006). either form of false detection of emails. Therefore,
users should make their final decision on the
potential classification of emails using their own
Gamification Solution knowledge and experience rather than solely rely-
ing on the anti-phishing tool. This can prove to be
Phishing has been a complex phenomenon and a challenge as user behavior and knowledge is
therefore it is not possible to single out a solution unpredictable and there is no systematic way to
to avoid it. Therefore, the risk of phishing can be remove the risk associated with a lack of appro-
reduced through the education and training of priate user knowledge on the matter (Dodge Jr
users and by suitable technology. et al. 2007). This shows that complete protection
There are numerous technical and nontechnical is only achievable by having an idea of the behav-
solutions that have been suggested to reduce the ioral response of a user, be it through education or
Anti-phishing Attacks in Gamification 119
knowledge of the best practices. It is thus impor- between a full game and parts, gaming and
tant to understand what exactly makes people playing.
susceptible to phishing attacks to help us develop A way to play a game while having fun, but it is A
all anti-phishing tools, most importantly aware- not a full game. The effectiveness of teaching
ness and education of the issue (Kumaraguru et al. procedural and conceptual knowledge using
2007; Sheng et al. 2007). Further research in the games has been discussed extensively in the liter-
vulnerability of users to phishing attacks is needed ature (Rittle-Johnson and Koedinger 2002; Gee
to develop complete anti-phishing protection 2003).
tools that can offer an end-to-end solution against Researchers have put forward several
a variety of phishing attacks. blacklist/whitelist-based and heuristics-based
Despite the reduction in the potential of phish- defense mechanisms to protect against phishing.
ing attacks offered by technological solutions, Entities such as PhishTank (PhishTank) and Anti-
user-level protection still proves to be the most Phishing Working Group (APWG) have compiled
effective form owing to their high vulnerability reports on authentication services and phishing.
due to a lack of knowledge in the field (Downs Over the years, many tools have been developed
et al. 2007). This claim is proved by many which are designed to safeguard against the most
researchers in the field who conclude that there common phishing attacks: browsing services like
is a definite need to improve user awareness on the Microsoft SmartScreen Filter, Norton Safe Web,
matter to increase the chances of success of fight- McAfee SiteAdvisor, and Google Safe Browsing
ing against the attacks (Downs et al. 2007) are just some of the tools developed to this end.
(Kumaraguru et al. 2007) (Sheng et al. 2007). Nonetheless, phishing practices have evolved in
A study conducted by (Forte 2009) finds that sophistication in tandem with defense systems,
relying solely on technological barriers against often staying one step ahead in the game of
phishing attacks offers limited protection as the avoiding notice and bypassing safeguards (Yue
attacks are typically designed to work directly on and Wang 2010). The struggle between phishers
users and exploit their lack of knowledge. This and anti-phishers is an enduring one.
shows that it is of utmost importance to educate
users on the importance of verifying the legiti- Anti-Phishing Phil
macy of phone calls and emails that they receive. Sheng et al. (Sheng et al. 2007) presented the
Phishing awareness has been discussed exten- development of an online game called “Anti-
sively in the literature, with some sources refer- Phishing Phil.” Anti-Phishing Phil is a game
ring to recommendations known as best practices developed to educate users about phishing. This
that users can follow to limit their exposure to game teaches users how to spot phishing attacks.
potential attacks. They also discuss how these The player (user) is playing as a fish named Phil.
best practices can be taught to a wide audience Phil is hungry and wants to eat worms, so he can
in an effective manner. become a bigger fish. The problem is that the
“Gamification is defined as a process that inte- worms are associated with URLs. These URLs
grates game elements into game fewer objects in can be either to legitimate websites or to phishing
order to have graceful characteristics” (Yohannis websites. The player needs to choose the right
et al. 2014), this means that gamification uses worms to eat before running out of time. Phil’s
game elements (badges, levels, time constraints, father is guiding the player by giving tips on how a
etc.) in a nongame environment to make the sys- user can detect phishing URLs, thus using enter-
tem have graceful characteristics, meaning it is tainment for the purpose of educating the users
not a full game. It only uses elements from about phishing. Anti-Phishing Phil uses rounds,
games. Deterding et al. (Deterding et al. 2011) scores, lives, and time for the purpose of enter-
say that gamification refers to the use, design, tainment. If the user chose a good URL, then the
elements, and characteristics of games in a non- user is going to achieve points. If the user chose a
game context. This means that gamification is in phishing URL, then the user is going to lose
120 Anti-phishing Attacks in Gamification
points. This is with the purpose of educating about avoidance behavior of individuals was heightened
phishing threats. by the individual’s own threat perception, per-
Users can be educated by means of a game to ceived severity, perceived susceptibility, self-
enhance the learning process (Sheng et al. 2007). efficacy, and safeguard effectiveness. This is
For instance, they can be presented with a series of while the cost of safeguarding provided an
URLs: they gain points for correctly identifying adverse impact.
safe URLs and lose points for clicking phishing
links. The results of the game carried out by “Smells Phishy?” Board Game
(Sheng et al. 2007) showed an increase of 60% On the front of anti-phishing, board games have
in the detection of phishing links, thereby show- been developed to increase the player’s awareness
ing the successful transfer of knowledge of phish- regarding online phishing scams. One particular
ing attacks onto users. Another example of a study board game, by Baslyman and Chiasson
that aims to educate users using a game is done by (Herzberg 2009), was used in the study which
(Zhang et al. 2007). This game gives users clues showed people who played the game now better
on how to identify URLs that can potentially be understand what phishing scams are and how they
used for phishing attacks, such as teaching users can best avoid falling into their traps
to rely as much as possible on the links on the first (Arachchilage and Hameed 2017).
page of search engines as these are typically the
most reliable ones. Despite increasing the user Embedded Training Email
awareness toward potentially harmful URLs, a Kumaraguru et al. (Kumaraguru et al. 2007) have
limitation of this approach is that it relies solely invented and developed a new technique called
on detecting the legitimacy of the URLs without embedded training email system, in the quest to
making reference to the detection of actual phish- teach people how to protect themselves against
ing messages. The outcome of the game was also phishing attacks, focusing on the use of email.
determined using a scoring system to increase Further experiments have illustrated that two
user interest in the issue. Teaching the concepts embedded training designs work much better
using this interactive approach (as shown by than the current use of sending security notices
(Sheng et al. 2007)) aims to educate users in a (Arachchilage and Hameed 2017).
dynamic manner where they aim to score the
highest score possible, thereby increasing user Automatic Content Generation
interest in the underlying concepts aimed to be Tseng et al. (Tseng et al. 2011) have focused on a
taught and overall retention of information (Quinn game project that turns the assessment of the
2005). content of a website into a game in order to
teach users how to detect phishing. This includes
Mobile Game describing stereotypes features of a phishing
A new mobile game, at a prototype level, is devel- attack by coming up with a hierarchy frame for
oped by Arachchilage et al. (Arachchilage and the phishing attacks. Furthermore, other proper-
Hameed 2017) with the aim to teach and train ties of the frame model, such as its instantiation
individual’s minds to defend themselves from and inheritance, enable the extension of the phish-
the different techniques used by phishing attacks. ing pages, which in turn increases the game con-
This game is centered around the purpose of tent. The test on the effectiveness of this technique
improving the user’s behavior toward subcon- was carried out by the use of an anti-phishing
scious detection of the threat of the phishing educational game, which resulted in most experts
attack and hence avoiding it. The study on the and participants satisfied with this system.
effectiveness of this mobile game on teaching
ordinary people to thwart phishing attacks has Self-Efficacy
shown a significantly promising result. The Archchilage et al. (Arachchilage and Love 2014)
study further brought to attention that the have intercalated both conceptual and procedural
Anti-phishing Attacks in Gamification 121
knowledge into their innovation approach into computer security by changing people’s under-
gamification. This focuses on their effect on the standing and discipline (Denning et al. 2013).
player’s self-efficiency to avoid phishing attacks. The players of the game simulate the employees A
Therefore, the aim is to add self-efficiency into the of Hackers Inc., which is a tech security com-
game frame in order to make the game better pany that performs advanced checks on the secu-
equipped for teaching anti-phishing techniques. rity of individuals by actively trying to hack it
However, this comes with the challenge of actu- and then provide consultation services to the
ally making a successful transplant of self- individual on whom to improve their security.
efficiency into the body of the game. This is For the evaluation of the game, a group of 22 edu-
achieved by teaching individuals how to well cators and 250 students were taking into account.
differentiate true URLs (uniform resource loca- Most of the educators indicated that the game
tors) from fake ones, using elements from a theo- was a great teaching tool, in that they would use
retical model (Lin et al. 2015). This model has it again, as it was greatly welcomed and enjoyed
continually shown that the interaction of concep- by the students, while it significantly increased
tual knowledge and procedural knowledge tend to their understanding of computer security. There-
produce a positive effect on an individual’s self- fore, some educators believed that they would
efficiency when it comes to avoiding phishing even recommend it to others. A secondary sup-
scams. plementary evaluation of 11 educators teaching
nonsecurity computer science courses showed
PicoCTF that their response similarly aligned with a larger
A new and innovative competition has emerged group, with some reporting that they would no
among high school computer science enthusiasts, longer teach any computer science course with
called PicoCTF (Chapman et al. 2014). Unlike the game.
conventional computer games, this competition
is aiming to broaden the student’s understanding
of computer security, through a series of web- Conclusion
based game challenges. PictoCTF is based on
the idea of capturing the flag. Teams race to In this article, the authors discussed and
solve computer security obstacles, looking for a referenced briefly phishing attacks focusing on
digital “flag,” encrypted in text or a binary pro- gamification which is actually social engineer-
gram and saved in an unknown server. Although ing. Then they categorized the existing strategies
the competition can last for a couple of days for a to tackle the issue and enhance the awareness of
team to win by discovering the exact location of users regarding the gamification solutions.
the flag, the many challenges faced by the com- Phishing manipulates individuals psychologi-
petitors and the array of solution they come up cally to reveal confidential information. Phishing
with will allow them to learn crucial skills in is a common form of identity theft and is consid-
computer forensics, cryptography, web security, ered a serious and server cybercrime. The most
reverse engineering, and binary exploitation. This common phishing uses emails, chats or websites,
game is both an entertaining, challenging yet legal and online games to get valuable information.
way for both students and tactically professional Education and training in the case of gaming
experts to practice and improve their skill in a have become very essential even for a common
computer breach, which in turn will give them a man to prevent phishing. In order to handle
better understanding of how breaches can happen phishing in gaming, some of the existing
and how to avoid them. methods have been discussed. Since organiza-
tions are emphasizing the education and training
Control-Alt-Hack of their employees for data protection, game-
Meanwhile, Control-Alt-Hack is a new design of based learning is one of the top methods to iden-
card game also aiming at increasing awareness of tify phishing attacks.
122 Anti-social Behavior
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Area of Interest Management in Massively Multiplayer Online Games 123
Applied Gaming
Definition
▶ Gamification
In a Massively Multiplayer Online Game, the
Area-Of-Interest (AOI) is that portion of the vir-
tual world of specific interest for a player.
Arab Animation
typical of MMOG, the state of entities in the referred to as AOI, and the awareness is mutual
virtual world, such as avatars and objects, has to such that if A is aware of B, B is also aware of
be replicated in avatar nodes in a timely fashion. A. Spatial-based AOIM mechanisms can employ
However, broadcasting all state changes to every a static and persistent implementation of the AOIs
node in a MMOG is not a practical solution. (Carlini et al. 2012), or dynamic, by adjusting the
Naturally, each avatar is interested to be updated AOI shape and size according to the events hap-
in only a subset of the whole virtual world, which pening in the virtual world (Ahmed and
is commonly referred to as Area of Interest (AOI). Shirmohammadi 2008).
The AOI management (AOIM), often referred to
also as Interest Management (2002), is a core Geographic AOIM
activity in the operations of a MMOG, and can Geographical AOIM exploits the subdivision of
be informally defined as the following: given an the virtual world into regions, which are then
avatar, identify its AOI and activate those opera- distributed to different servers. Geographical and
tions that support its timely update. AOIM is also spatial AOIM are often used in combination: the
referred to as spatial publish subscribe (Hu and spatial AOIM is used to select those, among the
Chen 2011). In this model, publishers perform regions provided by the geographical AOIM, that
action and interact with the virtual world (e.g., are of interest for the avatars. A coarse grained
perform some movements), whilst subscribers geographical AOIM is usually implemented by
manifest their interest of receiving updates for a large centralized MMOG by dividing the virtual
specific area of the virtual world. AOIM is a world into large regions and instances (Prodan
fundamental operation in both centralized and and Nae 2009). Normally, the nimbus of avatars
distributed MMOG architecture. In the centralized is much smaller than such regions, and therefore
ones, it is principally a mean to reduce the volume only one region (i.e., server) is selected, as typical
of messages exchanged by the client and the of centralized approaches.
server, as well as the amount of data stored and More fine grained subdivisions of the virtual
elaborated locally to the client. In distributed world are typical of decentralized MMOG archi-
MMOG architectures instead, how AOIM is tectures (Ricci and Carlini 2012). A common
performed greatly impacts on the whole architec- approach considers an uniform partitioning of
ture. In fact, AOIM often drives the design of the the virtual world into rectangles or hexagons,
whole decentralized architecture, forcing an orga- with the area of interest that can span more
nization of the connections between nodes so that regions. Static uniform partitioning approaches
they are only communicating with other nodes have the problem of properly defining the region
that have relevant entities. AOIM can be divided size. If the size is too large, an avatar could receive
into two main categories (Carter et al. 2012): state updates from entities not in its actual interest,
spatial and geographic. wasting resources. Otherwise, if the region is too
small, an avatar would need to manage multiple
Spatial AOIM region of interests and switch very frequently
Spatial AOIM is based on the concepts of aura and between them, generating a lot of overhead. In
nimbus (Boulanger et al. 2006). The aura is the order to overcome these problems, in dynamic
spatial area for which an entity is perceived by partitioning, the size of the region can be opti-
others, whilst the nimbus is the spatial area for mized according to various parameters, such as
which an entity can perceive. Hence, an entity the number of avatars in a region, or the compu-
A can perceive another entity B only if A’s nimbus tational power of the node managing a region
intersects with B’s aura. However, in this case, (Deng and Lau 2014). An evolution of the
B is not necessarily aware of A (i.e., the relation is dynamic partitioning approach is the hierarchical
not mutual). In practical implementations, how- partitioning, which is usually implemented by
ever, aura and nimbus coincide in a circle (or a considering tree-like structures, such as
sphere) with a predefined radius and centered on QuadTrees (Backhaus and Krause 2010). An
the avatar. In such case, the circle is simple advantage of this method is that the size of the
Artificial Intelligence 125
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euclidean plane, the plane is partitioned into to-peer network for virtual environments. IEEE Net-
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Prodan, R., Nae, V.: Prediction-based real-time resource
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▶ Interaction
Reality (MR) as a stage between Augmented the virtual environment can influence the real
Reality (AR) and Virtual Reality (VR) rather environment. For example, the virtual environ-
than an umbrella term describing the whole spec- ment can tell the user how to perform a certain A
trum. Instead, Extended Reality (XR) includes operation in the real environment. Examples
AR, MR, and VR. An overview of how the ARC include remote maintenance (Mourtzis et al.
is presented in this work is shown in Fig. 1. 2020), and health-care assistance (Rebol et al.
2022). Once the user performed the instructions
visualized in the virtual environment, they indi-
Disciplines Within the Artificial Reality rectly changed the real environment.
Continuum
Augmented Reality
People start to talk about the artificial reality con- In augmented reality (AR), the information flow
tinuum as soon as the information that is visually between the virtual and the real environment goes
displayed depends on the environment the user is only from the real to the virtual environment. The
in. In all forms of artificial reality, the awareness real environment gets extended with visual and
between virtual and reality goes only in one direc- auditory information (Reipschlager et al. 2021).
tion. From the real environment to the virtual In some AR applications, the physical environ-
environment. The interaction can never happen ment influences how the virtual world is rendered.
in the opposite direction because this would However, this is not a requirement for AR. Some
mean that reality changes directly from the influ- AR applications scan the physical environment to
ence of the virtual reality (VR) which is physically provide anchored augmentations depending on
not possible. However, the user can act as a bridge which real environment the user sees. This allows
between virtual and real environment. Indirectly for predefined visualizations to get displayed on
Augmented
Mixed Reality Virtual Reality
Reality
MR VR
AR
Virtual World
Real World "Visuals are "Augmented visuals
"The user is visually
overlayed onto the are anchored and
transfered into a
user's real-world interact with the
virtual world"
view" real world"
Sample Head-
mounted display
Microsoft Meta Oculus
Google Glass
Hololens Quest
Sample
Application
Remote Assistance Medical Procedure
Star Identification
for Repair Simulation
Artificial Reality Continuum, Fig. 1 An overview of the Artificial Reality Continuum (ARC)
128 Artificial Reality Continuum
top of reality. Augmented reality is not designed collaboration. Virtual objects are used to explain
to change the real environment. The boundary concepts in the real environment. One person can
between augmented reality and mixed reality is guide another person if the mixed reality views are
at the point where the augmented information tries transferred over the Internet (Rebol et al. (2022);
to influence the real environment. The sole pur- Mourtzis et al. (2020)). One person can give
pose of augmented reality is to enrich reality by direction using virtual objects on the other side.
providing additional visualizations. The person that receives the direction through
In museums, AR is used to provide text mixed reality can work based on the directions
descriptions and animations for exhibits (Ding received. In industries, mixed reality is often used
et al. 2017). In books, AR is used to extend tradi- in cases where a remote expert guides a local
tional 2D illustrations with 3D AR scenes (Dünser operator (Rebol et al. 2022). Traditional 2D
et al. 2012). Interactivity does not take place with video guidance is sometimes not practical because
the AR objects itself. Only small changes in the the complexity of the problem requires spatial
virtual environment are possible such as changing information. In the logistics industry, special
the position where the virtual elements appear. machines are deployed in warehouses (Mourtzis
Pokemon Go pok (2022) is the most famous AR et al. 2020). Only few experts are able to fix the
game. Besides the entertainment applications, AR machines whenever they stop working. In order to
is also used in heads-up displays in air crafts and repair machines efficiently, a remote expert guides
vehicles (Jose et al. 2016). The virtual elements in a local mechanic through the procedure with
the game (Pokemon) appear augmented through a MR. The remote expert would otherwise need to
screen on the real world. Augmented reality travel long distances to fix the problem which
devices are displays of phones and tables, pro- would take more time and cost would be high.
jectors, and glasses with integrated see-through
displays. Virtual Reality
Virtual reality (VR) tries to completely detach the
Mixed Reality user from reality and take the user to an all virtual
In contrast to augmented reality, mixed reality environment (Auda et al. 2020). Although the
(MR) not only enriches the real environment by user keeps physically in the real world, virtual
displaying visualizations for the user but also reality creates the impression that the user enters
makes the user interact with the environment. a new virtual world. Compared to augmented and
The virtual environment changes the real environ- mixed reality, the user does not see anything from
ment with the help of the user. The interaction the real environment, except for themselves in
must include the physical environment and can cave automatic virtual environment (CAVE)
also take place in the virtual world. MR headsets experiences (Muhanna 2015). Most of the time,
that support hand tracking allow the user to intu- the visual experience is also paired with audio and
itively alter the virtual world. Moreover, in every the user wears headphones which makes the user
mixed reality application the virtual environment hear sounds from the virtual environment. Mod-
is fully aware of the real environment. Mixed ern virtual reality devices are displays mounted
reality is the most complex technology because very close to the user’s eyes to cover the real
it tries to create a new seamlessly combined real- environment. They are head-mounted displays
ity. In AR, the attention is on the real environment (HMDs) consisting of the display, headphones,
and the augmentations just enrich the reality. In microphone, and sensors to track the user’s
virtual reality, the attention is on the virtual envi- motion. In order to make the virtual experience
ronment and the user is not visually aware of the of Artificial Reality Continuum 5 as realistic as
real environment. In MR, the attention switches possible, the motion of the user is tracked and
between the real and the virtual environment. transferred to motion in the virtual environment.
Mixed reality creates a cooperative scene VR device tracking ranges from head tracking
which can be used for virtual meetings and only to full body tracking.
Artificial Reality Continuum 129
Similar to mixed reality, virtual reality is used currently in. Those devices only need a projecting
for virtual meetings and collaboration. Distant display. They do not need sensor to scan the
people can meet in the virtual world to discuss environment. A
work in the real world or work together on virtual The more sophisticated version of AR is par-
tasks. People see each other as represented as tially aware of its environment. This version of AR
avatars in the VR. The degree of avatar detail scans the environment and searches for predefined
and realism changes. The degree of avatar realism elements on which information is augmented. For
has an influence on the perception in VR example, in an AR book (Dünser et al. 2012), the
Latoschik et al. (2017). More abstract avatar rep- AR device is searched for illustrations or markers.
resentations require less computing power. Real- Whenever something is detected, the
istic representations can be retrieved by a corresponding visual information is overlaid for
volumetric capture of a person (Yu et al. 2021). the user. This detection requires additional sensors
However, in combination with realistic capture, for the AR device. Mostly, these types of AR
precise motion tracking and mesh deformations devices contain a display and a color camera.
are required to reach a high degree of realism. Devices are mainly phones, tablets, and glasses.
One difference between virtual reality and aug- The color camera captures the real scene and
mented and mixed reality is the fact that it is applies image recognition algorithms to detect
completely detached from the real environment. given objects in the scene. Consequently, these
Therefore, the user can be taken into a completely types of AR devices require more computations
new world which the user would not be able to resources compared to the most simple form of
experience in reality. It can be a place on real AR. Despite recognition, tracking is performed to
world that is somehow unreachable for the user stabilize augmentations when the user moves the
such as the cockpit of a rocket or distant vacation AR device. The tracking makes this type of AR
destination. It can also be a completely fantasy more enjoyable than simple AR displays. It makes
place. This allows for the application to simulate the virtual and the real environment merge and the
situations and train people. Examples include fire experience for the user is better because the user
rescue, medical training, and pilot training. By does not need to switch visually between the
combining a visual VR experience with additional decoupled virtual and real environment. Accurate
realism such as sound, haptic feedback, environ- tracking is an important factor for a smooth AR
ment motion, and smell, a highly realistic scene is experience. Slow or inaccurate tracking results in
created. The user’s body is physically moved high cognitive load for the user and can result in
according to the visual VR experience. motion sickness (Kaufeld et al. 2022).
Mixed reality is very closely related to the
The Continuum more sophisticated version of AR described
The transition between AR and MR is seamless. above. The main difference is that in mixed reality
MR applications include AR. AR and MR can be the awareness of the real environment is even
distinguished by the sensors the display device is higher when creating the virtual environment.
using. In AR, there exist two types of augmenta- Therefore, MR devices have more sensors than
tion. The most simple version of AR augments AR devices. They spatially capture the surround-
information onto a display without taking the real ings the user is in. A depth sensor, a stereo camera
environment into account. One example for this is setup, or laser-based systems are used to capture
a heads-up display in a car that projects cruising the 3D scene. In order to process this information,
information such as speed and direction onto the more computations resources are required com-
windshield (Jose et al. 2016). Another example pared to AR devices. Typical MR devices include
would be wearable see-through glasses that pro- phones which 3D capture capabilities and head-
ject the current time and weather information into mounted displays.
the field of sight of the user. This information is In MR, device tracking becomes an important
projected regardless of the environment the user is part because all the virtual objects are linked to the
130 Artificial Reality Continuum
real objects and need to stay at the same position. (2017); Solbiati et al. (2020)). The most famous
On head-mounted displays, the motion of the AR Game is Pokemon Go. The most popular AR
user’s head needs to be tracked (Sathyanarayana application outside gaming is the heads-up dis-
et al. 2020). On phones, the position of the device play in cars. Mixed reality applications are not
needs to be tracked. Especially with head- widely spread. They are mainly used for commer-
mounted displays presenting a high portion of cial and research purposes (Rebol et al. 2022). MR
virtual environment, motion sickness (Kaufeld is used for remote assistance, for example, special
et al. 2022) becomes a concern, and therefore machine maintenance (Mourtzis et al. 2020). It is
accurate head-tracking becomes essential. Even also used in medicine for 3D visualization of
with a low degree of virtual environment, head- recorded volumetric data on patients. Virtual real-
tracking needs to be accurate in order to decrease ity is much more popular than MR. Especially the
cognitive load and to support seamless integration gaming industry uses VR head-mounted displays
of the virtual and the real environment. To allow to create immersive gaming experiences. The
for accurate tracking of user motion, the data from movie industry has produced documentaries
multiple sensors inside the MR device are utilized, in VR.
including depth sensors, multiple RGB cameras, One obstacle toward the broader adoption of
accelerometer, and gyroscope. the ARC is the lack of standardization of devices.
Mixed reality applications typically do contain AR, MR, and VR devices are designed with dif-
AR elements that are not aware of the real envi- ferent sensors and capabilities which makes cross-
ronment and are visualized on a fixed screen posi- platform development difficult. Standardized
tion. These elements are typically application application development between different
menus that are used frequently by the user and mobile devices, head-mounted displays, and
therefore need to be close. Mixed reality applica- other ARC devices needs to be introduced. The
tions have the option to guide the user to engage type of sensors on devices needs to provide stan-
not only with the virtual environment, but also dardized capabilities such as device tracking and
with the real environment. Thus, MR is the pre- remote connection.
ferred discipline within the artificial reality con-
tinuum for effective remote collaboration.
Although MR applications with a high portion Interaction in the Artificial Reality
of virtual elements come close the virtual reality Continuum
experience, the concept of VR is substantially
different from that of AR and MR. The user drifts The interaction with the ARC depends on the
completely into the virtual world. VR devices are device. Modern mobile devices including phones
designed such that they block the sight of the real and tables offer interaction with AR capabilities.
environment. VR is predominantly consumed They 3D scan the environment with a multi-
with a head-mounted display which blocks any camera setup and support AR and MR applica-
light coming from the real environment to the tions. Phone displays offer low-entry VR support
user’s eyes. A very high immersiveness factor with additional head-mounted hardware. AR
within the artificial reality continuum is reached applications for mobile phones are popular
when VR does not only use the visual sense to because of the wide availability of the hardware.
bring the user into the virtual world. The real The fact that the display needs to be carried makes
environment might react corresponding to the vir- mobile phones a less suitable device for ARC
tual environment to simulate motion and touch. applications. Moreover, state-of-the-art phones
do not offer stereoscopic display capabilities.
Applications of Artificial Reality Consequently, only 2D views are supported.
The artificial reality continuum is present in video In contrast to phones, glasses and lenses offer
games as well as other applications (Das et al. 3D visualization and are easier to carry. The
Artificial Reality Continuum 131
display and the computing unit need to be sepa- have to become handier and part of people’s
rated on these devices for comfortable usage. everyday life.
Glasses and lenses offer a much more intuitive A
way of consuming ARC content. When using
mobile device, the interaction can happen through Cross-References
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Artistic Data Visualization in the Making 133
analytic tasks. Furthermore, it raises the question Case Study: Perpetual Flow
of the roles of artistic data visualization played in
assisting people to comprehend data and the influ- This project explores an aesthetic-oriented A
ence of this artistic exploration in visualization approach to visualizing federal spending in the
might have injected in shifting public opinions. United States as 3D compositions in a photo-
realistic style. Using procedural modeling with
Python programming and Maya API, an organic
Case Study: Out of Statistics: Beyond
flow of intermingled geometrical units is formed
Legal
to represent the profile of federal spending for
each state, loosely resembling the idea of money
This project produces a series of 52 abstract draw-
flow. The total amount of spending is scaled to a
ings based on US crime statistics as digital prints
per capita basis to make different states compara-
on rice paper and silk panels. Each image repre-
ble, while the overall surface area or volume
sents the crime status in one of the states, with the
occupied by each type of geometrical pattern rep-
seven most significant crime-conviction statistics
resents its associated spending data (Xu and Zhai
of each state embedded.
2013).
Biography
of Contemporary Art, Italy; Aesthetica Short Film Action A game that requires physical
Festival, UK; CYNETart, Germany; International game skills and challenges such as
Digital Art Exhibition, China; Los Angeles Center hand–eye coordination and
for Digital Art; Boston Cyberarts Festival. She has reaction time
also been a research fellow at Transactional Adventure An interactive story driven by
Records Access Clearinghouse, Syracuse game exploration, dialogues, and
University since 2011. puzzle-solving
Artificial An automated agent that performs
intelligence tasks by mimicking some levels of
References agent human intelligence
AnvilNext A game engine created in 2007 by
Xu, R.R., Zhai, H.S.: Visualizing federal spending. Ubisoft Montreal video game
Leonardo J. Int. Soc. Arts Sci. Technol. 46(4),
414–415 (2013)
developers for use on Microsoft
Windows, Nintendo Switch,
PlayStation 3, PlayStation 4,
PlayStation Vita, Wii U, Xbox
Artistic Visualization 360, and Xbox One
release on Xbox 360, PlayStation 3, and Wii U; it largest map ranging everywhere south of the
was later patched over to the PlayStation 4, Xbox tip of Florida to Jamaica as shown in the
One, and Microsoft Windows after the release of following picture: A
the next-gen consoles on 22 November 2013. This
gory single-player/multiplayer will have you sit-
ting on the edge of your seat, taking full advantage
of the ESRB rating of M for Mature.
The game’s main target audience was young
adults between the ages of 18 and 25. The story
was an easy hook for people who are fans of the
series or not. Being a ship hand named Edward
Kenway during the 1700s in the Caribbean who
turns pirate to earn fortune has a brief run in with
an assassin captain of an enemy vessel, whom
Edward kills and steals his gear to impersonate a
captain of a ship without realizing the uniform has
other ties besides just the title of “Captain.” With
the gear he is consistently being pursued by an
organization called the Templars who are seeking
a device in the Caribbean and the Assassin’s
Brotherhood who seek him out for assistance in With this large map, most players would be
stopping the Templars. This game is so appealing daunted to think about the number of load screens
not just due to the awesome aspects of pirating but that would have to go through every time they made
also due to doing it during the greatest age of a move toward one place or the other. The load time
pirating! Plus, this series has a long working is a little above average, with approximately a
story arc over many games when it comes to the 1–2 min load screen just to get into the game, but
“present-day” story portion. once you are in, you are in a completely open world
with only two exceptions. The first being story cut
scenes which is a given, but they flow well and do
Games Mechanics not have a load screen to prompt them. The other
being the quintessential “Fast Travel” locations in
The games mechanics were unique even for this game, which do have a load screen, but it is dra-
series. Each game in the Assassin’s Creed fran- matically reduced compared to the opening screen,
chise has brought a little something new to with only about a 30 s load time.
improve on the previous game, but they are If you are thinking a map this large, surely, you
usually minor like a slight adjustment to the would speed all your time just using the fast travel
combat mechanics or the ability to parkour points to get around. Wrong! You have a ship that
(wall climb) up and down with a simplified but- can travel around this area at a reasonably quick
ton combo than in the previous game. In Black pace. You can go from “driving” to “walking
Flag however, they broke the mold of Assassin’s around” in character at a push of a button. The
Creed. fluid ship to person back to ship interaction makes
Assassin’s Creed has been well known it really easy to travel because all you have to do is
since the first game for its large landscapes, pull up next to an island you wish to visit, stop
big maps, and the use of the parkour system driving the ship, and just jump off the side to swim
to navigate the map in literally three dimen- ashore (again no loading screen for visiting a new
sions. With that said, Black Flag had the location in the map).
136 Assassin’s Creed, an Analysis
Ubisoft did this mechanic due to another feature The only controversy that popped up for this
that they added into the game: a literal never- game is that PETA, the People for the Ethical
ending number of AI NPC ships that you can Treatment of Animals, criticized the game for its
attack and loot or even take over by engaging in usage of harpoons and the glorification of whal-
hand-to-hand combat while boarding the ship. ing. PETA also came out and said that it was
These AI ships range from smaller ships which disgraceful that the video game industry did not
are easy to take out for the early game play to condemn it. Ubisoft’s response was a statement
four “God” ships in hidden locations spread saying that Assassin’s Creed is based on history
around the map which are near impossible to and it is a “work of fiction which depicts real
defeat unless you have your ship fully rigged events during the Golden Era of Pirates.” Ubisoft
with the best gear. also claimed they do not condone whaling, along
with other mechanics and features in the fourth
game in the series as shown in the following
Storyline pictures:
Assassin’s Creed, an Analysis, Fig. 1 In the image, the in the water, but it is invisible to the player due to a
large “hole” in the water is actually the player’s ship resting software bug caused by the newer hardware
Assassin’s Creed, an Analysis, Fig. 2 Assassin’s Creed the Third Crusade in multiple locations in and around
was released in 2007. You play as Desmond Miles in the Jerusalem
modern story and as Altaïr Ibn-La’Ahad who lives during
consoles. As a result, many glitches happened Another major complaint from the gaming
when attempting to play the game on the newer community is about the annual release of a
consoles. In the image above, the large “hole” in new game. Ubisoft has been criticized for
the water is actually the player’s ship resting in the causing an oversaturation of the genre and a
water, but it is invisible to the player due to a loss of innovation for the story arcs in
software bug caused by the newer hardware. each game.
138 Assassin’s Creed, an Analysis
Assassin’s Creed, an Analysis, Fig. 3 Assassin’s Creed and as Ezio Auditore da Firenze during 1476–1499 cen-
II was released in 2009. You play as Desmond Miles again tered around Florence, Italy
Assassin’s Creed, an Analysis, Fig. 4 Assassin’s Creed Miles again and as Ezio Auditore da Firenze during 1499–
Brotherhood was released in 2010. You play as Desmond 1507 centered around Rome, Italy
Assassin’s Creed, an Analysis, Fig. 5 Assassin’s Creed Miles again and as Ezio Auditore da Firenze during 1511–
Revelations was released in 2011. You play as Desmond 1512 Constantinople, Istanbul
Assassin’s Creed, an Analysis, Fig. 6 Assassin’s Creed who is a Native American turned assassin during the
III was released in 2012. You play as Desmond Miles again American Revolutionary War between the years 1765 and
and as Ratonhnhakén:ton also known as Connor Kenway, 1777
140 Assassin’s Creed, an Analysis
Assassin’s Creed, an Analysis, Fig. 7 Assassin’s Creed modern story and as Edward Kenway during the Golden
IV: Black Flag was released in 2013. You play as an Era of Piracy between 1715 and 1722 in the Caribbean
unnamed employee of the company Abstergo during the
Assassin’s Creed, an Analysis, Fig. 8 Assassin’s Creed of consoles. You play as an unnamed Abstergo employee
Rouge released in 2014 was the final game designed for the and as Shay Patrick Cormac who is an Assassin turned into
Xbox 360 and PlayStation 3 generation of consoles but a Templar (the assassin’s rivals) during the 7 Years’ War
was later given a remastered edition for the new generation from 1756 to 1776 in the British colonies of North America
Assassin’s Creed, an Analysis 141
Assassin’s Creed, an Analysis, Fig. 9 Assassin’s Creed a player of the Abstergo game called “Helix” and as Arno
Unity released in 2014 was the first Assassin’s Creed game Dorian who is an assassin during the French 252 Revolu-
created and released only for the new generation of con- tion in 1789 and who goes to the Thermidorian Reaction in
soles. It was also the first to incorporate a cooperative 1794 in Paris, France
multiplayer in the story. You play as the “Initiate” who is
Assassin’s Creed, an Analysis, Fig. 10 Assassin’s play as the “Initiate” who has fully bought into the Assas-
Creed Syndicate released in 2015 is the first Assassin’s sin Brotherhood and is working for them in the present
Creed to include two main characters that are played time, and during the past, you play as twins Jacob and Evie
simultaneously in the memory segments of the gameplay Frye during 1868 Victorian Era London, England
to include the series’ first playable female character. You
142 Assassin’s Creed, an Analysis
Assassin’s Creed, an Analysis, Fig. 11 Assassin’s Division during the present-day story, and as a Medjay
Creed Origins was released in 2017. You play as Layla named Bayek during 49–43 BC Ptolemaic, Egypt
Hassan, a researcher at Abstergo’s Historical Research
Assassin’s Creed, an Analysis, Fig. 12 Assassin’s fic tional Peloponnesian War between Athens and Sparta.
Creed Odyssey was released in 2018. The game takes You play as a male or female mercenary who fights for both
place in Ancient Greece in the year 431 BCE during the sides
Auditore da Firenze during 1476–1499 cen- the Assassin Brotherhood and is working for
tered around Florence, Italy. them in the present time, and during the past,
3. Assassin’s Creed Brotherhood was released you play as twins Jacob and Evie Frye during A
in 2010. You play as Desmond Miles again 1868 Victorian Era London, England.
and as Ezio Auditore da Firenze during 10. Assassin’s Creed Origins was released in
1499–1507 centered around Rome, Italy. 2017. You play as Layla Hassan, a researcher
4. Assassin’s Creed Revelations was released in at Abstergo’s Historical Research Division
2011. You play as Desmond Miles again and during the present-day story, and as a Medjay
as Ezio Auditore da Firenze during named Bayek during 49–43 BC Ptolemaic,
1511–1512 Constantinople, Istanbul. Egypt.
5. Assassin’s Creed III was released in 2012. 11. Assassin’s Creed Odyssey was released in
You play as Desmond Miles again and as 2018. The game takes place in Ancient Greece
Ratonhnhakén:ton also known as Connor in the year 431 BCE during the fictional Pelo-
Kenway, who is a Native American turned ponnesian War between Athens and Sparta.
assassin during the American Revolutionary You play as a male or female mercenary who
War between the years 1765 and 1777. fights for both sides (Juba 2018).
6. Assassin’s Creed IV: Black Flag was released
in 2013. You play as an unnamed employee of
the company Abstergo during the modern Cross-References
story and as Edward Kenway during the
Golden Era of Piracy between 1715 and ▶ Multiplayer Games
1722 in the Caribbean. ▶ Video games
7. Assassin’s Creed Rouge released in 2014 was
the final game designed for the Xbox 360 and
PlayStation 3 generation of consoles but was References
later given a remastered edition for the new
generation of consoles. You play as an For a game series that spans 11 games between 2007 and
2018 for various gaming platforms, there are countless
unnamed Abstergo employee and as Shay
articles, magazines, blog posts, and online articles that
Patrick Cormac who is an Assassin turned talk excessively about this series: from IGN to The
into a Templar (the assassin’s rivals) during Game Informer Magazine published by Game Stop.
the 7 Years’ War from 1756 to 1776 in the This series has been in the spotlight and is still going
strong in spite of the “dark times” of the original Assas-
British colonies of North America.
sin’s Creed and the failure of Assassin’s Creed Unity
8. Assassin’s Creed Unity released in 2014 was due to rushed game development. This game series
the first Assassin’s Creed game created and continues to be at the forefront of the RPG arena due
released only for the new generation of con- to extraordinary writing and storylines along with
above average graphics and annual title releases from
soles. It was also the first to incorporate a
Ubisoft. Some of the outstanding references are:
cooperative multiplayer in the story. You Juba, J.: Assassin’s creed odyssey. https://www.gamei
play as the “Initiate” who is a player of the nformer.com/review/assassins-creed-odyssey/fighting-
Abstergo game called “Helix” and as Arno for-glory (2018)
Sliva, M.: Assassin’s creed 4: black flag review. https://
Dorian who is an assassin during the French
www.ign.com/articles/2013/10/29/assassins-creed-4-
Revolution in 1789 and who goes to the black-flag-review (2013)
Thermidorian Reaction in 1794 in Paris,
France.
9. Assassin’s Creed Syndicate released in 2015 is
the first Assassin’s Creed to include two main Asset Creation
characters that are played simultaneously in the
memory segments of the gameplay to include ▶ 3D Game Asset Generation of Historical Archi-
the series’ first playable female character. You tecture Through Photogrammetry
play as the “Initiate” who has fully bought into ▶ Planetary Generation in Games
144 Assisted Healthcare
10
8
A
6 Usibility
Repets
4
Time
2
Audio and Facial Recognition CAPTCHAs for Visually Impaired Users, Fig. 3 Webcam model face recognition
CAPTACHA
Audio and Facial Recognition CAPTCHAs for Visually Impaired Users, Fig. 4 Testing the accuracy of our model
References
Synonyms History
Audio game; Audio-only game Atari’s Touch Me (1974), an arcade and handheld
sequence memorization game, is considered to be
a precursor to modern audiogames (Karhulahti
Definitions 2015). While it did not exclusively rely on audio
output (the sequence was duplicated as audio
An audiogame is a digital game that relies solely tones and light-emitted diodes lighting up),
or primarily on audio output. Most audiogames Touch Me could be played without using visual
can be played by both visually impaired and cues, although that would require the player to
sighted players. memorize the correspondence between the tones
and the buttons first.
Audiogames for the personal computer became
Introduction a possibility following the 1984 release of the
original Apple Macintosh, which bundled with
While most digital games today heavily rely on speech synthesis software MacInTalk. This
sound in order to communicate information to the enabled the Macintosh port of popular text adven-
player, the role of audio in games is generally less ture Colossal Cave Adventure to support voice
significant than that of graphics (Collins and output, making the game accessible to visually
Kapralos 2012). Some digital games, however, impaired users. Other text adventure games
Audiogame 149
followed, making the genre popular with the visu- construct sequences for the player to
ally impaired gamer community. memorize.
The first notable commercial audiogame was 2. Rhythm and duration: rhythm games such as A
Real Sound: Kaze no Riguretto (1997) developed PaRappa the Rapper (1996) and Beatmania
by WARP Corp. for the Sega Saturn (Matsuo et al. (1997) emphasize the timing of pressing the
2016). It was conceived by game designer Kenji controls, and some subsequent games such as
Eno after he learned of people with a visual dis- 2010’s Rock Band 3 can process actual music
ability who played his previous, visually intensive parts performed on a MIDI-enabled musical
games by the ear. In terms of gameplay, Real instrument.
Sound was an interactive radio drama where the 3. Spatial cues: such games as Papa Sangre and
player influenced the outcome of the story by Blindside focus on exploring invisible environ-
choosing between several dialogue options at cer- ments using sonic feedback such as
tain points within the game. While not a commer- reverberation.
cial success, Real Sound set an important 4. Narrative: Real Sound: Kaze no Riguretto and
precedent by being an audio-only game released the BBC’s The Inspection Chamber
by a major game publisher. (2017) rely on voice narration to communicate
The 2010s have seen a rising number of the story and use player choices as their core
audiogames appear: Papa Sangre (2010), Sound mechanic. Notably, The Inspection Chamber is
Swallower (2011), The Nightjar (2011), Blindside controlled by voice input from the player
(2012), Audio Defence: Zombie Arena (2014), instead of conventional controllers such as the
and many others (Beksa et al. 2015). The best- keyboard.
known of them, Papa Sangre (2010), is a survival
horror game which takes place in a pitch-black It should be noted that many of the games
dungeon, where sound positioning and reverbera- mentioned above are not audiogames themselves;
tions provide the sole cues for navigation. Many they just contain elements which can be used to
contemporary audiogames, including Papa construct one. These cues can also serve different
Sangre, are designed for tablets and smartphones; functions: since audio output becomes the main
they also rely on touch controls, raising the ques- vehicle for communicating information to the
tion of their accessibility to players with a visual player, game sounds in audiogames need to fulfill
disability. a variety of roles, many of which are usually
Some mobile audiogames, on the other hand, associated with game graphics. Friberg and
combine sound output with Braille writing to cre- Gärdenfors (2004), for example, divide sounds
ate a more accessible for visually impaired players in audiogames into avatar, object, character, orna-
while also helping them master Braille (Araújo mental, and instruction sounds.
et al. 2016). These games, however, may not be Various combinations of these types of cues
easily playable by sighted players who lack and sound functions can be used to create a wide
Braille literacy. range of game dynamics, from role-playing games
(Matsuo et al. 2016) to shooting games (Beksa
et al. 2015) to platformers (Oren 2007) to puzzle
Design games such as Preludeamals (2016).
1. Tone/pitch: for example, Atari’s Touch Me While for most of their history, audiogames
(1974) and Simon (1978), another memory enjoyed little popular recognition, their recent
game inspired by it, used sounds of a different resurgence, embodied by such titles as Papa
pitch to identify the four key elements used to Sangre and The Inspection Chamber, suggests
150 Audio-Only Game
an in-person or digital activity. As its name sug- a game, but with a well-defined purpose and meth-
gests, the method was derived from the world of odology. Thus, the development of a serious game
games, and it can be efficiently used in many differs from the core definition of gamification A
different areas of our life, especially in the busi- (see Fig. 1).
ness sector and in the education. Of course, the There are many examples of successfully
design and the implementation depend on the gamified applications or successfully developed
actual use-case; thus, gamification has many sim- serious games, but there are many anti-patterns, of
ilar, but different definitions. One of the most course. The most relevant keynote is that the
acceptable and abstract – thus use-case indepen- elements of games should be used as motivation
dent – definitions is Karl M. Kapp’s one: and to provide positive feedback; thus, the goals
Gamification is using game-based mechanics, should be precisely designed, and the activity of
aesthetics, and game thinking to engage people, the user should be controlled, while negative
motivate action, promote learning, and solve rewards and other feedback elements should be
problems (Kapp 2012). Gamification can be omitted. Thus, the success massively depends on
applied to any existing process, and the elements the relationships between the different elements;
can engage the participants with their effect. How- thus, great gamified processes and serious games
ever, the original process and the functionality implement a bunch of elements. The set of
must be retained; gamification can only be used implemented elements can depend on a specified
to extend and improve them. On the other hand, user type for which an application is being devel-
the design and implementation of a serious game oped (Ponick and Stuckenholz 2019). As in appli-
can be used for the same purposes, but the method cation development, various patterns can be
clearly differs from the definition of gamification. discovered in gamified applications and the most
In the context of a serious game, a brand-new common elements can be easily collected and
activity is being designed with the experience of divided into groups:
Augmented and Gamified Lives, Fig. 1 A serious game which aim is to provide an environment for practicing the
built-in functions of spreadsheet software products
152 Augmented and Gamified Lives
• Activities – Elements that offer activities and surfaces. More interaction (such as scaling,
control the user such as missions, challenges, moving the objects) can be achieved easily.
and goals. • Cloud anchors – This function is the extended
• Feedback – Elements that give positive feed- and improved version of the instant placement
back to users such as scoreboards, progress in which multiple users can interact in the
bars, charts, experimental points (XPs), and extended reality.
experience levels. • Augmented images – This feature depends on a
• Rewards – Completions of activities should be computer vision algorithm which simulta-
rewarded with badges, experimental points neously processes the picture of the camera
(XPs), lifelines, privileges, and domain- and searches for features of specified images.
specific items. With the use of this feature, users can instanti-
• Sociality and interaction – Users have profiles ate 3D objects by scanning images.
and can see each other’s results in scoreboards, • Augmented faces – This function is widely
charts. They can compete in duels or special used in mobile operation systems, messaging
interactive activities. applications and other gadgets. The face of the
• Time – This element always appears in a com- user is being detected with a computer vision
bination with another elements and is an algorithm and various objects can be put on
important factor in the control of the user. them. After that, each movement of the user
• Design and modality – Both in digital and will be tracked by the sensors and the 3D
in-person contexts, all the use of other ele- objects will move in a synchronized way.
ments depends on the user experience
(UX) which is based on the design and the
Concurrent Applications
modality.
It is clear that motivation is one of the most
Augmented Reality important factors in the success of a learning
process. In the last decades, many platforms
Augmented reality (AR) applications use the and educators have introduced gamification to
camera and various sensors of a device engage their students. The most well-known lan-
(typically cell phones, tablets) to enhance the guage learning environment is one of the best
visual experience with computer-generated per- examples for a carefully designed and precisely
ceptual information. In the last decade, a great implemented gamified process (Huynh et al.
number of AR applications have been developed 2018). It offers the basic mechanism of an online
in many different areas. AR is a preferred alter- learning process – topics, exercises, notes, tests –
native to virtual reality (VR) because no addi- but also engages its users with the friendly inter-
tional devices (only the built-in ones) are face, social items, rewards, and time elements.
required. Also, the latest mobile devices are Gamified elements can be discovered in loyalty
designed with several additional cameras and programs of various companies, such as airlines
sensors to improve the quality of their AR func- (https://www.miles-and-more.com) and restau-
tions. The first well-known applications with AR rants (Tyson 2019). The goal in the first approach
functions were games, but the AR can be used in is quite simple however, complex systems can be
education, tourism, military, or for social pur- designed on the collected data as well. Users
poses. According to a widely used library, AR create their profiles, so their transactions can be
functions can be divided into four main groups: associated and tracked. Users collect points,
achieve milestones or levels, and get privileges
• Instant placement – This function scans for flat or discounts, while companies can execute data
surfaces, then the users can instantiate 3D mining algorithms to analyze their behavior. The
objects and place them on the detected well-designed loyalty programs contain the most
Augmented and Gamified Lives 153
common elements of gamification. Fitness appli- sociality to improve the user experience of the
cations also use gamified elements to motivate the game. However, complex games and game stores
users in the hard process of diets. In the most also offer gamified elements to promote their A
popular applications, users can choose their products, engage and reward their users. On the
goals, while the applications can automatically other hand, well-known applications are starting
offer goals, rewards, reminders, and give feed- to motivate their users to contribute by applying a
back in the form of various statistics. However, few elements such as points, levels, and badges
in the last years, gamification elements are being (see Fig. 2).
applied to games that are distributed in various The first well-known AR application was
formats. Games with very simple logic and user released in 2016 in the form of a game which
experience implement the most common elements was based on a Japanese anime and its fictive
such as leaderboards, XPs, missions, time, and characters (Rapp et al. 2018). The characters
Augmented and Gamified Lives, Fig. 2 Features of an application (Tóth et al. 2021) which offers Mental Cutting Test
exercises to its users. Gamified elements can be implemented without changing the basic logic of the application
Augmented and Gamified Lives, Fig. 3 The visual cookbook uses an AR function to support its users who live with
disabilities
154 Augmented and Gamified Lives
Augmented and Gamified Lives, Fig. 4 The AR function of the previously mentioned learning application offers an
opportunity to instantiate the model of the actual exercise and interact with it
were placed on selected geographical coordinates built on augmented functions. Thus, children can
and users had to find and catch them with their interact with their sets gaining more experience.
mobile phones. Many other games are still be The largest tech-companies are also engaged in
developed based on AR functions. People living the mission to develop and distribute AR features
with disabilities can be supported with AR appli- to enhance the use of their products and provide
cations designed to give some help for them in an tools for the developer community. The navigation
activity that is trivial for others. Six European of a well-known software (Ranieri 2020) now
universities and a nongovernment organization offers an AR function to provide useful informa-
run a project that focuses on how emerging tech- tion in an enhanced format, with the use of instant
nologies (including AR) can be used in develop- placement function. On the other hand, a new
ing such applications (Barbas et al. 2020). search function was also introduced with the use
Figure 3 shows a visual cookbook application of which users can directly instantiate 3D models
which is already published, where augmented and interact with them (https://support.google.
image function is used to instantiate the ingredi- com/websearch/answer/9817187). Also, they pro-
ents of dishes (Pevec 2020). vide a well-detailed and flexible used API for
Of course, AR is a perfect tool to be applied in developers who want to develop their AR applica-
education as well. Teaching and learning of courses tions, based on the same core. Multiple platforms
where demonstrations are of high importance, can and devices are supported, that were produced in
be supported by AR applications (Nørgård et al. the last few years with the latest versions of oper-
2018; Salinas et al. 2015; Grunewald Nichele and ation systems. On the other hand, sample projects
do Nascimento 2017). Thus, more students can and the source codes of the development kits are
access the extra information and online activities published in public repositories (https://github.
can also be supported (see Fig. 4). A well-known com/google-ar/arcore-android-sdk).
toy manufacturer company has also started to
develop innovations with the use of augmented
functions. Their applications are based on the aug- Cross-References
mented image function, offering the opportunity to
instantiate the models of their current brochures ▶ Augmented Reality
(https://play.google.com/store/apps/details? ▶ Challenge-Based Learning in a Serious Global
id¼com.lego.catalogue.global), while brand new Game
product themes were also introduced massively ▶ Gamification and Serious Games
Augmented Learning Experience for School Education 155
These means are being introduced in various sec- Augmented Reality in School Education
tors including education and learning to enhance
the existing experiences. In the current education The technology of augmented reality (AR) helps
system, a lot of data is supposed to be memorized in interactively combining the virtual and real
for writing the examination. This requires a need world in real time. AR systems are considered to
to reduce the cognitive load of the students with work with the combination of various factors. It
the developing technologies to make it easy for overlays the virtual information layer on top of the
them to memorize and at the same time enjoy the real surroundings instantly. The contents of the
learning experience. computer-generated virtual overlay have to be
In this entry, a case study on geography subject interactive and meaningful in the real environ-
has been discussed to show a gamified way of ment (Azuma et al. 2001). In the course of many
learning maps using augmented reality for K-12 years, the importance and application of AR has
education system in schools to deliver better been realized in several domains.
understanding, easy memorizing, and incremental AR helps to visualize the virtual objects as real.
learning. One can see the live 3D representation of the
computer-generated virtual imagery data. It can
thus help students to interact with the 3D spatial
K-12 Education System in Schools structures and enhance the learning skills. In the
field of school education, the applications of AR
With the advent of technology, K-12 education was realized in some of the subject areas that
system in numerous schools is gaining importance included astronomy, chemistry, biology, mathe-
and various methods of imparting knowledge matics and geometry education, and physics
have been adopted to make it more engaging for (Lee 2012). Through the evolution of gadgets
the students and enjoy the learning experience. In like personal computers, smartphones, tablets,
this form of education system in schools, a lot of and other electronic innovations, AR has become
attention is given to individual learning so that the more powerful in becoming a prominent
students can on their own explore and develop technology.
their learning and understanding skills. Teachers The AR technology in school education can be
are introducing various interactive activities as the observed through mediums like AR books,
mode of learning for the students to provide them objects modeling, AR games, discovery-based
an easier way of better understanding about what training, and skills training (Yuen et al. 2011).
they are studying. AR can potentially increase the collaboration
In many schools, blackboards are now getting and understanding between teachers and students
replaced by projector screens to provide digital in classroom. While teaching in classes, many a
learning experience. Numerous schools are times the teachers and students are not on the same
adopting such smart-class solutions where mental platform. Teachers try to make the students
teachers project the digital content related to text- visualize some concepts in 3D but are unaware if
book on the screens for the students to better the students are able to do it or not. With the
understand the concepts. These digital contents application of AR, now the 3D representation of
include 2D or 3D animations, audios, videos, the concepts is shown to the students in class
etc. Students are also able to practice and learn at which highly aids their understanding. Classroom
home on their own using various online modules. learning using AR gives a very engaging experi-
With the introduction of more evolving technolo- ence where students can look at things from every
gies and digital platforms in the K-12 education angle and this turns to be very useful in explaining
system in schools, it is believed that there will be many things from textbook like the solar system,
growth and development in the learning capabil- atomic structures in chemistry, etc. AR books are
ities of students. also an important innovation which bridges the
Augmented Learning Experience for School Education 157
gap between the digital and physical world. The traditional method of classroom teaching
Because books are printed media, they have in schools can be improved by providing the stu-
some limitations like poor printing quality, dull- dents with interactive visualization of 3D objects A
ness, etc. But the conversion of 2D contents of the to give them the real-life interactive experience to
textbook into 3D objects in real environment understand better and enable easy retention of the
helps to enhance the learning experience. Such shown content.
tools have also been developed which can convert
2D sketches into 3D objects, using which students
can develop 3D models in space. A lot of appli- Gamification in Education
cations have been developed around games in AR
as it is believed that games can play a key role in Gamification helps a student to stay engaged and
keeping students motivated and can also help motivated with the learning methods. It is now
them in grasping the concepts easily. There are emerging as a useful tool in various domains
some AR applications which during the field trips including school education. Viriyapong et al.
to museums, historical spots, caves, etc. display developed a game that helps in escalating the
the overlaid information on the real environment, learning experience of mathematics for high
making it an interactive learning experience. school students using game methods. With the
Thus, the means of providing the AR experience focus on plotting linear and polynomial functions
may vary with the mode of teaching. on graph using coefficients, the game motivates
the user by providing points for each correct
answer based on the time taken to answer. The
Memorization Using Augmented Reality difficulty level increases at each level of the game
(Viriyapong et al. 2014). Another game is being
In the school education system, there are multiple designed that uses spaced repetition with a
subjects in each standard. Further, each subject gamified experience to enhance STEM (science,
has multiple chapters which the students have to technology, engineering, and mathematics) edu-
understand, learn and recall at the time of exami- cation for students of K-12 education system (Yeh
nation. Thus, the students find it a challenging et al. 2016). Many such gamified experiences
task as there is a lot of data that they have to have been provided across various subjects for
memorize. the students to stay motivated toward learning
Several researches have been done to find the new concepts.
relationship between AR and memorization for For the implementation of gaming in AR, sev-
providing a better scope in school education. eral elements can be used such as points, levels,
Among the recent works, the use of an AR appli- badges, experience points, leaderboards, chal-
cation has been observed to display visual direc- lenges (Nah et al. 2014). The introduction of
tives at the location of some drawers for easy these elements brings up engagement, participa-
memorization of the visually displayed objects tion, motivation, enjoyment, performance, recog-
(Fujimoto et al. 2012). In some cases, marker- nition, status, sense of accomplishment, and sense
based AR has been used to make users learn of achievement in any game. But it becomes dif-
foreign language by displaying 3D objects and ficult to make the whole game, especially an edu-
their corresponding spelling and pronunciation cational game interesting and motivating by using
(Beder 2012). Among the various techniques to only one of these elements. Best results are
memorize, memory palace memorization method obtained when these elements are used in combi-
where a user makes use of the familiar spaces to nations where they are interlinked with each other.
construct their respective memory palace to mem- These elements are to be incorporated in the game
orize has been applied and observed using AR in such a way that it connects the student with the
(Rosello et al. 2016). gameplay and their fellow players.
158 Augmented Learning Experience for School Education
to help them practice to mark the locations on content. The short time limit challenge in the
the map. game helps in getting motivated to challenge
In order to memorize the locations on the their own retention capability. The user can get A
map, a 3D visualization of the map is aug- to see their performance on the progress meter for
mented. If it is the map of wildlife reserves, for every time they play which ultimately help to
example, when the AR device is brought on the develop confidence (Fig. 3).
2D map, the 3D visualization of the The progress meter of every player is reflected
corresponding wildlife reserve on the map gets on their profile. When they feel they are confident
projected. This is followed by popping of names in a topic they can raise challenges with their
and related brief information in a sequential friends. The application persuades the user to
manner. The users have the option to revise the take up challenges with the friends of their class
locations as many times as needed. Once the or locality as on winning a challenge the user
names of the wildlife reserves with their loca- earns twice the number of points as compared to
tions are memorized, one can proceed to play normal practice mode. This encourages the user to
and score (Figs. 1, 2, and 3). take more number of challenges.
In the game, within 20 s, one has to mark a list The game consists of scores, levels, and badges
of 12 locations. The user has the option to choose for the users to stay motivated in learning the
the type of map to practice with the help of the maps quickly on their own with enjoyment. For
marker. The maximum number of locations every 1000 points a level is attained and the user
marked within the time limit provides better gets a badge for that which shows their profi-
scores. The property of spaced repetition has ciency. The user also gets badges for certain
been used in this game for easy retention of the defined tasks. For example, on scoring 100 points
on 3 different maps the user gets a new badge.
Similarly, the user can get 25 different badges on
performing such defined tasks.
Augmented Learning Experience for School Education, Fig. 2 3D visualization of topographical map in AR
worked upon with the passage of time to provide a visualization in the real world. There are various
better AR experience. means like AR books, AR games, object model-
ing, and many more, by which this augmented
reality–based teaching and learning is done in
Conclusion school education. To keep the students motivated
with their learning skills, AR-based games are
This entry discussed the scope of augmented real- also introduced. These games have combination
ity in school education to enhance the learning of game elements like points, levels, badges, lead-
experience of students. Several researches are erboard, etc. to encourage their participation in the
being done to improvise the traditional form of game-based learning (Deterding et al. 2011). AR
textbook-based teaching so as to reduce rote and gamification together makes it interactive and
learning effort made by the students. Augmented motivating for the students to learn easily and can
reality instead provides an engaging interactive help to reduce the memorizing efforts being put by
experience to share knowledge through the students. In the entry, one such case study on
Augmented Learning Experience for School Education 161
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162 Augmented Reality
Augmented Reality Entertainment: Taking Gaming Out of the Box, Fig. 1 Examples of AR experiences (a)
medical, (b) marketing, and (c) architectural
(Fig. 1a), marketing where computer graphics on Milgram’s virtuality continuum (Milgram and
appear to pop out of a magazine (Fig. 1b), and Kishino 1994) that arranges computer interfaces
architecture where unbuilt virtual buildings can according to how much of the user experience is
appear in the real world (Fig. 1c). replaced by computer graphics (Fig. 2). At the left
In this chapter, an overview of using AR for end of this continuum is the real world with no
gaming and entertainment is provided, one of the virtual information, while VR is at the right end,
most popular application areas. There are many where the user’s entire experience is computer
possible AR entertainment applications. For generated. Mixed reality is everything in between,
example, the Pokémon Go mobile phone game including the overlay of virtual content in the real
has an AR element that allows people to see world (AR) and adding elements of the real world
virtual Pokémon to appear in the live camera into VR (virtual reality).
view, seemingly inhabiting the real world. In this
case, Pokémon Go satisfies Azuma’s three AR
criteria: the virtual Pokémon appears in the real Augmented Reality Technology
world, the user can interact with them, and they
appear fixed in space. Azuma’s definition of AR provides guidance as to
AR is complimentary to virtual reality (VR), the technology required for AR entertainment
technology that tries to fully immerse a person in a systems. To combine real and virtual content,
computer-generated environment. While AR uses there needs to be some display technology where
virtual information to enhance a user’s interaction both can be seen at the same time. To allow the
in the real world, VR separates people from the user to interact with the virtual content, there
real world entirely. AR and VR can both be placed needs to input technology. Finally, to create the
164 Augmented Reality Entertainment: Taking Gaming Out of the Box
Augmented Reality Entertainment: Taking Gaming Out of the Box, Fig. 3 (a) Head-mounted AR, (b) Handheld
AR, (c) Spatial AR
illusion that the virtual content is fixed in space usually touch-enabled and so many hand-held AR
tracking technology needs to be used to track the systems use touch input. Some HMD-based AR
user’s viewpoint. systems have additional sensors that track the
There are a wide variety of AR displays, users’ hands and so enable gesture interaction. In
which can be categorized into three types this case, it can be very natural for users to reach
depending where the display is placed: head- out and grab the virtual content that appears in
attached, hand-held, and spatial (Davis et al. space directly in front of them. Finally, for spatial
2007) (Fig. 3). Head-attached displays include AR the experience is often at a larger scale and so
head-mounted displays (HMD), head-mounted cameras can track a user’s full body motion to
projectors, and retinal projection systems which enable them to interact with the AR content.
shine images directly into the eyes. AR HMDs The final requirement for an AR system is to
can be optical see-through (OST) which use have some form of user viewpoint tracking so that
transparent optics to enable the user to see virtual the AR content can appear fixed in space while the
images directly overlaid on the real world, or user moves around. There are many different
video see-through (VST) which displays com- tracking approaches that can be used; however,
puter graphics overlaid on a video of the real for indoor-based systems, computer vision
world. Hand-held AR displays are the most com- methods are the most popular. Marker-based com-
mon and include devices such as mobile phones, puter vision tracking enables a user to point a
tablets, and small projectors. Finally, spatial dis- hand-held or head-worn camera at a known
plays are those that include using a fixed projec- printed image, have the camera pose calculated
tor to shine virtual content onto a real object, relative to the image, and then draw graphics
such as a car, and are often used as public dis- overlaid on the marker (Fig. 4a). More recently,
plays for multiple people. software has been developed that supports simul-
In terms of interactivity, there are a wide vari- taneous localization and mapping (SLAM) and
ety of different input devices that can be used, can calculate the camera’s position without know-
often depending on the type of AR display. For ing anything about the users’ environment
example, for hand-held AR the display screen is (Fig. 4b). Outdoors, it is common to use GPS-
Augmented Reality Entertainment: Taking Gaming Out of the Box 165
Augmented Reality Entertainment: Taking Gaming Out of the Box, Fig. 4 (a) Marker tracking, (b) SLAM
Tracking Points (Courtesy of Huidong Bai), (c) SLAM Axis Overlay (Courtesy of Huidong Bai)
based systems combined with computer vision or a pilot with an AR view of instruments while
inertial compass input to find the user’s location. flying.
Most mobile phones have cameras, GPS, and In the late 1980s, several universities began
inertial sensors in them and so have all the tech- conducting research in the AR space, developing
nology needed for AR tracking. various fundamental technologies. For example,
at the University of North Carolina researchers
created novel AR displays and tracking technol-
History of Augmented Reality Gaming ogy. The University of Toronto had scientists
exploring input devices and the human factors of
The history of AR gaming applications began AR, while people at the University of Washington
nearly fifty years ago. In 1968, Ivan Sutherland and Columbia University explored collaborative
created the first complete AR system with a very and mobile AR systems, among other topics.
bulky see-through head-mounted display (HMD) By the mid-1990s, enough basic research had
connected to a mechanical head tracker, showing been completed that people could begin to explore
very simple graphics (Sutherland 1968). Follow- the application space. The first complete mobile
ing on from this the US military experimented AR systems were developed using backpack com-
with HMDs and heads up displays (HUDs) that puters, and people began to explore how AR
were designed to overlay vehicle instrument infor- could be applied in medicine, education, engi-
mation over the real world, for example providing neering, and other areas. For example, engineers
166 Augmented Reality Entertainment: Taking Gaming Out of the Box
Augmented Reality Entertainment: Taking Gaming Out of the Box, Fig. 5 (a) ARQuake. Player view, (b)
ARQuake. Backpack system
at Boeing were using AR to help with creating the objects, and to the game players. This created a
wire bundles for aircraft. Boeing engineer Tom new type of location-based gaming experiences.
Caudell published the first research paper with the The employment of a table top as an AR gam-
term “augmented reality” in it (Caudell and Mizell ing surface provides for several interesting user
1992), and this led to many other companies interface opportunities for HMD, hand-held or
developing industrial applications. table top-projected AR entertainment applica-
By the early 2000s, the underlying technology tions. The games may range from extensions to
was reaching maturity, and so the first wide- traditional non-computer-based games, such as
spread entertainment applications of AR began AR Chinese checkers (Cooper et al. 2004) to
to appear. In 2002, ARQuake (Thomas et al. new robotic interaction games such as Augmented
2002) was an early port of a popular commercial coliseum (Kojima et al. 2006). There are many
game to a backpack AR system. The Quake game advantages to playing games on a computer rather
was modified to use a real university campus as than on a physical board, such as the ability to
the setting for an invasion of monster’s players introduce animation and other multimedia presen-
run around the real campus seeing virtual mon- tations. The animation can do more than add
sters moving around in the campus setting excitement to the gameplay, it can also help the
(Fig. 5). This became a forerunner of many players learn the game and understand invalid
mobile AR games that were released a decade moves.
later on mobile phones. In 2006, Fox Sports began to implement AR
Around the same time, there were several into their sports broadcasts. Initially, limited to
examples of indoor AR gaming experiences NFL football, it later moved to other sporting
developed. This includes the indoor mobile AR codes. AR was used to show the player stats and
game, MIND-WARPING (Starner et al. 2000). scores as a virtual billboard that occupied an
This employed an HMD and allowed users to unused section of the field. More recently, BT
physically walk/run throughout a floor of a build- Sports in Europe has introduced AR technology
ing fighting with virtual monsters that were con- for describing soccer plays (Fig. 6), and AR
trolled by a second remote player on an interactive enhancements were shown in the most recent
table top display. The mobile nature of the equip- Olympics.
ment allowed for AR information to be attached to In 2007, Sony released the Eye of Judgement
physical locations in the space, to tracked physical game. This used a camera with the PlayStation
Augmented Reality Entertainment: Taking Gaming Out of the Box 167
Augmented Reality
Entertainment: Taking
Gaming Out of the Box,
Fig. 6 AR soccer strategy A
(BT Sport)
console to show virtual monsters on real cards. It current AR entertainment applications that show
was a face to face multiplayer game where players how AR can be used in many different entertain-
looked at a TV screen to see the AR view. The ment domains. Initially, AR mobile apps were
game used the camera to show a live view of the simple and used for information browsing appli-
cards overlaid with virtual game characters. As cations such as a bank app that places virtual tags
players put the cards next to each other, the ani- in the real world showing were ATM machines
mated characters would battle each other. It sold are. Recently, these AR apps have branched into
over 300,000 copies, making it the most success- location-based gaming with the most well-
ful AR entertainment experience at the time. known being Pokémon Go (2017) (and its pre-
Around the same time processing and graphics decessor Ingress). These games allow players to
power on mobile phones had grown to the point travel to a location and do battle with virtual
where they could run mobile AR applications. enemies which are overlayed on the real world.
The first AR computer vision application for a Being the fastest mobile app ever to achieve
mobile phone appeared in 2004 (Mohring et al. more than $1 Billion USD in revenue, Pokémon
2004), followed soon after by AR Tennis, the first Go shows the huge potential that combining
collaborative AR game on a mobile phone location-based gaming, AR and a well-known
(Henrysson et al. 2005). In AR, Tennis players brand can have.
sat across from each other playing an AR tennis Another popular category for mobile AR is
game using their phones as real rackets, viewing interactive books and coloring experiences.
virtual content attached to a real marker between Beginning with the MagicBook (Billinghurst
them. By 2007, phones had integrated GPS and et al. 2001), there are many AR book experiences.
compass sensors in them enabling the first mobile Typically, these allow users to view a normal book
phone outdoor AR experiences, such as viewing through their mobile phone and see the pages
virtual buildings in the real world. This opened come to life with interactive AR content (Fig. 7).
AR to the masses and allowed developers to build These are particularly popular for children’s
a whole new class of entertainment applications. stories or educational books. A variation of this
is the AR coloring application which allows chil-
dren to color pages and then see AR content
Current Augmented Reality appear out of the page with their colors on the
Entertainment Applications content. This was popularized by the company
Quiver (Website 2017), but has since been devel-
Following from the early beginnings reviewed in oped by dozens of other companies around the
the previous section, there are a wide range of world. Children really enjoy being able to see
168 Augmented Reality Entertainment: Taking Gaming Out of the Box
Augmented Reality Entertainment: Taking Gaming Out of the Box, Fig. 7 (a) AR book, (b) Quiver AR
coloring book
Augmented Reality
Entertainment: Taking
Gaming Out of the Box,
Fig. 8 Microsoft
RoomAlive (Courtesy
Microsoft Research)
virtual characters that they have colored come to space. In this way, graphics can be seamlessly
life. projected on the walls and the user can move
Spatial AR technology has been used to create freely around the space and interact with the vir-
room scale AR entertainment applications. For tual content (Fig. 8). For example, a hand-held
example, Microsoft’s Room Alive spatial AR sys- gun prop can be used to shoot the virtual creatures
tem turns living rooms into interactive AR play in the living room.
spaces (Jones et al. 2014). Depth-based cameras There are few widely available AR HMDs, but
are employed to map the real environment and to the Microsoft HoloLens (Website 2017) shows
capture gestures and movements of people in the the type of AR HMD-based entertainment
Augmented Reality Entertainment: Taking Gaming Out of the Box 169
Augmented Reality
Entertainment: Taking
Gaming Out of the Box,
Fig. 9 Augmented reality A
gaming. Microsoft
HoloLens RoboRaid
experiences that are currently possible. The more by turning their books into an AR play
HoloLens contains depth sensors that can map space.
the user’s surroundings, allowing an application Another area of endeavor is allowing users to
to make use of the surrounding environment and grasp and feel the texture of virtual objects in
annotate 3D objects over that environment. AR. Devices such as Massie’s Phantom (Massie
A good example of this is RoboRaid (Fig. 9:) and Salisbury 1994) provide a mechanical arm held
where the user’s room is attacked by aliens that by a user’s fingers allowing computer-controlled
break through the real walls and try to defeat the haptic feedback to be programmed. Simon et al.
user. This is achieved by the HoloLens creating a (2014) have been investigating the use of a tech-
3D map of the room and interpreting where the nology called layer jamming to provide haptic
physical walls are in the room them allowing the sensations with the low-profile actuator that is
game to apply game oriented textures to the walls. encapsulated in a mitten. This technology has
both benefits in that it is low profile but disadvan-
tages as it requires a vacuum source to activate the
Conclusion actuators providing the stimulus.
Spatial augmented reality (SAR) (Fig. 3c) has a
As can be seen from the previous sections, AR has lot of potential for gaming and entertainment as it
a long history and entertainment is one of the is not a solitary experience. Because the projec-
widespread uses today. AR is pervading industry tions are independent of the user, many users can
with new start-ups appearing almost weekly, participate in a shared experience; most other AR
while older established corporations, such as approaches do not directly support shared
Apple, have been buying up these start-ups almost gameplay due to the nature of the projection,
as fast as they appear. It’s clear that they see a e.g., helmet or phone. SAR games could include
future in the technology. shared gaming environment (AKA Star Treks’
One of the reasons for this growing popularity Holodeck) where people share the experience.
of AR is that it offers a fundamentally different However, due to the added a complexity, cost
entertainment experience. Non-AR experiences and calibration challenges it has not been adopted
typically focus the user on a screen (mobile at the same rate as other forms of augmented
games) or completely immerses them into a dig- reality. Cooperative and competitive games will
ital space (VR). On the other hand, AR expands become very playable once the problems of cost
the users’ interaction with the real world, and calibration are solved satisfactorily.
whether encouraging people to walk outside to Overall, AR provides unique entertainment
find Pokémon’s, or motivating children to read options not available with other types of
170 Augmented Reality for Human-Robot Interaction in Industry
digital media. However, in many ways devel- Quiver Website: 12/3/2017. Available from: http://www.
opers are still just beginning to explore the quivervision.com/ (2017)
Simon, T.M., Smith, R.T., Thomas, B.H.: Wearable
full potential of AR for entertainment. With Jamming Mitten for Virtual Environment Haptics, in
new devices and research outputs becoming ISWC’14. Seattle. ACM New York, NY, USA (2014)
available, future AR systems will be a signif- Starner, T., et al.: MIND-WARPING: towards creating a
icant advance over those available now. There compelling collaborative augmented reality game. In:
Proceedings of the 5th International Conference on
is a bright future ahead for AR entertainment Intelligent User Interfaces. ACM Press, New Orleans
experiences. (2000)
Sutherland, I.E.: A head-mounted three dimensional dis-
play. Proc. AFIPS. 68, 757–764 (1968)
Thomas, B., et al.: First person indoor/outdoor augmented
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www.pokemongo.com/ (2017) (Sutherland 1968): technicians are often
Augmented Reality for Human-Robot Interaction in Industry 171
dimensional. Other common disadvantages com- and different AR contents are provided to the user.
prehend occlusion and the need for other input When used with robotic arm manipulators, tech-
devices for interaction. Moreover, projectors need nicians can benefit from AR systems to visualize A
to be calibrated each time the environment or the one or more of the following features: end-
distance to the projection surface changes. effector path, end-effector direction, object
(s) manipulated or involved in the task, workspace
involved in the robot task, forces applied by the
Robots end-effector, and faults that occur on the industrial
manipulator. When used with AGVs, the features
AR technologies are usually applied to human- visualized through AR usually consist of the path
robot interaction (HRI) with two categories of and workspace of the robot. In the following, each
industrial robots: robotic arm manipulators and feature will be introduced and explained.
automated guided vehicles (AGVs).
A robotic arm manipulator is defined as an Path
n-degree-of-freedom (nDoF) arm robot. It is Depending on the types of paths and trajectories,
composed of links connected by joints that are different AR systems can be adopted. Trajectories
controlled by using either DC or brushless electric can be divided in 2D paths and 3D paths. The first
motors. Their positions are sampled by means ones are usually visualized on 2D areas using
of encoders, and the joints’ velocities are projectors mounted directly on the industrial
measured with tachometers. Joints are divided manipulator or on appropriate supports placed
into two different categories: revolute and nearby the robotic arm. They normally consist of
prismatic. Revolute joints allow rotations along one or more connected lines of the same color.
one local axis (usually the z-axis), whereas pris- The 3D paths are visualized in the real environ-
matic joints allow translations along one local axis ment by means of wearable or handheld devices.
(usually the z-axis). Robotic arms are also It is possible to interact with both types of path
equipped by different custom tools depending on using some specific tracked devices to modify
the task to accomplish: these tools are positioned them: this allows users to change the trajectories
at the end of the kinematic chain and are called of the industrial manipulator through the interac-
end-effectors. tion with the augmented reality paths.
AGVs are vehicles that can move along When displaying the path of an AGV, since
predefined path and predetermined directions these robots freely move around all the environ-
automatically and autonomously, without human ment, the AR projection system is commonly
interference. They are usually equipped by placed directly on the mobile robots. Thus,
sensors that allow them to identify and eventually workers can work without wearing ad hoc AR
avoid obstacles along their path. Their primary devices. AGVs are equipped with projectors that
task is to transport equipment around a allow to visualize the AGV’s intentions directly
manufacturing facility. AGVs are equipped with on the floor of the facilities. Projectors are
automatic guiding, either electromagnetic or opti- mounted on the AGVs at different heights; there-
cal, they can follow a predefined path through fore the projected area varies. Data projected can
visual analysis of a familiar environment, or they represent the future path that the AGVs are going
can use vision system to understand their location to follow by means of arrows (Fig. 4) and lines or
in an unknown environment. only the occupied space (Matsumaru 2006,
Coovert et al. 2014, Chadalavada et al. 2015).
Tasks Direction
Direction features are useful to understand in real
Depending on the type of robot considered and its time the direction of the end-effector. These fea-
task, various types of AR systems are adopted, tures are commonly represented by 3D virtual
174 Augmented Reality for Human-Robot Interaction in Industry
Augmented Reality for Human-Robot Interaction in Industry, Fig. 4 Example of AR contents used to display the
AGV’s path (yellow arrows) and the area that it will occupy (in blue). (Reproduced from RoboCup 2013 (CC BY 2.0))
Object Manipulated
Objects that are going to be manipulated by the
robotic arms can be highlighted using both 2D and
3D features. The 2D features are commonly
represented by means of icons or geometric planar
shapes projected directly on the object (Fig. 5). The
projectors are mounted directly on the industrial
manipulator or on appropriate supports placed
near the robotic arm. The 3D features are commonly
represented by 3D virtual replicas of the real objects
that are superimposed on the object manipulated by
the robotic arm (Akan and Çürüklü 2010).
Workspace
It is possible to identify two different workspaces: Augmented Reality for Human-Robot Interaction in
the first one is the workspace of a robot arm Industry, Fig. 5 Example of AR contents used to display
the object to be manipulated (in green), the direction of the
manipulator, defined as the set that comprehend end-effector (in blue), and the forces on it (three axes on the
all the positions it can reach; the second one is the end-effector). (Reproduced from RoboCup 2013 (CC BY
“collaborative workspace,” defined as the work- 2.0))
ing area in which both the human operator and the
industrial manipulator work together. base of the industrial manipulator. The diameter
The robot workspace is commonly visualized of the sphere can also vary, depending on the
using handheld or wearable devices. The operat- movements of the end-effector.
ing area of the industrial manipulator can be The second workspace can be visualized using
represented using a 3D sphere, centered in the optical see-trough (Makris et al. 2017) or
Augmented Reality for Human-Robot Interaction in Industry 175
Forces
Forces applied by the end-effector can be moni-
tored and visualized using wearable or handheld
devices. Forces can be represented using 3D vir-
tual vectors, applied on the tool center (Fig. 4). Augmented Reality for Human-Robot Interaction in
The force components in X, Y, and Z are Industry, Fig. 6 Example of AR contents used to display
workspace of the robotic arm, with different colors
displayed as well as the resulting vector. Further- depending on the safety for the user based on distance
more, the components are colored with different and arrows displaying the direction of the movement
colors, depending on the intensity of the force (in green) and an error state for one joint (in red).
(Mateo et al. 2014). (Reproduced from Humanrobo 2009 (CC BY-SA 3.0))
to foresee collisions, and when it detects an unex- SIGRAD, vol. 52, pp. 55–58. Link¨oping University
pected object, it stops its movements to avoid the Electronic Press, Vsters (2010)
Caudell, T.P., Mizell, D.W.: Augmented reality: an appli-
collision. Human operators may not understand cation of heads-up display technology to manual
why the manipulator has stopped its movements, manufacturing processes. In: Proceedings of HICSS,
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judgments, when the manipulator foresees the Chadalavada, R.T., Andreasson, H., Krug, R., Lilienthal,
A.J.: That’s on my mind! robot to human intention
collision, the 3D sphere starts blinking to high- communication through onboard projection on shared
light the intentions of the industrial robotic arm. floor space. In: Proceedings of ECMR, pp. 1–6. IEEE,
Finally, errors due to overloading problems sud- Lincolnm (2015)
denly stop the movements of the manipulator. Coovert, M.D., Lee, T., Shindev, I., Sun, Y.: Spatial aug-
mented reality as a method for a mobile robot to com-
When this type of fault occurs, a 3D anvil, along municate intended movement. Computers in Human
with a warning signal, is superimposed on the Behavior. 34, 241–248 (2014)
payload. De Pace, F., Manuri, F., Sanna, A., Zappia, D.: An aug-
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Augmented Reality for Maintenance 177
Augmented Reality for Maintenance, device to provide step-by-step instructions to replace inter-
Fig. 1 Augmented reality use case. Virtual animations nal components of a consumer device
are superimposed to the user’s view through a mobile
The variety of adopted industrial equipment and maintenance procedure, i.e., the replacement of
machinery are becoming more functionally rich. bearings in stone cutting machines in Fig. 2 and
Indeed, new industrial technologies are character- cleaning of lens in a laser-based precision mea-
ized often by a combination of advanced electron- surement tool in Fig. 3. The illustrated use cases
ics and software, thereby requiring operators to are representative of the main features belonging
possess an in-depth knowledge which can be built to augmented reality-based applications:
only after years of work in their field. Addition-
ally, it should be also taken into account that the
– The superimposition of virtual objects and
fast pace of change in technology-related areas
hints onto the real world in real time
requires constant updates for the technical person-
– The possibility to take into account of the
nel. Often, even the more experienced operator
user’s viewpoint by means of a tracking system
has to deal with new situations to solve technical
– The possibility to insert virtual objects in a real
issues in complex cyber-physical systems. As a
world scene by automatically calculating all
result, operational and functional failures are more
their 6 degrees of freedom (DOFs) which con-
difficult and expensive to detect, troubleshoot,
trol the objects’ location, orientation, and scale
and repair.
In this increasingly complex industrial
machine scenario, augmented reality-based solu- Benefits of Using Augmented Reality in
tions aim to improve technician’s performance by the Industry
enabling intuitive representations and real-time
visualization of relevant information regarding Augmented reality gives the opportunity to make
both corrective and predictive maintenance easier for industry workers to deal with specific
(Antonijević et al. 2016). Figures 2 and 3 show industrial processes. Typical applications range
two applicative use cases of augmented reality in from maintenance tasks, where specific and punc-
the field of maintenance in an industrial scenario, tual information concerning cyber-physical systems
conceived in the EASE-R12 European Project are contextualized in real settings, to virtual engi-
(http://www.easer3.eu/). In both cases, a techni- neering, where virtual prototypes constitute the basis
cian is engaged in carrying out a specific for engineering tasks (Vilacoba et al. 2016).
Augmented Reality for Maintenance 179
Augmented Reality for Maintenance, Fig. 2 Augmented reality industrial use case concerning the replacement of
bearings in stone cutting machines
Augmented Reality for Maintenance, Fig. 3 Augmented reality industrial use case concerning the cleaning of lens in
a laser-based precision measurement tool
The most common application concern the demand and representing an effective tool for
transformation of conventional manuals into dig- guided troubleshooting (Ghimire et al. 2016).
ital instructions – showing operations to be Based on the situation faced by an operator, a
performed at the right time in the right place – visualization system – either in the form of hand-
which may have the characteristics of being held devices (HHD) or head-mounted displays
always updated thanks to connectivity, thereby (HMD) – retrieve all necessary information and
providing additional documentation available on provides appropriate instructions back to the user
180 Augmented Reality for Maintenance
through the augmented reality display and other seamlessly integrate computer graphics with real
components (e.g., audio). Instructions can be of environments by avoiding the use of encumbering
arbitrary choice, from simple reproduction of technologies. Today, the majority of mobile aug-
technical manuals, design diagrams, schematics mented reality systems are based on head-
to contextualized 3D static models, virtual anima- mounted displays (HMDs) and see-through
tions, short movies, images, and audio instruc- devices. HMDs involve the use of complex equip-
tions. Instructions are superimposed to the field ment to be worn by the user (e.g., the Oculus Rift).
of view of maintenance operators, which can See-through systems became popular due to the
safely work on faulty equipment. rapid prototyping possibilities offered by several
Augmented reality can be seen as a method- software libraries (e.g., ARToolkit). However, a
ology to provide just-in-time training, by deliv- current bottleneck is constituted by the use of
ering only the information needed in a particular transparent display technology, which is not
context while performing a specific task. Tech- mature yet.
nicians exploit this information to operate on the There exist several options for overlapping
task and are able to increment their prior personal digital contents to the surrounding world (Navab
knowledge in a lifelong learning process. This 2004):
way, they are also allowed to deal with an
increased range of maintenance tasks than before – Projecting virtual models onto objects in the
with less training, which translates in evident real world
advantages from the point of view of a more – Integrating virtual models into camera views
cost effective allocation of the workforce in the obtained from video cameras
industry. In fact, in this scenario, a single opera- – Projecting virtual components onto the user’s
tor is able to handle several equipment and cus- retina
tomers’ machineries, thus improving – Visualizing the virtual components through a
responsiveness and customer satisfaction. semitransparent display while observing the
It has been proven that augmented reality real world
allows users to perform maintenance tasks with a
lower rate of errors and faster than using paper- In industrial scenarios, the last two options
based instruction manuals (Lamberti et al. 2014, should be preferred since they provide unhindered
2017; Henderson and Feiner 2011). This is due to views while remaining safe and secure. In fact,
an improved user experience driven by the fact portable and unobtrusive devices like see-through
that virtual tools can be directly shown in real glasses guarantee hands-free operations by repair
working environments and real-time information technicians.
is always available in the scene for the technician. Virtual retinal displays (VRDs) have been also
It is worth recalling that faster intervention times recently introduced to overlay diagnostics and
at the factory floor reduces machinery downtime, repair instructions directly onto the view of main-
thereby reducing loss of profits for an industry. tenance operators.
Moreover, other key drivers for the adoption of Whatever the technology used to visualize the
these systems concern the reduction of techni- augmented components, one of the key problems
cians’ mental workload during operations, the in augmented reality is the determination of the
possibility to count on technical assistance during position and orientation of a camera in 3D space,
maintenance, and the reduction in training time known as camera pose estimation problem. It
for new technicians. should be considered that the level of accuracy
needed in pose estimation in augmented reality
applications for maintenance is, in general, more
Trends and Challenges demanding than in other fields. Indeed, small
changes in a pose can be the cause of huge devi-
To maximize the effectiveness and usability of ations in the visualization of the virtual content
augmented reality interfaces, their design should (Lakshmprabha et al. 2015).
Augmented Reality for Maintenance 181
The majority of augmented reality applica- into a problem in precise positioning of virtual
tions are based on the use of markers (like QR components.
codes) to solve the real-time camera pose esti- Additional challenges are raised by the inter- A
mation problem (Antonijević et al. 2016). action paradigm needed for using the application
Marker-based techniques are particularly suit- effectively and in natural way. Though many aug-
able for stationary objects. They require to mod- mented reality applications are developed just as
ify the aspect of the real world manufacturing an informative means (e.g., furniture placement in
scenario by introducing specific markers on the interior design), thus letting the interaction
top of machines or within the real environment through touch-based screen devices be suitable
to correctly locate virtual assets. Therefore, for the specific task, the use cases which can be
often the use of markers is perceived as a limi- faced in manufacturing and industrial scenarios
tation of augmented reality (De Crescenzio et al. have different requirements in terms of interac-
2011). Marker-based techniques require that tion. In fact, technicians should carry out hands-
illumination is sufficient and markers are always free tasks. This requirement makes troublesome
visible. the use of input devices based on hand interaction,
On the other hand, marker-less techniques per- e.g., touch- and multitouch-based. A possible
mit both to track moving parts and avoid the use of solution is related to the use of speech recognition
external markers to be placed in the environment technology, today enough mature to ensure an
(Lamberti et al. 2017). Marker-less techniques are intuitive and natural user experience. Recent pro-
based on image processing algorithms aimed to posals in the field encompass also the possibility
detect image features and perform 3D reconstruc- of automatically generating icon-based interfaces
tion. The process involves different phases, to associate unconstrained voice commands
namely feature extraction, features detection, fea- issued by the user to application functionalities
tures matching, and image registration. The most based on the semantic similarity with the evoked
promising algorithms used for feature extraction command (Lamberti et al. 2017). However, it
are Scale Invariant Feature Transform (SIFT) and should be considered that speech recognition
Speed-Up Robust Features (SURF). Features technology is robust in controlled situations, i.e.,
detection algorithms apply classification mecha- non-noisy environments. Thus, the noise at the
nism like Support Vector Machine (SVM), factory floor should be taken into account in the
K-Nearest Neighbor (KNN), and Sparse design of an augmented reality solution. Gaze-
Representation-based Classification (SRC). Fea- based communication represents a possible alter-
tures matching, which consists in finding the cor- native solution to the problem of hands-free inter-
respondence between two set of features, can be action. Gaze recognition provides a thoughtful
achieved by applying the well-known k-d Tree and natural interaction mode. On the other hand,
algorithm. Finally, Image Registration concerns special purpose hardware (i.e., infrared cameras)
the calculation of the geometrical transform that is needed to realize a robust gaze-based interface,
aligns the featured points of two images of the which can be in competition with the hardware
same object. A suitable methodology is provided used for augmented reality (e.g., HMD and see-
by random sample consensus (RANSAC) through glasses). Other possible solutions concern
(Dandachi et al. 2015). the use of gesture/pose recognition technologies,
Given the overview of the algorithms used in where the user could interact with the application
augmented reality, a possible bottleneck concerns interface both by using hand gestures/static poses
the need of sophisticated processing on devices (e.g., recognized through consumer devices such
that should be portable. The challenge is to as the Leap Motion and Microsoft Kinect) and
develop solutions capable to take into account wearable solutions (e.g., inertial-based trackers)
the currently achievable speed and accuracy. In Henderson and Feiner (2010). However, in all
fact, one of the issues with today’s augmented these latter cases, the technician should suspend
reality applications is the lack of accuracy in 3D the maintenance procedure to interact with the
resolution (Vilacoba et al. 2016), which translates application.
182 Augmented Reality Gaming
Conclusion and Discussion Henderson, S., Feiner, S.: Opportunistic tangible user inter-
faces for augmented reality. IEEE Trans. Vis. Comput.
Graph. 16(1), 4–16 (2010)
Augmented reality domain can be applied in dif- Henderson, S., Feiner, S.: Exploring the benefits of aug-
ferent application scenarios, encompassing gam- mented reality documentation for maintenance and
ing, entertainment, cultural heritage, tourism, repair. IEEE Trans. Vis. Comput. Graph. 17(10),
construction, maintenance, education, health 1355–1368 (2011).
Lakshmprabha, N.S., Kasderidis, S., Mousouliotis, P.,
care, navigation, and military. Among them, Petrou, L., Beltramello, O.: Augmented reality for
industrial maintenance and repair represents a maintenance application on a mobile platform. In:
strategic thread for the application of augmented IEEE Virtual Reality (VR), Arles, pp. 355–356 (2015)
reality-related technologies, due to the economic Lamberti, F., Manuri, F., Sanna, A., Paravati, G., Pezzolla,
P., Montuschi, P.: Challenges, opportunities, and future
revenues resulting from the possible reduction in trends of emerging techniques for augmented reality-
time required for maintenance of complex sys- based maintenance. IEEE Trans. Emerg. Topics
tems and the automation of training processes. Comput. 2(4), 411–421 (2014).
This entry described the benefits of using aug- Lamberti, F., Manuri, F., Paravati, G., Piumatti, G., Sanna,
A.: Using semantics to automatically generate speech
mented reality technologies in the maintenance interfaces for wearable virtual and augmented reality
and repair field. Open issues are also discussed, applications. IEEE Trans. Hum. Mach. Sys. 47(1),
mainly focusing on technological problems that 152–164 (2017).
currently limit a further spread of augmented real- Milgram, P., Kishino, F.: A taxonomy of mixed reality
visual displays. IEICE Trans. Inf. Syst. E77-D(12),
ity solutions. 1321–1329 (1994)
Navab, N.: Developing killer apps for industrial aug-
mented reality. IEEE Comput. Graph. Appl. 24(3),
16–20 (2004).
Cross-References Vilacoba, D., Trujillo, M.Á., Viñuales, A., Weber, P.: Press
dedicated machine show-room, a direct application of
augmented reality in industry. An industrial Aug-
▶ Interaction with Mobile Augmented Reality
mented reality experience. In: IEEE International Con-
Environments ference on Industrial Technology (ICIT), Taipei,
▶ Interactive Virtual Reality Navigation Using pp. 1990–1995 (2016)
Cave Automatic Virtual Environment
Technology
Augmented Reality in Image-Guided Surgery, Fig. 1 Pictorial representation of the th7ree-dimensional complexity
of the human anatomy (Frans Denys, The Anatomy Lesson of Dr. Joannes van Buyten, 1648, oil on canvas)
184 Augmented Reality in Image-Guided Surgery
Different AR Display Units in IGS between the 3D representation of the real world
and the nature of the virtual content, rendered as a
In the realm of AR-based IGS systems, different 2D image. This causes few perceptual conflicts in A
technological approaches and specifically differ- depth perception. To cope with these issues, alter-
ent embodiments of the display units have been native and promising approaches, based on the
proposed, each with its own advantages and draw- integral imaging technology, were proposed
backs. In Table 1 advantages and drawbacks of (Liao et al. 2001, 2004). Integral imaging displays
different AR-based solutions are reported. In the use a set of 2D elemental images from different
light of avoiding abrupt changes to the surgical perspectives to generate a full-parallax 3D visual-
setup and workflow, historically the first ization. Therefore, with integral imaging-based
AR-based systems in surgical navigation have displays, a proper 3D overlay between virtual
been implemented starting from commonly used content and real scene can be obtained. Some
devices. Augmented operating microscopes were embodiments of such technology have been spe-
proposed in neurosurgery and in maxillofacial cifically designed and tested for maxillofacial sur-
surgery (Birkfellner et al. 2002). In these systems, gery and neurosurgery (Iseki et al. 1997; Narita
generally the augmentation happens by et al. 2014; Liao et al. 2006, 2010; Suenaga et al.
“injecting” the virtual content directly into the 2013). The integral imaging paradigm thus is able
optical path of the real image, hence by inserting to provide the user with an egocentric viewpoint
a beam splitter into the microscope optics. The and a full-parallax augmented view in a limited
fixed configuration of the eyepieces with respect viewing zone (imposed by the integral imaging
to the surgical scene makes them not usable with display).
different viewpoints. In laparoscopy, and generally in endoscopic
Other solutions featured the use of spatial mon- surgery, the part of the environment where the
itors and video-based tracking modalities and attention of the surgeon is focused during the
were used in neurosurgery (Grimson et al. 1996; surgical task (DVV’s perception location) is a
Deng et al. 2014), maxillofacial surgery (Zinser stand-up monitor. Indeed, in such procedures,
et al. 2013a), and general surgery (Muller et al. the surgeon operates watching endoscopic video
2013). Such systems, as the ones based on exter- images reproduced on the spatial display unit
nal monitors, have a reduced logistic impact (Caversaccio et al. 2008; Freysinger et al. 1997).
within the operating room, but they do not provide Therefore, the virtual information is usually
an egocentric viewpoint of the surgical scene. merged with the real-time video frames grabbed
Another category of AR systems was based on by the endoscope and presented on a stand-up
the use of half-transparent screens in conjunction monitor. These systems were also tested in robotic
with display technologies providing monoscopic, surgery (Su et al. 2009; Mourgues and Coste-
stereoscopic, or autostereoscopic parallax. Black- Maniere 2002; Devernay et al. 2001). Particularly
well (Blackwelll et al. 1998) and Wesarg (Wesarg in IGS, the quality of an augmented reality
et al. 2004) introduced two different prototypes of (AR) experience depends on how well the virtual
AR windows. The first system by Blackwell pro- content is integrated into the real world spatially,
vided a stereoscopic vision of the virtual content photometrically, and temporally (Sielhorst et al.
by means of a pair of shutter glasses, whereas the 2008). For this reason, wearable AR systems par-
second one by Wesarg was monoscopic. Stetten ticularly offer the most ergonomic solution in
et al. (2001) have proposed a simple and interest- those medical tasks manually performed under
ing optical see-through handheld half-silvered user’s direct vision (open surgery, introduction
mirror that overlays ultrasound scans aligned of biopsy needle, palpation, etc.) since they min-
with the scanned area. imize the extra mental effort normally required for
The major shortcomings of the optical see- switching the attention between the surgical area
through paradigm implemented in standard AR and the augmented view presented on the external
windows are due to the intrinsic incompatibility display.
186 Augmented Reality in Image-Guided Surgery
Augmented Reality in Image-Guided Surgery, Table 1 Different embodiments of AR displays for IGS
AR display type Advantages Drawbacks
Surgical microscope Surgical microscopes are already Bulkiness
routinely used in several
microsurgical procedures
Fixed configuration: degradation of Fixed configuration: not adaptable to comply
the calibration is decreased with different viewpoints
Video see-through handheld Reduced logistic impact Parallax problem (non-egocentric viewpoint)
displays (tablet-smartphones) No stereopsis. Other depth cues are needed
for depth perception
Accurate image registration – no Difficult to use in those surgical tasks
eye-to-display calibration is needed manually performed under surgeon’s direct
vision
Peripheral view not registered with AR view
Camera-mediated view of the surgical area
Optical see-through external Direct view of the surgical area AR image registration is not so accurate:
screens (stereoscopic and robust and reliable eye-to-display calibration
monoscopic) would be needed
Display brightness may not be sufficient
under scialytic lamps
Perceptual conflicts due to mismatched
accommodations between real scene and
virtual content
Parallax problem (non-egocentric viewpoint)
Difficult to use in those surgical tasks
manually performed under surgeon’s direct
vision
Video see-through external External monitors are already Parallax problem (non-egocentric viewpoint)
displays present in the surgical rooms Mostly 2D displays: no stereopsis
Accurate image registration – no Difficult to use in those surgical tasks
eye-to-display calibration is needed manually performed under surgeon’s direct
vision
Camera-mediated view of the surgical area
Full-parallax 3D displays Full-parallax view of the scene. Bulkiness
Natural depth perception is
recovered
Accurate image registration – no Limited depth range
eye-to-display calibration is needed Limited resolution and limited viewing zone
Optical see-through wearable Egocentric viewpoint Perceptual conflicts due to mismatched
displays (monoscopic or accommodations between real scene and
stereoscopic) virtual content
Reduced logistic impact AR image registration is not so accurate:
robust and reliable eye-to-display calibration
would be needed
Display brightness may not be sufficient
under scialytic lamps
Video see-through wearable Egocentric viewpoint Perceptual vergence-accommodation conflict
displays (monoscopic or Restricted peripheral view
stereoscopic) Accurate image registration – no Surgeon’s field of view is restricted by the
eye-to-display calibration is needed display
Reduced logistic impact Camera-mediated view of the surgical area
Augmented Reality in Image-Guided Surgery 187
reality, which is an essential prerequisite for being needed to estimate user’s eye pose in relation to
considered as reliable surgical guidance system. the SSP reference system (b) often entails a
As a general rule, for obtaining accurate geo- tedious and error-prone method (Tuceryan et al.
metric registration in AR applications, the process 2002; Genc et al. 2002; Gilson et al. 2008; Kellner
of image formation generated by the virtual view- et al. 2012). Further, this process should be
point must perfectly mimic, both intrinsically and repeated any time the HMD moves with respect
extrinsically, the one of the real viewpoint (Cutolo to the user’s eyes causing a change in the relative
et al. 2014). In optical see-through HMDs, the position between DRS and user’s eye reference
spatial alignment of the virtual content with the system, and it should be autonomous and real
real 3D world needs for: time. Current and more advanced calibration
methods (Plopski et al. 2015, 2016), even if they
(a) The tracking of the HMD SSP in relation to work in real time, do not incorporate the user-
the reference system of the real world (SRS) specific and real-time estimation of the eye pro-
(b) A user-specific calibration for estimating the jective model (c), which can change over time
pose between HMD SSP and user’s eye (i.e., with the focus distance due to the accommodation
extrinsic calibration) process.
(c) The definition of a projective model of the Differently, the pixel-wise video-mixing tech-
virtual viewpoint that is consistent to the nology that underpins the video see-through para-
human eye projective model (i.e., intrinsic digm, once integrated with monocular or binocular
calibration) HMDs, can offer high geometric coherence
between virtual and real content. In these systems,
State-of-the-art methods for tracking the a user-specific calibration routine is not necessary,
HMDs (a) yield accurate results in terms of and this is the major advantage of the video versus
HMD pose estimation, whether they exploit exter- the optical see-through approach. In video see-
nal trackers or not. Differently, the calibration step through systems, real scene and virtual information
Augmented Reality in Image-Guided Surgery, Fig. 2 Video see-through paradigm of the stereoscopic HMD used to
aid maxillary repositioning (Cutolo et al. 2015)
Augmented Reality in Image-Guided Surgery 189
can be synchronized, whereas in optical see- In the ideal AR system, especially if designed
through devices, there is an intrinsic lag between for aiding complex operations that demand great
the immediate perception of the real scene and the dexterity as the ones pertaining to surgical pro- A
inclusion of the virtual elements. Further, from a cedures, there should not be any perceivable dif-
perceptual viewpoint, in video see-through sys- ference between the user’s natural view of the
tems, the visual experience of both the real and world and his/her augmented view through the
virtual content is unambiguously controllable by device display. For this goal, the conditions to be
computer graphics, with everything on focus at the satisfied are twofold: accurate registration and
same apparent distance from the user. Additionally, ergonomic interaction.
video see-through systems are much more suited In practical terms, if a new AR system for IGS
than optical see-through systems, to rendering were to comprise tedious calibration routines, the
occlusions between real and virtual elements or to introduction of obtrusive instrumentation into the
implementing complex visualization processing OR, and the presentation of complex and
modalities. Unfortunately, the loss of the confounding computer-generated content and fur-
unobstructed real-world view and the limited field thermore it were to bring questionable benefits to
of view of the displays embedded in commercial the surgical procedure, then it would be likely
3D visors are still the major drawbacks of the video refused. Hence, to facilitate the accomplishment
see-through HMDs (Fig. 2). This aspect is of par- of such ambitious goals in the near future,
ticular importance in IGS applications, wherever researchers and early adopters ought to actively
our goal is of trying to mimic the perceptive effi- collaborate with physicians so that AR-based IGS
ciency of the human visual system to allow a systems could smoothly and profitably get into the
smoother interaction with the augmented visual surgical workflow.
information (Cutolo et al. 2015).
Cross-References
Conclusions and Future Goals
▶ Augmented Learning Experience for School
In recent times, the emerging of modern medical Education
imaging technologies together with the need to ▶ Augmented Reality Entertainment: Taking
reduce the invasiveness of the surgical procedures Gaming Out of the Box
has encouraged the research for new 3D visuali- ▶ Augmented Reality for Maintenance
zation modalities that could act as tools for surgi-
cal guidance. Current limits of standard IGS
systems are mainly due to the increase of the References
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Augmented Reality Ludo Board Game with Q-Learning on Handheld 193
digital data on the real environment to present var- • If a player moves a token to the place that is
ious information such as text or images [14]. An AR occupied by the opponent’s token, the oppo-
system focuses on four domains: sensing, tracking, nent’s token is kicked and returned to
interaction, and display [15]. An example of a track- his home.
ing technique is feature-based tracking provided by • A token is safe from being kicked back to
Vuforia Engine to detect, identify, and track targets home once it lands on the safe square. Each
such as images or three-dimensional (3D) objects player’s start node is also considered as a safe
[16]. According to [17], Vuforia analyzes and square.
detects the features of an image uploaded by a • The game ends once all the tokens of a player
user. The more features detected in an image, the have landed on the goal field.
more suitable it is to be used as the image target. The
analyzed result is represented through a star rating The development of autonomous Agent
range from 0 to 5. The highest rating indicates that it A starts with designing an algorithm based on
is the easiest for Vuforia to track the image target. Q-learning as in Fig. 2. Based on Fig. 2, the
algorithm starts from initialization of the values
in the Q-table to zero. After Agent A takes a turn
Ludo Board Game to roll the dice, Agent A can select a random
action through exploration or choose a greedy
A board game is defined as a game that involves a action through exploitation based on the epsilon-
board that allows pieces to move on top of it [18]. greedy (ε-greedy) policy. A greedy action is an
According to (Singh et al. 2019), the Ludo board action with the highest value in the Q-table at the
game involves 2–4 players taking turns to roll a given state. The epsilon value, ε, is declared as
dice and move the tokens on the Ludo board. 1.0 at the beginning and continuously decreases
Figure 1 shows the Ludo board game. for each action taken by Agent A. Random action
The rules for the Ludo board game, as in Fig. 1, is taken if the randomly generated value ranges
are based on [19]: from 0 to 1 is smaller than ε; otherwise, the greedy
action is taken. The reward, r, is then measured
• At the beginning of the game, the players take based on the state-action pair taken. Bellman
turns to roll the dice and a player that rolls a six equation, Q(s,a) ¼ Q(s,a) þ α [r þ γ 〖max〗_
can move a token to the start node. Each player (a^0 ∈ A) Q(s^0 ,a^0 )-Q(s,a)], is used to update the
has four tokens at the beginning of the game. value of the state-action pair taken in the Q-table.
• The players can only move a token according The learning rate, α, and discount factor, γ, are set
to the number rolled if the token is not at as 0.7 and 0.1, respectively. These steps are
the home. repeated until the end of an episode. The training
• Once a player rolls a six, that player can take session is set up for Agent A with 20 episodes. An
another turn. episode is ended once all the four tokens of a
player have successfully moved into the goal
field.
At the beginning of the game, one player is are placed in the home. Next, each player takes a
assigned with the four blue color tokens; mean- turn to roll the dice to move a token from the start
while, the opponent player is assigned with the node into the goal field. The goal of the game is to
four green color tokens. Each player’s four tokens move all the four tokens into the goal field located
196 Augmented Reality Ludo Board Game with Q-Learning on Handheld
Augmented Reality Ludo Board Game with Q-Learning on Handheld, Fig. 4 Virtual Ludo game with Q-learning
algorithm
Augmented Reality Ludo Board Game with Q-Learning on Handheld, Fig. 5 Data stores for Q-learning
at the center of the board to win the game. Based interaction on the mobile screen using a one-
on Fig. 3, there are four purple color nodes on the finger gesture.
board called safe nodes and the dotted line shows The designed Q-learning algorithm has been
an example of a blue tokens’ path from the start implemented in order to generate the optimal
node towards the goal field. values in the Q-table, a training with 20 episodes
In order to implement the AR tracking in a is conducted between Q-learning agent (Agent A)
handheld device, the Vuforia AR software and AR random players, and Agent A is assigned
development toolkit (SDK) is integrated with with the green color tokens. The other three ran-
Unity3D software to track and compare the fea- dom players take random actions to move in the
tures of the marker with the target resource data- game while training. Figure 4 shows the Ludo
base. A PNG image based on the design of the board game training environment performed on
Ludo board in RGB is uploaded to Vuforia Tar- the Windows platform using Unity3D. The game
get Manager. This image is transformed into environment is reset before starting a new episode
grayscale and the features extracted are col- after each episode ends.
lected and stored in the database. The virtual At the end of the training, an output file that
AR Ludo board game is displayed once the includes the finalized values of the Q-table is
marker is detected and the marker’s features generated as in Fig. 5. Based on Fig. 5, the rows
match with the data stored in the database. The represent the states; meanwhile, the columns rep-
AR Ludo includes badges as a gamification ele- resent the actions.
ment to reward the players. Feature-based track- An example is shown in Fig. 6 where the
ing is chosen for AR Ludo in handheld focuses tokens inside the home have the state “In Home”
on Android mobile phones. The users can inter- and the action of moving a token to the start node
act with the application through touch-based from the home is “Out Home.” A token placed on
Augmented Reality Ludo Board Game with Q-Learning on Handheld 197
Augmented Reality Ludo Board Game with Q-Learning on Handheld, Fig. 6 Tokens with the state “In Home” and
action “Out Home” or state “On Free Space” and action “Just Move”
Augmented Reality Ludo Board Game with Q-Learning on Handheld, Fig. 7 User plays AR Ludo to against the
Q-learning agent
a white node that surrounds the board has the state “On Free Space” with a value of approximately
“On Free Space” and the action of moving a token 1.483 based on Fig. 5.
from a white node to another without any oppo-
nent’s token landed on it is “Just Move.” Based on
Fig. 6, Agent A can choose to move a token six AR Ludo on Handheld
steps forward or move a token out from home
while a six is rolled. Agent A decides to move a The setup as in Fig. 7 is that the AR marker is
token out of home as the value in the Q-table for color printed on an A4 size paper and placed on
this state-action is approximately 0.563 that is the table with a height of approximately 75 cm.
higher than the action “Just Move” at the state The user sits approximately 30 cm in front of the
198 Augmented Reality Ludo Board Game with Q-Learning on Handheld
Augmented Reality Ludo Board Game with Q-Learning on Handheld, Fig. 8 AR Ludo board game on handheld
game design testing processes by industry changes are moved to the live game environment.
stakeholders. Through experiments, designers can collect qual-
itative and quantitative data, which they can use to
Types of Game Design Techniques make informed choices about the trajectory and
Both analytical and experimental game design changes that will be made to the game.
processes are resource intensive through the
required analysis and participation of the player
within the design process. Game publishers and Analytical Game Design Improvements
academics have numerous testing approaches to
accelerate the creation of games and improve the Analytical design improvement is through the col-
quality of their design in each part of the game lection and comparison of numbers from game
lifecycle. Early attempts showed how games are elements directly from the game content, such as
controlled by procedural code such as behavior weapon parameters or gameplay metrics generated
trees (Sekhavat 2017). from players playing the game. Using techniques
Large companies such as Ubisoft (Roy et al. such as cost curve analysis, game designers can
2022) and EA (Bergdahl et al. 2021; Sestini et al. accurately measure the fairness and effectiveness
2022) have pioneered several approaches toward of all the content available from the game. Tools
intelligent systems within the games development and techniques to evaluate the validity of game
process allowing the assessment of games design parameters have evolved over the years. A new
such as automated playtesting using deep rein- addition to the game designer tool belt are machi-
forcement learning agents, as well as the creation nation diagrams, a visual-graph-based language
of artistic content using neural networks capable allowing designers to test the design of different
of creating state-of-the-art animation controllers game systems (Adams and Dormans 2012). Ana-
that were trained using unsupervised learning lytical methods follow a reductive process that
techniques applied to motion capture data, prov- allows designers to see the impact of changes
ing the real-world interest in the applications of immediately within the games’ internal systems.
intelligent tools in games development. Cost curve analysis lists every mechanic and item
within a modern game as an item with a benefit and
a cost. As the benefit of an item increases, so does
Experimental Game Design the cost Carpenter (2003) value. Designers place
the cost increases of an item in line with the benefit
Experimental game design is immensely popular of a game, mechanic, or resource, and each item
in both early development and later content within the world has been referred to as Jedi Curve
updates (Waern and Back 2015). Toward the end within Magic The Gathering Credits (2012). The
of the development of a new game or feature, cost–benefit relationship between each item forms
designers with programming skills focus on the shape of the curve. During the balancing pro-
rapid prototyping to see how the newly created cess, a designer can use it to see where a specific
content fits within the existing content and how component of the game fits within the system.
the implementation achieves the esthetic goals the Small imbalances are allowed, as choosing the
designers have for the new feature during most efficient or effective item creates interesting
gameplay. Later within the development cycle of decisions for the players to choose from.
the game, publishers can create experimental ver-
sions of the game that players can opt-in to try and
explore. This allows designers to test new features Player Replacements
on a live player base that is aware that they may
experience uncompetitive and less polished expe- This section outlines the different approaches to
riences, with the benefit being that they are early implementing player replacements, which can
adopters and will be more prepared when the generate gameplay data for use in automated
Automated Game Design Testing Using Machine Learning 201
Automated Game Design Testing Using Machine Learning, Fig. 1 Crush Saga: Deep Learning AI (Gudmundsson
et al. 2018)
playtesting and experimental game design behavior as a problem domain for reinforcement
workflows. Player replacements refer to the use learning, such as having learning agents design
of artificial intelligence agents that simulate the levels (Zhang et al. 2017; Khalifa et al. 2020) or
player playing the game, making conventional using cutting-edge reinforcement learning algo-
and advanced game testing easier and faster. rithms designed to emulate player behavior to
New approaches have been proposed to test the generate gameplay data by simulating the game
design and balance of video games to improve being played (Holmgård et al. 2014; Holmgård
iteration time and precision using automation, et al. 2015). Previous research has shown real
and replacements for players have been proposed. progress in testing single-player games. Minimal
Notable examples have been proposed by the research has been conducted on the use of
AAA games studio King Entertainment publisher machine learning techniques to accelerate the
of the popular “Crush Saga” games. King design process of multiplayer games.
researched the evaluation of match-3 level design Researchers have shown how mathematical rep-
through predicted play test results using machine resentations of simple games can be used to assess
learning techniques (Gudmundsson et al. (2018) the difficulty of the game for different demo-
shown in Fig. 1). Electronic Arts (EAs) have graphics of players (Lee et al. 2021). Research
recently proposed a framework for testing their was carried out on target–movement games,
games using learning agents to accurately reflect which are a popular genre for mobile games that
the goals of designers and the demographics of the include Flappy Bird and Temple Run. Evaluating
players found in each game (Zhao et al. 2019). the difficulty is possible by collecting cognitive data
Academic organizations and researchers have from specific player bases and using response times
proposed a broad variety of ideas for how artificial as input into the mathematical representation of the
intelligence (AI) can help game designers create game. Answers to player demographics, response
games by treating game balance as an optimiza- time, and representation of the game allow games to
tion problem and using AI to reduce the possible be tuned for different skilled players.
search space, an example of this is by parameter
tuning a game “Shoot ‘Em Up” using active learn-
ing techniques (Zook et al. 2019). Another para- Automated Playtesting
digm to accelerate the creation and testing of
games that has received attention in academic Playtesting a common practice of Analytical
research is to consider game design or player Game Design is an integral component of user
202 Automated Game Design Testing Using Machine Learning
testing, a fun and engaging game, designed to extensions have incorporated different types of
review design decisions within interactive player motivation into reinforcement learning
media, such as games, to measure the esthetic algorithms by including an additional reward sig-
experience of the game compared to the nal that emulates the type of motivation for each
designer’s intentions (Fullerton 2008). Playtesting type of player (Ariyurek et al. 2021).
is a lengthy process in terms of both complexity,
cost, and time. Several approaches have been
presented over the past few years to automate Player Replacements Deep
individual sections of this process (Stahlke and Reinforcement Learning
Mirza-Babaei 2018). These solutions aim to allow
faster, more accurate iterations of design and less Work by Google highlights the strength of using
waste during development within a professional machine learning to evaluate game design, and
game development cycle. Google researchers developed a prototype game
Automated playtesting approaches have been called Chimera (Hun Kim and Wu 2021). Google’s
pioneered by researchers and game studios to research focusses on balancing the game by simu-
provide automated analytical testing of modern lating millions of games using a deep reinforcement
video games. Computer-controlled agents gener- learning agent. One key issue with this research is
ate data for analysis by designers and stakeholders the iterative approach and the analysis required
by playing the game at accelerated speeds and in before making changes. This tool shows the
parallel. Intelligent agents provide greater cover- power of machine learning that allows designers
age of available game states, especially in open- to test an iteration, evaluate the gameplay metrics,
ended game worlds, and are implemented using and then re-test the game with appropriately
deep neural networks (Bedder 2019). An excel- designed changes, but does not help designers
lent example of automated playtesting using rein- move the game easily and quickly to a more optimal
forcement learning was developed by Prowler.io composition. We believe that this work is a good
to balance two-player games using soft Q-learning example of how to automate testing in multiplayer
(Grau-Moya et al. 2018) that allowed automated games. The game is not team but features asymmet-
playtests to occur in multiplayer environments. ric gameplay, an example of such a project that was
not achieved both at the start of this research.
Approximately, a hundred repetitions are
Player Replacements & Personas required during the game testing phase of the
development cycle to ensure that user interactions
Personas have a long history within game design; produce the expected result (TestDel 2019). A key
separating what motivates players into categories component of this difficulty is the reliance on
allows the game to be assessed for different con- human observations to find bugs (Politowski
sumer groups that purchase games for different et al. 2021), and excellent research by Ubisoft
reasons; each internal driver influences how uses computer vision combined with player
players interact with the game and can be incor- replacements (Paduraru et al. 2021) to detect
porated into automated game design testing prac- issues without human intervention. Intelligent
tices. Personas allow the inclusion of different player replacements are able to explore the
motivations players have when playing games, breadth and depth of the different available game
and personas have been shown to extensively states, and a trained computer vision model per-
test various single-player games and allow testing forms anomaly detection on the screen output that
in asymmetric multiplayer games with different would be presented to the player. A benefit of this
playable characters (Holmg et al. 2018). Early approach is that issues that are flagged to the
examples of persona-based player replacements developers during the testing process are immedi-
were powered by Monte Carlo tree search and ately noticeable to the player and allow the prior-
genetic programming techniques. Modern ity of the issue; similar techniques that observe the
Automated Game Design Testing Using Machine Learning 203
state of the game world may identify issues that adversarial network (GAN) that is popular for
are not noticeable to players. Issues identified content generation due to the high levels of fidel-
using computer vision are highlighted with ity that can be generated from them. This is con- A
bounding boxes, allowing the developer tasked tributed due to the adversarial nature of the
with investigating the issue to easily see the anom- network architecture; GANs (Goodfellow et al.
aly alongside a recording of the required input to 2014) have two neural networks, one to generate
recreate the issue, saving hours of debugging and the content and a second to evaluate how accurate
investigation. the output is; GANs are often taught to students
such as counterfeiters and police agents. As the
counterfeiter improves creating forgeries, the
police network becomes better at discovering
Assessing Content with Deep Learning
fakes or outputs that are not good enough for use
case within the game.
Approaches to assess generated content that can be
The most recent work in this area and the most
achieved using statistical measures have received
relevant to this research was conducted by Liapis
continued support; work by Lucas and Volz (2019)
et al. (2019) and explored using deep learning
has shown how computer vision models can be
techniques to evaluate procedural generated con-
used to generate procedural levels for Super
tent. This work is spread over four key papers.
Mario. The work uses adversarial neural networks
This work uses deep learning to predict the out-
to assess and generate new levels using two sepa-
come of games from generated data sets. The first
rate neural networks trained simultaneously.
paper titled Using a Surrogate Model of
Which can give insight into the generative space of Gameplay for Automated Level Design refers to
a content generator and its biases within that space.
this neural network as a “Surrogate Model of
(Liu et al. 2020.
Gameplay” (Karavolos et al. 2018), and this ter-
Generated content, such as the level’s geome- minology is carried throughout the 4 papers.
try, can be assessed through artificial play of the Liapis et al. create a data set to solve several
generated content. This pursuit has resulted in the supervised learning problems by simulating
generation of different reinforcement learning games within a first-person shooter by having
agents that can simulate the playtesting of PCG agents play against each other using behavior
(Procedural Content Generation) games. This trees. Behavior trees define each agent’s policy
approach has been shown to evaluate Mario levels as a branching tree that takes its state from the
generated through an adversarial PCG pipeline environment. This decision results in each agent’s
(Volz et al. 2018). Automating the testing process policy being constant throughout the data
can give PCG techniques quick insights into the generation.
quality of the generated content. Liapis et al.
(2019) approach for generating levels for certain Metanomic: Game Economy Manager
game outcomes using PCG uses AI agents to With the rise of NFTs and blockchain games,
assess the quality of the generated levels. The managing economies have grown in importance
work of Baron analyzes different PCG techniques as well as intercompatibility. “Metanomic’s game
to generate dungeons using analytical methods economy infrastructure allows developers to
and allows the adaptation of different algorithms build, simulate, and run balanced economies and
to adjust the content created for different esthetic core gameplay loops in a live, realtime environ-
experiences (Baron 2017). ment” – Theo Priestley, CEO of Metanomic.
The first type of network composition explored The dashboard and analytics tools allow finer-
is LSTMs, a popular type of RNN (Hochreiter and grained controls of the MMO world economies to
Schmidhuber 1997), which are used to generate understand the current supply and interactions
time sequence data such as text, music, and sound. players are having with the world’s resources.
The second type of network is a generative An image of the dashboard can be seen in Fig. 2,
204 Automated Game Design Testing Using Machine Learning
Automated Game Design Testing Using Machine Learning, Fig. 2 Metanomic Dashboard
which shows the current inventory of a user and Toward Automated Video Game Testing
their character’s history in the game. Metanomic
integrates with machination diagrams and loot Exploratory work was carried out to explore the
tables to provide a comprehensive economy man- current sentiment toward automated game design
ager for designers; integration with existing game techniques within the broader game development
engines is not currently integrated, preventing industry (Politowski et al. 2022). The research
game mechanics from altering the economic sys- concluded that the desire for automated testing
tems, a key source of exploits. Metanomic has tools and approaches for game development was
acquired Intoolab (announced on the 18th of gaining traction among the survey participants;
May 2022), an artificial intelligence company however, the difficulties of incorporating suitable
that specializes in providing intelligent data anal- techniques into existing workflows remain pro-
ysis on game economies. hibitive toward wider adoption (Politowski et al.
Automated Game Design Testing Using Machine Learning 205
Automated Game Design Testing Using Machine Learning, Table 1 Selected papers for survey, improving game
testing with reinforcement learning (Politowski et al. 2022)
Author Test Obj. Game tested
A
Gudmundsson et al. (2018) Balancing Match 3
Roohi et al. (2020) Balancing Puzzle
Gordillo et al. (2021) Exploration 3D third person
Holmgård et al. (2014) Exploration Doom
Zheng et al. (2019) Exploration MMO
Pfau et al. (2017) Finding bugs Adventure
Ariyurek et al. (2020) Finding bugs 3D adventure
Automated Game Design Testing Using Machine Learning, Fig. 3 Histogram of all the 166 papers studying
automated game testing over time, improving game testing with reinforcement learning (Politowski et al. 2022)
2022). Politowski et al. (2022) surveyed the sen- This survey has clean insights into perceptions
timent of developers toward a variety of different of automated testing in the game’s industry
automated testing approaches from academic despite the small sample size. The technical
research. This was achieved by summarizing the requirements and processes for each paper were
research and asking developers how desirable, captured in the survey questions, and participants
viable, and feasible the research would be were asked their interest in incorporating or using
included in their workflow. The final research each technique within their workflow. Some key
papers that were included in the questionnaire quotations are given from the survey responses;
are included in Table 1. The included research an example of this is shown below.
are the filtered results of 166 papers, with
80 papers applying automated solutions to test The biggest bang for the buck would be as a build
acceptance test on a CI/CD pipeline, making sure
video games. Each article was separated into the catch obvious blocking bugs. Otherwise, it
semi-automatic and automatic methods; a histo- decreases significantly in usefulness. (Politowski
gram of the articles over time can be seen in Fig. 3. et al. 2022.
206 Automated Game Design Testing Using Machine Learning
This comment is a good assessment of the either class imbalance issues during the game
current consensus on industry sentiment. The big- balancing process or a lack of data during the
gest obstacle to automated testing is the technical assessment process.
burden that incorporating these features into the
game code carries when simply managing a build
server brings about significantly more benefits.
Cross-References
Other groups have seen this issue around incorpo-
rating automated testing into game development
▶ Area of Interest Management in Massively
by lightening the burden on the developers by
Multiplayer Online Games
packaging the automation as a game engine tool,
▶ Computer Games and Artificial Intelligence
which has no technical burden on the game source
▶ Game Player Modeling
code. An example is modl.ai’s glitch finder, which
▶ Machine Learning for Computer Games
plays the game through Unreal Engine’s input
▶ Overview of Artificial Intelligence
API and does not add code to the game objects;
this framework-styled automation system is
wonderful for brute-force tests but falls short
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https://books.google.ie/books?id¼0s_tDwAAQBAJ Image content in documents can provide impor-
tant context about the topic discussed within.
Though the visually impaired can’t access visual
content directly, the information images contain
can be summarized through captioning. Captions
Automated Image Captioning can be conveyed through any conventional
for the Visually Impaired method by which the visually impaired access
text; these primarily include braille readers and
Nicholas Bode1 and Mahadeo Sukhai2,3 text-to-speech systems. Many documents come
1
Ontario Tech University, Oshawa, ON, Canada pre-captioned however, the captioning tends to
2
ARIA Team, Canadian National Institute for the be geared towards clarifying image relevance for
Blind, Toronto, ON, Canada sighted individuals rather than describing the con-
3
CNIB Foundation, Kingston, ON, Canada tents themselves. To remedy this, automated
captioning systems have been and are being
developed to give the visually impaired some
Synonyms access to this type of content.
architecture remains the same, many tweaks to detailed information about individual actors. They
this system have been developed since. also need to be able to handle more complex
A common extension is to include an attention interactions between them. A
mechanism (Xu et al. 2015) or even replace the The addition of object detection before convo-
RNN and/or the CNN with a Transformer (Liu lution as in Neural Baby Talk (Lu et al. 2018)
et al. 2021). allows for more detailed information about indi-
Encoding is the step that has undergone the vidual actors in the scene. This preprocessing step
most drastic changes. These changes primarily significantly increases performance on more
take the form of various pre-processing steps. sophisticated image captioning datasets.
Neural Baby Talk (Lu et al. 2018) first applies an Another implementation (Makav and Kılıç
object detection algorithm to the source image 2019) uses a significantly more complicated
before feeding it into the CNN. architecture for the image convolution phase.
The architecture in question is VGG16
(Simonyan and Zisserman 2014) which combines
Adaptation for the Visually Impaired image convolution layers with fully connected
deep learning layers to allow for higher-level fea-
While automated image captioning may not have ture extraction.
been designed with the visually impaired in mind,
its connection is obvious. Several applications Combining Approaches
have been specifically designed to aid the visually Many applications geared towards the visually
impaired in navigating visual media online and in impaired lean heavily on a data-centric approach
the real world. These rely on two types of methods to improvement. While this is an important step,
which are not mutually exclusive. the models being used are not sophisticated
enough to capture the high-level language used
Data-Oriented Methods in the training data. As a result, these projects
A key factor for the successful adoption of these perform only as well as the associated model
models is training on image captioning datasets would on a normal dataset.
with labels better suited towards aiding the visu- Occasionally performance is even reduced in
ally impaired. These captions should contain not comparison to those on standardized datasets
just a basic scene description but also include because the model develops a tendency for mem-
detailed information about the scene and its orization due to its inability to learn the complex-
actors. ities present. A common outcome of this is object
One model (Elamri and de Planque 2016) uses hallucination (Rohrbach et al. 2018) where
a very similar architecture to the basic one objects that often appear together in the same
described here, with a CNN leading into an image both appear in the caption, even when one
LSTM but is trained on the Microsoft COCO is not in the image being captioned.
Caption dataset (Chen et al. 2015) which uses
strong descriptive language in its labels.
Another (Ahsan et al. 2021) uses the Vizwiz Limitations of Current Systems
dataset which contains images labeled in concert
with visually impaired individuals. This training Image captioning systems used today have a few
data includes all-important image features that important limitations that need to be addressed.
would assist the visually impaired in understand- The most prominent of these is that captions are
ing a scene. generally simple and cannot explain interactions
in detail. This issue is in large part a matter of
Model-Centric Methods limited compute resources and model complexity.
Better data is insufficient for solving this problem. The solution of applying an object detection
Models also need to be extended to include more algorithm before convolution remedies this
210 Automated Image Captioning for the Visually Impaired
somewhat but in turn limits the amount of infor- Unfortunately, this would likely result in the text
mation carried about the scene as a whole. This itself being lost in the process.
type of general information would be important to An alternative solution would be to use object
convey to a visually impaired individual. detection and then explicitly connect the observed
Another issue arises in situations where there is text to its corresponding bounding box. This
text contained within images. While text extrac- would certainly better capture the contents of the
tion from images is very nearly a solved problem, text but may result in poorly phrased captions in
no existing solutions take that data into account unusual circumstances.
when generating captions. Without information
about the text contained in the scene, the vast Document-Aware Captions
majority of an image’s meaning could be lost. While images often exist independently online,
These are the primary issues with modern the visually impaired will rarely interact with
image captioning systems designed for the visu- them. In general, most images would be encoun-
ally impaired. tered within another document or web page.
Leveraging this fact could allow the detection
of named entities within the text and connecting
Next Steps them to objects detected within the image. This
could allow the caption to contain relevant con-
Addressing these limitations is by no means a textual information such as the actual name of a
simple task. As one tries to train a model to learn given person or object rather than just the type of
more complex representations, the required model object. The corresponding text data could also be
complexity and size goes up drastically. To used as a basis for generating captions, using a
achieve real progress in these areas it may be similar methodology to question answering sys-
necessary to focus on improving model efficiency tems trained on large documents.
and downscaling before moving to bigger chal-
lenges. In the meantime, it does not hurt to con-
sider potential methods for resolving these issues. Conclusion and Discussion
Battle
Bayonetta 2, an Analysis
Basic Information
Isaac Wake2 and Newton Lee1,2
1
Institute for Education, Research, and
• Game Title: Bayonetta 2
Scholarships, Los Angeles, CA, USA • Developer/Publisher: PlatinumGames/Nintendo
2
Vincennes University, Vincennes, IN, USA • Series: Bayonetta
• Game Engine: Criware
• Platforms: Wii U, Switch
Synonyms • Release Date: October 24, 2014 on Wii U,
February 16, 2014 on the Switch
Hack-and-Slash • Genre(s): Action, Hack “n” slash
• Mode(s): Single player, multiplayer
• ESRB Rating: M
Definitions
Action – a genre of games defined by quick Game Overview and Target Audience
gameplay and fighting several enemies in real time.
Hack-and-Slash – a subgenre of action games Bayonetta 2 is an action and hack-and-slash game.
that challenges the player to fight hordes of ene- The target audience for this game are the people who
mies that seem weak individually compared to the are looking for a fast-paced, thrilling action game.
Levels
Public Reception
Controversies
Similar Games
▶ Sound Spatialization
References
Biometric Authentication
BCI
▶ Brain Signals as a New Biometric Authentica-
▶ Color Detection Using Brain Computer Interface tion Method Using Brain-Computer Interface
Synonyms
Binaural Sound
Biosensor technology; Biosignal; Human–com-
▶ User Acoustics with Head-Related Transfer puter interaction; Interactive art; Interactive game
Functions design; Interactive sound design
Biosensing in Interactive Art: A User-Centered Taxonomy 217
Introduction
Human–Computer Interaction in
The unprecedented technological advances in Interactive Art
terms of computational power, software integra-
tion, and miniaturized sensor technologies have Digital art is increasingly interactive. Some of it is
fostered new artistic content creation methods in built on interactions that evolved from computer
the domains of interactive music, art installations, games and device usage. Much of the interaction
and digital game design, to name but a few. In this is intended to engage the audience in some form
context, biosensing is becoming a pervasive of interactive experience that is a key element in
modality of control in interactive systems. In the aesthetics of the art. The interactive artist is
other words, artistic-related practices have been often concerned with how the artwork behaves,
adopting psychophysiological electrical potentials how the audience interacts with it and, ultimately,
of human subjects, i.e., biosignals, as a strategy to in participant experience and degree of engage-
control the creation of interactive content towards ment with the art object.
adaptive, symbiotic, and immersive experiences. In interactive art, the art object has an internal
In this entry, the authors present a user- mechanism that enables it to change or be modi-
centered taxonomy of biosensing technology, fied by an environmental factor, or human, which
which aims to guide interactive artists in selecting has an active role in influencing the degree of
appropriate biosensors for a particular interactive changes (Edmonds et al. 2004). In today’s inter-
application design. Particular emphasis is given to active art, where the artist and the audience play
the mappings between biosignals’ level of control integral participant roles, the computer’s role has
and temporal response and the nature of the sys- immense potential in defining the degree of inter-
tem output. In pursuing such a user-centered per- action, and also managing the real-time result of
spective over biosensing technology, the authors that interaction. Issues relating to human–com-
seek to extend existing taxonomies beyond the puter interaction could be considered as important
technical specifications of the sensors, thus, pro- to interactive art creation as colors are to painting
moting a fluid use of such technology by interac- (Candy and Ferguson 2016).
tive artists. Figure 1 shows the information flow of a
The remainder of this entry is organized as human–computer interaction Bongers (2000) as
follows. Section “Human–Computer Interaction a two-way control and feedback process. When
in Interactive Art” defines concepts such as inter- interacting with a computer, humans take action in
active art, human–computer interaction. Then, in response to a sensed environment. In turn, com-
section “Interaction Modalities,” is presented puters capture the transformed environment and
artistic-related interaction modalities including act accordingly using transducers – sensor
biosensing. In section “Towards an User-Centered devices that translate real-world signals into
Taxonomy of Biosensing,” the authors review a machine-world signals – and actuators that trans-
range of taxonomic perspectives of biosensing late machine-world signals into real-world signals
technology proposed in related literature and that can be perceived by humans.
218 Biosensing in Interactive Art: A User-Centered Taxonomy
Biosensing in Interactive Art: A User-Centered Tax- which sense the external world using natural and artificial
onomy, Fig. 1 Redraw of Bongers (2000) interaction sensors. Both human effectors and computers actuators
scheme, which includes two agents: a human and a com- disturb the environment and act upon it
puter. A feedback loop is created between both agents,
An example of this interaction loop can be mutually influenced by the intervention of both
demonstrated with a simple user-control case. humans’ and machines’ memory and cognition
When a user presses a computer keyboard key, permitting the interaction with information, the
the system (i) senses the mechanical force applied changing of the environment, and thereby altering
onto the key, and assigns that action to a specific the subsequent information that is received back
programmed instruction – a real-world signal is by the system.
translated into machine-world signal – and, in
turn, the system (ii) maps that instruction to a
specific symbol and translates a machine-world Interaction Modalities
signal into real-world signal. The result being the
visual feedback of the assigned character on the In Bongers (2002), human–computer interaction
computer screen which can guide the user for makes use of what the author refers as interaction
future actions. modalities – as communication channels between
Thus, to foster human–computer interaction, a a human and a system – and those interaction
system should be equipped with (i) the ability to modalities involve (i) input modalities which
sense the external environment, i.e., a system imply senses such as seeing, hearing, smelling,
capable of converting some kind of physical tasting, and touching which are used to explore
energy, e.g., kinetic or biosignal into electricity the surrounding environment and (ii) output
and then to codify that input into digital data in modalities, mainly involving the motor system,
order for it to be recorded, analyzed, and manip- e.g., handwriting, speaking, or moving things
ulated and (ii) the ability to actuate on the external around, that are used use to act on the
environment, i.e., being capable of converting environment.
digital data into some form of energy that can be Biosensing, as a measurement of the human
perceived by a human being, e.g., visual/sound or psychophysiological activity and its use as a strat-
mechanic cues. Sensing and actuating are specifi- egy for controlling parameters in the domain of a
cations that allow a system to be controlled, report digital interactive system, is an interaction modal-
its current state, and guide the user towards the ity of special interest for the present study.
next possible actions. In detail, human psychophysiological activity
In Bongers (2000), both the human and relates to brain, skeleton, and cardiac muscles, but
machine’s memory and cognition are essential also skin functions, which all generate electrical
components in building the interaction loop. In potentials. These signals can be measured by elec-
an interactive system, ideally the “conversation” trodes and used to control a digital interactive
between the human and the system should be system. Biosensing captures biosignals (Arslan
Biosensing in Interactive Art: A User-Centered Taxonomy 219
et al. 2005; Ortiz-Perez et al. 2011; Ortiz et al. energy measured by a sensor, i.e., mechanical,
2015) by detecting, measuring, and translating the gravitational, electrical, thermal, or magnetic. In
electrical potentials in the human nervous and Bongers (2000), and referring to the design of
motor system functions, e.g., electromyographic interactive musical systems, sensor technologies
signals, measured on the skin which are related to are categorized based on the ways humans can B
muscle activity, and electroencephalographic sig- change the state of the surrounding environment
nals, measured on the scalp which is related to pointing output modalities mainly related to mus-
brain activity. Recent sensor technology has been cle actions, which result in mechanical move-
developed to detect and measure these functions, ment, air flow, or sound production.
notably to support medical care (Stern et al. 2001; In game research, Kivikangas et al. (2011)
Cacioppo et al. 2007; Webster and Eren 2017). review the biosense method by presenting a taxo-
Beyond medical applications, biosensor tech- nomically review of the application scenarios of
nology has been attracting the attention of inter- biosignal as a way to assess game experience
active artists who have been increasingly adopting arising from emotional reactions, mainly related
this technology to control parameters of interac- to valence and arousal dimensions, and in Leite
tive digital systems. et al. (2000), Kleinsmith et al. (2003), and
Bernhaupt et al. (2007), a taxonomy is presented
that takes into account factors such as affective
Towards an User-Centered Taxonomy of responses by the player to game playing.
Biosensing Taking into account the use of biofeedback to
control game mechanics in Nacke et al. (2011),
Existing Taxonomic Perspectives Pedersen et al. (2010), and Figueiredo and Paiva
A wide range of taxonomic perspectives of (2010) Nogueira et al. 2016) formalize biofeed-
biosensing technology, rooted in different disci- back game mechanics with respect to players’
plines and applications, have been proposed in emotional states – modeling player experience
related literature. In Horowitz and Hill (1989), for driving interactive content creation.
sensor technologies are organized technically Table 1 lists biosensor technology commonly
according to their electronic circuit design and in adopted in interactive art domain and details the
(Sinclair 2000) according to the kind of physical nature of the psychophysiological electrical
Biosensing in Interactive Art: A User-Centered Taxonomy, Table 1 Commonly used sensor technologies in the
field of interactive arts and their respective measurable phenomena expressed in hertz (Hz)
Sensor technology Abbreviations Measurable phenomena Frequency (Hz)
Gaze interaction GAZE Position, movement, and pupil dilation of gaze with 30
a sensor located on the screen
Electromyography EMG Activation of facial or body muscle tissues 20–2000
Respiration RESP Chest the breathing rate and volume Measured in
extension capacity
Temperature TEMP Thermal feedback Up to 5000
Electrocardiogram ECG Electrical activity of the heart 0.05–100
Heart rate variability HRV Time difference between two sequential heartbeats HF (0.15–0.40)
LF (0.04–0.15)
Electrooculgram EOG Eye motion analysis with a body-worn sensor DC to 10
Electrodermal activity EDA Tonic level of electrical conductivity of skin 0–2.8
Electroencephalogram EEG Electrical changes on the scalp 0.05–100
Sensors such as ECG, EEG, EMG, TEMP, and EOG measures in Aller et al. (2000), EDA (da Silva et al. 2014), and HRV
(Bakhtiyari et al. 2017). GAZE and RESP sensors have different responses; the latter is measured in extension capacity
range, e.g., ranging from 35% to 65%, and the former’s accuracy depends on the angular average distance from the actual
gaze point
220 Biosensing in Interactive Art: A User-Centered Taxonomy
potentials it measures. The sensors were selected mechanics such as daytime or the weather condi-
based on their common application in interactive tions by pointing to a low temporal variability
arts, availability, low cost, miniaturization, and response sensor with an indirect type of control.
quick integration with software applications. Figure 2 shows the user-centered taxonomy of
biosensing technology for interactive art contexts.
A User-Centered Taxonomy of Biosensing It includes the biosensors technology listed in
The authors propose a user-centered taxonomy of Table 1. The two dimensions of the taxonomy,
biosensor technology to assess the broader picture i.e., the temporal variability of the psychophysio-
on the use of biosensing technologies as a strategy logical function and the type of control over par-
for controlling parameters in the virtual domain of ticular function, are assigned to the horizontal and
a digital interactive system. In pursuing such a vertical axes, respectively.
user-centered perspective over biosensing tech- The temporal variability in the horizontal axis
nology, the aim is to extend existing taxonomies reports the degree of temporal variability from
beyond the technical specifications of the sensors, low to high. For example, a GAZE sensor has
thus, promoting a fluid use of such technology, high variability as it measures eye movement,
and its intuitive use, by interactive artists. which can naturally be very fast. On the other
In greater detail, the proposed user-centered side of the spectrum, the EEG sensor has a much
taxonomy guides the process of selecting the lower variability as it measures brainwaves can
most suitable sensor technology for a specific have a slower rate of change. The temporal vari-
task based on two dimensions: (i) the degree of ability is related to the measurable phenomena
control over psycho-physiological human func- expressed in hertz presented in Table 1.
tions, i.e., the ability the subject has to manipulate The degree of control over the psycho-
her own psychophysiological activity and conse- physiological functions by subjects is denoted in
quently alter the sensor response and (ii) the tem- the vertical axis and is expressed in a scale from
poral variability, i.e., the rate of temporal direct to indirect control. In greater detail, the
noticeable change in the captured electrical poten- scale reports the degree of control humans have
tials. For example, the author’s taxonomy pro- over their psychopsychological functions and the
vides an answer to the artist, which aims to use ability to deliberately alter the response of the
biosignals to control the (long-term) digital game captured data. For example, humans have a
direct-explicit control over a muscle impulse, cap- measure can be used to define artificial intelli-
tured by an EMG and a more indirect-implicit gence parameters of nonplayer characters’ level
control over skin conductivity using an EDA. of reaction to the player presence. For creating
In Fig. 2, a diagonal disposition of the biosen- interactive game audio, the sensors from cluster
sors can be identified, showing that the horizontal A allow the control of higher level musical fea- B
and vertical axes are intertwined in such a way tures such as tempo, i.e., a faster or slower tempo
that the faster the responses obtained from the in music expressed in bpm (beats per minute), or
sensors, the more direct control users have over the soundtrack general mood, i.e., a more tense or
their measures and evolution. Moreover, from this relaxed type of music can be mapped to an HRV
tendency the authors highlight two overlapping sensor.
clusters. This overlap is due to the fact that there Biosensors from cluster B are better adapted to
are sensor technologies which have slow chang- control explicit interactions or foreground actions.
ing responses that can be altered by a sudden For example, an EMG sensor, which measures
change in the environment that they are measur- fast-changing facial or body muscle tissues, is
ing. An example of this overlap is the TEMP well-adapted to control player rapid actions, e.g.,
sensor which typically has slow response but the define the impulse of a character’s jump. The fast
user can induce a more immediate response by response and highly controllable RESP sensor can
blowing air into it. be used to define the number of enemies when the
One remaining dimension is of consideration player is trying to accomplish an undercover mis-
here: body intrusion. Despite its relevancy in the sion. For interactive game audio cluster B is better
choice of biosensors for a particular task, the authors adapted to control low-level sound features such
believe that the miniaturization of sensor- as the audio level of determined sound effect, e.g.,
technology will eventually make it ubiquitous and a GAZE sensor can be used to raise the audio level
pervasive in all artistic applications scenarios. Even of an observed game object to focus the player’s
so, interactive artists must be aware of the pertinence attention or to define the location of a sound event
of this dimension when building interactive content. in the scope of the stereo image.
Blendshape
Board Game
▶ Position-Aware 3D Facial Expression Mapping
Using Ray Casting and Blendshape
▶ Protection Korona: A Game Design on Covid-
19
Blind Bags
Bodily Presence in Digital
▶ Loot Boxes: Gambling-Like Mechanics in Games
Video Games
▶ Player-Avatar Link: Interdisciplinary Embodi-
ment Perspectives
Blind Boxes
Booster Packs
▶ Loot Boxes: Gambling-Like Mechanics in
Video Games
▶ Loot Boxes: Gambling-Like Mechanics in
Video Games
Blindness
Bounding Box Hierarchy
▶ Making Virtual Reality (VR) Accessible for
People with Disabilities ▶ Bounding Volume Hierarchies for Rigid Bodies
▶ Unified Modeling Language (UML) for Sight ▶ Bounding Volume Hierarchies for Rigid Bodies
Loss
224 Bounding Volume Hierarchies for Rigid Bodies
Bounding Volume
Hierarchies for Rigid rectangle (OBR) and oriented bounding box in
Bodies, Fig. 2 AABR
a two-dimensional and in a three-dimensional
space, respectively (Zhigang et al. 2010; Arcila
2011; Weller 2013). The most significant
advantage of this volume is the invariance to
translation and rotations; however, the collision
ðx2 x1 Þ2 þ ðy2 y1 Þ2 þ ðz2 z1 Þ2 test for OBBs (or OBRs) is computationally
more expensive than the AABBs (or AABRs)
> r 1 þ r2 (3)
test (Fig. 3).
The same procedure used to determine if two
Axis-Aligned Bounding Box (AABB) boxes overlap can be used to determine the inter-
section between OBBs.
An AABB is a minimal enclosing box that con-
tains the object; it is usually called the axis-
aligned bounding rectangle (AABR) in a two-
dimensional space and axis-aligned bounding An Example of Bounding Volumes
box in a three-dimensional space (Zhigang Hierarchies for Spheres
et al. 2010; Arcila 2011; Weller 2013). The
main benefits are that it is simple to find the Figure 4 depicts an example of bounding vol-
box, the box is invariant to translations, and umes of a lamp using spheres. Figure 4a shows a
the test between a pair of boxes is straightfor- nonconvex polyhedron with lamp shape, and it
ward; nevertheless, this volume is not invariant was decomposed into a set of ten parts, which
to rotation, as a result, changes in the objects are convex polyhedra. The lamp is compounded
direction require updates in the bounding boxes by one (1) base, one (1) lamp shade, four
(Fig. 2). (4) pipes or tubes, and four (4) junctions or
The procedure of testing whether two boxes connectors. In Fig. 4b, there are depicted the
overlap is simple. Check if one box lies three levels of the hierarchy, which has 23 ¼ 8
completely on the half-space (not containing bounding volumes in each part (80 spheres in
the object) of one face of another box, then the total). Figure 4c, d depict the levels 6 and 12 of
two boxes do not overlap. That is, if there exists the hierarchy, respectively; the level 6 has
a separating plane so that two boxes lay on 26 ¼ 64 bounding volumes in each part
different half-spaces of the plane, they do not (640 spheres in total) and the level 12 has
overlap. 212 ¼ 4.096 bounding volumes per part
(40.960 spheres in total).
(a) Non-Convex
Object: Lamp (b) Level 3 (c) Level 6 (d) Level 12
Bounding Volume Hierarchies for Rigid Bodies, Fig. 4 Representation of an object Lamp by spheres. (Dinas
et al. 2009)
• Ellipsoid: Ellipsoids are tighter fitting reconstruction; they are important for animated
than spheres for elongated objects (Rubino three-dimensional graphics.
et al. 2015).
• Cylinder: It uses the radius of bounding cir- The combination of two or more BVHs was
cumference of the shape and a swept line proposed by (Arcila 2011) as a double BVH. The
(Chan and Tan 2004). outer (minimal) bounding volume has been
• K-Discrete Orientation Polytopes (K-DOPs) widely used; it determines the collision and accel-
or Fixed-Direction Hull (FDH): A DOP is a erates the process in broad-phase, whereas the
generalized AABB. It is constructed by taking inner (maximal) bounding volume accelerates
a number k of appropriately oriented planes at the collision acceptance process. Additionally, a
infinity and bringing them closer to the object combination of AABB and ellipsoids for three-
until they collide (Weller 2013; Dinas and dimensional for a sequence of images was
Bañón 2015). recently proposed by Rubino et al. (2015), they
• Oriented Discrete Orientation Polytopes worked on objects reconstruction from a sequence
(Or-DOPs): An Or-DOP is similar to a of images in open and close scenarios.
K-DOP, but it is a generalization of an OBB
rather than an AABB (Suaib et al. 2013).
• Swept Sphere Volume: The representation is Bounding Volumes Requirements
straightforward: a radius and a swept volume.
The most important swept volumes are point Several literature about the bounding volumes
swept spheres (PSS), line swept spheres (LSS), includes the importance, minimal requirements,
and rectangle swept spheres (RSS). The advan- construction cost, test cost, evaluation tests, tech-
tages of these volumes correspond to the niques, applications, among others (Zhigang et al.
sphere advantages (Tang et al. 2014). 2010). Because of their importance, several
• Cloud of Points and Convex Hull (CPCH): It authors have reported their impact and cost of
constructs a convex hull for a cloud of points; it computing, and have implemented strategies to
is the smallest convex volume containing the decrease the cost (Yoon and Manocha 2006),
object and, hence, a hull is a tight bounding whereas other authors have reported works on
volume (Figueiredo et al. 2010). Research on requirements for optimal bounding volumes
clouds of points includes mostly surface (Weller 2013):
Bounding Volume Hierarchies for Rigid Bodies 227
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collision detection using bounding volume hierarchies
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(2011)
Bradshaw, G.: Bounding Volume Hierarchies for Level-of-
Detail Collision Handling. PhD thesis, Trinity College
Dublin, Dublin (2002)
Chan, C., Tan, S.: Putting objects into a cylindrical-
Braille
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36(12), 1189–1204 (2004) ▶ Unified Modeling Language (UML) for Sight
Dinas, S., Bañón, J.M.: A literature review of bounding Loss
volumes hierarchy focused on collision detection –
revisin de literatura de jerarqua volmenes acotantes
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Competitividad. 17, 63–76 (2015)
Dinas, S., Arcila, O., Bañón, J.M.: An’alisis de la para- Brain Computer Interface
lelizaci’on de un esferizador geom’etrico. Cuarto
Congreso Colombiano de Computación – 4CCC
(2009) ▶ Color Detection Using Brain Computer
Ericson, C.: Real-Time Collision Detection (The Morgan Interface
Kaufmann Series in Interactive 3-D Technology). Mor-
gan Kaufmann, Amsterdam (2005)
Figueiredo, M., Oliveira, J., de Arajo, B.R., Pereira, J.A.
M.: An efficient collision detection algorithm for point
models. Graphicon 2010 – International Conference on Brain Control Interface
Computer Graphics and Vision (2010)
Lauterbach, C., Garland, M., Sengupta, S., Luebke, D., ▶ Gaming Control Using BCI
Manocha, D.: Fast bvh construction on gpus. Comput.
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Luque, R.G., Comba, J.L.D., Freitas, C.M.D.S.: Broad
phase collision detection using semi-adjusting
bsp-trees. In: Proceedings of the 2005 Symposium on Brain Signals as a New
Interactive 3D graphics and Games, I3D’05, Biometric Authentication
pp. 179–186. ACM, New York (2005)
Rubino, C., Crocco, M., Perina, A., Murino, V., and Bue,
Method Using
A. D. (2015). 3d structure from detections. Submitted Brain-Computer Interface
to Computer Vision and Pattern Recognition 2015
Spillmann, J., Becker, M., Teschner, M.: Efficient updates Fares Yousefi and Hoshang Kolivand
of bounding sphere hierarchies for geometrically
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Department of Computer Science, Faculty of
18(2), 101–108 (2007) Engineering and Technology, Liverpool John
Suaib, N., Bade, A., Mohamad, D.: Hybrid collision Moores University (LJMU), Liverpool, UK
culling by bounding volumes manipulation in massive
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Yoon, S.-E., Manocha, D.: Cache- efficient layouts of
bounding volume hierarchies. Comput. Graphics Human biometric techniques are presented as
Forum. 25(3), 507–516 (2006) another type of security authentication to cover
Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface 229
keystrokes. Physical biometrics is doing the oppo- most flexible, working even when the subject is
site, which is focusing on analyzing the physiolog- unaware of being scanned” (Jafri and Arabnia
ical and biological structures of the human 2009). It works by methodically analyzing partic-
(Agrafioti et al. 2009). As you can see in Fig. 1, ular characteristics that are common to human’s
there are a couple of different behavioral and phys- face such as the size of the nose, the space
iological human biometric types. between the eyes, position of cheekbones, jaw-
line, and so forth (Margaret, Facial recognition).
Biometric Authentication Types, Advantages, Table 1 shows some specific advantages and dis-
and Disadvantages advantages of this biometric technique (Masupha
A biometric technique can work in two modes, et al. 2015).
authentication and identification, which are the
heart of the biometric science (Prasanna et al. Fingerprint Identification
2012). Biometric authentication is one of the most Fingerprints are the most famous biometric
popular ways to provide personal identification which remain constant throughout life. It is
because these characteristics of a human are spe- more than 100 years in worldwide fingerprint
cific and unique. Most of these specific features are comparison that no two same fingerprints were
so hard to duplicate and accurately produce found. “Fingerprint identification involves com-
(Kodituwakku 2015). In terms of information secu- paring the pattern of ridges and furrows on the
rity, physiological biometric traits appear more fingertips, as well as the minutiae points (ridge
practical. The most popular physiological biomet- characteristics that occur when a ridge splits into
ric techniques are as follows: two, or ends) of a specimen print with a database
of prints on file” (Kute and Kumar 2014).
Face Recognition Table 2 shows some specific advantages and
In comparison with the different biometric identi- disadvantages of this biometric technique
fication techniques, “face recognition is one of the (Tarun).
Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface 231
Brain Signals as a New Biometric Authentication Brain Signals as a New Biometric Authentication
Method Using Brain-Computer Interface, Method Using Brain-Computer Interface,
Table 1 Face recognition biometric advantages and Table 3 Retina biometric advantages and disadvantages
disadvantages
Retina scan
Face recognition
Advantages Disadvantages
Advantages Disadvantages
B
Like fingerprints, retina Retina scan enrolments
Prevent card counters, Isn’t accurate at all times traits remain stable take longer than both iris
etc. from entering Hindered by masks, glasses, throughout life scan and fingerprinting
casinos long hair, etc. Its resistance to false Users claim discomfort
Identify criminals, Pictures must be taken when matching or false with eye-related
terrorists, etc. the users have a neutral face positives, regarding to technology in general and
Find missing people “Considered an invasion of pupil movements the fact that retina scan
privacy to be watched” The eye from a dead technology has limited
Prevents elector frauds
person would deteriorate uses
Targets shoppers Easy to abuse
too fast to be useful, so no Users commonly fear that
extra precautions have to the device itself or the light
be taken with retinal scans inside the device can harm
to be sure the user is a their eyes in some way
Brain Signals as a New Biometric Authentication living human being Users claim discomfort
Method Using Brain-Computer Interface, The retina is located deep with the fact that they must
Table 2 Fingerprint biometric advantages and within one’s eyes and is position their eye very
disadvantages highly unlikely to be close to the device
altered by any Many also feel that these
Fingerprint identification
environmental or temporal retina scans can be linked
Advantages Disadvantages condition to eye disease
It is one of the most It needs more computer
developed biometrics memory to store scanned
Very high accuracy data
Iris Scan
Easy to use
Is the most economical Using the fingerprint
Iris is another part of the eyes, which has complex
biometric PC user scanner does not take into patterns that are stable, unique, and, in compare to
authentication technique consideration when a the retina, can be observable from a long distance.
It is standardized person physically changes The pattern-recognition method in Iris Scan process
Small storage space It can make mistakes with is using video images from a person’s iris. In iris
required for the biometric the dryness or dirtiness of identification, the probability of error is the lowest
template, reducing the size the finger’s skin, as well as
of the database memory with the age (is not of all biometrics. (Shekar and Bhat 2015). Table 4
required appropriate with children, shows some specific advantages and disadvantages
because the size of their of this biometric technique (Biometrictoday).
fingerprint changes
quickly)
Current Biometric Technique Advantages and
Disadvantages
Biometrics have too many different techniques
and methods. After investigating some of the
Retina Scan physiological biometric methods and the specific
In the backside of the eyeball, there is a layer of advantages and disadvantages of them, the
cells, which is the retina. This part of the eye authors are going to peruse the current biometric
converts light into nerve signals. To replicate a technique’s advantages and disadvantages.
retina, there is no known way discovered. The Table 5 shows advantages and disadvantages of
pattern of the blood vessels at the back of the recent biometric methods (Le and Jain 2009).
eye is unique. It stays the same for the whole
lifetime (Choraś 2012). Table 3 shows some spe- Brainwaves as a New Biometric Authentication
cific advantages and disadvantages of this biomet- The potential for using brainwaves as human bio-
ric technique (Jatin). metric identification has risen to the surface once
232 Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface
Brain Signals as a New Biometric Authentication Brain Signals as a New Biometric Authentication
Method Using Brain-Computer Interface, Method Using Brain-Computer Interface,
Table 4 Iris biometric advantages and disadvantages Table 5 Biometric methods’ advantages and
disadvantages
Iris scan
Advantages Disadvantages Biometric advantages and disadvantages
Scalability: This Distance: Iris is small and Advantages Disadvantages
technology is highly cannot be located from a Convenient: The Physical traits are not
scalable and can be used in few meters distance credentials are with human changeable: Users can
both large- and small-scale forever, so it does not reset a password, but they
programs require you to memorize never can change their
Accuracy: Iris Expensive: Iris scanners or note down anything fingerprints or retina; these
recognition is one of the are relatively higher in are fixed
best biometric modalities cost compared to other Security: Biometric Unhygienic: In contact-
in terms of accuracy biometric modalities technology brings based biometric
Stable: Iris patterns Infrared light: The different types of techniques, a biometric
remain stable throughout constant use of this system solutions, which are nearly device is used a lot of
an individual’s life. It is may cause harm to the iris impossible to hack unlike times by enormous
protected by the body’s because it is constantly passwords amount of people.
own mechanism being scanned with Everyone is actually
infrared light sharing his or her germs
Noninvasive: Iris Movement: A person has with each other via the
recognition can be done to be steady in front of the device
with simple video device to be enrolled by Scalability: Unlike other Error rate: Usually,
technology. No use of iris scanners. It means this solutions, biometrics are biometric devices make
laser technology is device cannot be used like highly scalable solutions two types of errors, false
necessary to scan the iris face recognition devices to for all types of projects. It acceptance rate (FAR) and
making it a noninvasive scan anybody, regardless is possible for any kinds of false rejection rate (FRR)
technology altogether of their movements projects because of the (Wayman et al. 2005).
Easy to use: Iris Obscure: Eyelashes, scalability of its solutions When the device accepts
recognition system is plug lenses, and reflections, an unauthorized person, it
and play compared to which create a problem, is known as FAR, and
other modalities of more often than not, when it rejects an
biometric recognition. obscure it authorized person, it is
A person needs to stand known as FRR
still in front of the camera, Accuracy: Biometric Delay: Some biometric
and the job is done works with individual’s devices take more than the
instantly. It is a physical traits such as accepted time and a long
comfortable process for fingerprints, face, and queue of workers form
everyone retina among others that waiting to be enrolled in
Fast: With iris recognition Reflection: In some cases, will always serve you large companies
system, a person can it is hard to perform an iris accurately anywhere,
complete the process scan due to the presence of anytime
within just a few seconds reflections. It could Flexibility: People have Environment and usage
happen in case of their own security matters: Environment
eyelashes, lenses, and credentials with you, so and usage can affect the
anything in general that you do not need to bother overall measurements
would cause a reflection memorizing awkward taken
Traceable: The encoding Memory space: A lot of alphabets, numbers, and
and decision making of memory is required for the symbols required for
iris pattern is traceable. It data to be stored and later creating a complex
takes only 30 milliseconds accessed password
for the image analysis and Transformation: Iris may Save money: With a little Physical disability: Some
the subsequent encoding deform nonelastically as money, any company can people are not fortunate
the pupil may change its track their employees and enough to be able to
size due to medical or reduce the extra costs they participate in the
other conditions are paying for years enrolment process. They
might have lost or
(continued)
Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface 233
Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface, Table 6 The
methodology of brain imaging techniques and the ways that they work
Brain imaging techniques
Methodology What is imaged? How?
Electroencephalography Changes in electrical brain Electrodes placed on scalp measure electrical
(EEG) current brainwaves
Positron emission Emissions from radioactive Radioactive isotopes injected into the blood are
tomography (PET) chemicals in the blood detected like X-ray
Computed (axial) X-ray images of the brain Multiple images (tomograms) are taken by
tomography scan (CT or rotating X-ray tubes. Doesn’t image function
CAT)
Functional magnetic Blood flow; oxyhemoglobin-to- Relies on the magnetic properties of blood.
resonance imaging (fMRI) deoxyhemoglobin ratio Shows brain function spatially and temporally
Magnetoencephalography Changes in electrical brain Similar to EEG but magnetic brainwaves are
(MEG) current measured instead of electrical brainwaves
of the skull but rest outside the brain rather than in the BCI area that can read the electrical brain
within the gray matter above the brain’s surface. functions (Abuhashish et al. 2015b). The follow-
A good example for partially invasive BCI is ing image (Fig. 3) shows the different layers of the
electrocorticography (ECoG). ECoG is a type of brain and where the signal is taken from by three
monitoring that uses electrodes placed directly on different methods such as EEG, ECoG, and B
the bare surface of the brain to record brainwaves implant.
from the cerebral cortex (Palmini 2006). In non-
invasive type of BCI, no surgery is needed. BCI System Process
Instead, the sensors or electrodes are placed over A BCI is a system that can distinguish a definite
the head (via a hat, belt, patch, or a headset) set of forms in brain signals following five
to measure electroencephalography (EEG), sequential stages (Fig. 4): signal acquisition, pre-
which reads the rhythm of brain activities processing or signal enhancement, feature extrac-
(Mayoclinicstaff Electromyography (EMG)). tion, classification, and the application interface
There are many brain devices that are used to (Khalid et al. 2009). You can see in Fig. 4 that the
capture brain activities. These devices are brain first part of BCI process starts with acquiring the
controllers, which are very common technologies signals from the brain and goes to the next section,
Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface, Table 7 Types of
brainwaves and their frequency rates and mental state situation
Wave Frequency Mental state
Gamma Above 40 Hz Thinking, integrated thought
Beta 13–40 Hz Alertness, focused, integrated, thinking, agitation, aware of self and
surroundings
Theta 4–7 Hz Intuitive, creative, recall, fantasy, dreamlike, drowsy, and knowing
which has three subsections for signal processing called signal enhancement (Norani et al. 2010).
to make the signal ready to use in different appli- In general, the acquired brain signals are unclear
cations and for different purposes. by noise and artifacts. The artifacts are eye
Signal acquisition is a considerable challenge blinks, eye movements, and heartbeat. In addi-
in the field of BCI. Some methods focus on EEG tion to these, muscular movements and power
signals; however, other methods exist that can line intrusions are also mixed with brain signals
capture neurological activity. End use is a factor (Bin et al. 2009). A couple of different methods
that is intended by the designer which filters out are used for artifact removal which “the most
which method you should use for capturing spe- frequently used methods are Common Average
cific signals (Major and Conrad 2014). Different Referencing (CAR), Surface Laplacian (SL),
methods for signal acquisition have been studied. Common Spatial Patterns (CSP), Independent
There are two general classes of brain acquisition Component Analysis (ICA), Principal Compo-
methods, which are invasive and non-invasive nent Analysis (PCA) and Adaptive Filtering”
(Fig. 5). Each method is using different types of (Lee et al. 2010). Overall, these techniques
BCI devices. have specific purposes that could match each
After signal acquisition part, signals are going objective of experiments conducted (Mallick &
to be preprocessed. Signal preprocessing is also Kapgate, 2015).
Signal Processing
Signal Preprocessing
Feature Classification Application
Extraction (Detection)
Acquisition Interface
Applications
Feed Back
Spelling Device
Neuroprosthesis
VR
etc.
Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface, Fig. 4 Brain-
computer interface process
Invasive Non-Invasive
Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface, Fig. 5 Brain signal
acquisition’s methods
Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface 237
After preprocessing and filtering, the EEG sig- scientists and researchers have been doing many
nals will pass through feature extraction process attempts to observing the pattern uniqueness of
and select particular features by some feature the brain signal. Several different methods have
selection methods. Some researcher used a hybrid been used to analyze EEG signals. In regard to the
BSS-SVM system to extract the movement- recent progression of EEG signal acquisition B
related features from the EEGs (Peterson et al. devices, the capability of providing better results
2005). In most existing BCI, this identification is going higher, and these processes are getting
relies on a classification algorithm. Using classi- simpler. The authors are going to review a couple
fication algorithms is the most popular tactic for of different tactics of EEG capturing methods to
this purpose. These procedures are used to iden- acquire better accuracy and check the applicability
tify “patterns” of brain activity (McFarland of using signal authentication purposes. There are
et al. 2006). four different studies in this research area that
Classification algorithms divided into five dif- were more successful and reported better accuracy
ferent categories: linear classifiers, neural net- in their experiences (Jayarathne et al. 2017) which
works, nonlinear Bayesian classifiers, nearest are linear discriminant analysis (LDA), cosine
neighbor classifier, and combinations of classi- similarity ! LDA, power spectral density (PSD)
fiers (Lotte et al. 2007). BCI has many applica- and spectral coherence (COH) ! Mahalanobis
tions, especially for disabled persons. It reads the distance and match-score fusion, and event-
signals generated by the brain and translates them related potentials (ERP). These studies used dif-
into activities and commands that can control the ferent tasks, extracted features, and classifiers for
computers (Lotte 2006). Figure 6 shows the dif- doing their experiments to get higher accuracy
ferent types of BCI applications. rates of brainwaves to use them for authentication
purposes. Besides the studies mentioned above,
BCI Security Authentication Using EEG Signals Table 8 summarizes some other studies with
As the authors mentioned before, a couple of achieved accuracy and other characteristics. Gen-
different ways are there which are designed for erally, accuracy of each system depends highly on
acquiring the brain activities noninvasively, these aspects.
including magnetoencephalography (MEG),
functional magnetic resonance imaging (fMRI),
positron emission tomography (PET), near- Discussion
infrared spectroscopy (NIRS), and electroenceph-
alography (EEG). In comparison to other Recent biometric user authentication techniques
methods, EEG is a noninvasive method, which is have some problems and limitations. To cover
not very expensive and allows recording the sig- the recent biometric limitations, we need a
nals passively. EEG-based user authentication new biometric brainwave-based authentication,
systems are currently popular in BCI security which is another technique in the extensive range
and authentication applications. Recently, of authentication systems. There are many
BCI
Applications
Neuroergonomic
Neuromarketing & Educational & Games Security &
Medical & Smart
Advertisement Self-Regulation & Entertainment Authentication
Environment
Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface, Fig. 6 BCI
application fields
238 Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface
Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface, Table 8 Summary
of various studies (in decreasing order of accuracy) (Jayarathne et al. 2017)
No. of Derived or extracted Avg.
Author(s) Channels subjects Task feature Classifier accuracy
Rui- 3 50 Visual simulation of Event-related Normalized 100%
Blondet 400 images potentials (ERP) cross-correlation
et al.
La Rocca 64 108 Relaxation with Power spectral density Mahalanobis 100%
et al. opened eyes and (PSD), spectral distance-based
closed eyes coherence (COH) classifier and
match-score
fusion
Chen et al. 16 29 Rapid serial visual Point-biserial Linear 100%
presentation (RSVP) correlation discriminant
coefficients, Fisher’s analysis (LDA)
transformation
Palaniappan 6 6 5 tasks: relaxation, Auto-regressive LDA 100%
math activity, coefficients (AR),
geometric figure spectral power (SP),
rotation, mental inter-hemispheric
letter composition, power differences
visual counting (IHPD), inter-
hemispheric linear
complexity (IHLC)
Ashby et al. 14 5 4 tasks: relaxation, AR, SP, IHPD, IHLC, Support vector 100%
limb movement, PSD machine (SVM)
geometric figure
rotation, visual
counting
Chuang 1 15 7 tasks: breathing, Cosine similarity of k-Nearest 99%
et al. simulated finger the vector neighbor (k-NN)
movement, sport representation
activity, singing/
passage recitation,
audio listening, color
identification, and
pass-thought
Palaniappan 61 20 Drawing of common Multiple signal k-NN, Elman 98%
objects as visual classification neural network
simulation (MUSIC) (ENN)
Riera et al. 4 – Relaxation AR, fast Fourier Fisher 98%
transform (FFT), discriminant
mutual information, analysis (FDA)
coherence, cross-
correlation (EEG and
ECG data)
Jayarathne 14 12 Imagining four-digit Common spatial LDA 97%
et al. number as cognitive patterns (CSP)
task
Liew et al. 8 10 Apprehension of Coherence, cross- Fuzzy-rough 92%
images as visual correlation, mean nearest neighbor
simulation amplitude (FRNN)
Yeom et al. 18 10 Apprehension of Difference of average Nonlinear SVM 86.1%
images of faces signals, positive/ classifier
including self-face negative peaks at
as visual simulation specific latencies
Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface 239
researches about brain signal patterns and using not functioning properly if this classification was
them as a person authentication. Electroenceph- used for a larger group of users on traditional
alogram (EEG) signals are the most popular hardware and it is less than 100%.
method in this process. A couple of different Ruiz-Blondet et al. (2016) presented a protocol
approaches are presented in this way to capture known as CEREBRE with a band-pass filtering B
EEG signals and classify them with different between 1 and 55 Hz, and based on normalized
classification methods to find the unique signals cross-correlation, a simple discriminant function
and use them as an authentication method with was used for classification. The nominal (four cate-
more accuracy. gories, three channels) classifier showed the highest
Chen et al. (2016) proposed a system within accuracy when all the patterns were used, but both
authentication, which is centered on rapid serial maximum and minimum classifiers showed 100%
visual presentation (RSVP) stimulus. A brain accuracy. The results presented that the most accu-
amplifier was used to obtain EEG signals and rate was for the stimulus oddball and food. The
linear discriminant analysis (LDA) to classify resting pattern had a reduced performance in terms
them. A specific association constant calculated of classification. Authentication centered on a
the important features. According to the author’s memory-evoking task (also known as “pass-
notation, a password can be hidden effectively in thoughts” in other studies) (Thorpe et al. 2005)
certain compulsive situations. also showed weak results; this is due to the incon-
Chuang et al. (2013) presented a new approach stant time that was consumed to allow thinking.
which used the MindWave to obtain data. Seven According to the limitations of the methods
tasks were executed, including sports activity, which have been presented in the published
breathing, audio listing, simulation of finger papers and researches, the authors need better
movement, color, reciting and identifying techniques like using different tasks and user strat-
music with singing, and pass-thoughts. The clas- egies to acquire brain signals, better methods for
sification process is done with the k-nearest preprocessing and feature extraction, and better
neighbor (k- NN) algorithm. The most accurate classifiers to find the unique brain signal and use
strategies were for color, audio, and sport. The it as a new biometric authentication.
most difficult one was for the pass-thought task
according to the results of the questionnaire that
determined user-friendliness with different Conclusion
tasks. Breathing, audio, and color were the
straightforward tasks. In the near future, biometric authentication
La Rocca et al. (2014) presented an approach methods will be the most useful methods for
centered around connectivity within EEG spectral devices and applications for security because of
coherence. In this method, data samples were gath- the usability and security level and they are easier
ered from 108 participants during open resting and to use. However, there are some disadvantages for
closed eyes positions. EEG data was captured some methods. Brainwave is another human bio-
using a system consisting of 64 different channels metrics. There were some experiments using brain
with a rate of 160 Hz. Data was filtered to 50 Hz via signals as an authentication method, which in
a low-pass anti-aliasing filter. Spectral coherence some methods high accuracy is acquired. How-
(COH) and power spectral density (PSD) analysis ever, they had some limitations, which can be
techniques were used to extract mental features. To improved in the future.
calculate uniqueness, two different algorithms Brainwaves are another human biometric that
were used separately in this process which were could be the most secure biometric technique. In
Mahalanobis classifiers that were based on distance comparison with other biometric techniques in
and match-score fusion system. This technique is terms of security, the human brain signal has a
strong and very accurate for user identification. The couple of important advantages. It is the only
performance of classification has the possibility of biometric that is changeable, it is not visible to
240 Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface
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Rev. 29, 54–75 (2012) ▶ B-Splines
242 B-Spline Computer-Aided Design
Introduction
B-Spline Computer-Aided
Design Before the evolution of computer graphics, the
aircraft wings and automobile parts were designed
▶ B-Splines through splines. A spline constitutes long wood or
plastic pieces of flexible nature where rectangular
section is put in place at several positions using
heavy lead weights commonly known as ducks.
B-Spline Polygons The duck places the spline at fixed positions with
respect to the drawing board (Beach 1991). This
▶ B-Splines helps spline to take the natural shape considering
ducks. The spline’s shape can be changed through
ducks’ movement. This has several drawbacks
such as duck positions recording, drafting equip-
B-Spline Surfaces ment required towards complex parts, consumer
costs, absence of closed form solutions, etc. (Buss
▶ B-Splines 2003).
As such, polygons give good rendering. But a
better way is required towards generating the curved
surfaces. For a designer, it is difficult to manipulate
B-Splines directly billions of polygons which make up the
rendered model. A general way is required to spec-
Arindam Chaudhuri ify arbitrary curved surfaces that can be converted to
Samsung R & D Institute Delhi, Noida, India rendering polygons. For this, a mechanism is
required which allows to specify any smooth desired
curved surface. The solutions are generally provided
Synonyms by three categories of surfaces, viz., Bézier surfaces,
B-Spline surfaces, and subdivision surfaces. In this
B-Spline 3D curves; B-Spline computer-aided direction, the computer-aided design industry uses
design; B-Spline polygons; B-Spline surfaces NURBS surfaces as its standard definition mecha-
nism. The visual effects industry uses both NURBS
and subdivision surfaces. With the introduction of
Definition UNISURF which is a CAGD software tool by Pierre
Bezier (https://en.wikipedia.org/wiki/Pierre_
B-Splines are one of the most promising curves in Bézier), the smooth curves can be easily projected
computer graphics. They are blessed with some on screens and monitors at low physical storage
superior geometric properties which make them an space. This resulted in the evolution of various
ideal candidate for several applications in computer- CAD based software such as Maya, Blender,
aided design industry. In this entry, some basic 3DMax, etc. This followed the development of a
properties of B-Spline curves are presented. Two new mathematical structure called spline which is a
significant B-Spline properties, viz., convex hull smooth curve represented through few points.
property and repeated points’ effects are discussed. With this motivation, in this entry, we present
The B-Splines’ computation in computational the basic properties which define the B-Spline
devices is also illustrated. An industry application curves. Some of the significant B-Spline proper-
based on image processing where B-Spline curve ties discussed here are convex hull property and
reconstructs the 3D surfaces for CT image datasets repeated points’ effects. The computation task for
of inner organs further highlights the strength of B-Splines in computational devices is also
these curves. highlighted. An industry application revolving
B-Splines 243
around image processing with B-Spline applica- The knots should have parameter values ts
tions on 3D surface reconstruction towards inner along with them. The ts values at knots are
organs taken from CT images further highlights represented as tsj+n considering knot joint of
the significance of these curves. This entry is jthand (j + 1)th polynomial segments. This is in
organized as follows. Section “B-Splines: Over- addition to the parameter values tsn and tsN which B
view” gives an overview of the B-Spline curves correspond towards start and end for complete
with computation task for these curves. This is curve. There are also 2n parameter values
followed by an industry application involving ts0, . . . . . . , tsn1 and tsN+1, . . . . . . , tsN+n values
image processing with B-Splines. Finally, the which are associated blending polynomials. The
conclusions are given. values tsj are monotonically increasing values
which may be either equally spaced, integers or
positive.
B-Splines: Overview The functions BS nk ðtsÞ are recursively defined as:
N
V ðtsÞ ¼ BS nðk1Þ ðtsÞcpk tsn ts tsN ,
k¼1
N nþ1
(1) B-Splines, Fig. 1 Some representative B-Spline curves
244 B-Splines
The surface approximation is done using tensor As the initial step, the uniform knot vector of
product which is defined over regular quadrilat- length n + k is considered. The calculation is
eral meshes. Sometimes semi-regular quadrilat- performed as follows. Each knot is initialized as
eral meshes are used which have few sufficiently zero. Then considering each 1 < i n + k, it is
separated vertices. The semi-regular meshes rep- required to be verified whether conditions i > n
resent the boundary surface of an object. In geo- and i < n + 2 are satisfied. If the conditions hold,
metric modeling, patches of regular meshes are then current knot takes the value of previous knot
traditionally used and stuck together. But it with an increment of 1 otherwise, the current knot
becomes difficult towards handling patch density. considers the previous knot value. Now consider-
ing k ¼ n ¼ 4, the knot vector takes the
value {0, 0, 0, 0, 1, 1, 1, 1}. Before calculating
Computation Task for B-Splines the curve set points, it is required to fix a correct
step value for parameter ts. The step is reached by
The B-Splines are generally computed through dividing knot’s value considering one less than
fast computing devices (Chaudhuri 2018) because number of points on curve set.
small time steps are required by a smooth curve. Now we initiate the computing task towards
To make the computations simple, the calcula- curve set points for B-spline. Care should be taken
tions are specified with respect to regular uniform such that the number of basis functions which are
B-Splines. Let us start considering the spline calculated for each time step is equal to that of
order. Considering the order as k, a set of n control number of points in control set. Thus considering
points are specified. The number of points on the the entire spline, number of basis computations is
curve may vary depending on the smoothness same as the product of magnitudes of control and
desired by the user. These set of points are denoted curve sets. Hence for 20 points on curve set with
as the curve set. 4 control points, 80 basis functions are required to
be calculated.
At each step, Cox-de Boor algorithm is used in
order to calculate the basis function’s value. During
each iteration through the steps, the entire knot
vector is taken as with step value ts. It is observed
that Cox-de Boor algorithm is recursive. As a result
of this, care needs to be taken such that the basis is
1 calculated correctly. When the set of n basis func-
1/2 1/2 tions for control points at specified step ts is avail-
able, the curve points’ coordinates are calculated
by multiplying the ith basis function to ith control
point. The values obtained are then embedded into
B-Splines, Fig. 4 The curves on left and right are curve set. This helps towards generation for collec-
represented through above equations tion of points which when plotted together as well
as connected with line segments resembles a curve. considering the tomography frames. The least
The number of calculations required to make squares B-Spline fitting approximates filtered
B-spline are appreciably large. contours. The organ surface is approximated
through B-Spline surface. The technique requires
no human intervention. As such, high-quality sur- B
Industry Application faces in versatile format are created.
The contour selection process is a significant
In this section, a novel industry application step in surface reconstruction. Each contour is
involving B-Spline surfaces with image pro- selected with utmost care. Then noise is mini-
cessing is presented which is adopted from Ref. mized such that resulting surface is not affected.
(Partyka 2014). The experimental dataset contains Also, a high-fidelity product needs to be
about 1900 images from the CT scan of the entire maintained. Here enhancement of each CT slice
body. Only 500 images considering the chest and done and canny edge detector detects the con-
upper abdomen have been used for analysis. Here tours. An empirical threshold for edge detector is
3D surface is reconstructed for organs developed set. The morphological operations and filtering for
through tomography. It uses k-means clustering small contours is done to eliminate unwanted
and Hu moments in order to filter contours noise. The effects of filtering are presented in the
second and third images for the Figs. 8, 9, and 10.
The unwanted contours are removed through
B-Splines, Fig. 6 automatic noise filtering where larger datasets are
A subdivision matrix created using contour detection. The right lung is
taken as region of interest (RoI). About 1996,
contours covering chest, left lung, stomach,
aorta, etc. are created through contour detection
and filtering step. The right lung is selected man-
ually from 450 images. Because of shape and
contours location diversity, these contours are fil-
tered through k-means clustering. To address the
contour’s shape, an n-dimensional vector is cre-
ated which is composed of (X, Y) coordinates for
contour’s centroid and varying Hu moments.
After detecting and prefiltering contours, cluster-
ing is done. Considering each contour, Hu
B-Splines, Fig. 8 Images from first dataset (original image, detected edges, detected contours)
B-Splines, Fig. 9 Images from second dataset (original image, detected edges, detected contours)
B-Splines, Fig. 10 Images from third dataset (original image, detected edges, detected contours)
moments and centroid are calculated which are testing is done for all combinations of feature
used after normalization towards k-means cluster- vectors based on contour centroid as well as its
ing. These clusters are used towards examined Hu moments. The best results are achieved
contours classification considering Euclidean dis- through second Hu moment with respect to cen-
tance from cluster which represents RoI. The troid coordinates.
B-Splines 249
The n-dimensional cluster centroids experiments were done using 1996 labeled
achieved during k-means are utilized towards contours from which 450 are taken as right
segmenting the desired contours. Actually, lung and others are ignored. Figures 11 and
good responses are received with 3D vectors 12 show the correctly classified contours and
where second Hu moment and (X, Y) coordi- false positives classified as contours, respec-
nates for contour’s gravity center are used. The tively. It is to be noted that second Hu moment
Building Information
References Modelling of Construction
Beach, R.C.: An Introduction to Curves and Surfaces of
▶ Construction Management Processes in a Dig-
Computer Aided Design. Van Nostrand Reinhold,
New York (1991) ital Built Environment, Modelling
Buss, S.R.: 3D Computer Graphics – A Mathematical
Introduction with OpenGL. Cambridge University
Press, New York (2003)
Chaudhuri, A.: Some Investigations with B-Spline Curves.
Technical Report, TR–8918. Samsung R&D Institute, Building Product Modelling
New Delhi (2018)
Partyka, A.W.: Organ surface reconstruction using
B-Splines and Hu moments. Acta Polytechnica
▶ Construction Management Processes in a Dig-
Hungarica. 10(11), 151–161 (2014) ital Built Environment, Modelling
▶ Smart Calibration Between RGB-D and Ther- As of 2016, the Call of Duty series as a whole has
mal Cameras for ROI Detection and Tracking in sold 250 million copies and five of the games have
Physiological Monitoring made the top 50 best-selling video games of all-
time list (McWhertor 2016). The first title released
in the first-person shooter Call of Duty series was
Call of Duty: Finest Hour. Finest Hour was
released on October 29, 2003. The series started
Call of Duty Franchise, an as a Microsoft exclusive and it ran on the IW game
Analysis engine. Today, one can find Call of Duty on any
console or handheld device. Activision-Blizzard
Dylan Hires2, Sam Romershausen2 and currently owns the series. From 2006 until 2014,
Newton Lee1,2 there was a rotation every year between two dif-
1
Institute for Education, Research, and ferent developers, Infinity Ward and Treyarch. In
Scholarships, Los Angeles, CA, USA that time span, Infinity Ward developed the titles
2
Vincennes University, Vincennes, IN, USA such as The Big Red One, Modern Warfare 1–3,
and Ghosts. Treyarch, on the other hand, devel-
oped World at War, Finest Hour, and Black Ops
Synonyms 1 & 2. In 2014, a new company took on the mantle
and developed the Call of Duty title for that year
Esports; First-person shooter as well as being added to the rotation. Sledgeham-
mer developed the game Advanced Warfare. The
games developed since then have been Treyarch
Definitions with Black Ops 3, Infinity Ward with Infinite
Warfare, and Sledgehammer with World War 2.
First-person shooter (FPS) ¼ a genre of games All titles in the series have an ESRB rating of
where the camera is in a first-person viewpoint. M (ESRB 2021).
Players make use of guns to eliminate targets Call of Duty, being a franchise about war, is
and/or secure other objectives. usually set in a war zone. Call of Duty has been set
Esports ¼ A sports competition with video in the past as well as the future. Call of Duty has
games as the focus rather than traditional also brought some real-life events to the game. In
sports. the most recent game, the developers brought the
© Springer Nature Switzerland AG 2024
N. Lee (ed.), Encyclopedia of Computer Graphics and Games,
https://doi.org/10.1007/978-3-031-23161-2
254 Campaign
Synonyms
Casual Game
Numerical methods; Physics simulation
▶ Gardenscapes and Homescapes, Casual Mobile
Games
Definitions
Cellular Automata
Causal Game Mathematical models based on simple and local
rules capable of generating complex behaviors.
▶ Animal Crossing: A Causal Game
Introduction
goal was to obtain complex behaviors through Many papers had their interests focused on
simple rules for spatial interactions and temporal applications of automata to computing and biol-
evolution. It would be a machine analogous to ogy. However, in the last decades, there is also
the human brain whose processing and memory considerable interest in the field of physics
units were not separated from each other, mas- (Daniel 1994). In particular, models based on
sively parallel and capable of self-reproduction cellular automata for fluids have been developed,
(Chopard and Droz 1998). such as the Lattice Gas Cellular Automata
Following suggestions by S. Ulam, John (LGCA) (Frisch et al. 1986), electromagnetic
von Neumann proposed a discrete universe models, such as Ising Spin Models, and models
based on a two-dimensional lattice, whose cells for diffusion phenomena (Weimar et al. 1991).
are interconnected locally to one another. Each According to Wolfram (1994), physical systems
cell is characterized by an internal state, that contain discrete elements and whose interac-
representing a finite state machine. Through a tions occur locally can be modeled through the use
local rule of evolution, each cell updates its state of Cellular Automata. Although they are defined by
in function of its own and the states of some simple local rules, automata can display complex
neighboring cells. All cells of the lattice evolve dynamic behaviors on a wide scale. Such rules can
according to the same local rule, which makes be seen as a simplification of the microscopic
the system homogeneous, like many physical dynamics, which reproduce the expected macro-
and biological systems. These cellular universes scopic behavior. For example, on a microscopic
proposed by John von Neumann are now known scale each cell can represent a particle of the system.
as Cellular Automata (Chopard and Droz 1998; Several authors have been directing their lines
Kari 2005). of research for the understanding and application of
In the cellular automata proposed by Neumann Cellular Automatics. According to (Chopard and
(1966), a neighborhood formed by the four Droz 1998), some of these lines involve the use of
nearest neighbors (north, south, east, west) and automaton models for the simulation of physical
29 possible states for each cell was defined for and biological systems. The success obtained in
each two-dimensional cell of the lattice. The the- these applications lies in the fact that Cellular
ory of Cellular Automata was consolidated with Automata possess several fundamental properties
the work of Burks (1970) and underwent a con- of the physical world: they are massively parallel,
siderable simplification in Codd’s work (1968). homogeneous, and all interactions occur locally.
Wolfram’s researches (1994) became the pio- Other physical properties such as reversibility and
neer author in the work with Cellular Automata as conservation laws can be programmed through an
mathematical models for the study of the phenom- appropriate choice of local evolution rule.
enon of self- organization. He suggested the use of
one-dimensional automata, each cell having as its
neighbor the left and right cells and a set of two Formal Definition
possible states.
Martin used polynomial algebra tools to In a formal way, a Cellular Automata is a
deduce the characterization of uniform cellular quadruple:
automata (identical rules applied to each cell of
the automaton) with a periodic boundary (Martin A ¼ ðL; S; N; f Þ,
et al. 1984). A new era of research began in 1992
with the work on analytical characterization of the where L is a set of indices or cells; S is the finite set
behavior of automata based on matrix algebra of states, that is, of the possible values that each
tools. The technique proposed in (Das et al. cell can assume; N : L ! Lk is the mapping that
1992) is able to characterize hybrid cellular defines the neighborhood of each cell i as a col-
automata (different rules applied to different lection of k cells; and f : Sk ! S is the evolution
cells) with periodic or zero frontiers. function or the update rule of the automaton
Cellular Automata Methods 257
(Wolfram 1994). The f rule is responsible for the Figure 1 shows a von Neumann neighborhood
overall dynamics of the Cellular Automaton and is for two-dimensional automata.
applied at every instant of time in all cells. The In addition to the four geographic neighbors
collection of cell states at any time step is called cited in the von Neumann neighborhood (north,
the configuration or global state of the automaton south, east, west), Moore’s neighborhood also
(Chopard and Droz 1998). contains the four diagonal neighbors (north-east,
north-west, south-east, south-west) (Chopard and C
Neighborhoods Droz 1998). Such neighborhood of radius r for
An f update rule for an automaton is a local rule, cell x0 is defined by (Wolfram 1994) as:
since it only depends on the state of neighboring
cells. At first there is no restriction on the size of N u x0 ¼ x :jxi x0i j r, i ¼ 1, . . . , d , ð3Þ
a neighborhood. In practice, however, it is com-
mon to use only adjacent cells (Wolfram 1994). where d is the space dimension and xi is the i-th
For Cellular Automata, two neighborhoods are space component.
considered: a von Neumann Neighborhood and For two-dimensional automatas (d ¼ 2), the
Moore’s Neighborhood (Chopard and Droz definition (3) is given by:
1998).
The simplest von Neumann neighborhood con- N u x01 , x02
sists of a central cell, which is exactly the cell to be
¼ ðx1 , x2 Þ :jx1 x01 j r, jx2 x02 j r :
updated by rule f, and its four geographic neigh-
bors north, south, east, and west (Chopard ð4Þ
and Droz 1998). Generalizing, (Wolfram 1994)
defines the von Neumann neighborhood of radius Figure 2 shows Moore’s neighborhood for
r of cell x0 as: two-dimensional automatas.
Boundary Condition
N u x0 ¼ x : x x0 r , ð1Þ
In practice it becomes impracticable to work with
an infinite lattice. Once the boundaries of the
where k k is the norm of the sum.
lattice are defined, it is clear that the cells present
For two-dimensional Cellular Automata, the
at the border will not have the same neighborhood
definition (1) is given by:
as the inner cells. It is therefore necessary to
identify which cells belong to the border and
N u ðx0 , x0 Þ
ð2Þ apply different rules to them. Following this meth-
¼ ðx1 , x2 Þ :jx1 x01 j þ jx2 x02 j r : odology, it is possible to define several types of
Cellular Automata
Methods, Fig. 1 A von
Neumann neighborhood for
two-dimensional automata:
(a) r ¼ 1, (b) r ¼ 2
258 Cellular Automata Methods
Cellular Automata
Methods, Fig. 2 Moore’s
neighborhood for two-
dimensional automata:
(a) r ¼ 1, (b) r ¼ 2
Cellular Automata
Methods, Fig. 3 Periodic
boundary condition for
unidimensional automata
borders, each with a different behavior (Wolfram can use horizontal periodic boundary and the ver-
1994). However, instead of defining distinct rules tical reflective one (Chopard and Droz 1998).
for frontier cells, another possibility is to extend
the neighborhood to these cells. A widely used
solution is the periodic boundary condition, which Classification
assumes that the lattice is embedded in a torus-
type topology. Such a condition is obtained by A unidimensional Cellular Automata with the set
extending the lattice periodically, as shown in of possible states defined by S ¼ {0, 1} and ray
Fig. 3. In the case of a two-dimensional automata, neighborhood r ¼ 1 is called elementary (Kari
the periodic boundary condition assumes that the 2005). In this configuration, there are 23 ¼ 8 pos-
right and left sides are connected, as well as the sible combinations in the vicinity of a given cell,
upper and lower part of the lattice (Chopard and where each of these combinations can be mapped
Droz 1998). in 0 and 1. Thus, there are 28 ¼ 256 different
Other types of boundary conditions add a set of Elementary Cellular Automata (Kari 2005).
cells along the boundary, as shown in Fig. 4a–c These elementary rules were studied and classi-
(Chopard and Droz 1998). The fixed boundary fied by Wolfram (1994), who introduced a meth-
condition defines predefined values for these odology to name them: each of these elementary
new cells. The adiabatic frontier condition dou- rules is specified by a sequence of eight bits,
bles the value of the cells that are at the border for
the additional cells. The reflective boundary con- f ð111Þf ð110Þf ð101Þf ð100Þf ð011Þf ð010Þ
dition copies the value of the cell next to the f ð001Þf ð000Þ,
border cell to the additional cell.
Choosing which type of boundary condition to where f is the automaton update rule. The bits
use will depend on the nature of the problem being sequence is the binary expansion of an integer in
modeled. In some cases, a combination of more the range of 0. . .255, called Wolfram Nomencla-
than one type of condition can be used, for exam- ture of the Cellular Automata (Wolfram 1994;
ple, in the simulation of a long channel, where one Kari 2005).
Cellular Automata Methods 259
Cellular Automata
Methods,
Fig. 4 Boundaries
condition: (a) Fixed,
(b) Adiabatic, and
(c) Reflective
Cellular Automata
Methods, Fig. 5 Wolfram
Nomenclature
The numerical value that will identify the rule • Class 1: The evolution of the automaton leads
is obtained by combining the values resulting to a homogeneous state in which, for example,
from applying the update rule f to each of the all cells have 0 value (Fig. 7a);
eight possible neighborhoods, thus forming a • Class 2: The evolution of the automaton leads
binary number. The representation of this number to a set of stable or periodic structures, which
in the decimal base gives the numerical value for are simple and separate (Fig. 7b);
the rule (Kari 2005). For example, Fig. 5 shows • Class 3: The evolution of the automaton leads
the process of identifying the cellular automaton to a chaotic pattern (Fig. 7c);
with r ¼ 1, known as Rule 90. • Class 4: The evolution of the automaton leads
Examples of dynamics of one-dimensional to complex structures (Fig. 7d).
Cellular Automata are often represented in a spa-
tiotemporal diagram. Horizontal lines are consec- The existence of only four classes implies a
utive configurations, and the top line is the initial considerable universality in the behavior of cellu-
configuration. For example, Fig. 6 shows dia- lar automata. Many characteristics of a given
grams of Rule 110 on two different scales, where automaton depend only on the class in which it
black represents the state 1 and white the state belongs and not on the details of its evolution.
0 (Kari 2005).
Wolfram (1994) did numerous experiments
with rules of Elemental Cellular Automata using Examples of Cellular Automata
random initial configurations. Based on the types
of spatial-temporal diagrams observed, he classi- Using the traditional nomenclature (Sarkar 2000),
fied the rules into four categories (Chopard and at each time step, the collection of cell states
Droz 1998; Kari 2005), namely: is called the configuration or global state of
260 Cellular Automata Methods
Cellular Automata
Methods, Fig. 6 Space-
time diagrams of Rule 110
Cellular Automata
Methods,
Fig. 7 Spatiotemporal
diagrams: some examples
of Wolfram’s classification
Cellular Automata Methods 261
Cellular Automata
Methods,
Fig. 8 Evolution of one-
dimensional Cellular
Automaton
Cellular Automata
Methods, Fig. 9 Cellular
Autamata Rule 90.
Evolution after 15 time
steps
the automaton. In the initial step t ¼ 0, we have the effected. Below we can see a spatiotemporal dia-
initial configuration, and as time increases, the gram after 15 steps of evolution.
local rule is applied on all cells, as (generically) It is interesting to note that, starting from a
represented in Fig. 8 for one-dimensional case. simple initial configuration, where only one initial
Similar definitions are made for two-dimensional cell has state 1 and the others have state 0, after
cases. 15 steps already it is possible to observe the for-
mation of a nontrivial pattern.
Rule 90
The Cellular Automata Rule 90 consists of an one- Game of Life
dimensional vector, whose set of possible states is In 1970, the mathematician John Conway pro-
formed by S ¼ {0, 1} and the update rule f is the posed the famous Game of Life (Gardner 1970).
binary sum of neighboring cell states (Wolfram His motivation was to find a 2D automaton that
1994). Thus, given a cell xi at instant t, its state ati would generate complex behaviors (Chopard and
is defined by: Droz 1998). The Game of Life consists of a two-
dimensional lattice, where each cell can contain
ati ¼ ai1
t1 t1
aiþ1 , ð5Þ the 0 or 1 values. For this set of states, Conway
classified the cell in vivo, if it contains the value 1,
where is the binary sum. or dead, to the value 0. This automaton uses the
At the top of Fig. 9 we have the eight possible Moore’s Neighborhood (Kari 2005).
configurations for the neighborhood of the cell to The update function f seeks to simulate an
be updated and the result of the binary sum artificial life, based on the following rules:
262 Cellular Automata Methods
Cellular Automata
Methods, Fig. 10 Game
of life: (a) initial step,
(b) step 1
Cellular Automata
Methods, Fig. 11 Gliders
at Game of Life: (a) initial
step, (b) step 1, (c) step 2,
(d) step 3, (e) step 4,
(f) step 5
• A cell whose state is 0 and which has exactly automaton, it is possible to notice the emer-
three living cells in its neighborhood passes to gence of complex structures, such as the
the state 1. so-called gliders, shown in Fig. 11. Gliders
• A cell whose state is 1 and which contains less are specific cell configurations which have
than two living cells in its neighborhood passes the property of moving around in space. We
to the state 0. can observe in Fig. 11 that the configurations
• A cell whose state is 1 and which has in its (e) and (f) are translations of configurations
vicinity more than three living cells passes to (a) and (b), respectively.
the state 0.
Figure 10 shows an example of Game of HPP Model
Life in a 20 20 lattice. The HPP model is part of a group of specific
Cellular Automata, called Lattice Gas. It was
The Game of Life has a very rich behavior. developed by Jean Hardy, Olivier de Pazzis, and
During the evolution process of the Yves Pomeau in the 1970s. His proposal is to
Cellular Automata Methods 263
model fluids via cellular automata, using simple cell. Therefore, in order for the molecular
and local rules that mimic a particle dynamics. dynamics of the HPP to be compatible with the
The essential characteristics of the actual micro- automata’s dynamics, there must be a restriction
scopic interactions that are taken into account are of the quantity of particles present simulta-
the laws of conservation of the linear momentum neously in a given cell (Chopard and Droz
and conservation of the number of particles 1998). Such a constraint is called Principle of
(Chopard and Droz 1998). Exclusion which guarantees that, given a lattice C
The HPP is defined in a two-dimensional lat- cell, there can only be at most one particle inci-
tice, and the basic idea of its dynamics is to work dent in a given direction of motion, at a given
with particles that move along the directions of the instant of time. Thus, four bits of information for
lattice, following appropriate rules. The set of each cell are sufficient to describe the system
possible states is composed of S ¼ {0, 1} and during its evolution.
represents the absence or presence of particles. The HPP update rule consists of two steps:
Figure 12 shows an example of a configuration collision and propagation (Chopard and Droz
of the HPP particles. 1998). The collision phase specifies the interac-
By definition, Cellular Automata work with a tion between particles entering the same lattice
finite number of bits to represent the state of each node. It is at this stage that the particles are
“rearranged” in different directions, in order to
ensure that the exclusion principle is satisfied, as
shown in Fig. 13b–c. In propagation phase, each
particle moves to the neighboring cell, in the
direction corresponding to its direction of motion,
as shown in Fig. 13a.
The purpose of the HPP rule is to repro-
duce certain aspects of actual interactions
between particles, such as the conservation
of momentum and the amount of particles.
Looking for Fig. 13b–c we can observe that
during the collision process a pair of particles
with null moment along a given direction is
transformed into another pair of particles, also
with the null moment, moving on the
perpendicular axis.
Another important feature in the HPP model is
invariance under time reversal (reversibility). At
Cellular Automata Methods, Fig. 12 Particles config- any given moment, if the direction of movement
uration example in HPP model of all particles is reversed, the system will recover
Cellular Automata
Methods, Fig. 13 HPP
Rules: (a) Propagation,
(b, c) Collision
264 Centralized Architectures
Cerebral Palsy
Cross-References
▶ Computer Games for People with Disability
▶ Fluid Simulation
▶ Lattice Gas Cellular Automata for Fluid
Simulation
CG
References ▶ Planetary Generation in Games
▶ Postproduction in Game Cinematics
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Cambridge (1998)
Codd, E.F.: Cellular Automata. Academic, New York
(1968) ▶ The New Age of Procedural Texturing
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Collaborative problem solving; Contextual learn-
von Neumann, J.: Theory of Self-Reproducing Automata. ing and teaching; Learning challenges; Open-
University of Illinois Press, Urbana (1966) ended problem-based learning; Project-based
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org/document/633207/?reload=true http://www.
Challenge-based learning offers a call to act-
stephenwolfram.com/publications/books/ca-reprint/ ion that inherently requires learners to make
(1994) something happen. In a serious game context
Challenge-Based Learning in a Serious Global Game 265
learners often work in teams in a digital game- challenges engage students’ curiosity and desire
based platform to research their topic, brainstorm to learn by making central the solving of open-
strategies and solutions that are both credible and ended problems as a member of a self-organizing
realistic in light of time and resources, and then and self-directing international team (Harris and
develop and execute a solution that addresses the Nolte 2007). When delivered as a mobile learning
challenge in ways both they themselves and others experience, challenges can integrate twenty-first-
can see and measure. Teams often compete with century tools, require collaboration, and assist C
each other for high scoring solutions, recognition, students in managing their time and work sched-
and rewards. For example, a business might offer ules, while effectively scaling to large numbers of
an “X-Prize” for a solution needed for driverless students. Set in the environment of a friendly
cars. Challenge-based learning can thus be seen as serious game competition where people experi-
a way to incentivize crowd-sourced ideation and ence elements such as automated feedback,
solutions. points, leader boards, badges, and leveling up for
rewards, challenge-based learning increases moti-
vation toward high performance (Gibson and
Introduction Grasso 2007). Research on challenge-based learn-
ing is beginning to show impacts such as
The term challenge-based learning arose in the increased engagement, increased time working
USA early in the twenty-first century with the on tasks, creative application of technology, and
support of innovative technology groups such as increased satisfaction with learning (Johnson et al.
Apple Education, the New Media Consortium, forthcoming, 2018; Roselli and Brophy 2006).
The Society for Information Technology and Similar to problem-based and project-based
Teacher Education, and the US Department of learning, and borrowing liberally from those
Education Office of Educational Technology. well-established approaches (see Gibson et al.
Unique applications supporting challenge- 2011) and the Buck Institute for Education
based learning in higher education are now aris- (www.bie.org), the additional structure of global
ing, supported by a cloud-based mobile technol- relevance, international collaboration, and team-
ogy platform that can be used for bridging based competition leads to a unique objective,
informal to formal learning, recruiting students expressed well in a recent report by the New
into university, reaching larger numbers of peo- Media Consortium (Johnson et al. 2009).
ple with game-based approaches, envisioning
student engagement in work-integrated learning,
and assisting students to acquire evidence of Design and Implementation Roles
attainment of graduate capabilities such as lead-
ership, critical thinking, creativity, communica- The design method for the future of challenge-
tion skills, and experience in international team based digital learning experiences is a team-based
collaboration (Gibson et al. forthcoming, 2018a, effort of people knowledgeable in subject matter,
b). dramatic narrative, mechanics of game-like inter-
actions and rewards, digital-media artists and
communicators, and computational science tools
State of the Art Work for algorithms and visualizations (Gibson et al.
2007). The mission of such interdisciplinary
Challenge-based learning is a teaching model teams when creating challenge-based learning
that incorporates aspects of collaborative experiences is to create a symbolic space for
problem-based learning, project-based learning, transmedia narrative (Passalacqua and Pianzola
and contextual teaching and learning while focus- 2011) to be introduced as well as to evolve
ing on current real-world problems (Johnson et al. through the participatory culture (Jenkins et al.
2009). In particular, online global learning 2006) shared by those who take up the challenge.
266 Challenge-Based Learning in a Serious Global Game
Challenge-Based Learning in a Serious Global Game, Fig. 1 Curtin Challenge platform as a solution to personal-
izing learning at scale
Instructors have a special role in constructing and learning in response to the myriad changes
a problem space with key ideas, essential ques- taking place in higher education today
tions, resources, and evaluation criteria. In the (Grummon 2010).
challenge-based learning framework, instructors
are designers of the digital-learning experience
who put in most of their time in up front and then Show Case
take a backseat during the implementation while
individuals and teams are learning, working, At Curtin University, in Perth Australia, a “Chal-
communicating, creating, and submitting arti- lenge platform” online toolkit has been devel-
facts. Subject matter experts (SMEs) in a disci- oped to assist with authoring and delivering
pline work with a digital-media team and game- challenge-based individual and team learning
creation team to engineer the learning experi- at scale (Fig. 1). The platform can be compared
ence. Most of the input from subject-matter- to a game-engine marketplace with a common
expert authors is gathered during the design API for learning outcomes across the various
phase and is embedded into the digital experi- learning experiences. Individual challenges
ence through public scoring rubrics, artifact include learning about oneself as a leader or
descriptions for final submission, and scaffold- exploring a career and team challenges available
ing activities, which the team members can in “Balance of the Planet” including solving one
choose to experience or ignore. A new structure or more of the UN Sustainable Development
of teaching, created via collaborations among Goals (Fig. 2).
SMEs working with learning-experience The platform roadmap includes features that
designers and technical teams, is arising as an support individual- and team-based learning in a
innovation to create new structures of teaching serious game context:
Challenge-Based Learning in a Serious Global Game 267
Challenge-Based Learning in a Serious Global Game, Fig. 2 Individual and team-based challenges provide a
serious game context for learning
Gibson, D., Irving, L., Seifert, T.: Assessing personal other global cultures. They seek to build a bridge
learning in online collaborative problem solving. between the Arab world and the West through
In: Collaborative Learning in a Global World, p. 450
(forthcoming, 2018b) animated films which have been adapted from
Grummon, P.T.H.: Trends in higher education. Plan. High. Arab and Islamic sources, but speak to the univer-
Educ. 12, 122 (2010). https://doi.org/10.2307/1974977 sal human condition. The relationship between
Harris, D., Nolte, P.: Global Challenge Award: External Islam and the West, though, remains very compli-
Evaluation Year 1 2006–2007. Vermont Institutes Eval-
uation Center, Montpelier (2007) cated; the West looks at these projects and already
Jenkins, H., Purushotma, R., Clinton, K., Weigel, M., has a perspective about them as religious and
Robison, A.: Confronting the challenges of participa- ideological propaganda, especially after 9/11,
tory culture: media education for the 21st century. In: 2001. Thus, the majority of these Arabic animated
New Media Literacies Project. MIT, Cambridge, MA
(2006). Retrieved from http://mitpress.mit.edu/sites/ films are rejected by the West because of concerns
default/files/titles/free_download/9780262513623_ that these films represent the unwelcome princi-
Confronting_the_Challenges.pdf ples of foreign cultures. Inherently, there is an
Johnson, L., Smith, R., Smythe, J., Varon, R.: Challenge- Islamophobia about Islamic cultural products as
Based Learning: An Approach for our Time. The New
Media Consortium, Austin (2009). Retrieved from soon as they come to the West; there is suspicion
http://search.ebscohost.com/login.aspx?direct¼true& of them and extensive interrogation of them. Iron-
db¼eric&AN¼ED505102&site¼ehost-live ically, when Western artifacts are exported to Arab
Johnson, L., Adams, S., Apple: Challenge based learning: countries, though almost inherently at odds with
the report from the implementation project. Media
(forthcoming, 2018) Muslim ideology and Muslim politics, they some-
Passalacqua, F., Pianzola, F.: Defining transmedia narra- times find distribution and audiences. The conse-
tive: problems and questions. Dialogue with Mary- quences of this relationship between Arab
Laure Ryan. Enthymema. (2011). https://doi.org/10. countries and the West is not only ideological,
13130/2037-2426/1188
Roselli, R., Brophy, S.: Effectiveness of challenge-based however, and also concerned with the fact that
instruction in biomechanics. J. Eng. Educ. 95(4), Arab filmmakers and producers face economic
311 (2006). Retrieved from http://findarticles.com/p/ challenges, and a number of Arab animation stu-
articles/mi_qa3886/is_200610/ai_n16810356 dios went out of business or stopped making more
feature animated films due to the difficulties of
reaching international marketplaces. Thus, the
focus of contemporary Arab animation is mostly
Challenges Facing the Arab low-budget projects distributed through YouTube
Animation Cinema and social media, which became the main plat-
form for Arab animation artists to distribute their
Tariq Alrimawi political works during the “Arab Spring” in Tuni-
Graphic Design Department, University of Petra, sia, Egypt, Libya, Yemen, Syria, and elsewhere in
Amman, Jordan the Middle East since 2011.
Synonyms Introduction
Arab animation; Arab cinema; Arab filmmakers; After 9/11, Arab animation producers struggle to
Muslim filmmakers; Political communication; screen their films at cinemas in Europe and the
Visual culture USA. The irrational fear of Arabs and the Islamic
religion [has] increased in the West, and Muslims
have become targets of increased hostility, creat-
Definition ing the now so-called Islamophobia. (Kalin 2011).
The first use in print of the term Islamophobia was
Arab filmmakers attempt to export their animated in the report of the Commission on British Mus-
films to an international market and try to speak to lims and Islamophobia in 1997 (Iqbal 2010). This
Challenges Facing the Arab Animation Cinema 269
Therefore, Badr International stopped making any From the inspiration of the Arabian Nights stories
more animated films and went out of business in Western film producers have developed animated
animation field. films such as The Adventures of Princes Achmed
(1925), Aladdin (1992), and Azur and Asmar
(2006). Arabs, however, have not used their own
Limited Resources and Release past Arabian stories to reach either the domestic
and international animation marketplaces.
The bibliography related to animation in the Arab Bendazzi recalls:
world is very limited, and it was hard to find Arab animators should participate to the great inter-
published materials related directly to the subject; national festivals; watch the masterpieces of ten,
only two published references relating to Arab twenty, seventy years ago, and read translated
animation were found: the first one being Car- books. They first must be great animators with a
distinctive style, and only then adapt any text from
toons: One Hundred Years of Cinema Animation any literature. (Bendazzi 2012)
by Giannalberto Bendazzi (1994) and the second,
the booklet Animation in the Arab World, The Arab animation industry needs people
A glance on the Arabian animated films since with strong skills in animation techniques and
1936 by Mohamed Ghazala (2011). process such as character design, animation,
Bendazzi’s book covers the history of ani- editing, lighting, compositing, sound, music, and
mated films assessing over 3,000 films in more marketing, and then start thinking about making
than 70 countries worldwide. Nevertheless, the successful animation feature films to screen to the
book covers only 3 of 22 Arab countries and Arab audience and then export these films to the
contains only small animated productions from international audience. However, one of most
Egypt, Tunisia, and Algeria. Most of those Arab important parts of any successful film in the con-
animation productions were TV series and TV temporary era is the story; the film would be good
commercials, and a few made as short films. An as soon as the story is good. Also, quality could
electronic communication was arranged with come in different method and ways; it does not
Bendazzi (2012) to ask what the reasons were have to imitate Disney and Pixar styles. The Arab
for having such a small selection of Arab anima- filmmakers should think of using contemporary
tion in his book (Bendazzi 2012). Bendazzi’s first tools and creating fresh and unique styles such
sentence was “I think you will be disappointed by as the Iranian animated films Persepolis (2007)
my answers”; this sentence immediately gives a and the documentary The Green Wave (2011). Thus,
negative impression about Arab animation cin- the Arab filmmaker should focus more on making
ema and the challenges it faces. universal stories with different styles in order to
Bendazzi points out that when he was writing show them to audiences all around the world.
the book, from 1983 to 1988, it was hard to find In March 2012, an invitation has been received
Arab animated films due to the lack of connections from the Cairo International Film Festival for
at that time such as internet, e-mails, and social Children (CIFFC) to present my short animated
network websites. In addition, Bendazzi faced lan- film Missing. The CIFFC, organized by the Min-
guage difficulties communicating with Arab film istry of Culture in Egypt, is one of the biggest
historians and filmmakers. Moreover, Arab critics children’s film festivals in the Arab region. There
did not pay attention to animation films. were more than 100 short and long feature live-
In contrast to all the challenges that face Arab actions, documentaries, and animated films at the
animation, and the small number of animation official competition. Most of them were interna-
productions compared with the Western anima- tional productions and few were from Arab film-
tion productions, the Arab world is abundant makers, and there were no Arabic feature length
with magnificent folktales such as the One Thou- animated films. This shows the limited amount of
sand and One Nights stories which are suitable for animated short and feature film productions in
adaptation to make into many animated films. Arab countries.
Challenges Facing the Arab Animation Cinema 271
During the festival, an interview was arranged the Arab region, most of the experiments that hap-
with one of the festival’s jury committee, pened by the Arab animation filmmakers to show
their Arabic identity and culture through animation
Dr. Mohamed Ghazala (2012), the author of Ani- are independent and without serious support from
mation in the Arab World: A Glance on the Ara- the Arab governments. Most of the high quality
bian Animated Films Since 1936, the sole booklet animation productions in Arab countries such as
on the market about Arab animation history. Egypt, Jordan, Tunisia and Morocco focus on TV
Ghazala is also the founder and director of the
commercials and TV series especially for Ramadan,
and don’t have interest in producing artistic films
C
regional African and Arabian chapter of the Inter- for cinema and festivals. You can only see the
national Association of Animation Filmmakers graduation projects by the Arab art students, who
(ASIFA). The aim of this organization is to make artistic animation films, then after the gradu-
ation, they work in the industry to produce com-
involve Arabic and African animation filmmakers mercial works and the artistic work is disappearing
in creating, developing, and promoting their own quickly. (Ghazala 2012)
regional identity and having an impact in the
international animation market by participating Arab film productions focus more on making
in festivals and setting up some animation live-action films. For example, in Egypt, “The
workshops. Arab Hollywood,” there had been produced thou-
Ghazala notes that the booklet is a collection of sands of live-action films (Shafik 2007). Surpris-
five articles about Arab animation published in a ingly, Al Sahar Studio, one of the biggest
South Korean animation magazine called animation studios in Egypt, has had financial dif-
Animatoon in the Korean language. Every two ficulties since 1998 in attempting to complete
months, he covered the animation in different their first Egyptian feature length animated film
areas of the Arab world such as Egypt, North The Knight and the Princess (Ghazala 2011).
Africa, the Ash-sham area, and the Gulf area. Therefore, it is appropriate to question the reasons
Subsequently, he collected the five articles with why there have been so few animated feature films
some editing then presented them as a conference successfully produced in the Arab world; Is it
paper at Athens Animfest Animation Festival in because the Arab film producers think that anima-
2011 in Greece. The booklet contains only tion is only for television and children? Ghazala
56 pages and includes a small filmography of points out that for a long time, Arab national
Arab animation with some valuable data that is television has imported all the animation films
important to any researcher interested in Arab and TV series that suited children:
animation. When I was a kid I thought that the animation is
Ghazala explains the reasons behind the small only Walt Disney’s productions. When I grew up, a
friend gave me a video tape of animated films
selection of Arab animation in his booklet; he produced in the Czech Republic, which has
collected those Arab animated films individually completely different style than the films we used
by himself. The main problem was that he could to watch in our national televisions. These Czech
not find any official archive or library for Arab animated films were abstract, artistic and nice
stories. In that time I realized that animation
animation. It was hard to find the original copy of could be for kids and adults. The Arab did not
the animated films, and few Arab animated films screen the East European animated films that
are available on the internet, and then, only with were produced in the 60s and the 70s in the cin-
low resolution. Ghazala points out the problems emas and television; these films could inspire the
Arab of making such artistic animation films.
of Arab animation films in terms of quantity and (Ghazala 2012)
quality compared with the Western animation
productions: Another challenge facing Arab animation is the
lack of animation academies in the Arab region;
I have attended many international animation festi- many universities have Arts schools that focus on
vals as a filmmaker or jury member; unfortunately,
graphic design and the fine arts, but only a very
there were hardly any Arab animation in those
international festivals. There is no systematic few schools teach animation. In addition, there are
approach to producing and educating animation in a few animation festivals in some Arab counties
272 Challenges Facing the Arab Animation Cinema
achievable if Arab animation filmmakers and pro- Shafik, V.: Arab Cinema History and Cultural Identity,
ducers make universal stories that are suitable to 2nd edn. The American University in Cairo Press,
Cairo (2007)
everyone in the world. It is worth mentioning that Stevens, D.: Animated Retelling of the Birth of Islam. New
a number of animated films from Arab countries York Times [online], 13 Nov. Available at: http://
found that the best way of making low-budget movies.nytimes.com/2004/11/13/movies/13prop.html?
animated films/clips was to distribute them for _r¼0 (2004). Accessed 26 Jan 2012
Without borders [Bila Hodoud]: [TV program] Aljazeera
free via the Internet and social media such as Channel, 10 Apr 2009. 10:30 (in Arabic) (2009)
YouTube, Vimeo, Facebook, and other social
media networks. The number of Arabic online
videos increased greatly during and after the
recent Arab revolution, the “Arab Spring” in Character - Avatar
2011. This recent revolution gave Arab artists
the freedom of expression to discuss whatever ▶ Interacting with a Fully Simulated Self-
subjects they wanted to, including the political Balancing Bipedal Character in Augmented and
issues which attract a large number of audiences Virtual Reality
and received international channels’ attention
such as CNN, France 24, ABC News, Aljazeera,
and other international channels, during the Arab
Spring. Character AI
control systems. In scripting environments, the virtual characters evolve can be a very complex
required animations are generated by writing a process.
script in the animation language. This means that Based on the aforementioned difficulties that
a user must learn the animation scripting lan- inexperienced programmers can face, this paper
guage. Such systems typically allow scenes and introduces a simple, easy-to-use, scripting envi-
objects to be described, along with their relation- ronment for animating virtual characters, which is
ship with each other. Among other advantages, based on a small number of scripting commands. C
they require no user interface and can therefore The scripting environment presented (see Fig. 1),
be implemented as cross-platform solutions. which is called CHASE, provides a user with the
ability to script the action of a character as well as
to script possible interaction between a character
Introduction and objects that are located within the virtual
environment.
Character animation can be characterized as a In order to implement CHASE, the following
complex and time-consuming process. This is parts were developed. Firstly, identify the basic
especially true when animating virtual characters actions that a character should be able to perform
based on key-frame techniques, as this requires and also generate the basic scripting commands.
prior knowledge of software solutions. Moreover, Secondly, a number of parameters that should
artistic skills are also required since the virtual allow the user not only to synthesize the required
character should animate as naturally as possible. motion of a character but also to gain a higher
In order to avoid time-consuming processes in level of control of each action of the character
animating virtual characters, motion capture tech- were defined. By using a reach number of motions
nologies now provide high-quality and realistic that a character can perform, as well as by associ-
animated sequences. This is possible because the ating these actions with specified keywords, a
ability to capture real humans in the act of motion dataset is created. The input commands
performing is achieved through the provided are handled by a number of developed back-
required motions. The advantages of motion cap- ground algorithms, which are responsible for
ture techniques are numerous, especially in the retrieving the desired motions and synthesizing
entertainment industry. However, the captured the requested actions of the character. During the
motion data, itself, is not always usable, since application’s runtime, CHASE synthesizes the
virtual characters should be able to perform tasks requested motion of the character and displays
in which the required constraints are not always the final animated sequence.
fulfilled. Thus, methodologies that retarget The remainder of this paper is organized as
(Gleicher et al. 1998), wrap (Witkin et al. 1995), follows. The section “Related Work” covers related
blend (Kovar et al. 2003; Park et al. 2002), splice work in character animation by presenting previous
(Van Basten and Egges 2012), interpolate (Kovar solutions for animating virtual characters that are
et al. 2002; Mukai and Kuriyama 2005), etc., the based on interactive or automatic techniques. Pre-
motion data have become available to help the viously developed scripting environments for the
animators to create the required motion animation of virtual characters are also presented
sequences. In addition to the motion synthesis and discussed. A system overview of CHASE is
techniques that are based on software solutions, presented in section “System Overview.” The
animating a virtual character through program- script commands, possible parameters, and addi-
ming is also difficult. This is especially true in tional functionalities that have been developed for
cases where animators, artists, and students do not CHASE are presented in section “Scripting Char-
have the required programming skills. Hence, ani- acter Animation.” Finally, conclusions are drawn
mating virtual characters in order to visualize and potential future work is discussed in section
ideas and generate simple scenarios in which “Conclusions and Future Work.”
276 Character Animation Scripting Environment
environment. Other methods (Thiebaux to script such actions as gestures and postures.
et al. 2008; Kapadia et al. 2011; Shoulson This methodology, which is based on the formal
et al. 2013), which can be characterized as semantics of dynamic logic, provides a solid
scenario-based character animation systems, pro- semantic foundation that enriches the number of
vide automatic synthesizing of a character’s actions that a character can perform.
motion based on AI techniques. The majority of previously developed scripting
In the past, researchers developed scripting environments and markup languages provide only C
languages and systems in the field of embodied specific actions that a character can perform. An
conversational agents. The XSAMPL3D additional limitation is the inability of such systems
(Vitzthum et al. 2012), AniLan (Formella et al. to enhance a character’s synthesized motion. There-
1996), AnimalScript (Rößling and Freisleben fore, a user always receives a lower level of control
2001), SMIL-Agent (Balci et al. 2007), and of the synthesized motion of a character. Moreover,
many others enable a user to script a character’s in cases in which a user must generate an animated
actions based only on predefined command. sequence where many characters will take part, a
Among the best known markup languages for great deal of effort will be required due to the
scripting the animation of virtual characters are difficulty of scripting multiple actions for multiple
the Multimodal Presentation Markup Language characters. This is especially true for users who wish
(Prendinger et al. 2004), the Character Markup to generate a sequence with animated characters, but
Language (Arafa et al. 2003), the Multimodal are inexperienced in programming.
Utterance Representation Markup Language These difficulties are overcome in the pre-
(Kranstedt et al. 2002), the Avatar Markup Lan- sented scripting environment. Firstly, instead of
guage (Kshirsagar et al. 2002), the Rich Repre- enabling a user to script an animated character
sentation Language (Piwek et al. 2002), the based on XML-related formats, a simplified
Behavior Markup Language (Vilhjalmsson et al. scripting environment with its associated scripted
2007), and the Player Markup Language (Jung language, which is based only on three com-
et al. 2008), which were developed for controlling mands, is introduced. Secondly, since a character
the behavior of virtual characters. should be able to perform concurrent actions, a
The representation of all previously mentioned simple extension of the basic command handles
languages is based to an XML-style format that this. Therefore, the user achieves a higher level of
allows users to script tasks featuring virtual char- control of a character’s action. Moreover, in cases
acters. However, these languages focus more on where a user must animate more than one charac-
communicative behavior such as gestures, facial ter simultaneously, one can specify the character
expression, gaze, and speech of virtual reality that should perform the requested action by
characters, instead of providing functional char- adding an additional method to the existing com-
acters that can generate scenario-related animated mand for a character. Finally, in cases where a user
sequences. must generate an animated character in a multitask
Various solutions that are similar to the pre- scenario, by simply specifying the row in which
sented methodology were proposed previously for the task should appear, the system will synthesize
the animation of virtual characters based on the tasks requested automatically.
scripting commands. StoryBoard (Gervautz et al. We assume that the described unique function-
1994) provides the ability to integrate a scripting alities that are implemented in CHASE will enable
language into an interactive character animation a user to synthesize compelling animated
framework. Improv (Perlin et al. 1996), another sequences in which a variety of virtual characters
framework with which to create real-time are involved. Hence, in view of the simplicity of
behavior-based animated actors, enables a user the developed commands, in conjunction with the
to script the specific action of a character based associated parameters, the proposed methodology
on simple behavior commands. STEP (Huang is quite powerful in comparison with the previous
et al. 2002) framework provides a user the ability solution. In addition, the easy-to-use and easy-to-
278 Character Animation Scripting Environment
remember commands make the presented capabilities, and examples of scenes can be
scripting environment effective, especially for found on the CHASE project page.
users who are inexperienced in programming.
Third-Party Implementations
A number of techniques and libraries are used to
System Overview construct CHASE. CHASE uses the Recast/
Detour library (Mononen 2014) for the path-
This section briefly describes the proposed sys- finding process and collision avoidance with the
tem. Specifically, a variety of background algo- environment. Concurrent actions are generated
rithms are responsible for recognizing the input based on a simple layering methodology similar
commands and synthesizing the motion of a char- to the one proposed in Oshita (2008). Finally, a
acter. The developed background algorithms com- similar (Lang 2014) full-body inverse kinematics
municate with the animation system, which is solver was implemented to handle the postures of
responsible for generating a character’s motion, a character while interacting with objects located
as well as with a path-finding methodology to within the virtual environment.
retrieve the path that the character should follow
when a locomotion sequence is required. Finally,
CHASE synthesizes and displays the requested Scripting Character Animation
motion sequence. Figure 2 represents the
procedure. Developing scripting commands for animating a
virtual character can be characterized as a com-
Interface plex process since a virtual character should be
The interface of CHASE (see Fig. 1) is character- able to perform variety of actions. In this section,
ized by its simplicity. In its current implementa- the identifications of the basic scripting com-
tion, it consists of a scene panel that displays the mands that are necessary to enable the virtual
resulting animations, an edit mode panel to edit character to navigate and interact within a virtual
the input objects, a progress bar that shows the environment are presented. Moreover, by intro-
progress of the displayed animation, a scripting ducing additional methods called by the main
box, and a few buttons for use in building, scripts, the system generates concurrent actions
playing, and clearing the written scripts. Finally, of a character, as well as animates multiple char-
buttons that save the scripted code and export the acters simultaneously. Finally, an additional func-
generated animated sequences are also provided. tionality of CHASE for scripting multitask
A downloadable version of the presented sys- animated sequences for the generation of
tem, documentation specifying all of its scenario-related animated characters is presented.
CHASE
Path Finding
Background Final Motion
Input Command
Algorithms
Animation
System
there are numerous possible interactions between A simple example of this capability of the
a character and an object. If a character is asked to commands illustrates this. While using the do
interact with an object, various actions can be (parameters) command, the user may request that
generated. Even if it is possible to associate only either the body part or the duration parameter
actions with specific body parts of a character in or both of these be filled. In any case, the system’s
a preprocessing stage, there are also possible var- decision in generating the requested motion is not
iations of the required actions. These variations influenced by other factors since it is capable of
may be related to the character’s body or to the recognizing the correct form of the scripted com-
duration of the display of the action. For example, mand in all of the aforementioned cases.
scripting a character to kick a ball may also The three commands that are examined in this
require specifying the foot that should perform paper in conjunction with the associated parame-
this action. Moreover, asking a character to ters that can be used to animate a virtual character
knock a door may also require specifying the are summarized in Table 1. In addition, a small set
duration in the knocking. For that reason, four of possible keywords that the user could employ
different parameters have been defined. The first in order to animate virtual characters is presented.
two parameters (object name and interaction mod- It is assumed that an additional control parameter
ule) are mandatory. They indicate the object that for the synthesized motion could be quite benefi-
the character should interact with and the interac- cial, since it enables the user not only to animate a
tion module that should be generated. However, character but also to force the system to synthesize
depending on the user’s requirements for generat- the user’s actual wish. Complete documentation
ing a specific action, two more optional parame- of all possible actions that can be synthesized by
ters could also be inserted. The first one (body the character can be found in the CHASE
part) enables the user to choose which of the webpage (URL omitted for review purposes).
character’s body parts should perform the
requested action. In the current implementation, Scripting Concurrent Actions
the user is permitted to choose the hand or foot Virtual characters, such as humans, should be able
that will perform the action. The second parameter to perform more than one action simultaneously.
(duration) enables the user to choose the time This section presents the scripting process for
(in seconds) required for the requested action. concurrent actions that a character can perform.
Based on the possible parameters that each The concurrent action functionality is based upon
command could receive, the following should the ability to specify the body part that should
be noted. Firstly, while the user did not specify perform the action in conjunction with the base
any optional parameter for a scripted command, action that has been requested. The concurrent
the system generates the required action taking action lies between the do(parameters) and either
into account a predefined set of parameters that the goTo(parameters) or the interactWith(param-
are associated with each action of the character. eters) commands. Specifically, to have a character
For example, if a user requests that a character perform concurrent actions, the do(parameters)
kick a ball, the system will display only a single command is attached to either the goTo(parame-
kick by the character. The reason is that a ball ters) or the interactWith (parameters). A simple
kicking action is defined as to be performed example follows. To cause a character to perform
only once to avoid synthesizing meaningless a motion, such as waving its hand while walking
and repeated motions. Secondly, it should be to a target position, the system permits the user to
noted that each optional parameter is indepen- script the desired walking motion of a character
dent. This means that the user is not required to and to request the additional motion that the sys-
specify all of the optional parameters provided tem should generate. Hence, the previous example
by each command. Therefore, the user may can be requested simply by scripting goTo(target,
control specific components of the requested walk).do(wave hand, handR). Thus, by permitting
action. the user to generate additional actions of a
Character Animation Scripting Environment 281
Character Animation Scripting Environment, Table 1 Commands and associated parameters that can be used in
CHASE to request an action by an animated virtual character
Commands Parameters Parameter examples
do(parameters);
do(action); Action Wave hand
dofaction, target); Jump
dofaction, duration); Walk C
dofaction, body part, target); Kick
dofaction, body part, duration); Etc.
Target Vector3 (x,y,z) object name
Duration Time in seconds
Body part HandR
HandL
FootR
FootL
UpperB
LowerB
goTo(parameters);
goTo(target); Target Vector3 (x,y,z)
goTo(target, motion style); Object name
Motion style Walk
Run
Jump
Walk back
Etc.
interactWith(parameters);
interactWith(object name, interaction module); Object name Any object’s name contained in the
interactWith(object name, interaction module, body part); scene
interactWith(object name, interaction module, duration);
interactWith(object name, interaction module, body part,
duration);
Interaction Kick
module Punch
Grasp
Sit
Open
Close
Etc.
Body part HandR
HandL
FootR
FootL
Duration Time in seconds
more than one character simultaneously. This is assigned a different index value of the task array.
achieved by attaching an additional command to A simple example of generating the actions of two
one of the three basic commands, called different characters appears in Algorithm 2. How-
characterName(parameter). This command spec- ever, a user should be able to animate virtual
ifies the character that should perform an action, characters simultaneously in multitask scenarios.
permitting the user to control multiple characters, This is achieved in CHASE by using a
in cases where more than one character partici- two-dimensional array named tasks[index]
pates in the animation process. A simple example [index]. In this array the first index value repre-
of forcing a specific character to perform an action sents the row in which each action in generated,
follows. Consider a character named Rudy who is whereas the second index value represents the
required to walk to target. This procedure could be number of the character. It should be noted that
called by simply scripting goTo(target). each character should be represented by the same
characterName(Rudy). index value while developing a multitask sce-
nario. Hence, the background algorithms that are
Scripting Multiple Tasks implemented recognize and generate the
In scenario-related sequences that involve virtual requested tasks as separate entries. This enables
characters, the latter should be able to perform a the user to animate a number of characters simul-
variety of tasks one after the other. Thus, this paper taneously. A simple example in which there are
presents a method to script multiple tasks, such as two characters in a multitask scenario appears in
enabling a user to synthesize long animated Algorithm 3. It should be noted that a multitask
sequences. Generally, the tasks that a character scenario where multiple characters evolve in a
can perform are characterized by their linearity. general form can be represented as an array that
Specifically, a task begins while a previous task is has a dimensionality equal to M N, where
completed, and the procedure continues until there M denotes the total number of characters evolving
are no other tasks for a character to perform. in the multitask scenario and N denotes the total
Based on the foregoing, a multitask scenario in a number of tasks that a character should perform.
general form can be represented as components of
an array that has a dimensionality equal to N 1,
where N denotes the total number of tasks that a Conclusions and Future Work
character should perform. By assigning each of the
actions an array called task[index], a user can gen- In this paper, a novel scripting environment,
erate long animated sequences. This is achieved by called CHASE, for use in animating virtual char-
allowing the user to assign singe tasks at each index acters was presented. CHASE enables a user to
value of the task array. A simple example of a request a variety of actions that a character can
multitask scenario appears in Fig. 3, as well as in perform by simply using three commands. Each
the accompanying video. Its scripting implementa- command, which receives a variety of parameters,
tion is represented in Algorithm 1. is associated with specific actions that the charac-
It is quite common in multitask scenarios to ter is able to perform. Moreover, the commands
involve multiple characters. Two different communicate with a variety of background algo-
approaches can be used in CHASE to script rithms that are responsible for generating the
more than one character simultaneously in a mul- actions requested of the character. In addition to
titask scenario. The first approach animates each the scripting commands, by introducing three
character one after the other. This means that the additional functionalities, the user is able to script
action required of a characterB is generated after concurrent actions of a character, multiple charac-
the action of a characterA has been completed. ters at the same time, and multitask scenarios in
The reason is that each task of the characters order to generate scenario-related sequences that
taking part in the multitask scenario have been involve animated characters.
Character Animation Scripting Environment 283
Character Animation Scripting Environment, Fig. 3 A multitask scenario generated by using Algorithm 1
284 Character Animation Scripting Environment
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286 Character Artificial Intelligence
Character Artificial Intelligence, Fig. 1 C4 architecture (Isla et al. 2001; Burke et al. 2001)
representation especially for terrain and space is through and reach the object without any collision
called a world representation (WR). By using KR with other objects, it means that the character can
and WR information, a character can recognize its see the object. This is the principle behind visual
present situation. sensors.
Perception AI involves sensor modules for In stealth-based games in particular, perception
performing specific simulations and may include AI is very important. Stealth-based games are
five modes for representing the five human senses. games in which the player generally breaks into
Visual sensors are the most important in digital a building while hiding from enemies. All ene-
games because the human player’s actions also mies have vivid perception AI. For example, in
depend on the player’s sight. In general, the visual Splinter Cell: Conviction (Ubisoft 2010), each
sensors of a character have visual regions called enemy has a field of view in the shape of a coffin
“field of vision,” as shown in Fig. 2. When an because this shape is very useful for being able to
object enters the field of vision, one or multiple see the deepest and farthest region of narrow
rays are casted onto the object. If the ray can go rooms. In Final Fantasy XV (SQUARE ENIX
288 Character Artificial Intelligence
Character Artificial
Intelligence,
Fig. 2 Vision sensor with a
field of view
Character Artificial
Intelligence,
Fig. 3 Sound propagation
2016), each character has two visual regions coming from the origin. Furthermore, in some
consisting of a forward circular sector and a back- stealth-based games, as shown in Fig. 3, sound-
ward circular sector. The forward circular sector propagation simulations are performed to confirm
can recognize objects clearly, whereas the back- the existence of a sound path through space from
ward circular sector has ambiguous recognition the origin to a character by connecting the edges
functions for vaguely noticing objects. of walls. Moreover, in Sprinter Cell: Blacklist,
To implement hearing, the easiest way sound propagation was implemented. The
involves the use of a spherical sound source with shortest path for sounds is calculated by
a certain radius around a character. This sphere is connecting the edges of walls (Walsh 2014). In
used to determine if a character can hear the sound Hitman (Io-Interactive 2016), sound propagation
Character Artificial Intelligence 289
is calculated via diffraction and transparency machine methods are suitable for describing a
(Rørbech 2015). character’s behavior and its transitions in 3D
And typical collision or overlapping sensors space. Many game developers made original
are used for character’s touching to objects. state-machine GUI tools, and some middlewares
were supported by AI middleware companies. For
example, character AI in Uncharted 2: Among
Decision-Making for Game Characters Thieves (Naughty Dog, LLC, 2009) is based on C
a state-machine system (Gregory 2009) (Fig. 5).
The decision-making algorithms used in digital Utility-based algorithms represent a method
games can be classified in seven types, namely for selecting one option from many by calculating
rule-based, state-based, behavior-based, task- their value. For example, a character may have
based, goal-based, utility-based, and simulation- many actions that they could execute in a given
based algorithms (Fig. 4). situation. The character’s AI selects one action out
In the 1980s, almost all games used rule-based of all possible actions by calculating their
algorithms to control characters, as in, if the corresponding utility value. Utility can alternately
player’s position is to the right, then go left. mean “effectiveness” or “evaluation value.”
Some rules were prepared, and one rule was Behavior-based algorithms began to be used
selected to be executed after evaluating all rules. for character AI in Halo 2 in 2004 (Isla 2005a,
Even now, rule-based algorithms are very popular b). In Halo 2, a new method called “behavior tree”
for small- and middle-size (sometimes even big- was developed for character AI by Damian Isla,
size) games. For example, The Sims 3 (Maxis the AI lead of the game. A behavior tree is a
2009) uses rule-based methods to control NPCs hierarchical acyclic directed tree that originates
(nonplayer characters) by preparing and executing from a root and reaches behaviors, as shown in
multiple action rules (Evans 2010). Fig. 6 An advantage of behavior trees is their
In the 1990s, especially in the first 3D games, scalability, by which users can modify a behavior
state-machine methods became popular. State- tree without having to perform complex
operations. When one state is added to a state employ a “random rule” execute one node
machine, all the connections between the new selected at random.
state and old states must be considered. However, Goal-based algorithms began to be used in
when one node is added to a behavior tree, only 2004. For example, F.E.A.R. uses goal-oriented
the local structure around the new node has to be action planning (GOAP). GOAP is a kind of
considered. Behavior trees have become the most STRIPS (Stanford Research Institute Problem
popular algorithms in the game industry. In more Solver) developed in the 1970s. Usually, this
than 70% of big-size and mobile games, at least solver is used for making long static plans. How-
one behavior tree is used. ever, Jeff Orkin applied STRIPS to the real-time
Behavior trees have a layered architecture. planning of characters’ actions by chaining many
Each layer of a behavior tree has several child actions, which are described by a precondition, an
nodes and one selection rule. Each layer action, and a postcondition, to produce a long
selects nodes to be executed via the selection actions plan (Orkin 2005, 2006).
rule. First, for each behavior, the tree judges Task-based algorithms are the most promising
whether it is possible to execute that behavior for the future of game AI because they can be used
or not under the current situation, and the to develop the most complex thinking patterns for
nodes that are deemed unfeasible to become character AIs. Hierarchical task networks (HTNs)
active are removed from the selection process. are decision-making algorithms for making plans
Then, nodes are selected based on rules similarly to node networks. They were developed
applied to the remaining ones. Based on the in academic research in the 1990s (Russell and
selection rules, the selection process unfolds. Norvig 2016b). HTNs have domains and
For example, a layer with a “sequence rule” methods. A domain means a collection of tasks,
executes its nodes in a certain order according which represents a region of a problem. Methods
to priority. On the other hand, layers with a divide one task into smaller tasks in a domain.
“priority rule” attempt to execute only one HTNs have hierarchical methods and domains.
node with maximum priority out of all the A task which can be resolved into subtasks further
nodes that could become active. Layers that by its method is called a composite task, and a task
Character Artificial Intelligence 291
which cannot be resolved further is called a prim- tree tools made by different game companies, and
itive task. Killzone 2 and 3 (Guerrilla games, many game engines contain proper decision-
2009, 2011) used HTNs (Straatman et al. 2009, making tools.
2013; Champandard 2008), and a few other com-
panies used them.
Simulation-based algorithms are used for solv- Memory and Knowledge Representation
ing complex problems that cannot be transformed
into more easily solvable problem. In such cases, A character’s AI stores information on its mem-
simulation-based methods are very effective. For ory. The information stored in this memory can
example, when an AI car goes through a narrow have many knowledge types, which are referred to
cave, it tests some combinations of turns and as knowledge representations (KRs), as explained
accelerations to find the best combination for in the section “Perception AI.” Any knowledge
moving smoothly. has a form of KR.
Although there are seven types of decision- For game characters, it is difficult to recog-
making algorithms, only one or two algorithms nize terrains, objects, or facts in the game by
are used in each game. The design of decision- themselves. Knowledge representations of all
making systems and tools is done by engineers, the things that a character must recognize are
whereas implementing decision-making thinking prepared during game development so that
using those tools is done by the game designer. characters can recognize the game world
For example, there are many different behavior via KRs.
292 Character Artificial Intelligence
A character’s memory is basically a collection manager, and each witness of that fact has a ref-
of variables. However, in highly developed AIs, erence to the event stored in the event manager.
memory must be formatted via KRs. Each event has a reference counter that indicates
For example, in Halo 2, some objects have the number of witnesses who remember the fact.
“affordance” information (Isla 2005b). When a witness is killed, the reference counter is
Affordance is a concept that indicates possible reduced.
activity. It is a term used in cognitive psychology
for concepts such as eatable, movable, breakable,
and so on. If the KR of an object is “movable,” the Conclusion
character recognizes that the object can be moved
by referring the object’s KR. Character AI represents one of the cores of a
In F.E.A.R., the KR of characters is more digital game’s AI. Many AI and robotics technol-
sophisticated and is called a World Memory Fact ogies are integrated in character AI technology.
(WMF). A WMF has a unified data structure During the early stages of character AI develop-
(Orkin 2005): ment, many robotics technologies were
employed. However, the speed of the technical
WorkingMemoryFact progress of character AI has been very fast, such
{
that AI technologies originally taken from robot-
Attribute<Vector3D> Position
Attribute<Vector3D> Direction ics have been developed in the game industry
Attribute<StimulusType> Stimulus more than in the robotics industry. In the near
Attribute<Handle> Object future, character AI techniques developed in the
Attribute<float> Desire
game industry will be used in fields involving
...
float fUpdateTime digital characters other than gaming. Further into
} the future, more learning or evolution systems will
be introduced and partially replace these decision-
Attribute<Type> making systems.
{
The reason for this is that character AI can be
Type Value
float fConfidence simulated in a game world without involving real
} bodies and avoiding physical troubles. Thus, a
game world can be regarded as a cradle where
(This is C++ code to define the WMF data characters can be developed at a fast speed.
type. Each piece of information has a confidence
value.)
Another notable example is Gunslinger (2002, References
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noon. This fact is remembered by an event mark of SQUARE ENIX CO., LTD. (2016).
Children Privacy Protection 293
preferences for a toy, under the assumption that daughter’s conversations without parental con-
the toy has published an accurate privacy policy sent, in violation of the COPPA in the United
and complies with it in a privacy protection engine States. Serious concerns about privacy and data
attached to the toy. security are raised by the personally identifiable
information (PII) that is collected by these smart
toys. These concerns are crucial since collected
Privacy Protection Laws data involves sensitive children’s information
(Tang and Hung 2017).
Referring to the direction of the United States
Federal Trade Commission (FTC), Children’s
Online Privacy Protection Act (COPPA 1998), Privacy Consequences and Precautions
and the European Union Data Protection Direc-
tive (EUDPD), a child is an individual under While smart toys provide new educational and
the age of 13 years old (Hung 2015). Children entertaining values, experts have warned con-
privacy protection aims to protect children’s per- sumers of the data security and privacy issues of
sonal information, which is particularly sensitive, these toys. A recent United States Senate report
especially when associated with their real identity. (Nelson 2016) states that these toys may gather a
Children provide a unique user base which child’s personal information, which may poten-
requires special attention in several key areas tially cause serious consequences such as identity
related to their privacy (Hung et al. 2016). In theft. Parents should be aware of the information a
general, children do not understand the concept toy is collecting about them and their child. For
of privacy, and hence, they tend to disclose as most parents, it is difficult to evaluate policies
much information to people they can trust regarding data collection and use since they are
(Rafferty et al. 2017). In this context, the not usually experts with respect to data privacy
COPPA indicates that to protect children privacy, and security. However, parents must find a way to
a child’s personal information cannot be collected reject smart toys that do not provide information
without parental consent. about how a toymaker collects, uses, and secures
their children data.
United States are concerned about their children’s Hung, P.C.K., Fantinato, M., Rafferty, L.: A study of
online privacy, some of the main concerns being privacy requirements for smart toys. The 20th Pacific
Asia Conference on Information Systems (PACIS
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are collecting about their children’s online Nelson, B.: Children’s Connected Toys: Data Security and
behavior. Privacy Concerns. Office of Oversight and Investiga-
tions Minority Staff Report, US Senate Committee on
Commerce, Science, and Transportation (2016)
Rafferty, L., Hung, P. C. K., Fantinato, M., Peres, S. M.,
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parents to restrict the content the children can
provide to the toy. The children privacy protection
aims to enable the parents or guardians to be in
control of their child’s privacy by specifying their
privacy preferences, under the assumption that the
Children Protection Engine
toy has published an accurate privacy policy and
▶ Children Privacy Protection
complies with it in a privacy protection engine
attached with the toy (Salgado et al. 2017).
Cross-References
Children’s Games, from Turtle
to Squirtle
▶ Children Privacy Protection
Krystina S. Madej
▶ Smart Toys
Georgia Tech, Atlanta, Georgia, USA
▶ Toy Computing
COPPA: Children’s Online Privacy Protection Act of 1998, We are acutely aware that children use media all
United States Federal Trade Commission. [Online]. day, every day and that a part of that use is playing
Available http://www.coppa.org/coppa.htm (1998) video games. Today four out of five US house-
Fantinato, M., Hung, P.C.K., Jiang, Y., Roa, J., Villarreal, holds own game consoles (Lofgren 2016) and in
P., Melaisi, M., Amancio, F.: Perceived innovativeness
and privacy risk of smart toys in Brazil and Argentina. 2017 sales of children’s mobile games alone are
The IEEE 51st Hawaii International Conference on expected to reach $2.2 billion (Children’s Mobile
System Sciences (HICSS-51), Big Island, Hawaii, 3– Game n.d.). In 2013, 38% of children who were
6 January 2018 2 years old used mobile devices; in the two previ-
Hung, P.C.K.: Mobile Services for Toy Computing. The
Springer International Series on Applications and ous years, the rate of use for two to four-year-olds
Trends in Computer Science. Springer, Switzerland climbed from 39% to 80% (Rideout 2013).
(2015) Now a 91 billion dollar business worldwide
296 Children’s Games, from Turtle to Squirtle
(2016) (Fuscaldo 2016), video games were first of playing games, whether with older siblings,
developed barely 60 years ago. Adults have long parents, or other children, and the nature of some
used children’s games to entertain as well games that can be played across age groups. Too,
as educate. Plato’s comments in The Republic children are precocious – their nature is to chal-
(380 bce) on the value of structured play for devel- lenge themselves with new things; they seldom
oping young children into socially responsible and stay within their age category for long for any
well-adjusted adults, John Locke’s entreaty in Some activity. As an important market, children have
Thoughts Concerning Education (1693) to make been a motivating force in the evolution of game
education entertaining because children “love to genres. While not all genres are covered in
be busy, change and variety are what they delight the following history, those discussed are repre-
in; curiosity is but an appetite for knowledge,” and sentative of innovations in technology and shifts
John Dewey’s proponing in Democracy and Edu- in interest that have encouraged change. These
cation (1922) that children learn best through expe- include early educational and arcade style
rience, demonstrate to us society’s ongoing desire to games, handheld games, massive multiplayer
take advantage of children’s proclivity to learn as online games, active games, augmented, virtual,
they play (Madej 2016). It’s not surprising then that and mixed reality games. Our trajectory takes us
children’s video games had their start with a desire from the first LOGO Turtle to today’s augmented
to use technology to benefit learning. It is also not reality Pokémon Go Squirtle.
surprising that, on their own, children prefer to
accentuate entertainment over education.
Since the late 1960s, when the first program- 1960s: The Very Beginnings – LOGO and
ming language for children was developed at MIT, Education Through Constructive Play
until today’s mixed reality applications, games for
children have travelled a continuum committed to Computer play environments developed specifi-
both learning and entertainment objectives. The cally for children date back to Seymour Papert and
brief history that follows shows children’s games LOGO, the programming language released in
as evolving from two different beginnings: com- 1967 that he and colleagues developed at MIT.
puter applications with educational objectives for Papert had studied with the child psychologist
specific age groups and computer and console Jean Piaget in Switzerland and considered the
games designed to entertain a wide audience. computer an ideal tool for learning by doing.
The differentiation between children’s and adult’s Using LOGO, children as young as three con-
games is difficult to establish because of chil- trolled a “Turtle” to create graphics (Fig. 1)
dren’s facility with technology, the social nature (Blikstein n.d.). The program proved to help
Children’s Games, from Turtle to Squirtle 297
Children’s Games, from Turtle to Squirtle, Fig. 1 (a) First Turtle. (b) Buttonbox for preschoolers. (c) LOGO graphic
children learn complex notions qualitatively, catalog. One of its popular school offerings, Ore-
more deeply, and with less effort (Papert et al. gon Trail (1978), a game about settlers who made
1979). Papert’s work was highly influential and the difficult pioneer journey from Independence,
encouraged the use of computers and software Kansas to the Willamette Valley in Oregon,
programs as a supplement to work in schools. became a notable success when it was released
LOGO spawned a number of research innova- to the general public as a game title in 1985
tions that moved out of education and into enter- (Wong 2017). Other programs that became
tainment including LEGO Mindstorms, a robotic popular included DinoPark Tycoon (1993) and
system of LEGO bricks that had children building StoryWeaver (1994).
robots with motors, lights, and sensors. In 1972, the first home console system, Odys-
sey Home Entertainment System, offered enter-
tainment games based on the simple mechanics
Early Interest in Education and of moving light blips across the screen with a
Entertainment controller. Plug-in programs changed how these
blips reacted to the control units and created dif-
Educators found that children were drawn to ferent games. Players attached gameboard over-
the active engagement computers offered and lays to the television screen and could play,
became interested in providing their students among other games, Tennis, Hockey, Football,
with subject-based programs to take advantage Cat and Mouse, and Haunted House (Fig. 2).
of this increased eagerness to learn. They were Educational topics were also included: players
supported by educational organizations such as could, for instance, learn the names of the US
the Minnesota Educational Computing Consor- states. Odyssey games included poker chips, play
tium (MECC), which developed statewide sys- money, and score cards that completed the game
tems for learning about how to use new play experience. The system inspired Atari’s
technologies and software applications for differ- Nolan Bushnell to create Pong, the popular
ent age groups, grade levels, and subject catego- game in which players use paddles to hit a ball
ries (For more information on MECC see Jancer back and forth (Winter 2013).
(2016). For a list of programs available through
MECC in 1983 see Atari Program Exchange
Catalog (1983)). To reinforce learning at home, Edutainment
MECC sold its school software to parents and by
1983 offered more than 150 subject-related appli- By the early 1980s, PCs began selling in the
cations for children age three-and-up in its annual millions and were being advertised as family
298 Children’s Games, from Turtle to Squirtle
Children’s Games, from Turtle to Squirtle, Fig. 5 Lil Critter helps his sister with her math, Arthur worries about his
spelling, Dr. Seuss’s ABC’s
and Jan Berenstain’s The Berenstain Bears Get in questions of game characters, unlocking secrets,
a Fight (1995), Dr. Seuss’s ABC (1995) – to an and overcoming obstacles to reach a goal.
audience who enthused about the new game-like As Spacewar! (1962) gave rise to all later action
interactivity in these stories. Game publishers games beginning with Pong, Adventure
soon adopted popular story characters to bring (1975) became the first text adventure game that
their appeal to education-related topics such as spawned all other text adventures. Popular in uni-
reading, writing, math, art, puzzles, and thinking versity and corporate intranets, Adventure was
(Fig. 5). initially created to be shared with children. Will
Crowther, the designer, writes “I decided I would
fool around and write a program that was a
Evolving Entertainment and re-creation in fantasy of my caving, and also
Edutainment for Computers and would be a game for the kids [his two daughters],
Consoles in the 1980s and perhaps some aspects of the Dungeons and
Dragons that I had been playing. . .. The kids
Entertainment games evolved along two main thought it was fun” (The origins of “Adventure,”
paths in the late 1970s – as arcade-action games Crowther n.d.).
and as text adventure games. In an arcade-action As the game market grew and as technology
game, although the game might consist of cause evolved, exploration in different game-like
and effect events, it did not require a story to be experiences for children increased. When Hyper-
successful. By the early 1980s, original Pong Card, an easy to use software programming tool
action had evolved and included: maze games – was introduced by Apple in 1987, Amanda
Pac-Man (1980), players needed to avoid four Goodenough used it to create Inigo Gets Out for
ghosts while eating up all the dots; platform younger children. This first graphical hypertext
games, called climbing games at the time – Don- lets children explore a space the cat Inigo inhabits
key Kong (1981), players jumped obstacles and and move the story forward by clicking not on the
enemies through four different levels; and simu- object of action (i.e., the cat), but on where the
lation games – Star Trek: Strategic Operations object needs to move. For instance, clicking at two
Simulator (1982), players had to defend the Star- birds will make Inigo jump at them. Published by
ship Enterprise from Klingon invaders. Voyager, the simple narrative opened the eyes of
Text-adventure games, on the other hand, were artists and designers, as well as writers, to the
based in story. Players achieved their goals not by possibilities of making their children’s stories
repeating arcade-type actions but by asking interactive (Fig. 6) (Madej 2007).
300 Children’s Games, from Turtle to Squirtle
While Goodenough, a writer, was creating with of their predicament, i.e., they could help Mary by
hypertext for young children, Roberta Williams, a bringing back her lost lamb (Fig. 7). When com-
game designer, was developing the first edutain- pleted successfully, the task was rewarded by a
ment graphical adventure game, Mixed-up Mother congratulatory animation/sound. In contrast to
Goose (1987), to entertain and educate her two Reader Rabbit published four years earlier, chil-
preschoolers. Williams had set up Sierra Online dren could visualize themselves in the story
with her husband Ken and they had created the through the avatar, could explore the space, and
10+ adventure series King’s Quest (1984). Based could interact with story characters. Other
in stories, many adapted from traditional fairy mechanics such as picking up the clue, dropping
tales or adventure tales, King’s Quest was the it off, and being rewarded by an animation were
first game to introduce third-person play; until based on existing types of actions. Together these
that time players played in the first person. The sets of click and point actions became character-
third-person position allowed the player an impor- istic of children’s games, and indeed of many
tant choice – to think about the character either as adult games.
her/himself, or as a separate character altogether In 1986, Walt Disney released The Black Caul-
(DeMaria and Wilson 2002). In Mixed-up Mother dron based on its animated film of the same name.
Goose young children play as one of eight char- The company made the game to be more child-
acters that searches for lost items throughout the friendly than other games of the time; designer
land and returns them to help story characters out Al Lowe simplified the game commands by
replacing the text parser with function keys to
make it easier for children to play the game, an
innovation not used again for a number of years.
Lowe followed the original story and provided
more decision-making choices by adding new
plot branches and six endings. Sierra’s expertise
in graphics made the game visuals more realistic
and appealing than the linear and stark graphics of
other games (Fig. 8) (Lee and Madej 2012).
Animated movies were a natural source for
Children’s Games, from Turtle to Squirtle,
children’s action-based games as their storylines
Fig. 6 Inigo Gets Out title screen already consisted of action that designers
Children’s Games, from Turtle to Squirtle, Fig. 7 Mixed-Up Mother Goose of the rhyme, Mary Had a Little Lamb
Children’s Games, from Turtle to Squirtle 301
Children’s Games, from Turtle to Squirtle, Fig. 8 Black Cauldron graphics (left) versus Dark Crystal graphics (right)
could mine. The puzzle game All Dogs Go to (1978) that had been designed to simulate real
Heaven (1989), the side-scrolling platform game world activities and provide players with a greater
Aladdin (1993), and the action-adventure Casper appreciation of the real life events. The success of
(1996) featured only action sequences rather than The Sims in 1990 and of Railroad Tycoon in 1993
the entire story. Live films were also used to encouraged the development of simulation games
inspire action adventure games suitable for chil- for children such as Harvest Moon (1997). In this
dren. As is the case with animated films, most game, children were responsible for allocating
games use the story plot only loosely to take their time to best maintain a farm that had fallen
players through action sequences. In The Karate in disrepair. They were provided daily tasks to
Kid (1987), for instance, the player uses karate complete, different environments to explore,
moves on four levels and ends with Master and, among other things, weather to contend
Miyagi congratulating him/her on learning the with. Simulation games such as this one were
moves needed to help Daniel successfully “learning in context,” and fit the genre, although
meet all the challenges (See a partial list of movies were not always labeled, edutainment.
made into video games at https://en.wikipedia. Such a learning simulation game that leads us
org/wiki/Category:Video_games_based_on_films, into the next topic, handhelds, is Nintendogs
Great video games based on movies n.d.). (2005). Handhelds are particularly suited to pro-
The first video game that featured animation as viding children a means to carry out set tasks in
polished as in animated movies was Disney Inter- real time. In Nintendogs, children take care of
active’s The Lion King Animated Story Book their pet dog on the Nintendo DS. Using the
(1995). Media Station, the developer, used break- touchscreen, they can train their dog, take it to
through technology and skillful editing to ensure the park, and wash and brush it. They can also
the original quality and continuity while affording record commands that the puppy should obey if it
interaction. Designed for children 3–8, the game has been trained correctly. A real-time simulation,
became popular with children as well as adults the action is based in the DS’s calendar and clock
who had enjoyed the movie. Other Interactive so, for instance, a puppy would grow hungry if not
Storybooks based on Disney animated films fed on time; the game provides feedback for act-
followed: Winnie the Pooh and the Honey Tree, ing responsibly toward a pet.
Pocahontas, The Hunchback of Notre Dame, and
Mulan, among others.
A game phenomenon that began in the 1980s Handhelds Prepare the Way
and grew to great popularity in the 1990s was the
simulation game. Simulation games had grown During the 1980s, handheld games gained tre-
out of educational games such as Oregon Trail mendous popularity. Small and easily
302 Children’s Games, from Turtle to Squirtle
transportable, they could be used anywhere from the popularity of its games rather than in any
the sofa to the car seat; playing video games no sophisticated technology. In comparison to its
longer kept children tied to computers at a desk or competitors, its green screen was blurry and
console – a large part of handhelds’ charm for graphics were unimpressive, yet it became the
both children and parents. Introduced at the begin- most successful video game system ever – hand-
ning of a new era, when parents trekked their kids held or otherwise – because of its strong stable of
from activity to activity in that other phenomenon notable games. It was released with what
of the time, the mini-van, handhelds became a part became the most popular game of all time, Tetris
of children’s everyday life and probably more (Melanson 2006), and then featured a wide spec-
than any other game technology were the deter- trum of game genres: puzzle games – Boxxle
minant of today’s generation of digital natives. (1990), adventure games – Who Framed Roger
Handhelds had their origin in the single game Rabbit (1991), historic action adventure games –
electronic devices of the 1970s, such as Auto Race Prince of Thieves (1991), sports games – Ultra
(1976) and Football (1977) made by the toy man- Golf (1992), fighting games –Street Fighter II
ufacturer Mattel. When Nintendo introduced (1995), pinball games – The Getaway: High
Game and Watch in 1988, a single game format Speed II (1995), racing games – Street Racer
with one small screen and two or four buttons, it (1996), and side-scrolling platform games – Toy
had similar simple game action that also chal- Story (1996).
lenged skills. The games were both educational Children enjoyed playing these games – par-
and entertaining: Flagman (1980) was a memory ents saw their children were not only occupied but
game in which the character on screen showed a were also learning new skills: a win-win situation
random number the player had to memorize and that helped establish playing handheld games as a
input into a series of squares. The format’s popu- go-to activity, one that translated readily to
larity was increased through games that featured playing games on mobile phones, when that tech-
well-known cartoon and video game characters nology became available.
such as Mickey Mouse (1981), shown in Fig. 9, The most recent iteration of mobile gaming
Popeye (1981), Snoopy (1982), Donkey Kong that continues children’s (and adults’) enthrall-
(1982), and Mario Bros (1982), who brought ment with this genre of game play is the Nintendo
their own background stories as context and back- Switch (2017), a hybrid console that can be played
drop for the games (RolyRetro 2016). on-the-go as a handheld or on a TV at home. It
The success of Nintendo’s next handheld sys- consists of a main unit with Joy-Con controllers
tem, Game Boy, introduced in 1989, is based on attached to each side that can be slid off so the
screen can be propped up on a table for one- or (MMORPGs), which, at the time, were consid-
two-player games. The Switch system also ered an adult genre. In 1996, Starwave Corpo-
includes a charging cradle so games can be played ration brought the genre to children 8+ with the
on a big-screen TV. The design allows for players game Castle Infinity. Entertainment video
to get the same basic experience regardless of how games had over the years stirred up considerable
they play (Thang 2018). controversy with addictive and violent game
play dominating the discussion; diverse opin- C
ions were held about the value of games for
The Internet Introduces Community to children. Multiplayer online games were
Children’s Games equally suspect. Castle Infinity promoted the
use of nonviolent ways of problem solving:
At the same time as handhelds were keeping chil- how to get rid of monsters who were threatening
dren enthralled in the world of desktop computers, the last of the dinosaurs in their home, the Cas-
the internet was changing into a user-friendly tle. Children used a password and a unique name
place that was opening up doors for gaming of a to join players around the world in coopera-
different nature. In 1994, Netscape Navigator tively saving the dinosaurs.
brought the graphical user interface to the general Into the fray of concern about online enter-
public and changed the face of the World Wide tainment The Disney Company launched an
Web both for adults and children. At the time, ambitious site for children, Disney’s Daily
edutainment CD-ROMs were at their height. As Blast (1997). The site offered parents a gated
children’s authors took advantage of the new tech- environment in which their children could con-
nology to create edutainment websites such as nect with each other safely. Attractively
Banph, Chateau Meddybemps, Fablevision, and designed to be child-friendly, the site offered a
Little Critter World-Wide Network (Fig. 10), changing range of stories, comics, arcade games,
based in their own work, the industry faltered and educational games for online play, either
and would never again be so financially success- alone or with chosen friends (Fig. 11). Multi-
ful. All of the activities CD-ROMS provided were player games included the musical activity
now available online, if perhaps not quite the Music Room Composer, in which children
same quality, for the cost of a service provider could compose and record music, share music
(Madej 2007). with friends who could comment on the compo-
Online access also popularized Massive sition, and play in jam sessions (Lee and Madej
Multiplayer Online Role-Playing Games 2012).
Children’s Games, from Turtle to Squirtle, Fig. 10 Chateau Meddybemps and Little Critter World-Wide Network
with games, puzzles, and stories
304 Children’s Games, from Turtle to Squirtle
Children’s Games, from Turtle to Squirtle, Fig. 11 Disney’s Daily Blast presented a child-friendly portal page to a
gated environment
By the 2000s, the major children’s publishers Minecraft, children 6+ decide for themselves
and media companies, from PBS Kids to National what to do and how to do it. They collect
Geographic Kids, realized the promotional oppor- materials available in the space and build what-
tunities of engaging children online, and created ever their mind can imagine. As online friends
sites that were based in children’s favorite charac- they can cooperate to build worlds together.
ters and stories such as Arthur, Caillou, Clifford,
Dragontales, and Sesame Street. These sites
offered learning opportunities through entertain- Changing Handheld/Mobile Landscapes
ment, although initially they did not offer a multi-
player environment. Mobile technologies brought the connectivity of
Today, many games are available in versions the internet to the portable handheld. Tablets
that can be downloaded from the Internet. The replaced desktops and laptop computers for chil-
sandbox game Minecraft (2010), for instance, dren in many homes. Their small size, portability,
which is now the second most popular game relatively low cost, and Wi-Fi connectability
after Tetris, can be purchased for single play or made them a practical device for playing favorite
can be played online with friends. A sandbox games, including online games, anywhere in the
game is an open-world game akin to playing home, or indeed, even away from home. The
with LEGO blocks and building objects or scenes, smartphone has quickly replaced even the conve-
only the number of blocks is limitless. In nience of the tablet for Wi-Fi access (Fig. 12)
Children’s Games, from Turtle to Squirtle 305
100%
90%
80%
Desktop C
48.7%
70%
60%
50%
40%
30%
Mobile & Tablet
20%
51.3%
10%
0%
Oct 2009 Oct 2010 Oct 2011 Oct 2012 Oct 2013 Oct 2014 Oct 2015 Oct 2016
Children’s Games, from Turtle to Squirtle, Fig. 12 Up from 2016, shown above, 2017 stats indicate mobile use
continues to increase. Mobile – 52.29%, Desktop – 43.29%, Tablet – 4.42%
(Mobile and Tablet Internet Usage 2016). It is learning to speak Spanish by saving trapped
useful to parents, engaging for their children, toys, they have access to hundreds of applications
and is ever present. Easy availability and mobility, through dozens of websites specifically for learn-
together with the fact that, like a handheld, a ing or identified as just-for-fun (during which
smartphone fits a child’s hands well and has a learning does go on). An example of a popular
responsive touch screen (tablets have this as (most downloaded game of all times) game is
well), makes it a most advantageous digital enter- Angry Birds (2009). A puzzle, turn-based game
tainment device for on-the-go parents who want to for ages 8+ in which cute birds aim to retrieve
occupy their children. In addition, game devel- their eggs from some greedy pigs, it has no new
opers have been assiduous in fulfilling parent’s types of interactivity, but does have engaging
requirements for educational games and chil- characters in fun and wacky side-scrolling
dren’s need for entertainment games both for gameplay (Cheshire 2011). Angry Birds has
IOS and android tablets. translated well into cross-media activities such
Mobile games for children, while limited by as children’s library programs and use in early
the speed of the technology and the size of a learning environments such as preschools. Cut
device’s memory, were initially not much differ- the Rope (2010), in which players must feed
ent from what children had available to them on a a little green creature, Om Nom, with candy they
desktop or laptop computer. A traditional edutain- retrieve from hanging ropes, requires more chal-
ment game for mobile devices, Brain PoP: lenging planning and dexterity in use of the touch
Today’s Featured Movies, for instance, uses inter- screen to cut the rope. It is also popular across
net connectivity to present a new set of movies media so that children have opportunities to trans-
each week about topics from math to social sci- fer their mobile knowledge to physical play
ence. Children choose their topic and accompany- (Fig. 13).
ing movie, watch, and then answer a pop quiz. Mobile devices have become very popular
Whether either at the behest of their parents or on with parents for very young children as well.
their own, children are learning the alphabet, Designers have put such technology as the touch
learning coding through puzzles and games, or screen to great advantage in games for them. In
306 Children’s Games, from Turtle to Squirtle
Children’s Games, from Turtle to Squirtle, this as for many other games, has provided players with
Fig. 13 Playing Cut the Rope on a smartphone requires real world artifacts for interacting with Om Nom
planning ahead and dexterity. Cross media marketing, for
Tangible Games
mats on which children could enjoy dancing to the Wii games were promoted for children as
music video game Dance Dance Revolution young as toddlers and games like Kirby’s
(1998), konga drums they could beat in Donkey Return to Dreamland were positively viewed as
Konga (2003), and guitar controllers they could family friendly because of their multiage, cooper-
strum in Guitar Hero (2005). Each of these inter- ative play. But toddlers and preschoolers found
faces required improving skills to reach the next the controls difficult, both in this and other
level of proficiency and provided for learning games such as Reader Rabbit Kindergarten in C
while playing. which any precision was required (Healy 2011).
While mixed reality appears to be a very recent Issues also arose when Microsoft introduced
phenomenon in children’s video games, it was the next motion capture device to come on the
first seen in Sony’s EyeToy:Play in 2003. Sony market, the Kinect (2010). Older children could
used an inexpensive webcam to literally put the engage in simulated action in games but problems
player into the game through motion capture existed with recognition of younger children
video. Players could dance, Kung Fu, wash win- because of their height, as well as with light
dows, play soccer, or box against themselves. levels, the amount of space required to play,
While EyeToy caught the imagination, it was dif- and recognition of movements (Kinect Sucks for
ficult to get the actions right to appear on the Little Kids 2012).
screen. This difficulty caused frustration. It Mixed reality games entered a new era when
wasn’t until the Wii console system, which they began to include either or both VR and
detected the player’s movement in three dimen- AR in their mix. Virtual glasses such as Google
sions, was introduced by Nintendo in 2006 that Cardboard, a simple, inexpensive version of a
motion capture gameplay became seamless and VR headset, became an asset in the development
enjoyable rather than frustrating. Both Wii arcade of immersive adventures for children. Edutain-
games and its narrative games used the technology ment benefitted in particular in games such
to advantage. In the medical drama, Trauma Cen- as Jurassic Virtual Reality (2014), in which
ter: Second Opinion, the player, as Dr. Derek Stiles, children go back to the time of the dinosaurs
sets broken bones, cleans and stiches wounds, and and can observe the creatures in their natural
simulates the use of a defibrillator during an emer- habitat from any angle. The ability to engage in
gency situation: he has to “shove the two controllers a very personal way within an environment
forward to shock [the] patient[s]” (Fig. 15) (Trauma makes learning immediate and takes edutain-
Center 2006). ment to a new height.
Children’s Games, from Turtle to Squirtle, Fig. 15 Wii Trauma Center requires players to simulate real-world action
308 Children’s Games, from Turtle to Squirtle
Children’s Games, from Turtle to Squirtle, Fig. 16 (a) colAR/Quiver character, (b & c) Toy Car RC’s Western World
brought to life through AR
In September 2013, colAR Mix, now called learning for children who search for
Quiver, was announced as an AR coloring expe- Charmander, Bulbasaur, or Squirtle (Fig. 17).
rience for children. This application let children While Rolling Stone says Pokémon GO is “a
bring characters they colored on pages printed free-to-play, location-based, augmented reality,
from the app to life in 3d when they are viewed multiplayer online mobile game that also sup-
through a tablet or mobile phone and added an ports its own custom wearable tech” (Davison
engaging new experience to traditional coloring 2016), more humanistically speaking, and more
(Fig. 16a). Each new MR application seems to to the point, through its enthusiastic embrace of
raise the bar for engagement: Toy Car RC engagement with the real world Pokémon GO
(2014) for children 6–8, follows the adventures shows how technology, story, and environment
of a small car named Wheely that is always can be joined effortlessly to engage us commu-
searching for an adventure. Once children print nally in an entertaining game that engages chil-
out and position target pages in a space, they set dren in learning.
Wheely on his journey and connect the real world
with a virtual world, either Candy Land or West-
ern World (Fig. 16b, c). Finally
The AR game Pokémon GO (July 2016)
brings us to the end of the trajectory of action In 2017, 60 years passed since the LOGO Turtle
games, at least for our present time frame. It is was first introduced to the world. Seymour
also where, for the moment, this brief history of Papert’s interest during the 1960s in creating a
games ends. Pokémon GO has taken what is the playful environment with computer technology
most used platform for games, the smartphone to benefit children’s learning continues to be
(which we carry with us everywhere), paired it pursued with vigor by the games industry
with well-loved and storied characters (which today. Through an unflagging continuance of
few, if any, of us have not heard of), and simply effort, and whether developing games solely
asks of players that they look around their natural either for learning or play, or developing games
environment to find and collect Pokémon and intended to do both, the different streams that
then share these collections with others. have evolved are exploring technologies as
Pokémon GO is currently being used for class- quickly as they are emerging and taking advantage
room assignments: children “Keep a log of where of new types of engagement to offer a mix of
they go, what they see, and what they are learn- learning experiences. While some may not see
ing as they play, including historic places and searching for Squirtle as beneficial to learning,
points of interest” (Gracey 2017). But a class- others have taken the idea, and exploited its poten-
room situation isn’t needed to spark interest in tial to engage a generation of children, many of
Children’s Games, from Turtle to Squirtle 309
Children’s Games, from Turtle to Squirtle, Fig. 17 Pokémon GO: Searching for Squirtle
which, have never been without a digital gadget in Gracey, L.: Pokemon GO: what education should be.
their hands. Retrieved at https://www.tcea.org/blog/pokemon-go/
(2017)
Great video games based on movies. Retrieved at http://
www.retrojunk.com/article/show/4718/great-video-
References games-based-on-movies (n.d.)
Healy, C.: Reader Rabbit Kindergarten (Wii) Game review.
Atari Program Exchange Catalog (Fall 1983). Retrieved at Retrieved at www.commonsensemedia.org/game-
https://archive.org/stream/Atari_Program_Exchange_ reviews/reader-rabbit-kindergarten-wii (2011)
catalog_Fall_1983#page/n33/mode/2up (1983) Jancer, M.: How you wound up playing the Oregon Trail in
Blikstein, P.: Seymour Papert’s legacy: thinking about learn- computer class. Retrieved at. https://www.smithsonia
ing, and learning about thinking. Retrieved at https://tltl. nmag.com/innovation/how-you-wound-playing-em-ore
stanford.edu/content/seymour-papert-s-legacy-thinking- gon-trailem-computer-class-180959851/ (2016)
about-learning-and-learning-about-thinking (n.d.) Kinect Sucks for little kids. . .. Retrieved at http://forum.
Cheshire, T.: In depth: how Rovio made Angry Birds a notebookreview.com/threads/kinect-sucks-for-little-kids.
winner (and what’s next). Retrieved at http://www. 681434/ (2012)
wired.co.uk/article/how-rovio-made-angry-birds-a-win Lee, N., Madej, K.: Disney Stories. Springer, New York
ner (2011) (2012)
Children’s mobile game industry revenue worldwide from Lofgren, K.: 2016 Video game statistics & trends who’s
2015 to 2017. Retrieved at https://www.statista.com/ playing what & why. Retrieved at http://www.
statistics/506130/children-mobile-game-revenue-global/ bigfishgames.com/blog/2016-video-game-statistics-and-
(n.d.) trends/ (2016)
Crowther, W.: The Crowther and Woods ‘Colossal Cave Madej, K.: Characteristics of Early Narrative Experience.
Adventure’ game. Here’s where it all began. . .. Retrieved Ph.D. Thesis. SFU Institutional Repository. Summit.
at http://rickadams.org/adventure/a_history.html (n.d.) sfu.ca/system/files/iritems1/8448/etd3328.pdf (2007)
Davison, J.: WTF Is ‘Pokémon Go,’ explained. Retrieved Madej, K.: Physical Play and Children’s Digital Games.
at http://www.rollingstone.com/culture/features/wtf-is- Springer, New York (2016)
pokemon-go-explained-20160711 (2016) Melanson, D.: A brief history of handheld video games.
DeMaria, R., Wilson, J.: High Score: The Illustrated His- Retrieved at https://www.engadget.com/2006/03/03/a-
tory of Electronic Games. McGraw-Hill/Osborne, brief-history-of-handheld-video-games/ (2006)
Berkley (2002) Mobile and tablet internet usage exceeds desktop for first
Donkey Kong 3: classic arcade game video, history & time worldwide. Retrieved at http://gs.statcounter.com/
game play. Retrieved at https://arcadeclassics.net/80s- press/mobile-and-tablet-internet-usage-exceeds-desktop-
game-videos/donkey-kong-3/ (1981) for-first-time-worldwide (2016)
Fuscaldo, D.: Global video game sales to reach $91B in Pac-Man: classic arcade game video, history & game play
2016. Retrieved at http://www.investopedia.com/news/ overview. Retrieved at https://arcadeclassics.net/80s-
global-video-game-sales-reach-91b-2016/ (2016) game-videos/pac-man/ (1980)
310 Choices in Games
Papert, S.A., Watt, D., diSessa, A., Weir, S.: Final report of
the Brookline LOGO Project. Part II: project summary Classical Learning Method in
and data. Retrieved at https://dspace.mit.edu/handle/
1721.1/6323 (1979) Digital Games
Reader Rabbit and the Fabulous Word Factory. Retrieved
at https://archive.org/details/ReaderRabbit134amCrack Youichiro Miyake
(n.d.) Square Enix Co., Ltd., Tokyo, Japan
Rideout, V.: Zero to eight, children’s media use in America
2013. Retrieved at https://www.commonsensemedia.
org/research/zero-to-eight-childrens-media-use-in-
america (2013) Synonyms
RolyRetro.: A guide to the Nintendo Game & Watch hand-
held games – classic 80’s retro. Retrieved at https://
levelskip.com/classic/A-guide-to-the-Nintendo-Game- Genetic algorithm; Machine learning; Neural
Watch-handheld-games-of-the-80s (2016) networks
Star Trek: strategic operations simulator. Retrieved at
http://segaretro.org/Star_Trek:_Strategic_Operations_
Simulator (1982)
Thang, J.: Should you make the Switch? Retrieved at Definition
https://www.gamespot.com/articles/nintendo-switch-
review/1100-6448303/ (2018) Classical learning includes simple neural net-
The Learning Company: A list of series can be retrieved at works, genetic algorithms, and so on. Few game
http://gaming.wikia.com/wiki/The_Learning_Company
(n.d.) titles utilize classical learning because these must
Trauma Center: second opinion review. Retrieved at http:// be harmonized with game design. Thus, the main
ca.ign.com/articles/2006/11/14/trauma-center-second- problem of implementing the classical learning
opinion-review (2006) method in digital games is finding out how to
Winter, D.: Magnavox Odyssey, First home video game
console. Retrieved at http://www.pong-story.com/odys synergize a classical learning algorithm and
sey.htm (2013) game design.
Wong, K.: The forgotten history of ‘The Oregon Trail,’ as
told by its creators. Retrieved at https://motherboard.
vice.com/en_us/article/qkx8vw/the-forgotten-history-of-
the-oregon-trail-as-told-by-its-creators (2017) Introduction
to the computing performance of the game and areas within a game. “Black & White” (Lionhead
development machines. Accordingly, learning Studios), which was released in 2001, is a game
algorithms are being incorporated gradually in which the user leads the inhabitants and make
into games and game design. them thrive. Simple neural networks (perceptron,
In the 1980s and mid-1990s, when artificial three for input, one for output) are set for the
intelligence (AI) technology was used, it almost creatures, which learn depending on the disci-
completely exhausted the memory and CPU pline enforced by the user (Evans 2002). In this C
resources available for the game. Thus, these manner, they learn what actions to take
were marketed as “AI Games.” Some examples depending on the motivation. In the “Forza
include enjoying a conversation with a virtual Motorsport” (Turn 10 Studios, 2005) series, a
woman in “Emmy II” (ASCII, 1984), training a mechanism called Drivatar was introduced to
puppy in “Puppy Love” (Addison Wesley Pub- learn the user’s driving technique (Microsoft
lishing), simulating the life of a family in “Little Research 2014). This was a type of “machine
Computer People” (Activision, 1985), and simu- learning” that automatically learned deviations
lating the life of a girl in “Appletown Story” from an ideal racing line set for each course; the
(Square, 1987). learnings were used as a parameter of “steering
Towards the latter half of the 1990s, the per- handling.” Moreover, as an example of related
formance of game machines improved reason- research, at Microsoft Research, (2004) the AI in
ably. Accordingly, AI algorithms such as the fighting game “Tao Feng” (Studio Gigante,
“Genetic Algorithms (GA),” and “Neural Net- 2003) was successfully improved by using the
works (NN)” were gradually incorporated into Q-Learning method, which is a type of reinforce-
games. Large-scale neural networks on the ment learning realized through interactions with
order of a few thousand nodes were utilized to players (Herbrich et al. 2008; Graepel
allow players to teach creatures “Creatures” et al. 2004).
(Millennium Interactive, 1996), where the char- With respect to targeting (selecting enemies),
acters in the game were taught to use objects among the AI techniques, one example of the use
within the game. Moreover, in the PlayStation, of neural networks in the 2010s, is “Supreme
AI game masterpieces by Mr. Yukihito Commander 2” (Gas powered Games, 2010)
Morikawa of muumuu continued to be released (Robbins 2013). It learns which enemy to target
(Morikawa 1999). “Ganbare Morikawakun around the character, from approximately 60 min
2gou” (English title: Pet in TV) (muumuu, of play by the developer, by using back-
1997) was a game for imparting intelligence to propagation. Moreover, in “Killer Instinct”
“Morikawakun 2gou,” where the intelligence in (Rare Ltd., Iron Galaxy Studio, 2014), the case-
Morikawakun 2gou was inculcated through the based reasoning method is adopted, where AI
learning of instructions from players utilizing a play is set up by using play data from users
back-propagation neural network. Moreover, in (Hayles 2015). Moreover, although its develop-
“Astronōka” (muumuu, 1998), the performance ment was cancelled, in “Fable Legends,” Monte
of the enemy characters was designed to evolve Carlo Tree Search (MTCS) was used to locate the
according to the way the players play by utilizing positions of enemy groups (Mountain 2015)
a GA. In the 1990s, the reverberations of the (Fig. 1).
second AI boom were late in infiltrating the Thus far, some examples of the application of
game industry. evolutionary learning algorithms have been
In the 2000s, the number of “AI games” grad- described; however, the reality is that, until
ually reduced with the rapid development of 3D 2018, the number of “cases of clear application
graphics. There was a gap of several years before to a game” was very small. Although the applica-
learning started to be incorporated into specific tion to games is described in the next section,
312 Classical Learning Method in Digital Games
Classical Learning Method in Digital Games, Fig. 1 Examples of the application of learning and evolutionary
algorithms to games (main unit)
Classical Learning Method in Digital Games, Fig. 3 Schematic of lobe (neural network) in “Creatures” (Grand et al.
1996)
Genetic Algorithm in “Astronōka” Each baboo challenges the traps, and the result
is given as a score; baboos with higher scores are
“Astronōka” uses a genetic algorithm to help selected so that they become parents with high
the enemy characters evolve. The players culti- probability based on their superior adaptability
vate vegetables and set “traps” in the field to and pass their genes to the next generation. Their
exterminate pest characters called “baboo” that mutation rate is set to 3% (Fig. 4).
harm the vegetables. The “traps” are regions While on the surface it appears that among the
divided into a grid-like mesh, where players 20 baboo characters in the game, each character is
can place fans, scarecrows, or pitfalls to trap challenging the trap only once, in the background,
the pests. simulations are carried out for all the 20 baboo
In the latter half of the 1990s, the media characters evolving over five generations; this
reported on the vicious cycle of “the spraying of mechanism can only be implemented in a game.
pesticides, followed by the increase in the pests’ This is done to make the users believe in the
resistance to the pesticides, and further spraying evolution of the enemy. If the rate of evolution is
of the pesticides” in Yumenoshima in the Tokyo low, more generations are added, and conversely,
Bay. This game was inspired by this incident. That if the rate of evolution is high, the number of
is, in the game, the stronger the “trap” set by the generational changes are reduced.
users, the more the “baboo” evolves.
Each character has a parameter column that
determines the performance of the character. The Study on Machine Learning at Microsoft
parameter column comprises 56 kinds of items, Research
such as physical fitness, endurance, arm strength,
leg strength, and resistance to various traps In the game industry, the third AI boom took place
(Morikawa 1999). after 2015, although research on the application of
Classical Learning Method in Digital Games, Fig. 4 Genetic algorithm mechanism in “Astronōka”
Classical Learning Method in Digital Games 315
ML in games has proliferated, Microsoft such engagements will become a “fleeing” char-
Research, from as early as 2004, was engaged in acter. This way, a character can be taught
research on ML in digital games. The success of through reinforcement learning, and the orienta-
this research is exemplified in “Forza tion of such learning is determined by the
Motorsports” and various papers. As mentioned rewards. In particular, Q-learning, which is an
earlier, before 2004, a group in Microsoft algorithm for reinforcement learning, was used
Research studied the fighting game “Tao Feng” in this study. Q-learning is suitable for continu- C
(Microsoft, Studio Gigante, 2003). They studied ous reinforcement learning with temporal tran-
the reinforcement learning of characters (Herbrich sitions, and it is frequently applied to learning in
et al. 2008; Graepel et al. 2004). Reinforcement digital games.
learning is an algorithm to learn from experience.
Instead of any clear teaching signals, rewards are Machine Learning in Forza Motorsports Series
set with respect to the orientation of learning that In Forza Motorsports, a player called “Drivatar”
enable the agent to learn actions from the sur- has the ability to learn driving skills and generate
rounding environment in accordance with the ghosts to drive. First, the course in Forza
rewards. Two types of rewards have been used Motorsports is divided into segments. The seg-
in fighting games. The first is rewarded when an ments can be straight or hairpin-shaped. An ideal
attack hits the opposing character (reducing the course is set for each such segment. Then, the
opponent’s physical strength). In such a reward deviations from these specified courses are mea-
system, reinforcement is realized through repeat- sured (Herbrich et al. 2008) (Fig. 5).
edly learning the skills to use in a particular situ- Next, to reproduce the deviations as a ghost,
ation. As a consequence, a character that has they are reverse transformed and reflected in the
undergone reinforced learning through tens of controller operation to reproduce the previously
such engagements will become a “strong” charac- measured deviations. Instead of forcing the car to
ter. Conversely, the reward is provided when the follow the externally specified course, it is
character is able to skillfully dodge an attack from reduced to a reverse problem, where the car
the enemy. Consequently, the character after attempts to reproduce the course “just as the user
undergoing reinforced learning through tens of had deviated.”
Classical Learning Method in Digital Games, Fig. 5 Reinforcement learning algorithm (Herbrich et al. 2008)
316 Classical Learning Method in Digital Games
Case-Based Reasoning in Killer Instinct Monte Carlo Tree Search in TOTAL WAR
“Case-based reasoning” (CBR) is an algorithm for
obtaining a solution to the problem under consid- Monte Carlo Tree Search (MCTS) is a revolu-
eration from the recollections of similar cases in tionary and powerful method that was invented
the past. Although a few studies on the application for the computer Go program. Simulation is the
of CBR to digital games have been reported, very primary approach in this method. Further, as it
few actually adopted them (Aha et al. 2005). requires no evaluation, it is very useful in game
“Killer Instinct” (Rare Ltd., Microsoft Corp., development. Hence, many related studies have
1994–2016), created “Shadow” that grows been conducted on its application to computer
through learning the fighting and style of players games (Fig. 7).
from past data (Hayles 2015). By accumulating When there are multiple candidate moves, the
game logs and using the concept of abstract dis- MCTS algorithm performs random simulation of
tance, multi-dimensional and large-dimensional all possible moves of the game beyond that point
data are vectorized into “Game State,” and the and selects one after evaluating the win–loss sta-
most effective action corresponding to each such tus of all such moves. Moreover, the number of
state is extracted. When the game is played, the simulations is increased for promising moves, to
Shadow searches such data for the action most generate an index called upper confidence bound
appropriate for a specific situation (Fig. 6). (UCB), which is the cornerstone of this algorithm.
Classical Learning Method in Digital Games, Fig. 7 Monte Carlo Tree Search Method
Classical Learning
Method in Digital
Games, Fig. 8 Monte
Carlo Tree Search in action
games
Cross-References ac.kr/courses/CourseSyntheticCharacter/
grand96creatures.pdf
Hayles, B.: Case-based Reasoning for Player Behavior
▶ Navigation Artificial Intelligence Cloning in Killer Instinct, nucl.ai Conference 2015.
https://archives.nucl.ai/recording/case-based-
References reasoning-for-player-behavior-cloning-in-killer-
instinct/
Aha, D., Molineaux, M., Ponsen, M.: Learning to Win: Herbrich, R., Graepel, T., Quiñonero Candela, J., Halo,
Case-Based Plan Selection in a Real-Time Strategy Xbox Live: The Magic of Research in Microsoft Prod-
Game, ICCBR 2005: Case-Based Reasoning Research ucts, Microsoft Research (2008). http://research.micro
and Development pp 5–20 soft.com/en-us/projects/drivatar/ukstudentday.pptx
Astronoka, SQUARE ENIX, 1998 Kokohore! Pukka, Sony Interactive Entertainment, 2000
Champandard, A.J.: Monte-Carlo Tree Search in TOTAL Kumauta, Sony Interactive Entertainment, 2003
WAR: ROME II’s Campaign AI, AiGameDev. (2014). Microsoft Research:Drivatar™ in Forza Motorsport, 2014.
http://aigamedev.com/open/coverage/mcts-rome-ii/ http://research.microsoft.com/en-us/projects/drivatar/
Evans, R.: Varieties of Learning, AI Wisdom, 2002. Vol.1, forza.aspx
11.2, pp. 567–578. Jeffrey Schlimmer, Drivatar and Morikawa, Y.: Use of artificial intelligence for video game.
Machine Learning Racing Skills in the Forza Series, J. Jpn. Soc. Artif. Intell. 14(2), 214–218 (1999)
nucl.ai Conference 2015 https://archives.nucl.ai/record Mountain, G: Tactical Planning and Real-time MCTS in
ing/drivatar-and-machine-learning-racing-skills-in- Fable Legends, nucl.ai Conference 2015. https://
the-forza-series/ archives.nucl.ai/recording/tactical-planning-and-real-
Ganbare Morikawakun 2gou, Sony Interactive Entertain- time-mcts-in-fable-legends/
ment, 1997 Robbins, M.: Using Neural Networks to Control Agent
Graepel, T., Herbrich, R., Gold, J.: Learning to Fight, Proceed- Threat Response. In: Game AI Pro, p. 391–399. 2013.
ings of the International Conference on Computer Games: Chapter 30
Artificial Intelligence, Design and Education (2004) Seaman, SEGA, 1999
Grand, S., Cliff, D.: Creatures: entertainment software
agents with artificial life. Auton. Agent. Multi-Agent
Syst. 1, 39–57 (1997)
Grand, S., Cliff, D., Anil, M.: Creatures: Artificial life
autonomous software agents for home entertainment.
Clicker Game
Millennium technical report 9601; University of Sus-
sex Technical Report CSRP434, 1996. http://mrl.snu. ▶ Incremental Games
Client/Server Gaming Architectures 319
Cross-References
I I
capabilities such as processing, storage, and net- responsible for rendering every frame of the
works where the customer can run arbitrary soft- game scene and compressing the video stream so
ware, including operating systems and that it can be transmitted to the user’s terminal
applications. The number of companies offering where the stream is decoded and displayed. User
such kind of services is continually growing, one inputs are acquired from the terminal and sent
of the earliest being Amazon with its EC2 back to the game engine that takes care of
platform. updating the game state accordingly. The advan-
The deployment model defines the mode of tage of the RR-GaaS model is that the workload
operation of a cloud infrastructure; these are the on the terminal is greatly reduced, since the com-
private cloud, the community cloud, the public putationally demanding step of rendering the
cloud, and the hybrid cloud models. A private game scenes is entirely offloaded to the cloud.
cloud is operated exclusively for a customer orga- This allows complex games to be played on less
nization; it is not necessarily managed by that powerful devices, such as mobile phones or cheap
organization. In the community cloud model, the game consoles, that are only required to be capa-
infrastructure is shared by several organizations ble of decoding the video stream in real time.
and supports a specific community with common However, the RR-GaaS model consumes consid-
concerns (e.g., security requirements, policy erable bandwidth to transmit the compressed
enforcement). In the public cloud model, the video stream and may be particularly sensitive to
infrastructure is made available to the general network delays. Examples of RR-GaaS
public and is owned by an organization selling implementations are GamingAnywhere (Huang
cloud services. Finally, the hybrid cloud model et al. 2014) and Nvidia GRID™ (http://www.
refers to cloud infrastructures constructed out of nvidia.com/object/cloud-gaming.html, Accessed
two or more private, public, or community clouds. on 2015/4/4).
In the local rendering GaaS model, the video
stream is encoded on the cloud as a sequence of
Cloud Computing for Gaming high-level rendering instructions that are streamed
to the player terminal (Fig. 2b); the terminal
The gaming industry embraced the cloud comput- decodes and executes the instructions to draw
ing paradigm by implementing the Gaming as a each frame. Since encoding of each frame as a
Service (GaaS) model (Cai et al. 2014). Different sequence of drawing instructions is often more
instances of the GaaS paradigm have been pro- space-efficient than compressing the resulting bit-
posed: remote rendering GaaS, local rendering map, the LR-GaaS model may require less net-
GaaS, and cognitive resource allocation GaaS. work bandwidth than RR-GaaS and therefore
In the remote rendering GaaS (RR-GaaS) eliminate the need for real-time video transmis-
model, the cloud infrastructure hosts one instance sion capability. This comes at the cost of requiring
of the game engine for each player (Fig. 2a). An a more powerful terminal with an adequate
encoder module running on the cloud is graphics subsystem.
Cloud for Gaming 323
a b c
I
I I
C
I I
I I I I I I
Finally, in the cognitive resource allocation pattern that originates from the typical daily
GaaS model, the game engine is logically human activity. As an example, Fig. 3 shows the
partitioned into a set of modules that can be number of online players of RuneScape (http://
uploaded and executed at the client side www.runescape.com) (Marzolla et al. 2012), a
(Fig. 2c). As the game evolves, the terminal fantasy game where players can travel across a
receives and executes the appropriate modules fictional medieval realm. During the observed
and may keep or discard the unused ones. The period, more than 200,000 players are connected
CRA-GaaS model shifts the computation back to to the system at peak hours; this number reduces
the client terminal, therefore reducing the load on to about 110,000 players during off-peak hours.
the cloud. However, the client resources are used Hence, the daily churn (number of players leav-
efficiently, since at any time only the needed com- ing/joining the system during the day) is about
ponents are stored locally. This is a significant 100,000 users. It is evident that static resource
advantage if we consider that the data of a com- provisioning based on the average load results in
plete modern game takes a lot of space for tex- system overload roughly half the time; provision-
tures, 3D models, sounds, and code modules. ing for the worst case results in a massive resource
GaaS provides advantages for both game underutilization.
developers and players. The ability to offload To effectively implement a cloud-based gam-
some computation on the cloud allows simple ing infrastructure, it is necessary to address non-
terminals such as mobile devices to play complex trivial issues related to game state partitioning,
games. Since the game engine is accessed on responsiveness, synchronization, and security.
demand, flexible business models such as Partitioning The key factor for achieving scal-
pay-per-play or monthly subscription can be eas- ability of a GaaS infrastructure is the ability to
ily implemented. Finally, game operators can partition the workload across the cloud resources.
scale up and down the amount of cloud resources This is relatively easy if the workload consists of
used by the gaming infrastructure. the execution of independent game instances that
The last point is particularly important, espe- can be executed on any available resource,
cially for the so-called Massively Multiplayer irrespective of where other instances are running.
Online Games (MMOGs). Modern MMOGs are This is the case when the game does not allow
large-scale distributed systems serving millions of different players to interact. Things become com-
concurrent users which interact in real time with a plex if the instances are not independent, as in the
large, dynamic virtual world. The number of users case of a MMOG system where all players interact
playing the game at any given time follows a with the same virtual world. In this case, the game
324 Cloud for Gaming
200000
150000
Users
100000
50000
0
May 05 May 06 May 07 May 08 May 09 May 10 May 11 May 12 May 13 May 14 May 15 May 16
Cloud for Gaming, Fig. 3 Number of online players of the RuneScape MMOG; the data refers to the period from May
5 to May 16, 2011
engine must maintain a large shared state, allo- zone increases, in order to keep the response time
wing the players to “see” the effects of actions perceived by players below a predefined maxi-
performed by the other players operating in the mum threshold. When the workload decreases,
same virtual location. the game operator can release surplus resources
This is achieved by partitioning the virtual world in order to reduce costs.
across multiple zones, each handled by a separate set Synchronization The success of a gaming
of cloud resources. Given that communication system is based on having players perceiving the
between resource instances may incur significant game state as identical and simultaneously evolv-
delays, it is important that interaction across neigh- ing on every player participating to a gaming
boring zones is minimized. For example, each par- session. If the game state is replicated in different
tition may hold a collection of “islands” such that all cloud servers, a synchronization algorithm is
interactions happen within the collection, while needed to maintain the consistency of the redun-
players can jump from one “island” to another. dant game state. To this aim, different schemes
Depending on the (virtual) mobility pattern of have been proposed in the literature (Game event
each player, some areas of the game field may synchronization 2006). They mainly differ from
become crowded, while others may become less classic synchronization algorithms employed by
populated. In order to cope with this variability, distributed systems in their additional requirement
each zone controller is physically hosted on for keeping the computation quick and respon-
resources provided and operated by a cloud infra- sive. To this aim, some schemes relax the require-
structure. The cloud provider is in general a sep- ments for full consistency during the game state
arate entity providing computational and storage computation.
resources to the game operator on a pay-as-you-go A basic distinction is between conservative
model. This means that the game operator can and optimistic synchronization. Conservative
request additional servers and/or additional stor- synchronization approaches allow the processing
age space at any time and release them when no of game updates only when it is consistency-safe
longer needed. Thus, the game operator can to do so. Lockstep (Fujimoto 1999), time-bucket
request more resources when the workload on a synchronization (Fujimoto 1999), and
Cloud for Gaming 325
interactivity restoring (Ferretti 2014) are some guaranteed that all players perceive the same and
examples in the literature. simultaneous game evolution at the same time.
Optimistic synchronization mechanisms pro- GaaS infrastructures represent an effective
cess game updates as soon as they receive them, tool to provide responsive and fair gaming expe-
thus increasing the responsiveness of the system. riences. Cloud servers can manage the game state
Yet, it is assumed that most updates are received in evolution in a scalable manner. Multiple server
the correct order and that, in any case, it would be instances can be run in the same datacenter, when C
acceptable to recover later from possible needed. Moreover, if the game involves world-
inconsistencies. wide distributed players, one might think to
Examples of optimistic approaches available in introduce a federation of cloud servers, geo-
the scientific literature are the optimistic bucket graphically distributed, so that each client/player
synchronization (Diot and Gautier 1999), the might connect to its nearest server. This could
combination of local lag and time warp proposed balance the network delays between the player
in Mauve et al. (2002), the trailing state synchro- and its server, thus augmenting the fairness level
nization (Cronin et al. 2002), and the improved provided by the system. However, when multiple
time warp equipped with the dropping scheme servers are involved, each one with a redundant
and a correlation-based delivery control approach copy of the game state, synchronization algo-
(Ferretti 2014). rithm is needed to maintain game state
Responsiveness The task of providing a pleas- consistency.
ant experience to players becomes challenging Security and reliability The security issues of
when trying to deploy a large-scale and highly GaaS infrastructures have become mainstream
interactive online game. Responsiveness means after the PlayStation Network outage that, in
having small delays between the generation of a 2011, has halted the Sony online gaming network
game update at a given player and the time at for 23 days. The network was shut down after
which all other players perceive such update. detecting an external intrusion that led to a huge
How much such delays must be small depends number of accounts being compromised and the
on the type of online game. Obviously, the shorter exposure of the players’ personal information.
the delay, the better. But it is possible to identify a From the reliability point of view, large cloud
game-specific responsiveness threshold Tr that systems provide some level of redundancy to cope
represents the maximum delay allowable before with failures, including the use of geographically
providing a game update to players. The typical Tr distributed datacenters, so that catastrophic events
for fast-paced games (e.g., first-person shooter, do not cause a complete outage. Unfortunately,
racing vehicles) is 150–200 ms, but this value the GaaS infrastructure may still represent a single
can be increased to seconds in slow-paced games point of failure; the PlayStation Network outage is
(e.g., strategic, role-playing games) (Ferretti just one example: in that case a security incident
2014; Pantel and Wolf 2002). prompted the system administrators to temporar-
A key point is that each player is geographi- ily shut down the whole service. Other possibili-
cally distributed. Thus, his latency to reach the ties must be considered as well: for example, the
game server on the cloud is usually different from company operating the GaaS infrastructure may
other players. If a classic client-server approach is go bankrupt, depriving all players from the game
employed, it might thus happen that a responsive service they might already have paid for.
service is provided to some subset of users, while From the security point of view, GaaS infra-
the other players can perceive a nonresponsive structures are affected by the typical issues of
game evolution. This raises another main issue, cloud computing (e.g., insider attacks; Zissis and
i.e., fairness provision. This means guaranteeing Lekkas 2012) and online gaming (e.g., cheating;
that all players have the same chance of winning, Hu and Zambetta 2008). Online games are an
regardless of their subjective network conditions appealing target for hacks because players often
(Ferretti 2014). To this aim, it should be invest huge amount of time in their character
326 Cloud Gaming Infrastructure
development, and it is therefore quite easy to Mell, P.. Grance, T.: The NIST Definition of Cloud
monetize game items on the black market. Addi- Computing (Draft)–Recommendations of the
National Institute of Standards and Technology.
tionally, individual accounts on online gaming Special publication 800-145 (draft), Gaithersburg,
platforms often contain information, such as Jan (2011)
credit card numbers, that are the typical target of Pantel, L., Wolf, L.C.: On the impact of delay on real-time
cybercriminals. Details of the avatar of each multiplayer games. In: Proceedings of the 12th Interna-
tional Workshop on Network and Operating Systems
player can provide information such as sexual Support for Digital Audio and Video, NOSS-DAV’02,
preferences (Huh and Williams 2010) that could pp. 23–29. ACM, New York (2002)
cause considerable embarrassment if made public. Zissis, D., Lekkas, D.: Addressing cloud computing secu-
rity issues. Futur. Gener. Comput. Syst. 28(3), 583–592
(2012)
Cross-References
perception to process clearer evidence and a stron- focus), involvement (meaning attached to the
ger boundary. Havre et al. (2000) were inspired by awareness), and attitude (feeling resulting from
the perceptual processes of identifying curves and the meaning) (Gombrich 1977). The first step is
silhouettes, recognizing parts, and grouping them to be attracted to parts of the image. Then a viewer
together into objects. They created a novel visu- attaches some meaning to the parts. Thereafter,
alization tool called ThemeRiver that employs the viewers will normally generate some feeling or
river metaphor to depict thematic variations over attitude towards the image. At this point, looking
time. Temporal thematic changes can be easily changes into seeing with a statement of the image.
recognized because the system uses smooth and The attitudes, in turn, affect the way viewers per-
continuous curves to bound a theme and distinct ceive the image. The engagement process clearly
colors to differentiate themes. presents how viewers interact with pictures, and
Moreover, Hoffman (2000) found that if two therefore enlightens the visualization design.
visual structures have a non-accidental relation, a Shneiderman (1996) was inspired by
designer should group and assign them to a com- Gombrich’s schemata and proposed a famous
mon origin. He also stated that if three or more visual information-seeking mantra: Overview
curves intersected at a common point in an first, zoom and filter, then details-on-demand.
image, they should be interpreted as intersecting The mantra has served as a golden rule in visual
at a common point in space. These rules can analytics because it takes human perceptual abil-
guide the design of movement data through ities in current design into consideration. It is very
grouping and stack trajectories based on time easy for audiences to scan, recognize, and recall
proximity and visual similarity. Crnovrsanin images rapidly. Audiences detect changes in size,
et al. (2009) plotted trace as distance to the color, shape, movement, or texture. It is intuitive
explosion (y-axis) vs. time (x-axis). By applying for audiences to perform tasks like dragging one
proximity, audiences can easily depict the entire object to another. Almost all successful visualiza-
event a glance and identify different patterns, tion design supports the overview, zoom and filter,
such as spatial concentration, co-incidence, then details-on-demand. Guo et al. (2014) used
trends, and divergence. In order to make a pow- dodecagons to visualize GPS data. The system
erful design and compelling product, visualiza- provides an effective overview to show the com-
tion researchers need to integrate these rules and mon patterns. It also allows analysts to filter and
construct what human beings desire to see with examine individual patterns in detail through var-
little effort. ious interactions.
messages (Pornstein and Krinsky 1985). Learning grouping. This approach facilitated abstraction by
visual balance enables designers to create visual- identifying the most relevant information items
izations that “look visually right” (Carpenter and after assigning an importance value to each item.
Graham 1971) with respect to color and layout. GVA could be applied to geographic map-based
Arnheim (1974) illustrated the balance concept interfaces to support incident management and
with a structural net that determined balance. He decision-making. Visual abstraction helps to
described that every visual work had nine hotspots transfer the meaning of the original data into a C
and visual elements on the main axes or at the slightly different but clearer form. Additionally,
centers that should be in visual balance. Weight visual abstraction also supports the cluttered
and direction led to visual balance. More specifi- graphical representation of numerous big data
cally, the characteristics of visual objects, such as sets by replacing the data with new visual ele-
location, size, color, shape, and subject matter, ments corresponding to higher levels of abstrac-
influenced visual balance. In spatiotemporal visu- tion (Novotny 2004).
alization, it is not an easy task to arrange map
elements – legends, scales, borders, areas, place Preattentive Processing
names, and glyphs – into an aesthetically pleasing Human brains can rapidly and automatically
design. Dent (1999) employed the structural net as direct attention to information that has the highest
a guide for thematic map creation. The research salience as well as suppress irrelevant information
effectively used all spaces and retained a harmo- based on simple computations of an image
nious balance among visual elements. (Healey and Enns 2012). This is often called pre-
Arnheim proposed that visual thinking attentive processing and provides the informa-
occurred primarily through abstract imagery tional basis of attentional selection (Logan
(Arnheim 1969). Arnheim stressed the impor- 1992). Detection precedes conscious attention.
tance of reasoning with shapes and identified the Selection cannot occur until the ensemble coding
nature of abstraction in visual representation. and feature hierarchy of pre-attentive process is
Designers always use visual abstraction to clean complete.
up the display and impress observers. When using Many research efforts have tried to address the
visual abstraction in information visualization, following central question: which properties of
researchers should keep in mind that the meaning visualizations rapidly attract people? Selective
of the raw data sets should be preserved true to attention usually binds features, such as color,
their original form. Numerous visual abstraction shape, location, and texture, into a perceptual
approaches have emerged in the visualization object representation (Wheeler and Treisman
field. Agrawala and Stolte (2001) presented 2002). Ware (2012) identified visual properties
route maps to depict a path from one location to that are pre-attentively processed in visualization.
another. Through specific generalization tech- These are also referred to as pre-attentive attri-
niques involving distortion and abstraction, route butes that can be perceived in less than 10 ms
maps were able to present trajectory in a clear, without conscious effort, and require
concise, and convenient form. Lamping et al. 200–250 ms for large, multi-element displays.
(1995) created a novel, hyperbolic geometry These attributes are grouped into four categories:
approach to visualize large hierarchies. Interac- color (hue and intensity), form (line orientation,
tion techniques, such as manipulating focus, line length, line width, line collinearity, size, cur-
using pointer clicks, and interactive dragging, vature, spatial grouping, blur, added marks, and
emphasized important actions that viewers tend numerosity), motion (flicker and direction of
to focus at the expense of distorting less important motion), and spatial position (2D position, stereo-
information. Humphrey and Adams (2010) scopic depth, and convex/concave shape based on
employed the General Visualization Abstraction shading) (Ware 2012). The result, which makes
(GVA) algorithm in providing a novel technique symbols pop out, can be applied to information
for information abstraction, such as selection and visualization design.
330 Cognitive Processing of Information Visualization
Five notable theories explain how pre-attentive elements. This is referred to as a Boolean map.
processing occurs. The feature integration theory Viewers were able to generate Boolean maps in
proposed a model of how low-level human vision two ways: by specifying a single value of a feature
is composed of a set of feature maps that can or applying union and intersection onto two
detect features either in parallel or in serial existing maps (Huang and Pashler 2007).
(Treisman 1991), and a master map of locations
that is required to combine featured activities at a Visual Working Memory
common spatial location (Treisman and Gelade Baddeley (1992) stated that the working memory
1980). Texton Theory focused on statistical anal- model consists of a phonological loop that main-
ysis of texture patterns. A group of texture pat- tains verbal–linguistic information, a visuospatial
terns consists of three categories: elongated blobs sketchpad that maintains visual and spatial infor-
(e.g., rectangles, ellipses, line segments) with spe- mation, a central executive to control and coordi-
cific properties, such as hue, orientation, and nate the operation of the systems, and an episodic
width; terminators (ends of line segments); and buffer to communicate with long-term memory.
crossing line segments (Julesz 1981, 1984). Working memory decides which activities to per-
Researchers stated that only a difference in form, inhibits distracting information, and stores
textons or in their density can be detected (Julesz information while accomplishing a complex task
1981). Instead of supporting the dichotomy of (Miyake and Shah 1999). Luck and Vogel (2013)
serial and parallel search modes, Duncan and defined visual working memory as the active
Humphreys (1989) explored two factors that maintenance of visual information to serve the
may influence search time in conjunction needs of ongoing tasks. The last 15 years have
searches: the number of information items seen a surge in research on visual working mem-
required to identify the target and how easily a ory that aims to understand its structure, capacity,
target can be distinguished from its distractors. and the individual variability present in its cogni-
Duncan and Humphreys (1989) assumed that the tive functions. There are three essential theoretical
search ability depends on the type of task and the issues related to visual working memory: discrete-
display conditions. Search time is related to two slot versus shared-resource, visual representation,
factors: T-N similarity and N-N similarity and visual context.
(Duncan 1989). T-N similarity refers to the Visual working memory research has largely
amount of similarity between targets and nontar- focused on identifying the limited capacity of the
gets that have a positive relationship with search working memory system and exploring the nature
time and a negative relationship with search effi- of stored memory representations. The field has
ciency. N-N similarity represents the amount of recently debated whether the capacity of visual
similarity within the nontargets themselves that working memory is constrained by a small set of
have a negative relationship with search time “discrete fixed-precision representations,” the
and a negative relationship with search efficiency. discrete-slot model, or by a pool of divisible
Guided search theory was proposed by Wolfe resources in parallel, the shared-resource model
(1994). He constructed an activation map for the (Luck and Vogel 2013; Huang 2010; Zhang and
visual search based on bottom-up and top-down Luck 2008). Visual working memory allows peo-
visual information (Wolfe 1994). Users’ attention ple to temporarily maintain visual information in
is drawn to the highest hills in the activation map, their minds for a few seconds after its disappear-
which generates the largest combination of ance (Luck and Vogel 1997). Some researchers
bottom-up and top-down influences (Healey and proposed that working memory stores a fixed
Enns 2012). More recently, Boolean Map Theory number of high-precision representations when
was presented (Huang and Pashler 2007). people are faced with a large number of items,
Researchers divided the visual search into the and no information is retained about the
two stages of selection and access, and divided remaining objects (Luck and Vogel 1997; Pashler
the scene into selected elements and excluded 1988; Zhang and Luck 2008). Luck and Vogel
Cognitive Processing of Information Visualization 331
(1997) also stated that it is possible to store both guided by what we store in our memory. Attention
the color and orientation of four items in visual and visual working memory are closely
working memory. Some researchers found that connected. The central executive of working
both the number of visual objects and visual infor- memory manages the direction of attention and
mation load imposed capacity limits on visual the supervision of information integration. More-
working memory up to approximately four or over, both attention and visual working memory
five objects (Alvarez and Cavanagh 2004; Luck have a limited capacity of visual features that can C
and Vogel 1997; Pashler 1988), and six spatial be detected or maintained. Preattentive processing
locations represented allocentrically in a spatial plays a critical role in which visual properties
configuration (Bor et al. 2001). Thus, the tempo- our eyes are drawn to, and therefore helps people
rary storage of visual information is more related deal with visual and spatial information in work-
to integrated objects rather than individual fea- ing memory.
tures. This statement is also consistent with the
selective attention metaphor that visuospatial Cognitive Load
attention is like the beam of a flashlight. People Cognitive load refers to “the total amount of men-
are unable to split their attention to several loca- tal activity that the working memory imposes on
tions and are, instead, always paying attention to working memory at an instance in time” (Cooper
the most important events while simultaneously 1998). Cooper (1998) also stated, “the most
filtering out all distractions. important factor that contributes to cognitive
However, other researchers claimed that the load is the number of elements that need to be
visual working memory is able to store imprecise attended to.” Sweller and his colleagues
representations of all items, including low- (Chandler and Sweller 1991, 1992; Sweller et al.
resolution representations of the remaining 1998) identified three sources of cognitive load:
objects (Bays et al. 2009, 2011; Bays and Husain intrinsic, extraneous, and germane. The intrinsic
2008; Frick 1988; Wilken and Ma 2004). They cognitive load is determined by the basic charac-
thought of visual working memory as many low- teristics of the information (Sweller 1993). The
resolution digital photographs and challenged the extraneous cognitive load is imposed by the
concept of working memory by examining the designer as they organize and display information
distribution of recall errors across the visual (Chandler and Sweller 1991, 1992). Designers are
scene. Based on a Bayesian decision model, always striving to reduce cognitive load and help
more visual objects are held in visual working viewers grasp the underlying information more
memory and fewer resources are allocated to effectively and efficiently. Finally, the germane
each object. Thus, in contrast to the discrete slots cognitive load is the roaming free capacity that
model, the continuous resource model emphasizes uses the extraneous load to build a new, complex
that the storage capacity of the visual working schema (Sweller et al. 1998).
memory is not limited to the number of visual Miller (1956) developed our understanding of
objects. Recent empirical evidence on recurrent working memory by using information chunks
neural networks suggests that a discrete item limit that could be strung together. He and his followers
is more favorable (Luck and Vogel 2013). also believed that working memory had a capacity
Although there is still much ongoing debate of between seven and ten chunks at any given time
regarding the models for resource allocation, (Merriënboer and Sweller 2005; Miller 1956). In
there is general agreement that visual working terms of visual working memory, the capacity is
memory has an important object/resolution limited to approximately four or five visual ele-
trade-off: as more items are stored in visual work- ments (Alvarez and Cavanagh 2004; Luck and
ing memory, less fidelity per visual item can be Vogel 1997; Pashler 1988) and six spatial loca-
maintained (Brady et al. 2011). tions where conscious thought transpires (Bor
Additionally, what we see depends on where et al. 2001). Generally speaking, visual elements
our attention is focused, and our attention is are schemas that can be understood as models that
332 Cognitive Processing of Information Visualization
interpreting information to support decision- According to Arnheim (1969), people will inter-
making (Ntuen et al. 2010). Information content pret the composition of different forms of graphs
is held in active working memory. Sensemaking into shapes and patterns. The user will automati-
can be applied to information visualization with cally categorize the same color dots into a group.
the intent to reduce complexity and simplify the The good continuation between the same colored
volume of data collected in order to create under- dots will make them into a line from Gestalt
standing. Visualization can serve to amplify or principles of perception (Arnheim 1974). The C
weaken cognitive ability. line depicts the waiting people and the waiting
The following section presents two spatial- time’s change through time, and the distinct colors
temporal data visual analytics systems to illustrate differentiate the data on different days. In Fig. 1,
how cognitive theories could be applied to the people will know that the waiting people and time
design and development of visualization system. on Friday is much lesser than the weekend.
To reduce users’ visual working memory, in
CrowdAnalyzer, every visualization has a legend
Case Study 1: Vast Challenge 2015 on the corner. Windows are arranged side by side
CrowdAnalyzer to convenient users’ exploration and comparison.
Hundreds of thousands of tourists visit the park in
CrowdAnalyzer is a system developed from the 3 days. To reduce users’ workload from both
IEEE Visual Analytics Science and Technology perception and memory aspects, it is important
(Vast) challenge 2015 (Wei et al. 2015). With a to categorize visitors into typical groups.
background that DinoFun World is a typical Researchers applied statistical analysis (K-means
amusement park, sitting on hundreds of hectares and EM algorithms) on data criteria (such as vis-
and hosting thousands of visitors every day, a iting date, entering location, and population) to
dataset including 3 days’ movement tracking cluster individual tourists into hundreds of small
information of visitors is provided for researchers groups. Then visualize these groups using parallel
to identify the patterns and outliers of attendances coordinates. The parallel coordinates have eight
and park’s activities during those 3 days. vertical axes (group ID, walking steps, the number
CrowdAnalyzer is designed to visualize visi- of the entrance, group population, the number of
tors’ movements, analyze parks’ facility status, thrill rides, the number of kiddie rides, the number
and identify visitors’ group and movement pat- of everyone rides, and the number of shows). The
terns. The system has four parts: facility manager, line connecting axes represents a typical visitor
group hierarchical inspector, enter-leave time group. Users can filter on the parallel coordinates
group viewer, and map (Fig. 1). Due to the huge to figure out patterns and outliers. For example, in
amount of data, it is impossible to present the data Fig. 2, the groups that haven’t taken any rides but
at once. CrowdAnalyzer allows the viewer to get entered the park many times are picked out. The
an overview first and then decide which area of groups’ moving trajectories and the key time
the map they did like to further investigate points are presented on the map. There are two
through zooming in and filtering the details of groups of concentric arcs on the map. Each arc
the data. represents one group. The arcs with the same
The tab “Facility Manager” presents the parks’ radius represent the same group, so we know
entertainment facilities’ status: the number of peo- there are six groups of visitors. As the parallel
ple waiting and the estimated waiting time. Mul- coordinates show there are only one people in
tiple line charts are used to present the data. The each group, there are six people in total. The
positive y-axis represents the number of people, start point of the arc represents the visitor’s enter-
the negative y-axis is the waiting time, and the ing time, and the end of the arc represents the
x-axis is the timeline. The colored points on the visitor’s leaving time. We can tell that six people
coordinate show the number of people waiting to entered and left the park at the same time. The
take the ride at the corresponding time points. yellow color on the arc represents the duration that
334 Cognitive Processing of Information Visualization
Cognitive Processing of Information Visualization, Fig. 2 Enter-leave time group view and parallel coordinates in
CrowdAnalyzer
Cognitive Processing of Information Visualization 335
the visitor stayed at the place on the map. In between arcs strengthens the boundary of arcs.
conclusion, from the trajectories and arcs on the The radius of each arc represents the number of
map, the six people arrived and left the park at the outliers of employees’ movements. Although in
same time, shared exactly the same path, took a the weekend, employees took breaks and the arcs
rest at the entrance before entering the park, then are not shown, people still have the visual ability
took a rest again at the other entrance of the park. to make up the absent part, recognize the pie
Then, we can reasonably consider these people chart, and further understand the information C
are not visitors but the park staffs who are respon- that pie chart is designed to express. The seven
sible for float performances. They performed on a pie charts showing movement anomalies of
fixed route, repeated the performance five times seven types of employees present that the move-
each day, and took a rest after the performance ments of employees from the administration,
was done. Through filtering out abnormal data on engineering, facilities, and IT departments are
parallel coordinates and presenting detail infor- more flexible than the employees of the execu-
mation on the map, users are able to observe and tive, HR, and security department.
understand the characters of different types of By clicking on each pie chart, a detailed visu-
visitors. alization combining coordinate, color, shade, and
shapes are provided (Fig. 4). Human is sensitive to
the difference in color, shape, and shade. Different
Case Study 2: Vast Challenge 2016 visual factors are adopted to take advantage of
Metacurve human visual perception. The x-axis of the coor-
dinate in Fig. 4 is the timeline. The y-axis is
The second system MetaCurve aims to help corresponding to the building floors and zones.
analysts interpret and analyze periodical time From the bottom of the y-axis (first-floor zone 1)
series data using IEEE VAST 2016 mini Chal- to the top (third floor zone 7), each proximity zone
lenge 2 dataset. The dataset registered an office is presented. As employee’s movement data is
building’s temperature and HAVC (heating, ven- periodical data, their proximity records are
tilation, and air conditioning) system status in stacked together in the chart. If an employee
2 weeks, and the employees’ movements in the appeared at a zone less than four times in
building. The first section of MetaCurve is the 2 weeks, a light shade would be marked at the
movement patterns and outliers of employees. time. If the appearance time is only once, a dot
Summarized pie charts (Fig. 3) are designed to will be marked on the shade. The orange line
attract users’ attention and guide users to click marked on the zone shows the location of the
the pie charts to explore more. In Fig. 3, fourteen employee’ office. Figure 4 clearly depicts the
arcs make up a pie chart. Color is used to differ- movement differences between a security people
entiate different arcs, and the black stroke and an administer.
Cognitive Processing of Information Visualization, Fig. 4 The timeline chart showing the movement differences
between a security people and an administer
the design work. The value of theories in cogni- Chandler, P., Sweller, J.: The split-attention effect as a
tion and perception can further defend and secure factor in the design of instruction. Br. J. Educ. Psychol.
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HCI; Human Factors; Human-Computer Interac-
org/10.1023/A:1022193728205 tion; UX; UX Design
Cognitive Psychology Applied to User Experience in Video Games 339
The user experience (UX) entails a person’s per- The user experience of video games happens in
ceptions and interactions with a product or soft- the player’s mind (see Schell 2008). An important
ware (such as a video game) and the satisfaction perspective when considering video games’ UX is
and emotions elicited via this interaction. UX that the game designers and end players may
overall refers to an overarching discipline focused invoke different mental models. Norman C
on evaluation and improvement of users’ experi- described mental models in his seminal book
ence of a given product or software in The Design of Everyday Things (Norman 1988).
development. According to Norman, a system (such as a video
Cognitive psychology is a discipline dedicated game) is designed and implemented based on the
to understanding the human mind via mental pro- designer’s mental model of what the system
cesses such as problem solving, language, percep- should entail and how it should function. Players
tion, attention, and memory. then develop their own mental model of how they
think the game works through their interactions
with it, given their prior knowledge and expecta-
Introduction tions. The main objective of UX is to ensure that
users experience the game (the system image) the
The designer Donald Norman popularized the way the game developers intended, through
notion of user experience (UX) in the 1990s players’ perception of the game and their interac-
(Norman et al. 1995). Originating in the fields of tion with it. The developers have to adjust the
human factors and human-computer interaction, vision of the game in development to comply
UX as a discipline incorporates knowledge and with the limitations of the system (e.g., platform,
methodologies from behavioral sciences – includ- performance) and the limitations of game produc-
ing cognitive psychology – to evaluate the ease of tion resources (e.g., timeline, workforce). Simi-
use and emotions elicited from a product or sys- larly, the developers must comply with the
tem. Video game studios have increasingly turned capabilities and limitations of the human mind to
to this relatively new discipline to ensure that the offer a compelling experience to the players.
games they develop offer a compelling experience Playing a video game is a learning experience,
to the targeted players. The inclusion of UX con- from discovering the game to mastering its sub-
siderations in the design process saves rather than tleties. Information that the brain processes origi-
costs a studio money as it allows for more suc- nates from perceived input that then impacts the
cessful game development, contrary to some mis- memory of a subject. The quality of the pro-
conceptions (see Hodent 2015). According to cessing – and ultimately the quality of the reten-
game designer Tracy Fullerton, to design a game tion – depends highly on the attentional resources
is to create an “elusive combination of challenge, applied, which are also dependent on the emotions
competition, and interaction that players just call and motivation felt by the players. Thus, to
‘fun’” (Fullerton 2014, p. XIX). However, no improve the experience of the players, video
objective definition of fun has emerged, nor any game developers must take into account the per-
detailed parameters to attain it. UX offers a frame- ception, memory, and attention limitations of the
work to ensure that the experience intended is the brain, as well as the emotions and motivation felt
one ultimately felt by the target audience. UX by the players.
representatives use guidelines (heuristics) and
methodologies (user research) to anticipate and Perception
evaluate how end users interact with a specific Perception involves all the mental processes that
game, software, or service and the emotions allow us to sense our environment and construct
elicited via this interaction. our own mental representations of it. Thus, these
340 Cognitive Psychology Applied to User Experience in Video Games
processes are bottom-up proceeding from sensa- human mind perceives and organizes the environ-
tion to cognition (access to semantics) and also ment (Wertheimer 1923). For example, the Gestalt
top-down whereby cognition (i.e., previous law of proximity describes how elements that are
knowledge, expectation) impacts one’s sensa- close to one another are interpreted as belonging
tions. For example, the save icon (usually sym- to the same group. When considering the heads-
bolized by a floppy disk) is likely meaningless to up display (HUD) of a game, displaying the icons
young children who do not have a mental repre- and symbols representing features that are related
sentation for this object, until they learn what it next to each other enacts this law. Thus, it is what
symbolizes when using a computer. This example the end players subjectively perceive and under-
illustrates that perception is subjective. It varies stand about the game interface that matters, not
depending on the context in which the input is the reality of what the developers and designers
presented and on one’s previous knowledge or have implemented.
expectations. Therefore, game players or technol-
ogy users may understand a specific element dif- Memory
ferently than what the designer had intended. To Memory allows us to encode, store, and retrieve
ensure that the game menus and signs and feed- information and has been seen as comprised of
back will be understood as designed, it is impor- sensory memory, working memory, and long-term
tant to assess them with the end users during memory (Atkinson and Shiffrin 1971; Baddeley
usability tests whereby, for example, a sample of 1986). Sensory memory is part of perception and
target users are presented with icons and they have retains sensory information for a very short period
to explain what the icons look like and denote. of time (such as a fraction of a second) without it
Ideally, the form (shape) of an icon should cor- being consciously processed. For example, the
rectly inform the players about its function (what persistence of vision (e.g., fleeting images)
it does or how to interact with it). reflects sensory memory, which allows us to per-
The signs in a video game refer to all the ceive a 24-image-per-second display as an
perceptible cues that either urge the player to uninterrupted animation. Working memory is a
execute a specific action or inform the player of short-term component that allows for temporary
a system status. For example, a yellow exclama- storage (e.g., a few minutes) and manipulation of
tion mark above a nonplayer character (NPC) a very limited amount of new or already stored
encourages the player to interact with that information. This system maintains active mental
NPC. Other signs, such as a green bar or red representation necessary to perform a task. For
hearts, may inform the player of a system status, example, performing a mental calculation entails
such as the avatar’s health. Game feedback is the keeping numbers active in the working memory
reaction of the system to the player’s action. For while manipulating them. Working memory
example, an avatar may animate when the player requires substantial attentional resources (see the
uses the thumbstick or WASD keys. Another description of “attention” below) and therefore is
example is the ammunition count depleting very limited in duration and capacity. In fact,
when the player is shooting. Overall, all possible learning can be hampered and result in cognitive
interactions should have signs and feedback asso- load when work-memory limits are exceeded
ciated with them. These signs and feedback, and (Sweller 1994). Long-term memory is a
the user interface overall, should be perceptible multiple-system component that allows us to
and provide enough clarity to help the player store knowledge of events and skills (know-
understand the game mechanics. The Gestalt prin- how). Long-term memory has no known limits
ciples provide useful guidelines that should help and is seen as potentially storing information
designers organize the game interface in a way indefinitely although forgetting is possible.
that will be correctly understood by the players In 1885, the psychologist Hermann
(see Johnson 2010, for examples in software Ebbinghaus illustrated with the forgetting curve
design). Gestalt principles account for how the how memory retention declines exponentially
Cognitive Psychology Applied to User Experience in Video Games 341
with time (Ebbinghaus 1885). Retention of infor- conscious attention. Only an attention-grabbing
mation, especially if not engaging emotionally or event – such as a sudden loud sound or light
meaningful, can be very fragile. Some variables flash – can then draw attention away from the
have an impact on the strength and quality of the current information attended. When attention is
encoding and storage of information, such as the divided, for example, when driving while having
level of processing (the deeper the process the a conversion over the phone, it requires more
better the retention) and the amount of repetition cognitive load to process the different informa- C
over time. Not only the brain is prone to memory tion, therefore leading to more fatigue and mis-
lapses, but it can also distort memories. Because takes. In fact, the brain cannot usually multitask
of these limitations, developers cannot rely too efficiently; either one task or both are performed
heavily on players’ memories. Even if some infor- less efficiently, unless at least one of the tasks is
mation has been encoded via tutorials during the very simple or automatic (such as chewing gum
onboarding part of the game, it is likely going to while reading). Similarly, the more demanding a
fade with time unless used regularly. This is why it specific task is in terms of cognitive load (e.g.,
is generally a good practice to reduce to a mini- complex mental calculation), the less a subject can
mum the information that the players have to allocate mental effort to accomplish another task,
remember in order to enjoy the game (i.e., even though simple (such as pressing a button
mechanics, controls, objectives) and to give fre- when a red light goes off; cf. Kahneman 1973).
quent reminders, especially since a long time can Subsequently, the more attention is allocated to a
elapse between two gaming sessions. It is also task or information, the better it will be retained,
important to prioritize the information players therefore learned, as seen in the “Memory” sec-
have to learn and to distribute learning over tion above. Thus, it is critical to draw the players’
time. Lastly, the strength of retention can be attention to the elements that they need to learn.
increased if the players can learn by doing (see Given that all of our mental processes are using
Lesgold 2001) in a meaningful context – instead the same limited attentional resources, the devel-
of first reading tutorial texts and then doing. opers must mind the cognitive load the game
Therefore, it is a better practice to place the demands from the player, especially during the
players in a situation when they have to execute onboarding of a video game, when the players
a new action to accomplish an immediate goal. have a lot of new information to process.
For example, placing a chest beyond a hole is a When elements are unattended, they are likely
meaningful and active way to teach players about not perceived at all, in a phenomenon called
jumping and looting mechanics. inattentional blindness (Mack and Rock 1998).
This phenomenon was best illustrated in the
Attention well-known “gorilla” experiment (Simons and
Our senses are continuously assailed by multiple Chabris 1999) whereby subjects had to watch a
inputs from our environment. Attention entails video in which two teams of people were moving
allocating more cognitive resources to process around and passing basketballs. One team was
selected inputs while the others will be ignored wearing black shirts and the other team white
(selective attention). The brain’s attentional shirts. The subjects were asked to count basketball
resources being very limited, we do not method- passes made by players of the white team only. In
ically process all the available information from the middle of the video, a person in a black gorilla
the environment. Instead, attention works like a suit walked into the scene, pauses, and then
spotlight, focusing resources to process and retain walked off the scene. The results showed that
particular elements and neglecting the other most subjects, directing their attention into
inputs. For example, when in a loud and crowded counting the basketball passes from the white
cocktail party, one can pay attention to a specific team, missed the gorilla although quite prominent
conversation but cannot process all the other con- in the scene. This study explains why players,
versations at earreach; these are suppressed from when focused on a task, can stay blind to any
342 Cognitive Psychology Applied to User Experience in Video Games
other information conveyed at the same time. For player to experiment with the game environment
instance, if tutorial text information about the in a creative way). Relatedness involves primar-
health mechanic is displayed while the players ily the need to feel connected to others. Related-
are experiencing their first combat, they will likely ness in games is often addressed through
not process or even perceive that information as multiplayer features allowing players to interact
all their attention is focused on surviving their first with each other in real time or asynchronously,
enemy encounter. Therefore, it is preferable to via cooperative or competitive goals. Sustained
avoid displaying important information when the motivation and emotional connection both have
players are directing their attention to an impact on the enjoyment of a game. These
another task. components also have an impact on the learning
experience and the quality of information
Emotion and Motivation retention.
According to Norman (2005), “the emotional
side of design may be more critical to a product’s
success than its practical elements” (p. 5). The Usability and Gameflow, the Two
emotional aspect in video games is frequently Components of User Experience in Video
addressed through aesthetics, music, or narra- Games
tive. However, an important aspect of emotional
game design has to be considered as well: the To ensure a good video game user experience, it is
“game feel.” Game designer Steve Swink (2009) important to consider its usability and gameflow.
describes game feel as including “feelings of Making software – such as a video game – usable
mastery and clumsiness, and the tactile sensation means “paying attention to human limits in mem-
of interacting with virtual objects” (p. 10). ory, perception, and attention; it also means antic-
Accounting for the game feel involves carefully ipating likely errors that can be made and being
designing the camera, controls, and characters. ready for them, and working with the expectations
For example, if the camera of the game has a very and abilities of those who will use the software”
narrow field of view (FOV) it may give players a (Isbister and Schaffer 2008, p. 4). Usability is
feeling of claustrophobia, which would be inap- about removing or at least alleviating all the frus-
propriate for a peaceful exploration game. It trations and confusion the player could experience
could however be appropriate for a horror sur- while playing the game, if they are not intended by
vival game, depending on the game design design. Broad guidelines – heuristics – can be
intentions. used to attain usability. Many usability heuristics
Players’ motivation is another important var- have been developed, both in web (e.g., Nielsen
iable to consider when developing a game. 1994) and game design (e.g., Desurvire
According to Przybylski et al. (2010) “both the et al. 2004; Laitinen 2008). These heuristics take
appeal and well-being effects of video games are into account the human brain capabilities and
based in their potential to satisfy basic psycho- limitations in perception, attention, and memory
logical needs” (p. 154). Therefore, a game that described earlier. The gameflow component refers
satisfies basic psychological needs for compe- to how enjoyable and engaging the video game
tence, autonomy, and relatedness (c.f. Deci and is. It takes its roots from the notion of flow,
Ryan 1985) will more likely be engaging. Com- described by psychologist Mihaly
petence entails the players’ sense of mastery and Csikszentmihalyi as the optimal experience
feeling of progression towards clear goals (i.e., whereby “a person’s body or mind is stretched to
Nintendo’s Legend of Zelda series require its limits in a voluntary effort to accomplish some-
increasing mastery to progress in the game). thing difficult and worthwhile” (Csikszentmihalyi
Autonomy encompasses offering meaningful 1990, p. 3). The gameflow component offers a set
choices to the players and opportunities for self- of criteria, or heuristics, to improve the emotion
expression (i.e., Mojang’s Minecraft allows the response and motivation felt by the players, in an
Cognitive Psychology Applied to User Experience in Video Games 343
adaptation of the concept of flow into games Deci, E.L., Ryan, R.M.: Intrinsic Motivation and Self-
(Chen 2007; Sweetser and Wyeth 2005). By con- Determination in Human Behavior. Plenum, New
York (1985)
sidering both usability and gameflow heuristics, a Desurvire, H., Caplan, M., Toth, J.A.: Using heuristics to
UX framework can be developed to provide a evaluate the playability of games. In: Extended Abstracts
useful checklist for game developers (see Hodent CHI, pp. 1509–1512. ACM, New York (2004)
2014a, for an example of a UX framework applied Ebbinghaus, H.: Über das Gedchtnis. Untersuchungen zur
to game design).
experimentellen Psychologie. Duncker & Humblot,
Leipzig (1885)
C
Fullerton, T.: Game Design Workshop: A Playcentric
Approach to Creating Innovative Games. CRC Press,
Conclusion Boca Raton (2014)
Hodent, C.: Developing UX practices at Epic games. Pre-
sented at the 2014 game developers conference Europe,
To warrant an engaging and enjoyable user expe- Cologne. http://www.gdcvault.com/play/1020934/
rience, game developers need to consider human Developing-UX-Practices-at-Epic (2014a)
capabilities and limitations by adopting a UX Hodent, C.: Toward a playful and usable education. In:
Blumberg, F.C. (ed.) Learning by Playing: Video Gam-
framework (Hodent 2014b). Such framework is ing in Education. Oxford University Press, New York
taking into account the limitations of the human (2014b)
brain in perception, attention, and memory. It also Hodent, C.: 5 misconceptions about UX (User Experience)
considers the emotional response and motivation in video games. Gamasutra. http://gamasutra.com/blogs/
CeliaHodent/20150406/240476/5_Misconceptions_abo
felt by the players. It can be used during the ut_UX_User_Experience_in_Video_Games.php (2015)
development of a video game as a checklist to Isbister, K., Schaffer, N. (eds.): Game Usability. Elsevier,
ensure that the usability and gameflow guidelines Burlington (2008)
are respected, therefore increasing the chances of Johnson, J.: Designing with the Mind in Mind: Simple
Guide to Understanding User Interface Design Guide-
offering a compelling user experience to the lines. Elsevier, Burlington (2010)
targeted audience. A UX framework provides Kahneman, D.: Attention and Effort. Prentice Hall, Engle-
game developers with useful guidance to improve wood Cliffs (1973)
the quality of their game and ensure that their Laitinen, S.: Usability and playability expert evaluation.
In: Ibister, K., Schaffer, N. (eds.) Game Usability.
intended design is the one experienced by the Elsevier, Burlington (2008)
target audience. Lesgold, A.M.: The nature and methods of learning by
doing. Am. Psychol. 56, 964–973 (2001)
Mack, A., Rock, I.: Inattentional Blindness. MIT Press,
Cambridge, MA (1998)
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R.L. (eds.) Usability Inspection Methods. Wiley, New
York (1994)
▶ Accessibility of Virtual Reality for Persons Norman, D.A.: The Design of Everyday Things. Double-
with Disabilities day, New York (1988)
▶ Games and the Magic Circle Norman, D.A.: Emotional Design: Why We Love (or Hate)
Everyday Things. Basic Books, New York (2005)
▶ Game-Based Interventions in Public Health: Norman, D.A., Miller, J., Henderson, A.: What you see,
Exploiting the Engaging Factor of Gameplay some of what’s in the future, and how we go about
doing it: HI at Apple computer. In: Proceedings of CHI,
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344 Collaborative Engineering
In order to use a virtual reality system for or customer to have realistic digital prototypes
collaboration and virtual prototyping, required and collaboration space.
virtual world must be created with the help of
special software. Most of the features for a
development of such a virtual prototyping plat- Cross-References
form are available in game engines supported by
the game development industry, which has a ▶ Augmented Reality for Maintenance
value of 25.1 billion USD according to 2010
ESA reports. However, since game engines are
developed for making games, some of the spe- References
cific features are not available and some features
do not meet requirements of virtual prototyping Altundag, A.M., Edwards, L., Demirkan, C., Aksoy, O.:
“Oyun Motoru Kullanilarak Sanal Prototipleme
standards. As a solution to that problem, some
Altyapisi: Augmea Immersive Platform TM.”
virtual reality and simulation companies started EEMKON (2017)
to develop virtual prototyping platforms. One of Tseng, M.M., Jiao, J., Chuan-Jun, S.: Virtual prototyping
them is Augmea Immersive Platform (AIP), for customized product development. Integr. Manuf.
Syst. 9(6), 334–343 (1998)
which is developed by Augmea Simulation
Vosniakos, G.C.: Feature-based product engineering: a
Technologies A.S. and it uses the power of critique. Int. J. Adv. Manuf. Technol. 14(7), 474–480
state-of-the-art game engine, CryEngine (1998)
(Altundag et al. 2017). Software products like
AIP gives an opportunity to manufacturers for
creating virtual worlds in order to use the best
features of virtual prototyping technologies in Collaborative Environments
industry standards with cost- and time-effective for Augmented and Virtual
approach. Reality Applications
Collaborative Environments for Augmented and Virtual Reality Applications, Fig. 1 Unity 3D user interface
348 Collaborative Environments for Augmented and Virtual Reality Applications
Collaborative
Environments for
Augmented and Virtual
Reality Applications,
Fig. 2 Milgram’s Reality-
Virtuality Continuum
Collaborative Environments for Augmented and Virtual Reality Applications, Fig. 3 An example of an AR
optical see-through device, the Magic Leap 1 headset. Photo by Bram Van Oost on Unsplash
Collaborative
Environments for
Augmented and Virtual
Reality Applications,
Fig. 4 An example of a VR
headset, the Oculus Quest
2 produced by Vive. Photo
by Remy Gieling on
Unsplash
further classified as desktop (e.g., a computer and a Overall, a CE can be designed to be compat-
webcam) or mobile (e.g., smartphones and tablets). ible with both VR and AR devices: whereas VR
VR environments are experienced through users will experience a complete virtual world,
either traditional displays, which can be classified AR users will see only a subset of virtual ele-
as mobile or desktop, or immersive virtual reality ments, which do not inhibit the perception of the
headsets, which consist of closed helmets with reality. This can be obtained by scripting accord-
two displays in front of the user’s eyes, thus ingly the behavior of the elements of the virtual
detaching people from the real environment environment, depending on what the AR users
(Fig. 4). should see.
Collaborative Environments for Augmented and Virtual Reality Applications 349
Collaborative
Environments for
Augmented and Virtual
Reality Applications,
Fig. 5 CSCW Time-space
matrix
Design
collaborating into a digital twin of the real envi- several actors that may be positioned in different
ronment through immersive VR. physical locations. Thanks to technological
advancements, CEs can effectively exploit VR
and AR technologies, thus providing physical
Application Fields embodiment, immersive experiences, and high
levels of interaction. Users can obtain an imme-
CEs are broadly used in several domains and the diate feedback on the design process regardless
most important ones are the following: collabora- of the physical location of the involved actors.
tive design, education and training, industry, med- Blueprints, construction plans, and design
ical scenarios, tourism, and cultural heritage. sketches can be displayed in the collaborative
Motivation for adopting CEs and examples are environments allowing users to provide inputs
introduced and discussed for each one of these and changes that are applied on the fly to the
research fields in the following sections. virtual assets. Figure 7 shows an example of a
collaborative meeting done using AR interfaces.
• In the Architecture, Engineering, Construction,
and Operation (AECO) area, collaboration and Representative works are (Lin et al. 2015;
interaction are of primary importance, and archi- Ibayashi et al. 2015). Lin Liu Tsai et al. (2015)
tects, engineers, and subcontractors must collab- proposed a co-located, synchronous AR system to
orate closely during each design phase. The improve discussions related to construction pro-
project team should make high-quality decisions cesses. Public data can be visualized using sta-
and innovations by combining the experience tionary displays whereas private information is
and expertise of various professionals. As the directly conveyed to the mobile devices of the
complexity of the projects increases, the involved users. The stationary display consists of
corresponding amount of data and information a tabletop interface with a dedicated personal
increases too, thus potentially generating an computer whereas the mobile devices are
uncontrolled working environment. Further- represented by Android mobile tablets. Data
more, in AECO scenarios, operations and displayed on the stationary display can be modi-
resources are frequently distributed among fied via tangible interaction paradigms, that is, the
Collaborative Environments for Augmented and Virtual Reality Applications, Fig. 7 An example of a CEs for
AECO seen through AR. Photo by Patrick Schneider on Unsplash
Collaborative Environments for Augmented and Virtual Reality Applications 351
users can manipulate the virtual information by • Education and training can greatly benefit from
using paper markers tracked with an external cam- collaborative environments. By presenting
era. The authors compared their system with tra- educational content in the 3D virtual space,
ditional paper-based approaches, and the main learners can easily and effectively understand
outcomes show a great reduction in the task com- structured and complex subjects, especially the
pletion time. Regarding architecture, Ibayashi ones coming from the mathematical or engi-
et al. (2015) presented a synchronous VR system neering domains. Furthermore, by exploiting C
to improve the design phase of architecture participatory design and gamification tech-
sketches. Several users can interact with the niques, users can improve their knowledge by
same virtual sketches by using two different being directly involved in the learning process.
modalities: a first-person view (by an immersive In collaborative environments, two or more
VR device) to see the fine local details and a top- users collaborate and learn together to achieve
down view (by a tabletop interface) to have an a common goal (Laal 2013). Due to this strong
overview of the entire project. One interesting link among learners, users are responsible for
capability of the proposed system is the so-called their own learning process and that of others
“God-like” interaction technique. When the users (Doymus 2007; Gokhale 1995) (a representative
are touching a specific object of interest on the example is shown in Fig. 8).
tabletop interface, the VR users can clearly detect
the same object of interest by visualizing a 3D Some representative works can be found in
representation of a human hand that pinpoints the (Punjabi et al. 2013; Pareto 2012). Punjabi et al.
objects. Although the system has been described (2013) presented CrowdSMILE, a remote, asyn-
as a co-located scenario, it can be easily extended chronous system to effectively handle learning
to a remote one. data coming from different sources and tools.
Collaborative Environments for Augmented and Virtual Reality Applications, Fig. 8 Usage of VR headsets for
education. Photo by stem.T4L on Unsplash
352 Collaborative Environments for Augmented and Virtual Reality Applications
Contents can be explored using desktop and hand- graphical representation of numbers can greatly
held interfaces, which are used by three different assist the students to accomplish mathematical
components: (i) POI Explorer Application, problems they had never been able to solve.
(ii) Social Publisher Client Application, and
(iii) CrowdSMILE Server. The first component • Industrial scenarios have been also deeply con-
runs on Android mobile devices integrating AR sidered and evaluated. CEs have been mainly
technologies to display learning contents related used for Assembly-Repair-Maintenance (ARM)
to the physical environment. The second compo- tasks by leveraging the traditional local-
nent allows the users to publish new learning unskilled remote-skilled interaction paradigm.
material that will be then explored by the POI The remote expert tries to help the local
Explorer Application. The users can add new unskilled user through a series of procedures
location-based learning material by means of and both users interact in the collaborative envi-
handheld and desktop interfaces. The third com- ronment by using a combination of AR and VR
ponent provides the main functionalities of the devices. In such environments, conveying
system allowing the exchange of data between effective instructions becomes of primary
the remaining components. The system has been importance, and researchers have devoted
evaluated through a series of user studies showing great effort to understand which virtual meta-
high levels of usability. Pareto (2012) proposed a phors should be used to improve ARM tasks.
co-located, synchronous environment to improve Early researches have explored the use of
the learnability of mathematical concepts for chil- abstract metaphors, such as virtual arrows or
dren with intellectual disabilities. Users can play a generic shapes controlled by the remote user.
series of 2D games to foster reasoning skills and More recently, the visualization of human body
strategic thinking. The games can be experienced parts by the remote expert has been researched,
using desktop interfaces, interactive whiteboards, showing that displaying user’s hand gestures in
and interactive spatial AR systems. The system the local user real environment can improve task
has been assessed through a series of user studies awareness and decreases cognitive load (Fig. 9).
and the main results show that the gameplay can As an example, Huang et al. (2018) evaluated
improve the students’ “number-sense” whereas the the effectiveness of sharing hand gestures and
Collaborative Environments for Augmented and Virtual Reality Applications, Fig. 9 An example of a virtual
environment in an industrial context experienced through a VR headset. Photo by XR Expo on Unsplash
Collaborative Environments for Augmented and Virtual Reality Applications 353
sketches made by a remote user to help a local the visualization of a 3D environment, remote
unskilled operator. The two users interact by expert medical teams can provide instruction to
using an immersive VR device (remote opera- local unskilled doctors during medical proce-
tor) and a handheld interface (local operator) dures. As an example, Sirilak et al. (Sirilak and
connected on the same Local Area Network. Muneesawang 2018) proposed a remote, syn-
The main results show that by sharing both chronous AR system to support local doctors
hand gestures and sketches the local users can during medical operations. The local doctor can C
complete the tasks with less time with respect to visualize by a wearable AR device patients’ data
sharing only hand gestures. The independence captured through dedicated sensors. At the same
of the view has been also deeply investigated. time, remote specialists can visualize the local
The remote user could visualize the local scene scene captured by the cameras of the wearable
by seeing the environment from the local user devices allowing them to collaborate with the
perspective (dependent view) or from arbitrary local doctors. Finally, the emulation of surgery
views (independent view), and some operations executed in VR can be linked to the
researchers have demonstrated the advantages data visualization in AR (Fig. 10).
of the independent view with respect to the
dependent one (Kim et al. 2018).
• CEs for tourism and cultural heritage scenarios
have been also researched and analyzed. Usu-
• In the medical context, CEs can foster commu- ally, these systems are used to draw the atten-
nication between patients and medical special- tion of the users towards points or objects of
ists. It is expected that medical costs will be interest; therefore, it becomes of primary
increasingly reduced using effective CEs. importance providing effective spatial cues to
Nonetheless, several important features, such make sure the users are not disoriented or get
as latency and tracking accuracy, have not lost. A typical scenario involves a local AR
been properly evaluated in this context yet. user who is physically walking through an
Similar to the industrial scenarios, by exploiting archaeological site or museum and a remote
Collaborative Environments for Augmented and Vir- environment. Right image: an AR interface can be used
tual Reality Applications, Fig. 10 Left image: a surgi- to display in real-time patient’s data. Images from (Jo et al.
cal operation can be emulated in an immersive VR 2021)
354 Collaborative Environments for Augmented and Virtual Reality Applications
Collaborative Environments for Augmented and Virtual Reality Applications, Fig. 11 Usage of VR headsets in a
cultural heritage context. Photo by Lucrezia Carnelos on Unsplash
▶ User-Centered Design and Evaluation Method- Lin, T.H., Liu, C.H., Tsai, M.H., Kang, S.C.: Using aug-
ology for Virtual Environments mented reality in a multiscreen environment for con-
struction discussion. J. Comput. Civ. Eng. 29(6),
▶ Virtual Reality Applications in Education 04014088 (2015)
▶ Virtual Reality Game Engines Milgram, P., Kishino, F.: A taxonomy of mixed reality
visual displays. IEICE Trans. Inf. Syst. 77(12),
1321–1329 (1994)
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356 Collective Intelligence
collisions get lost (Basch 1999). Finally, kinetic parent node, and (iii) the bounding volume should
approaches take advantage of predicates and cer- fit the original node as tightly as possible with a
tificates functions to determine the CD on time. high degree of accuracy for the original model.
A characterization introduced by Zhang et al. However, two opposite criteria that guide the
(2006) divides CD approaches into discrete, selection of bounding volumes are: they should
which checks statically collisions between mov- be as tight as possible, and the intersection test for
ing objects based on discrete parameter intervals two of them should be as efficient as possible C
(Pabst et al. 2010; Zhao et al. 2013), and contin- (Nguyen 2006).
uous which tries to determine the time of contact
(ToC) as exactly as possible (Tang et al. 2010;
Wong 2011; Du et al. 2015). Continuous CD is a Collision Detection Objects
problem highly explored; the most common tech-
niques are the algebraic solution, the swept vol- According to the changes on the objects after the
ume, the bisection, the Minkowsky sum, the collision, the methods can be classified into two
conservative advancement, and the kinetic data categories: rigid-body models, which do not
structure approaches (Zhang et al. 2006; Tang change after colliding (Tang et al. 2013), and
et al. 2010; Du et al. 2015). deformable models or soft-bodies, which change
after colliding (Tang et al. 2010; He et al. 2015).
By exploiting the temporal coherence, models can
Collision Detection Phases be deformable along the time, even though they
do not collide with others, for instance, animated
CD methods are commonly divided into two objects like animals and people, cloth, among
phases the broad-phase and the narrow-phase. others. The collision that involves soft bodies
(i) Broad-phase methods determines the pair of and rigid bodies usually calculates the penetration
objects involved in a potential collision and depth and the area of collision of the objects (Zhao
(ii) narrow-phase methods check exact collision et al. 2013).
for every pair identified as suspected to be in a
collision by the broad-phase (Avril et al. 2014;
Wang et al. 2018). Moreover, potential collisions Cross-References
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Bounding volume hierarchies are widely used Basch, J.: Kinetic Data Structures. PhD thesis, Stanford
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volumes hierarchy focused on collision detection –
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revisin de literatura de jerarqua volmenes acotantes
parents, (ii) a set of child nodes in the hierarchy enfocados en deteccin de colisiones. Ing. Compet. 17,
depicts the same part of the object covered by its 63–76 (2015)
358 Color
functionally. This article aims to provide a rel- Active BCI: An active BCI application pro-
atively comprehensive walkthrough of basic duces its final output from brain activity which is
knowledge of brain signal processing towards directly consciously controlled by the user such as
detection of imaginary colors. using mental command, thinking to control hands,
and execute actions. Such type of brain activity is
independent from external events to control a
Introduction BCI-application. C
Reactive BCI: A reactive BCI application pro-
BCI is generally referred to Brain Computer duces its final output from brain activity arising in
Interface or Brian Computer Inter-action, reaction to external stimuli such as viewing pic-
which enrich the communication method as tures or particular objects. Such type of brain
well as the information delivery between activity is indirectly modulated or reacted by non-
human-being and machine. Brain signals are subjective consciousness of user to control a
captured through BCI devices and then trans- BCI-application.
ferred to computer for analysis and processing. Passive BCI: A passive BCI application
BCI devices are mainly divided into two cate- produces its outputs by analyzing arbitrary
gories: invasive BCI devices are directly brain activity without specific events for
implanted into people’s brain and medically enriching a human-computer interaction
targeting restoration of fundamental function- with implicit information that user may not
ality; noninvasive BCI devices are easy to wear aware from the subjective consciousness such
and widely used in various applications. Non- as the degree of engagement and relaxing
invasive BCI devices avoid the surgery risk and status.
are relatively portable, headsets such as Emotiv Color has an important role in digital society
EPOC+ and Neurosky MindWave are popular to present additional information to contents that
in researchers. However, the draw-back of needs emphasizing and have specific intentions.
being external device is the relatively poor People coming from different backgrounds and
effectiveness of signal acquirement compared countries could have various understanding on
to invasive BCI devices. There are many par- particular colors but commons can be observed.
ticularly interesting, entertaining wearables Three primary colors, red, green, and blue are
such as the “necomimi” project (the Necomimi usually applied in color-related researches.
Emotion Con-trolled Brainwave Cat Ears These three colors are deemed as the ideal pri-
Headband), where the headset has two catlike maries for additive color mixing with the light-
ears that are programmed to wave based on the ing sources (Rossing and Chiaverina 1999). Red
wearer’s emotion that evaluated through the associates with energy, danger, strength, power,
brain signals captured from the brain wave sen- determination and passion, desire, and love.
sor integrated into the headset (Kulkarni and Green denotes the nature which usually symbol-
Bairagi 2018). izes growth, harmony, freshness, and passing.
BCI applications have been deployed into var- Blue is the color of the sky and sea and com-
ious aspects of world such as home-automation, monly associated with depth and stability as well
lie-detection, brain fingerprinting, trust assess- as safety. Color detection models are mostly
ment, sleep stage recognition, disease observa- categorized into reactive BCI applications as
tion, and neurorehabilitation. BCI applications most applications require participants to be stim-
could be macroscopically divided into three ulated by a number of colors in order to achieve
main types that differ in the primary characteris- initial calibrations before the actual usages.
tics of BCI-interactive models in various applica- Capability of recognizing colors through brain
tions. Interaction and design models are hence signals could enable researchers to understand
differentiated in numerous researches in the BCI deeper and further flexibilities available to
field. developers.
360 Color Detection Using Brain Computer Interface
observations of brainwaves are categorized in Drowsiness arousal can produce theta waves that
below. are observable in older children and adults as well
Delta (<4 Hz): Delta waves were originally as during meditation. Excess theta waves always
introduced in 1936 by Gray Walter, an English de-note a number of clinical conditions, such as
physiologist who acquired very slow and high- epilepsy, or abnormal activity of adults such as
voltage potentials that were slower than formerly focal disturbance (Scher 2018). Additionally,
described wave patterns from the involved area of theta waves are usually associated with relaxation,
a patient who was undergoing neurosurgery for a meditation, and creation states.
malignant tumor (Marcuse et al. 2015). The char- Alpha (8–12 Hz): The first recording of human
acteristic of delta band aims at the highest in EEG waves by Hans Berger is in the alpha range.
amplitude and has the slowest waves. It is usually It is observed in the occipital cortex, the posterior
found frontally in adults in slow-wave sleep and areas of both side of the head (Baars and Gage
posteriorly in children. As the rule, delta waves 2013). Higher amplitude always shows on the
are absent in wakeful adults, and in contrary, dominant side. Alpha waves usually relate to
presence of delta waves during wakefulness motor activities such as eye movements. Particu-
implies cerebral dysfunction (Marcuse et al. larly, closing eyes with comfortableness raises the
2015). Furthermore, delta waves are usually asso- alpha waves and attenuates with eye opening and
ciated with the deepest levels of relaxation and mental concentration (Bazanova and Vernon
restorative, healing sleep, in other words, ade- 2014). The alpha waves are also subject to age
quate production of delta waves enhances the dynamics as the alpha rhythms in healthy subjects
immune system, natural healing and restorative reduces associated with age in the interval from
deep sleep (Abhang et al. 2016). 7 to 80 years in terms of power which reaches the
Theta (4–7 Hz): Theta rhythms are generally highest values around 20 years of age and slowly
observed in the frontocentral areas of the brain in declines (Kropotov 2016).
young children and are related to drowsiness or Beta (13–40 Hz): Beta waves are observable
heightened emotion states (Scher 2018). with increased possibility in frontal or central
362 Color Detection Using Brain Computer Interface
regions of brains compared to posterior areas of Rosen 2015). In actual, frontal lobes composite of
the cortex (Kropotov 2010). Beta waves are high- a number of regions that participate various brain
frequency and low-amplitude brain waves in processes such as attention, memory, executive
awaken sate and are produced associated with functions, insight and self-monitoring, language,
logical and conscious thinking, where production and social and emotional functions (Pressman and
of adequate beta waves enhances concentration Rosen 2015). Furthermore, common sense has
(Abhang et al. 2016). Active concentration, theoretically different perceptions to the executive
busy, active thinking leads to a lower amplitude functions, are fundamentally classified as the abil-
beta wave, the beta one waves, the low beta waves ities to retain and process objects not physically
(12–15 Hz); Mid-range beta waves are described placed in the surrounding environment
as beta two waves associated with improved per- (Goldman-Rakic 1996). However, the functional
formance and anxiety; High beta waves are organization of frontal cortex is still controversial
described as beta three waves associated with where the primary theory proposes that frontal
significant anxiety, paranoia, and high arousal lobes are organized correspondingly to
(Ab-hang et al. 2016). rostrocaudal axis to participate in the hierarchical
cognitive control (Badre and Nee 2017). In sum-
Brain Lobes and Functions mary, frontal lobe is functioning in cognition,
EEG signals are captured from various positions problem solving and reasoning; development of
of the brain. It is critical to understand the brain motor skills; participation in speech; Impulse con-
functions of different cerebral cortices that each of trol; spontaneity; regulation of emotions; regula-
which has important roles to composite the con- tion of sexual urges; and planning (Abhang
sciousness. The cerebrum dominates the most et al. 2016).
spaces of the human brain associated with com- Parietal Lobe: Parietal lobe is commonly
plex brain functions among cogitations and activ- described with correlation to the sensory pro-
ities. The cerebral cortex is divided into four lobes cessing in the brain. It occupies approximately
and two hemispheres which are shown in the 20% of the cerebral cortex and is categorized
Fig. 2. into two primary regions, the somatosensory cor-
Frontal Lobe: Frontal lobe is commonly con- tex and the posterior region of the parietal cortex
sidered as a synonym to the executive functions, which engages in various cognitive operations,
utilizing the capacity of the frontal lobes to admin- especially involved in representations of spatial
istrate and improve other cognitive processes subjects (Behrmann and Shomstein 2009). Gold-
more efficient through attention, to inhibit basic berg (2001) described five primary functions: the
response in approaching a complex objective, fundamental analysis of somatic sensation (such
abstraction and other mechanisms (Pressman and as touch, the limb positions, temperature percep-
tion); space measurements utilizing sensory
modalities; the specification of spatial objects for
Side view Top view the motor system; generation of attention; and the
Parietal analysis of visual motions. In summary, parietal
Frontal Occipital
lobe is functioning in sensing pain, pressure, and
touch; regulation and process of traditional five
senses: vision, audition, gustation, olfaction, and
somatosensation; movement and visual orienta-
Temporal tion; speech; visual perception and recognition;
and cognition and process of intelligence
Left Right (Abhang et al. 2016).
hemispheres hemispheres
Occipital Lobe: The occipital lobe holds
Color Detection Using Brain Computer Interface, responsibility for visions primarily and is situated
Fig. 2 Brain lobes and hemispheres (Bermúdez 2014) posteriorly to both the parietal and temporal lobes.
Color Detection Using Brain Computer Interface 363
It is the smallest of the four lobes and it occupies EEG equipment or the external interferences, such
approximately 12% of brain cortex; visual sensa- as radio waves and mobile phones. Pre-processing
tions are produced from the occipital lobe through methods are commonly required prior to pro-
direct electrical stimulations and damage to the cessing and analysis of the recordings. In the
occipital lobe can influence visions in different former experiment conducted with color detec-
degrees depending on the location damaged and tions, a number of methods were utilized to
severity of the damage (Galetta 2017). Most of the remove artifacts: visual inspection, linear filter, C
knowledge of structural organization and pro- bandpass filter, and independent component anal-
cessing mechanism of occipital lobe comes from ysis (ICA). For event-related potentials (ERP),
the studies of macaque’s occipital lobe which applying visual inspection along with linear filter
shares a certain degree of similarity with humans. or band-pass filter at specific frequency can
In addition to the spatial specification of visual remove skin potentials at low-frequency bands
objects that are maintained in the occipital lobe, and muscle and electrical noises at high-frequency
visual attributes such as local shape, motion, bands. Visual inspection is usually necessary to
color, and depth are also extracted and organized manually remove undesirable segments of brain
(Braddick 2001). In summary, occipital lobe is signals in a trial as the recordings may contain
functioning in visualspatial handling; movement, further instructions other than the valuable data,
and color recognition (Abhang et al. 2016). the potentials in recordings with color stimuli. In
Temporal Lobe: Temporal lobe associates with advanced environment, ICA is significant in
perception and recognition, is the region where removal of artifactual components such as muscle
sound is processed, which regulates the auditory activity, eye blinks, and electrical noises (Delorme
language and speech comprehensions (Baars and et al. 2007). Applying various methods to reduce
Gage 2013). Along with the frontal lobe, the tem- artifacts could improve the rate of successful clas-
poral lobe functions significantly in humans, indi- sifications, such as Phillips et al. (2015) applied
cating the anatomical relationship of two areas Joint Approximate Diagonalization of Eigen-
towards acoustic, intelligence, and memory matrices (JADE) algorithm as the ICA and the
(Bellack and Hersen 1998). In summary, temporal classification accuracy shows an approximate
lobe is functioning in management of long-term 5% improvement over the 20 trials conducted
memories and handles new information, forma- during the experiment.
tion of visual and verbal memories, and interpre-
tation of olfaction and audition (Abhang Feature Extraction
et al. 2016). Feature extraction is to extract the adequate fea-
ture that is valuable in each single trial. Extensive
Pre-processing of Brainwaves ways are available to select different features,
Captured brainwaves always contain further such as the simplest, calculating the peak in
noises than the useful information. Pre-processing power spectrum, and calculating the mean of a
is usually necessary for clearing the noise, reduce set of trials. Abuhashish et al. (2014) concluded a
the noise ratio of raw EEG signals as the captured number of common features are extracted: the
raw signals are generally contaminated with irrel- value of the EEG signals largeness, band powers,
evant activities such as eye blinking and physi- power spectral density ideals, autoregressive and
cally micro movements. Such activities are called adaptive autoregressive parameters, time-
artifacts, which can cause accuracy and efficiency frequency features, and inverse model-based fea-
issues in the system. During the recording and tures. Yu and Sim (2016) conducted an experi-
amplification period, main’s electrical impulse, ment that classifies the brainwaves captured
minor physical movements such as eye blinking during the simulation released by the specially
or muscle movements and artifacts could interfere made visual stimulator that manually created
the captured data (Rasheed and Marini 2015). using an Arduino board and a couple of LEDs.
Artifacts can also be yielded by the problematic They extracted N2 (N200, the negative-going
364 Color Detection Using Brain Computer Interface
wave that peaks 200–350 ms after stimulus types and has an overall good performance (Peter
(Folstein and Van Petten 2008)), P3 (P300, occurs et al. 2019).
when people react to stimuli and surfaces as a Artificial Neural Network (ANN): ANN is the
positive deflection in voltage with a delay computational technique, one of the machine-
between stimulus and reaction ranging from learning approaches trying to learn the behavior
250 ms to 500 ms (Polich 2007)), and N4 of the brain signals. In analogy, ANN utilizes a
(N400, the normal brain reactions to meaningful large set of computational units, the artificial neu-
stimuli such as visual and auditory stimuli (Kutas rons to simulate brain neurons.
and Federmeier (2000)) of ERP data and achieved Classification Performance: Classification rate
classification rates ranging from 35.76% to can also be influenced by different combination of
87.11%. Aclo et al. (2016) conducted similar selected channels. Selecting one or a few appro-
experiments utilizing an LED screen monitor priate channels can improve efficiency and per-
doing color stimuli, and Kurtosis was found to formance of the application. Such as Yu and Sim
be the most significant feature in alpha and beta (2016) found that channel T7 and F4 are robust
bands for classification of colors. electrodes to classify color imaginations and
Aprilianty and Purwanegara (2016) found that
Classification F3 and F4 channels are having a better classifica-
Numerous classification algorithms are available tion rate. Additionally, Yu and Sim (2016) found
to deploy in different scenarios, such as Support that applying ANN without LDA can bring an
Vector Machine (SVM), Artificial Neural Net- approximate 10% improvement in the
work (ANN), Multi-player Perceptron (MLP), classification rate.
Naïve Bayes (NB), k-Nearest Neighbor (k-NN),
and K-fold Cross Validation. SVM and ANN are A Typical BCI Research Model
the common approaches adopted in researches A simple, typical BCI application model is
related to classification of imaginary colors and described in the Fig. 3. Most of the stimuli
are briefed in below: researches share commons in basic modelling of
Support Vector Machine (SVM): SVM was the application and can differ based on the final
introduced in the late 1990s and has been adopted purpose. This model can be applied in the color
in many engineering-related applications stimuli experiments, and the devices utilized to
(Gholami and Fakhari 2017). SVM is one of the present colors can be selected from a large group
machine learning, non-probabilistic approach uti- of different categories, such as the simplest one,
lizing a linear classifier to categories data into two computer monitors or some specifically made
Color Detection Using Brain Computer Interface, Fig. 3 A simple, typical BCI application model
Color Detection Using Brain Computer Interface 365
LED devices to represent various colors, achieved features. Finally, both of SVM and ANN are com-
in Yu and Sim (2016)’s research. Researchers monly adopted techniques, have the same concept
have the initiative to select particular colors that using linear learning model for pattern recogni-
can be represented by different devices. tion, and the main difference is the way nonlinear
According to the specifications designed, the data is classified (Ren 2012). Even though some
final results of different researches could show a studies suggest SVM has a better performance
certain degree of deviation when the preciseness than ANN, the average accuracy achieved is C
is critical. around 80% and the accuracy decreases dramati-
In the color stimuli experiments, a number of cally when the training trials are imbalanced.
participants will be asked to re-main quiet and Color classification can be used in various
comfortable before starting the EEG recording scenarios of world. For example, in the enhance-
sessions. Generally, the device represents a par- ment of the existing selling models, customers
ticular color for a few seconds and the brainwaves could simply think to get the right color of a
of participant will be captured and recorded by the desired clothes or items. It can certainly improve
BCI devices during each session. The recording the efficiency of shopping as well as reduce the
sessions will then be pre-processed before apply pressure caused on shop assistants during the peak
further analysis and actions. After filtering, hours. However, BCI devices are still relatively
denoising, and feature extraction, all recording complicated to be equipped and prone to be
sessions will be converted into small pieces. influenced by the interferences such as radio
These small pieces will then be analyzed and waves. The cost of device maintenance will also
classified into a number of different classes. be increased and new technical positions are pos-
Based on the analysis and classification result, sibly critical to be fulfilled. Capability of deter-
further actions can be taken and different stimuli mining the colors imagined can be also used in
scenario can be used to expand the recording BCI games to map further actions that cannot be
library. Usually, a larger library of recording ses- performed by human in the real world such as
sions with various scenarios will increase the flying. In the case of mapping a single color to a
accuracy and value of the final results. single action in the game, the traditional gaming
can be flawlessly shifted over to the BCI gaming
Discussion where a higher level of concentration and reaction
There are numerous feasible approaches to imple- of gamer could lead to a better result. Further-
ment the theoretical prescription described in the more, the research conducted by Abuhashish
method section into working solutions, such as (2015) also proposed the same idea of eliminating
BCILab and EEGLab (Delorme and Makeig conventional models of interaction between
2004), two available Matlab applications that human and computer graphics by analyzing the
greatly simplified the data analysis of brain sig- brain signals to map emotions into the virtual
nals with graphical interfaces. Regarding pre- world. Particularly, Abuhashish et al. (2015)
processing of brainwaves, although ICA can constructed the models of mapping human emo-
achieve a better result of removing noises in the tions with virtual 3D characters by utilizing
trials comparing to applying linear filter or Higuchi algorithm to extract human emotions
bandpass filter, the draw-back is the performance and then to synchronize with in-screen characters.
issue as it takes more computational power to
produce the processed trial. In the applications
that require responsiveness and are designed for Conclusion
portable devices with limited processing power
will prone to utilize the other two methods to This article provided a relatively comprehensive
denoise the signals. In the feature selection part, overview on the basics of BCI, EEG, and brain
the experiments con-ducted by former researchers functions and a number of feasible approaches of
are limited and there are potentials to explore new pre-process, extract, and classification in order to
366 Color Detection Using Brain Computer Interface
detect imaginary colors. Various terms used in Behrmann, M., Shomstein, S.: Spatial cognition and exec-
neuroscience are explained and some fundamen- utive function. In: Dronkers, N.F., Baldo, J.V. (eds.)
Encyclopedia of Neuroscience. Elsevier, Berlin, Ger-
tal knowledge of dealing with brain is briefly many (2009)
introduced. A number of signal pre-processing Bellack, A.S., Hersen, M.: Comprehensive Clinical Psy-
methods: linear filter, bandpass filter, and ICA chology: Foundations, vol. 1. Pergamon,
and classification methods: SVM and ANN are Amsterdam/New York (1998)
Bermúdez, J.L.: Cognitive Science: An Introduction to the
briefly discussed. Examples of how selling and Science of the Mind. Cambridge University Press,
gaming models can be benefitted with capability Cambridge (2014)
of determining imagined colors are finally Braddick, O.: Occipital lobe (visual cortex): functional
introduced. aspects. In N. J. Smelser & P. B. Baltes (Eds.) (Vol.
16, pp. 10826–10828). Elsevier Science Ltd./Pergamon
Press (2001)
Caton, R.: Electrical currents of the brain. J. Nerv. Ment.
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Chong, D.J., Sahlem, G.L., Bazil, C.W.: Introduction to
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▶ Augmented Reality for Human-Robot Interac- Delorme, A., Makeig, S.: EEGLAB: an open source tool-
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▶ Augmented Reality for Maintenance independent component analysis. J. Neurosci.
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tion of artifacts in EEG data using higher-order statis-
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AbuHashish, F.A.M.: Classfication technique for human ence Module in Neuroscience and Biobehavioral Psy-
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Color: Pixels, Bits, and Bytes 367
reaches a certain level (see Fig. 1). The quality of there is still a dominance on the use of raster
vector images is not constrained by scale. images. This can be explained by the imaging
Another distinction is the requirement of pro- resources, including software compatibility and
cessing and storage capacities. Raster images tend file formats. Imaging devices render raster
to take up much more space than vector images. images, which include also photographs (see
Although vector images are more efficient, Fig. 2), and, thus, correspondingly majority of
both in fidelity and space, than raster images, the file formats support raster images.
Color: Pixels, Bits, and Bytes, Fig. 2 The basic unit of a 741 (height) pixels. These numbers also represent the
raster image is pixel. A raster image consists of an array of image size
pixels. This example image has a total of 1,100 (width) by
Color: Pixels, Bits, and Bytes 369
Definition
Comic Arts
Non-photorealistic rendering (NPR) is a topic
▶ Comic Arts in Games, Asset Production, and under computer graphics trying to achieve some
Rendering level of stylization in 3D with the use of geometry,
lighting, shading, and special effects. Authors are
specializing in recreating the aesthetics of comic
arts in video games via implementing the research
already done in the area and also adding new
research topics.
Comic Arts in Games, Asset
Production, and Rendering
Introduction
Metin Arıca and Burak Tezateşer
Nowhere Studios, Istanbul, Turkey Comic art stylization characteristics include toon
shading, outlines, line art, hatching, and inner
lines. The study of authors started with a literature
Synonyms review and implementing some of the real-time-
related works to unreal engine. Unreal engine has
Comic arts; Non-photorealistic rendering; NPR been chosen mainly for its rendering quality, and
Comic Arts in Games, Asset Production, and Rendering, Fig. 1 Organic objects samples from the original paper
(Praun et al. 2001) with tonal art maps
Comic Arts in Games, Asset Production, and Rendering 371
Comic Arts in Games, Asset Production, and Rendering, Fig. 2 Sample scene in unreal engine with flat surfaces
the ease of access to the source code if any change production pipeline. After trying different
in the renderer is required to create the desired methods, the tonal art map pattern introduced in
effects. real-time hatching (Praun et al. 2001) seemed like
the best option for creating seamless hatching
patterns. Unfortunately, it didn’t match the desired
Hatching Shading Method and Line Art quality in the case of a repeated use especially on
flat surfaces. We decided to limit the use of hatch-
Comic book art often uses different hatching tech- ing shading on background organic objects.
niques unique to its artist. Our goal was to mini- The desired effect is achieved not by
mize the texturing efforts in video game implementing a hatching shading in real time but
372 Comic Arts in Games, Asset Production, and Rendering
Comic Arts in Games, Asset Production, and Rendering, Fig. 7 Outline reflecting the color of a light source
Commercial Rights
Definitions
▶ Computer Games and the Evolution of Digital
Rights Computational is the practice of manually
steering intervening with an otherwise
autonomous computational
process in order to change its
Comparative Studies outcome.
Computational is the prediction of fluid flow
▶ Cross-cultural Game Studies fluid dynamics by numerical methods.
(CFD)
In situ refers to the visualization of
visualization result data at runtime.
Competition
Introduction
▶ StarCraft Bots and Competitions
Most computational fluid dynamics (CFD) simu-
lations require massive computational power,
which is usually provided by traditional high-
Competitive Video Games performance computing (HPC) environments.
Often, simulations are executed on a massive
▶ Fortnite: A Brief History number of CPU cores (<check>O</check>
▶ Professional Call of Duty Player Matthew (1000)) that are hosted in a remote super-
“Nadeshot” Haag: An e-Sports Case Study computing center or an in-house supercomputing
▶ Super Smash Bros. Ultimate and E-sports facility. Due to several limitations of HPC envi-
ronments, the majority of present CFD simula-
tions are usually executed non-interactively,
although interactivity of the simulation process
Compressor/Decompressor is highly appreciated by scientists and engineers.
In this entry, different approaches for interac-
▶ Postproduction in Game Cinematics tive CFD simulations are briefly reviewed. As
376 Computational Steering for Computational Fluid Dynamics
Computational Steering for Computational Fluid Dynamics, Fig. 1 Traditional CFD process chain (Linxweiler
et al. 2011)
opposed to remote rendering solutions, where repeated. User interaction is obviously rather
data to render is pulled over a connection to limited and takes place exclusively during the
remote rendering stations, a recent trend is to preprocessing/modeling phase. Not surprisingly,
harness the parallel computational power of it is a long-term wish of scientists and engineers
locally available many-core CPUs, graphics pro- to closely interact with their simulations while
cessing units (GPUs), or mobile devices for they are running. Since the influential report of
general-purpose applications. Starting from the the US National Science Foundation (NSF) in
state of the art in conventional CFD simulations, 1987 (McCormick et al. 1987), new forms of
this entry focuses on hardware resources that are scientific visualization have evolved that are
available on the desktop and in the palm of your quite different from traditional post-processing.
hand as a basis for computational steering. The approach commonly referred to as computa-
tional steering has been the subject of wide-
spread interest in the scientific CFD
State of the Art in CFD Analysis community. The name goes back to one of the
first applications of interactivity demonstrated by
Traditionally, CFD analyses are done in a cyclic Marshall et al. (1990) who presented an interac-
sequence of independent steps (Fig. 1). The sim- tive simulation of a turbulence model using a
ulation is usually set up in a preprocessing phase simulation of Lake Erie. In the following years,
by defining the geometry of the flow domain as major contributions to the development of the
well as the initial and boundary conditions. After computational steering paradigm by Liere,
that, the calculation is carried out for a fixed Mulder, and van Wijk (Van Liere and Van Wijk
number of time steps. As CFD simulations are 1996; van Liere and Mulder 1997; van Liere et al.
computationally intensive, they are usually exe- 1997; Mulder et al. 1999; Mulder and van Wijk
cuted on high-performance systems. In such high- 1995; Van Wijk et al. 1997; Van Wijk and Van
performance computing environments, the job is Liere 1997) as well as Johnson and Parker
typically submitted to a queuing system and is not (Johnson et al. 1999; Johnson and Parker 1994;
executed until the needed resources become avail- Parker et al. 1997a; Parker and Johnson 1995;
able. The simulation may run for hours, days, or Parker et al. 1997b, c) are recognized.
even longer until in the end the results are stored A first step to more interaction with the simu-
on a file system. To conduct post-processing, this lation is the so-called tracking (Marshall et al.
data is often transferred to the users’ workstation 1990) approach, which is sometimes also called
to evaluate the simulation and identify errors or monitoring (Hart and Kraemer 1999). After each
possible modifications to model parameters that time step, intermediate results are sent to the
will be applied in a subsequent iteration. The visualization pipeline for analysis. This enables
whole process chain is illustrated in Fig. 1. the scientist to analyze the results in an early
For each adaptation that is to be made to the stage of the simulation to stop and restart the
computation, the whole process has to be simulation when required. The next step is
Computational Steering for Computational Fluid Dynamics 377
C
Computational Steering for Computational Fluid Dynamics, Fig. 2 Pipeline of computational steering (Linxweiler
et al. 2011)
y
ilit
Flo
tab
Scr
How to Measure Interactivity
/S
on
een
w R fresh
uti
acy
For interactive simulations, it is essential that
ate
Re
sol
cur
developers maintain awareness of the interplay
Re
Ac
between the perceived rate of flow to a user, the
accuracy/stability of a calculation, and the com-
putational throughput. These are the key qualities Parallel Capacity
of an interactive simulation as discussed in Computational Throughput
Harwood and Revell (2018) and Harwood
(2018, 2019) and are controlled therein through Computational Steering for Computational Fluid
Dynamics, Fig. 3 The interplay between the perceived
configurable parameters. The accuracy and stabil- rate of flow to a user, the accuracy and stability of a
ity of the numerical solver are controlled by the calculation and the throughput of the solver are important
simulation resolution, the perceived flow rate to for interactive applications
the user through the refresh frequency of the visu-
alization, and the computational throughput second. Each time step on our given compute
through the amount of parallel compute capacity device takes dtwall ¼ 0.036. Thus we have a
used (c.f. Fig. 3). Tr ¼ 0.01/0.036 ¼ 0.28. Therefore the simulation
As the accuracy increases, so does the resolu- is running at 3.6x slower than real time. Increasing
tion of the calculation. This puts increasing the resolution may increase the throughput
demands on computing resources, typically (assuming resources have not been saturated). So
shrinking the time step size. Thus, more iterations doubling the resolution, if the device scales per-
need to be completed for the same amount of time fectly, would double the throughput to 100,000
to be simulated. At a fixed computational through- cells every second. However, for some numerical
put, the simulation thus evolves slower, and the methods, such as the lattice-Boltzmann method,
refresh rate may need adjusting to compensate. to control errors and maintain stability, the time
The real-time ratio Tr (Harwood and Revell step would then need to be divided by four
2018) expresses the ratio of the time simulated (Krüger et al. 2009). Thus, dtwall ¼ 0.036 still
to the time taken to simulate that time interval but dtsim ¼ 0.0025 and hence Tr ¼ 0.0025/
with Tr ¼ 1 being the precise definition of a real- 0.036 ¼ 0.07. Hence, the ability to achieve true
time simulation. This provides an improved mea- real-time performance is dependent on both suit-
sure of the capability of an interactive calculation able numerical methods and suitable hardware
compared to just examining throughput alone. and cannot be achieved by one alone.
However, even if a calculation is running at a Real-time ratio just considers the performance
real-time rate, the refresh rate controls how the at a computational level. A user of an interactive
flow is perceived by the user. Therefore, for inter- simulation is probably less interested in whether
activity, we need to consider all these parameters the simulation is strictly real time but more inter-
simultaneously as we discuss below. ested in whether they see a smooth, yet accurate
Consider the following illustration: a simula- and expressive, visualization of the data in situ.
tion uses a dtsim ¼ 0.01 seconds. The throughput This forces us to consider other factors when
of the calculation is 50,000 grid cells every second defining performance. For simulations to be visu-
based on our chosen compute device. The resolu- alized smoothly in situ, it is widely accepted that
tion of the calculation is such that we have a 2D we need a refresh rate of our display of at least
domain 60 30 cells. This gives 1800 grid cells 24 frames per second (FPS). Returning to the
in the domain. Our compute device can then previous example, we would need to update our
update the whole grid around 28 times each display every iteration, giving us a frame rate of
Computational Steering for Computational Fluid Dynamics 379
28 > 24 FPS. Based on the throughput, we have a (2017, 2018); Harwood 2019) explores the feasi-
maximum perceived flow scale of up ¼ 28 cells bility of developing performant fluid dynamics
per second – i.e., the rate at which information is applications for mobile CPUs and GPUs. They
passed through our grid, one cell at a time. If we develop interactive CFD simulations suitable for
have 60 cells across a 30 cm width screen, then mobile devices and test their implementations for
this is a perceived physical flow rate of 0.14 m/s. a range of problem sizes. In Harwood and Revell
Of course, this is an upper limit achieved by (2018), the authors implement their simulation C
acoustics in most cases, and typically, flow fea- software using the CUDA API and use a combi-
tures of interest will propagate much slower than nation of software development kits to compile
this. We must be aware that structures of interest the application. The application successfully har-
may then propagate too slowly for interactive nesses the mass parallelism and power efficiency
applications. In these situations, our options are: of the GPU to be over 300x more efficient in terms
of combined throughput and power consumption
• Reduce refresh rate – encourage information to than the earlier CPU implementation (see
propagate more before updating the screen. Table 1). However, the work outlines the com-
• Reduce the time step (resolution) – often diffi- plexity at present in creating mobile applications
cult without introducing errors and instabilities which can efficiently leverage the raw power of
in the numerical method. mobile hardware.
• Increase the parallel capacity (throughput) – Recent work (Harwood (2019)) has explored
often limited by available computing the use of multiple mobile devices running a dis-
resources. tributed interactive simulation implemented using
OpenGL ES compute shaders and Java sockets.
As is discussed in Harwood (2019), as well Contained within an Android application, the
as in our example above, the adjustment of work examines the role of communication strat-
any one of these parameters in the pursuit of egy as well as refresh rate (termed render fre-
more speed, a higher accuracy, or a smoother quency fR in the entry) on the performance of the
frame rate may have an adverse effect on simulation as discussed in section. The render
another metric; thus, the pursuit of interactive frequency proved to be an influential factor in
simulations is almost always a delicate terms of overall computational throughput
balancing act. (Table) with the time to render the screen not
insignificant when performed frequently. Further-
more, the restriction of OpenGL render threads to
Using Mobile Devices for CFD 60 FPS by the Android OS artificially limited the
throughput. This is something that is universally
Mobile devices (phones and tablet computers) are applicable for general-purpose GPU computing
perhaps uniquely placed for computational
steering activities as user interaction with a mobile
form factor is more convenient and intuitive.
Computational Steering for Computational Fluid
However, the use of mobile hardware for Dynamics, Table 1 Comparison between CPU and
conducting CFD simulations of a degree of fidel- GPU implementations. (Data taken from Harwood and
ity appropriate for engineering applications has Revell 2018)
been largely unexplored in the literature to date. CPU GPU
Being able to perform interactive CFD simula- Measure (6-tasks) (3 warps block)
tions on mobile devices allows the development MLUPS 1.1 14.83
of portable, affordable simulation tools that can Memory usage (MB) 5.9 6.0
have a significant impact in engineering design as Energy/physical second 5.23 0.232
(kW h 103)
well as teaching and learning. The work of
Real-time ratio (Tr) 0.0395 0.832
Harwood and Revell (Harwood and Revell
380 Computational Steering for Computational Fluid Dynamics
which makes use of OpenGL for its implementa- involved and tool chains used to build the soft-
tion (Fig. 4). ware can vary dramatically from platform to plat-
The time taken to conduct the 2D simulations form and, thus, have a huge effect on the
over a wide range of resolutions, as expected, was performance of the final application. Applications
significantly lower than the time taken to pass can be developed as native applications, web
information between the networked devices. As applications, and hybrid applications.
such, the results of testing multiple devices Native applications use the native languages
(Fig. 5) illustrate two key findings: first, that and toolkits associated with a platform. On
with calculations at very high resolutions, it is Android, codes written in Java and C++ using
difficult to hide this communication latency by the Android SDK/NDK are forms of native devel-
adjusting the render frequency and perceptible opment. On iOS, code is written in Swift or
stuttering in the visualization is inevitable. Sec- Objective-C. Native applications are fast and can
ond, the weak scaling of the algorithm across leverage the full set of device capabilities through
multiple devices is relatively efficient; thus, platform-specific APIs. They give the best user
large-scale simulations across a cluster of mobile experience but at the expense of having to develop
devices is likely to be possible. a different code base for every target platform.
Cross-platform applications can be developed
Types of Mobile Application Development using a higher-level suite of tools and then built
Developing applications for mobile devices is a for multiple platforms from the single, common
similar process to developing a desktop applica- code base. Web applications are the simplest
tion with a user interface. However, the languages approach to cross-platform development. Apps
102
102
FPS > 24fps
101
Frames Per Second (FPS)
101
100
32 32
64 64
128 128
256 256
512 512
1024 1024
24fps 24fps
100 10-1
100 101 102 103 100 101 102 103
Computational Steering for Computational Fluid n and render frequencies fR. The target region for interac-
Dynamics, Fig. 4 Performance of the current GLSL- tive simulations is 24 FPS and is indicated by the shaded
based application for a combination of different resolutions regions. (Taken from Harwood 2019)
8 500 25 1000 50 2000
400 20 800 40
6 1500
15
300 600 30
4 10 1000
MLUPS
MLUPS
MLUPS
200 400 20
Time (ms)
Time (ms)
Time (ms)
5
2 500
100 0 200 10
0 0 -5 0 0 0
100 101 102 103 100 101 102 103 100 101 102 103
70 4000 80 8000
Computational Steering for Computational Fluid Dynamics
60
3000 70 6000
50 2 Devices (MLUPS)
3 Devices (MLUPS)
40 2000 60 4000 2 Devices (Comm Time)
MLUPS
MLUPS
3 Devices (Comm Time)
Time (ms)
Time (ms)
30
42ms Reference
1000 50 2000
20
10 0 40 0
100 101 102 103 100 101 102 103
Computational Steering for Computational Fluid Dynamics, application run with the same configuration of resolution n and render frequency fR.
Fig. 5 Performance in million lattice updates per second (MLUPS) (left axis) and The green dotted line represents a time of 42 ms, the time of a single frame at 24 FPS.
time taken to conduct communication (right axis) of the multi-device application. (Taken from Harwood 2019)
Shaded gray rectangles indicate the range of performance in MLUPS of the serial
381
C
382 Computational Steering for Computational Fluid Dynamics
are quicker to develop and easier to maintain but is simply not on the same level as desktop sys-
lack access to all device capabilities and are tems. Researchers have recently explored the
restricted in many respects by the web browser potential of using local clusters of mobile devices
within which they run. Typically these applica- to share computing power through peer-to-peer
tions are written using a platform agnostic API networking (Harwood (2019)). Ultimately,
like the JavaScript, CSS, HTML, or combination Harwood and Revell (2018) conclude that the
of Cordova (PhoneGap). trade-off between accuracy, speed, and power
Hybrid applications are usually a combination consumption is explored with the choice of prob-
of the two approaches with some code written in a lem resolution ultimately being characterized by a
platform agnostic language leveraging a cross- desired accuracy, flow speed, and endurance of a
platform API for most device functionality. UI given simulation.
elements are translated to native UI components,
but some functionality may still need to be
implemented on a per-platform basis. GPU-Based Approaches
For maximum performance, such as would be
required by simulation applications, native In addition to mobile devices that allow to run
approaches are recommended. The just-in-the numerical simulations in the palm of your hand,
compilation of the Java Virtual Machine on another recent trend is to harness the parallel
Android can further be circumvented by writing computational power of graphics processing
performance-critical parts of code in C++, pre- units (GPUs) not only for rendering purposes but
compiling these components as libraries using also for general-purpose applications. Effectively,
the Android NDK, and then linking these compo- the availability of these compact, highly efficient
nents to the Java application through the Java accelerator boards introduced a new era of local
Native Interface (JNI). This approach is taken in supercomputing. NVIDIA introduced the first
Harwood and Revell (2018) to maximize perfor- GPU in 1999 (NVIDIA 2013a) as a dedicated
mance while enabling the use of CUDA for a rendering machine, handling all pipeline steps
supported mobile GPU. from vertex generation to pixel operations. Prior
to the release of the GeForce 256, the vertices of
Challenges of Using Mobile Devices for objects were generated and processed on the cen-
High-Performance CFD tral processing unit (CPU) and then sent to an add-
Mobile device hardware is designed to maintain a in graphics accelerator like the 3dfx Voodoo card,
delicate balance between performance and power which generated and processed primitives and
efficiency. In addition, mobile device software is fragments, and finally operated on the pixels
designed to enable an uninterrupted user experi- (Kirk and Hwu 2010; Patterson and Hennessy
ence ensuring (UIs) remain available at all times. 2011; Akenine-Moller et al. 2008). In late 2006
All applications written for mobile devices must NVIDIA then released the GeForce 8800 (G80),
necessarily be multi-threaded. The restriction on one of the first unified graphics and computing
the number of parallel threads and the reduction in GPUs (NVIDIA 2013a). Using the NVIDIA
priority of threads other than the UI thread are CUDA API and the built-in CUDA cores of the
compromises applied by the mobile operating GeForce graphics card, programmers without any
system (OS) in order to maintain this balance. background in graphics or familiarity with the
Developer design guidelines, such as those graphics pipeline were now able to implement
provided by Google for Android application their code on GPUs. This level of graphics card
design, are an essential source of advice when utilization for general-purpose applications is
writing native applications where delivering called GPGPU computing. Ever since the release
every last bit of performance possible is the pri- of NVIDIA’s G80, a continuous growth in com-
mary aim. However, when developing for mobile pute capability regarding floating-point opera-
devices, we must accept that the compute capacity tions per second (FLOPS), memory bandwidth,
Computational Steering for Computational Fluid Dynamics 383
Computational Steering for Computational Fluid Dynamics, Fig. 6 The VirtualFluids Interactive simulation
environment showing the airflow around cooling towers. (Taken from Linxweiler et al. 2011)
and number of transistors and streaming proces- example shows that convergence of massive par-
sors took place (NVIDIA 2013b). As an alterna- allel computational power and a steering environ-
tive to traditional massively parallel computing, ment into a single system significantly improves
GPU computing has also gained popularity in the the usability, the application quality, and the user-
CFD community as it allows for interactive 3D friendliness. Furthermore, using multiple GPUs,
simulations at reasonable problem sizes, as the approach allows for 3D simulations close to
discussed in the following. real time even for reasonable problem sizes. In
this case, responsiveness significantly benefits
Hybrid Visualization Approaches (GPU + CPU) from avoiding common bandwidth and latency
Linxweiler et al. (2007, 2011) adapted GPU com- bottlenecks inherent with traditional HPC clus-
puting for computational steering in CFD and ters. Those can be avoided as GPU computing
demonstrated the benefits from the use of GPUs. does not generally require network communica-
They developed a single desktop application tion, which also reduces the complexity of the
(VirtualFluids Interactive) (Fig. 6) integrating a application. Compared to traditional massive par-
complete pipeline for interactive CFD simulation allel environments, GPUs are affordable for small
including pre- and post-processing as well as the to medium enterprises and do not require addi-
simulation. In this approach the preprocessing and tional HPC knowledge from the end users. In
visualization are running on the CPU; likewise, addition, GPUs reduce power consumption with
the simulation is executed on the GPU. The a much better performance-per-watt ratio.
384 Computational Steering for Computational Fluid Dynamics
Computational Steering for Computational Fluid Germany, (b) in a typical classroom situation on a smart
Dynamics, Fig. 7 ELBEvis in action: (a) during the board. (Taken from Koliha et al. 2015)
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Computer Games and Artificial Intelligence 387
foundation, it has left its mark on combinatorial game of Chess – famously called the “Drosophila
game theory through terminology (e.g., nim- of AI” (McCarthy 1990). It was used by key
addition and nimsum) (Jørgensen 2009). How- figures in the field of artificial intelligence (such
ever, it is possible to precalculate the moves and as, e.g., Claude Shannon 1950; Allen Newell et al.
play a perfect game as there are known algorithms 1988; Herbert Simon 1970) in the context of their
for doing so (Spencer 1975); thus the theoretical research on machine and human intelligence. The
winner is already known, and there exist straight- interest in this game predates the computer age:
forward algorithms to determine which side will Charles Babbage already considered using his
have this advantage (Bouton 1902). Due to this, “Analytical engine” to play Chess in the 1840s,
the game is uninteresting today for both game and by 1949 researchers on both sides of the
theoreticians and researchers in AI. This was not Atlantic were advancing theoretical approaches
always the case though, and in the early years, a to automate the playing of this game (Hsu et al.
number of devices were built to play the game: 1995). Similarly, Checkers was used by, e.g.,
e.g., “Nimatron,” built by Westinghouse for the Arthur Samuel to study learning (Jørgensen
New York Worlds Fair in 1940 (http://www. 2009).
goodeveca.net/nimrod/nimatron.html) or “Nim- In the past, specifically the Atari 2600 game
rod,” developed for the Festival of Britain in console has been used extensively as a platform
London in 1951. These games were the highlights for developing and demonstrating AI algorithms.
where they were shown, with Nimatron playing The reasons for this are the that there are over
100.000 games (and winning 90.000) and Nimrod 900 game titles available for the Atari 2600 con-
“taking on all comers” at the Festival in London sole, the games are simple and concentrate on the
(Jørgensen 2009). problematic aspects of the game (while newer
games showcase the latest in video and graphic
performances), they have a small and discrete
Games and Artificial Intelligence action space, and many emulators are available
(Naddaf 2010). Games will continue to be a focal
Yan (2003) lists artificial intelligence as an inher- point of AI research. For example, the game Octi
ent design issue for online games, and indeed, (Schaeffer and van den Herik 2002) is a game
“appropriately challenging” AI is considered to specifically invented to be resistant to computer
be crucial to the commercial success of a game algorithms.
(Aiollil and Palazzi 2009). Generally it can be said
that “non-repetitive, adaptive, interesting, and in
summary intelligent behavior offers a competitive Ethical Considerations
edge for commercial games” (Naddaf 2010).
As the combinatorial challenge of complex Many things, including far-reaching business and
games such as Chess and Go (discussed below) political decisions, can be modeled as a game, and
is successively mastered, some emphasis (e.g., the application of artificial intelligence to the
Hildmann and Crowe 2011) is placed on design- therefore broad area of games has stirred many
ing AI players that instead of playing very well can controversies over the years. Among the relevant
play realistically in the context of playing non- discussion topics are whether a computer can be
repetitively and in an interesting way. Emphasis is said to play at all and whether computers should
placed on intelligent behavior (Hildmann 2013) in be allowed to play with (meddle in) some of the
the way that a human player would play, including more serious matters that can be cast into a game-
the handicaps, shortcomings and common mis- theoretic model.
takes made by humans (Hildmann 2011). For example, Weizenbaum (1972) and Wiener
Besides the commercial interest of the gaming (1960) wrote on the moral and ethical issues of AI
industry, the research field itself has always had a and allowing computers to make decisions, the
large interest in games. The prime example is the latter being criticized by Samuel (1960) and the
Computer Games and Artificial Intelligence 389
former by Coles (1972). Taube (1960) wrote in humans to exercise the brain (Smith 1956) and to
response to Wiener (1960) that machines cannot compete against each other on the basis of mastery
play at all. He supposes that the act of playing is in of skill and intelligence.
line with enjoyment, and the author makes the Therefore, games have been of large interest to
distinction between the notions of game as it is the AI community, and the design of programs
“used in the usual sense” contrasted with game that can match the performance of human top
after it is “redefined by computer enthusiasts with players has been considered the ultimate achieve- C
nothing more serious to do.” ment for a long time. Once a program can hold its
Johnson and Kobler (1962) agree with Wiener own against a human, the next step is to try and
(1960) that machines can be original but warn of outperform humans, and since the mid-1990s, one
allowing them to play war-games and simulations game after the other has been mastered by com-
of nuclear war, as their predictions might not be puters: in 1995 a program called “Chinook”
entirely accurate and they would lack the under- played the game of Checkers at world class level
standing of all the values that need to be consid- and succeeded in beating one of the world’s best
ered (i.e., to gain the insight ultimately exhibited players (Kroeker 2011). In 1996 “Deep Blue” beat
by the fictional computer system “Joshua”). While the reigning world champion in the game of Chess
the moral issues of artificial intelligence and polit- for the first time in history (Kasparov 1996), and
ical decisions have recently become a mainstream 1 year later, it won an entire chess tournament,
matter of discussion, this was already discussed in ending the supremacy of humans in this game
the context of game theory and its application (Schaeffer and van den Herik 2002). The TV
to the nuclear “first strike” doctrine in the cold show game Jeopardy! was conquered decisively
war. It was a well-known matter of disagreement by “Watson” in 2011. Poker, a game of bluffing
between Wiener and vonNeumann; the latter and intuition, was mastered in 2015 (Bowling
advocated the idea of a preemptive nuclear strike et al. 2015) and within months from each other
on Russia. His argument was that their reasoning (December 2016 and January 2017), two pro-
would lead them to the same conclusion, making grams, “Libratus” (Riley 2017) and “DeepStack”
it simply a matter of time before one side struck (Moravčík et al. 2017), significantly outper-
first. Since the mid-1990s, computers have suc- formed dozens of professional and top human
cessively dismantled the reign of human players players. Finally, the best human players of Go –
in the realms of perfect information games. More the board game considered by many to be the last
recently, this has also happened in games with great stronghold of human superiority in games –
imperfect information, where intuition or the recently succumbed to “AlphaGo.”
understanding of complex real-world relation- Since 2005 the Stanford Logic Group of
ships is required. Machines are increasingly mas- Stanford University, California is running the
tering the decision-making in situations that go General Game Playing Competition (http://
beyond those found in Chess and Go. Whether games.stanford.edu/) (GGPC) (Genesereth and
mastery of these situations includes the under- Love 2005) which is inviting programs to com-
standing that, e.g., “mutually ensured annihila- pete in playing games. The games to be played
tion” is undesirable even if it constituted a are, however, unknown in advance, and the pro-
victory by points is a question worth asking (but grams have to be able to compete in a number of
not the subject of this entry). different types of games, expressed in a Game
Description Language (Love et al. 2008).
“AlphaGo Zero” recently not only learned the
Landmark Artificial Intelligence games Shogi, Chess, and Go – all of which had
Victories defined computer programs for decades – from
scratch (at a significant computational cost, Silver
Games are culturally important (Sutton-Smith et al. (2017)), it also proceeded to beat the best
1986) and have been used for millennia to allow programs currently available for each of these
390 Computer Games and Artificial Intelligence
games. This might be an indication that the GGPC human versus machine intelligence (despite the
competition might also soon come to an end. game of Go being more complex). Far more
Progress is occurring at a nonlinear speed, and importantly, however, is that Kasparov later
certainly in the area of artificial intelligence, the claimed that during the game he “could feel” and
recent years have seen milestone events happen “smell” a “new kind of intelligence across the
with increasing frequency. table” (Kasparov 1996). What he meant was that
Before we briefly elaborate on some of the the moves of his opponent bore witness to an
most prominent examples of artificial intelli- intelligence that he, at the time, did not believe a
gence systems winning against top human computer could exhibit. It is not the superior play
players, it should be pointed out that there does and triumphant victory at its end but the outstand-
not seem to be a silver bullet, as the discussed ing demonstration of insight and intelligence that
games were conquered with different techniques makes Game 1 of the 1996 “Deep Blue versus
and approaches. The game of Chess was essen- Garry Kasparov” match a turning point in the
tially conquered by throwing sufficiently large history of artificial intelligence. While Kasparov
amounts of computational resources at it ended up winning the tournament (2–4), he had,
(as well as training the program to play a specific arguably, conceded a win of the Turing test to
human opponent) while the original program that Deep Blue. This test, famously proposed by
mastered Go used advanced machine learning Turing (1950), elegantly sidesteps the need to
techniques (combined with Monte Carlos Tree formally define the concept of intelligence before
Search (MCTS)) and had access to a large data- being able to assess it. It does so by suggesting
base of previously played games. Its revised ver- that if the behavior of an opponent (as opposed to
sion (which learned to play Go as well as Chess the physical appearance) could fool a human
from scratch) relied on learning from massive judge into believing that this opponent was
numbers of games it would play against itself. human, then that opponent should be considered
In contrast, the program that won Jeopardy! intelligent, independent of the embodiment of the
applied probabilistic methods before selecting intelligence. Arguably, in February of 1996, Deep
the most likely answer. A full technical discus- Blue did just that.
sion of these programs is beyond the scope of this In contrast, and despite being considered a
entry; the interested reader is referred to the pro- “watershed for AI” (Hassabis 2017), when Deep
vided references for in-depth discussion on the Blue finally defeated Kasparov 1 year later in
matter. 1997 3 12 to 2 12 , this constituted much less of a
victory in the sense of the Turing test. This date is
Chess: Deep Blue considered a “major success for artificial intelli-
In his recent book (Kasparov and Greengard gence and a milestone in computing history”
2017), Gary Kasparov writes that over his career, (Schaeffer and van den Herik 2002), but as
starting at the age of 12, he played about 2400 Wiener wrote 37 years earlier, pure calculation is
serious games of Chess and lost only around only a part of the process. One needs to consider
170 of these games. In 1989 he had played, and the playing history of the opponent as well and
beaten, the computer program “Deep Thought.” be able to adapt to it accordingly during the
On February 10, 1996, playing as the reigning game. In the case of Deep Blue, the machine
World Chess Champion, he lost a game of Chess knew every major game Kasparov had ever
to a computer, Deep Blue (Kasparov 1996), but played while Kasparov was completely in the
still won the tournament. This date is significant dark about Deep Blue’s capabilities.
for a number of reasons: firstly, and most widely Of course one can argue that in 1996 this
known, for the first time (under normal tourna- was true in reverse, as Kasparov (1996) himself
ment conditions), a computer program beat a top acknowledged. He admitted that, after losing the
human player in a game which – until that day – first game, his defense “in the last five games was
was considered the ultimate benchmark for to avoid giving the computer any concrete goal
Computer Games and Artificial Intelligence 391
to calculate toward.” He stated that he knew the one of 3 was a massive one, and it was taken by
machine’s priorities and that he played accord- AlphaGo in March 2016. Until then the reigning
ingly; he closes by conjecturing that he has top computer program, “Zen” was only able to
“a few years left.” In fact, he had little more than prevail against top professional players with a
a year before, on May 11th, 1997, Deep Blue won handicap of 4 (Lee et al. 2016b).
the deciding game of 6, thereby defeating the AlphaGo, created by DeepMind, entered
human world champion 3 12 to 2 12. The stronghold the circuit around October 2015. It did not just C
of human superiority and intelligence had finally capitalize on improved hardware and increased
fallen, and other landmark victories of AI were computational power; it was built differently and
soon to follow. combined at least two successful techniques:
Monte Carlo Tree Search (Cazenave 2017) with
Go: AlphaGo Deep Learning (DL) (LeCun et al. 2015). Techni-
Go has been described as the Mount Everest of AI cal details of DL are discussed in Clark and
(Lee et al. 2016b). This is fitting in the sense that it Storkey (2014), Gokmen et al. (2017), and Jiang
represents the highest peak we can climb but not et al. (2017). As the program played its top con-
necessarily the most difficult thing conceivable: temporary computer programs “Crazy Stone,”
Go is maybe the most complex game that is actu- “Zen,” “Pachi,” “Fuego,” and “GnuGo,” it pro-
ally played by humans, with the number of theo- ceeded to beat them all (winning 494 of
retically possible games being in the order of 495 games with the single-machine version and
10700 (Wang et al. 2016) – a number expressing triumphing in every single game with the distrib-
a quantity larger than the number of atoms in the uted version) (Silver et al. 2016).
universe (Lee et al. 2010). But if it was merely AlphaGo first beat the European champion
complexity we were after, harder challenges could Fan Hui 5 to 0 in September 2015 (becoming
easily be designed. However, it is also the fact the first program ever to defeat a professional
that humans have engaged in playing Go for player) and within half a year proceeded to defeat
millennia and through this have reached high the reigning human world champion Lee Sedol
levels of mastery that makes it of interest to the (who by some is “hailed as the greatest player
AI community. In the context of squaring off of the past decade” (Hassabis 2017)) 4 to 1 in
humans against computers, Go is the likely can- March 2016 (Fu 2016). It won the first three
didate for the ultimate turn-based board game of games, taking home a sweep victory (best of 5),
perfect information. but maybe more importantly it awed top human
From 1998 to 2016, competitions pitting com- players, not unlike Deep Blue had awed
puter programs against human players have been Kasparov in 1996: commenting on the legendary
held every year at major IEEE conferences, with move 37 in AlphaGo’s second game against
the handicap imposed on the human players Lee Sedol, Fan Hui is quoted to have said:
dropping from 29 in 1998 to 0 in 2016 (Lee “[i]t’s not a human move. I’ve never seen a
et al. 2016a). It is important to understand that human play this move, [. . .] So beautiful . . .
the advantage gained from the handicap imposed beautiful” (Metz 2016).
on the human player is not linear in the size of the Toward the end of 2017, AlphaGo Zero was
handicap. The handicap is implemented as stones introduced as the next incarnation of the system.
the computer may place before the game starts; It not only learned three games (Shogi, Chess, and
therefore, e.g., an advantage of 4 allows the com- Go) autonomously from scratch (Silver et al.
puter to claim or fortify all four corners, while just 2017) but then proceeded to beat the top programs
one handicap (stone) less allows the human player currently playing these games. In a way, AlphaGo
to do the same for one corner, arguably allowing Zero is not a program designed to play Go but a
for entirely different game play (Lee et al. 2012), program designed to play according to a set of
especially on a smaller (9 9) board. On a full rules. More specifically, AlphaGo Zero can at
(19 19) board, the step from a handicap of 4 to least learn and play turn-based games of perfect
392 Computer Games and Artificial Intelligence
information without chance and has demonstrated program to defeat top human players (Metz
its ability to play these games at the expert level. 2017). This victory has not come easy, as
As such, AlphaGo Zero might mark the end of “Claudiro,” an earlier program by the same
this sub-area in computational challenges. We can team, failed in 2015. But while Claudiro was
(and will) surely continue to build better programs defeated, it was so only by a margin: after a
and let them play each other, but as far as the combined $170 million had been bet, the humans
question of superior game play is concerned, were up by a mere 3/4 of a million (Tung 2015).
humans have met (and created) their masters. Claudiro’s performance, despite falling short of a
decisive victory, indicated that Poker was not
Poker: DeepStack and Libratus outside of what’s possible. Within 2 years, its
Both Go and Chess are games of perfect informa- creators returned with Libratus, and another
tion: all information about the game is known by long-standing challenge in the field of artificial
both players at all times. Zermelo’s Theorem intelligence was met (Moravčík et al. 2017).
(Zermelo 1913 – English version of the paper: At the same time as Libratus was developed
Schwalbe and Walker 2001) states that determin- at the Carnegie Mellon University, another group
istic (not based on chance) finite two-player at the University of Alberta designed DeepStack.
games with perfect information [. . .] have a non- By the time of Libratus’ victory in early 2017,
losing strategy for one player (i.e., either one DeepStack had already competed in a tournament
player can, theoretically, force a win, or both and won (in December 2016), with the resulting
players can force a draw). This means that – the- publication undergoing peer review. While
oretically – one could calculate all possible ver- DeepStack played 33 professional poker players
sions the games of Chess and Go can be played from 17 countries, Libratus competed against four
and then simply never choose a move that results of the best human players in the world. Both pro-
in a defeat. While this is practically impossible, grams showed a statistically significant superior
due to the exceedingly high number of possible performance over their human opponents (Riley
games, it means that for these two games – in 2017). DeepStack’s performance exceeded the
theory – a machine could be built that would threshold of what professional players consider a
never lose a single match. Therefore it is only seizable margin by a factor of 10 (Moravčík et al.
practical limitations that prevent computers from 2017). Both programs approached the problem dif-
outperforming humans and all that it takes is ferently, which goes to show that the field of AI has
clever algorithms that get around these limita- not just chipped away at the (next) “last” stronghold
tions. That being said, actually achieving this has of human AI, but it has done so in multiple ways,
been considered a major achievement in the field indicating that these victories were not achieved by
(Jørgensen 2009) and by no means should the machines capitalizing on human shortcomings but
triumphs of Deep Blue and AlphaGo be belittled. on progressively refining techniques which enable
As stated above, the defeating of the top human computers to improve their playing of the game.
players in these games are landmarks in the his- Libratus is using a supercomputer at the Pitts-
tory of artificial intelligence. burgh Supercomputing Center to build an exten-
Heads-up no-limit Texas Hold’em, a popular sive “game tree” to evaluate the expected outcome
version of the game Poker is considered the main of a particular play. DeepStack instead uses a
benchmark challenge for AI in imperfect- neural network to “guess” the outcome of a play,
information games (Brown and Sandholm 2017). not entirely unlike how humans use “intuition”
In 2017, a Poker playing AI designed at Carnegie (Metz 2017).
Mellon University (CMU), going by the name
Libratus, prevailed against four top human players Jeopardy!: Watson
in a tournament and over the course of an aggre- In early 2011, a natural language question
gated 120.000 hands. Libratus became the first and answering program called Watson (named
Computer Games and Artificial Intelligence 393
after IBM’s founder Thomas J. Watson (Brown process had to be painfully constructed on the
2013)) became world famous after winning the basis of the testimony of human experts. In con-
US TV show Jeopardy! (Kollia and Siolas 2016). trast, Watson uses probabilistic methods that
This game show has been on TV since 1984 and result in confidence scores for answers (Ahmed
revolves around contestants correctly identifying et al. 2017). Due to this, the program is able to
questions, on the basis of being given the resulting attempt answers to problems it has never seen
answers. The maximum time allowed is 5 seconds, before, i.e., it can operate under incomplete or C
and three contestants compete for being the first to missing information (Gantenbein 2014).
correctly identify the question (Ferrucci 2010). One more thing sets Watson apart from the
Winning the game requires the ability to identify computer programs mentioned before and their
clues involving subtleties, irony, and riddles, and landmark victories: while being built to compete
as such, the competition is firmly within areas and win in the TV show Jeopardy!, the 3-day
where humans excel (and machines traditionally competition that made it famous was only a first
fail) (Brown 2013). step in its (intended) career. IBM considered the
Over the course of 3 days, from February game show a real-world challenge in the area of
14 to February 16, 2011, IBM’s Watson pro- Open Domain Question Answering (Ahmed et al.
ceeded to beat the two highest performing humans 2017), but winning against a human was a means
in the history of the game: Brad Rutter, who had to an end, not the goal. The ability to perform on
been the show’s largest money winner ever, and human levels when subjected to open domain
Ken Jennings, the record holder for the longest questions demonstrated for the first time that a
winning streak. Not only did Watson beat program could engage in such an activity, inde-
both humans, but also it utterly defeated them: in pendent of the setting or context. From the start
the end Watson had won in excess of $77,000 Watson’s creators had more in mind than merely
while its opponents combined won less than winning a game show (Baker 2011). In what IBM
$46,000 (Ken Jennings $24,000 and Brad Rutter has called cognitive computing (Kelly and Hamm
$21,600). The match was watched by close 2013), the ability of programs to learn from expe-
to 35 million people on TV and an estimated rience and understand problems that were so far
70% of all Americans knew of the program firmly in the domain of humans (Asakiewicz et al.
(Baughman et al. 2014), making the program a 2017) has the potential to disrupt virtually all
bona fide celebrity. aspects of our lives, with all the commercial impli-
Watson was the result of a 7-year project cations and opportunities that come with it.
(Frenkel 2011), which resulted in a program that The nonlinear increase in data generation, stor-
could interpret and parse statements made in often age, and processing in recent years has arguably
messy and colloquial English and search through ushered in a new age, one where intelligent data
up to 200 million pages of text to identify and analytics and text analysis (Cvetković et al. 2017)
generate the appropriate question (Strickland and are rapidly increasing in relevance. The technol-
Guy 2013) for the answers provided. For years to ogy behind Watson has been applied to the
come, it was considered one of the leading intel- domains of, e.g., legal services, health care, bank-
ligent systems in existence (Abrar and Arumugam ing, and tourism (Gantenbein 2014; Murtaza et al.
2013). IBM itself has claimed it to be the first 2016). Of those, applications in the domain of
software capable of cognitive computing (Holtel health care constitute the largest benefit to society
2014) and considered its creation and victory at due to their societal importance (Kelly and Hamm
the game show the beginning of an “Era of Cog- 2013) and reliance on (massive amounts of) data
nitive Computing” (Kelly and Hamm 2013). (Ahmed et al. 2017). The exceptional perfor-
The expert systems of the early years of artifi- mance exhibited during the game show, especially
cial intelligence were systems that were designed with regard to natural language processing and
to reason using learned (hard coded) steps. This under the added challenge of colloquial speech,
394 Computer Games and Artificial Intelligence
ambiguity, and reading between the lines, has what humans can consciously grasp and explain;
made it clear that the true calling for systems many top players play games partly intuitively,
like Watson may be found outside the studio and that is, with a clear understanding of which
in our daily lives (Kelly and Hamm 2013). moves they prefer but without the ability to justify
this preference.
In the final years of the last millennia, this
Philosophical Thoughts stronghold of human intelligence came under
attack. While futile promises made by the most
Intelligence is a concept humans are very famil- prominent experts in the field of artificial intelli-
iar with yet to date have failed to define well. gence (e.g., Herbert Simon’s “a computer [will]
Part of the reason why the Turing test is still be the World Chess Champion before 1967” (Hsu
relevant is because it sidesteps this dilemma by et al. 1995)) have demonstrated time and time
using the one definition human can agree on: again that the advent of AI is not, by far, as
human intelligence. If a human can be fooled sweeping and complete as they hoped, it seems
to believe an opponent is human, then it must inevitable and unstoppable.
exhibit human-like behavior and, in this case, In this context, it is important to remember
intelligence. that these are just games. These are controlled
All games discussed above are landmark environments with often very clearly stated
games in the area of artificial intelligence, but rules (Naddaf 2010). In addition and maybe far
they are neither painting a complete picture nor more importantly, these are interactions in
are they the only ones that have been a key game which the evaluation of an outcome is clearly
for machines to compete against humans. One defined and often one-dimensional (i.e., win
obvious example is the game of Soccer, where vs. loss). Real life is of a different complexity,
entire leagues of various machines compete for and humans do not share the same views on how
titles. In this entry, we entirely ignore the physical outcomes are evaluated. Artificial intelligence
aspect of games and therefore all games that may be able to outperform humans in any one
require physical behavior. The motivation for subject, but the true benchmark for intelligence
this is twofold: on one hand, the progress made may be a matter of defining the meaning of the
in this area is equally stunning and pervasive, with concept intelligence for us. Machines are bound
new results and achievements being showcased in to be faster and more precise than humans; there
videos regularly. Providing a fair overview over should be no surprise about that. Whether they
these achievements is firmly outside the scope of can be better at something than humans is really
this entry (the interested reader is invited to search a question that cannot be answered until we
for YouTube videos of, e.g., Boston Dynamics). know what better means, in the respective
On the other hand, this entry considers the term context.
intelligence only in the intellectual sense and not One thing is becoming painfully obvious: we
in the context of mastery of the physical domain. are running out of games to have computers beat
For millennia the mastery of certain games, us at. Maybe the age of game-playing AI is
often based on exceedingly simple rules, was coming to an end. Or maybe the games need to
seen as the pinnacle of human intelligence. change, and winning by points is no longer the
Chess was considered an object of intellectual victory we prize the most. Cooperative game
skill (Jørgensen 2009) and diversion (Spencer play, with teams of humans and AI players work-
1975). Professional Go players are known ing together, might be a new challenge in the
to describe promising board configurations as years to come. In the end, when one has mastered
esthetically pleasing. In 200 BC, poetry and Go a game to perfection and is guaranteed to never
went hand in hand in Japan (Smith 1956). The lose a match, the only winning move is not to
complexity of games can extend far beyond play.
Computer Games and Artificial Intelligence 395
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Computer Games and the Evolution of Digital Rights 397
2011), yet. For a general account, we refer to, e.g., different ROM cartridges that would all run on
Purcaru et al. (2014) or Dillon (2016). the same console). As far as home consoles are
concerned, Ralph Baer’s television-based Brown
Box (1966–1967) and Magnavox Odyssey,
Computer Games Driving the Hardware released in 1972 (the year of Pong) (Montfort
Industry and Bogost 2009), are considered landmark hard-
ware when it comes to lineage and impact on
Wolf (2008) and others say that it was the com- design (Nyitray 2011). Three years later, in
puter games that (financially) drove the evolution 1975, Atari started building arcade games for the
from computers the size of warehouses to the PC; private use (Wolf 2008), i.e., home versions.
from the 1975 MITS Altair 8800 to whatever These consoles included Pong, but as they were
model and type is considered state of the art at basically stand-alone units, built on a game-by-
the time the reader is reading this. Whether com- game basis, production took a long time and was
puter games alone deserve the credit for this trans- very costly. In October 1977 Atari released the
formation, which is at the heart of the VCS (Video Computer System) 2600, which
communication and information revolution of could be fed with cartridges of individual games.
the last decades, is arguable; whether computer This product did well and ultimately became the
games have become (and been for 40 years now) a most successful of the early game consoles (Royer
best-selling product is not a question at all. In the 2011). However, financially speaking, it did not
entertainment industry, they have long since do well enough in its initial years. The 1978
replaced traditional board and card games in over- arcade game Space Invaders (by Tomohiro
all profit (Bohannon (2008) estimated gaming to Nishikado), which was licensed by Atari for the
be a $11 billion industry globally in 2008; in 2016 home market, partly rescued them from the
this is the economic impact of the gaming industry losses of 1977–1978 (Montfort and Bogost
to the US GDP alone (Anderton 2017)) with the 2009). Historical reviews such as Glenday
global industry exceeding $90 billion (https:// (2009) rank the game as the top arcade game
tinyurl.com/ya7tfobf (venturebeat.com)). ever, and its arcade version famously caused
The next paragraphs will sketch the century- coin shortages in some countries. The game’s
long development from Charles Babbage’s Ana- 1980 VCS release is considered to have multi-
lytical Engine early in the nineteenth century plied Atari’s console sales.
(Spencer 1975) to the video game culture of
today (Kushner 2011; Williams 2017).
Digital Rights (The Fall of Atari)
From the Arcade to the Living Room What became Atari’s final mistake was that they
(The Rise of Atari) did not protect their developmental investment
into the consoles. At the time a shift in the busi-
This pervasive euphoria for computer games was ness model happened, in the sense that the profit
not always the case. For example, the 1958 game did not come from the sales of the consoles them-
Tennis for Two did not receive wide public atten- selves anymore but from the subsequent sale of
tion or marketing (Nyitray 2011). Until 1972 com- individual games. Unfortunately (for Atari), the
mercial computer games came only in the form of only protection against some guys in a garage
arcade games, sold by companies like Midway, starting to write their own games was the fact
Bally, and Atari (Mazor and Salmon 2009). While that Atari did not offer a programming manual or
Magnavox found itself selling its analog home TV the console blueprints to just anyone.
game Pong in respectable numbers, they decided According to (Levy 2010), Atari “regarded the
to shift their business paradigm from selling the workings of its VCS machine as a secret guarded
consoles to selling the games (i.e., introducing somewhat more closely than the formula for
Computer Games and the Evolution of Digital Rights 399
Coca-Cola.” So when Activision was formed in protecting its hardware to protecting copyright.
1980 (Royer 2011) by some of Atari’s best coders Since the chip was required to be in the cartridge
gone rogue, it marked the eventual end of Atari’s in order for the game to work in the console,
unprecedented success (and the console industry preventing the chip from being copied meant to
as a whole), simply because the soon increasing control the games that could legally be sold for a
number of game-producing companies did not console. It is noteworthy that the design of the
have to pay any royalties for the use of the con- 10NES chip was integral to this, as the similar C
soles on which their games were being played. As approach taken by SEGA failed. Accolade, who
O’Donnell (2009) states, “[a]ny company capable had reverse engineered the SEGA system to be
of determining how the 2600 worked and willing able to circumvent it and publish games for the
to pay for the cost of producing cartridges could Genesis III, ended up winning a court case against
then market their games, which set a low bar for SEGA (O’Donnell 2009).
quality.” This raid on the profit of the console- There are a few differences between the pro-
producing companies (bearing the full financial tection mechanism for the NES (by Nintendo) and
burden and risk of providing the platform for the the approach taken by SEGA to protect their Gen-
games) combined with the sudden flood of medi- esis III:
ocre games (which both disappointed the con-
sumer as well as caused the dumping of prices) 1. Instead of a special chip such as the 10NES,
let to the collapse of the industry in 1983 (Royer SEGA relied on the string SEGA being found
2011). The age of Atari lasted a mere 6 years, but at a specific position in the memory of the
it turned a generation of kids into computer game game cartridge. Writing this string to correct
players, computer (game) programmers (Aspray location in memory required the knowledge of
2004) and, eventually, computer scientists. The what to write where but did not require a spe-
credit for doing this does – of course – not go to cific (and protected) chip.
Atari alone; the company is mentioned as one 2. In addition, when the string was present on a
(admittedly very dominant and rather famous) game cartridge, SEGA had its game console
example of what today is a global multibillion display the text “Produced by or under license
dollar industry. from SEGA Enterprise LTD” before starting the
game. This, however, meant that anyone using
the game including the string without permis-
Copyright Protection and IPR (From sion (i.e., payment of royalties to SEGA) effec-
Nintendo to Today) tively infringed on SEGA’s trademark.
3. Finally, as the string in memory was originally
It took another 2 years and another company to written by SEGA, copying it could be consid-
bring about a change in the market. Nintendo’s ered a breach of the copyright of SEGA’s code.
introduction of the Nintendo Entertainment Sys-
tem (NES) (A number of NES games are emulated While the initial ruling was in favor of SEGA,
and playable online at http://www.virtualnes.com) Accolade successfully appealed and subsequently
in the winter of 1985 became a turning point in the won the case, with one of the arguments being that
history of the industry (O’Donnell 2009) and even the string in memory was tiny in comparison to
has implications for the Digital Millennium Copy- the amount of code written for the actual game and
right Act (DMCA) of 1998. The system required that the copyright breach was therefore negligible.
an authorization chip, the 10NES, to be present in In addition, the clever use of SEGA’s trademark as
the cartridge. Atari tried unsuccessfully to reverse a copy protection mechanism was ruled to consti-
engineer the chip and even went as far as to tute a violation of certain legal restrictions placed
physically disassemble the chip (to no avail). on the use of trademarks. Since then, the industry
The introduction of this chip is considered the (computer games and the computer industry in
moment when the industry changed from general) has continuously changed to ensure the
400 Computer Games and the Evolution of Digital Rights
Purcaru, B., Andrei, A., Gabriel, R.: Games vs. Hardware. include work at the intersection of games and
The History of PC Video Games: The 80’s. (2014) disability which primarily falls in any of the fol-
Royer, G.: Familiar concepts, unfamiliar territory. IEEE
Ann. Hist. Comput. 33(2), 112 (2011) lowing categories: (i) identifying design consid-
Saarikoski, P., Suominen, J.: Computer hobbyists and the erations or requirements using interviews,
gaming industry in Finland. IEEE Ann. Hist. Comput. questionnaires, or data collected from gaming
31(3), 20–33 (2009) sessions without emphasis on specific games;
Spencer, D.: Game Playing with Computers. Hayden Book
Co, Rochelle Park (1975) (ii) platforms, architectures, or frameworks for C
Williams, A.: History of Digital Games: Developments in creating games; (iii) interfaces or controllers for
Art, Design and Interaction. CRC Press, Boca Raton games; (iv) using hardware and software such that
(2017) gamification is very limited, like use of stars to
Wolf, M.: The Video Game Explosion: A History from
PONG to Playstation and beyond. Greenwood Press, motivate the player; (v) game proposals, stan-
Westport (2008) dards, or designs that are not implemented or
evaluated; (vi) games which were either not eval-
uated or whose evaluation did not involve healthy
subjects, subjects with a disability, or specialists;
(vii) factors affecting acceptance of games; (viii)
Computer Games for People games for training members of educational or med-
with Disability ical staff, such that these games are not designed to
be played by people who need to be evaluated to
Amol D. Mali see if they have a disability or disabled people
Computer Science Department, University of who need to be treated; (ix) educational apps
Wisconsin-Milwaukee, Milwaukee, WI, USA with very limited gamification; (x) challenges in
design, development, or evaluation of games;
(xi) automating or improving fulfillment of tasks
Synonyms in design, development, evaluation, customization,
localization, or enhancement of games; (xii)
Auditory impairment; Autism; Cerebral palsy; reporting on digital-game-related resources or
Down syndrome; Dynapenia; Dysgraphia; their strengths, weaknesses, or limitations; (xiii)
Dyslexia; Dyscalculia; Intellectual disability; use of disability-inspired games to serve areas
Learning disability; Motor disability; Rehabilita- other than disability; (xiv) comparison of digital
tion; Sensory disability; Visual impairment; games with other forms of education or entertain-
Visual memory; Zika virus ment; and (xv) digital games for helping people
with a disability get familiar with assistive
technology.
Introduction
A computer game for people with disability may Games for People with Sensory
be for people with a sensory disability, motor Disability
disability, intellectual disability, learning disabil-
ity, weak communication skills, weak social Most computer games for visually impaired
skills, or a combination of these. This chapter is players give them feedback using audio, haptics,
a concise survey which includes representative or enhanced imagery. Most computer games for
games for each category of disability. Games hearing-impaired players give them feedback
addressing disorders that do not fall in any cate- using a sign language. Moustakas and others
gory of disability are not in the scope of this (2011) report on a framework for real-time com-
survey. The goal of the survey is to make the munication between visually impaired and
readers aware of the types of disability for which hearing-impaired game players in a shared envi-
computer games have been developed. It does not ronment, along with experimental evaluation.
402 Computer Games for People with Disability
Their framework uses gesture recognition, sign- Supermarket (Lanyi et al. 2011) is a game which
language analysis, sign-language synthesis, teaches shopping and money management during
speech analysis and synthesis, and haptic interac- shopping using a shopping list, shopping cart,
tion. Visual information about the gaming envi- shelves with goods with their names, prices, and
ronment is conveyed to the visually impaired images, and a virtual wallet containing banknotes
player via haptic interaction. Semantic informa- and coins. Memobile (Lanyi et al. 2011) is a game
tion about the gaming environment is conveyed to involving important tasks that are typically
the visually impaired player using sound. Verbal performed before leaving the house and through-
input from the visually impaired player is per- out the day, e.g., packing lunch, taking money,
ceived using speech recognition. Sounds of musi- and taking medications. Stress at Work (Lanyi
cal instruments are used to enable the perception et al. 2011) is a game which educates on stress at
of colors using the SeeColor utility. Verbal infor- work. These games were evaluated by people
mation is presented to the hearing-impaired player from three countries who specialized in psychol-
using sign language. The hearing-impaired player ogy, children with special needs, and IT
can provide input to the system through the sign- administration.
language recognizer. The framework communi- Martinez and others (2019) report on
cates the visually impaired player’s input to the SATReLO. It is a tool which allows construction
hearing-impaired player by recognizing the for- of personalized mini-games for helping children
mer player’s speech and synthesizing signs for the with loss of hearing speak a language and write in
speech for the latter player. The framework con- a language. A therapist can select the language
veys the hearing-impaired player’s input to the attributes (articles, pronouns, nouns, objectives,
visually impaired player by recognizing the for- and verbs) to be included in the mini-game. The
mer player’s signs and synthesizing speech for the therapist can also select the theme of the mini-
signs for the latter player. When the visually game. The theme can be animals, school supplies,
impaired player touches a virtual object, he/she or professions. Domino and Sequence Cartoon are
hears the sound synthesized for the object’s color. the mini-games that SATReLO allows a therapist
Training is needed to help visually impaired to customize. Some of the children used in the
players link colors with sounds. The visually evaluation of SATReLO had a cochlear implant or
impaired player and the hearing-impaired player a hearing aid. The rest had normal hearing.
play the game cooperatively, with the odd- A baby infected with Zika virus before birth
numbered steps played by the visually impaired may have a smaller head, joints with limited range
player and the even-numbered steps played by the of motion, seizures, and problems in vision and
hearing-impaired player. Translation between hearing (https://www.cdc.gov/zika/healtheffects/
speech and signs occurs via text. Speech is trans- birth_defects.html). Filho and others (2020)
lated into text and the text is used to generate report on a platform for evaluating executive func-
signs. Signs are translated into text, and speech tions of toddlers and training them. This study
consistent with the text is generated. included 18 toddlers born with Down syndrome
Lanyi and others (2011) have reported on sev- and 16 toddlers born with Zika virus. Let’s Smile
eral serious games for people with learning dis- (Filho et al. 2020) is a game which shows sad
abilities and sensory impairments. A very small white faces which become smiling colorful faces
percentage of such people have jobs. Cheese Fac- when touched. Let’s Blow the Balloon (Filho et al.
tory (Lanyi et al. 2011) is a game which teaches 2020) is a game which shows colored withered
the concepts of fractions and percentages. My balloons tied to a string. The player is expected to
Appearance (Lanyi et al. 2011) is a game involv- keep the button below a balloon pressed, to fill the
ing morning tasks that are typically completed balloon with air. The balloon expands until it
after getting up and before leaving home. 3D touches the top of the screen. When the balloon
Work Tour (Lanyi et al. 2011) is a game which cannot be inflated anymore, the player is expected
simulates the first days at a workplace. VR to move the finger away from the button that was
Computer Games for People with Disability 403
pressed for inflation, and touch the balloon to pop stand on a launch pad and one player has to press
it. The assessment criteria for Let’s Smile included action button on game controller to form their
proportion of hits without repetitions, and propor- group. Voice links to other players are established
tion of precision without error. The assessment immediately. Players can join a mini-game in
criteria for Let’s Blow the Balloon included hold- progress by standing on its launch pad and press-
ing time and reaction time. ing the action button. All avatars move at the same
speed despite the differences in pedaling speeds. C
This avoids skill-based segregation of players.
Games for People with Motor Disability Some of the mini-games have goals only for
group of players, and all players get the same
Burke and others have reported on virtual-reality reward when their group achieves its goal. Ten
games and webcam games for post-stroke reha- youths with cerebral palsy, including seven boys
bilitation of upper limb (Burke et al. 2009). Catch and three girls, played the mini-games from their
(Burke et al. 2009) for bilateral rehabilitation homes over 10 weeks. On average, each player
requires the player to move a physical basket spent 2.75 h/week playing Liberi. All players
with magnetic sensors attached to it, to catch spent the majority of the time playing with others
objects falling in the virtual environment which when at least one other player was available. This
has a virtual basket. Whack a mouse (Burke et al. showed that Liberi was successful in promoting
2009) requires the player to move a hand with a group activities among the players.
sensor attached, to hit the mouse in the virtual E-Wobble (Karime et al. 2011) is an interactive
world with a virtual hammer, in the first level of rehabilitation system for stroke survivors who are
the game. Mouse and dog appear in the second unable to raise the foot at the ankle. The system
level of this game, but the player should not hit the includes a plastic wobble board, an accelerometer,
dog. This is for improving the player’s visual vibration motors, a microcontroller, a wireless
discrimination and selective attention. Rabbit communication module, a sensorized sandal on
Chase – a webcam game (Burke et al. 2009)– is top of the board, and a two-dimensional digital
for rehabilitation of one arm. There is a rabbit golf game with which the wobble board interacts.
which moves between four holes and the player The sandal has cushioning in the area for the toes,
must touch the hole with the rabbit when the with a pressure sensor placed below the cushion to
rabbit stares from it. Arrow Attack (Burke et al. detect the force exerted on it. The player has to
2009) is a webcam game for rehabilitation of both move his/her ankle to move the golf ball. The
arms. The player should touch the right arrow player has to exert pressure on the cushion by
when the right arrow reaches the right box, using flexing the toes, in order to drop the ball into
the right hand. The player should touch the left the hole.
arrow when the left arrow reaches the left box, Zavala-Ibarra and Favela report on design and
using the left hand. Burke and others (Burke et al. development of video games played with a
2009) also report on a game which allows the custom-designed interaction device, to assist in
player to play a virtual vibraphone – an instru- detecting the early signs of dynapenia which is
ment like xylophone, through remote controllers. age-related loss of muscle strength and power
This game is for rehabilitation of wrist and arm. (Zavala-Ibarra and Favela 2012). The interaction
Hernandez and others (2014) present Liberi – a device contains Vernier Hand Dynamometer to
networked, cycling-based game – to help youth measure the user’s grip strength. One game
with motor disabilities socialize while being on requires the player to throw a ball. The player is
special recumbent stationary bicycles. Players given feedback about the amount of strength used
pedal to move their avatars. A player aims using by them. Another game allows the player to
a joystick and invokes game actions with one increase the altitude and the speed of the bird by
button. Liberi consists of six mini-games. Players pressing the controller. The third game asks the
are grouped fast since their avatars just have to player to perform a maximum voluntary
404 Computer Games for People with Disability
contraction using the dynamometer and then player to choose foods to create a well-balanced
maintain their force for as long as possible. The breakfast.
time elapsed between the start of application of Wyeth and others (2014) report on Stomp-a
the maximum force and the drop to half of the floor-based system requiring simple gross-motor
maximum force is the muscle fatigue resistance. actions. Stomp is designed for people with intel-
The player is able to make the fire-extinguishing lectual disability. Players interact with the digital
vehicle hold the water longer by retaining the worlds by triggering the pressure sensors embed-
force applied. ded within a floor mat. There are interactive expe-
Dysgraphia is a nervous-system problem riences that are projected onto the mat. Stomp can
affecting fine-motor skills, causing handwriting be used by one or more people, by stepping,
to be consistently distorted or unclear (https:// stomping, pressing, jumping, or sliding. Players
www.webmd.com/add-adhd/childhood-adhd/ stomp on icons to make their selection. The expe-
dysgraphia-facts). Kariyawasam and others riences provided by Stomp included three musical
(2019) report on a game-based screening-and- experiences, three sports experiences, a painting
intervention tool for dysgraphia, dyslexia, and experience, a paddling experience, a road-safety
dyscalculia. Children in their study wrote Sinha- game, a sheep-herding game, and four arcade-like
lese letters on a mobile screen with a pen. Some of experiences. Players can interact with Stomp
these children had letter dysgraphia. Children’s while sitting, standing, walking, or lying down.
writing was used as data for machine learning. They get visual and auditory feedback. Stomp
A neural network and support vector machine promotes physical and social activity. People
(SVM) were used. Children predicted to have with cerebral palsy, communication disorders,
letter dysgraphia can be initially trained to write mental retardation, autism, or Down syndrome,
letters correctly by showing them animations to used Stomp.
help in following the given paths. Children are Hassan and others report on a game to teach
allowed to write independently in later stages of usage of money to 9- to 14-year-old autistic chil-
intervention. Children were asked to write the dren (Hassan et al. 2011). The game teaches chil-
10 integers ranging from 0 to 9, for getting data dren to recognize banknotes and choose correct
for using machine learning for diagnosing banknotes for purchases. The game also includes
numeric dysgraphia. The authors used a Random communication with the shopkeeper to teach
Forest classifier to predict if a child had numeric social skills to children.
dysgraphia or not. Children predicted to have
numeric dysgraphia can use animations to help
in tracing the given numbers. Games for People with Learning
Disability
Games for People with Intellectual There are differences between intellectual disabil-
Disability, Weak Communication, or ity and learning disability. A person with an intel-
Weak Social Skills lectual disability faces challenges in more than
one area. These areas include communication,
Isasi and others report on a game about healthy completion of activities of daily living, learning,
eating which is playable on an iPad (Isasi et al. speaking, memorizing, foreseeing, and physical
2013). The game is intended for 8- to 12-year-old movement. A person with a learning disability
children with Down syndrome. The game consists may face challenges in one or more areas of learn-
of two mini-games. The first mini-game requires ing. Dyslexia is a learning disorder that affects the
the player to iteratively select ingredients to make ability to read, spell, write, and speak. (https://
a salad. The player is shown two ingredients on www.webmd.com/children/understanding-
each iteration, such that only one of them is suit- dyslexia-basics). Dyscalculia is a brain-related
able for salad. The second mini-game requires the condition which makes basic arithmetic hard to
Computer Games for People with Disability 405
learn (https://www.webmd.com/add-adhd/ aquariums with one fish in each. All fish differ in
childhood-adhd/dyscalculia-facts). Kariyawasam size. The child is expected to remember the size
and others (2019) used a Convolutional Neural and location of each fish. Then fish are removed
Network, KNN (K-Nearest Neighbors algorithm), and aquariums without fish are displayed. The
and audio clips of children’s pronunciations of child is expected to select the aquariums sequen-
words and letters to predict if children were tially such that each aquarium selected earlier had
dyslexic. They report on a multisensory gaming a fish that was smaller than the fish in every C
environment to offer intervention for children aquarium selected later. The study reported in
predicted to be dyslexic. The hard stage requires (Pir et al. 2019) involved 24 8-year-old girls and
the child to pronounce the displayed word. If the 24 8-year-old boys. Of these, 12 girls and 12 boys
child pronounces the displayed word correctly, the were included in the experimental group and the
balloon bursts, and the child is congratulated by remaining 24 children were put in the control
the gaming environment. These authors used the group. The experimental group received interven-
gaming environment to let children show their tion using Neuroland. The control group did not
ability to count numbers, compare numbers, and receive any intervention. The results showed that
add numbers. The authors used counting these mini-games were significantly effective in
accuracy, time spent per counting question, enhancing visual memory and writing skills.
number-comparison accuracy, time spent per
number-comparison question, addition accuracy,
time spent per addition question, and an SVM Games to Promote Awareness of
(Support Vector Machine) classifier, to predict if Disability
a child was affected by dyscalculia or not. The
gaming environment is used to offer intervention Gerling and others (2014) report on four mini-
to children predicted to have dyscalculia. games that the player needs to successfully play
Visual memory is the ability to immediately to arrive at the party. These games are played by a
recall what the symbols, shapes, objects, or person in a real wheelchair such that movements
forms just seen by eye looked like. Visual memory of the wheelchair control movements of the digital
is important for processing short-term memory character. These mini-games are designed to make
into long-term memory (https://www.optome people not using wheelchairs aware of the chal-
trists.org/vision-therapy/guide-vision-and- lenges faced by users of wheelchairs and promote
learning-difficulties/guide-to-visual-information- empathy toward them. One mini-game requires
processing/visual-memory/). A person can have the avatar to cross the street while being in a
poor visual memory despite normal vision and wheelchair when the avatar arrives at an intersec-
hearing. Pir and others (2019) report on tion. Another mini-game requires the avatar to
Neuroland which is an application containing find the items on the shown list while avoiding
10 digital mini-games for improving visual mem- puddles inside a grocery store, and move the arm
ory. Each of these games except two shows letters, to reach the items. Another mini-game requires
words, shapes, or ships, and expects the player to the avatar to pick items from a bookstore with
select an option containing all of what was just multiple floors, using elevators instead of escala-
shown, containing none of what was just shown, tors. The arm needs to be used to grab items.
containing a color not present in what was just Cake, cream, and candles are examples of items
shown, containing a suitable subset of what was to be picked from the grocery store. Birthday
just shown, has color of what was just shown, or is cards and wrapping paper are examples of items
of shape identical to the shape that was just to be picked from the bookstore. Park – one of the
shown. Words Chain displays some words for a mini-games – requires the avatar to come to a park
few seconds, removes them from the screen, and and get three flowers. The avatar must avoid
expects the child to say them in the order in which stairs. After completing the four mini-games, the
they were displayed. Fish Aquarium displays player navigates the streets to arrive at the friend’s
406 Computer Games in Education
house for the birthday party. Twenty-one females Proceedings of the International Conference on Virtual
and 19 males participated in this study. Reality and Visualization (ICVRV),
pp. 172–175 (2019)
Moustakas, K., Tzovaras, D., Dybkjaer, L., Bernsen, N.,
Aran, O.: Using modality replacement to facilitate com-
munication between visually and hearing-impaired
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Fehlings, D., Switzer, L., Wright, V., Bursick, S., 2
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Saddik, A.: E-Wobble: An electronic wobble board for
ankle and toe rehabilitation. Proceedings of IEEE Inter- Introduction
national Symposium on Medical Measurements and
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Kariyawasam, R., Nadeeshani, M., Hamid, T., Subasinghe, games for basically as long as they are around;
I., Ratnayake, P.: A gamified approach for screening
and intervention of dyslexia, dysgraphia, and according to Nyitray (2011), the first publicly
dyscalculia. Proceedings of the International Confer- accessible computer games appeared as early as
ence on Advancements in Computing (ICAC), 1958, though the term game might be rather
pp. 156–161 (2019) grande for some of the early games. The game
Lanyi, C., Brown, D., Standen, P., Lewis, J., Butkute, V.,
Drozdik, D.: GOET European project of serious games Pong, considered by many as the first, famously
for students with intellectual disability. Proceedings of consisted of the moving of a bar on one side of the
the 2nd International Conference on Cognitive screen to deflect a moving dot (i.e., a ball) back to
Infocommunications (CogInfoCom), pp. 1–6 (2011) the other side of the screen, where another player
Martinez, J.-C., Gutierrez, E., Alvarez, G., Castillo, A.,
Portilla, A., Almanza, V.: Video games to support lan- attempted to do the same. There is evidence that
guage therapies in children with hearing disabilities. traditional board games such as Checkers were
Computer Games in Education 407
developed (Jackson (2000) and Tic-Tac-Toe was 1957). In this context, we will use the definition
implemented (Egenfeldt-Nielsen et al. 2008) as offered by Connolly and Stansfield (2007), who
early as 1951. One of the motivation for using have suggested that computer (games)-based
the then new computing paradigm for such a learning should be seen as “the use of a computer
mundane thing as playing a game was to “convey (games) based approach to deliver, support, and
the message that our scientific endeavors have enhance teaching, learning, assessment, and
relevance for society” (Nyitray 2011). evaluation”. When used appropriately, this C
While many maintain that games do not seem means combining.
to serve any cultural or social function other than Validated approaches from pedagogics, known
to distract (Bogost 2007), we argue in this entry models from psychology and learning theory as
that there is evidence to the contrary. There is little well as adhering to best practices for the design
doubt that games can be beneficial, if used cor- and implementation of computer games and intel-
rectly and by trained exerts. In fact, there is a ligent user interfaces.
vibrant and fast growing community of If this is done correctly computer games have
researchers and practitioners in the field of the potential to constitute a platform through
games-based learning (de Freitas 2011). That which the experts can deliver their teaching in a
being said, it is important to consider the evidence way that makes use of all the befits while mitigat-
from established fields such as psychology and ing a number of normal human traits (such as e.g.,
pedagogics to ensure that the dangers and short- waning attention and lack of motivation).
comings of the games-based learning industry – But the use of games for non-recreational pur-
which today is a billion dollar industry – are not to poses (i.e., as serious games) is certainly not new
be overlooked. As it is to be expected for a rela- (consider that every maneuver is, in a way, a game
tively young field which promises many business and the literature on military maneuvers is more
opportunities, there are many projects that seem to than 2000 years old, e.g., Tzu and Cleary 1988),
take short cuts. Of course the use of computer nor is it restricted to education (Puschel et al.
games alone is not the end to all problems in 2010): business games have been proposed for
pedagogics; professionals and researchers in the research as early as the 1960s (Babb et al. 1966)
field have emphasized (e.g., Hildmann 2010) that and 1970s (Rowland and Gardner 1971). Games
computer technology, while showing a lot of have been used to great success to train complex
potential and offering many benefits, is merely a problem management (Pasin and Giroux 2011)
tool for a teacher. problem solving abilities (Christoph 2006) as
This entry provides the relevant background on well as practical and reasoning skills (Pee 2011).
long established fields such as pedagogics and When used appropriately they can significantly
developmental psychology. The aim is to inform reduce training time and demands on the instruc-
the those interested in designing, implementing or tor (Sandberg et al. 2001; Hildmann and
using computer games for educational purposes Hildmann 2012a, b). In fact, (computer) games
and to highlight the potential benefits of doing have been analyzed from a variety of perspectives,
so. However, the main message is that such both negative (e.g., aggression, violence or gender
games are a supporting technology, and not the stereotyping) and positive (e.g., skills develop-
dominant factor or even the core aspect to teach- ment, engagement or motivation) (Connolly
ing endeavors. et al. 2008).
Rowland and Gardner (1971) date the use of com- There are many positive aspects of the use of
puters (and in a way, computer games) for educa- games for teaching in the literature. Arguably,
tional purposes back to 1956 (Ricciardi et al. games have never been just a children’s medium
408 Computer Games in Education
(Bogost 2007) and are generally something in for research projects, e.g., Cohen and Rhenman
which people of all ages engage in (Warren et al. (1961) or Rowland and Gardner (1971) and Babb
2011). Games have been shown to inherently drive et al. (1966) report on investigations on using
high motivation levels in those that play them management games or business games
(Malone and Lepper 1987). Repetition is a core (respectively) for research. In recent years a num-
element to many games, which can be used to ber of conferences and academic circles have
embody otherwise boring rehearsal tasks and e.g., focused on this subject and the field is rapidly
large firms and companies have used game-like growing. Today, the teaching and learning para-
settings for decades to implement training session digm is no longer restricted to human-human
for employee training activities. The literature lists interactions: advanced research is now consider-
many areas where games have successfully been ing knowledge transfer between humans and
used as training and simulation tools: military train- machines (from the former to the latter) and e.g.,
ing (Schneider et al. 2005), teaching exact sciences, Arsenio (2004) reports on using simple games to
specifically mathematics (Habgood 2007; Squire assist humans when teaching robots.
et al. 2004; Young and Upitis 1999), training in
software engineering and computer science (Ford
and Minsker 2003; Zhu et al. 2007) as well as Key Concepts of (Computer)
medicine (Beale et al. 2007; Lennon 2006; Games-Based Learning
Roubidoux 2005). Other fields where GBL has
been applied are language education and project- The behavioral activity of engaging in play is
and knowledge management (Johnson and Wu considered by e.g., Brown (1998) to be a funda-
2008; Rankin et al. 2006; Long 2010) and mental basis for development in complex animals,
Christoph (2006); Chua (2005), respectively). on par with the act of sleeping and dreaming. As
This indicates that for members of a society to mentioned above, it is considered a significant
engage in playful activity has the potential to help for the process of maturing from children to
significantly influence the later performance of fully rounded adults and a strongly determining
individuals as well as entire groups. Every mili- factor in the shaping of a functioning member of
tary maneuver (Giles 1974; Leonhard 1994) or society (Bruce 2004). Specifically, video games
every play-acting of, e.g., household situations – are said to have a unique persuasive power and to
as often performed by children – can be seen as a have the potential to support existing social and
game with educational content. cultural positions (Bogost 2007). They can main-
When investigating the aspects that are tain high motivation levels and seem to center
credited with making a gaming experience fun, around a number of fundamental principles
many parallels are found with what researchers (Malone and Lepper 1987). We briefly discuss
such as Gee (2003) and Tiotuico et al. (2008) intrinsic motivation attributed to games and iden-
think makes for a good learning experience. This tify a number of key skills and abilities that are
is consistent with insights from psychology which especially prone to be supported through educa-
have long since accepted that the playing of games tional games.
is an important factor in the early development of
children and young adults. Bruce (2004) showed Intrinsic Motivation
that the act of playing during childhood can Malone and Lepper (1987) offer a detailed argu-
strongly impact social behavior later in life. ment on just how important intrinsic motivation is
Green et al. (2010) report on research that indi- to the designer of educational (computer) games.
cates that playing action video games can have a They identify four individual factors as well as
beneficial impact in decision making. three interpersonal factors that are elementary to
As far back as the 1970s, games have also been providing and maintaining intrinsic motivation
considered in the context of serving as a platform (Table 1).
Computer Games in Education 409
As stated by Connolly et al. (2008), it is safe to world, inviting the player to experiment and to
say that the effect of (computer) games-based take risks.
learning has been analyzed from a variety of both • Challenge and Consolidation: Through repeti-
negative (e.g., aggression, violence or gender tion, the player can master skills and advance
stereotyping) as well as positive (e.g., skills devel- through increasingly challenging stages.
opment, engagement, learning or motivation) • Pleasantly frustrating: Good computer games
perspectives. In all these, as two successive have realistically attainable goals that are, C
comparative studies by Connolly et al. (2007a, b) while achievable, at the outer edge of the
have shown, curiosity, challenge and cooperation players regime of competence.
consistently emerged as the most important moti- • Well-ordered problems: Offering an underly-
vations for playing computer games. ing structure to presented challenges motivates
the player to consider the problems on an
Fundamental Principles of Good Games abstract level. This allows to draw on previous
Besides aiming at important aspects of intrinsic experiences to solve future problems.
motivation identified in the previous section the • System thinking: Good games encourage or
game should aim to include as many as possible of even require players to think about the effect
the fundamental principles of good games. There their decisions have on the course of the game.
is an extensive body of literature that tries to As a result a player considers abstract relation-
identify those principles; Gee (2003, 2004, ships instead of isolated events.
2005) identified the following (Table 2). • Agency: Giving the player a sense of owner-
These principles are: ship over their decisions.
• Identity: Through fictional identities, a game When creating a serious game, the designer
stimulates the player to embrace a new role and should try to include and address as many of the
to take on the corresponding responsibilities. above as possible. In the next section we discuss
Adapting this new role requires learning new key skills that have been shown to be supported
domain knowledge. by GBL. It is unlikely that any one game will
• Interaction: Players experience responses/ target all of these skills equally or even at the
feedback to their actions. same time. The principles listed above should be
• Customization: Customizing a game to the spe- adopted, but which principles should receive the
cific interests of a group elicits the group’s largest attention will be determined by the
interest and provide stimulating challenges. targeted skills.
• Production: Decisions of the players directly
impact events in the game. Key Skills Supported by Games-Based
• Risk Taking: Since the game provides a stand- Learning
alone environment in a virtual world, actions in A (non-exhaustive) list of key skills that have
the game rarely have consequences in the real been shown to be promoted by serious games
has been published by Hildmann and Hirsch
Computer Games in Education, Table 1 The individ-
ual and interpersonal factors considered to be the main
factors provide and maintain intrinsic motivation (Malone Computer Games in Education, Table 2 Fundamental
and Lepper 1987) principles of good games, cf. Gee (2003, 2004, 2005)
Individual factors Interpersonal factors Identity Challenge & Consolidation
Challenge Cooperation Interaction Pleasantly frustrating
Fantasy Competition Customization Well-ordered problems
Curiosity Recognition Production System thinking
Control Risk taking Agency
410 Computer Games in Education
(2008). For a detailed discourse on these the 25 years ago by Randel et al. (1992) found that
reader is referred to Healy (2006) (Table 3). only ≈50% of the considered studies showed any
significant difference between using games and
using conventional instructions. The field has cer-
Considerations, Shortcomings, and tainly evolved since the 1990’s and market ana-
Disadvantages lysts consider games-based learning to be one of
the fastest growing division in the eLearning mar-
Computer games are more and more considered as ket (cf. Connolly et al. 2008), but commercial
tools in the education sector (Pee 2011). This success does not imply the validity of an
interest notwithstanding, there are many negative approach. As Gura (2005) cautions: “[e]ducation
aspects of games acknowledged in the literature is a highly politicized field, [. . .] littered with
such as e.g., the increase of aggressive behavior obstacles to reform and populated by powerful
(Uhlmann and Swanson 2004) or the decrease in individuals with their own pet theories”. The
physical exercise (Liliana Escobar-Chaves et al. fact that there is a market for the idea does not
2010). imply that the idea works; it merely suggests that
Among these negative aspects is also the it is selling well. It is not uncommon that the
proven fact that computer games can be extremely performances and benefits claimed by the market-
addictive (which should be unsurprising since ing departments of major game producers are met
gambling, known to be highly addictive, is often with considerable skepticism by some experts in
embodied by a game). The fact that games can the field (cf. Fuyuno 2007).
become an alternate reality to which the player There is a shortage of solid evidence for the
can escape from real world problems has been validity of using computer games for teaching,
widely discussed, and while this surely has large training and instruction Connolly et al. (2007b).
potential for negative consequences, it is also a Furthermore, a fair number of known shortcom-
property that motivates the use of games as edu- ings are in need of receiving more attention from
cational tools: problems that real life scenarios the community. Examples of such open chal-
and approaches inherently face can often be lenges are the distinct lack of frameworks or
completely ignored in games. guidelines. GBL continues to attract attention by
funding bodies and, to a lesser degree, acceptance
Lack of Supporting Evidence as a mainstream approach for learning and teach-
While we have motivated the benefits of using ing, and the focus should be on guidelines and
computer games in the educational sector, the frameworks to support other advances in the field.
GBL approach is far from being accepted by all However, it is also the case that games for play
practitioners in the field. There are plenty of rea- are often perceived differently from games for
sons to caution against hailing the use of computer serious purposes. When this distinction is made
games as a silver bullet for all educational chal- by the player it can have a significant impact on
lenges. For example, an investigation conducted the willingness to engage in a game and – as a
result – on the benefits gained from playing that
Computer Games in Education, Table 3 A summary
game. If knowing whether a game is meant to be
of the key skills that can be promoted through serious serving a serious purpose affects the performance
games (cf. Hildmann and Hirsch 2008), for a full discus- of the game, then cunning game design and the
sion the reader is referred to Healy (2006) framing of learning activities becomes a signifi-
Problem solving Communication cant factor. This makes objective evaluation even
Analytical thinking Discovery more difficult and once again highlights the
Team working Negotiating importance of applying best practices from the
Social and cultural Logical thinking fields of psychology and pedagogics when engag-
Critical thinking Visualization ing in the development of serious games.
Computer Games in Education 411
Connolly, T., Stansfield, M., Josephson, J., Lzaro, N., Hildmann, H., Hirsch, B.: Raising awareness for environ-
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Computer Go 413
Computer Go, Fig. 1 Left, An empty 19 19 board. Right, middle game position taken from one of the most famous
games in Go history
Game of Go
A B A B
D E C D
Computer Go, Fig. 3 Suicide moves, eyes Computer Go, Fig. 4 Examples of Ko
Connected stones form a block, and if a block gets Making eyes is important for the game (cf. section
completely surrounded by opponent’s stones, the “Life and Death”).
block will be captured and removed from the There is a variation of rules which allows sui-
board. Capturing opponent stones is often advan- cide of more than one stones (e.g., New Zealand
tageous because it results in greater chances to rules). It gives some effects to theoretical analysis
occupy more territory. but will not be described in details in this entry
Empty intersections adjacent to a block are called because it is rarely used.
liberties. If a block has only one remaining liberty,
the block is in atari. Capturing occurs if an oppo- Ko and Repetition
nent stone occupies the last remaining liberty of a Similar to other board games, Go has a rule about
block. Examples of capturing are shown in Fig. 2. If avoiding repetitions. The simplest and most pop-
black plays on A or B, the white blocks are captured ular case of repetition occurs by capturing an
and removed, as shown on the right side. opponent stone resulting in a stone with only
one liberty. The example is shown in Fig. 4.
Suicide and Eye Black captures a white stone by playing on
It is prohibited to place a stone if the stone (or the A and then white can capture back the black
block which contains the newly placed stone) has stone by playing on B. The stones marked C and
no liberties. In other words, suicidal move is pro- D are also in Ko. To avoid infinite recapturing, a
hibited. For example, white is not allowed to play player must play another move, called Ko threat,
at C in Fig. 2. before capturing back. Ko adds more complexity
However, black is allowed to play at B in Fig. 3 in the game (both in practice and theory) and often
because it can capture the surrounding white makes it more interesting.
block and make liberties for the black stone at There are several variations in repetition
B. In Fig. 3, A, D, and E are all illegal moves for avoiding rules. Super Ko rule prohibits global
black. B and C are illegal moves for white. repetition (which of course includes simple Ko)
A single empty intersection surrounded by the (Super Ko means the global repetition.) For
stones of the same color is called an eye (in Fig. 3, human beings, accurate detection of Super Ko
A and D are white’s eyes and C is a black’s eye). during real games is difficult, and it is excluded
416 Computer Go
Computer Go, Fig. 5 Safe (living) blocks • The number of empty points only one player’s
stones surround
from some of the official rules for human tourna- • Minus the number of stones captured by the
ment (e.g., Japanese Go association official rules). opponent
However, computer Go tournaments typically • Komi points to compensate the advantage of
use Super Ko rule because it is not a problem for the first player
computers. There are two types of Super Ko rule.
Situational Super Ko distinguishes the same board The outcome is similar for both rules and the
position if the next player is different and posi- difference rarely affects human players. However,
tional Super Ko does not. how to correctly handle territory scoring is an
interesting topic for computer Go. Area scoring
Life and Death is more computer friendly and used in most com-
If a player owns a group of stones (consisting of pute Go tournament.
one or more blocks) which has two or more eyes,
the group will never be captured by the opponent, Strength of Human Players
unless the owner intentionally fills one of his own Strength of the players is measured by kyu and
eyes (filling own eye is almost always a dan. Human players are given a 25-kyu rank after
terrible move). learning rules. As players improve their strength,
Groups safe from capturing are alive. If a group the number decreases until it reaches 1 kyu.
cannot avoid capturing, it is dead. As the game Players of different ranks can play even games
ends, all stones on the board will be either alive or using handicap stones because having more
dead. The black blocks in Fig. 5 are all alive. Life stones in the opening is more advantageous.
and death is not a part of the rule, but it is a natural The difference between the ranks is used as the
consequence of the rules and the concept is crucial number of handicap stones (e.g., a 5-kyu player
for the game. and a 1-kyu player play with four handicap
stones).
End of Game and Scoring Shodan (which means first dan) is given to
For the game of Go, pass is always a legal players who are 1-stone stronger than 1 kyu, and
move. Players can pass if there is no other then the number increases for stronger players. It
beneficial move remaining. The game ends if normally requires more than 1 year of training to
Computer Go 417
Computer Go, Table 1 Computer strength for two- Computer Go, Table 2 Search space size of two-player
player zero-sum games without Monte-Carlo Tree Search games
(as of 2015)
Game Search space
Game Strength Checkers 1020
Checkers Perfect play is possible Othello 1028
Othello Stronger than human champion Chess 1045
Chess Stronger than human champion Shogi 1070
Shogi Approximately as strong as human Go (19 19) 10172
champion Go (9 9) 1038
Go 9 9 Approximately 3 kyu (based on authors’
guess)
Go Approximately 3 kyu only exception in this category of games
19 19
(Table 1).
reach shodan. The strongest amateur players are Difficulty: Search Space Size
rated approximately 9 dan. Professional players One of the difficulties of the game of Go is the
also use the same word dan, but the difference is enormous search space size. The search spaces of
not measured by the number of handicap stones popular two-player zero-sum games are listed in
(Fig. 6). Table 2 (numbers are from Schaeffer et al. 2014).
The game of Go has the greatest search space size.
Checkers was solved by exhaustive search in 2007.
Computer Go Difficulty Go search space is far beyond the limit of current
(and at least near future) computational power.
Theoretically, minimax search can find the opti- It is empirically known that computers tend to
mal move for two-player zero-sum perfect infor- be stronger for smaller games if the rules are
mation games. For most popular games in this similar. However, there was a small difference in
category, minimax search combined with alpha- the strength of 9 9 Go and 19 19 Go for
beta pruning (e.g., alpha-beta search) actually non-MCTS programs. This fact indicates that the
succeeded in making programs which is at least search space size is not the only reason for the
as strong as human champion (Fig. 1). Go is the difficulty of Go.
418 Computer Go
Theoretical and Practical Analysis territory. The random play sequences until the
endgame is called playout.
Solving Go on Small Boards The basic idea is illustrated in Fig. 8. A given
The smallest size of the board which makes the board position will be evaluated by the average
Go interesting for human players is probably score of the playouts performed from the position.
5 5. Go on 5 5, 5 6, and 4 7 is solved In the figure, black had won 2 out of 3 playouts.
by search (van der Werf 2015). Therefore, the position might be promising for C
black.
Computational Complexity This is an extremely simple idea. All legal
Go using Japanese rules is proved to be moves are evaluated by playouts, and the move
EXPTIME-complete (Robson et al. 1983). The with the highest winning rate will be chosen (the
proofs with Chinese rules, the class is only proved left most branch in Fig. 9). Unsurprisingly,
to be somewhere between PSPACE-hard and one-ply Monte Carlo Go is weak because of a
EXPSPACE. fundamental weakness.
Assume that the playout is purely random
Endgame Theory except avoiding eye-filling moves. If there is a
Since Go is a territory-occupying game, the value threatening move with only one correct reply,
of each move can be described as the amount of the opponent will likely to choose the wrong
territory it will occupy. Combinatorial game the- reply in the playouts. Therefore, such a move
ory (CGT) (Berlekamp and Wolfe 1994) shows will be evaluated highly. The one-ply Monte
how to systematically analyze the values of moves Carlo Go program likes to play direct atari
as a sequence of numerical values and how to moves which are, in most cases, useless moves.
choose the optimal move after these analyses. In short, it tends to choose moves which expect
CGT solves difficult artificial positions better opponents to make blunders.
than human professionals, but there is no program The chance of choosing nonoptimal moves
which actually uses it in the play. will not be zero even given infinite computational
time. The limit of the strength is analyzed when
One-Ply Monte Carlo Go using simple playouts. The winning rate against
Because it was difficult to make good evaluation GNU Go on 9 9 board was approximately
function for Go, there was a different approach 10 %, and it was also extremely weak on
called one-ply Monte Carlo Go. (It was origi- 19 19 boards.
nally called Monte Carlo Go, but to distinguish The first known work was described in an
from Monte Carlo tree search, the term one-ply unpublished report written by Brügmann in 1993
Monte Carlo Go will be used throughout this (Brügmann 1993). There was more sophisticated
entry.) approach based on one-ply Monte Carlo Go. They
Because the number of legal moves decreases, had comparable strengths with other approaches,
it is possible for randomized players to end the but it was clearly not the most successful approach
game naturally according to the rules. If both for Go. However this idea is important because it
players randomly choose one of the legal moves, triggered the invention of the Monte Carlo tree
the game will continue for a long time because search algorithm.
filling own eyes results in repeatedly capturing
large blocks. However, given a simple rule to
avoid filling its own eyes, the game will end in a Monte Carlo Tree Search and Go
reasonably short time (average number of moves Programs
will be approximately the same as the number of
the intersections of the board). In this way it is As described above, one-ply Monte Carlo Go
possible to evaluate the given positions by letting introduced a new way of evaluating the board
random players play both sides and count the position which does not require an evaluation
420 Computer Go
black 2 win
white 1 win
Computer Go,
Fig. 9 Simplest one-ply black′s turn
Monte Carlo Go
white′s turn
function. But there was also a fundamental weak- (Coulom et al. 2006). It is widely regarded that
ness. The breakthrough came in the year 2006. the algorithm developed for Crazy Stone by
Coulom is the first MCTS algorithm.
Brief History of MCTS Invention Based on the success of Crazy Stone, Kocsis
Go program Crazy Stone, developed by a French and Csaba Szepesvári submitted the paper about
researcher Rémi Coulom, is the winner of the Upper Confidence applied to Trees (UCT) algo-
9 9 Go division of the 11th Computer Olym- rithm to ECML 2006 Conference (Kocsis and
piad taken place at Turin in 2006. The algorithm Szepesvári 2006). UCT had the proof of conver-
used in Crazy Stone was published at the same gence to the optimal solution which Crazy Stone’s
time in Computers and Games Conference which first approach did not have (explained in section
was one of the joint events with the Olympiad “UCT Algorithm”).
Computer Go 421
Computer Go,
Fig. 10 Enough playouts
on promising branches
Computer Go,
Fig. 11 Expand promising
nodes
At first, it seemed MCTS works only for small However, at this point, the definition of prom-
boards. However, soon after the UCT paper was ising branch is not clear. The key point of the
published, a Go program named MoGo became algorithm is the selection of promising branches
the first Go program to achieve a shodan on which is explained in the following sections.
19 19 board (Gelly et al. 2006) (on an Internet
Go server, KGS (KGS Go Server 2015)) and Theoretical Background: Multi-armed Bandit
became famous among Go players. The basic approach was surprisingly simple.
However, promising branch has to be decided
Basic Framework of MCTS appropriately. Possibly the simplest approach is
The differences between one-ply Monte Carlo Go to select the branch with the highest mean reward.
and MCTS seem simple. First, more playouts will But it is obviously a bad idea, because if the first
be performed from more promising branches playout of the (unknown) optimal branch had lost,
(Fig. 10). Then if the number of playouts on a it will never be selected again. Therefore, the
leaf node exceeds a threshold, the leaf will be selection method has to give an advantage to
expanded (Fig. 11). With these modifications, branches with small number playouts. More for-
the tree will grow in an unbalanced manner grow- merly saying, for MCTS to be successful,
ing toward the promising parts of the tree. It branches with large confidence interval must be
covers the weakness of the one-ply Monte Carlo given a positive bias. Theories of the multi-armed
Go programs and significantly improved the bandit (MAB) problem gave a solution. MAB is
strength. an old problem which is studied from 1930s.
422 Computer Go
Play aggressively when losing; play safely needs for reading long sequences of moves in
when winning. It was a very difficult task for tactical situations (capturing or life and death is
minimax search-based programs. But MCTS- typical). It is difficult to make playouts correctly
based Go programs naturally acquire this ability. read tactical sequence. This is widely regarded as
It is based on the definition of playout rewards. the remaining weakness of MCTS-based Go
Since Go is a score-based game, it is possible to programs.
use the score itself as the reward. However, if the C
reward is two valued (e.g., 1 for win and 0 for
loss), MCTS tries to maximize the winning prob- Enhancements for MCTS-Based Go
ability, not the score difference. The early version Programs
of Crazy Stone was using the score as the reward,
and the winning rate against GNU Go was in RAVE and AMAF
30–40 % range. After the reward was changed to UCT has a proof of convergence and works fairly
0, 1, it jumped up to higher than 60 %. well, but state-of-the art Go programs (as of 2015)
are not relying on UCT. Practitioners ignored the
Why MCTS Works for Go (Or Weakness theory and replaced the bias term with other terms
of MCTS) using Go knowledge. Rapid Action Value Estima-
MCTS has a generic framework and it drastically tion (RAVE) is one of the most popular techniques
improved Go program strength. But, of course, it used in Go (Gelly et al. 2007).
is not an all mighty algorithm. Theoretical and Occupying a point is often crucial in Go
practical analysis revealed the weakness of regardless of the order of moves. A heuristic tech-
MCTS if the tree has a deceptive structure or trap. nique called All Moves As First (AMAF) heuris-
A trap is a tree where a small number of tic is invented based on this observation. Instead
branches have significantly better (or worse) of forgetting the sequence in playouts, AMAF
values than other branches. If a long sequence updates the values of all moves that appeared in
trap is in the tree, it is highly unlikely for MCTS playout sequences. It is inaccurate but the update
to find the correct solution. In Go the situation speed is improved by a large margin. In RAVE,
typically occurs in a ladder where only one move branches with small number of playouts use
is the correct move and all others are blunders. AMAF-based values, and as the playouts
Early MCTS-based Go programs did actually increases, it is gradually replaced by true values
miss long ladders in real games. of playouts.
A Go proverb says, “if you don’t know ladders,
don’t play Go.” It is impossible to make a strong Playout Enhancements
Go program without correctly recognizing lad- Improving playout quality is the most important
ders. Recent Go programs handle ladders by and subtle part of MCTS-based Go programs.
playouts. As explained later in section “Playout Both handcrafted approach and machine learning
Enhancements,” playouts used in recent Go pro- approach succeed (as of 2014).
grams are far from random. The ladder sequences MoGo had used handcrafted playouts, and it is
in real games are simple and playouts can solve said that program Zen (one of the strongest pro-
them. From the viewpoint of the tree search algo- grams in 2014) also uses at least partly
rithm, the trap is removed by playouts. handcrafted approach. Many other programs use
MCTS is a combination of tree search and different approach. Pattern-based features are
playout. Playout can read simple deep sequences. defined by programmers and the weights are
Tree search can select the best branch from vari- adjusted by machine learning. Typically, game
ous options. If the combination is effective, records played by strong players are used as train-
MCTS works well. However, there are often ing data, and the objective function will be the
424 Computer Go
matching rate with the expert moves. In both Transpositions and MCTS
approaches, the playouts will choose more “rea- Game tree of Go is actually not tree but a directed
sonable” moves which makes it possible to solve cyclic graph. Transpositions often occur when
simple tactical situations including ladders. How different sequence of moves results in the same
to make good playout is still not clear because board position. As shown in the left of Fig. 13, it is
playout and tree search are correlated in a com- not trivial to decide the win rate of nodes for
plex manner and theoretical analysis is difficult. DAGs. Efficient handling of transpositions in
MCTS is still an interesting open problem
Progressive Widening (Fig. 13).
To find good moves in game playing, search Go programs uses mainly two ways. One is to
must focus on promising part of the tree. In ignore transpositions and use trees. This is
MCTS, progressive widening method is popu- wasting computational time, but it is possible to
larly used for pruning unpromising part. If the make strong enough programs based on trees.
number of playout at a node is small, only few The other is to record the values separately for
branches will be selected as the target of search. nodes and branches. UCT is proved to converge
As the number of playouts increases, more to the optimal solution if the values stored in
branches are added. nodes are used for mean term and values of the
branches are used for the bias term, as shown in
Parallelization the right of Fig. 13.
Using shared memory parallel, MCTS is common
for strong Go programs. Normal implementation
based on lock mechanism achieves speedup on Implementation Techniques
multi-core machines. It is also known that the Here is a list of common components and tech-
performance could be improved by using lockless niques for modern Go programs:
hash technique.
For distributed memory environment, root par- • Fast data structures for Go board, including
allel approach is used by several strong programs. block and pattern information.
Each compute node independently searches with • Fast pattern matcher including simple 3 3
different random seeds, and a small part of the tree matcher and heuristic features needed in both
is shared among the compute nodes (e.g., tree machine learning phase and playing phase.
nodes with depth 1–3 are shared). It is known to • Machine learning methods.
scale well for up to several dozens of computers. • Zobrist hashing for fast hash value calculation.
Computer Go 425
• Game database used as training data for Computer Go is improving rapidly and it is
machine learning and opening book difficult to predict even in the near future. At
construction. least for some more years, Go is likely to remain
• Time control for playing games in tournament. as one of the most interesting challenges in
• Pondering (thinking while the opponent is game AI.
thinking) and tree (or hash table) reuse.
• Dynamic komi. Especially important for C
handicapped games. Adjust virtual komi to Cross-References
avoid playing too safe (too aggressive) moves.
• Using the results of tactical searches such as ▶ Monte-Carlo Tree Search
capture search or life-and-death search.
• Opening book.
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426 Computer Graphics
essential role of art as a vehicle of communica- positive reactions. In other words, the author-
tion and empathy. developed sensor-based bespoke systems were
On a more recent note than Tolstoy, Grau primarily explored within the author’s work
(2003) posited: . . .ultimately, it is the intellectual of own stage performances at numerous national
vision, transposed into the work step by step with and international festivals (including tele-
technology as its reference, that remains the core vised performances). These explorations included
of a virtual work of art. instances where he directed and produced (e.g., C
This article introduces a body of work Cultural Paralympiad [Atlanta 1996 at Rialto
where the catalyst is creative expression and play- Theatre]; Cultural Olympiad and Paralympiad
ful interactivity. The author’s background as an [Sydney 2000 at Homebush arena]; European
artist is prevalent in how empowerment via em- City of Culture [Copenhagen 1996 at Arken
bodied interaction utilizing digital technologies MoMA and Avignon 2000 at Cafe Nine]; Danish
(predominantly sensor-based [on-body/off-body] NeWave New York at Gershwin, 1999; Scandina-
biofeedback mapped to digital multimedia [audi- vian Museums of Modern Art exhibition tours
tory, visual, robotic stimuli, etc.] and analogue 1995–1999; and other “art-related” settings, e.g.,
content [video feedback, vocals, etc.]) was identi- Roskilde Festival 2000 and more). All instances
fied as a means to supplement traditional interven- were targeted as research resulting in ongoing
tion in specific healthcare treatment programs and learning of system limitations, potentials, and
(re)habilitation. possibilities toward the envisioned applications
Within the work a commercial industry start- beyond solely traditional “art” forms. In other
up was realized from the author’s research, as well words, in the majority of cases – for example,
as international and national funded projects, and inclusive or adjacent to the above listed events –
global acclaim as, e.g., plenary keynotes at lead- demonstration workshops, hands-on tutorials/
ing international conferences, and more. seminars/symposiums, or other accessible show-
This contribution is focused upon sharing case forms were arranged at the author’s initiative
how in the 1990s, for approximately a decade, to present the “alternative art” application,
computer graphics were created as gesture-based i.e., in healthcare, rehabilitation, and therapeutic
interactive games under the author’s gamification training intervention. Such additional events
(including social interaction, creative expression, offered increased research and learning opportu-
and enjoyable play) approach to healthcare and nities including reviews, appraisals, assessments,
rehabilitation intervention. The core of the strat- and evaluations across disciplines, nationalities,
egy is a catalyst fun experience from within an and end users.
openly adaptive interactive environment that can
be tailored for each participant profile and the
treatment program goals. Most recently the work Bespoke Systems Overview: Leading to
has realized a series of publications under the Patent - see Brooks and Sorensen (2005)
theme of “Technologies for Inclusive Well-
Being.” Overviewing and simplifying, the systems
consisted of on-body and off-body systems that
were experimented having differing biosensing
Background profiles. Thus input was sourced ranging, for
example, from inner-body micro-electrical sig-
The work originated as an alternative contem- nals, through limb or whole-body gestural
porary avant-garde “human-at-center” art-related position and motion dynamics, to spatial environ-
creative expressive form (i.e., “human-as-art”). mental signals where human occlusion or signal
Following numerous proof-of-concept and feasi- generation results in system input. Thus, human
bility testing, early apparatus and method were gesture attributes (proprioceptive, kinaesthetic,
realized in performances and exhibitions with and related dynamics) and human state (being,
428 Computer Graphics, Video Games, and Gamification Impacting (Re)Habilitation
emotions, etc.) acted as input. Sourced input sig- instrument or tool that could supplement in and
nals are routed to selectable software for map- across rehabilitation and healthcare contexts.
pings (scaling, filtering, etc.) to impact feedback The concept was to explore creativity and play
responsive content (typically digital). This pro- as motivational human modes attempting to
cess routing of the data signals is managed to make the experience of treatment/training more
align desired relationships, i.e., interactive/reac- enjoyable, fun, and stimulating to participate
tive toward a goal of achieving flow, aesthetic within and less mundane, tedious, and boring.
resonance, self-agency, efficacy, and related idio- Once the system had reached certain maturity,
syncratic human attributes via afferent/efferent further reflections and critiques resulted in system
neural feedback loop closure. This causal loop improvements that aligned with external profes-
closure is achieved through the process of sionals who evaluated from a formal and profes-
optimally tailoring system attributes to human sional therapeutic perspective. Over the many
attributes, e.g., where the designed challenge is years, the family and friends of users also evalu-
matching user satisfaction and sense of achieve- ated – albeit in a more non-formal/informal
ment. Individual end-user profile assessment can context.
be either formal (with therapeutic input to realize A motivational intervention (in-action) model
targeted preset steps) or improvised (through sys- and an (on-action) evaluation model were devel-
tem operator’s – usually the author – experiences, oped and published to support practicing profes-
so more impromptu adjustment of change para- sionals and/or home use by families and carers
meters) to impact the system session design or even in self-use Brooks and Petersson (2005).
as experienced by a user. See Brooks Patent
US6893407B1 on method and apparatus.
Exploring Nuances of Differences
with acquired brain-injured patients in a clinical decrease after an injury – although, your brain
setting questioned how a sense of proprioception will still have the skills stored within, so it is easier
(a participant’s body sense of its parts and relative to relearn them. Even though your strength may
location to its other parts and the effort exerted come back easier, you will still need to spend time
in motion often related to balance and/or neglect) improving your proprioception and kinesthetic
that was damaged could be “trained” through awareness so that you can fully recover.
a patient listening to or seeing where their relative By employing a system that responds to C
position of their own parts of the body are instead motion within an invisible space that can be con-
of feeling it. Additionally, patient dynamics of trolled for data inhabitation and also mapping to
kinesthetic awareness of the position and move- digital content as stimuli offers opportunities in
ment of their parts of the body by means of learning through feeling such as a sense of body
their proprioceptors is targeted through program- position, muscle movement, and weight as felt
mable thresholds in the digital content algorithm through nerve endings.
according to a patient profile. Interactive com- Cognitive aspects are also involved.
puter graphics were thus engaged, alongside
other digital content, as a means to visually inform
a user of system input. Technologies for Inclusive Well-Being
Computer Graphics,
Video Games, and
Gamification Impacting
(Re)Habilitation,
Healthcare, and Inclusive
Well-Being, Fig. 2 Image
of head and hand painting
by PMLD participant C
Computer Graphics,
Video Games, and
Gamification Impacting
(Re)Habilitation,
Healthcare, and Inclusive
Well-Being, Fig. 3 Full-
body painting based upon
activity-level threshold
mapped to color chart
and given on USB stick or download. The design degree such that their stories, unusually remem-
was thus a success for participants and the orga- bered compared to their other living detail,
nizing staff who attended with the groups. On detailed aspects that her staff did not realize. She
return 4 months later for a conference, the leader explained that it was a moving experience for the
of the elderly home for mentally challenged/dys- families who attended.
functional attendees of the workshop informed Soon after the mid-1990s, investigations of
that the institute organized an exhibition and oral interactive animations and gamification within
presentation event so that the elderly could tell the SoundScapes research were conducted.
their own stories about creating their paintings. This preceded the Personics interactive com-
She explained how their motivation and inspira- puter graphic environment that is
tion had been stimulated to a highly positive introduced next.
432 Computer Graphics, Video Games, and Gamification Impacting (Re)Habilitation
Computer Graphics,
Video Games, and
Gamification Impacting
(Re)Habilitation,
Healthcare, and Inclusive
Well-Being,
Fig. 4 Eyesweb body paint
exhibition, Casa da Musica,
Porto, Portugal
Computer Graphics,
Video Games, and
Gamification Impacting
(Re)Habilitation,
Healthcare, and Inclusive
Well-Being, Fig. 5
[Balloon] Computer
graphic with gameplay
receiving arm motion from
C
the participant to reach and
puncture the balloon with
the pin in the animated
hand. Time to complete the
task in upper left
Handicapped, Elderly and Rehabilitation) bmp screenshots depicting start screen and
Funding was approx. €2M. interactions.
Personics was invited by the author to partici- Figure 5 illustrates a balloon game concept
pate in both projects. where a sensor is placed at a specific location
Under the sponsorship of IBM at the according to therapist input. In Hagedorn and
World Congress for Physical Therapy (WCPT) Holm (2010), balance training exercise was for
in Yokohama, Japan, the author presented his each patient to alternate between normal stand-
research paper titled “Virtual Interactive Space ing balancing and toe-standing balancing. Bal-
(V.I.S.) as a Movement Capture Interface Tool loons were popped when each cycle was
Giving Multimedia Feedback for Treatment and completed within the sensing space. Duration of
Analysis” (Brooks, 1999). training depended on patient endurance. The
Approximately a decade later, Hagedorn and number of balloons popped gave indication of
Holm’s (2010) independent randomized inter- training effort.
vention study questioned traditional training ver- Figure 6 was a boxing game tracking the
sus computer feedback training (system resulting patient’s two hands (mapped to the lower boxing
from author’s research). This is reported in the gloves). Scores were archived according to
European Journal of Physical and Rehabilita- performance.
tion Medicine where results state impact gains Figure 7 was a game where the navigation of
of up to 400% illustrate potentials from using a Death Star fighter (Star Wars) was controlled
selected games in Virtual Interactive Space as by patient movement. Guidance through a maze
published in Brooks’ 1999 paper. The 2010 was tasked.
investigation is introduced after the next section Figure 8 was a Dolphin wireframe model that
that presents the simple interactive computer was mapped to two sensors representing horizon-
graphics used. tal and vertical travel. This is used successfully in
the CRBI research where a therapist controlled
one sensor and a patient controlled a second sen-
Personics Computer Graphics sor. Progression for the patient was to use both
sensors to control the full travel of the dolphin.
The following images represent the gameplay Time was recorded for each level and a number
graphics. Notes attempt to describe the gameplay of fish caught. Levels were progressively more
and target in the therapeutic sessions with difficult whereby lethal jellyfish had to be eluded.
434 Computer Graphics, Video Games, and Gamification Impacting (Re)Habilitation
Computer Graphics,
Video Games, and
Gamification Impacting
(Re)Habilitation,
Healthcare, and Inclusive
Well-Being, Fig. 6
[Boxer] A two-handed
exercise where sensors
detect dynamic motion of
each hand, which are
mapped to left and right
boxing gloves to strike
opponent who is able to
guard and strike back
Computer Graphics,
Video Games, and
Gamification Impacting
(Re)Habilitation,
Healthcare, and Inclusive
Well-Being, Fig. 7 [Death
Star] Flight simulator where
participant motions control
up-down (y-axis) and left-
right (x-axis) of Death Star
fighter vehicle to prevent
crashes and to reach
targeted goal
Figure 9 was used to task the patient in motion had to exceed a threshold in order to let
dynamic motion aligned with a weightlifter rais- go of the ball. This proved a favorite exercise
ing a dumbbell. Dynamic of motion was tracked for acquired brain-injured unilateral neglect or
within the sensing field. hemispatial neglect patients training a damaged
Figure 10 was themed from the Mission side.
Impossible film where a diamond was stolen. Figure 12 illustrates the tower that was one
Patient activity was through three sensor fields of the animated games used in the Hagedorn and
that would activate, deactivate, or alarm the sys- Holm (2010) study with balance elderly patients.
tem. The mapping of this game was mostly found The number of blocks and difficulty could be
to be too complicated for most patients. changed and archived. Feedback of balance in
Figure 11 illustrates another dynamic motion training was where one leg was lifted from the
computer graphic. In this case the patient’s hand ground – as in stepping actions associated with
Computer Graphics, Video Games, and Gamification Impacting (Re)Habilitation 435
Computer Graphics,
Video Games, and
Gamification Impacting
(Re)Habilitation,
Healthcare, and Inclusive
Well-Being, Fig. 8
[Dolphin] Wireframe
dolphin travel controlled by
two sensors mapped to
C
x-axis and y-axis to catch
and eat the dead fish
dropping from top of the
screen while escaping
hazards on each level
Computer Graphics,
Video Games, and
Gamification Impacting
(Re)Habilitation,
Healthcare, and Inclusive
Well-Being, Fig. 9
[Dumbbell] Sensors capture
participant lifting motion
dynamic and range to raise a
corresponding animated
dumbbell held by a
weightlifter
walking activity within the sensing space. The analysis. Physical level-of-difficulty adjustments
height of the built tower indicated training effort. took the form of a thicker foam plate that could
Both legs were trained. additionally be changed for a tilting board; also
The waiter tray game, as illustrated in Fig. 13, glass friction and plate size were adjustable.
was also used in the Hagedorn and Holm (2010) Figure 14 gives a direct feedback to a patient’s
study. Sensors captured body position and balance according to a horizontal line that was
adjusted the tray angle accordingly. Patients required to line up to the central division in the
stood on a firm plate, which was placed upon a graphic.
5 cm depth of dense foam. The numbers of broken The fourth game used in the training was where
glasses were recorded in each session of 2-min balance controlled the position of an animated
duration. A session consisted of two instances empty basket to catch images of fruit falling
of training where both data were included for from a tree. Healthy fruit was collected, while
436 Computer Graphics, Video Games, and Gamification Impacting (Re)Habilitation
rotten fruit was not. Each incremental level had transmits feelings through lines, colors, sound,
increasing speed of fruit falling. or words. The feelings embedded in the imagery
start with the creator and the creative process. The
work may take any form, but to be art, the object,
Discussion idea, or installation goes beyond the physical and
contain some form of human experience. Art may
Eber (1997) reflects how a work of art, according be created with any tool, as long as the artist rises
to Tolstoy (1995 [1897]), is sincere, and it beyond that tool into an experiential realm. Many
Computer Graphics, Video Games, and Gamification Impacting (Re)Habilitation 437
in training trainers to fully optimize such results Notes The figures (5 – 14) are from the author’s own
within a wide range of interventions so as to archive from employment. All efforts to get permission
have not been responded upon and it is understood that
benefit societally via transfer to activities of the company was closed shortly following the author’s
daily living (ADL). departure and copyright ownership is not listed for these
images. Acknowledgement made in this chapter for the
authors of the images created under the company Personics
who do not name or credit authorship.
Conclusion
Computer-Aided Industrial
Design (CAID) Synonyms
▶ Imagineering Ceramic Pottery Using Computer Augmented reality; Enjoyable informal learning;
Graphics Mobile augmented reality for cultural heritage;
Mobile augmented reality
Introduction
Concatenative Sound
Synthesis
Mobile augmented reality (AR) for cultural heri-
tage site has been developed for already a decade
▶ Dynamic Music Generation: Audio Analysis-
(Angelopoulou et al. 2012; Armanno et al. 2012;
Synthesis Methods
Chang et al. 2015; Ciurea et al. 2014; iTACITUS
2007; Kim and Park 2011; Moorhouse et al. 2017;
Seo et al. 2011; Techcooltour 2013; Tussyadiah
et al. 2017; Vlahakis et al. 2002). However, these
Conceptual Blending existing applications lack enjoyable informal
learning concept (Damala 2009).
▶ Foundations of Interaction in the Virtual Real- Enjoyable informal learning is based on inter-
ity Medium pretation theory (informal learning in cultural
440 Conceptual Model of Mobile Augmented Reality for Cultural Heritage
Conceptual Model of Mobile Augmented Reality for Cultural Heritage, Table 1 Frequency of responses of expert
review
Needs very Needs
detailed some Is easy to Didn’t
Items explanation explanation understand respond Total
1. Clarity of terminology
(a) Content structure 0 2 3 2 7
(b)Theory 0 2 3 2 7
(c) Mobile technology 1 1 3 2 7
Some are Some may All are
definitely not be not relevant
relevant relevant
2. Relevancy of proposed components
(a) Media elements 0 0 5 2 7
(b)Activity 0 0 5 2 7
(c) Navigation 0 0 5 2 7
(d) Social interaction 0 2 3 2 7
(e) Games 0 1 4 2 7
(f) Presentation style 0 0 5 2 7
(g) Mobile technology 0 1 3 3 7
Not relevant Relevant
3. Relevancy of proposed theories 0 5 2 7
(a) Multimedia learning theory 1 4 2 7
(b) Mindfulness theory 0 5 2 7
(c) Constructivism theory 0 5 2 7
(d) Situated learning theory 0 5 2 7
(e) Experiential learning theory 0 5 2 7
(f) Collaborative learning theory 0 5 2 7
Yes No
4. The connections of all the theories and 3 1 3 7
components are logical
5. The conceptual model is usable for the 4 0 3 7
development of mobile AR for cultural heritage
toward enjoya ble informal learning
6. In overall, the conceptual model is readable 4 0 3 7
heritage) and enjoyment theory. Enjoyable infor- Therefore, this entry shows how a conceptual
mal learning enables visitor not to feel he/she is model, which provides component for enjoyable
learning, but at the same time, he/she is achiev- informal learning at cultural heritage site (Pendit
ing new knowledge (Ariffin 2009). However, the et al. 2014), can be used to design AR applications
existing mobile AR for cultural heritage site lack for cultural heritage sites. A conceptual model
major components in enjoyable informal learn- represents the key concepts and provides accurate,
ing, namely, navigation and user interface, qual- consistent, and complete representation of con-
ity of content, use of questions, and physical cepts (Churchill 2007; Norman 2014). It helps
orientation (Bellotti et al. 2002; Moscardo developer to develop mobile AR that implements
1996). This is critical as it can make the usage enjoyable informal learning at cultural heritage
of mobile AR as interpretive media to help visitor site that enable visitor to learn at cultural heritage
to learn at cultural heritage site is far from being site in enjoyable way. It helps developer to
practical. develop mobile AR that implements enjoyable
Conceptual Model of Mobile Augmented Reality for Cultural Heritage 441
Conceptual Model of Mobile Augmented Reality for Cultural Heritage, Table 2 Feedback from experts
Experts Comments
Expert (a) Divide “media elements” into two types: passive and active content. Active content is the content that
1 (Spain) includes user interaction, such as: activity, social interaction, and games
(b) More details on the theory to understand their relevancy on supporting the content structure
(c) Put elements in mobile technology into categories: “core technologies for AR” and “necessary devices for
AR.” The terms “sensor” and “mobile technology” are also not proper
(d) Add “taking picture” and “interacting with content” in the “Activity” component
C
(e) The term “chat” in social interaction is not proper
(f) Add virtual views in the presentation style
(g) Strength: the conceptual model is feasible and worthwhile to improve the informal learning experience at
cultural heritage site
Weakness: Most of components have been presented in previous works and novel components in informal
learning are not sufficient
(h) Add details for each component in hierarchy or layers than list the individual elements
(i) Validate the conceptual model through user evaluation
Expert (a) Add more detail explanation on content structure and theory
2 (France) (b) Relationship between components in “mobile technology” is not understandable
(c) Add category for different “function” of component and add “Display” component
(d) “Activities,” “navigation,” and “manipulation” can be added as well as “activity” related to media
elements: “see and hear” in activity component
(e) Add “navigation for museum and indoor cultural heritage environment.”
(f) Add shared view with single display in social interaction
(g) Provide other type of games: 3D puzzle
(h) Provide more explanations in “presentation style”
(i) MLT theory and collaborative learning theory should be linked to other elements in the content structure
(j) Mindfulness theory should consider personal cognitive style and traits of visitor that may influence the
social interaction. Constructivism theory, situated learning theory, and experiential learning theory should be
linked to media elements
Expert (a) Consider HCI theory as AR system should be interactive in real time (Azuma 1997)
3 (Spain) (b) Differentiate between audio and sound in media elements. Also distinguish different types of object: static
and dynamic. The elements also can respond to user interaction
(c) Consider providing a complete map of the site and recommended route for the visit in navigation
(d) Clarify the term “chat.” Differentiate between virtual and real (face to face) interaction in social interaction
(e) Clarify the term “separated augmented view” in presentation style
(f) Add category for different function of each mobile technology component, such, hardware, software, and
process
(g) Conceptual model is well presented and logical. However, it misses the term “interaction” as it is a
fundamental part of AR system. The mobile technology component also needs to be better presented
(h) Consider to add validation/evaluation component in content structure on evaluating the learning process
Expert The proposed model is thorough and detail. I expect the outcomes of this model would be good if the learning
4 (Taiwan) activities can be well-arranged
Expert (a) Useful conceptual framework to inform the design. Mindfulness theory is not familiar but others are well
5 (USA) aligned with the teaching and learning methods possible through AR
(b) The missing major element is the outcome of the variable that will be measured
Expert (a) Proposed elements in content structure are too generic and are applicable to any kind of applications
6 (Malaysia) (b) Connections of all theories ad components are somewhat logical
(c) The conceptual model is partly usable to the development of AR for cultural heritage toward enjoyable
informal learning
(d) The conceptual model is too brief
(e) Expand and detail out specifically about AR and cultural heritage
Expert The conceptual model is good but the scope is too wide that it should focus more on enjoyable learning
7 (Malaysia)
442 Conceptual Model of Mobile Augmented Reality for Cultural Heritage
informal learning at cultural heritage site that evaluations, expert review, field study of enjoy-
enable visitor to learn at cultural heritage site in able informal learning, focus group discussion,
enjoyable way. Since the conceptual model has and review of related conceptual model of mobile
been developed (Pendit et al. 2014), it was then AR for cultural heritage site and mobile guide.
evaluated and revised through series of After all those evaluations, the conceptual model
Conceptual Model of Mobile Augmented Reality for Cultural Heritage, Table 3 Findings of field study of
enjoyable informal learning content at cultural heritage site
No. Category Responses
1 Preferences of media Image, animation, and video
2 Text a. Show point by point
b. Provide big size of font
3 3D model Overlay certain part that is lost
4 3D character Represent the noble people in the past
5 Image a. Overlay certain part that is lost
b. Old pictures with year in chronological order
6 Audio a. Provide history of cultural heritage site
b. Provide history of cultural heritage site in storyline
c. Provide history of cultural heritage site in storyline and the narrator has the
same age with visitors
d. The length of audio should be in 3–5 min
7 Sound Provide ambience of heritage site
8 Animation a. Provide history of cultural heritage site with the noble people as the
character in storyline
b. Length of 3D animation is 5–10 min
9 Video a. Provide video of cultural heritage site with noble people as the character
b. Provide video of cultural heritage site with noble people as character in
narrative storyline
c. Provide video of cultural heritage site with the noble people as the
character in the storyline and the narrator should be of same age with visitors
d. Length of video is 5–10 min
10 Preferences to learn based on No, it is not preferable to learn based on interest
interest
11 Navigation a. Show other interesting places around the cultural heritage site
b. Show the route visitor had visited
c. Show the site based on history in chronological order
12 Activity a. Add/edit information
b. Take picture
c. Create notes
13 Games a. Brain games
b. Adventure games
14 Interaction a. Shaking
b. Blowing
c. Rotating
15 Preferences of AR a. Take picture wearing the costume of noble people using AR technology
b. Take picture with the events of the past using AR technology
16 Things make visitors enjoy at a. Relax
cultural heritage site b. Fresh air
17 Other features Music
Conceptual Model of Mobile Augmented Reality for Cultural Heritage 443
was finally finalized which are presented in the after the component of conceptual model was
end of this entry. reviewed based on user requirement of enjoyable
The topics of this entry are consisted in four informal learning content from field study’s result,
sections, which are introduction, methodology it was sent to focus group discussion. The focus
that tells about validating the conceptual model, group discussion validated the model by joining
the revised conceptual model that becomes the seven experts. Then, after it has been evaluated in
result of validation, and finally, at last, the conclu- focus group discussion, an activity called review of C
sion of the study. the conceptual model of mobile AR for cultural
heritage site and review of mobile guide was com-
pleted to act in answering focus group discussion’s
Methodology feedback about the component of conceptual
model. The result from the review was applied in
Basically, the conceptual model has validated revising the conceptual model of mobile AR for
through two steps: expert review and focus group cultural heritage site toward enjoyable informal
discussion. Expert review involved seven experts learning. At the end, the final version of the con-
to validate model based on review form through ceptual model was produced.
email communication. After the expert review,
before continuing with the focus group discussion, Expert Review
the researcher embarked on a field study of enjoy- In validating the conceptual model, expert review
able informal learning content at cultural heritage was conducted. There were seven experts who had
site in order to respond to review of expert on the reviewed the conceptual model with criteria of
novelty of component of conceptual model. Then, teaching AR/human computer interaction/
Conceptual Model of
Mobile Augmented
Reality for Cultural
Heritage,
Fig. 1 Overview of Mobile AR
conceptual model of mobile
AR for cultural heritage site
Hardware
toward enjoyable informal
Process
learning
Content
Conceptual Model of Mobile Augmented Reality for multimedia with minimum 5 years of experience.
Cultural Heritage, Table 4 Comments from focus The expert was given a copy of proposed concep-
group experts
tual model with the form that contains check list of
No. Comments items and elements of conceptual model. The
Expert 1 a. Include informal learning theory
thoughts from the experts said that conceptual
b. Emphasized on interactivity and
enjoyable informal learning for content model had terminology that was easy to understand
element component (refer to Table 1). This also applies to the proposed
c. Connection in conceptual model could components which are relevant. Overall, experts
not be seen concluded that the conceptual model is usable in
d. Focus more on enjoyable informal
the development of mobile AR for cultural heritage
learning and the main contribution of
conceptual model site toward enjoyable informal learning.
Expert 2 a. Theories are relevant but have to be The next result displayed written comments
presented more clearly which were sent by two experts who did not fill
b. Add informal learning theory up the form and other five experts who filled up
c. Consider “tangible AR” for terms
the form (refer to Table 2). Three experts
d. Add interaction component
addressed the mobile technology component.
Expert 3 a. Connect the mobile AR technology and
content element component They suggested mobile technology should be pro-
b. Add more elements in content element vided by category to divide different functions of
c. Create general model to be used for each element. Furthermore, they also added some
other field related with mobile AR or elements in the content structure component and
enjoyable informal learning or cultural
heritage site changed the terminologies. Some comments were
Expert 4 a. Connection between all components changed in terms of diction but the meaning of
should be improved comment was maintained.
b. Focus more on enjoyable informal The review was taken into consideration in revis-
learning
ing the conceptual model. In addition, one particular
Expert 5 a. Mobile AR technology component
should be improved comment which mentioned about lack of conceptual
b. The terms should be improved model of novel component of enjoyable informal
c. The connection between mobile AR, learning was responded by conducting a field study
theories, and content element is not clear of enjoyable informal learning content that is elab-
d. The conceptual model is not clear orated in the following section.
enough
Expert 6 a. The theory should be reconstructed in
order to be understood Field Study of Enjoyable Informal Learning
b. Consider to combine content element Content at Cultural Heritage Site
with mobile AR technology In response to the feedback from expert, a field
c. Some terms are not clear, such as, study was conducted at Lembah Bujang Archae-
“provided for each site”
ological Site, Kedah. The purpose is to gather user
d. Combine all components with mobile
AR technology requirements about content of enjoyable informal
e. Differentiate the uniqueness of mobile learning at cultural heritage site and to define
AR technology component from the novel components of proposed conceptual
existing one
model. The questions were taken from the com-
Expert 7 a. Add one element special for cultural
heritage site in content element
ponent of conceptual model, the literature, and
b. Connection between theory and content expert’s feedback. In total, there were five partic-
element seems logical ipants from targeted ten participants from 17 to
c. The term “registration” is not clear 49 years old who participated in the study. The
Expert 8 Create general model consists of three numbers of participants are relatively enough as
main topics: mobile AR, enjoyable
informal learning, and cultural heritage
the researcher has attained similar answer from all
site participants (Creswell 2012).The questions are in
Malay and English language. They are related to
Conceptual Model of Mobile Augmented Reality for Cultural Heritage 445
Conceptual Model of Mobile Augmented Reality for Cultural Heritage, Table 5 Component and element of
conceptual model
Component Description Element Implementation
Hardware Physical components needed for Handheld devices Smart phones
developing mobile AR for cultural Tablet
heritage toward enjoyable informal
learning
Process Steps or actions needed to develop Reconstruction Reconstruct wall of A Famosa into
C
mobile AR for cultural heritage site 3D model by using 3DsMax
toward enjoyable informal learning Registration Align virtual object of wall of
A Famosa in the real world by
tracking user’s position and
orientation of user’s view
Tracking Find location of user by using
sensor-based tracking, vision-
based tracking, and hybrid-based
tracking in A Famosa
Rendering Generate virtual object/scene and
present it to the real environment of
A Famosa
Interaction Shaking, blowing, rotating,
leaning, and nodding the mobile
phone and user’s head to retrieve
information about A Famosa
Content A set of media representation 3D model Reconstruct the lost wall of
which consists of criteria that can Overlay certain part that A Famosa to 3D model
be a guideline to provide enjoyable is lost
informal learning content at 3D character Alfonso d’Alburqueque, Captain
cultural heritage site Represent noble people of Portuguese, as 3D virtual guide
in the past and act as at A Famosa
virtual guide
Text Profile of cultural heritage site that
Provide description in contains information about history
point by point and background information of
cultural heritage site
Image Old picture of the wall of
Overlay certain part that A Famosa, old picture of
is lost A Famosa, overlay picture of
Provide old picture about Alfonso d’Alburqueque, and old
the site, noble people, picture of war between Portuguese
and events and Dutch at A Famosa
Audio Story that tells how A Famosa was
Recorded audio built by Portuguese
presented by narrator
who has the same age
with visitor
In-depth and special
information in 3D
animation and video
Provide audio with
maximum duration in
5 min
Sound Sound of bomb during the war
Provide ambience of the Conversation between inhabitants
site in the past that can Sound of captain’s car
help visitor imagine how
the site was
(continued)
446 Conceptual Model of Mobile Augmented Reality for Cultural Heritage
Conceptual Model of Mobile Augmented Reality for Cultural Heritage, Table 5 (continued)
Component Description Element Implementation
Animation Story about how the war between
Provide in-depth and Portuguese and Dutch long time
special information in ago happened in A Famosa
storyline
Use noble people as
character
Provide animation with
maximum duration in
10 min
Video Story about how the war between
Provide in-depth and Portuguese and Dutch happened in
special information in A Famosa long time ago
storyline
Use noble people as
character
Provide video with
maximum duration in
10 min
Push content All elements of content
The type of content that
appears automatically
when visitor reaches
certain area
Pull content All elements of content
The type of content that
should be retrieved
Navigation Navigation and user interface Provide thematic path Provide theme of cultural heritage
and user design that helps visitor to learn in site based on colonialism era
interface enjoyable way at cultural heritage (Portuguese colonialism, Dutch
design site colonialism, British colonialism)
Provide layered Provide description about the
information structure and construction about
A Famosa and continued by history
of formation of A Famosa
Provide one-tap access Provide “home” button for
for frequent menu accessing the menu
Provide one-handed Provide one-handed control for the
control navigation
Provide clue for scene Provide clue in balloon to tell there
with augmented content is augmented scene in the area
Provide shaped button Provide play button in its shape in
order to make visitor easy to access
Provide quick button to Provide “home” button to the
go to main menu information menu to go to
homepage quickly
Provide big size of font Provide big size of font on the
interface
Provide appropriate size Provide three-fourth content size
of content for the page
Provide enough contrast Provide white background for
between text and black text
background
(continued)
Conceptual Model of Mobile Augmented Reality for Cultural Heritage 447
Conceptual Model of Mobile Augmented Reality for Cultural Heritage, Table 5 (continued)
Component Description Element Implementation
Interactivity Activity: a set of activities that can Take picture Provide option to take picture of
trigger the whole learning process A Famosa
at cultural heritage site by Share information Provide option to share information
integrating the visitors, learning of A Famosa to social media
material, and learning environment (Facebook and Twitter)
C
Edit/add information Provide option to add or edit
information of A Famosa
Create notes Provide option to create notes
about experience of visiting
A Famosa
Save information Provide option to save the
information of A Famosa to
personal device
Interaction Shaking Enable visitor to shake their phone
in order to retrieve the information
about A Famosa
Blowing Enable visitor to blow the wall of
A Famosa to retrieve the
information
Rotating Enable visitor to rotate their phone
to left or right in order to turn the
3D object to the preferred direction
Leaning Enable visitor to lean or move the
3D object to left or right
Nodding Enable visitor to move the 3D
object up and down by nodding
his/her head
Features Personalization: a set of options Historical period Enable visitor to select the cultural
that can be chosen by visitors in heritage site in the range of
order to display the right content to 1819–1900 or 1901–present
fulfill their needs Interest Enable visitor to choose the
cultural heritage site to be visited
based on personal interest
Range of distance Enable visitor to select the cultural
heritage site within the range
(0–5 km, 6–10 km, and 11–15 km)
Language Enable visitor to choose the
language based on their
preferences
Games: the type of games that help Adventure games Treasure hunt games about history
visitor to refresh, stimulate, and (treasure hunt) of A Famosa
make them understand the history Multiple choice quiz Multiple choice question about
history of A Famosa
Physical orientation: is a set of Showing the surrounding Show other cultural heritage site
functions to guide visitor while interested places near A Famosa
learning at cultural heritage site Showing recommended Show the route from airport to
orientation route to the site A Famosa, enable the visitor to
search location of A Famosa
Allowing direction Allow visitor to search for route
inquiry
(continued)
448 Conceptual Model of Mobile Augmented Reality for Cultural Heritage
Conceptual Model of Mobile Augmented Reality for Cultural Heritage, Table 5 (continued)
Component Description Element Implementation
Showing direction with Show direction to A Famosa with
virtual arrows overlay on virtual arrows overlay on real path
real path from Saint Paul
Showing map of the site Show the map of A Famosa and
and location of visitors location of visitor within A Famosa
within the site
Showing provided Show the provided content in
content A Famosa
Showing visited route Show the visited route at Melaka
Heritage Site
Showing the current Show the current position of visitor
position
the content that is appropriate for learning in The Proposed Conceptual Model of Mobile AR
enjoyable way at cultural heritage site, including: for Cultural Heritage Site Toward Enjoyable
types of media, navigation, games, activity, and Informal Learning
interaction. In total, there were nineteen ques- After all the validation process, the conceptual
tions in total with fifteen multiple choice ques- model was comprised to be finalized. There were
tions and two open-ended questions. The six components and twenty-nine elements that is
researcher did the field study by approaching included in the conceptual model based on the
random visitors and interview them about the validation (refer to Fig. 2). The explanation
questions while at the same time demonstrating about component and element of conceptual
mobile AR feature mentioned in the question. model is provided in Table 5.
The responses from participants are provided as The conceptual model focuses on enjoyable
follow (Table 3). informal learning. However, it integrates existing
three main fields: mobile AR, enjoyable informal
learning, and cultural heritage site (refer to Fig. 2).
Focus Group Discussion This becomes the uniqueness of conceptual model
Focus group discussion was conducted to evalu- that is not implemented in the existing conceptual
ate the conceptual model. There were seven model. The proposed conceptual model is
experts who had participated in the focus group. displayed.
The experts were all from Malaysia, and they
should be those have been teaching AR/HCI/Mul-
timedia/Media Studies with a minimum of 5 years
of experience. Conclusion and Discussion
The focus group was started by presenta-
tion about the conceptual model. Then experts This study has produced a conceptual model of
were asked to review the conceptual model mobile AR for cultural heritage site towards
based on the criteria in the review form enjoyable informal learning. The model com-
(refer to Fig. 1). During the discussion, prises three structures, six components and
experts were also allowed to ask questions. twenty nine elements. The structures represent
The process of discussion lasted for one and the main topic of conceptual model, which are,
half hour. It was a beneficial discussion. The mobile AR, enjoyable informal learning, and
result is provided in Table 4. cultural heritage. The component presents the
Conceptual Model of Mobile Augmented Reality for Cultural Heritage 449
Conceptual Model of Mobile Augmented Reality for mobile AR for cultural heritage site toward enjoyable
Cultural Heritage, Fig. 2 Revised conceptual model of informal learning
450 Conduction
main component that are appropriate for Ciurea, C., Zamfiroiu, A., Grosu, A.: Implementing mobile
conducting enjoyable informal learning at cul- virtual ex-hibition to increase cultural heritage visibil-
ity. Inf. Econ. 18(2), 24–31 (2014)
tural heritage site, which are, content, navigation Creswell, J.W.: Educational Research: Planning,
and user interface design, interactivity, features, Conducting, and Evaluating Quantitative and Qualita-
hardware, and process. Lastly, the elements of tive Research, 4th edn. Phi Learning Pvt. Ltd, New
content component are the backbone in realizing Delhi (2012)
Damala, A.: Interaction design and evaluation of mobile
enjoyable informal learning. guides for the museum visit: a case study in multimedia
The conceptual model aims to help developer and mobile augmented reality. Doctoral dissertation,
in developing mobile AR for cultural heritage site Ecole Doctorale EDITE, Paris. https://tel.archives-
toward enjoyable informal learning. It can be ouvertes.fr/tel-00526141/document (2009)
iTACITUS. itacitus.org (2007)
implemented to any platform, to a whole domain Kim, J., Park, C.: Development of mobile AR tour appli-
(mobile AR for cultural heritage site toward cation for the national palace museum of Korea. In:
enjoyable informal learning), and to each domain 2011 International Conference on Virtual and Mixed
(mobile AR, enjoyable informal learning, and cul- Reality: New Trends Volume, Part 1, pp. 55–60.
Springer, Berlin/Heidelberg/Orlando. https://doi.org/
tural heritage site). Furthermore the conceptual 10.1007/978-3-642-22021-0_7 (2011)
model is also hoped to be used and to make a Moorhouse, N., Tom Dieck, M., Jung, T.: Augmented
lasting impact onto the existence of cultural heri- reality to enhance the learning experience in cultural
tage site. heritage tourism: an experiential learning cycle per-
spective. eRev. Tour. Res. 8, 1–5 (2017)
Moscardo, G.: Mindful visitors: heritage and tourism. Ann.
Tour. Res. 23(2), 376–397 (1996). https://doi.org/10.
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Constrained Edges and Delaunay Triangulation 451
Conform
Synonyms
Constrained Delaunay. Additionally, refinement the Shewchuk and Brown (2015) is close related
methods have been used to improve CDT Algo- to the Chew’s implementation of deleting a vertex
rithms (Engwirda and Ivers 2015). in linear time.
C
Constrained Edges and
Delaunay Triangulation,
Fig. 7 Orthogonal
projection method for
Delaunay Constrained
Triangulation
locate a virtual vertex. Then connect the virtual shortcoming of this method is the necessity of
vertex with the set of vertices surrounding the evaluating the result after each division. Other
constrained edge. Finally, evaluate the triangles methods as densification and intersection methods
by the inCircle test, if any triangle does not satisfy produce correct DCT and do not require evaluation;
the circumcircle condition, then bisect the piece of however, their procedure to locate the virtual ver-
the constrained edge again until each triangle sat- tices is not as straightforward as the used for bisec-
isfies the circumcircle condition. The advantage of tion method. The number of virtual vertices
this method is that it defines a simple constrained produced by the bisection and trisection are
edge partition and it does not produce more virtual expected to have similar behavior, even though
vertices than necessary for the triangulation to be the bisection method requires more levels of parti-
Delaunay. The shortcoming of this method is the tion, but the trisection method produces more vir-
necessity of evaluating the result after each divi- tual vertices per partition.
sion. Other methods as densification and intersec-
tion methods produce correct DCT and do not
require evaluation; however, their procedure to Conclusion and Discussion
locate the virtual vertices is not as straightforward
as the used for bisection method. Delaunay Constrained Triangulation and
Constrained Delaunay Triangulation have
Trisection remarkable difference between them. Both trian-
This method is based on a divide and conquer gulations can be used to represent constrained
approach (see Fig. 10) it is simple to implement, edges in a triangulation; however, the use depends
and the inCircle test must verify the result. The first on the purpose. While CDT is flexible with
step is to trisect the constrained edge and locate two Delaunay Triangulation, it is much stricter with
virtual vertices. Then connect the virtual vertices constrained edges. In contrast, DCT is flexible
with the set of vertices surrounding the constrained with constrained edges but stricter with a result
edge. Finally, evaluate the triangles by the inCircle that passes the conditions of Delaunay Triangula-
test, if any triangle does not satisfy the circumcircle tion. The inclusion of artificial vertices called
condition, then trisect the piece of the constrained virtual vertices can help to guarantee both: the
edge again until each triangle satisfies the circum- Delaunay structure and de constrained edges.
circle condition. The advantage of this method is Finally, reviewed methods are based on virtual
that it defines a simple constrained edge partition vertices: densification, orthogonal projection,
and it does not produce more virtual vertices than dichotomy, and intersection, and the proposed
necessary for the triangulation to be Delaunay. The methods: bisection and trisection.
Constructing Game Agents Through Simulated Evolution 457
such agents include rule-based scripts and finite performance. Sometimes a certain number of top
state machines (Buckland 2005). However, agent performers are selected directly (a technique
behavior can also be generated automatically known as elitism), but selection is generally a
using evolutionary computation (EC; Eiben and random process that merely favors high-
Smith 2003). EC is a machine-learning technique performing individuals, while still allowing
that can be applied to sequential decision-making some poor-performing, but lucky, individuals to
problems with large and partially observable state be chosen. This random element is one way of
spaces, like video games. maintaining diversity in the evolving population
EC can create individual agents or teams, and and is generally important to the long-term suc-
these agents can be opponents or companions of cess of evolution.
human players. Agents can also be evolved to play In order for evolution to progress, some of the
games as a human would, in order to test the slots in the new population must be filled by
efficacy of EC techniques. EC can even create results of recombination or mutation. Recombina-
game artifacts besides agents, such as weapons. tion creates a new solution to the problem by
The reason EC is so flexible is that it requires little combining components of solutions that were
domain knowledge compared to traditional selected from the old population. Generally, two
approaches. It is also capable of discovering sur- solutions from the old population, called parents,
prising and effective behavior that a human expert are selected and recombined to create a new solu-
would not think to program. If applied intelli- tion, a child or offspring, via simulated crossover,
gently, this approach can even adapt to humans which models the process of genetic crossover
in a manner that keeps providing interesting and that is a major benefit in biological sexual repro-
novel experiences for players. This article focuses duction. In addition, some of these offspring
mostly on discovering effective opponent behav- undergo mutation before joining the new
ior (since that is the focus of most research), population.
although examples of other applications are also Mutation operations are applied with low prob-
given when appropriate. ability and generally result in small changes to a
candidate solution. It is also possible, and com-
mon, for mutation to be applied directly to mem-
Evolutionary Computation bers of the old population to generate new
solutions, which can also fill slots in the new
EC models the process of Darwinian evolution by population. Mutation without recombination
natural selection (Darwin 1859) for the purpose of models asexual reproduction.
generating solutions to difficult embedded prob- The new population of candidate solutions is
lems. Initially, a random collection of candidate labelled the next generation of the evolutionary
solutions, called the population, is generated and process. The new population now also undergoes
evaluated in a task within some environment. evaluation and is subject to selection, recombina-
Because of randomness in how the population tion, and mutation, which leads to yet another
was generated, there will be variation in the per- generation, and so on. Because recombination
formance of different candidate solutions. At this and mutation keep creating new individuals, this
point a new population is generated from the old process is able to search the space of possible
population using a mixture of selection, recombi- solutions in parallel, and because selection favors
nation, and mutation. high-performing individuals, this search will
Selection is based on Darwin’s concept of nat- gradually focus on the best solutions in the search
ural selection, by which fitter individuals enjoy space. As such, the evolutionary process is
higher reproductive success. It involves identify- repeated until some stopping criteria is reached,
ing members of the population that perform best, such as the attainment of a desired level of perfor-
typically through a fitness function that maps can- mance, or the end of a preset number of
didate solutions to numeric measures of generations.
Constructing Game Agents Through Simulated Evolution 459
A major benefit of this process is that it is different scripted opponents could be used, either
general: it can be applied to any domain in in one trial or across the course of several, in order
which there is a measure of fitness/performance to make the discovered behavior more robust in
that allows certain solutions to be identified as the face of different opponents.
being better than others. Scripted controllers could be rudimentary yet
still pose an interesting challenge for an evolved
controller to overcome. However, scripted oppo- C
Evolution in Games nents may have weaknesses that evolution can
discover and exploit. Such behaviors may result
Games are typically full of numeric scores and in a high score, even though they may be
metrics that can easily be used as a means of uninteresting or easily defeatable for human
measuring agent performance. Each possible players. Fortunately, the evolutionary approach
agent is a candidate solution to the problem of can be generalized and extended into a process
how to behave in the game world. Several differ- that discovers good behaviors in an absolute
ent representations for such agents are discussed sense. This process is coevolution.
later, but even given such a representation, there
are different ways of evaluating an agent’s Coevolution
performance. Coevolution occurs when individuals in a popu-
Although most game agents are ultimately lation are evaluated with respect to other evolved
designed to interact with humans, having humans individuals. Such individuals can come from the
evaluate all candidate solutions is seldom feasible same or different populations and can be evalu-
because it is difficult for humans to maintain focus ated in tasks requiring cooperation or competition.
and evaluate solutions consistently. Completely A prominent example of competitive coevolution
automated approaches are more commonly used, within a single population is Fogel’s (2002)
but sometimes humans can also be incorporated evolved checkers player, Blondie24. Blondie24
into the process. was evolved by an evolutionary algorithm that
pitted evolved players from a single population
Evolution in Stationary Worlds against each other. The players that did a better job
A simple approach to evolving agent behavior is of defeating other members of the same popula-
to have an evolved agent interact only with a static tion had higher fitness and were used to create
or stationary world. Such worlds may have no more offspring for the next generation. The best
other agents in them or may only have agents individual after many generations used the name
with fixed control policies. A world is stationary Blondie24 on an online checkers service and was
if it and its agents do not adjust or adapt to what found to be highly competitive against the human
occurs during evaluation. In other words, the players it faced.
probability of experiencing certain outcomes in Although checkers is a traditional board
certain situations remains the same. game, the same coevolutionary process can be
An example of an agent evolving in a station- used in video games where bots are needed to
ary world without other agents is a racecar con- fill in for human players. First-person shooter
troller on a track without other cars. This process (FPS) games, like the Unreal Tournament and
can produce skilled racing behavior (Cardamone Quake franchises, fit this model because during
et al. 2009). To add to this agent the ability to the deathmatch mode of play (a free-for-all
interact with other racecars, a scripted component competition between agents trying to kill each
could be added to the controller that takes over other for points), all agents in the game have the
when other cars are near, thus combining scripted same in-game representation and available
and evolved components. Another option is to action set, making it straightforward to evolve
evolve a racecar controller in an environment such agents with a single homogeneous
filled with scripted opponent cars. A variety of population.
460 Constructing Game Agents Through Simulated Evolution
When the representations and available actions absolute sense. Instead, they may simply get bet-
of different classes of agents are different from ter with respect to each other in ways that a human
each other, it makes more sense to evolve separate player will find bizarre or incompetent. Such
populations for each type of agent and define their improvements may go through alternating cycles
fitnesses in relation to each other. For example, because they lead to behavior that beats the cur-
fighting games, like the Street Fighter and Tekken rent prevalent opponent behavior but has a weak-
franchises, pit two characters against each other in ness against another easily discovered opponent
direct one-on-one competition and generally fea- behavior. The trick with coevolution is to discover
ture a variety of characters. Therefore, the abilities behavior that incorporates all of the strengths
of the two players may be completely different while avoiding all of the weaknesses available
from each other. within the population’s range of possible
For example, assume that the goal of coevolu- behaviors.
tion is to discover skilled controllers for Ryu and In some domains, performance that is good in
Guile in Street Fighter (at least, each controller an absolute sense will be achieved automatically.
will become skilled with respect to its particular In others, it may be necessary to keep evaluating
opponent). In this scenario, there is a population each population against an archive of defeated
of Ryu controllers and a population of Guile con- opponents to assure that agents never lose the
trollers: each evaluation is a match between a ability to overcome opponents their ancestors
member of each population in which performance could defeat.
depends on the amounts of damage dealt and Although coevolution can give rise to behavior
received by each controller (there are various that is intelligent in an absolute sense, it is hard to
ways to evaluate performance with respect to implement correctly. However, agent behavior
these two scores). Any improvement in the per- only needs to be interesting with respect to
formance of individual Ryu controllers will come human players, and there are also ways to evolve
at the expense of Guile controllers, because the agent behavior by including humans in the loop.
two populations are in direct competition. When
set up correctly, this process will result in an Evolving with Humans in the Loop
evolutionary arms race, encouraging each popu- As mentioned before, the main challenges to
lation to find new ways to overcome the other. evolving against humans are that they have a
However, there are many potential pitfalls to limited ability to maintain focus for long periods
this process. For example, because each member of time and that they are not consistent in their
of each population is different, evaluations of the evaluations.
Ryu population will not be consistent if each Ryu A computer can usually run many evaluations
controller faces a different member of the Guile between computer opponents very quickly, but all
population. There is a risk of a mediocre Ryu evaluations with a human must occur in real time.
controller receiving a high performance rating After many such evaluations, a human is likely to
simply because it was paired with a poor Guile become fatigued and be unwilling to expend the
controller. This problem can be somewhat miti- necessary effort to evaluate agents properly. Nat-
gated if every member of each population faces urally, this tendency also makes evaluations
off against several members of the other popula- inconsistent. However, fatigue is less likely to
tion, and overall performance depends on perfor- occur if it is possible to evaluate many agents at
mance in all evaluations. However, performance once, or if the population is sufficiently small.
will only be completely consistent if the set of Fatigue can also be avoided if a prolonged evalu-
opponents for each population is the same, and ation process is simply the point of the game.
picking an appropriate set of opponents is For example, the commercial Creatures (Grand
challenging. et al. 1997) series of games is centered around
Unfortunately, if the set of opponents is chosen raising artificial creatures called Norns. Superfi-
poorly, the two populations will not improve in an cially, the game looks like a virtual pet-style
Constructing Game Agents Through Simulated Evolution 461
game, but among many other AI techniques several different humans or split between humans
applied in the game is support for evolution. The and the computer.
creatures the player raises grow, mature, and seek Sharing evaluations with the computer means
mates. The Creatures games take place in open- that the computer still evaluates the majority of
ended worlds in which the fun comes from nur- candidate solutions in the usual way, using a
turing and interacting with Norns. However, these computer-controlled opponent as a stand-in for
lengthy interactions influence when and with a human player. This process could in fact be C
whom each Norn mates and therefore influence carried out for many generations, only occasion-
the direction evolution takes in the creation of new ally letting a human face the best evolved agents.
Norns. If performance against the human is comparable
The model used in the Creatures games is to performance against the computer-controlled
interesting and unique, but too slow and time stand-in, then evolution is on the right track.
intensive to be useful in most other genres. Incon- Otherwise, data on how the human plays can
sistency in human evaluations is also not terribly be collected and used to adjust the behavior of
relevant in the Creatures games because variation the stand-in. These adjustments can be made
and novelty in the results of evolution are part of using supervised learning techniques, or by
the fun of the game. Additionally, there is no set evolving the stand-in to emulate human play
goal that the evolved Norns are supposed to better. However, such a system is complex, and
achieve, but the game is entertaining precisely a great deal of effort is required to make sure all
because of the variety it produces. of the separate components successfully
Another manner in which a human may be an interact.
inconsistent evaluator is due to a human’s ten- A conceptually simpler way to distribute eval-
dency to learn and adapt: a human player that uations is across many human players. Although
changes strategy mid-generation will evaluate using different human players makes inconsis-
members of the same generation differently, tencies in evaluation even more likely, there will
which would likely give an advantage to agents at least not be any systematic tendency toward
evaluated before the human adopted a new generating behaviors that are inappropriate for
strategy. human consumption: if any human can exploit
However, human adaptation is also a potential an agent’s failings, then it will eventually be
benefit. Inconsistent evaluations may add noise weeded out of the population. Furthermore, dis-
to the evolutionary process, but in the long run a tributing evaluations across many humans is made
human or set of humans who evaluate artificial easier by the Internet: specifically, tools such as
agents will settle on strategies that suit their Amazon’s Mechanical Turk and massively multi-
computer opponents. However, if the humans player online (MMO) games.
adapt and improve, then the evolved agents In fact, although the MMO model has not yet
should improve as well. In fact, if this improve- been used to evolve agent behaviors specifically,
ment happens in real time, then the resulting EC has succeeded in the MMO video game Galac-
experience is more exciting and engaging for tic Arms Race (Hastings et al. 2009). This space-
the human player. based action shooter game evolves diverse
Therefore, the primary challenge to evolving weapons for users to find and equip on their space-
agents with humans in the loop is in generating ships. The weapon preferences of all users deter-
new and interesting behaviors quickly enough to mine the fitness of weapons. The most popular
keep humans engaged. In general, having one weapons are more likely to create offspring, i.e.,
human be responsible for evaluating all individ- new weapons that players are given when they
uals puts an unreasonable burden on that individ- defeat certain enemies. A similar model could
ual, so methods that keep humans in the loop need apply for enemy agents in many MMO worlds,
to distribute evaluations in novel ways. These with enemies that are more successful in combat
evaluations can either be distributed among with human players being considered more fit,
462 Constructing Game Agents Through Simulated Evolution
hours go into designing scripts for each agent in For any given game, the specific functions that
the game. Simple agents can have simple scripts, can be used in evolved trees need to be specified
but scripts for opponents must be complicated in by the programmer. The types of functions used
order for the game to be challenging and depend on how the evolved trees are used to
interesting. control an agent. Evolved trees could be straight-
Scripts generally consist of a list of rules, and forward function approximators made up of
each rule consists of a trigger and a corresponding purely mathematical functions using agent sen- C
action or sequence of actions. Triggers and actions sors to provide numbers. However, trees with
may also be parameterized. Evolution can easily arbitrarily complex functions can also be evolved.
rearrange blocks of information and search the For example, functions can have side effects that
parameter spaces of each rule and trigger. Of directly lead to agent action or that alter a stored
course, the process can be difficult if there is a memory structure whose contents can influence
large number of basic triggers and actions. future function evaluations.
One game genre in which opponents have a GP can also be used to evolve behavior trees.
large range of possible actions is real-time strat- Such trees hierarchically decompose behavior
egy (RTS) games. Because the computer oppo- into a collection of tasks that are prioritized and
nent must control a collection of agents in a large then executed only if certain triggers are satisfied.
space, the number of actions available is massive. In fact, a behavior tree can be thought of as a
Therefore, it makes more sense to reason about hierarchical rule-based script. Behavior trees
behavior at a higher level. Given a set of high- were initially developed for the commercial
level actions, or tactics, to choose from, a rein- release of Halo 2 (Isla 2005) and have since
forcement learning technique called dynamic been evolved in Unreal Tournament 2004 using
scripting can be used to select the best tactic for Pogamut (Kadlec 2008).
each situation, leading to improved behavior. In GP can also be used as part of a developmental
its basic form, this technique is still limited by the process: the evolved programs are executed to
preprogrammed tactics available to the agent. create some other structure that is actually used
However, dynamic scripting can be combined to control the agent. Such a process more closely
with evolution that generates new tactics. This emulates the creation of complex organisms from
process has been successfully applied to Wargus, DNA. With GP, an evolved program tree can be
a clone of the very popular Warcraft II RTS game used to create the structure and weights of a neural
(Ponsen et al. 2006). network (Gruau et al. 1996) or simply be queried
Since commercial game designers are already to fill in the weights of a predefined network
comfortable using scripts, evolving scripts is a architecture (Togelius et al. 2009). Neural net-
straightforward way to combine existing industry works have their own set of advantages as agent
knowledge with cutting-edge AI techniques. control mechanisms, which are discussed next.
However, there are also evolvable representations
that are potentially more powerful, but less well Neuroevolution
known in the game industry. The human brain is a neural network made up of
neurons that connect to each other via synapses
Genetic Programming and communicate via electrical signals. An artifi-
Genetic programming (GP) is a technique for cial neural network is an abstraction of this idea
evolving computer programs, or more accurately that transmits numerical values in place of electri-
subroutines, that are often represented as trees. cal signals, and neuroevolution is the process by
Each internal node is a function call whose which artificial neural networks are evolved to
branches are input parameters, and leaves are solve problems.
either constants, or functions with no parameters. There are many neural network models
These functions with no parameters provide sen- (Haykin 1999), but the most common is a multi-
sor values from the agent to the program. layer perceptron (MLP), consisting of input
464 Constructing Game Agents Through Simulated Evolution
neurons, output neurons, and hidden neurons in easier. HyperNEAT networks are evolved with
between. Each neuron is connected to every neu- NEAT, but with extra activation functions possi-
ron in the next layer, and a continuous activation ble in the neurons to capture symmetries and
function, typically a sigmoid, transforms the repeated patterns in the domain. Most impor-
numerical signals accumulated in each neuron. tantly, each evolved network is used to create
MLPs are universal function approximators, another network, which becomes the actual con-
assuming the correct number of neurons/layers is troller of an agent. This is another example of a
available, so they are useful in defining agent developmental process (cf. section “Genetic Pro-
behavior. MLPs can be trained by supervised gramming”). A benefit of this process is that it
learning if labelled training data is available, but becomes feasible to generate very large, but effec-
this is seldom the case when defining agent behav- tive, controller networks from small evolved net-
ior in games. works. In fact, HyperNEAT has been effectively
MLPs typically have their architecture applied to simulated RoboCup Soccer Keepaway
(number of neurons in each layer) fixed before (Verbancsics and Stanley 2010) and general game
learning, and in such a setting there is a known playing of Atari games (Hausknecht et al. 2012)
number of synaptic weights in the network. Dis- using controller networks whose input layers were
covering the weights for such networks is there- linked to 2D grids spanning the entire visual dis-
fore a special case of parameter tuning. Although play. Such massive networks are difficult to
intelligent behavior can be learned using MLPs, evolve when each connection weight must be
the large number of parameters can make it diffi- learned individually.
cult to learn particularly large MLPs. HyperNEAT is known to produce regular net-
An alternative approach is NeuroEvolution of works with repeating patterns. However, these
Augmenting Topologies (NEAT; Stanley and networks are not inherently modular (though tech-
Miikkulainen 2002), which does not produce niques to encourage such modularity exist; Hui-
MLPs. Rather, NEAT networks can have neurons zinga et al. 2014). Modularity is useful because a
connected to each other in an arbitrary topology. challenging problem can be broken down into
All networks start evolution with a minimal topol- smaller components that are easier to learn.
ogy with no hidden neurons. The networks in the Breaking up a controller into several distinct sub-
population gradually complexify across genera- controllers is a useful way to achieve multimodal
tions as new neurons and links are added via behavior, i.e., behavior that consists of distinct
mutations, which allows for convoluted, but modes subjectively different from each other.
effective topologies. In fact, by beginning the Such behavior is necessary in many games,
search in a small space with few links, it is often because different strategies often require different
possible to find very effective simple networks actions, such as attacking, retreating, searching,
with fewer links than an MLP with the same hiding, etc.
number of inputs and outputs. Such multimodal behavior can be discovered
A variant of NEAT that allows a team of agents with neuroevolution through architectures that
to learn in real time (rtNEAT; Stanley et al. 2005) support multiple distinct output modules. Such
was actually the driving force behind a machine- modules can exist in the initial population or be
learning game called Neuro-Evolving Robotic added by a mutation operator called module muta-
Operatives (NERO), in which the player takes on tion (Schrum and Miikkulainen 2014). This tech-
the role of a virtual drill sergeant to train robot nique was applied to Ms. Pac-Man, and the
soldiers that learn via neuroevolution. NEAT has evolved networks discovered both expected
since then been applied to many other video games. modes of behavior – such as a mode for fleeing
An extension to NEAT called HyperNEAT threat ghosts and a mode for chasing edible
(Stanley et al. 2009) can exploit the geometry of ghosts – and unexpected modes of behavior,
a state space to make learning certain behaviors such as one for dodging ghosts after luring them
Constructing Game Agents Through Simulated Evolution 465
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Introduction
neural network agents in the NERO video game. In:
Proceedings of the IEEE Symposium on Computa- The worldwide realization of the potential benefits
tional Intelligence and Games, CIG’05. IEEE, associated with the deployment of building infor-
Piscataway (2005)
mation modelling (BIM) (Jamil and Fathi 2018)
Stanley, K.O., D’Ambrosio, D.B., Gauci, J.: A hypercube-
based encoding for evolving large-scale neural net- has created, inter alia, a destructive force of unre-
works. Artif. Life 15(2), 185–212 (2009) alistic framing and hype (Fox 2014) attributable to
Construction Management Processes in a Digital Built Environment, Modelling 467
stifling process modelling of construction activi- clumsiness associated with modelling of informa-
ties. On one hand scholars claim that BIM has tion using manual methods.
proven and outstanding results in construction
processes by enhancing knowledge sharing with
regard to a building or facility throughout its life Challenges of Modelling Contextual and
cycle from the conceptual design to facility man- Social Competencies Necessary for
agement (Jamil and Fathi 2018; Khosrowshahi Managing Construction Processes C
and Arayici 2012; Aranda-Mena et al. 2009;
Lindkvist 2015). On the other hand, scholars “If it isn’t broke, don’t fix it” – construction
believe that as innovative as BIM strategies industry mantra
could be (Murphy 2014), the construction indus- As the worldwide construction industry
try still requires a massive effort with regard to undergoes a paradigm shift driven by the adoption
modelling information related to processes perti- of BIM (Eadie et al. 2015), some owners and
nent to delivery of projects (Fox 2014; Motawa operators are yet to discover the added value of
and Almarshad 2015; Bosch et al. 2015). Cur- BIM in their respective areas of interest, espe-
rently the construction industry uses pervasive cially the information management within their
data modelling tools such as digital cameras, tab- organizations (Bosch et al. 2015). Anecdotal evi-
let computers and other handheld gadgets, drones, dence shows that experienced construction man-
and the like (Aziz et al. 2017) to capture data on agement workforce have a rule of thumb that
building product and processes. This implies that prefers proven construction processes to new
the industry uses varied digital gadgets to capture ones because the former have served the industry
and generate data of varied sort at any stage in the over the years need not be changed for the sake of
construction process; hence, the industry remains change than the later. Meaning that before intro-
largely fragmented in the way it handles construc- ducing change, there should be evidence showing
tion data (The Infrastructure and Projects that new approaches could outperform current
Authority 2016). While the technology to capture ones. It could, therefore, be argued that modelling
building product data is fully developed, there is a process information using BIM requires robust
challenge related to modelling tacit knowledge scrutiny and evidence-based data that could
from a section of experienced construction man- sway industry decision-makers to adopt it.
agement workforce. The introduction of the BIM According to Kassem et al. (2015), BIM is the
strategy of construction delivery, as is the case process of generating, storing, managing,
with Level 2 BIM initiative of the UK government exchanging, and sharing building information in
of 2016 (The Infrastructure and Projects Authority an interoperable and reusable way. The critical
2016), essentially takes away the most familiar issue has been to operationalize the interoperable
and user-friendly means of modelling knowledge know-how that underpins decision-making on
and ideas (paper, pen, and the like) on construc- construction processes so as to ease the justifica-
tion processes. The unintended consequences of tion and estimation of the resource consumable at
using BIM have been the massive loss of knowl- a given time period of the project. Even though
edge because current technological systems are there is a perception that BIM uptake would con-
ill-prepared to capture data from highly experi- tinue increasing in the short term, enforced Level
enced workers who are disinterest in a gadgetry- 2 BIM (BS 1192-4 2014) coupled with client
driven work environment. This article, therefore, demand has been the cardinal drivers of BIM
explains the necessity of construction processes thus far (Eadie et al. 2015). However, the increase
modelling and how it should be implemented in the uptake of BIM in its current form does not
using international standards. Without the use of address the challenges of modelling processes that
international standards, the construction indus- are critical to smooth operationalization of con-
tries miss-out on the benefits of operating in a struction projects. Construction processes, by
digital work environment because of the nature, encompass technical, contextual, and
468 Construction Management Processes in a Digital Built Environment, Modelling
behavioral (or social) competencies that are nec- (2012) opined that BIM implementation is a
essary to achieve project excellence (International major change management task, involving diver-
Project Management Association (IPMA) 2018). sity of risk areas. The identification of the chal-
It implies that one should manage people, pro- lenges and barriers is therefore an imperative
cesses, resources, results as well as project pur- precondition of this change process. While
pose. However, for construction process generic preconditions have been explored over
specialists to model the necessary data from the the past decade, there is a gap in addressing fun-
desired level of competencies, they would have to damentals of process modelling with regard to
utilize and go beyond current BIM standards and construction processes and the competencies of
guidelines (BS 1192-4 2014; BS 1192:2007+A2 managing projects. The major factor has been
2016; ISO 10303-1 1994; ISO 16739 2013). Such the “abstract” nature of the data types needed to
an achievement is desired, but highly unrealistic model processes.
as at 2018 because the industry largely hovers on Despite the realization of the need to revisit the
Level 2 BIM under the COBie code of practice modelling of construction processes, BIM imple-
(Eadie et al. 2015; BS 1192-4 2014; Specialist mentation strategies tend to focus on organiza-
Engineering Contractors’ (SEC) 2014). There- tional, cultural, and management-related action
fore, the challenge for modelling construction points. For instance, Khosrowshahi and Arayici
process information lies with the top-down BIM (2012) proposed three structured patterns to sys-
initiative strategy because it focuses more on strat- tematically tackle technology, process, and people
egy and less on data process modelling. issues in BIM implementation. These are organi-
zational culture, education and training, and infor-
Frailty of Top-Down BIM Initiatives mation management (Khosrowshahi and Arayici
The full benefits of BIM for construction manage- 2012). Similarly, Aranda-Mena et al. (2009) iden-
ment could only be realized when the industry tified mechanisms of informing project manage-
moves to a fully interoperable model (Level ment practice on the business benefits of building
3 BIM of COBie code of practice) – by file sharing information modelling (BIM) adoption. They
system or by database system, with the capability found that there was a need for “shared under-
to model technical and commercial data for the standing on business drivers to adopt BIM for
whole project (Specialist Engineering Contrac- managing the design and construction process of
tors’ (SEC) 2014). Such an aspiration could be building projects ranging from small commercial
realized if construction management research to high-rise” (Aranda-Mena et al. 2009). Motawa
could redirect the energy on process data model- and Almarshad (2015) opined that the “next gen-
ling using international standards (BS 1192-4 eration of BIM should seek to establish the con-
2014; ISO 10303-1 1994; ISO 16739 2013). Cur- cept of Building Knowledge Modelling (BKM)”.
rently, construction processes have unlimited They argued that BIM applications in construc-
approaches through which they could be tion, including those for asset management, had
modelled mainly because of the varied nature of mainly been used to ensure consistent information
data types (ISO 10303-1 1994). For instance, con- exchange among the stakeholders (Motawa and
struction process model would not only depict Almarshad 2015). Yet BKM is needed to utilize
schedule data but also contract documentation to knowledge management (KM) techniques into
model legal information necessary to building models to advance the use of these sys-
operationalize the project (Jamil and Fathi tems (Motawa and Almarshad 2015). Motawa and
2018); contracts to model risks and responsibili- Almarshad (2015) proposed a “BIM module to
ties of project stakeholders (Construction Industry capture relevant information and case-based rea-
Council (CIC) 2018); and the expert knowledge to soning (CBR) module to capture the operational
model best practice from construction managers knowledge of maintenance activities”. The struc-
(Khosrowshahi and Arayici 2012; Kähkönen and ture of the CBR module was based on analysis of a
Rannisto 2015). Khosrowshahi and Arayici number of interviews and case studies conducted
Construction Management Processes in a Digital Built Environment, Modelling 469
with professionals working in public BM depart- construction processes, and (vi) models based on
ments (Motawa and Almarshad 2015). The sug- international standards.
gestion departs from the international initiative
articulated in (ISO 16739 2013); the critical Perception of Innovation in Modelling
issue is to address the challenge at data model Construction Process Data
level using Express modelling language. Even The initial theme was to assess the perception of
though the current BIM strategies promote data innovation in modelling construction process C
sharing, knowledge is kept by those who possess data. By innovation, it was envisaged that BIM
it, mainly because their decisions are not easily could be perceived as a vehicle for modelling
modelled due to lack of mechanisms to do that. technical as well as commercial data (Murphy
Project management practices in construction 2014). The results indicated that there is a strong
refer to, inter alia, process-based modelling in perception that BIM was addressing strategic
order to plan and control the delivery of projects competencies at the expense of technical and
as efficiently as possible and within health and operational processes. Discourse on modelling
safe working environment. The ISO standard for construction processes was only perceived to
IFC, using STEP modelling language, has imply “Gantt charts” and schedule related data.
established the route way to neutral modelling of In reality, there are a myriad of key competencies
building information of all sorts, including both for construction process which would have been
explicit and tacit knowledge. However, the chal- modelled, but the means to model them is limited
lenge has been the creation of user-friendly inter- at best.
faces that could model tacit knowledge, within a
dynamic construction management environment. Value Addition of Data Models to
Construction Processes
According to Bosch et al. (2015), owners and
Approach to Developing a Procedure of operators are presumably yet to discover the
Modelling Construction Processes added value of BIM for maintenance and infor-
mation management within their organizations.
The main approach to developing a procedure of Construction processes were more complex than
modelling construction processes involved collec- building maintenance; hence, it was critical to
tion of information from practitioners and aca- explore “sources of inefficiency and ineffective-
demics (Saunders et al. 2009; May 2011), ness” of BIM. Bosch et al. (2015) found that
whereby questions were asked with regard con- current added value of BIM in the operations
struction processes and the detailed explanation stage was marginal, mainly because of the chal-
and justification (Rosenthal 2016). The model lenges of alignment between the supply of and
information came from practitioners in the United demand for information and the context-
Kingdom (UK) (Strata.com 2017; Rose et al. dependent role of information (Bosch et al.
2015; Sounderpandian 2008). Professional con- 2015). Therefore, the second question related to
struction personnel were asked to explain how the perception that data models could add value to
BIM implementation strategies address modelling construction processes. The rationale for this
of construction management processes with a question was to assess how BIM was assessed
view to improving the capturing both tangible with relation to existing construction processes.
and intangible information. Six themes have Practitioners felt that value addition was
been used to explain, and they are (i) perception represented through 4D simulation of schedule
of innovation in modelling construction process and resource planning. The same reason was
data, (ii) value addition of data models to con- cited by Li et al. (2015). The industry struggles
struction processes, (iii) perception of ultimate to capture data models with information from the
benefits of data models, (iv) modelling systems wider supply chain on construction objects. This
information, (v) modelling sustainable weakness is compounded by the scanty nature of
470 Construction Management Processes in a Digital Built Environment, Modelling
of the ability to capture both tangible and intangi- modelling construction processes; this should
ble data. However, there is a challenge with the be a focus of researchers within that field (Day
current BIM schema because its construction 2011).
management processes largely remain outside Therefore, the goal for improving modelling
data models because of the abstract nature of the construction process needs to focus on meta-
data that represents the said processes. For exam- analysis of the pertinent data in Level 3 BIM
ple legal information of a construction project (Noor and Yi 2018); else the status quo is likely C
cannot be modelled as an “object,” yet it is critical to have a negative impact on future construction
to the construction process. Legal information is workers because knowledge is being lost through
of abstract data type, critical to the management of a natural process such as retirement of the most
stakeholder responsibilities, but has challenges to experience people (Sfakianaki 2015), whose
model within the BIM environment (Olatunji and knowledge cannot be captured and shared with
Akanmu 2015). Kähkönen and Rannisto (2015) new entrants to construction management.
argued that construction project management is
heavily built around document control and relat-
ing events such as change orders, submittals, Conclusion
transmittals, and requests for information; hence,
there is a reliance on electronic data/document As the construction industry continues to claim
management systems (EDMS). benefits for adopting BIM, the modelling of
However, it could be argued that EDMS offer a construction management processes and their
limited solution to modelling construction pro- embedded knowledge remain stagnant. This is
cesses. This implies that EDMS do not fully mit- mainly because of the abstract nature of the data
igate software interoperability challenges of a that typify construction processes. As a result,
typical construction process. EDMS do suffer construction processes are laden with a myriad
from the lack of software interoperability, because of undocumented tasks, events and decisions
it only speeds up the manual way of working and related to logistics, health and safety, and the
does not fundamentally address interoperability as impact on delivery schedules and the supply
per international BIM standards. Davies et al. chain and the milestones. Such challenges can-
(2017) opined that the potential for BIM to not be ignored any longer for the industry to
improve processes is documented, but few pro- move to Level 3 BIM, or else the BIM working
jects realize that potential. environment would continue being insignifi-
This is because construction processes are cant in the operational life of facilities. Strate-
laden with a myriad of undocumented tasks, gic protocols for implementing BIM have an
events, and decisions related to logistics, health insignificant drive on the process of data
and safety (Riaz et al. 2017), and the impact on modelling. Making BIM mandatory does not
delivery schedules, and the supply chain and the address the challenges of modelling construc-
milestones. Such challenges cannot be ignored tion processes.
any longer for the industry to move to Level
3 BIM (Specialist Engineering Contractors’
(SEC) 2014) (SEC, 2014), or else the BIM work- Cross-References
ing environment would continue being insignif-
icant in the operational life of facilities ▶ Interactive Computer Graphics and Model-
(Edirisinghe et al. 2017). It can be argued that View-Controller Architecture
adopting strategic protocols for implementing ▶ Open Source 3D Printing, History of
BIM has an insignificant drive on the process of ▶ Technologies for the Design Review Process
data modelling (Mei et al. 2017). Making BIM ▶ Virtual Reality Systems, Tools, and
mandatory does not address the challenges of Frameworks
472 Construction Management Processes in a Digital Built Environment, Modelling
Introduction
Constructionism
Computer shogi was first developed in late 1974
by Takenobu Takizawa and his research group. It
▶ PBL-Based Industry-Academia Game Devel-
has been steadily improved by researchers and
opment Education
commercial programmers using game tree making
and pruning methods, opening and middle game
databases, and feedback from research into tsume-
shogi (mating) problems. The strength of com-
Constructivism puter shogi has been measured by watching and
studying many games between computer pro-
▶ PBL-Based Industry-Academia Game Devel- grams and professional players and has reached
opment Education that of top-level human players. In the remainder
of the article, section “Computer-Computer
Games” describes the history of computer-
computer games. Section “Computer Shogi
Consumers Players” describes the programs that played
them, and section “Computer-Human Games”
▶ Game Prosumption describes the history of human-computer games.
474 Contemporary Computer Shogi
Contemporary Computer Shogi, Table 1 Results of the world computer shogi championships
No. Date Number of Participants Winner Second Third
1 1990.12.2 6 Eisei Meijin Kakinoki Morita
2 1991.12.1 9 Morita Kiwame Eisei Meijin
3 1992.12.6 10 Kiwame Kakinoki Morita
4 1993.12.5 14 Kiwame Kakinoki Morita
5 1994.12.4 22 Kiwame Morita YSS
6 1996.1.20–21 25 Kanazawa Kakinoki Morita
7 1997.2.8–9 33 YSS Kanazawa Kakinoki
8 1998.2.12–13 35 IS Kanazawa Shotest
9 1999.3.18–19 40 Kanazawa YSS Shotest
10 2000.3.8–10 45 IS YSS Kawabata
11 2001.3.10–12 55 IS Kanazawa KCC
12 2002.5.2–5 51 Gekisashi IS KCC
13 2003.5.3–5 45 IS YSS Gekisashi
14 2004.5.2–4 43 YSS Gekisashi IS
15 2005.5.3–5 39 Gekisashi KCC IS
16 2006.5.3–5 43 Bonanza YSS KCC
17 2007.5.3–5 40 YSS Tanase Gekisashi
18 2008.5.3–5 40 Gekisashi Tanase Bonanza
19 2009.5.3–5 42 GPS Ootsuki Monju
20 2010.5.2–4 43 Gekisashi Shueso GPS
21 2011.5.3.–5 37 Bonkras Bonanza Shueso
22 2012.5.3–5 42 GPS Puella alpha Tsutsukana
23 2013.5.3–5 40 Bonanza Ponanza GPS
24 2014.5.3–5 38 Apery Ponanza YSS
Kanazawa is the successor to Kiwame
Puella alpha is the successor to Bonkras
Contemporary Computer Shogi 475
Contemporary Computer Shogi, Table 2 22nd WCSC final results (May 5, 2012)
Rank Player 1 2 3 4 5 6 7 Pt SB MD
1 GPS Shogi 6+ 5+ 8+ 7+ 3+ 2 4+ 6.0 17.0 12.0
2 Puella alpha 5+ 7+ 6 4 8+ 1+ 3+ 5.0 16.0 9.0
3 Tsutsukana 8+ 6+ 7 5+ 1 4+ 2 4.0 11.0 6.0
4 Ponanza 7+ 8+ 5 2+ 6+ 3 1 4.0 11.0 5.0
5 Shueso 2 1 4+ 3 7+ 8 6+ 3.0 9.0 3.0 C
6 Gekisashi 1 3 2+ 8+ 4 7+ 5 3.0 8.0 2.0
7 YSS 4 2 3+ 1 5 6 8+ 2.0 5.0 0.0
8 Blunder 3 4 1 6 2 5+ 7 1.0 3.0 0.0
Contemporary Computer Shogi, Table 3 23rd WCSC final results (May 5, 2013)
Rank Player 1 2 3 4 5 6 7 Pt SB MD
1 Bonanza 5+ 8+ 6+ 2 7 4+ 3+ 5.0 16.0 10.0
2 Ponanza 8+ 7+ 5 1+ 6+ 3 4+ 5.0 15.0 9.0
3 GPS Shogi 7+ 6+ 8+ 5+ 4 2+ 1 5.0 14.0 8.0
4 Gekisashi 6+ 5 7+ 8+ 3+ 1 2 4.0 11.0 5.0
5 NineDayFever 1 4+ 2+ 3 8+ 7 6 3.0 10.0 4.0
6 Tsutsukana 4 3 1 7+ 2 8+ 5+ 3.0 6.0 2.0
7 Shueso 3 2 4 6 1+ 5+ 8 2.0 8.0 0.0
8 YSS 2 1 3 4 5 6 7+ 1.0 2.0 0.0
one invited) entered, with Bonanza winning the which finished eighth, in the last game, Ponanza
championship for the second time. The 24th would have been the winner. The final round
WCSC was held on May 3–5, 2014. Thirty-eight results are shown in Table 3.
teams entered, with Apery winning the champi- The 24th WCSC tournament had 38 program
onship for the first time. entrants, with Apery being declared the winner.
The 22nd WCSC tournament had 42 computer Both Apery and Ponanza won five games and lost
players (including one invited). GPS Shogi was two, but Apery got the nod on tiebreak, even
the winner, but if Ponanza had beaten GPS Shogi though YSS beat both of them. Ponanza was
in the last game, then Tsutsukana, Ponanza, or thus runner-up as it had been the year before,
Puella alpha would have been the winner. The while YSS had to settle for equal third place.
final round results are shown in Table 2. The YSS program entered the WCSC tourna-
The 23rd WCSC tournament had 40 computer ments 23 times and never finished worse than
players (including one invited), and Bonanza was equal eighth in any of them. Both Ponanza and
the winner. After the preliminaries had narrowed NineDayFever would have won the tournament if
the field down to eight, those eight played a round they had won their last game. The final round
robin (each player playing the other seven players results are shown in Table 4 (Takizawa 2014).
once) to determine the winner. The results were
close, with the top three programs losing twice,
while every program won at least once. This indi- Computer Shogi Players
cates that the top programs were comparable in
strength. For example, GPS Shogi would have Most computer shogi programs carry out minimax
been the winner if it had won the last game. If tree searches enhanced by techniques in computer
Shueso, which finished seventh, had beaten YSS, chess and by other completely new ideas. In this
476 Contemporary Computer Shogi
Contemporary Computer Shogi, Table 4 24th WCSC final results (May 5, 2014)
Rank Player 1 2 3 4 5 6 7 Pt SOS SB MD
1 Apery 4 6+ 7+ 5+ 3 2+ 8+ 5.0 23.0 15.0 10.0
2 Ponanza 5+ 7+ 6+ 8+ 4+ 1 3 5.0 23.0 14.0 10.0
3 YSS 6 5 4 7+ 1+ 8+ 2+ 4.0 24.0 13.0 8.0
4 NineDayFever 1+ 8+ 3+ 6 2 7+ 5 4.0 24.0 12.0 7.0
5 Gekisashi 2 3+ 8+ 1 7 6+ 4+ 4.0 24.0 11.0 7.0
6 Bonanza 3+ 1 2 4+ 8+ 5 7 3.0 25.0 8.0 4.0
7 Tsutsukana 8+ 2 1 3 5+ 4 6+ 3.0 25.0 7.0 3.0
8 N4S 7 4 5 2 6 3 1 0.0 28.0 0.0 0.0
section, “The Art of Computer Shogi” describes machine learning of evaluation functions in
the art of computer shogi, and “Brief Description WCSC and won the competition. The learning
of the 24th WCSC Winner Program” gives a brief method consists of subsequent steps: prepare a
description of the 24th WCSC winner program, set of grandmaster game records, a search func-
Apery. tion, and a linear weighted evaluation function
and decide the initial weights in the function.
The Art of Computer Shogi Give positions in game records to the search func-
Many computer shogi programs use alpha-beta tion and compute agreements between the search
pruning, PVS (principal variation search), quies- results and the recorded moves. If more search
cence search, aspiration search, null move results agree with recorded moves, then the
(forward) pruning, futility pruning, killer heuris- weights are probably better. To adjust the weights,
tic, history heuristic, iterative deepening, transpo- iterative procedures of numerical minimization
sition hash tables, and singular extension, adopted techniques are carried out. In this way, the learn-
from chess programs. A minimax tree for shogi ing procedures optimize the weights to control the
usually has a larger branching factor in the end- minimax tree search results.
game than in the opening. The row branching Figure 1 illustrates such a learning procedure
factor on average is about 80, and it is known as applied to chess. Assume the game position has
that the factor is effectively reduced to about three legal moves and a grandmaster has just
3 by using pruning techniques. played a move to reach child position A. The
procedure carries out a tree search to examine
Large-Scale Optimization for Evaluation Functions the three child positions that could have been
Heuristic search is a powerful method in artificial reached on the move and obtains search value
intelligence. In the case of chess, it is capable of 1 for position A, 3 for position B, and 7 for posi-
deciding a plausible move after expanding a large tion C. In this case, the tree search recognizes that
minimax game tree with heuristic leaf evalua- C is the best, B is the second best, and A is
tions. The quality of such heuristic evaluations is unfortunately the worst. Under this circumstance,
crucial for making strong computer chess players. the learning procedure adjusts the value of the leaf
Researchers have made substantial efforts in a evaluation rooted at A higher, and those rooted at
quest to create effective evaluation functions by B and C lower.
using machine learning techniques in various Such learning methods were investigated in
games (Fürnkranz 2001). Shogi is probably one computer chess because the game scores of
of the more interesting games to see successful grandmaster games were a common way to learn
examples of machine learning of evaluation chess, not only for computer players but also
functions. human players. Assume that one has a position
In 2006 Bonanza, a program developed by reached in a game score and the desired move is
Kunihito Hoki, demonstrated a practical use of the one that was actually played. A chess program
Contemporary Computer Shogi 477
Contemporary
Computer Shogi, 7 Game position
Fig. 1 An illustration of ove
m
evaluation learning ired
procedure Des
A B C Child positions
C
Tree search
1 3 7 Leaf evaluation
Increase Decrease
has an evaluation function e(p,w), where p is the m0 and p.d to get better learning performances.
game position and the feature weight vector w con- Furthermore, Tesauro (2001) used a continuous
tains the parameters to be adjusted. Now consider approximate of the step function. Although it
a simple intuitive goal: make the results of a seemed that such learning methods would be
one-ply search agree with the desired move, able to adjust hundreds of weights to have reason-
where the search selects the highest evaluation able values, fully automated learning of the chess
value. Thus, w should be adjusted so that the evaluation functions still remains a challenging
desired move has the highest evaluation of all goal. For example, developers have reported that
the moves. This goal can be written as a minimi- the majority of the features and weights in Deep
zation problem with an objective function: Blue were created/tuned by hand (Campbell
et al. 2002).
J H ðw Þ ¼ m0
H ðeðp:m0 , wÞ eðp:d, wÞÞ ð1Þ It turned out that such machine learning by
using grandmaster games was also useful in
Here, p.m is the child position reached after move shogi. Hoki et al. proposed a method, Minimax
m, d is the desired move, index m0 runs for all legal Tree Optimization (MMTO, Hoki and Kaneko
moves except d, and H(x) is the Heaviside step 2014), to learn the evaluation function of a prac-
function, i.e., H(x) equals 1 if x 0 and 0 other- tical alpha-beta search program. They used grid-
wise. Because this objective function counts the adjacent update, equality constraint, and l1 regu-
number of moves that have an evaluation value larization to achieve scalability and stability. Their
greater than or equal to that of the desired move, a objective function with modified gradient vectors
better w can be found by minimizing Eq. 1. was to be able to optimize the values of 13 shogi
In chess, several studies have been made on the pieces with reasonable numerical accuracy and to
basis of the objective function Eq. 1 (e.g., see adjust 40 million parameters for strength. Hoki
Meulen 1989). However, numerical minimization had proposed an earlier version of MMTO in
seemed to present practical difficulties. To over- 2006 (Hoki et al. 2006) and implemented it in
come such difficulties, Marsland (1985) used the shogi program Bonanza, winning the WCSC
some continuous functions instead of the non- championships in 2006 and 2013. After 2006, it
continuous step function H(x) so that the gradient became famous and has often been referred to as
vector would help to reduce the function value the “Bonanza method.” Recent computer shogi
numerically. Moreover, Hsu et al. (1990) used players have evaluation functions, where the
evaluations of leaf positions of the principal var- weights are learned from professional players’
iations instead of using the direct evaluations of p. game records.
478 Contemporary Computer Shogi
Many machine learning techniques that do not played individually. They also proposed a pseu-
require grandmaster game records have also been dorandom number (PRN) ensemble method. In
applied to shogi. However, the adjustment of the this method, the ensemble is built using multiple
full weights in the evaluation function remains a copies of one base program, and each copy is
challenging goal. The studies that have been diversified by adding random numbers to the eval-
published so far have adjusted only piece values uation function of the base program.
or a small part of the feature weights in the eval- They researched these methods where a
uation functions. machine chose a move automatically without
human intervention. Here, they defined “consul-
Consultation Algorithm tation” as a process that generates one answer on
Much research that has compared problem- the basis of conclusions obtained by using two or
solving by groups with that by individuals has more different thinking processes. They consid-
been carried out in the field of cognitive science. ered various methods of “consultation” by com-
Shaw conducted an experiment that compared the puters and concluded that the “majority voting
efficiency of problem-solving by a group and that system” might be one of the simplest systems, in
by individuals in 1932, using a missionaries-and- which a majority opinion is adopted from various
cannibals problem (Shaw 1932). Many opinions. Although the system was very simple,
researchers used simple logic problems of this they showed its effectiveness in their experimen-
type from the 1940s to the 1950s and found that tal results.
groups were able to outperform individuals. These Sugiyama et al. (2011) examined another
results supported the old proverb that “two heads approach, one of combining multiple programs.
are better than one.” In carrying out this approach, they used a new
Althöfer et al. (2003) have carried out studies selection rule that selects the player that yields the
since 1985 on chess or the game of Go in research highest evaluation value. They called this method
on the selection of moves in thought games. They the “optimistic ensemble system” and reported
proposed a system called 3-Hirn that consists of that it often outperformed the “majority voting
two computer programs and a human chess system” when multiple computer programs were
player, where the human selects a move from the prepared by using the PRN ensemble method.
programs’ outputs. They demonstrated that the Hoki et al. (2014) examined these ensemble
system enabled the programs to improve their systems in computer chess. The results of their
ratings by about 200 points. They carried out experiments showed that both the “majority vot-
almost the same experiments in Go or other ing system” and the “optimistic ensemble system”
games, and through them they demonstrated the were efficient in computer chess.
system’s efficiency. Two advantages of the “consultation” method
From this, one gets the idea that an ensemble of are known. First, it can use a loosely coupled
game programs may be able to play a better move computing environment. Because it is simple
than an individual program does. Although many and fault tolerant, it can always be an alternative
sophisticated ensemble-based systems in com- when a large-scale distributed environment is
puter science have been built with the aim of available for strength. Second, it has a high degree
achieving better performance, designing such sys- of generality and is orthogonal to other parallel
tems in computer games still remains a search techniques. It can function efficiently with
challenging task. multiple different programs even when each pro-
One of the methods that could be used to build gram utilizes parallel search techniques.
such an ensemble-based system in shogi is the Research on consultation systems in games is
majority voting method. Obata et al. (2011) still in the infancy stage. So far, the effectiveness
reported that majority voting in three famous pro- of simple majority voting has been examined only
grams (YSS, GPS Shogi, and Bonanza) produced for shogi and chess, where computer players per-
better games than any of the three programs form minimax tree searches, and in Go, where
Contemporary Computer Shogi 479
computer players perform Monte Carlo tree players also often use a hard-coded function
searches. dedicated to finding one- or three-ply mate
sequences.
Realization Probability Search
When computer players start to play a shogi game, Brief Description of the 24th WCSC Winner
moves previously made by professional players Program
have already been collected and categorized and The Apery program, which was developed by C
their probabilities calculated in the program. Takuya Hiraoka, had a Stockfish-like search func-
These moves include capturing and recapturing tion (Stockfish is a strong open source chess pro-
pieces, promoting a rook or bishop to gain a gram). Over the past 3 or 4 years, the effectiveness
material advantage, checking, and so on. During of the chess search function in shogi has become
the course of the game, the players control tree famous, notwithstanding the differences in the
expansions based on these probabilities, i.e., if the rules between the two games. Using chess search
multiplied probability of a move history from the techniques, Apery achieves performance
root to the current position is higher than a thresh- improvements by using additional functions such
old, then the program searches deeper. Tsuruoka as a one-ply mate search function.
et al. (2002) proposed this algorithm and Apery also has a Bonanza-like evaluation
implemented it in the Gekisashi program, and function. It evaluates shogi positions by using a
with it they won WCSC titles in 2002, 2005, three-piece square table that evaluates all combi-
2008, and 2010. nations of a king and other two-piece locations.
Because the combinations always contain one or
Distributed Parallel Search two kings, the evaluation function is sensitive to
The first computer shogi program using a multi- the distance between kings and other pieces. In
processor system was the Super Shogi program shogi, the distance from a king is a vital feature.
developed by Hisayasu Kuroda in 1997, which Most shogi pieces have limited mobility, and
used an eight-computer system. In 2012, the GPS those that are located far from the kings are for
Shogi program developed by Tetsuro Tanaka and the most part useless, especially in the endgame.
Tomoyuki Kaneko et al. used 320 processors Since the source codes of Bonanza version
(666 cores in total) and won the 22nd WCSC 4 appeared online in 2009, it seems that the eval-
title (Kaneko and Tanaka 2012). uation function’s performance has advanced in
both computational speed and evaluation accu-
Tsume-Shogi (Mating Problem) Solver racy. Hiraoka believes that Apery’s evaluation
In addition to ordinary minimax searches, a function does not reach the highest level and has
computer player often uses an additional some room to improve. One of the difficulties in
search function dedicated to finding a long creating such a highest-level evaluation function
mate sequence. The techniques used in is that machine learning of evaluation functions
tsume-shogi functions derive from studies on requires a tremendous amount of computational
solving such mating problems. Unlike in resources.
chess, in shogi the number of possible Hiraoka believes that Apery’s rating is
moves in the endgame is the same as the 200–250 points below that of the top programs
number of possible moves in the middle and considers that Apery won the 24th WCSC for
game. Therefore, an efficient AND/OR tree a number of reasons. First, the tournament con-
search algorithm are needed for solving cluded with a round robin of eight entrants, so
tsume-shogi problems. Recent state-of-the-art only seven games determined the tournament
solvers employ the df-pn search algorithm winner. Second, on the basis of a “pawn toss”
proposed by Ayumu Nagai, which is capable method, Apery moved first four times and second
of solving most existing tsume-shogi prob- three times. This is important because the player
lems (Kishimoto et al. 2011). Computer moving first has the initiative. Statistics show that
480 Contemporary Computer Shogi
in professional shogi, the player who moves first six-game match, the strongest computer shogi
wins about 52 % of the time; Apery’s program was only a little stronger than an average
corresponding percentage playing against other club player. The top programs reached the profes-
programs is 56 %. Third, a relatively short time sional 4-dan level in 2010 and have now reached
control was used in the tournament (25 min for the the top human-player level. Table 5 summarizes
whole game with no time-shortage countdowns), the results of computer-human games that have
and while the top programs utilized a loosely been played to date.
coupled computing environment, Apery did not. The first game between a female professional
Because Apery was free from distributed comput- shogi player and a computer shogi program was
ing overheads, the short time control increased its an exhibition game played on July 29, 2001 at the
winning chances. Fourth, Apery played the open- Mind Sports Olympiad in Japan. Each player had
ings quite strongly since its opening “book” 15 min for the whole game plus a 60-s time-
contained the moves computer players had previ- shortage countdown. Yamato Takahashi, the pro-
ously played that were available in floodgate fessional player, moved first and won her game
(http://wdoor.c.u-tokyo.ac.jp/shogi/). On the other against IS-Shogi. After the game she said, “IS-
hand, the other entrants did not seem to focus on Shogi’s strength is about 1-dan in the opening,
the best moves as given in opening books. 4- or 5-dan in the middle game, and 3- or 4-dan
in the endgame. For the game as a whole it is not
1- or 2-dan but 3- or 4-dan.”
Computer-Human Games On September 19, 2005, Hokkoku Shimbun
sponsored a game between the TACOS program
In 1997, when IBM’s “Deep Blue” program beat and Takanori Hashimoto, an 8-dan professional.
the world chess champion Gary Kasparov in a Hashimoto eventually won, but TACOS had the
Contemporary Computer Shogi, Table 5 Game results: professional shogi players vs. computer shogi programs
Time control
Date Event Professional human player Computer Winner (countdown)
2007.3.21 Daiwa Shoken Hai Akira Watanabe (Ryu-O Bonanza Human 2 h (60 s)
Special Game titleholder)
2011.12.21 Den-O-Sen Practice Kunio Yonenaga (Lifetime Bonkras Computer 15 min (60 s)
Game Kisei titleholder)
2012.1.14 First Shogi Kunio Yonenaga (Lifetime Bonkras Computer 3 h (60 s)
Den-O-sen Kisei titleholder)
2013.3.23 Second Shogi Koru Abe (4-dan) Shueso Human 4 h (60 s)
2013.3.30 Den-O-Sen Shin’ichi Sato (4-dan) Ponanza Computer
2013.4.6 Kohei Funae (5-dan) Tsutsukana Computer
2013.4.13 Yasuaki Tsukada (9-dan) Puella draw
alpha
2013.4.20 Hiroyuki Miura (9-dan) GPS Shogi Computer
2013.12.31 Den-O-Sen Rematch Kohei Funae (5-dan) Tsutsukana Human 4 h (60 s)
2014.3.15 Third Shogi Den-O- Tatsuya Sugai (5-dan) Shueso Computer 5 h (60 s) (chess
2014.3.22 Sen Shin’ya Sato (6-dan) Yaneura-O Computer clock)
2014.3.29 Masayuki Toyoshima YSS Human
(7-dan)
2014.4.5 Taku Morishita (9-dan) Tsutsukana Computer
2014.4.12 Nobuyuki Yashiki (9-dan) Ponanza Computer
2014.7.19–20 Third Shogi Den-O- Tatsuya Sugai (5-dan) Shueso Computer 8 h (60 s) (chess
Sen Rematch clock)
Contemporary Computer Shogi 481
advantage in the middle game. After this the JSA game plus a 60-s time-shortage countdown. The
prohibited professional players from playing programs had taken the first five places at the 22nd
against computer players in front of an audience WCSC. Table 1 shows the match results. It had
without its authorization. In the same year, been predicted that the human players would win
Gekisashi was invited to an amateur Ryu-O tour- the match with four wins and one loss, but the
nament. Placing 16th, it was evaluated as being prediction was wrong; the programs took the
comparable in strength to top-level amateur shogi match with three wins, one draw, and one loss. It C
players. was a major surprise that the very high-ranking
On March 21, 2007, a game was played professional Hiroyuki Miura (9-dan) was defeated
between Bonanza and Akira Watanabe, holder of by GPS Shogi (Takizawa 2013).
the prestigious Ryu-O championship title. Spon- The third Den-O-Sen (July 2014), like the sec-
sored by Daiwa Securities, it was the first official ond, matched five human players and five com-
game between a professional shogi player and a puter programs. The programs had taken first
computer player since the abovementioned through fifth places at the first Den-O tournament
Hashimoto-TACOS game in 2005. It was a very (a November 2013 all-computer tournament
close game, with Watanabe eventually winning. sponsored by Dwango and the JSA), with
Watanabe recently said that he was lucky to win Ponanza the winner. Again it was predicted that
because in a critical position, a professional the human players would win the match with four
human player can find a winning move relatively wins and one loss, this time because the program-
easily, but this is not so for computer shogi mers had not changed their programs after the
programs. Den-O tournament and the professional players
On October 11, 2010, Ichiyo Shimizu, one of had had a chance to study them. But again the
the top female professional players, lost a game prediction was wrong; this time the programs took
against the computer shogi system Akara2010. the match with four wins and one loss.
The game was sponsored by Komazakura (JSA
Ladies Professional Players Group), the Informa-
tion Processing Society of Japan, and the Univer- Summary
sity of Tokyo. Each player had 3 h for the whole
game plus a 60-s time-shortage countdown. The The top computer shogi programs have already
Akara2010 system employed the majority voting come close to the top human-player level. About
method using four existing programs combined 10 years ago, Yoshiharu Habu, holder of the pres-
with a distributed search method (Hoki tigious Meijin championship title, predicted that
et al. 2013) to enable it to use a large number of the top programs would get close to the top
computers. human-player level in 10 years. His words were
The first Den-O-Sen was held on January prophetic. Many professional players now under-
14, 2012. This was a game played between a stand how strong top computer programs have
retired professional, the late Kunio Yonenaga, become, as do many people who have seen the
and the Bonkras computer program that had won results of the Den-O-Sen competitions or read
the 21st WCSC. The game was sponsored by the about them in newspapers.
JSA, Dwango, and Chuokoron-Shinsha, Inc. Each Computer shogi programs have become the
player had 3 h for the whole game plus a 60-s helpful partners of professional players, who
time-shortage countdown. Taking advantage of now use them in their studies. For example, 8-
having the initiative that comes with moving dan Daisuke Nakagawa observed the 18th WCSC
first, Bonkras won the game. and also the exhibition game between the Tanase
The second Den-O-Sen, sponsored by Dwango Shogi program (the tournament runner-up) and
and the JSA and held in March–April 2013, the top amateur player Yukio Kato, which Tanase
matched five human players and five computer Shogi won. After studying this game, Nakagawa
programs. Each player had 4 h for the whole won his next three games in professional
482 Context
competition, including one against Akira Hsu, F.-H., Anantharaman, T.S., Campbell, M.S.,
Watanabe, one of today’s very top-ranked players. Nowatzyk, A.: Deep thought. In: Marsland, T.A.,
Schaeffer, J. (eds.) Computers, Chess, and Cognition,
Another example is 9-dan Toshiyuki Moriuchi, pp. 55–78. Springer, New York (1990)
who studied Ponanza’s moves and used them to Kaneko, T., Tanaka, T.: Distributed game-tree search based
beat the superior Yoshiharu Habu in their 2013 on prediction of best moves. IPSJ J. 53, 2517–2524
match for the Meijin championship title. (2012)
Kishimoto, A., Winands, M., Müller, M., Saito, J.-T.:
The game of chess as played between humans Game-tree search using proof numbers: the first twenty
is still vibrant and active, although computer chess years. ICGA J. 35, 131–156 (2011)
programs are now stronger than the strongest Marsland, T.A.: Evaluation function factors. ICGA J. 8,
human players. The same thing is likely to happen 47–57 (1985)
Obata, T., Sugiyama, T., Hoki, K., Ito, T.: Consultation
in the next 5 years for the game of shogi. How- algorithm for computer shogi: move decisions by
ever, while computer programs have come closer majority. In: van den Herik, J., et al. (eds.) Computer
to unraveling the deepest mysteries of chess than and Games 2010. Lecture Notes in Computer Science,
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Shaw, M.E.: Comparison of individuals and small groups
games will continue to challenge researchers in in the relational solution of complex problems.
the future. Am. J. Psychol. 44, 491–504 (1932)
Sugiyama, T., Obata, T., Hoki, K., Ito, T.: Optimistic selec-
tion rule for ensemble approach to improving strength
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Accessed 31 Dec 2014
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Eng. 30, 701–712 (2014) ▶ Game Writer’s Dilemma: Context vs. Story
Counter-Strike Global Offensive, an Analysis 483
Convergence
Synonyms
▶ Cross-cultural Game Studies
Esports; First-person shooter; Free-to-play; Loot
box; Mod
Definition
Conversion
First-person-shooter (FPS) ¼ a genre of games
▶ Virtual Reality Stereo Post-Conversion After where the camera focuses on a gun (or other
Effects Workflow weapon) where the objective is to eliminate spe-
cific targets.
E-sports ¼ a sports competition with video
games as the focus rather than traditional sports.
Convolutional Neural
Network (CNN) History of Counter-Strike Global
Offensive
▶ American Sign Language Detection
Counter-Strike: Global Offensive (often abbrevi-
ated as CS:GO) is a team-based online first-
person-shooter for Windows, OS X, Linux,
Xbox 360, and Playstation 3 platforms in 2012.
CS:GO was developed and published by Valve
Cooking Games (Moore 2018). Counterstrike was originally a
mod for a game, also developed by Valve, called
▶ On Computer Games About Cooking
Half-Life. A mod is an unofficial change to a
video game created by players of the game.
Mods can range from changing the way a game
looks to changing the way a gamemode would
normally work, in essence creating its own unique
Corona identity.
Since the early 2000s, Counter-Strike has
▶ Protection Korona: A Game Design on evolved into its own standalone game franchise.
Covid-19 CS:GO. In 2018, Valve changed CS:GO’s pricing
484 Covid-19
method, switching to a free-to-play model by ones being skin trading. Skins are just customiz-
using revenue from cosmetic items to supplant able wraps that several artists develop. They can
the up-front cost. Free-to-play games allow access be obtained from loot boxes. A loot box is an item
to a large part of the gameplay activities without that holds several other random items that can be
up-front monetization. In-game purchases for cos- used to change an item’s appearance, in-game
metic items offset the lack of up-front revenue. equipment, and other gameplay elements. It is
Counter-Strike’s most popular feature is its often used as a way to monetize a game further.
online matchmaking. It is a 5v5 team-based Some forms of Loot Boxes have been speculated
game that involves two sides, called the Terrorists to be a form of gambling. Some exceedingly rare
and Counter Terrorists. The Terrorists are respon- and exclusive items have been sold on markets for
sible for planting a bomb and ensuring that it over $30,000 USD.
explodes, while the Counter Terrorists are respon- Counter-Strike: Global Offensive was well
sible for defending bomb sites and defusing the received by critics at the time of release, with
bomb. Players do not respawn after they die. Each most ranging from 8/10 to 9.5/10. It has a Meta-
team must strategize and/or counteract the oppos- critic score of 83 and a user score of 7.5
ing team’s plays and be able to break through (Metacritic 2012). After an update in 2013, an
enemy lines or keep their defenses up; however, economy around the in-game skins cultivated sev-
the fast pace of Counter Strike means that con- eral websites that allowed users to gamble their
stantly being able to communicate efficiently and skins, including underaged players. Valve took
thoroughly to teammates can prove to be a chal- steps in the following months to dissuade gam-
lenge. For example, if a team’s takeover strategy bling sites from operation. In 2018, several coun-
failed, the team has to quickly think of a new tries passed antiloot box laws as they determined
strategy in order to adapt, rise, and overcome. that they were gambling; Valve changed the game
There are many problems that a team must solve in the Netherlands and Belgium to comply with
on the fly, but are not directly told. Some include these laws by preventing the opening of loot
communication, playing as a team, doing your boxes.
part in the match, etc. There are many scenarios
that make the game enticing enough that most
seasoned veterans return season after season; the Cross-References
team that either kills all other players on the
opposing team or blows/defuses the bomb wins ▶ First-Person Shooter Games, a Brief History
the round. CS:GO has a large competitive scene.
There are massive competitive tournaments with
many different professional Counter Strike References
players that play for sometimes millions of dol-
lars. These tournaments, such as DreamHack, Metacritic: Counter-strike: Global offensive. https://www.
metacritic.com/game/pc/counter-strike-global-offen
ESL, and more, hold some of the most viewed
sive (21 August 2012)
e-sports tournaments. Moore, B.: Counter-strike: Global offensive (for PC)
CS:GO allows players to host their own servers review. https://www.pcmag.com/reviews/counter-
that have their own modded game modes. Other strike-global-offensive-for-pc (13 December 2018)
fan-created game-modes include bunny-hop,
which is hopping from platform to platform to
reach the end in the fewest number of mistakes.
There are some other game modes that have gath- Covid-19
ered an audience, but run on small private servers.
There are other features that a large part of CS: ▶ Protection Korona: A Game Design on
GO’s player base partake in. One of the major Covid-19
Cross-cultural Game Studies 485
three levels of defining game cultures: 1) the Media 2020). Game contents produced in one
macro-level focuses on the overall culture of culture are enjoyed in other cultures, for example
games, gamers, and gameplay in regional or games developed in East Asia are consumed by
national fields worldwide, 2) the meso-level Western audiences (Consalvo 2006), influenced
focuses on culture among multiple games or com- by localization processes (Mangiron and
munities with unified characteristics, such as PS4 O’Hagan 2006). Game-related research so far
gamers and Nintendo gamers, and 3) the micro- has utilized a cross-cultural perspective to com-
level focuses on culture of a specific game or pare and understand the differences and similari-
community, such as World of Warcraft culture or ties between game markets, production, design,
German FIFA culture. and user experience. In this background, this entry
In contemporary society, video games are the introduces the strands of cross-cultural game
latest form of cultural expression, helping us to research conducted on a macro level, which com-
understand modern culture and society (Muriel pare the overall differences and similarities
and Crawford 2018). As games are becoming a among characteristics of culture of games,
major cultural influence, game studies evolved not gamers, and gameplay on a regional or national
only as a field focusing on games, playing, and level. This entry also discusses current themes and
related phenomena (Mäyrä 2008, p. 11) but also challenges of cross-cultural game studies.
hold the power to critically analyze power rela-
tions in our culture and society by studying game Video Game Market
contents, audiences, and production processes As the global video game market continues to
(Nieborg and Hermes 2008). Current game stud- grow, researchers study the history, expansion,
ies are formed by six major domains: 1) studying and emergence of the games industry in global
games as artifacts or texts (e.g., Mäyrä 2008; and local game markets and explains how the
Schell 2008; Juul 2011), 2) analysis of player innovation of games and technology influence
behavior (Charles et al. 2005; Braun et al. 2016), our contemporary and future culture and society.
3) globalization and localization of the games Dating back to the invention of digital games in
industry (Consalvo 2006), 4) game development the 1950s, the hit and crash of home consoles
(Engström 2020), 5) gaming culture (Muriel and from the Magnavox Odyssey (1972) to the Atari
Crawford 2018), and 6) interaction between game 2600 (1977), the competition between Nintendo,
and player (Caroux et al. 2015). However, few Sega, and Sony in the early 1980s, joined by
have examined games and related phenomena Microsoft in 2001, and mobile games proliferat-
from a cross-cultural perspective, that is, sought ing in the present, researchers have been studying
the difference and similarities among game mar- the process of how the game markets changes our
kets, game production and design, game content, culture (Wolf 2008, 2012). Looking back at the
as well as the meaning and perception on games history of fast-moving video games leads to the
by game designers and players in geographically realization of how conventional media, entertain-
and socially different contexts. ment, and technology converge to create a new
Looking at the current situation in concern of phenomenon and a new part of culture in our
video games, game developers and platforms society (Wolf 2008).
from different cultures, such as Tencent (China), Market analysts such as Newzoo (2020) track
Sony (Japan), EA (America), and Ubisoft the developments in the rapidly changing global
(France), compete on a global level, targeting games market. They provide comparisons of mar-
local and global audiences (Newzoo 2020). ket shares and growth for different regions. Unity
Games are frequently developed through collabo- Technologies (2020) releases detailed reports
ration across culturally diverse regions. Death focusing on mobile gaming trends. Computer
Stranding was for example created by the promi- Entertainment Supplier’s Association (2020) also
nent Japanese game designer Hideo Kojima col- delivers annual white papers to report the gaming
laborating with Western actors and artists (Game trends in the world.
Cross-cultural Game Studies 487
Within academia, Johns (2006) closely studies current (console) video game industry is a hybrid
and compares the expansion of hardware and soft- that mixes Japanese and American businesses
ware production networks of game markets, practices and cultures (Consalvo 2006, p.118).
focusing on three supra-regional sections, North As studies on globalization and transition of
America, Europe, and Asia-Pacific. Ip (2008) major game industries continue, other researchers
investigates the games market chronologically, argue the importance to study smaller regions of
to see how game titles and platforms created in game development. Studying the characteristics C
different cultures evolved through convergence of of game development in three different regions
technology and content. However, as Šisler et al. in the Nordic region, India, and China, Toftedahl
(2017) state, current research on games and et al. (2016) point out that the current understand-
focuses on particular regions, while smaller ings of video game development have been asso-
regions are ignored. As the games market further ciated mostly with Japan and the USA, raising
globalizes, partially through online and concerns to the standardization of the develop-
smartphone technologies, there are needs to sys- ment practices of video game development and
tematically analyze differences and similarities in limitations to understand the development process
game markets from a broader perspective to in other regions. This shows one challenge of
understand how games and their meaning change cross-cultural games research. Therefore,
in our globalizing society. researchers capable of cross-regional and
industry-academia collaborative research need to
Video Game Industry and Production take the lead to conduct cross-cultural game
Studies on game production, industry, and cultural development research in order to show the differ-
influence is one of the earliest themes focused on ences and similarities of global and local game
in cross-cultural games research. As it is a chal- industries, contributing to the next generation of
lenge for academics to access information from game development.
the games industry (Engström 2019), this field of
study sheds light upon how games are designed Game Content
and developed, how developers are structuralized, As game developers seek to sell their games glob-
and how industry across different regions merge ally, the process of adapting products, contents,
to disseminate games in a different cultures. Pre- and services to suit the players in each region
vious comparative research heavily focuses on the plays a major role. Carlson and Corliss (2011)
difference between Eastern and Western game show how cultural differences influence game
development, especially on the differences production and game content. Hence, localization
between Japan and the West. Compared to West- is essential to enable video games to be played in a
ern game design, Aoyama and Izushi (2003) note similar way in different markets (O’Hagan 2009).
the pervasiveness of the manga and anime indus- Arguably, it is important to ensure that players
try in the Japanese games industry. The similari- enjoy a game created in another culture in the
ties between Western countries and differences of context of their own culture (Mangiron and
the Japanese games industry are further studied by O’Hagan 2006). Localization involves making
comparing the evolution and transition of the decisions about culturally appropriate images,
video games industry in the USA, the UK, and character designs, translation, gameplay mechan-
Japan. Johns (2006) claims that North American ics, the technical nature of software, and negotia-
and European game companies became closer tion of national regulatory boards (Carlson and
through internationalization, while Japanese Corliss 2011). Case studies on cultural differences
game companies grew isolated, creating games focusing on the translation of the original game
influenced by the manga and anime industry. In and its localized version are conducted by
contrast, Consalvo (2006) also explores the com- O’Hagan and Mangiron (2004) and Mangiron
plex transnational relations between the Japanese and O’Hagan (2006), arguing that the cultural
and American games industries, arguing that the differences impact the characterization of the
488 Cross-cultural Game Studies
main characters. Carlson and Corliss (2011) pro- of American and Chinese participants.
vide comprehensive examples of what kind of Researchers have also investigated behavior
game contents are altered when media travel focusing on online resources. Šisler et al.
across national borders, for example how game (2017) focus on user behavior through social net-
designers consider to create a generic character works, analyzing what fans liked on Facebook,
instead of a specific one, alter the speed of char- based on an original method of Normalized Social
acters movements to fit cultural preferences, as Distance, calculating the distances between vari-
well as change how blood is displayed in a game ous social groups. Zagal and Tomuro (2013) com-
due to rating board regulations. Ng (2006) studies pare Japanese and American user reviews by
how game contents differ between Asian regions, utilizing statistics and natural language pro-
stating that players add new context to games, and cessing. On the other hand, qualitative research
also to the culture itself, by consuming and investigated players’ experiences more closely by
hybridizing with other popular culture. analyzing player data through text analyses. For
example, Brückner et al. (2019) utilize a
Player Behavior and Experience Grounded Theory Approach to compare German
Analyzing the interaction of game and player and Japanese professional and user reviews to
within their respective contexts has been a central identify differences between German and Japa-
task of game studies (Mäyrä 2008). In cross- nese player.
cultural games research, researchers have been In terms of regions, cross-cultural research
analyzing the difference of users’ playstyles, studies heavily involve participants in the USA
their perception of games. Game user related stud- and Germany, followed by other countries. As
ies can be sorted by two axes of 1) research Šisler et al. (2017) mention, few research projects
methods, that is, qualitative or quantitative and concentrate on studying game cultures in Eastern
2) target regions, that is, Asia-West or Northern Europe or the Middle East. As such, many possi-
America-Western European, with the exception of bilities to comparative user studies across differ-
a study on game culture and players in the ent cultures and regions are open and researchers
Middle East. should unite as well as systemize their methods to
In quantitative studies, large-scale surveys are exhaustively define the differences and similari-
conducted and statistically analyzed. Bialas et al. ties among video game players.
(2014) examine the playstyles of users in eight
different Western countries (Australia, Canada,
Finland, Germany, the Netherlands, Sweden, the Summary
United Kingdom, and the United States) playing
Battlefield 3 with statistical ANOVA tests. Ćwil Cross-cultural game studies aim to clarify and
and Howe (2020) combine statistical tests of chi- compare differences and similarities of games,
square, correlation, and MANOVA to identify game markets, game production and design, as
differences of gamer identities between players well as the meaning and perception on games by
in the USA and Poland. Researchers also designed game designers and players across two or more
itemized behavior measurements of video game cultures on a regional or national level. Culture in
players and test the measurements’ validity game studies is understood as games as cultural
among different cultures. Koban and Bowman artifacts or as parts of subcultures, consisting of a
(2020) utilize a five-factor Video Game Demand shared way of thinking, behavior, values, lan-
Scale (VGDS) to measure demands of video guage, belief, and gaming practices among spe-
games players in Germany based on the results cific groups or individuals. Methods utilized in
of measurements in the USA. Kahn et al. (2015) such cross-cultural studies include qualitative
propose a new scale to examine player motivation analyses of case studies, literature reviews,
Cross-cultural Game Studies 489
interviews, and text analysis, as well as quantita- JRPGs in Germany and Japan. Trans. Digit. Games
tive methods of surveys and statistical tests, net- Res. Assoc. 4(3), 209–243 (2019). https://doi.org/10.
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Previous cross-cultural game studies mainly focus game localization and mythologies of cultural differ-
on the major fields of game markets, game pro- ence. Games Cult. 6(1), 61–82 (2011). https://doi.org/
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behavior as well as game and player interaction.
Caroux, L., Isbister, K., Le Bigot, L., Vibert, N.: Player-
video game interaction: A systematic review of current
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However, more close analysis on granular fields is concepts. Comput. Hum. Behav. 48, 366–381 (2015).
yet to be conducted, such as the game market of https://doi.org/10.1016/j.chb.2015.01.066
mobile games and application platforms, regula- Charles, D., McNeill, M., McAlister, M., Black, M.,
Moore, A., Stringer, K., Kücklich, J., Kerr, A.: Player-
tions, the role of game designers, game mecha- centred game design: Player modelling and adaptive
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the tendency to compare the regions of the West Computer Entertainment Supplier’s Association: CESA
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Crowd Evacuation Using Simulation Techniques 491
Crowd Evacuation Simulation: Using simula- 1. Individuals can make a good decision or bad
tion techniques to simulate the motion of crowds decision in escaping from dangerous regions.
in evacuation in virtual environments. They may be panic if the situation is out of
control. Experienced individuals can calm
down and help others.
Introduction 2. Interactions between individuals: Inexperi-
enced individuals may follow others even
Crowd evacuation is important in building design, though the others may make a wrong decision.
road infrastructure design, and city planning. Panic individuals may need the help from
A wide range of techniques have been proposed others to calm down. Individuals may share
for crowd evacuation. The major aims of the stud- ideas with each other to build up their own
ies on crowd evacuation include: (1) simulating cognitive map.
the individual and crowd behaviors, (2) identify- 3. Crowd: A crowd consists of individuals. Thus,
ing the potential problems of building structures, a crowd may increase its density as more indi-
(3) the effects of obstacles and exits, (4) optimal viduals join it. However, a higher risk level
route computation. In an emergency evacuation, may be caused due to a degrading comfort
uncontrolled actions are observable in a massive level of the individuals.
crowd due to the influences of individuals. How- A successful crowd evacuation technique
ever, there are ethical issues to perform real life should capture the essential behaviors of individ-
experiments. Therefore, using mathematical uals and crowds. We can model crowds, groups,
models and computer simulations are essential in and individuals for scripted, reactive, and guided
studying crowd evacuation. The major goal of behaviors (Musse and Thalmann 2001).
crowd evacuation simulation is that we would
like to find the appropriate solutions to reduce
fatality in emergency evacuation. Crowd Simulation
The organization of the rest of this chapter is as
follows. In the beginning, we present crowd Crowd simulation techniques can be classified
behavior analysis. Then crowd simulation tech- into macroscopic, microscopic, data-driven and
niques are presented, including microscopic, hybrid.
492 Crowd Evacuation Using Simulation Techniques
pðt þ DtÞ ¼ pðtÞ þ vðtÞDt, ð3Þ where G(i, j) is the set of neighboring cells of (i, j);
nk‘ and wk‘ indicate whether the grid cell (k, ‘) is
where t is the current time. The velocity of the occupied or there is an obstacle, respectively.
agent is affected by factors such as the velocities We can combine cellular automata with game
of neighboring agents, crowd density, and theory to perform crowd evacuation (Zheng and
obstacles. Cheng 2011). The main idea is to apply game
For a discrete space, an agent can jump to a theory for determining the movement directions C
position of a set of fixed positions. Cellular autom- of agents. The agents may consider to cooperate
ata are a popular class of discrete models. In a or adopt a competitive manner while they evacu-
cellular automaton model, it has a grid of regular ate. The following three results are obtained:
cells and there is at most one agent at a grid cell at a
time. An agent can move from its current grid cell 1. A longer evacuation time is required and also
to a neighboring grid cell within a simulation step. the frequency of cooperation reduces for
Thus, for a regular grid with square cells, there are higher degree of emergency.
at most eight neighboring cells for one grid cell. 2. Hyper-rationality inhibits cooperation and
Discrete Techniques. We use a theatre to illus- delays evacuation times, which may lead to
trate this kind of techniques. The space of the crowd disaster.
theatre is discretized as a regular grid with square 3. The frequency of cooperation increases for
cells. We can construct a floor field by assigning higher degree of imitation among evacuees
higher probability to aisle regions than seat but also leads to longer evacuation times.
regions in a theatre (Yang et al. 2010). At an exit Continuous Techniques. Helbing and
area, an information board shows the real time Molnar (1995) proposed a force-based model
information (e.g., exit density) to the agents to to simulate the behaviors of pedestrians. The
aid them make movement decision. A grid cell surrounding environment and agents exert
dimension is 0.5 m 0.5 m and it has a total forces on an agent. The main idea is to compute
attraction value which is used for computing a the total force on an agent. The forces should
probability of an agent to move to it. An agent be considered as influences of the surrounding
has a higher chance to move to a neighboring cell objects to the agent. We consider that the net
with higher total attractive value. The total attrac- force exerting on an agent is f. Then the veloc-
tion value of a cell (i, j) is computed as ity is updated as
general, the agent avoids collision with another navigation field can guide a large amount of
agent if they may collide in the earliest contact agents to move to a common destination (Tsung-
time. The result indicates that the approach leads Yu Tsai et al. 2017). However, if the guidance
to shorter and less curved paths. paths intersect with each other or congestion
To achieve biomechanically energy-efficient occurs, we can adjust them by applying particle
and collision-free trajectory, we can apply the swarm optimization to achieve better traveling
principle of the least effort to determine the veloc- time of the agents (Wong et al. 2015). A fitness
ities of the agents (Guy et al. 2010). The instanta- function is used to evaluate the quality of the
neous power (P) spent by a walking agent is guidance paths. The fitness function for a finite
computed as generation period is constructed as follows. All
the agents should move to their destinations
P ¼ e s þ e w k vk 2 , ð7Þ before the simulation process is terminated. Let
N G be the number of agents not reaching the
where v is the instantaneous velocity, and es destination before the simulation is finished.
(measured in J/Kg/s) and ew (measured in Js/Kg/ Denote a particle position x (i.e., a guidance
m2) are constant. Assume that the mass of the path). Then the fitness function is as follows:
agent is m. The total consumed metabolic energy
of the agent while walking along a path is com- F1 ðxÞ ¼ B N G ⁎ T þ aS , ð9Þ
puted as
where S ¼ ‘s Dt
T
, T¯ is the average traveling time, ‘
2
E¼m es þ ew kvk dt: ð8Þ is the average interaction distance of agents, s¯ is
the average desired speed of agents, and α is a
The function E is the subject to be minimized constant. S¯ is the average extra traveling time for
to obtain the path of the agent. all agents. We would like to adjust the guidance
To implement the concept about “right of path so that all the agents should reach the desti-
way,” we can assign agents of different priorities nation. Therefore, we set B N G ¼ 1 for N G ¼
(Curtis et al. 2013). The agents with lower priority 0; and B N G ¼ 1þ N G for N G 1. The term ‘s
give way to those with higher priority. This is represents the extra average traveling time of
crucial at narrow regions. If there is no “right of agents per simulation time step due to collision
way” mechanism, the agents may block at a nar- resolution for agents. The term DtT
is the average
row passage. simulation time steps for agents to move to their
It is efficient to compute the local views of destinations. The guidance paths are adjusted iter-
agents to determine the movement of the agents atively until the fitness value reaches a minimum
(Fu-Shun Li and Sai-Keung Wong 2016). Each value (Wong et al. 2015).
agent has the local view of its neighborhood
region and it picks the feasible direction that Data-Driven and Hybrid Techniques
costs the least effort in term of the turning direc- To calibrate crowd models and group models
tion of the agent. Furthermore, the speed of agents (Kang Hoon Lee et al. 2007), we can adopt the
is also affected by the local density. For higher evolutionary optimization to compute parameters
crowd density, the speed of an agent is slower. from real videos (Johansson et al. 2007). To
Conversely, if the crowd density is low, the agent achieve better calibration results, we can classify
can move at its desired speed. The agents can also the types of crowd based on steering contexts
follow some guidance paths to move. (e.g., groups crossing and chaos) (Boatright et al.
A navigation field can be constructed based on 2015). In this way, we can capture the main char-
the guidance paths. Each cell of the navigation acteristics of crowds in each steering context.
field has a movement direction and the agent at Based on the characteristics of a steering context
that cell follows the direction to move. The for a crowd, the best crowd-simulation technique
Crowd Evacuation Using Simulation Techniques 495
can be employed to simulate the crowd. Further- cellular automata can be adopted. Furthermore,
more, we can measure the density of a crowd to controlled dynamic exit signs can be employed
evaluate the similarity between simulation results for evacuation routes (Desmet and Gelenbe 2014).
and real crowd motion in videos (Lerner et al. To compute evacuation routes for three-
2009). The density measure takes into account dimensional networks, we can employ the
the local crowd densities surrounding a subject pseudo-polynomial-time dynamic programming
agent. Based on the density measure, we can algorithm (Tang et al. 2014). C
compute similarity scores for the simulation For evenly distributed agents in an area, we can
results and then adjust the calibrated parameters. compute evacuation routes by using the genetic
algorithm (Abdelghany et al. 2014). Furthermore,
Psychological and Multi-Cue Methods we can apply an evolutionary algorithm to com-
To achieve realistic simulation of high-density pute the best region assignment that describes
crowd, we should combine physical force; agent how agents in regions are assigned to exits of a
personalities; and psychological, physiological, building or an open area (Jinghui Zhong et al.
and geometrical rules to simulate the local motion 2015). A particle encodes the region assignment
of autonomous agents (Pelechano et al. 2007). and the subregions are encoded as chromes. Muta-
Furthermore, to handle a large amount of heterog- tion and crossover are performed to update the
enous agents, we can adopt a multi-agent para- particles based on the result obtained from a cel-
digm in a distributed simulator (Dimakis et al. lular automata-based simulation.
2009). Psychological parameters in crowd models An alternative way to compute evacuation
make crowds exhibit various personalities and routes is to apply agent-based simulation. It is
emotions (Durupınar et al. 2016). A virtual agent applicable to an environment which can be
consists of features that determine cognitive, per- represented as a road network and a set of obstacles
ceptual, and psychological characteristics. The (Sai-Keung Wong et al. 2016, 2017). Agents move
agents react according to the interaction between along the roads. Along each road, there is a division
the features and environment stimuli. We can point which divides the agents on the road into two
integrate different cues including sound percep- groups moving in the opposite directions. If the
tion, multi-sense attention, and understanding of agents move to a junction, they are split into
environment semantics, to enhance the realism of smaller groups and move along the subsequent
crowd (Kapadia et al. 2015). road segments. The approach computes the divi-
sion points such that the agents around the division
points have similar average evacuation times.
Evacuation Route Computation
There are mathematical models to compute opti- Crowd Evacuation and Building Design
mal routes (Hamacher and Tjandra 2002). An
environment is represented as a graph which con- There are a variety of concerns for crowd evacu-
sists of a set of nodes and a set of edges. The nodes ation. There can be agents of different kinds, such
and edges are the intersections and roads of the as children, parent, and authorities (Tsai et al.
environment. The models require the input of the 2011). It is shown that it is effective for a few
movement speed of a crowd and road capacities. leaders guiding evacuees to safety regions
To evaluate whether a building is well (Pelechano and Badler 2006). There may be a
designed, we can compute the travel time of a negative impact if there were too many leaders
crowd (Thompson and Marchant 1995). The qual- (Yi Ma et al. 2016). Furthermore, the evacuation
ity of an exit assigned to an agent can be evaluated strategies should depend on the types of interac-
based on earliest arrival flows, maximum flows, tion, grouping restrictions, and environment fac-
and minimum cost flows (Dressler et al. 2010). To tors (e.g., hazardous areas) (Rodriguez and Amato
make the problem tractable, the methods based on 2010). Members of the same group should remain
496 Crowd Evacuation Using Simulation Techniques
within a predefined distance of others. The mem- based techniques are devised from the micro-
bers can help each other. Agents may have various scopic and macroscopic techniques. Data-driven
degree of knowledge about the environment. techniques can be employed to calibrate the
We can adopt appropriate methods to perform parameters of various crowd-simulation tech-
evacuation. To perform evacuation in buildings niques. Route-computation techniques are also
caused by fire, we can adopt dynamic network crucial. The best routes can be transmitted to
flows (Hadzic et al. 2011). Regions which are devices of people via wireless communication,
not reachable are removed from the graph. The such as mobile phones (Inoue et al. 2008).
effects of temperature, spread of smoke speed, and It would be compelling to improve the overall
CO (carbon oxide) in fire scenes should also eval- coordination opportunity and evacuation result
uated (Hai-Rong Wang et al. 2014). People should via cooperation of individuals. Efficient and accu-
avoid congestion and move to large space. Fur- rate prediction methods should be developed to
thermore, due to guidance signs, people may prevent disaster from occurring. Due to ethical
move together. Thus the movement speed should issues, Sadiyoko et al. (2012) modeled the psy-
be carefully monitored to avoid congestion. chological behaviors of human based on a psy-
To guide the design of a building, we can chological dynamic model in order to understand
evaluate the effects of the placement of pillars how people interact with each other. The models
and doors (Berseth et al. 2015). Let p be the set of psychological behaviors can be applied to
of parameters of a scene configuration. A crowd robots. For example, the emergence of chaos
flow for a specific scenario with parameterization observed in a simulation result of robots can be
p is defined as useful in predicting when a real crowd will occur
with the same chaos. Consequently, the chaos for
jAc j human could be avoided.
f ðpÞ ¼ , ð10Þ
tavg
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and clothes. Crowd dynamics should be
respected. Virtual characters avoid each other to
not collide. Flows are created naturally in a dense
Crowd Simulation crowd. Another important aspect of crowd is the
number of virtual characters. One can start speak-
Daniel Thalmann ing of crowd if at least one hundred agents are
Institute for Media Innovation, Nanyang rendered. Massive crowds can count several thou-
Technological University, Singapore, Singapore sands of characters. Real time adds the constraint
that virtual characters are simulated, animated,
and rendered at frame rates that allow user
Synonyms interactions.
Most approaches are application specific,
Crowd animation focusing on different aspects of the collective
behavior, using different modeling techniques.
Employed techniques range from those that do
Definition not distinguish individuals such as flow and net-
work models in some of the evacuation simula-
Process of simulating the movement and/or the tions, to those that represent each individual as
behavior of a large number of entities or being controlled by more or less complex rules
characters. based on physical laws, chaos equations, or
behavioral models in training systems or socio-
logical simulations.
Introduction
simulations of much more simple entities, notably templates are instantiated several times. For each
flocks of birds (Reynolds 1987) and schools of instance, one texture is randomly chosen within
fish (Tu and Terzopoulos 1994). The first proce- the template’s available set. Then, color and shape
dural animation of flocks of virtual birds was variety techniques are applied so that instances of
shown in the movie by Amkraut, Girard, and a same template and using the same texture are
Karl called Eurhythmy, for which the first concept still different.
was presented at the Electronic Theater at Previous work on color variety is based on the C
SIGGRAPH in 1985. In his pioneer work, Reyn- idea of dividing a human template into several
olds (1987) described distributed behavioral body parts, identified by specific intensities in
model for simulating aggregate motion of a flock the alpha channel of the template texture. At
of birds. Brogan and Hodgins (1997) simulated runtime, each body part of each character is
group behaviors for systems with significant assigned a color in order to modulate the texture.
dynamics. Bouvier and Guilloteau (1996) pre- Although these methods offer nice results from a
sented a crowd simulation in immersive space reasonable distance, they produce sharp transi-
management and a new approach of particle sys- tions between body parts.
tems as a generic model for simulations of For large crowds, a common approach consists
dynamic systems. Musse and Thalmann (2001) in modifying separately the height of the human
presented a hierarchical model for real-time sim- body and its shape. The height of a human tem-
ulation of virtual human crowds. Their model is plate can be modified by scaling its skeleton
based on groups, instead of individuals: groups (Fig. 1). For each new skeleton, a global scale
are more intelligent structures, where individuals factor is randomly chosen within the given
follow the groups’ specification. Groups can be range. Then, the associated new scale for each of
controlled with different levels of autonomy: its bones is deduced. Short/tall skeletons mixed
guided crowds follow orders given by the user in with broad/narrow shoulders are thus created. The
runtime; programmed crowds follow a scripted skin of the various skeletons also needs adapta-
behavior; and autonomous crowds use events tion. Each vertex of the original template is
and reactions to create more complex behaviors. displaced by each joint that influences it.
O’Sullivan et al. (2002) described a simulation of
crowds and groups with level of details for geom-
etry, motion, and behavior. Decision systems are
generally applied to simple reactive behaviors
such as collision avoidance because of the com-
putational cost of implementing existing rational
models with a crowd of virtual people.
Variety
For the shape, the human mesh is modified automatically infer one value for each vertex of
using three steps: (1) An area called FatMap (see the template’s mesh. Each of these values, called a
Fig. 2) is automatically painted on each individ- fatWeight, is attached to the vertex as an addi-
ual; when the creation of the FatMap is complete, tional attribute. (2) It is computed in the direction
the grayscale values at each texel are used to the vertices are moved when scaled; for this, we
compute the scaling direction of each vertex as the
weighted normal of the bones influencing
it. (3) Once the direction of the body scaling is
computed for each vertex, the actual scaling can
take place. The extent to which we scale the body
is defined by a fatScale, randomly chosen within a
predefined range.
Accessories
Crowd Simulation,
Fig. 3 Population with
accessories: bags, hats,
glasses
Crowd Simulation 501
The first group of accessories does not neces- in the domain of navigating crowds, i.e., working
sitate any particular modification of the animation with locomotion animations:
clips played. They simply need to be correctly
“placed” on a virtual human. Each accessory can 1. Variety can be introduced in the animation by
be represented as a simple mesh, independent generating a large amount of locomotion
from any virtual human. First, let us lay the prob- cycles (walking and running) and idle cycles
lem for a single character. The issue is to render (like standing, talking, sitting, etc.) that we C
the accessory at the correct position and orienta- morphologically adapt for each template. For
tion, accordingly to the movements of the locomotion clips, walk and run cycles can be
character. generated from a locomotion engine based on
The second group of accessories we have iden- motion capture data.
tified is the one that requires slight modifications 2. Precomputed animation cycles can be aug-
of the animation sequences played, e.g., the hand mented with upper body variations, like having
close to the ear to make a phone call or a hindered a hand on the hip or in a pocket.
arm sway due to carrying a heavy bag. 3. Finally, procedural modifications can be
Concerning the rendering of the accessory, we applied at runtime on locomotion animations
still keep the idea of attaching it to a specific to allow crowds to wear complex accessories
joint of the virtual human. The additional diffi- as mentioned earlier.
culty is the modification of the animation clips to
make the action realistic. If we want a virtual The principal component analysis (PCA)
human to carry a bag for instance, the animation method is often used to represent the motion
modifications are limited to the arm sway and capture data in a new, smaller space. As the
maybe a slight bend of the spine to counterweight first PCs (principal components) contain the
the bag. If it is a cell phone accessory that we want most variance of the data, an original method-
to add, we need to keep the hand of the character ology is used to extract essential parameters
close to its ear and avoid any collision over the of a motion. This method decomposes the
whole locomotion cycle. PCA in a hierarchical structure of sub-PCA
The third category of accessories is the one spaces. At each level of the hierarchy, an
which needs a specific animation; we can con- important parameter of a motion is extracted
sider in this category handicapped people using and a related function is elaborated, allowing
crutches, skating, and scooter. We may consider not only motion interpolation but also extrap-
accessories that have their motion but linked to olation. Figure 4 shows an example of
the motion of the pedestrian like: a wheelbarrow, PCA-based locomotion.
a caddy. Accessories may also have their own
animation like a dog with a lash. Another cate-
gory of accessories are the ones requiring more Path Planning and Navigation
than one person to carry them, for example,
furniture. Path planning is an important and challenging task
Figure 3 shows examples of accessories. in crowd simulation, which helps each agent to
find the path to its individual goal. The path plan-
ning problem has been widely explored by the
Animation Variety robotics community. Although the multiple-
agent path planning has been addressed for coop-
A second important factor, although less para- erative tasks of multiple robots, it is still a chal-
mount is their animation. If they all perform the lenge to solve the path planning problem for large
same animation, the results are not realistic crowds in real time, especially for large-scale
enough. We can consider three techniques to crowds. Because the methods used for robots are
vary the animation of characters while remaining usually exponential in the number of robots,
502 Crowd Simulation
Crowd Simulation,
Fig. 4 PCA-based walking
models
which are too expensive to be adopted in crowd see each other. Inspired from Voronoi dia-
simulation. grams, Pettré et al. (2006) presented a novel
Four types of methods are popular for path approach to automatically extract a topology
planning and navigation: from a scene geometry and handle path plan-
ning using a navigation graph. The environ-
1. Social force models. Helbing’s social force ment is usually discretized into a fine regular
model (Helbing et al. 2000) is one of the most grid in the potential field method.
influential models in agent-based motion plan- 4. Potential fields. The method (e.g., Treuille
ning. This model considers each agent as a et al. 2006) produces a potential field from
particle subject to long-ranged forces induced the addition of a static field (goal) and a
by the social behavior of individuals. The dynamic field (modeling other people). Each
movement of agents can be described with a pedestrian then moves against the gradient
main function which determines the physical towards the next suitable position in space
and social forces, similar to Newtonian (a waypoint) and thus avoids all obstacles.
mechanics. The social force model is capable
of describing the self-organization of several
observed collective effects of pedestrian Collision Avoidance
behavior.
2. Probabilistic roadmaps. Benefiting from Except the topological model of the environment
motion planning algorithms in robotics, geo- and path planning, collision avoidance is another
metric representation of probabilistic challenging problem to be addressed. The colli-
roadmaps (PRM) can also be used for path sion avoidance techniques should be efficient
planning in crowd simulation. PRM was enough to prevent a large number of agents from
applied to solve the problem of determining a bumping into each other in real time. The greatest
collision-free path between a starting configu- difficulty of collision avoidance is from the
ration of the robot and a goal configuration. absence of other agents’ current velocities. Fur-
3. Visibility graphs. A visibility graph is used for thermore, the agents are not able to communicate
the path planning for large numbers of virtual to coordinate their navigation. A common solu-
agents. The visibility graph connects together tion to this problem is to assume that the other
vertices of the environment if and only if they agents are dynamic obstacles whose future
Crowd Simulation 503
motions are predicted as linear extrapolations of of virtual humans based on the groups’ behavior
their current velocities. The agent then selects a information. The sociological effects modeled in
velocity that avoids collisions with the extrapo- the presented rules are:
lated trajectories of other agents. This is the idea
of velocity obstacle. Considering the case in • Grouping of individuals depending on their
which each agent navigates independently with- interrelationships and the domination effect
out explicit communication with other agents, van • Polarization and the sharing effects as the C
den Berg et al. (2008) propose a new concept, the influence of the emotional status and domina-
“reciprocal velocity obstacle,” which takes into tion parameters
account the reactive behavior of the other agents • Relationship between autonomous virtual
by implicitly assuming that the other agents make humans and groups
a similar collision avoidance reasoning. This con-
cept can be applied to navigation of hundreds of Environment modeling is closely related to
agents in densely populated environments behavioral animation. The purpose of the models
containing both static and moving obstacles for of the environment is to facilitate simulation of
real-time simulation. entities dwelling in their surrounding environ-
ments. Believability of virtual creatures can be
greatly enhanced if they behave in accordance
Crowd Behavior with their surroundings. To make crowd move-
ments more realistic, the first important step is to
The behavior of people in a crowd is a fascinating identify the main places where many people tend
subject: crowds can be very calm but also rise to to go, i.e., places where there is a lot of pedestrian
frenzy; they can lead to joy but also to sorrow. It is traffic. It can be a shopping mall, a park, a circus,
quite a common idea that people not only behave etc. Adding meta-information to key places in an
differently in crowd situations but that they environment has been achieved in many
undergo some temporary personality change different ways.
when they form part of a crowd. Most writers in A recent effort in improving the crowd behav-
the field of mass- or crowd psychology agree that ior has been focused on creating groups. In our
the most discriminating property of crowd situa- everyday life, it is rare to observe people in an
tions is that normal cultural rules, norms, and urban scene walking all by themselves. Indeed, it
organization forms cease to be applicable. For is easy to notice that pedestrians often evolve in
instance, in a panic situation the normal rule of groups of two or more. For this reason, we intro-
waiting for your turn and the concomitant organi- duce an additional and optional layer to our
zation form of the queue are violated and thus motion planning architecture. This layer takes
become obsolete. care of creating small groups of people, which
A simple method for describing the crowd try to remain close to each other during simula-
behavior is through group interrelationships. Vir- tion. Figure 5 shows an example of crowd.
tual actors only react in the presence of others,
e.g., they meet another virtual human, evaluate
their own emotional parameters with those of the Crowd Simulation, What’s Next
other one, and, if they are similar, they may walk
together. The group parameters are specified by Crowd simulation is generally seen as the process
defining the goals (specific positions which each of simulating the movement of a large number of
group must reach), number of autonomous virtual entities or characters, and key issues seem to be
humans in the group, and the level of dominance path planning and collisions. But huge crowds
from each group. This is followed by the creation generally don’t walk; 90 % of crowd images on
504 Crowd Simulation
Crowd Simulation,
Fig. 5 Crowd simulation
Google Images show static crowds. Crowds are There are other scenes we did not see until now
not only moving, and even when they move, they in simulations like large restaurants or crowded
can run or even swim in a crowded pool. Most buses.
path planning algorithms for walking won’t work Most crowds are composed of people with a
for swimming. goal; but on a Sunday afternoon, many people
A lot of research has focused on the collective wander without specific goals.
social behavior of people at social gatherings, Natural motivations should be introduced to
assemblies, protests, rebellions, concerts, sporting simulate more complex and realistic situations.
events, and religious ceremonies, but there are For example, in an airport, people should not
very few simulations showing such case studies. just check in, go to the security, then the gate, as
Behaviors are very situation dependent; for in most simulations. They should be able to go
example, people in a city generally walk and to restaurants, cafés, shops, and toilets
stop only to watch events or chat with people. according to their internal motivations. Such
Many people in public parks will sit down in the models exist for individuals or small groups,
grass or on public seats. but the problem is that it will be extremely CPU
In terms of appearance, research has focused intensive to introduce them to large crowds.
on shape, size, skin color, and accessories. But, More details may be found in (Thalmann and
we should see more by representing children, Musse 2012).
babies, old people, and handicapped people. We
should also mix people with cars, bicycles, etc.
Currently, individuals in crowds can carry Cross-References
accessories; what we don’t see is crowds manip-
ulating objects, open doors, eating, bringing ▶ Character Animation Scripting Environment
objects from one place to another, and exchanging ▶ Crowd Evacuation Using Simulation
objects. Techniques
Cybersickness 505
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▶ Gamification in Crowdsourcing Applications Simulator sickness
506 Cybersickness
sickness by accidentally activating brain sensors but are not limited to, fatigue, hangovers, and the
for detecting toxins (Treisman 1997). flu (LaViola 2000).
However, the most longstanding and popular The ranges of device factors that impact
explanation for cybersickness is known as the on cybersickness are lag, flicker, calibration,
sensory conflict theory (Cobb et al. 1999; field of view, and general ergonomics. One
Kolasinski 1995; LaViola 2000). This theory problem with most stereoscopic displays is
describes the conflicts of two key sensory systems known as accommodation-convergence conflict C
engaged in virtual environments, namely, the (Durlach and Mavor 1994). In the real world,
visual and vestibular senses (Kolasinski 1995). our eyes converge to look at near objects while
They provide information about an individual’s also focusing (accommodating) at the same dis-
orientation and perceived motion, and it is the tance on the object. However, in Virtual Reality,
mismatch of these senses that can frequently while the eyes will still converge to look at a
occur in Virtual Reality. For example, the vestib- virtual object, the focus needs to be on the plane
ular system may be telling the individual that their of the display itself rather than the object. Other
body is stationary, while the visual system characteristics of head-mounted displays that may
is telling them that their body is moving, causing be relevant are the vertical and horizontal field of
a sensory mismatch (Howarth and Costello 1997). view, the resolution, the contrast, the luminance,
Unfortunately, like the other theories, the and color characteristics of the display (Durlach
sensory conflict theory lacks predictive power in and Mavor 1994).
determining how severe the symptoms of cyber- The refresh rate of the display can also be
sickness will be relative to any virtual experience. important factor as any lag in the system can
Furthermore, these various theories still fail to contribute to cybersickness symptoms (LaViola
explain why, given identical virtual experiences, 2000). Lag occurs when there is a delay between
some individuals get sick and others do not. an individual’s action (e.g., turning a steering
While the underlying mechanisms that cause wheel) and the system’s reaction. Real time graph-
cybersickness are still not completely understood, ical displays that can operate at around 50–60 Hz
there has been more success in identifying some are critical. Efficient tracking of head movements
of the factors known to impact on users develop- is also critical as people expect their view to
ing symptoms. These factors are varied and relate change promptly when they move their head.
to individual differences, variations in the devices Any errors in accuracy of tracking of head move-
being used, the task being performed, and the ment can likewise impact on cybersickness.
design of the virtual environment. Display flicker, a visible fading between video
Individual factors that impact on cybersickness frames, is also related to visual refresh rate.
include age, gender, race, illness, and posture. Flicker is not only distracting but also causes eye
Children in the 2–12 age range have the greatest fatigue (Kolasinski 1995). Flicker fusion is an
susceptibility to cybersickness, and this rapidly important property of the device and is even
decreases from the ages of 12–21 and beyond more critical for wider fields of view as peripheral
(Kolasinski 1995). Thus, older people are less vision is more sensitive to flicker (LaViola 2000).
susceptible to symptoms. In relation to gender, The perception of flicker is another factor that can
women have a wider field of view which increases also vary between individuals.
the likelihood of flicker perception and this in Due to differences in physical characteristics,
turn increases their susceptibility to cybersickness poor system calibration can also increase cyber-
(LaViola 2000). Research has also shown that sickness symptoms. For example, interpupillary
female hormones can affect susceptibility distance, which is the distance between the centers
(Kolasinski 1995). For all users, any underlying of the pupils of both eyes, varies between individ-
illness increases an individual’s susceptibility to uals (Kolasinski 1995). As stereoscopic displays
cybersickness. These physical conditions include, require each eye to receive a slightly offset view
508 Cybersickness
of the virtual world, this offset needs to corre- understanding of the complexity of changing
spond as closely as possible to the users own scenes in a virtual environment (Smith
specific interpupillary distance. As such appropri- et al. 2017).
ate calibration is required for each individual. As it stands, cybersickness still provides an
General ergonomic factors also need to be consid- obstacle to the wide spread adoption and commer-
ered when designing immersive systems. For cial development of technologies associated with
example, heavy and poor fitting headsets can Virtual Reality. Of particular advantage would
cause physical discomfort, and restricted move- be better quantitative measures for predicting
ment from cables can cause further distractions a user’s susceptibility to cybersickness and reli-
from the virtual experience (McCauley and able methods for detecting and measuring symp-
Sharkey 1992). Furthermore, head-mounted dis- toms such as the nausea associated with
plays impact on the normal inertia characteristics the condition. Most historical studies of cyber-
of the head, generating unusual forces during head sickness have relied on subjective self-reporting
movements that can also directly impact on cyber- of the severity of symptom conditions (Ames et al.
sickness (Durlach and Mavor 1994). The posture 2005; Cobb et al. 1999; Dennison et al. 2016;
of the individual, possibly related to the postural Gianaros et al. 2001; Golding 1998; Kennedy
instability theory, is also important. For example, et al. 1993; Nesbitt et al. 2017).
sitting is a safer posture for users than standing as The Pensacola Motion Sickness Question-
this reduces any demand on postural control naire (Kellogg et al. 1965) based on 27 previ-
(Kolasinski 1995). ously identified issues (Hardacre and Kennedy
Cybersickness can also be influenced by the 1963) is recognized as one of the earliest subjec-
specific task the user is performing in the environ- tive measures designed for assessing motion
ment. The main task factors include the level of sickness (Bouchard et al. 2011). This work led
control the user has and the duration of the task. to the development of the Pensacola Diagnostic
Participants who have good control in a virtual Index (Graybiel et al. 1968). The Pensacola
environment can better predict future motion and Diagnostic Index score is calculated by summing
are found to be less susceptible to cybersickness. an individual’s ratings on various scales related
By contrast, users with no control over the virtual to the symptoms of dizziness, headache, warmth,
environment lack the same level of predictability sweating, drowsiness, salivation, and nausea.
about the environment and are thus more prone to After a major study analyzing the factors relevant
symptoms (Kolasinski 1995). Longer exposure to simulator sickness, an alternative 16-item
times to Virtual Reality also increase the likeli- Simulator Sickness Questionnaire was devel-
hood and severity of cybersickness and lead to the oped (Kennedy et al. 1992). Another widely
need for longer adaptation periods. Indeed, using used survey instrument is the Nausea Profile
brief exposures to virtual environments is one way (Muth et al. 1996). Like the Simulator Sickness
to improve the speed of adaptation (Kolasinski Questionnaire, the Nausea Profile is distin-
1995; McCauley and Sharkey 1992). guished from approaches such as the Pensacola
As the illusion of motion is one of the factors Diagnostic Index in that it examines symptoms
that induce cybersickness, the design of the virtual along multiple dimensions. Another multivariate
world, in terms of visual complexity and amount questionnaire was developed to measure the
of motion associated with the visual stimuli, symptoms associated with the subscales of gas-
is also an important factor that might be controlled trointestinal, central, peripheral, and sopite-
(So et al. 2001). For example, during the design of related symptoms (Gianaros et al. 2001). More
virtual experiences, optical flow might be used as recently, the Virtual Reality Symptom Question-
a measure the complexity of motion in a stream of naire (Ames et al. 2005) was developed specifi-
video frames (Ali 2013; Beauchemin and Barron cally for investigating symptoms that result from
1995). Likewise, a measure such as approximate Virtual Reality viewing using technology such as
entropy can be used to provide a general head-mounted displays.
Cybersickness 509
Generally, subjective approaches for measur- thermoregulation (Nalivaiko et al. 2014) that
ing cybersickness symptoms elicit an individual’s manifest as dilatation in the cutaneous vascular
ratings on scales that relate to either the propensity bed and reduction in thermogenesis; it is quite
to be susceptible to simulator, motion, or cyber- likely that “cold sweating” is a part of this ther-
sickness, or the experience of sickness under moregulatory response. The dilatation of cutane-
provocation conditions. Subjective measurements ous vessels during provocative motion has been
may be impacted by systematic biases and confirmed in experimental animals C
psychological factors (Jahedi and Méndez 2014), (Ngampramuan et al. 2014) and thus appears to
and thus there is a trend to devise more objective be a cross-species real-time marker of motion
measures of cybersickness (Bouchard et al. 2011; sickness (Nalivaiko et al. 2014).
Bruck and Watters 2011; Cowings et al. 1986; It appears that objective signs of cyber-
Gavgani et al. 2017; Kim et al. 2005; Nalivaiko sickness resemble those of other types of motion
et al. 2015). These objective measures are of sickness; it is however not known whether subtle
particular interest in training domains where inde- differences exist, similar to differences in symp-
pendent identification of susceptibility, or affect- toms between motion sickness, cybersickness,
edness, can assist in maximizing training and simulator sickness. In the future, it is likely
experiences, minimizing postexposure effects, that both objective and subjective approaches
and optimizing content to reduce provocation. will be used to help design better devices and
Objective approaches focus on the measure- experiences in Virtual Reality that improve
ment of physiological responses to cybersickness understanding of this complex condition while
(Kim et al. 2005). The key physiological changes helping to minimize the commercial impact of
include sweating, alterations in gastric myoelec- cybersickness. Further detail around cyber-
tric activity and in cardiac vagal tone, an increase sickness can be found in a recent systematic
in the delta-power of the EEG, and a rise of review (Davis et al. 2014).
plasma vasopressin (Stern et al. 2011). In one
study, 16 electrophysiological parameters where
collected while subjects navigated a virtual Cross-References
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period, fingertip temperature and photo-
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Cyborg 511
C
Cyberspace Cyborg
Dark Side of Gamification playing games. Players assume the role of a char-
acter in their unique world. Combat is done in real
▶ Gamification Ethics time as opposed to turn-based games.
▶ Dark Souls Through the Lens of Essential Dark Souls III is an adventure and action role-
Experience playing game developed by From Software and
published by Bandai Namco. Dark Souls III came
out in Japan on March 24, 2016, and later to the
rest of the world on April 12, 2016. It is both a
Dark Souls III, an Analysis single and multiplayer game that was released on
Xbox One, PlayStation 4, and other consoles with
Matthew Clark2 and Newton Lee1,2 an M rating. Dark Souls III is the third game in the
1
Institute for Education, Research, and Dark Souls franchise.
Scholarships, Los Angeles, CA, USA In Dark Souls III, the player fights their way
2
Vincennes University, Vincennes, IN, USA through countless enemies as they progress
through the game. Dark Souls III takes pride in
being one of the most difficult games that gamers
Synonyms can find. The gore and character designs heavily
aims for an adult audience.
Action role-playing game; Adventure game This is a game that has very few cutscenes;
instead, the game relies on in-game item descrip-
tions and dialogue with the NPC’s to tell the story.
Definitions Dark Souls III is set in the fallen country of
Lothric. In the beginning of this world, the only
Adventure game ¼ A game genre where the beings in existence were the immortal dragons.
players are motivated by exploration, the After the discovery of fire, multiple types of life
unknown, and solving puzzles. began to come out of the darkness.
Action role-playing game ¼ a game genre This started the cycle of fire and darkness. At
combining elements of both action and role- the start of the game, the players are awakened by
© Springer Nature Switzerland AG 2024
N. Lee (ed.), Encyclopedia of Computer Graphics and Games,
https://doi.org/10.1007/978-3-031-23161-2
514 Dark Souls III, an Analysis
Dark Souls III, an Analysis, Fig. 1 Character creation also lets players customize almost every aspect of a character
the sound of a bell that is warning that the fire is in flasks. They give portions of health back. Players
danger of going out. This leads them to a building can collect in game items to increase the number
where the fire is located. What they find is that of flasks they have and how much health they will
only one of five of the Lords of Cinder remains to restore. The magic in this game has the same type
keep the fire lit. Their job is to go and defeat the of system but they are another type of flask called
other lords and bring them back to the fire. The ashen estus flasks. The catch is that the health
Lords of Cinder are Ludleth of Courland, Abyss flasks and magic flasks are connected, meaning
Watchers, Aldrich the Devourer of Gods, Yhorm that players can only have seven total flasks at
the Giant, and Lothric the Younger Prince. once. The ratio of health to magic flasks can be
In Dark Souls III, the player starts the game in a adjusted in-game at the blacksmith.
character creation screen (Fig. 1). Here they The stamina system in Dark Souls III is set so
choose an origin that gives them stats that are that as a player runs, stamina will deplete. If one
based on the origin. An example of this would stops running, their stamina will fill back
be that a knight will have default stats that are up. Stamina also depletes each time they use a
suited for melee combat, like strength. weapon or dodge (Fig. 2). The amount of stamina
Dark Souls III has bonfires that are placed a player has can be increased by leveling up their
around the map. These bonfires are lit by walking stats.
up to one and lighting them. These bonfires are In Dark Souls III, when a player dies, they will
save points which will reset health and estus start to become hollow. The more they die, the
flasks. These bonfires also act as a fast travel more hollow they will become. Hollowing is an
system to go from one bonfire to another. effect that will gradually start to lower the max
The combat in this game is based on figuring amount of health they will have. This will also
out the patterns and attacks the enemies use to start to make their character look more and more
dodge, block, or counter their attacks. The health decayed. The way they can reverse the effect is to
system in the game uses what are called estus find embers that are scattered around the map.
Dark Souls III, an Analysis 515
Dark Souls III, an Analysis, Fig. 2 The picture above is boxes are usable items and weapons will be displayed. The
to show the games interface. In the top left corner is the red bottom right corner has a counter showing the number of
health bar, blue magic bar, and green stamina bar. In the souls collected
bottom left corner, there are equipment boxes. Inside these
Once a player uses one, their health’s max level to upgrade stats or to get new equipment. Souls
will go back up and their character will look can also be used to upgrade the equipment that
normal again. This state is called being embered. they already have.
Hollowing also prevents multiplayer. If a player To upgrade the equipment, players have to find
dies, their loot will be dropped where they died. If in-game items that match the specific weapon they
they die again before returning to collect the loot, are trying to upgrade. Along with these items,
they will vanish. players will need a certain amount of souls to
Dark Souls III has a mechanic in the game that upgrade as well. A piece of equipment can be
limits the amount of items players can have on upgraded a total of ten times. Each time the equip-
their person by weight. The less weight players ment will get stronger but the amount of items they
have, the faster their character can move. This is need to upgrade the equipment will also increase.
shown to the player in a percentage. If they are Dark Souls III has a unique style of multi-
below 30% of max weight capacity, they are faster player. There are items in the game that can be
than normal. The normal weight range is between used to make a mark on the ground. This mark can
30 and 70%. At this weight, they are moving at the be seen by other players in their game if they are in
normal speed of their character. At 70% or higher, the area. The player will have to go and accept the
the character will slow down drastically. Move- player so he can join the other player’s game.
ment speed and dodging speed will go down and They can put down a red or white mark. A red
stamina will regenerate slower. If it is over 100%, mark will bring them to another's world as an
they will no longer be able to run or dodge. The enemy and a white mark will bring them as an
game calls this state being overburdened. A player ally. There is a feature where a player can invade
can increase their max carrying capacity by level- another's game. This will make them unable to
ing their stats. progress unless the defeat the invaders or they are
In this game, the currency, called souls, is used defeated themselves.
to buy equipment or upgrades. Souls are dropped The levels in Dark Souls III are designed so
by enemies. These are traded in to different NPC’s that players fight through enemies to clear out the
516 Dark Souls III, an Analysis
area and collect all of the items in the area. If Metacritic rated the game 89 out of 100. Dark
players die while clearing the area, the enemies Souls III has no notable controversies.
that they killed will respawn. Each level has a boss There have been many improvements to the
at the end that they have to beat to continue. There franchise since the first game. The second game
are some optional bosses that do not need to be improved the hollowing system by adding the
beaten to continue. These bosses are found in lowering of the health cap. Dark Souls III further
optional levels that branch off from the main improved this system by adding dark sigils.
levels. As players fight through the levels, the The more sigils a character has, the more the
enemies’ difficulty increases, as does the number hollowing affects them. Dark Souls III is also
of souls they drop. The items that they drop and the first game in the series to introduce the magic
the items they can pick up from the world will also bar. In the previous games, spells were limited use
increase in value. and could be restored at a bonfire. The games also
Dark Souls III had great public reviews. had graphic upgrades from game to game. The
Gamespot.com rated Dark Souls III as an 8/10. pictures from top left to right (Fig. 3) show the
PC Gamers rated the game a 94 out of 100. graphical upgrades.
Dark Souls III, an Analysis, Fig. 3 There are two games Souls franchise and was developed by the same developers.
made by the same developer that are similar to these Nioh and Lords of the Fallen are games that are also similar
games. The first is the game that was released before the to Dark Souls III. These two games are made by different
original Dark Souls, and it is called Demon Souls. The next developers and have different plots, but they have the same
game called Bloodborne is also very similar to the Dark style of clear an area and then fight a boss gameplay
Dark Souls RPG Through the Lens of Challenge 517
Definition
Plot
RPG ¼ A roleplaying game where the player
controls the actions of a character in an immersive Making sense of the plot to Dark Souls can be a
virtual world. daunting task for newcomers. Aside from the
518 Dark Souls RPG Through the Lens of Challenge
opening cutscene that plays when the player starts currency. The player has one chance to return to
a new playthrough, the game doesn’t explain its the spot where they died in order to retrieve them,
story very well. Every secret about the game’s but if they die again before that happens, their
world and its lore must be found by the player, souls are gone forever.
whether that be through character interactions or If the player character was human before they
by reading item descriptions. This adds a level of died, they will become hollow. Hollowing will
immersion unmatched by most other games, as change the player’s appearance to that of a zombie
the player is learning with their character, but it’s and disables the summoning of NPCs or other
entirely possible to beat the game without under- players for bosses. On the other hand, it also pro-
standing the plot. tects the player from invaders, other players with
The player controls the Chosen Undead, an their own copies of Dark Souls whose only goal is
undead warrior prophesized to prolong the Age to kill the player. Depending on the situation,
of Fire by ringing the Bells of Awakening. How- being hollow can be either a detriment or a benefit.
ever, this prophecy is misleading, as many undead The world of Dark Souls is massive, but linear.
have undertaken the pilgrimage and failed. Those It wouldn’t be inaccurate to compare the structure
that have failed became hollow and lost their of the map to that of a Metroidvania, as the player
sanity. The Chosen Undead is not actually chosen slowly unlocks more of the map as they play, and
by anyone, rather, it could be said that the Chosen they have the option to use shortcuts to access
Undead is whoever is able to ring the bells first different areas quickly. Players can complete cer-
(“Dark Souls Lore Explained!” 2020). tain objectives out of order, but they still must be
done in order to beat the game. For example, at the
beginning of the game the player is tasked with
Gameplay ringing two bells: first, one in Undead Burg, and
then one in Blighttown. Depending on how they
Dark Souls has combat like most 3D Zelda games: start, the player could ring these bells in any order
the player can attack, dodge, and lock on to ene- they want, but they must ring both before they can
mies, and a lot of time is spent hiding behind a do anything else.
shield. What sets Dark Souls apart from Zelda,
however, is resource management. Dark Souls has
a stamina bar that drains with nearly every action A Reputation for Difficulty of Dark Souls
the player can perform. This includes sprinting,
attacking, and dodging. This means that if the Dark Souls has built up a reputation of being one
player spams the attack button until they run out of the hardest games one could ever beat. Many
of stamina, they won’t have any stamina left to gamers are intimidated from trying Dark Souls, or
dodge an incoming attack until the bar refills. any other Soulslike games, due to this difficulty.
Patience, timing, and careful stamina usage are Despite this, the Souls series has plenty of devoted
important in order to succeed in Dark Souls. fans that sing its praises, and Dark Souls is seen as
Along the journey, the player will find bonfires. one of the best games ever made.
Bonfires act as checkpoints for the player, and Dark Souls is not an easy game. It’s likely that
allows them to replenish their health, magic, and first-time players will die hundreds of times before
Estus Flask, a magical healing drink that the they see the ending, so some players may begin to
player can use a limited number of times before feel frustrated if they are not making progress,
resting at a bonfire. However, bonfires will also which isn’t helped by the fact that the player will
respawn all previously defeated enemies except lose all their souls every time they die. Unless the
for bosses. lost souls were enough for the player to level up,
When the player dies, they respawn at the last its generally not worth going back for them. It’s
bonfire they visited and they lose all their souls, also recommended to spend all souls before ven-
which act as both experience points and a turing into a new area or fighting a boss.
Dark Souls Through the Lens of Essential Experience 519
some key features that define it and make it special Milan Cathedral in Italy. As the player progresses
(Schell 2015). Without an impactful experience, through this lustrous world, they encounter many
how would video games be popular mediums of challenging bosses as they venture forward to
entertainment? The lens of essential experience succeed Lord Gwyn to fulfill the prophecy of
encourages game designers to create a whole returning the Lost Soul to the First Flame.
new world, whether familiar or alien, to witness Defeating bosses is the main objective, but the
something that its consumers could not find player must first explore each map as well as learn
through any other means. We humans experience the lore around the areas they encounter. The
things every single day, yet some of us still seek player virtually gets to undergo this world without
video games to fill our inquisitive minds. One limits as it is an open-world game; this means the
exemplification of games that portray excellent player gets to experience the game as they please,
player experience is Dark Souls, a third-person not being directly pointed in the right directions.
action role-playing game developed by In fact, the player is not spoon-fed with the quests
FromSoftware and published by Namco Bandai they must undertake. The player as a character
Games in 2011 for PlayStation 3 and Xbox 360. must decide on how to commence their adventure.
Dark Souls is known for its impossible level of There are many different routes the player may
difficulty, but it still managed to become a classic take to complete the game. This is an interesting
within the gaming community’s collections. idea as it means that their characters get to adven-
Dark Souls answers the three questions for the ture forward as they so choose.
lens of essential experience: “What experience do Among just experiencing the world alone, they
I want the player to have?”, “What is essential to have the option of inviting friends to ally them on
that experience?”, and “How can the game capture their journey or being invaded by enemy players
that essence?”. As stated before, Dark Souls is who are also playing the game. Friends enable an
known for its unbearable difficulty. How could a even higher level of difficulty because the bosses
game so difficult deliver such a memorable expe- increase their stats with each new ally. Enemy
rience? It is simple: the value of experiencing the players all have the objective of killing the player
massive world, bosses, and lore helps make this a on their adventure. In Dark Souls the player must
game to play. These elements are essential to approach bosses and the world around them with
being able to have an impactful experience. The an open mind, learn the patterns of the bosses, and
difficulty itself is the most unique experience a explore alternative pathways around the world all
person can have; without it, this game would not while cooperatively traversing with friends or
have been as popular of a game as it is. being attacked by foes.
The player must learn and observe the world All these elements of Dark Souls capture the
that Dark Souls sets in front of them. The only essence of experience. If any one of these attri-
reason Dark Souls is considered difficult may be butes had been excluded from the final build of the
because the player is thrown into an unfamiliar game, it would not have done as well as it did. The
environment. Of course, this is not a game that a lens of essential experience is an important lens
player can just jump into and expect positive for creating a masterpiece, and Dark Souls clearly
results; it’s up to the player to figure out shows how, if applied correctly, someone can
the mechanics, the boss’s attack patterns, and the develop a phenomenal video game.
map they are thrown into. The player takes the
role of a handcrafted character that they may
create themselves. The player has free reign over
the character that they assemble; this means the References
player gets to experience the world around them in
Bischoff, D.: Dark Souls Review. (2011). https://www.
a whole new light. Game director and producer
gamerevolution.com/review/53046-dark-souls-review
Hidetaka Miyazaki modeled various places in the MacDonald, K.: Dark Souls review. (2011). https://www.
game after real-world locations including the ign.com/articles/2011/09/30/dark-souls-review
Data Gloves for Hand and Finger Motion Interactions 521
Mitchell, R.: Dark Souls review: Brick walls and pancakes. tracking of the user’s hands and fingers. Since
(2011). https://www.engadget.com/2011/10/03/dark- direct sensing is employed, there are no environ-
souls-review-brick-walls-and-pancakes/
Schell, J.: The Art of Game Design: a Book of Lenses, mental restrictions and timely, highly reliable data
2nd edn. CRC Press, New York (2015) can be collected. Motion interactions are then
implemented through real-time analysis and rec-
ognition of the user’s hand and finger postures and
gestures. The employed nonoptical sensing
Data Baking method is particularly suitable for interactions of
deafblind users through an extended Malossi D
▶ Plug-in-Based Asset Compiler Architecture alphabet.
Introduction
Data Compiler
The first report of a finger motion tracking data
▶ Plug-in-Based Asset Compiler Architecture glove (DeFanti and Sandin 1977) appeared in
1977 and was followed by various research efforts
and implementations of glove-based input for
hand and finger motion digitization (Sturman
Data Cooking and Zeltzer 1994; Dipietro et al. 2008). The direct
tracking of finger motions pursued by this
▶ Plug-in-Based Asset Compiler Architecture approach is of particular interest in areas where
gloves are considered indispensable. Data gloves
can be employed, for example, in medical train-
ing, where surgical gloves are mandatory for
Data Gloves for Hand and many medical procedures. For adequate experi-
Finger Motion Interactions ence, such data gloves should match the physical
properties of the surgical gloves and provide very
Kamen Kanev1, Hidenori Mimura1 and similar touch and feel. To achieve this, novel
Patrick C. K. Hung2 materials are nowadays specifically designed to
1
Research Institute of Electronics, Shizuoka meet the requirements of the target application
University, Hamamatsu, Japan domain. In addition, recent technological
2
Faculty of Business and IT, Ontario Tech advancements are employed for implementing
University, Oshawa, ON, Canada finger motion tracking sensors that blend into the
glove fabric and allow for seamless integration.
The early wired glove designs (DeFanti and
Synonyms Sandin 1977) employed embedded optical sensors
constructed from light emitters and photocells.
Deafblind communication interfaces; Extended The components of the optical sensors were
Malossi alphabet; Gesture-based interactions; connected by flexible rubber tubes that bended
Hand and finger motion tracking; Motion and following the motions of the human fingers
posture analysis (Zimmerman 1985). In result, the light reaching
the photocells decreased proportionally to the
tube bend and thus controlled the output voltage
Definition of the photocell. A later method (Harvill et al.
1992) employing optical fibers with an intention-
Data gloves are wearable devices with incorpo- ally damaged surface that attenuated the light
rated sensors that allow for motion and posture propagation proportionally to the bend lead to
522 Data Gloves for Hand and Finger Motion Interactions
the construction of more flexible and easier to CNT sheets are fabricated by stacking and shrink-
handle optical sensors. More advanced fiber- ing the CNT Webs (Inoue et al. 2011).
optic sensors based on double cladding fiber Experimental CNT strain sensors are
(Ivanov and Chertoriyskiy 2015) were also manufactured by placing the CNT sheet on a flat
employed in high-end gloves such as the Virtual and smooth substrate (e.g., glass) in a direction
Programming Languages (VPL) Dataglove parallel to the stretching direction and impregnat-
(Zimmerman et al. 1986). ing it with elastomeric resin. This process requires
Capacitive and resistive bend sensors (Neely a rubber-like elastomeric resin with low elasticity
and Restle 1977) on the other hand were used in and low-loss properties such as polycarbonate-
consumer-grade products such as the Nintendo urethane (PCU) and segmented poly-
Power Glove (Gardner 1989). Note that some tetramethylene ether glycol-urethane (PTMGU)
bendable resistive sensors for wired gloves were to enhance the contraction properties of the sub-
produced by applying conductive inks to a flexi- strate (Suzuki et al. 2016).
ble substrate (Langford 1996). However, such To further stabilize the contraction behavior of
bendable sensors tend to produce an asymmetric the sensor, an elasticity-assist layer is applied on
response since conductive inks on a flexible sub- top of the elastomer resin surrounding the CNT
strate are more sensitive to expansion than to bundle. Since the resistance naturally increases
compression. with strain due to the cracking of the CNT sheet
Sensing of the bending is often insufficient when network, obtained elasticity can be adjusted by
high fidelity finger motion tracking and the detec- changing the number of layers in the employed
tion of subtle finger movements are targeted. For CNT sheets. This enables the construction of
this, stretchable sensors employing either capacitive stretchable sensors with predefined resistance
(Hirata et al. 2015; Tairych and Anderson 2019; that allows for more accurate motion tracking.
Glauser et al. 2019) or resistive (Firouzeh and Note that the sensor resistance is proportional
Paik 2015; Sbernini et al. 2016; Lee et al. 2018) to the applied tensile strain that increases with the
technologies appear to be more suitable. applied force. The temporal strain changes are
closely followed by the variation of the strain
sensor resistance that can exceed 200%. The
Advanced Carbon Nanotube (CNT) excellent rapid response of the sensors has been
Based Sensors confirmed through a large number of resistance
measurements during sensor extensions and con-
Rapid-response widely stretchable sensors are tractions at different frequencies (Suzuki et al.
indispensable for the detection of the subtle 2016). This has also confirmed the high linearity
human hand and finger motions. Those are spe- of the resistance variation with respect to the strain
cialized sensors derived from the recent research that further increases the motion and posture
on the synthesis of vertically aligned ultralong tracking precision.
multiwalled carbon nanotubes (CNT) using iron Different versions of the specialized stretch-
chloride powder (Inoue et al. 2008). The unique able CNT-based sensors have been commercial-
process essential for the reliable and cost-effective ized and are currently employed in Yamaha data
fabrication of the CNT material embedded in such gloves (Suzuki et al. 2016).
high-fidelity motion tracking sensors is as
follows.
A 2.1-mm long CNT array is first grown by Applications and Implementation
conventional thermal chemical vapor deposition Examples
on a quartz surface with a single gas flow of
acetylene for 20 min. It is then spun into a yarn, Data gloves employing CNT sensors discussed in
thus converting the three-dimensional array into a the previous section are capable of high fidelity
horizontally aligned web. Afterward, well-aligned motion tracking (Gelsomini et al. 2021). The
Data Gloves for Hand and Finger Motion Interactions 523
Conclusions
Yamaha data gloves, for example, are employed ▶ Interactive Augmented Reality Pop-Up Book
for tracking of the subtle hand and finger with Natural Gesture Interaction for Handheld
motions during the play of different musical ▶ Object Manipulation Using Real Hand Gesture
instruments. Note that such motion tracking for Augmented Reality Interior Design
has to be implemented with a minimal burden ▶ Tracking Techniques in Augmented Reality for
to the artist so that the free natural movements of Handheld Interfaces
the hands and the fingers of the player are ▶ Virtual Hand Metaphor in Virtual Reality
unimpeded. To facilitate this, a wireless data
glove version has been developed as shown in
Fig. 1. References
Data gloves have been employed in a number
of research projects, beginning with an experi- DeFanti, T., Sandin, D.J.: Sayre Glove Final Project
Report. US NEA R60-34-163 Final Project Report
mental control of a robot hand in exergaming (1977)
and implementation of hand-based interactions Demoe, M., Uribe-Quevedo, A., Salgado, A.L., Mimura,
with mobile robots (Demoe et al. 2020). This has H., Kanev, K., Hung, P.C.K.: Exploring data glove and
been extended with a more general model for data robotics hand exergaming: lessons learned 2020. In:
IEEE 8th International Conference on Serious Games
glove-based human-robot communications and Applications for Health (SeGAH), pp. 1–8, Van-
including experimental support for deafblind couver (2020). https://doi.org/10.1109/SeGAH49190.
through an extended version of the Malossi alpha- 2020.9201747
bet (Gelsomini et al. 2022). There is work in Dipietro, L., Sabatini, A.M., Dario, P.: A survey of glove-
based systems and their applications. IEEE Trans. Syst.
progress on the integration of optical and data Man Cybern. Part C Appl. Rev., 461–482 (2008)
gloves input for improved sign language analysis Firouzeh, A., Paik, J.: The design and modeling of a novel
and interpretation through machine learning resistive stretch sensor with tunable sensitivity. IEEE
(Raavi et al. 2022). Sens. J. 15, 6390–6398 (2015)
Gardner, D.L.: Inside story on: the power glove (Cover).
With respect to medical applications and train- Des. News. 45(23), 63 (1989)
ing, data gloves have been instrumental in Gelsomini, F., Hung, P.C.K., Kapralos, B., Uribe-
researching the user experience aspects in wear- Quevedo, A., Jenkin, M., Tokuhiro, A., Kanev, K.,
able multi-device applications designed for health Hosoda, M., Mimura, H.: Specialized CNT-based sen-
sor framework for advanced motion tracking. In: The
systems (Salgado et al. 2021) and in conducting 54th Hawaii International Conference on System Sci-
experiments related to psychomotor-based virtual ences (HICSS-54), Symposium: Computing in Com-
medical training (Wilcocks et al. 2021). panion Robots and Smart Toys, pp. 1898–1905. Grand
524 Data Processor
Wailea, Maui (2021). https://doi.org/10.24251/HICSS. Suzuki, K., Yataka, K., Okumiya, Y., Sakakibara, S., Sako,
2021.231 K., Mimura, H., Inoue, Y.: Rapid-Response, Widely
Gelsomini, F., Tomasuolo, E., Roccaforte, M., Hung, P., Stretchable Sensor of Aligned MWCNT/Elastomer
Kapralos, B., Doubrowski, A., Quevedo, A., Kanev, Composites for Human Motion Detection. ACS Sen-
K., Makoto, H., Mimura, H.: Communicating with sors (2016)
humans and robots: a motion tracking data glove for Tairych, A., Anderson, I.: Capacitive stretch sensing for
enhanced support of deafblind. In: The 55th Hawaii robotic skins. Soft Robot. 6 (2019)
International Conference on System Sciences Wilcocks, K., Perivolaris, A., Kapralos, B., Quevedo, A.,
(HICSS-55), pp. 2056–2064. Grand Wailea, Maui Jenkin, M., Kanev, K., Mimura, H., Hosoda, M., Alam,
(2022). https://doi.org/10.24251/HICSS.2022.259 F., Doubrowski, A.: Work-in-progress: a novel data
Glauser, O., Panozzo, D., Hilliges, O., Sorkine-Hornung, glove for psychomotor-based virtual medical training.
O.: Deformation capture via soft and stretchable sensor In: 2021 IEEE Global Engineering Education Confer-
arrays. ACM Trans. Graph. 38, 1–6 (2019) ence (EDUCON), pp. 1318–1321, Vienna (2021).
Harvill, Y.L., Zimmerman, T.G., Grimaud, J.G.: Motion https://doi.org/10.1109/EDUCON46332.2021.
sensor which produces an asymmetrical signal in 9453962
response to symmetrical movement. US Patent 5 097 T. G. Zimmerman, “Optical Flex Sensor,” US Patent 4 542
252, 17 Mar 1992 291, September 17, 1985.
Hirata, I., Nakamoto, H., Ootaka, H., Tada, M.: The flex- Zimmerman, T., Lanier, J., Blanchard, C., Bryson, S.,
ible interface using a stretch sensor. Proc. Manuf. 3, Harvill, Y.: A hand gesture interface device. ACM
845–849 (2015) Sigchi Bull. 17, 189–192 (1986)
Inoue, Y., Kakihata, K., Hirono, Y., Horie, T., Ishida, A.,
Mimura, H.: One-step grown aligned bulk carbon
nanotubes by chloride mediated chemical vapor depo-
sition. Appl. Phys. Lett. 92 (2008)
Inoue, Y., Suzuki, Y., Minami, Y., Muramatsu, J.,
Shimamura, Y., Suzuki, K., Ghemes, A., Okada, M., Data Processor
Sakakibara, S., Mimura, H., Naito, K.: Anisotropic
carbon nanotube papers fabricated from multiwalled ▶ Plug-in-Based Asset Compiler Architecture
carbon nanotube webs. Carbon. 49 (2011)
Ivanov, O., Chertoriyskiy, A.: Fiber-optic bend sensor
based on double cladding fiber. J. Sens., 1–6 (2015)
Langford, G.B.: Flexible potentiometer. US Patent 5 583
476, 10 Dec 1996
Lee, H., Cho, H., Kim, S., Kim, Y., Kim, J.: Dispenser Data Visualization
printing of piezo-resistive nanocomposite on woven
elastic fabric and hysteresis compensation for skin- ▶ Artistic Data Visualization in the Making
mountable stretch sensing. Smart Mater. Struct. 27
(2018) ▶ Immersive Visualizations Using Augmented
Neely, J.S., Restle, P.J.: Capacitive bend sensor. US Patent Reality and Virtual Reality
5 610 528, 11 Mar 1977
Raavi, R., Kanev, K., Hung, P.C.K.: Integration of optical
and data gloves input for improved sign language anal-
ysis and interpretation through machine learning. In:
The 8th International Symposium toward the Future of
Advanced Research in Shizuoka University (ISFAR- Data Visualization of Mental
SU2022), p. 52, Shizuoka (2022) Health Issues
Salgado, A., Fung, B., Hung, P., Mimura, H., Kanev, K.,
Tokuhiro, A., Uribe-Quevedo, A.: User experience
aspects in wearable multi-device applications designed
▶ Indigenous Knowledge for Mental Health, Data
for health systems: lessons learned. In: The 6th Inter- Visualization
national Symposium on Biomedical Engineering
ISBE2021, pp. 212–213, Hamamatsu (2021)
Sbernini, L., Pallotti, A., Saggio, G.: Evaluation of a
Stretch Sensor for Its Inedited Application in Tracking
Hand Finger Movements, pp. 1–6. IEEE International DCI
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tions (MeMeA), Benevento (2016)
Sturman, D.J., Zeltzer, D.: A survey of glove-based input. ▶ Engaging Dogs with Computer Screens: Ani-
IEEE Comput. Graph. Appl. 14(1), 30–39 (1994) mal-Computer Interaction
Dead Space Through the Lens of Resonance 525
method of decoupling the visual user interface code In Fig. 1, we can see the entire editor
from the non-GUI editing operations code in the ecosystem:
game level editor or other tools. By separating the The editor GUI can be developed using any UI
UI from core editing functions, you can change SDK/API, and it can have its own plug-ins. For
to another GUI toolkit in no time, leaving the example, subeditors like the model editor, cinematic
editing operation code almost untouched. The editor, scene editor, material editor, etc. can be hosted
decoupling operation can be accomplished via by the main editor, and we can even run them as
C++ editor core functionality code and various separate tools. Each tool will implement its own UI
editor user interfaces using GUI toolkits like Qt, functionality and will call commands by their name
MS WinForms, WPF, MFC, HTML5/JavaScript, and parameter values (arguments). The editor core
or even a command line editor UI, all using the will search its registered command list and dispatch
same editor functionality code as a common hub. the call to the appropriate plug-in command.
Communication between the editor functions We can also have an editor network layer,
and the visual interface is achieved through a which waits for tools to connect to it and simply
command system (basically the command pat- dispatches command calls and sends back their
tern). We will also explore the architecture of a results. There are various other methods of com-
plug-in system using this command communica- munication between the GUI and the editor core;
tion approach. these methods use IPC (inter-process communi-
cation) such as pipes, DDE, and shared memory
or files, but sockets are supported on all platforms,
Editor Ecosystem so they are the obvious first choice.
interfaces, a simple history (undo/redo) system, (Simplified Wrapper and Interface Generator),
and an event system (used for triggering events in e.g., having too many dependencies in the C++
the editor, plug-ins can register themselves as code would complicate things for the SWIG con-
event sinks to receive or trigger events). verter, sometimes failing to properly create a
Let’s start with the building block interfaces wrapper for other languages.)
related to commands, undo, events, and other After we define our simple types like uint32,
primitive constructs. We use a self-contained, we define a Handle union to be used as a pointer
independent header file, with only pure interfaces, transporter between the calling application and the
not relying on external headers so it can be easily editor core internals. This will keep things sim-
wrapped or converted to other languages. (It’s pler, since the user can’t use the pointer itself
especially important to keep the interfaces simple. anyway (see Listing 1).
If you were using something like SWIG
union Handle
{
Handle()
: hVoidPtr(NULL)
{}
explicit Handle(int32 aVal)
: hInt(aVal)
{}
explicit Handle(int64 aVal)
: hInt64(aVal)
{}
explicit Handle(void* pVal)
: hVoidPtr(pVal)
{}
int32 hInt;
int64 hInt64;
void* hVoidPtr;
};
We will also need a Version structure to be used will have for the editor API and plug-in versions
in the various version comparisons/validations we (see Listing 2).
struct Version
{
Version();
Version(uint32 aMajor, uint32 aMinor, uint32 aBuild);
bool operator <¼ (const Version& rOther) const;
bool operator >¼ (const Version& rOther) const;
Version& operator ¼ (const char* pVerStr);
uint32 major, minor, build;
}; D
After this, a central point of the editor core API commands and also by the main editor skeleton
is the main editor interface (see Listing 3), which application, which will manage those plug-ins.
will provide command, plug-in, and event
methods to be used by plug-ins and their
IEventSink::ETriggerContext aContext,
void* pUserData) ¼ 0;
virtual void CallEventSinks(IEvent* pEvent,
void* pUserData) ¼ 0;
virtual bool RegisterEventSink(
IEventSink* pEventSink) ¼ 0;
virtual bool UnregisterEventSink(IEventSink* pEventSink) ¼ 0;
virtual IParameterValues* CreateParameterValues() ¼ 0;
virtual IParameterDefinitions*
CreateParameterDefinitions() ¼ 0;
virtual bool Call(
const char* pCommandName,
IParameterValues* pParams) ¼ 0;
virtual void WriteLog(
ELogMsgType aType,
const char* pModule,
const char* pFormat, . . .) ¼ 0;
};
This is the main editor interface at a glance. Its commands in the editor’s ecosystem and provide
methods are quite self-explanatory, the most used information about these commands through a
methods being the Call(. . .) method, which is manifest file associated with the plug-in’s DLL.
used to execute commands by their name and A core editor plug-in consists of two files:
requires a parameter “bag” (optional), and the
IParameterValues interface, created before the • A C++ DLL file, the plug-in code (Example.
call by the user using the CreateParameterValues dll)
() method and then filling up the parameter values • A manifest file (Example.plugin.xml), having
for the command to use. the same base file name as the plug-in’s DLL
(Example), containing information about it
<plugin
name¼"Example"
description¼"The example editor plugin"
author¼"Nicusor Nastase Nedelcu"
url¼"http://some.com"
guid¼"31D91906-1125-4784-81FF-119C15267FC3"
version¼"1.0.0"
minEditorVersion¼"1.0.0"
maxEditorVersion¼"2.0.0"
Decoupling Game Tool GUIs from Core Editing Operations 531
icon¼"example.png"
unloadable¼"true">
<dependencies>
<depends nameHint¼”OtherPlugin”
guid¼”DAA91906-1125-4784-81FF-319C15267FC3” />
<depends nameHint¼”SomeOtherPlugin”
guid¼”F51A2113-1361-1431-A3EA-B4EA2134A111” />
</dependencies>
<commands> D
<command name¼”get_some_thing”
info¼”This command get something”>
<param name¼”someParam1” type¼”int32”
info¼”this is parameter 1” />
<param name¼”someParam2” type¼”float”
info¼”this is parameter 2” />
</command>
</commands>
</plug-in>
Of course, you can choose any format for the its commands. Only the manifest file holds that
manifest file, like JSON or a custom text format. information.
The important thing is that the plug-in’s DLL does Plug-ins can be located in a directory structure
not contain any information about the plug-in or as shown in Listing 5.
\Plugins
\Example1
Example1.dll
Example1.plugin.xml
\Example2
Example2.dll
Example2.plugin.xml
EditorCore.dll (the editor code library)
EditorUI.exe (the main editor application)
One reason we have chosen to store the plug-in editor configurations for lighting artists, program-
information inside external files is that plug-ins mers, or level designers, and these configuration
can be listed (with all their details) in the editor’s files can be shared among users.
plug-in manager without being loaded into mem- As you can see from the plug-in manifest, we
ory. In this way, we can avoid loading some plug- have added information about the name, descrip-
ins we do not need to load but still have informa- tion, author, and other useful properties but also
tion about them. For example, there can be special about the plug-in’s dependencies (other plug-in
532 Decoupling Game Tool GUIs from Core Editing Operations
GUIDs). Optionally, there should be information the discovery of incorrect command calls during
about the commands, like name, description, development.
parameters, and return values, since we do not For plug-in identification, we will use a GUID
store this information in the C++ source files. in the form shown in Listing 6.
This information can be used by a debug layer to
check the command syntax at runtime and help
Listing 7. The Interface That Describes a Plug-in (from the Plug-in Manifest).
struct IPluginInfo
{
virtual ~IPluginInfo(){}
virtual const char* GetName() const ¼ 0;
virtual const char* GetDescription() const ¼ 0;
virtual const char* GetAuthor() const ¼ 0;
virtual const char* GetWebsiteUrl() const ¼ 0;
Decoupling Game Tool GUIs from Core Editing Operations 533
The plug-in interface methods are easy to under- The simple creation process of new plug-ins
stand, but we can say more about the GetMinEdi- and commands should be the crux of this system;
torVersion() and GetMaxEditorVersion(). These thus, coding new command sets hosted in the
methods are used to check whether the plug-in can plug-ins should be straightforward. In the editor
be loaded into the current editor and help avoid core API, there is an interface each plug-in must
loading plug-ins that are not supposed to run under implement on its side, called IPlugin, as shown in
newer or older editor versions. Listing 8.
struct IPlugin
{
virtual ~IPlugin(){}
virtual void Initialize(IEditor* pEditor) ¼ 0;
virtual void Shutdown() ¼ 0;
virtual bool IsCommandEnabled(TPfnCommand pCmdFunc)¼ 0;
};
be generic enough to be used by multiple UI tools define the parameter type, direction, and descrip-
in various situations. tion. This information is read from the plug-in’s
manifest file, but it’s optional since the calling of
commands is accomplished through a parameter
Command Parameters set that is aware of the data types at the moment of
setting the values. In Listing 9 we declare the
When calling the commands, we have the option IParameter interface.
to send parameters to them, and for this we need to
struct IParameter
{
enum EDataType
{
eDataType_Unknown,
eDataType_Int8,
eDataType_Int16,
eDataType_Int32,
eDataType_Int64,
eDataType_Float,
eDataType_Double,
eDataType_Text,
Decoupling Game Tool GUIs from Core Editing Operations 535
eDataType_Handle
};
enum EDirection
{
eDirection_Input,
eDirection_Output,
eDirection_InputOutput
};
virtual ~IParameter(){} D
virtual const char* GetName() const ¼ 0;
virtual const char* GetDescription() const ¼ 0;
virtual EDataType GetDataType() const ¼ 0;
virtual EDirection GetDirection() const ¼ 0;
virtual bool IsArray() const ¼ 0;
};
struct IParameterDefinitions
{
virtual size_t GetCount() const ¼ 0;
virtual IParameter* Get(size_t aIndex) const ¼ 0;
virtual bool Add(
const char* pName,
IParameter::EDataType aDataType,
const char* pDescription,
IParameter::EDirection aDirection,
bool bArray) ¼ 0;
};
When calling the commands, we need to parameters, like #define extravaganza or tem-
pass the parameters. For this, we will use an plates to declare several command call forms
IParameterValues value “bag,” which can with from one to ten parameters in their dec-
set/get parameters and store the values. You laration. Listing 11 shows the parameter value
can use other approaches for passing interface.
536 Decoupling Game Tool GUIs from Core Editing Operations
To avoid memory fragmentation due to fre- The actual command is a callback function
quent command calls, you would ideally manage receiving a parameter values set and is declared
the parameter values through a memory pool. as shown in Listing 12.
538 Decoupling Game Tool GUIs from Core Editing Operations
For debugging and auto-documentation pur- description from the plug-in manifest file, plus
poses, the editor core API can provide detailed the command callback function pointer, as
command information through the ICommand shown in Listing 13.
interface, which can hold the command
struct ICommand
{
virtual ~ICommand(){}
virtual const char* GetName() const ¼ 0;
virtual const char* GetDescription() const ¼ 0;
virtual const char* GetIconFilename() const ¼ 0;
virtual TPfnCommand GetCommandFunc() ¼ 0;
virtual const IParameterDefinitions*
GetParameterDefinitions() const ¼ 0;
};
Direct Editor API Command Calls tool for another language like C# (SWIG). To call
the commands in C++, we can use the code shown
You can call the editor core interface for executing in Listing 14.
commands directly from C++ or use a wrapper
Remote Editor API Command Calls though C# can also be supported using Mono on
platforms other than Windows). This editor will
We can use sockets for calling the commands be an empty skeleton that contains a plug-in man-
remotely, since they’re cross-platform and rela- ager dialog and nothing else, since all the func-
tively easy to use from any language or environ- tionality will be brought in by the plug-ins. Once
ment. On the editor core DLL side, we will have a again we need to emphasize the separation of the
network server executable, and on the editor UI plug-in systems. They are two systems, one for the
side, we will have a network client sending and UI and one for the editor core commands. UI plug-
receiving command data. ins will use the commands found in the editor core D
Communication can be accomplished through plug-ins (see Fig. 1 at the beginning of this arti-
reliable UDP or TCP. For a local editor on the cle). The main UI editor can even do without a
same machine, TCP would be okay even for LAN plug-in system if it’s so intended, but the editor
scenarios. If you are not so keen on using TCP core command plug-ins will still exist.
because you consider it slow, UDP should suffice
to send commands. All logic remains the same in Implementing a Plug-in with Commands
this networked scenario, but this setup opens the To ensure that you have a simple way of
doors to online collaboration of multiple clients implementing new commands, the method of
operating on the same data on the server. We’re declaring commands and plug-ins must be
not going to discuss this here, since it’s a subject straightforward.
for a whole article (a challenging and interesting In the editor core API, the IPlugin is the inter-
one!). face a plug-in must implement. To help rapid
Networked editing is also feasible for plug-in development, you can write a series of
debugging and remote in-editor live tutorials. macros. In our sample plug-in, implementing a
few commands would look like the code shown
in Listing 15.
Putting It All Together
#include “EditorApi.h”
void example_my_command1(IParameterValues* pParams)
{
// get our calling parameter values
int numberOfHorses ¼
pParams->GetInt32("numberOfHorses");
std::string dailyMessage ¼
pParams->GetText("dailyMessage");
// do something important here for the command. . .
// return some parameter values
pParams->SetDouble("weightOfAllHorses", 1234.0f);
pParams->SetText("userFullName", "Iana Lomos");
}
void example_my_command2(IParameterValues* pParams)
540 Decoupling Game Tool GUIs from Core Editing Operations
{
// now here we’ll try to grab an array
FloatArray magicFloats ¼
pParams->GetFloatArray("magicFloats");
for (size_t i ¼ 0; i < magicFloats.count; ++i)
{
float oneMagicFloat ¼ magicFloats.elements[i];
// do something majestic with the float. . .
}
// we do not need to return any value now
}
BEGIN_PLUGIN
void Initialize(IEditor* pEditor)
{
REGISTER_COMMAND(example_my_command1);
REGISTER_COMMAND(example_my_command2);
}
// used to check if a command is disabled at that time
// can be helpful for UI to disable buttons in toolbars
// or other related visual feedback
bool IsCommandEnabled(TPfnCommand pCmdFunc)
{
return true;
}
void Shutdown()
{
}
END_PLUGIN
Note that BEGIN_PLUGIN and Be sure to name the commands in a way that
END_PLUGIN are macros hiding the start/end avoids conflicts. Usually some sort of group
of the IPlugin interface implementation. The Ini- naming, like the name of the plug-in and the
tialize method is called when the plug-in is loaded actual command action name, should be
into the editor. We are also registering the plug- enough, like assets_reload, assets_set_tag,
in’s commands by just referring invoking the assets_delete, or if you prefer camel-case style,
global functions example_my_command1 and Assets_SetTag.
example_my_command1. The Shutdown method The generated plug-in will be named example.
is called when the plug-in is unloaded (no need to dll and will be accompanied by its manifest file,
call the unregister commands; this can be tracked example.plugin.xml. Of course the plug-in must
and executed by the editor core itself, since it export a CreatePluginInstance global function so
knows the IPlugin pointer when the commands the editor core can load it and instantiate the
are registered). The IsCommandEnabled method IPlugin implementation.
is used to verify whether a command has the status
of “enabled” so it can be called/executed.
Decoupling Game Tool GUIs from Core Editing Operations 541
The IEventSink::OnEvent method is called event sinks. The method receives a pointer to the
whenever an event is triggered by other plug-ins triggered event interface (see Listing 17).
or their commands and broadcast to the registered
// we declare an event
struct MyEvent: IEvent
{
virtual const char* GetName()
{
return “MyCoolEvent”;
}
// this will be called when the event is triggered,
// before being broadcast to all the event sinks
// so the event can even modify the user data
virtual void OnTrigger(void* pUserData)
{
// modify or store the pUserData
m_pData ¼ pUserData;
}
virtual void* GetUserData()
{
return m_pData;
}
uint8 m_pData;
} s_myEvent;
// we register an event (usually in the Initialize method
// of the plug-in)
...
REGISTER_EVENT(&s_myEvent);
...
// in some command, we trigger the event
void my_command(IParameterValues* pParams)
{
uint8* pSomeData;
// ....... do things with pSomeData
g_pEditor->TriggerEvent(
&s_myEvent,
IEventSink::eTriggerContext_After,
pSomeData);
}
Decoupling Game Tool GUIs from Core Editing Operations, Fig. 3 Skeleton editor UI application and settings
dialog, with the plug-in manager (made with Qt)
against a dark background. The effectiveness of algorithm is introduced in detail. Then, according
the kinetic-geometric model for visual vector to different reconstruction methods, the latest
analysis is verified. This study opens the door research progress is introduced from two aspects
for human motion analysis. Since almost all of direct reconstruction and two-stage reconstruc-
human behavior understanding needs to be based tion. Finally, the framework of deep learning and
on accurate motion reconstruction, human motion the data set used in the research literature are
reconstruction is a hot topic in the field of com- introduced.
puter vision. At present, the 3D reconstruction
technology of human motion has been widely D
applied in human-computer interaction, costume Deep Learning Fundamentals
design, virtual fitting, and games.
From the technical point of view, there are For different types of data and problems, people
many deep learning algorithms for 3D reconstruc- have studied all kinds of neural network structural
tion of human motion detection, and different models. Now, the mainstream methods of deep
algorithms have different processing methods. learning technology in 3d reconstruction of
Based on the standard RNN model typically human motion detection are mainly CNN, RNN,
used for human motion, Martinezet et al. (2017) and GNN as the basic framework or their combi-
develop a sequence-sequence model with residual nation, and has achieved remarkable results.
connections. Its performance is better than the Figure 1 shows the overall structure of
early human motion prediction work and achieves convolutional neural network, which is mainly
good results. Li et al. (2020) propose a dynamic composed of convolution layer, activation func-
multi-scale graph neural network (DMGNN) tion, pooling layer, and full connection layer.
which is adaptive during training and a multiscale LeCun et al. first proposed Convolutional Neural
graph computational unit (MGCU). Despite the Network (CNN) in 1998 (LeCun et al. 1998). The
continuous improvement of deep learning algo- structure of LeNet network is divided into eight
rithms, motion pose estimation has been a recog- layers, which mainly uses the principle of image
nized problem for researchers in the study of local correlation to process image data. AlexNet is
computer vision. A good attitude estimation a Convolutional Neural Network developed by
method needs to be robust to occlusion and defor- Krizhevsky et al. In the ILSVRC competition of
mation, stable to changes caused by factors such that year, the error rate of Top5 is reduced to
as illumination and clothing, and the human body 15.315%. Compared with Lenet-5, AlexNet uses
is a hinged object with different attitudes, so it is a deeper network structure, with 5 convolution
difficult to keep absolute static. layers, 3 full connection layers, 60 million param-
This paper reviews the 3D reconstruction of eters, and 65,000 neurons. AlexNet uses two Gpus
human motion detection based on deep learning for calculation, which greatly improves the com-
algorithm. Firstly, the foundation of deep learning puting efficiency. The sigmoid function and Tanh
Deep Learning Algorithms for 3D Reconstruction, Fig. 1 Schematic diagram of CNN (LeCun et al. 1998)
546 Deep Learning Algorithms for 3D Reconstruction
function are replaced with the non-saturated non- time. Therefore, RNN can only deal with the
linear function ReLU function (Krizhevsky et al. problems of short sequence dependence. LSTM
2012). Since AlexNet, deep learning has enjoyed a (Hochreiter and Schmidhuber 1997) is an
Renaissance. In the following years, various improvement on RNN. Different from the cyclic
Convolutional Neural Network models based on layer in the basic structure of RNN, LSTM uses a
the basic structure of AlexNet spring up, such as gate control mechanism in the memory unit and
VGGNet, GooleNet, and ResNet (He et al. 2016). combines short-term memory with long-term
The proposal of ResNet is an improvement on the memory. It can learn the content with long time
degradation of deep network structure, which is a dependence and alleviate the problem of gradient
milestone event in the history of CNN image pro- explosion and disappearance to a certain extent.
cessing. Since then, the research focus of the aca- GRU is improved on the basis of LSTM. It has the
demia has changed from how to improve the same effect as LSTM, but it is improved in struc-
accuracy of the neural network to how to achieve ture. GRU (Cho et al. 2014) simplifies the three
the same accuracy with less parameters and calcu- “gates” of LSTM structure to two “gates”. To
lation. SqueezeNet is a typical example (Iandola prevent the gradient from disappearing and
et al. 2016). With the deepening of deep learning exploding, IndRNN (Li et al. 2018) introduces
research, more CNN models and design ideas have Relu as the activation function, and separates the
been adopted into the network model design of 3D neurons in the layer, which can also build a deeper
human motion reconstruction, which greatly pro- and longer network and make the network learn
motes the development of 3D human motion for a long time. Dual-path Recursive Neural Net-
reconstruction technology. work (DPRNN) (Luo et al. 2020) is an effective
RNN (Recurrent Neural Network) is used to and simple way to organize RNN layers in deep
process sequence data. The difference between structures to make RNN model long sequences.
CNN and RNN is that a directional loop is formed The experimental result shows that replacing one-
between neurons, in which the hidden state at the dimensional CNN with DPRNN in TasNet can
last moment and the input at this moment are both improve the experimental results (Fig. 3).
the input of neurons, so the network can remem- Scarselli et al. (2008) first proposed the con-
ber the information at the previous moment. The cept of graph neural network in their entry. In the
structure of circulation unit is shown in Fig. 2. entry, they used neural network on graph structure
RNN is unidirectional propagation. Based on this, data. GNN also has many limitations and is suit-
bidirectional RNN (Schuster and Paliwal 1997) is able for shallow structures, most with no more
proposed. In the process of training RNN, due to than three layers. Graph Convolutional Neural
the repeated multiplication of weights, the prob- Network (GCN) (Kipf and Welling 2016) summa-
lems of gradient disappearance and explosion are rizes the convolutional operation from grid data to
easy to occur, and it is difficult to learn for a long graph data, which is a combination of CNN and
Deep Learning Algorithms for 3D Reconstruction, Fig. 2 Schematic diagram of RNN (Schuster and Paliwal 1997)
Deep Learning Algorithms for 3D Reconstruction 547
graph topology structure, and implements multi- technologies have their own characteristics.
layer stacking. When constructing GCN, two Depending on the specific properties of these
methods, spectral method and non-spectral methods, how to apply these deep learning
method, are usually followed. The Graph Atten- methods to 3D reconstruction of human motion
tion Network (GAT) (Busbridge et al. 2019) intro- is extremely important. Based on the types of deep
duces the attention mechanism based on GCN. learning methods, this section elaborates 3D
Masked self-attentional layers is introduced to reconstruction of human motion detection from
improve the disadvantages of graph convolution. the following three aspects: (i) CNN based,
Assigning corresponding weights to different (ii) RNN based, human motion reconstruction. D
adjacent nodes requires neither matrix operation
nor prior knowledge of the graph structure. The CNN Approach
model has better performance and is more robust CNN is the most widely used neural network
to disturbances. Relational Graph Attention Net- among all the neural networks, and it is also the
works (Busbridge et al. 2019) applies the Atten- first one used for 3D reconstruction of human
tion mechanism to graph convolution and adds motion detection. It can process images and any
relational information to the model, thus kind of data that can be converted into a similar
extending the non-relational graph attention image structure. Tompson et al. (2014) propose to
mechanism. Relational Graph Attention Net- use CNN to make pose estimation and use heat
works is an extension of GAT and has broader map to regression the key points. The method
applications. Aiming at the problems of GCNs, optimizes the prediction results by using the struc-
Self-Supervised Semantic Alignment for Graph tural relations between key points and markov
Convolution Network (SelfSAGCN) is proposed. random field. LeCun’s team proposes a novel
Identity Aggregation and Semantic Alignment are architecture in which refined models are cascered
its two key approaches. This algorithm reduces with the latest CNN models, including an effec-
over-smoothing and enhances the similarity tive “position refinement” model that can be
between unlabeled features and labeled features trained to estimate joint offset positions in small
of the same class. Experimental results show that areas of the image (Tompson et al. 2015). Stacked
the algorithm is better than other methods in var- hourglass networks is a cascade of funnel-like
ious classification tasks (Yang et al. 2021). neural networks, each of which acts as an encoder
and decoder to extract features and generate heat
map results (Newell et al. 2016). In recent years,
3D Reconstruction with Deep Learning many studies on human pose estimation (single or
multiple) have been based on this basic network
3D reconstruction of human motion detection is a structure, as well as another network structure,
very complicated process. As discussed earlier, OpenPose. OpenPose is an open source project
the mainstream approaches to deep learning at Carnegie Mellon University based on models
Deep Learning
Algorithms for 3D
Reconstruction,
Fig. 3 Graph
Convolutional Neural
Network (Kipf and Welling
2016)
548 Deep Learning Algorithms for 3D Reconstruction
Deep Learning Algorithms for 3D Reconstruction, Fig. 4 Multi-Resolution Sliding-Window with Overlapping
Receptive Fields (Brau and Jiang 2016)
from three papers. One of the papers (Cao et al. and spatial features of skeleton data in human
2017) describes the 2D pose detection method motion recognition tasks (Yang et al. 2020). In
PAF (Part Affinity Fields) in multi-player images, the attention subnetwork of spatial dimension, the
which first detects various points and then con- author uses LSTM network to learn the relation-
nects them with individuals to realize real-time ship between the nodes of the current frame and
detection of multiple people. Ke et al. (2018) the nodes of the previous frame, form a currently
improve the recent deep convolution and input attention map frame node data, and auto-
deconvolution hourglass model in four key points, matically find the current frame data of skeleton
and develop a robust multi-scale structural per- points, which has the greatest impact on action
ceptual neural network for human pose estima- recognition. In the attention subnetwork of the
tion. Figure 4 shows deep learning architecture time dimension, the author uses the LSTM net-
consists of three main components, a work to learn the relationship between the current
convolutional neural network (CNN), a camera frame and the previous frame, to form the atten-
projection and bone length computation layer, tion map of the current input frame data, and
and a 3D pose prior network (Brau and Jiang automatically learn which video frames contribute
2016). the most to action recognition. Zhang et al. (2017)
propose an adaptive recursive neural network
RNN Approach (RNN) based on LSTM structure, instead of
The dynamic characteristics and context- relocating the skeleton based on human defined
dependent information of action can be captured prior criteria. This allows the network itself to
by using recurrent neural network (RNN). Based adapt from one end to the other to the most appro-
on layered bone input, a multi-layer RNN frame- priate point of view. Xiang and Fox (2017) inte-
work is proposed by Du et al. (2019). In the grate DA-RNN’s with KinectFusion (Newcombe
algorithm, the human body is divided into five et al. 2011) for semantic 3D scene reconstruction.
parts, and then each part is input into five subnets KinectFusion was known as an accurate real-time
for training. In the end, the extracted features are mapping of indoor scenes in variable lighting
input into a single layer perceptron to determine conditions (Fig. 5).
the action category. Based on the RNNs with Multistage convolutional neural network
Long Short-Term Memory (LSTM), an atten- (CNN) has made advanced achievements in real-
tional mechanism is proposed to learn temporal izing single image human posture estimation, but
Deep Learning Algorithms for 3D Reconstruction 549
Deep Learning
Algorithms for 3D
Reconstruction,
Fig. 5 The pixel labels
provided by the RNN are
integrated into the 3D
semantic map (Newcombe
et al. 2011)
its application to video requires a lot of calcula- He, K., Zhang, X., Ren, S., & Sun, J.: Deep residual
tion, and there will be performance degradation learning for image recognition. In Proceedings of the
IEEE Conference on Computer Vision and Pattern
and jitter. A new recursive LSTM model is pro- Recognition, pp. 770–778 (2016)
posed for video pose estimation (Luo et al. 2018). Hochreiter, S., Schmidhuber, J.: Long short-term memory.
Artacho and Savakis (2020) proposed UniPose Neural Comput. 9(8), 1735–1780 (1997)
and Unipos-LSTM architectures for single image Iandola, F. N., Han, S., Moskewicz, M. W., Ashraf, K.,
and video pose estimation respectively. This Dally, W. J., Keutzer, K.: SqueezeNet: AlexNet-level
accuracy with 50x fewer parameters and< 0.5 MB
structure can better understand the context infor- model size. arXiv preprint arXiv:1602.07360 (2016)
mation in the framework and help to estimate the Johansson, G.: Visual perception of biological motion and
posture of the subject more accurately. a model for its analysis. Percept. Psychophys. 14(2),
201–211 (1973)
Ke, L., Chang, M. C., Qi, H., & Lyu, S.: Multi-scale
structure-aware network for human pose estimation.
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550 Deep Reinforcement Learning
step t þ 1, and transits the Agent to next State applications, DRL ANN is implemented with a
St þ 1 according to the environment dynamics. In specific reinforcement learning policy according
a trial-and-error manner, the Agent attempts to to the problems to be solved. A machine learning
learn a policyfrom observations to actions, in agent is rewarded for actions that achieve the
order to maximize/minimize its expected sum target outcome and penalized if not. The DRL
of Reward/Penalty scores. applications in two case studies are demonstrated.
In practice, an RL policy is dependent on a
high-dimensional vector of inputs. Deep rein-
forcement learning (DRL) is to implement a DL Case Study 1 D
network with an RL policy. In this study, DRL is
to solve the problem of an NPC learning to make The conventional agricultural unmanned aerial
decisions in the AI game. In particular, DRL vehicle (AUAV) is based on the principles of
allows an NPC agent to make decisions from aerodynamics and atmospheric turbulence, and
high-dimensional and unstructured input data its flight control system involves a complex pro-
without manual engineering of the state space. cess and needs a long learning curve. It requires
The implemented DRL algorithms are able to the operators to be familiar with the aerodynamic
take in a very large set of inputs, for example, all characteristics of the AUAV, as well as the agri-
pixels in a video game, and decide what actions to cultural tasks such as spraying; the operators have
take to optimize an objective, for example, max- also to be vulnerable to external meteorological
imizing the game score. and geographical environments which are con-
straint by the climate conditions; and worse, fail-
ures in the operations often lead to crashes of the
Applications of Deep Reinforcement drones, which is costly.
Learning in Virtual Reality To largely reduce the dependence on the phys-
ical settings for the AUAV tasks, with references
DRL proves to be a promising tool for real-time to our other VR autonomous movement controls
feedback to virtual reality (VR) and intelligent (Zhao et al. 2021a, b) and path finding algorithms
virtual environments (IVE) (Wang et al. 2019a, (Zhang et al. 2021a), DRL is applied into a VR
b, 2020; Kumar et al. 2016; Liu et al. 2020). In the AUAV. Modeling based on our four-rotor AUAV,
Deep Reinforcement
Learning in Virtual
Environments,
Fig. 1 Reinforcement
learning for an agent to
adapt to the environment
552 Deep Reinforcement Learning in Virtual Environments
and targeting at complex external meteorological body part (Wu et al. 2004; Cai et al. 2016, 2017).
and geographical environments as well as irregu- By locking or limiting certain X, Y, and Z motion
lar plants, the VR AUAV flight is simulated and and angular motion, it prevents the joints from
controlled using its machine learning agent. moving erratically in the VR game.
Briefly, In the DRL processes for the VR game, as
shown in Fig. 3 (lower), the humanoid agent acts
(a) A momentum balance model (MBM) of four- based on the observations generated and is given a
rotor AUAV and its intelligent runtime control reward correspondingly (Zhang et al. 2021b;
system is designed. Ming et al. 2021). The various attributes of the
(b) Virtual flight controls of the four-rotor AUAV humanoid agent such as the number of actions to
by graphical user interface (GUI), including be taken are defined by the behavior component
take-off, landing, forward flight, left/right (Leong et al. 2020). Briefly,
turn, are implemented with its flight parame-
ters for optimization in real time. (a) Before training is undertaken, the humanoid
(c) DRL for the roam function is implemented to agent possesses a Learning Behavior where
acquire the flight attitude and position infor- the attributes are undefined. At the end of the
mation of the drone, as well as simulation of training session, an ANN file is generated. By
the control of agricultural spraying and sow- attaching the trained ANN file to the human-
ing with particle systems, a VR simulation oid agent, the initial Learning Behavior trans-
shown in Fig. 2. fers into Inference Behavior and the attributes
become defined.
(b) These attributes are passed on to the master
Case Study 2 controller which calculates the offset between
the rotation, angular momentum, center of
A VR golf training environment is designed, with mass of the agent’s body parts and trainer’s
two humanoid avatars, one representing the body parts. The observations made by the
trainer and the other for the machine learning master controller are used by the agent com-
agent. Configurable joints and rigid bodies are ponent to compute the corresponding reward.
added to the body parts of the humanoid avatar, (c) The difference in these values between the
as shown in Fig. 3 (upper). This allows for physics agent and trainer are tracked as observa-
to be added to the character as well as movements tions. During training, the values can be
of the character to be customized by configuring seen from the master controller script
the X, Y and Z motion and angular motion of each attached to the humanoid agent. Through
Deep Reinforcement
Learning in Virtual
Environments,
Fig. 2 DRL for VR AUAV
flight controls in IVE of
agricultural spraying
Deep Reinforcement Learning in Virtual Environments 553
Deep Reinforcement Learning in Virtual Environments, Fig. 3 DRL for VR golf swing
554 Deep Reinforcement Learning in Virtual Environments
RDL, the agent continuously makes deci- discriminant analysis. Comput. Biol. Med. 99,
sions that will minimize the difference 123–132 (2018)
Liu, X., Shen, Y., Liu, J., Yang, J., Xiong, P., Lin, F.:
between these values. Parallel spatial-temporal self-attention CNN based
(d) The reward function incentivizes the agent to motor imagery classification for BCI. Front. Neurosci.
move closely to the trainer’s action. It is 14, 587520 (2020)
obtained by adding the respective reward Lou, C., Pang, C., Jing, C., Wang, S., He, X., Liu, X.,
Huang, L., Lin, F., Liu, X., Wang, H.: Dynamic balance
earned from the observations made. measurement and quantitative assessment using wear-
able plantar-pressure insoles in a pose-sensed virtual
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Conclusions Ming, R.T.R., Feng, C., Seah, H.S., Lin, F.: Movability
assessment on physiotherapy for shoulder periarthritis
via fine-grained 3D ResNet deep learning. In: SPIE
In the two case studies on VR applications, DRL Proceedings of International Forum on Medical Imaging
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ligent and autonomous in-game agents. Neverthe- Wang, Y.C., Zhang, Q., Lin, F., Goh, C.K., Seah, H.S.:
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Delaunay Triangulation 555
Introduction
Defamiliarization
A triangulation is a connection of vertices by
▶ Design of Alienation in Video Games edges, which form a set of non-overlapping tri-
angles (Sinclair 2016). The most known triangu-
lations in the literature are: Greedy Triangulation
(Dickerson et al. 1994), Triangulation of Garey
Dehumanization (Garey et al. 1978), Radial Sweep (Hjelle and
Dæhlen 2006), and Delaunay Triangulation D
▶ Uncanny Valley in Virtual Reality (de Berg et al. 2008).
The Delaunay Triangulation for the set of ver-
tices V(n) satisfies four properties: (i) local-empty
circle: for each circumcircle Cijk created for a
Delaunay Tesselations Delaunay triangle tijk, there is not any vertex vl
of other triangle falling inside the circumcircle
▶ Delaunay Triangulation Cijk (de Berg et al. 2008), (ii) Maximize the min-
imum angles, (iii) a Delaunay Triangulation is
unique (Verbree 2010), and (iv) the boundary of
a Delaunay Triangulation for a set of vertices V(n)
Delaunay Tessellations is the convex hull of V(n).
A Delaunay Triangulation has a dual graph
▶ Constrained Edges and Delaunay Triangulation called a Voronoi diagram, which is formed by
using circumcenters of Delaunay triangles
(or tetrahedra), thus some authors have taken
advantage of this to explore both geometrical
Delaunay Triangulation structures (Watson 1981; Chew 1990; Agarwal
et al. 2015; Allen et al. 2016). The most common
Simena Dinas1 and Hector J. Martínez2 methods to construct a Delaunay Triangulation
1
Facultad de Ingeniería, Universidad Santiago de are Lawson method (Lawson 1977), Bowyer
Cali, Cali, Colombia method (Bowyer 1981) and Watson method
2
Universidad del Valle, Cali, Colombia (Watson 1981).
For the set of vertices V(n) shown in Fig. 1a, it
is created a Delaunay Triangulation (see Fig. 1b).
Synonyms The convex hull for the set of vertices V(n) is
depicted in Fig. 1c. Whereas Fig. 1d depicted the
Delaunay Tesselations; Delone Tesselations; circumcircles, and Fig. 1e shows the centers for
Delone triangulation each circumcircle. Finally, the Voronoi diagram is
represented in Fig. 1f.
Definition Properties
A Delaunay Triangulation has to satisfy four prop-
Delaunay Triangulation is a geometrical structure erties: Local empty circle, maximize the minimum
widely used in Computational Geometry. It was angles, uniqueness, and boundary (convex hull).
proposed by Boris Nikolaevich Delone 1. Local empty circle: A circumcircle is a
(1890–1980) in 1934. Basically, given a set of n unique circle passing through all vertices of a
vertices V(n) (n 3) a Delaunay Triangulation is a triangle in a Delaunay Triangulation DT(V(n)).
net of non-overlapping triangles whose set of This circle contains no other vertex from the set
vertices is V(n). of vertices V(n), (see Fig. 2) (van Kreveld 2014).
556 Delaunay Triangulation
There are two levels to prove this property: (i) an Fig. 2b shown that the triangles does not satisfy
edge eij is Delaunay if and only if there is not any the property.
vertex of the triangulation that falls inside the Maximize the minimum angles: For each
minimum circle that passes through both vertices quadrilateral in Delaunay Triangulation DT(V(n)),
of the edge. And, (ii) a triangle tijk is Delaunay if two possible triangulations can be produced; the
and only if there is not any vertex of the triangu- triangulation that maximizes the minimum of the
lation that falls inside the circumcircle of the tri- six internal angles is the correct triangulation (see
angle. A triangulation is Delaunay if and only if Fig. 3). It means, for each quadrilateral in a Delaunay
each edge or each triangle is Delaunay. Local Triangulation, there are two different triangulations
Empty Property is shown in Fig. 2a, whereas with two triangles each one; let ta and tb be
Delaunay Triangulation, Fig. 1 Delaunay triangulation and voronoi (a) Delaunay Points (b) Delaunay Triangulation
(c) Convex Hull (d) Delaunay Circuncircles (e) Delaunay Circumcenters (f) Voronoi Diagram
Delaunay Triangulation, Fig. 2 The local empty circle property (a) Delaunay Triangles (b) No Delaunay Triangles
Delaunay Triangulation 557
triangulations. Let αta and αtb be the smallest angle of Quality in a Delaunay Triangulation
the triangulations ta and tb, respectively. The The following list shows a set of features that can
Delaunay Triangulation includes the biggest angle ensure high quality in a Delaunay Triangulation
between αta and αtb (see Fig. 3b). For a Delaunay (van Kreveld 2014):
triangulation, Fig. 3a shows an invalid angles con-
struction. A correct angle construction is depicted in • It does not have long edges. Long edges pro-
Fig. 3b, which maximizes the minimum of the six duce degeneracies; they are good in the bound-
internal angles (Mandal and Agarwal 2011). ary of the triangulation.
Uniqueness: Delaunay Triangulation DT(V • It does not have triangles with both, short and D
(n)) is unique for a set of vertices V(n), except long edges. The combination of long and short
for a set of four cocircular vertices (Khanimov and edges produces needles and caps.
Sharir 2015) (see Fig. 4a). Similarly, Delaunay • It does not have triangles with very small
Tetrahedralization DT(V(n)) is unique for a set of angles; these triangles can be needles or needle
vertices V(n), except for a set of five co-spherical and caps.
vertices; for instance: a box (see Fig. 4b). • It does not have triangles with obtuse angles.
Those examples are based on regular shapes; Caps and needle and caps have these type of
however, irregular polygons or polyhedral can angles.
form a no-unique triangulation, for instance: uni- • It does not have vertices with high degree.
form triangular prisms and uniform rectangular A vertex connected to a high number of verti-
prisms, amongst others. Additionally, this excep- ces is related with small angles, and, conse-
tion can be extended to upper number of quently, they are degeneracies.
co-circular and co-spherical vertices. • The combination of both long-short edges
Boundary: The borders of a Delaunay Trian- and small-obtuse angles produces degenera-
gulation DT(V(n)) is the convex hull of V(n) cies; it means needles and/or caps in two
(see Fig. 1c). dimensions.
Delaunay Triangulation, Fig. 3 Bad and good angles in a Delaunay Triangulation (a) Bad angles in a Delaunay
Triangulation (b) Good angles in a Delaunay Triangulation
Delaunay Triangulation, Fig. 4 No-unique Delaunay triangulation and tetrahedralization (a) No-unique Delaunay
triangulation (b) No-unique Delaunay tetrahedralizations
558 Delaunay Triangulation
Disadvantages of Delaunay Triangulation The orientation test verifies the order of the
Some disadvantages of working with Delaunay vertices that define the triangle, it means, to cal-
Triangulations include (Mys 2004): culate a Delaunay Triangulation, a circumcircle
test is required; however, the triangle has to have a
• It does not maximize the minimum angle in positive orientation (counter-clockwise orienta-
three dimensions, even though, it does in two tion). The orientation test is given by the follow-
dimensions. ing expression:
• When there is a mesh, the triangulation not
always preserves it. orientation 2D tijk
• It produces degeneracies in two and three ¼ 0; the vertices are collinear:
dimensions. > 0; the triangle tijk has a positive ðCCWÞ orientation:
• The type of tetrahedra with degeneracies in
< 0; the triangle tijk has a negative ðCWÞ orientation:
three dimensions is high (nine types) compared
with degeneracies in two dimensions (three
where
types).
Delone Tesselations 559
Introduction
Delone Tessellations
The technology era has been growing very
▶ Constrained Edges and Delaunay Triangulation quickly, and it leads to the new industrial revo-
lution which is also known as Industry 4.0. The
inventions of new technologies like virtual real-
ity, 3D printer, and the Internet have greatly
Delone Triangulation influenced different sectors of the world econ-
omy. The digital technology sector in the UK has
▶ Constrained Edges and Delaunay Triangulation grown tremendously despite the economic crisis
▶ Delaunay Triangulation in 2008. Based on the Tech Nation Report in
2018, the UK digital tech sector is worth nearly
£184bn to the economy, a rise from £170bn in
2016 (Cahill et al. 2018). However, Job Market
Report 2017 has shown that the growth of the
Depth of Field digital economy and the emergence of new tech-
nologies has led to skills shortages and increased
▶ 3D-Rendered Images and Their Application in demand for graduates with the right qualifica-
the Interior Design tions (Dice 2017).
These advancements led educational institu-
tions to be interested in possible changes that
could involve the changes in curriculum which
Design Framework for can help prepare the students to face the industry
Learning to Support Industry after they graduate. Industry 4.0 implies that the
4.0 world is globalized, automatized, virtualized,
networked, and flexible. This section briefly
Sin Ying Tan1, Dhiya Al-Jumeily1, Jamila maps the education with industrial revolution. It
Mustafina2, Abir Hussain1 and Yuanyuan Shen1 is believed that education has to follow the pace of
1
Liverpool John Moores University, Liverpool, industrial revolution. The following section maps
UK the education with industrial revolutions.
2
Kazan Federal University, Kazan, Russia
Education model; Education pedagogy; Fourth The evolution of the industry which progresses
Industrial Revolution; Industry 4.0; Learning ana- from First Industrial Revolution (Industry 1.0) to
lytics; Learning framework Fourth Industrial Revolution (Industry 4.0) can be
used as a sign to show how important it is that
education should also be developed and evolved
Definition from Education 1.0 towards Education 4.0. The
industry has undergone a process of digital trans-
Learning analytics is defined as the measurement, formation which exposes the education to chal-
gathering, analysis, and reporting of data about lenges and opportunities of meeting the needs of
learners and their environments, for the aim of the fast-growing industry. The changes in the
understanding and improving learning process industry development (industrial revolution) will
and the contexts in which learning occurs also cause changes to the development of educa-
(Siemens and Baker 2012). tion (education revolution) which means certain
Design Framework for Learning to Support Industry 4.0 561
skills are required which are not exactly the same electronic devices replaced the electric-based pro-
as the skills that were required before. Therefore, duction machines (Khan 1987). The Third Indus-
the current and future education structure should trial Revolution (Industry 3.0) initiated the
not only focus on training knowledge-based skill telecommunication industry, and this implies that
labor but also emphasize on cultivating innovative as communication became easier, people could
talent to meet the current demand of the industry. access and create content anywhere, any time.
Before and During Industry 1.0: Before the However, there are some countries that are still
industrial revolution, education started by focus- applying the approach used in Education 1.0
ing only on teaching the elite classes and educat- which only involves one-way learning process D
ing boys. Education was taught informally before (where students are passive and they are instilled
it transformed by focusing on scientific research. with the most essential or basic academic knowl-
Most education started with the dominance of edge and skills and character development
religions. The industrial revolution caused wide- (Petrina 1998; Gerstein 2014) and Education 2.0
spread change in all aspects of society. Therefore, (an approach used where students are active
many motivated individuals could easily take learners and gain knowledge by formulating and
advantage of the many economic opportunities solving their own problems (McWilliam 2009;
of the situation. Research study also added in Gerstein 2014), while other countries have started
that modern economic growth depends on the developing new education models that reflect the
growth of useful knowledge (Tang and Werner increased use of technology and enable increas-
2017). Therefore, this emphasizes the importance ingly flexible, experimental, and fairer learning
of gaining knowledge through education. Industry environments which lead to the introduction of
1.0 marked the beginning of industrialization the new era, Education 3.0. Students started shar-
which led to the demand for mass education, ing their knowledge with peers who have different
education for ordinary people especially from skills and levels of knowledge to co-create new
lower classes. This was the time when there was knowledge. This shows that technology was used
a demand in the workforce fit for the industrial to assist students’ learning process and helped
sector. More schools were built and the new con- them in shaping the content, location, and ways
cept “free education” was introduced during that in which they learn.
period (Robinson 2011). Industry 4.0: Due to the new industry era, the
Industry 2.0: This industry began with electri- technology grows rapidly, and there are so many
fication cycle when electricity became the primary new inventions. However, Lortie (2002) argued
source of power since twentieth century (Hughes that at the beginning of twenty-first century, the
1993). During the Second Industrial Revolution education does not change at a rapid pace as
(Industry 2.0), the graduates were viewed as ill- the structures of education are still the same as in
prepared line assembly workers as the inventions the twentieth century. The existence of sensors
of machines helped a lot in mass production. Skill and IOT can actually indicate an early sign of the
undoubtedly played an important role in techno- use of wearables-assisted teaching, learning, and
logical innovation and adoption (Greenwood training devices. Recently, there is a limited num-
1997). People did not know how to work efficiently ber of research studies that use smartphones and
until Frederick Taylor and Henry Ford proposed sensors to study the factors that affect the aca-
workplace methods and just-in-time and lean demic performance of students. It was found out
manufacturing principles to optimize the work- that there are many other factors that affect their
force and improve their quality and output. performance, and this leads to complexity in
Industry 3.0: It is also known as the informa- research. As Education 4.0 indicates the world is
tion revolution or the digital revolution. This is the complex, standardization approach that was used
era of production automation when there is an to be applied in Education 1.0 had to be eradi-
increasing use of electronics in industrial process cated. It is also added that standardized learning
and commerce and computer-programmed methods cannot deliver what the current and
562 Design Framework for Learning to Support Industry 4.0
future education needs when it comes to cope with datasets. It focuses on the educational challenge
complexity (Wallner 2012). This is true because in optimizing opportunities for learning. Siemens
everyone is different and unique, and everyone has first defined LA in his blog post as the use of
can stand out if one can manage to discover intelligent data, learner-produced data, and analy-
his/her own method of effective learning. This sis models to discover information and social
can be done through the assistance of current connections and to predict and advise on learning
technologies invented in Industry 4.0. (Siemens and Baker 2012). The definition was
The comparison between education evolutions then refined in international conferences, and the
and industry revolution are summarized in Society for Learning Analytics Research
Table 1. The table shows that the technology (SOLAR) then defined LA as the measurement,
advances rapidly, revolving from Industry 1.0 to gathering, analysis, and reporting of data about
the current era Industry 4.0, but the old educa- learners and their environments, for the aim of
tional models used in previous eras are still being understanding and improving learning process
applied in the fast-moving technology era. This and the contexts in which learning occurs.
implies that there is a gap between each education LA is a new research field that is often associ-
era and technology era. Education is moving ated with technology-enhanced learning. The
slower than the industry. It has to move faster in improvement of teaching and learning using LA
order to catch up with the fast-growing demands, has led to the use of the term “Big Data” in the
and in fact, it should be faster than the industry so education field. Moreover, in this context, big data
that the supply of skills and talents can match with in education which is also known as educational
the demand of the industry. data is what drives new methods to be used in LA
(Siemens and Baker 2012). They stated that the
specific features of data contributed to the differ-
Different Types of Analytics in Education ent methods are playing a prominent role in edu-
cational data mining (EDM) and LA. LA is an
Learning analytics (LA) is a powerful tool which emerging research field that studies strategies on
gives practical insights on the variables in the how to enhance student and faculty performance,
Design Framework for Learning to Support Industry 4.0, Table 1 Summary of comparison between industrial
revolution and education evolution
Types of Before Eighteenth Nineteenth Twentieth Twenty-first century
revolution eighteenth century century century (Connected World)
(Age) century (Industrial Age) (Knowledge (Digital Age)
(Agricultural Age)
Age)
Industry Before 1.0 2.0 3.0 4.0 (Smart automation)
Industry 1.0 (Mechanization) (Electrification (Automation)
cycle)
The views Industrial Assembly line As ill-prepared As Lack of skills and talents as
of industry Age has not workers assembly line co-workers required (Evangelinos and
on started yet workers Holley 2016; Manpower
graduates Group 2018)
Education 1.0 1.0 1.0 1.0 1.0
2.0 (Ideally) 2.0 2.0 2.0
3.0 (Ideally) 3.0 3.0
4.0 (Ideally) 4.0 (Still emerging)
Implication – There is a gap between each education era and technology era. Education is moving
slower than the industry. It has to move faster in order to catch up with the fast-growing
demands, and in fact, it should be faster than the industry so that the supply of skills and
talents can match with the demand of the industry
Design Framework for Learning to Support Industry 4.0 563
how to identify the needs of struggling learners, academic modules and student strengths and
how to improve accuracy of prediction, etc. weakness can be identified and appropriately
(Larusson and White 2014). In addition, LA rectified.
helps to explore in what areas of the curriculum Educational data mining (EDM) is a field
that can be improved. This complies with the which is often used together with LA as they
definition of LA which is “the interpretation of a present similar notions. However, both focus on
wide range of data produced by and gathered on different types of challenges. EDM deals more
behalf of students in order to assess academic with the technical challenge while LA focuses
progress, predict future performance, and spot more on educational challenge. EDM stresses on D
potential issues” (Liñán and Pérez 2015). It can extracting value from an enormous pool of edu-
be clearly seen that there are different definitions cational data. The phrase “data mining” in EDM
provided for the term LA. However, these defini- has already suggested that it is very technical. It is
tions focus on transforming educational data into concerned with developing methods to explore
actionable data to help improve the learning the unique types of educational data and identify
process. the patterns in order to have a better understanding
The term academic analytics (AA) is always of the students and the environments in where
interchangeably used with LA. However, there is they learn (Romero et al. 2010).
a distinction between these two terms. In order to Quite similar to LA, the objective of EDM is to
identify the difference between LA and AA, it is analyze the data to understand how students learn
vital to know the origin of AA. This term was first and to make predictions based on the analysis.
used to describe the business intelligence applica- Unlike EDM, LA further includes other methods,
tion tools and practices in higher education (Chatti such as statistical and visualization tools or social
et al. 2012). The authors further refer business network analysis (SNA) techniques and puts them
intelligence to an analytics tool that involves the into practice for studying their actual effective-
processes like collecting, storing, analyzing, and ness on the improvement of teaching and learning.
providing access to data to help enterprise users EDM focuses more on classification, association,
make informed business decisions. Therefore, to and other data mining techniques in
derive the definition from business intelligence analyzing data.
and to place it in educational context, it can be It is hard to separate LA and adaptive learning
said that AA is more emphasized on political or analytics (ALA) because they both foster
economic aspect of education as it helps to technology-supported, learner-centered educa-
improve learning opportunities and educational tion. LA is often associated with adaptation.
results at institutional, regional, and international Adaptation means making adjustments in a par-
levels (Ferguson 2012; Daniel 2015). The author ticular environment to accommodate the individ-
further added that AA benefits funders, adminis- ual differences. Adaptivity and adaptability are
trators, marketing, government, and education the common terms that are related to adaptation.
authorities (Ferguson 2012). Like LA, AA also Adaptivity refers to a process where the data about
analyzes enormous data sets with statistical tech- learner is used in a system controlled way,
niques and predictive modelling, but the purpose whereas adaptability means the system supports
is to help in decision-making unlike LA which is end-user modifiability providing student control
used to help in improving learning process (Mavroudi et al. 2018).
(Daniel 2015). A common idea behind those adaptive educa-
To narrow the definition down, AA focuses on tional systems is that, based on the information
student retention and graduation rates that actually about the learner and the current context, an
affect the institutional level (Campbell et al. appropriate adaptation method should be chosen
2007). Issues of detecting students that are at to adapt the presentation of the course material to
risk are often related to AA (Chatti et al. 2012). the individual learner. ALA focuses on learner
In AA research, operational activities relevant to modeling as the core for achieving adaptive and
564 Design Framework for Learning to Support Industry 4.0
personalized learning environments, which will positive attitude in pursuing education. Moreover,
be able to consider the heterogeneous needs of Lepper et al. (2005) and Pérez-López and Contero
learners and provide them with tailored learning (2013) claim that academic achievement also
experience suited for their unique needs. influences the intrinsic motivation. Attitude in
learning is considered very essential as it influ-
ences the academic achievement (Cai et al. 2017).
Motivation to Learn
analytics. Each technique used to analyze data predictors or criteria, modifying the variables of
depends on the type of selected data and the goal analysis, or selecting a new analytics method.
of the research. Different LA techniques like data
mining techniques, statistics and mathematics,
text mining, semantics and linguistic analysis, Existing Frameworks
visualization social network analysis, qualitative
analysis, and gamification can be applied to ana- LA Framework: Previous literature studies have
lyze and explore the data in order to discover proposed different frameworks for LA. A refer-
hidden patterns or insights that can help to provide ence model for LA is proposed based on four D
a more effective learning experience (Khalil and dimensions, namely, data and environments
Ebner 2016). (what?), stakeholders (who?), objectives
The following stage in all three LA, AA, and (why?), and methods (how?) (Chatti et al.
BDA processes includes actions on the informa- 2012). Based on the reference model, various
tion that have been analyzed such as monitoring, challenges and research opportunities are
analysis, prediction, intervention, assessment, suggested by reviewing recent publications on
adaptation, personalization, recommendation, LA and its related fields based on the proposed
and reflection. Taking actions is the primary aim reference model. Findings showed that (1) cen-
of the whole analytics process (Daniel 2015) tralized web-based learning systems represent
which also means answering questions that leads the most widely used data source for LA,
to the stage of data collection (Campbell et al. (2) most of the current LA applications are ori-
2007). A model is built at the end of this stage ented toward intelligent tutors or researchers/
and improvements can be seen as the result. These system designers, (3) the most commonly
actions can be executed either manually or auto- applied objectives are adaptation and monitor-
matically which may include linking, connecting ing/analysis, and (4) the most frequently used
correlating different data sets to be able to obtain LA techniques are classification and prediction.
insight that is supposed to be conveyed by these The authors that proposed the generic model
data. In LA process, actions can be prescriptive as actually extended the reference model by adding
it can help students to be successful (Khalil and two extra dimensions which are the external lim-
Ebner 2016). On the other hand, the complexity of itations and internal limitations (Greller and
BDA occurs when the management and the anal- Drachsler 2012). The authors also argued that
ysis of the largely diverse data becomes a complex the critical problem zones, and some potential
process (Daniel 2015). dangers to the beneficial exploitation of educa-
Refining/Post-processing/Visualization: The tional data, should be explored in order to provide
last stage of LA and AA processes is a bit different a more comprehensive and useful guide for setting
from the last step in BDA process. The last step in up LA services to support the learners, teachers,
the BDA process actually involves presenting the and institutions.
analyzed data into an interpretable and integrated While the other proposed frameworks are only
information to help inform the decision of stake- focusing on LA generally, a different framework
holders (Daniel 2015), whereas the last stage of that combines adaptation and LA was proposed
LA and AA process includes continuous improve- and considered the same dimensions as the previ-
ment of analytics exercise (Chatti et al. 2012; ously mentioned frameworks (what, who, why,
Campbell et al. 2007). This stage takes place and how) but added two more dimensions which
when the actions taken in the previous stage and are when and where (McWilliam 2009). This
the processed results are evaluated. As stated in framework suggested the following points:
Chatti et al. (2012), this stage may include com- (1) key data related to the context and tools used,
piling new data from additional data sources, (2) objectives, (3) stakeholders, (4) application
improving the data set, determining new criteria area and context, (5) time-related aspects, and
required for the new iteration, identifying new (6) use of LA and adaptation.
566 Design Framework for Learning to Support Industry 4.0
Design Framework for Learning to Support Industry 4.0, Table 2 Summary on the strengths and limitations of
different frameworks
Types of
framework Strengths Limitations
LA Provide a more comprehensive and useful guide Quality assurance (only meet the expectations of
framework for setting up LA services to support the learners, certain stakeholders)
teachers, and institutions which is believed to
cover all related aspects: (1) key data related to the
context and tools used, (2) objectives
(3) stakeholders, (4) application area and context, D
(5) time-related aspects, and (6) use of LA and
adaptation
EntreComp Used as a reference by any initiative which aims Has not yet been adapted to or tested in real
framework to encourage entrepreneurial learning settings and it is a result of a robust research
methodology which involves experts’
consultation and input
DigComp Helpful in investigating the digital attitudes, This framework is always prone to be revised and
framework skills, and development needs of students updated, and each update takes a long time as it
Used to examine factors predicting students’ involves many stakeholders to reach a consensus
digital competence
elements to help improve their learning process. Framework. Publication Office of the European
To date, the education analytics such as LA, Union, Luxembourg (2016)
Balula, A.: The use of DigComp in teaching and learning
EDM, and so on have focused predominantly on strategies: a roadmap towards inclusion. In: Proceed-
analyzing data systematically gathered in educa- ings of the 7th International Conference on Software
tional settings, which at the tertiary level includes Development and Technologies for Enhancing Acces-
factors of prior academic performance, demo- sibility and Fighting Info-Exclusion, Vila Real, Portu-
gal pp. 275–282. ACM (2016)
graphic data, such as age and gender, and data Bandura, H.: Human agency in social cognitive theory.
gathered by logs recording student behavior in Am. Psychol. 44(9), 1175 (1989)
online learning environments. Although the initial Bandura, A.: Self-Efficacy: The Exercise of Control. Free-
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Cahill, F., Windsor, G., Sorotos, H.E., Cousins, L., Boga,
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scope for more research investigating the contri- powering UK tech and driving the economy. Tech
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help to solve the problems of talent shortage. A reference model for learning analytics. Int.
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Design of Alienation in Video Games 569
aesthetics) sense used by Brecht in his discussion the objectives of MDA framework is to work as a
of epic theatre. However, an emphasis is placed on bridge to close the gap “between game design and
the critical attitude that is aimed to encourage the development, game criticism, and technical game
audience (in this context, players) to adopt. In research” (Hunicke et al. 2004).
particular, formal game structures that are in the In MDA, mechanics refer to formal aspects
pursuit of inducing reflection in terms of aes- of game design, namely, set of rules, for instance,
thetics and refer to its own mechanics are AI behavior, physics, winning condition, health
highlighted. In that regard, this entry uses a pre- system, etc., Dynamics is about how the game
existing framework Mechanics, Dynamics, and responds to actions player take during gameplay
Aesthetics (which will be referred to as “MDA”) such as commanding an army, controlling a gang,
and by mechanics, “particular components of the fighting enemies, or simply navigational stuff like
game, at the level of data representation and algo- walking and running. All the rules have to work
rithms” are meant (Hunicke et al. 2004). Aes- together and give proper feedback to the player.
thetics are defined as “the desirable emotional Aesthetics, on the other hand, defines player’s expe-
responses evoked in the player, when she interacts rience and main interests in the game. For example,
with the game system” and dynamics describe a player can start playing a game to get under the
“the runtime behavior of the mechanics acting skin of a superhero, to beat a friend’s high-score in a
on player inputs and each others’ outputs over competitive game, or to enter a fantasy world.
time” (Hunicke et al. 2004). Thus, “gamic alien- The mechanics work in concert to make the
ation” can be described as the technique in which dynamics, which generate the game’s aesthetics
the output of gameplay points out the mechanics (see Fig. 1). Game designers and players meet a
of the game, and it is intrinsically designed for the game from the opposite sides. At a fundamental
purpose of encouraging reflection among players. level, players start to experience a game through
The rest of the entry is structured as follows. aesthetics and game designers initially construct
The terminology behind MDA framework in rela- their ideas with the mechanics, which in turn
tion to “gamic alienation” is further explained. translates to player experience.
Then, two categories, namely, hardware signifiers Similar to a playwright, a game designer can
and software signifiers, that demonstrate the ways create the set of rules but has a little amount of
game designers use alienation techniques are ana- control over how the act of play will be enacted by
lyzed. These categories are explored with differ- the players. In that regard, MDA framework
ent examples. Finally, the entry shares its shows how a game designer can affect player’s
concluding marks and ends with suggestions for experience, but it is the player who crafts the
other works in future. gameplay experience.
A player needs to start with the experience
crafted by the game in order to understand the
Mechanics, Dynamics and Aesthetics in mechanics of the game. And mechanics are built
Relation to Gamic Alienation on top of two layers: hardware and software (see
Fig. 2). As it is demonstrated in the following
MDA framework provides a detailed terminology to sections, video games can make different use of
analyze how each component influence designer’s mechanics with hardware signifiers and software
choices and influences player’s experience. One of signifiers in order to invoke “gamic alienation.”
Design of Alienation in Video Games, Fig. 1 MDA as seen by designer and player
Design of Alienation in Video Games 571
In the next section, the first part of the contin- Psycho Mantis can lift all the items and objects
uum, hardware signifiers, is discussed (Fig. 3). in the room and throw them to the player’s avatar,
Solid Snake. All the attempts by the player to hurt
Psycho Mantis are failed and the player loses all
Hardware Signifiers the control over the controller because of Mantis’s
psychokinetic abilities.
In first Metal Gear Solid (MGS) (1997), the game The only way player can defeat Psycho Mantis
features a boss battle with an enemy called Psycho is to unplug the controller’s cable from the con-
Mantis. No details about the character are pre- sole’s port and plug into the second one. By D
sented before the encounter, except the clue in his switching the controller’s port, player regains
name. When the player first confronts him, a its control over Solid Snake and since Psycho
cutscene intervenes the gameplay, and during that Mantis cannot read her mind anymore, the player
cutscene, Psycho Mantis starts to comment on the can easily beat him.
save files of the player, depending on which system This instance of gameplay moment shows how
the game is being played. If MGS (1997) is played mechanics can be used to create a “gamic alien-
on PlayStation, then Psycho Mantis will comment ation.” Before presenting the actual challenge, an
on Konami-based save files (“You like Castlevania, in-game character refers to non-in-game elements
don’t you?”). If it is played on Nintendo (which is such as save data from other games, or explicit
called as Metal Gear Solid: The Twin Snakes reference to the controller. This gameplay
(2004) and is the remake of the original game), moment occurs at a point where player is already
then there are other specific games he is able to familiar with aesthetics and dynamics of the
recognize, which are Castlevania: Symphony of the game, and by using hardware signifiers, the
Night (1997), Super Mario Bros. (1985), and Eter- mechanics in the game encourage the player to
nal Darkness: Sanity’s Requiem (2002). If there is question mechanics themselves and therefore, it
no save file that the system can detect, Psycho requires a critical reflection of the medium. The
Mantis says (“Your memory is empty”). Moreover, game defamiliarizes player from the game itself.
Psycho Mantis also comments on how many times This kind of alienation that makes use of hard-
the player has saved the game until that point of ware signifiers is also used in Nintendo DS game,
gameplay or how he is acting towards enemies in The Legend of Zelda: Phantom of Hourglass
the game (e.g., using violence or stealth). After (2007). One specific puzzle involves critical
that, he orders the player to put his controller on thinking and requires the self-awareness of the
the floor and he starts to move the controller by player in order to overcome the challenge. As it
using vibration feature. is known to all, Nintendo DS features two split
When this sequence is over, the player starts to screens. And in this puzzle, the player needs to
fight with Psycho Mantis. During the fight, press the seal on a map from upper-screen to
bottom-screen. The player needs to close her DS
and open it again in order to complete the task.
Another prominent example that makes use of
this approach is Boktai: The Sun is in Your Hand
(2003). A Game Boy Advance title directed by the
Design of Alienation in Video Games, Fig. 2 The designer of Metal Gear Solid (1997), Hideo
relationship between hardware, software and mechanics Kojima, Boktai: The Sun is in Your Hand (2003)
Design of Alienation in Video Games, Fig. 3 A continuum to show the categorization of gamic alienation
572 Design of Alienation in Video Games
introduces a vampire hunter called Django and the taken by player. Unexpectedly, the game plays
game asks the player to be outdoors and get sun- with narrative conventions in so far that in most
light. The game asks this because the game’s car- of the cases, the descriptions of the narrator con-
tridge included a daylight sensor (Plunkett 2017) flicts actions taken by the player.
and you can save the energy from sunlight in The game starts in an office room and in the
batteries and later, Django can use that energy for very beginning, the player finds himself in a room
his weapon to play against his enemies in the dark. with two doors. The narrator tells that “When
Boktai: The Sun is in Your Hand (2003) is simply Stanley came to a set of two open doors, he
another title that induces reflection on the game’s entered the door on his left.”
medium. Even though the game explicitly men- Evidently, it depends on the player to choose
tions that only sunlight can be used to save energy, which door she wants to enter. Choosing right
some players found out creative solutions to get door breaks the narrative progression of narrator
sunlight without going outdoors (Plunkett 2017). and tells the player to return back to her path.
This is just another proof that raising a critical Otherwise, narration continues smoothly until to
approach via mechanics can lead to unexpected a certain point where something that narrator has
gameplay styles and offer different aesthetics. not planned appears.
The conflict between narrator’s comments and
player’s action is the first and major type of alien-
Software Signifiers ation effect used in The Stanley Parable (2013).
In the previous section, the use of hardware sig- Demonstration of Game’s Production Process
nifiers within the context of “gamic alienation” is The second type of alienation in the game is about
examined. The three titles that are covered dem- showing the scenes and assets behind the game’s
onstrated how mechanics can be used to refer to production process. There is one particular part in
physical space outside game’s world. the game where a female narrator takes over and
In this section, different approaches to create teleports Stanley to a museum so that he can
alienation with the use of software signifiers are explore the game’s production process. In this
identified, in particular through the reading of The museum level, player can see the credits, content
Stanley Parable (2013). Unlike the examples that from different endings, scale model of levels in
use hardware signifiers, The Stanley Parable the game, the details about Steam’s Greenlight
(2013) has been selected since it provides a wide process, and the assets that was removed in the
range of “gamic alienation” moments that are final version of the game. But this is rather an
distinct than the ones already analyzed. In no interesting use of alienation as these assets take
particular order, these approaches created with place in the very final build of the game, even
the use of software signifiers can be listed as: though they are claimed to have been removed.
For example, in one of the rooms in the museum,
– Conflict between narrator’s comment and player sees “Warzone” scene and it is written that:
player’s actions Early in development, we designed an ending
– Demonstration of game’s production process where Stanley would end up on a battlefield fighting
– Reference to other game worlds aliens. The action game would become sentient and
would wage war against the Narrator. We realized
shortly after starting to build it that it was far too
Conflict Between Narrator’s Comment and jokey and on-the-no for the tone of the game.
Player’s Actions
Stanley Parable is an indie game that includes a Thus, players are essentially playing a level
voice-over narrator who tries to tell a story by within the game where they are able to see behind
commenting on the actions and the decisions the scenes of development and understand the
Design of Alienation in Video Games 573
intentions of game designers. This level suspends messages implied through mechanics, it plays an
the gameplay and playfully refers to its own arti- important role to perceive software signifiers.
ficiality by using software signifiers to create
alienation effect.
Conclusion
Reference to Other Game Worlds
The third type of “gamic alienation” through the In this entry, the concept of alienation is examined
use of software signifiers can be described with through the reading of several games. The article
the references to other game worlds. These refer- initially draws inspiration from Brecht’s alien- D
ences can either be visual analogies to game envi- ation effect, but it is primarily based on MDA
ronments of other titles or replication of framework. The entry identifies two important
mechanics from other games. terms: hardware signifiers and software signifiers.
The Stanley Parable (2013) accommodates And games can be placed differently on this
levels from other titles such as Minecraft (2009) continuum.
and Portal (2007). There is a special ending in the The most important conclusion of gamic alien-
game where narrator gives up on player and ation is the games that use this effect want their
instead of convincing Stanley to follow his orders, players to take a critical stance towards the game
he loads example levels from Minecraft (2009) itself and become self-aware. This is done by
and Portal (2007), respectively. changing player’s focus from the avatar’s actions
Another title that serves as a good example to and events taking place on the screen and by
explain this category is DLC Quest (2012). The drawing attention to game’s mechanics, including
title of the game refers to Downloadable Content the hardware that the game software is running on.
(DLC), and it is a satirical critique of games that Nonetheless, there are issues that need to
promote DLC packages. DLC Quest (2012) does be addressed in a future research. First important
not incorporate the mechanics from other titles point is that the use of gamic alienation does
literally but alludes their implications within its not always lead to critical play. Regardless
own mechanics. of game designer’s clear intentions, the gameplay
DLC Quest (2012) also includes DLCs, but experience can lead to hours of frustration among
unlike other games, DLCs in this game can be players, and it can eventually cause them to leave
purchased freely. The game is based on a 2d the game. It is worth analyzing why this issue
platformer genre, but it starts without any anima- occurs and how it can be addressed.
tion or sound. A merchant in the first level is met, Secondly, the parameters to determine a
reminiscent of the ones in an RPG game, and he game’s place on the hardware/software signifier
informs the player that he needs to collect coins to continuum are not clear. Further analysis is nec-
buy in-game components like sound, animation, essary to formulate the attributes of a game in the
enemies, and weapons. Obviously, the game aims pursuit of improving continuum’s structure. New
to critically refer latest industry trends for moneti- categories can be introduced if necessary.
zation models used by triple-A studios. The results listed above are only limited to the
Presenting game’s essential components such reading of few games. As such, they are not
as sound and animation as a separately sold DLC, exhaustive and therefore requires validation
required to be bought by the player to further through empirical research and examination of a
progress in the game, elevates its meaning to a wider range of video games. In addition, new
critical level. Hence, the player is considered as an emerging technologies such as VR and AR pro-
active agent who has a background knowledge of vide more opportunities for using alienation effect
the DLC issues. Although it is possible to play the in different ways. This entry shows the scarcity of
game without understanding the self-referential good examples that make use of hardware
574 Design Review Process
signifiers for creating gamic alienation. The find- Minecraft: [video game] Mojang, Mojang (2009)
ings in this entry can provide some insights on Plunkett, L.: The Kojima game that made you play in the
sun. Kotaku. https://kotaku.com/the-kojima-game-
alienation concept and potentially inspire game that-made-you-play-in-the-sun-1796303870 (2017).
designers to create new alienation effects. Accessed 27 Nov 2017
Lastly, instead of purely focusing on immer- Portal: [video game] Valve, Valve (2007)
sion, video games can embrace the technical attri- Super Mario Bros: [video game] Nintendo R&D4,
Nintendo (1985)
butes it inherits as a medium and incorporate them The Legend of Zelda: Phantom of Hourglass: [video game]
to provide enriching play experiences. Just as Nintendo EAD, Nintendo (2007)
Brecht wanted to encourage the audience to ques- The Stanley Parable: [video game] Galactic Cafe, Galactic
tion the events on the stage, why don’t the video Cafe (2013)
games motivate players to be self-aware and take
more action beyond the screen?
Playstation 4 in 2014. Destiny 2 was released for a lot of time collecting armor and weapons; many
the Xbox One, Playstation 4, and Windows in hope to achieve to collect a full armory.
2017 while getting a Stadia release in 2019. The If there is a point of contention in Destiny, it
most recent expansion, Beyond Light came out in would be their multiplayer matchmaking, called
November 2020. All games are rated Teen. the Crucible in Destiny 2. In the first game, players
Destiny’s target audience is anyone who could pick a game mode, but not a map. In Destiny
enjoys a science-fiction first-person shooter. The 2, the player is unable to pick a game mode or map
gameplay and mechanics are similar to other pop- to play on. This leaves players who wish to only
ular first-person shooters but with a little hint of play one mode a bit out of luck; they have to hunt D
difference when it comes to abilities. Destiny 2 is for a custom game and hope that they find a lobby
similar to other first-person shooters, such as the that fits them if they do not already have a group of
Halo and Call of Duty games. It has the same like-minded players.
basic controls, but the right bumper provides an There is also one major controversy with the
extra method of attacking, usually a melee option. series: the DLC content and the game itself. In the
The Destiny universe takes place in the Milky first game, Bungie did not release the whole game
Way, several thousands of years after the present right way. Instead they decided to slowly release it
day. The bulk of the game takes place in a giant through DLC release. It was not until their final
open world where the player travels from planet to DLC that the game’s mechanics were fully realized.
planet trying to find the Vanguard, high ranking Some players believe that Destiny 2 is an
members of the same race as the player character, improvement from the original Destiny, but
to rally together in hopes of reclaiming their home some others opine that the original game is supe-
from the alien race known as the Cable, who are rior (Heather 2021 & Stevryu et al. 2017). To
led by the warlord named Ghaul. In the beginning compare and contrast the two versions, we can
of the first game, they come to Earth and try to examine the following:
steal the Traveler’s Light, who is a moon-sized
god that granted the power of the light to human- 1. Player Base: Although Destiny is very popular,
ity and its allies. Destiny 2 has a much larger player base with
In terms of the HUD, there is a health bar on the over 20 million players.
top middle that only appears after the player takes 2. Weapons: Players can carry three weapons in both
damage. The bottom left lists of the player’s Destiny and Destiny 2. The major advantage of
ammo, grenade, melee ability, and super energy Destiny 2 is that all weapons are already fully
bar. The top left houses a radar (when available). leveled up, unlike Destiny where players have to
Players can compete in several player versus spend time and resources to level up a weapon.
enemy modes to earn loot. Loot ranges from com- Destiny 2 also provides more exotic weapons cat-
mon, uncommon, rare, legendary, and exotic. egorized into kinetic, energy, and power weaponry.
They all drop from enemies corpses form of an 3. Story: Unlike the original Destiny, every story
engram, which is a dodecahedron that is colored and plotline in Destiny 2 has a clear beginning,
to show rarity. From the most common to rare the middle, and end.
colors are white, green, blue, purple, gold/yellow. 4. Character Development: Both Destiny and
There are a few other ways to get rare loot, which Destiny 2 offer three character classes, namely,
include getting them from stories, bounties, Titan, Hunter, and Warlock. In Destiny, players
quests, doing a raid which is the hardest player can customize the subclasses. In Destiny 2,
versus enemy quest players can do, or doing customization is replaced by new special abil-
multiplayer. Engrams hold weapons or armor ities for each character.
that players can use to upgrade their light level. 5. Armor: Destiny 2 allows customization of
Light level is a character’s armor and weapon armor with mods and perks.
rating; basically how much damage they can 6. Content: Compared to the original Destiny,
take and deal to enemies. The player base spends Destiny 2 has more worlds to explore, more
576 Destiny and Destiny 2, an Analysis of an FPS
raids and dungeons, and more competitive Destiny 2 provides additional Guided Games
modes like Gambit and Crucible. feature for solo players to team up with others
7. Hybrid PvP/PvE: Destiny 2 offers a hybrid to complete missions.
PvP/PvE mode that does not exist in the orig-
inal Destiny. In conclusion, Destiny 2 is certainly an
8. Raids: Both Destiny and Destiny 2 require a improvement over the original Destiny. Neverthe-
team of six players to complete a raid mission. less, every player is entitled to his or her own
opinion as far as what game he or she likes virtual items to them. Among the various types of
the most. games, MMORPGs (Massively Multiplayer
Online Role Playing Games) make up one of the
most popular genres.
References As online games gain economic and social
importance, various forms of threats emerge.
Heather. June 2, 2021. Destiny vs Destiny 2 – Which is A variety of methods have developed to parasitize
Better?. https://geekvibesnation.com/destiny-vs-
and gain unfair advantages in online games. In
destiny-2-which-is-better/
this chapter, we focus on cheating actions using D
Stevryu, Saniyaga, JonRyan-IGN. 5 Sep 2017. Destiny VS
Destiny 2 Differences. https://www.ign.com/wikis/ the game bot, which is one of the most prevailing
destiny-2/Destiny_VS_Destiny_2_Differences reasons why users get banned from the game
company.
Game users cheat to level up and accumulate
cyber assets in an easy and fast way without
Detecting and Preventing sufficient effort. Game items and game money
Online Game Bots are critical to increasing the survivability of
in MMORPGs in-game characters by improving their power
and reputation. In particularly, MMOPRGs are
Huy Kang Kim and Jiyoung Woo designed such that players take prescheduled
Graduate School of Information Security, Korea courses to achieve high-level characters and
University, Seongbuk-Gu, Seoul, Republic of become rich in cyber assets. These courses require
Korea the users to spend a considerable amount of time
on repetitive play.
To skip these time-consuming processes for
Synonyms achieving high-level characters and acquire more
cyber assets within a short period of time, users
Cheating; Detection; Game bot; MMORPG begin to cheat. One of the most frequently used
tools for cheating in online games is the game bot.
The game bot enables users to cheat in a conve-
Definition nient way by automatically performing the
required actions. A typical game bot is an auto
Game users cheat to level up and accumulate program that plays the game instead of a human.
cyber assets in an easy and fast manner without Some users are eager to achieve a high level
sufficient effort. One of the most widely used tools within a short period of time, so they buy virtual
for cheating in online games is the game bot, goods or higher-level accounts by paying real
which enables users to cheat in a convenient way money. Game items and currency gained through
by automatically performing the required actions. game play can be sold and monetized into real
Therefore, game companies employ various secu- currency. Real money trading of virtual goods is
rity solutions for the detection and prevention of also one of reasons why players cheat. The ille-
game bots. gitimate activity of gathering virtual goods in
online games primarily for real money is called
gold farming (Davis 2009). Gold farming is one of
Introduction the most problematic issues in online games
because gold farming is not only performed at an
Online gaming is one of the successful Internet individual level but also by a factory-sized illegal
services. In the past few years, online games have group. “Gold farming groups” are industrialized
become popular and have been generating huge organizations that gather and distribute virtual
profits. Online game companies generate profits goods for capital gain in the online gaming
by charging users a subscription fee and selling world (Keegan et al. 2010). Real money trade by
578 Detecting and Preventing Online Game Bots in MMORPGs
updates have been received by which peers. The User behaviors in the gaming world include
details of the NEO protocol (Hu and Liao 2004) major activities such as move and play. Other
are as follows: It divides the time into uniform socializing behaviors are also a good source for
intervals, called rounds, in which each player game bot detection. MMOPRGs are designed to
sends an update to all the other players. Each make people interact with others in order to com-
update is encrypted, and in the following round, plete difficult tasks and then level up their charac-
the players send the corresponding key to each ters and have fun playing the game through such
other. interactions. User behaviors can be categorized
Corman et al. (2006) invented a more secure into sole behaviors and social behaviors. The
protocol called SEA (Secure Event Agreement). main sole behaviors are movement and play. In
The authors investigated the drawback of the MMORPGs, a play encompasses combat, harvest,
NEO protocol and then proposed an improved and healing. Social behaviors mainly include
version of this protocol. They focused on the party play, communication, trade, and community
protocol for communications rendering informa- activity.
tion such as the position, direction, and action of
virtual entities. The SEA protocol signs an entire • Party play means that two or more players
event message and binds the message to a partic- form a group to undertake quests or missions
ular round and group. together. Users in party play typically share
Most of the network-side countermeasures are experience points, money, and items acquired
based on a cryptographic methodology to guaran- upon completion of successful quests. Most
tee network traffic integrity and confidentiality. To MMORPGs are designed to require
secure network traffic, it is necessary to encrypt party play.
and decrypt the packets. However, this requires a • Players in the game communicate with other
considerable amount of computing power, and the players by sending text messages or e-mails.
error in this process can spread to all concurrent In the gaming world, players can trade
user connections. This can cause single-point-of- items. In general, players exchange items
failures, so game companies are reluctant to adopt with other items of equivalent value or
strong network-side cryptographic methods. money. Trade patterns provide a good clue
to detect abnormalities, particularly gold
Server-Side Detection Methods farming groups.
Server-side methods use the log collected in the • In general, players maintain a friend list for
server of the company. The company records user easy co-play and communication. Player
behaviors as a log in the database. Game bots A sends a friend request to player B. When
display repeated and biased patterns in their player B accepts the request from player A,
actions differing from human players. Techni- they become friends. They show up in the
cally, server-side methods adopt data mining- friend list of the other party.
based or statistics-based methods. First, these • Players organize a guild to socialize or achieve
types of methods extract the feature set from the a similar long-term goal.
log. Then, classification using the feature set is
performed; classifiers are automatically built Previous works focused on movement patterns
through learning from data by using data mining and sole play patterns because they used simula-
or statistical methods. tion data obtained by operating game bots. This is
Feature extraction is a critical component of an alternative method used when a real game log
behavior-based detection techniques. First, we is not available. Bots are programmed, so their
build a taxonomy of behavior-based features that movement and play patterns are repetitive and
classifies previous research in a systematic way. regular. Bot detection models have been pro-
Then, we review previous works based on this posed based on this fact. Social behaviors have
taxonomy. recently been adopted in research. Social
Detecting and Preventing Online Game Bots in MMORPGs 581
behaviors cannot be obtained in the absence of the sequences of bots and human players.
the cooperation of a game company. Fortunately, Since bots can make restricted choices when
several studies provide the analysis results of they play the game, they show limited and
large-scale real data under the cooperation with repetitive behaviors. The authors implemented
game companies. their proposed detection tool on a server-side
Now, we will review key papers in detail. and client-side instance and an in-game client-
Movement-based methods use the fact that side add-on that is capable of monitoring its
most bots have preconfigured moving behaviors own event horizon.
while humans have random moving patterns • Lee et al. (2014) proposed a measure that D
(Kesteren et al. 2009; Mitterhofer et al. 2009). expresses the extent to which a player behaves
repetitively. They analyzed the full action
• The longest common path (LCP) is a good sequence of users on a big data analysis plat-
indicator that measures the regularity in move- form. The differences between the action
ment patterns. Bots take same paths repeti- sequences of normal users and bot users were
tively, so they have high LCP, while human determined.
players show random behavior and thus have
low LCP. Furthermore, bot users can turn the With respect to social behaviors, party play,
bot program on and off, which results in a high communication, and trade have been explored to
variation in regularity. Human players will identify the differences between game bots and
have low regularity and a low variation in human players.
regularity.
• Kang et al. (2013) focused on party play, which
Play patterns are widely used for is a group play with several characters, for
distinguishing between a bot behavior and a game bot detection. They pointed out that the
human behavior. game bot forms a party play with a limited
number of players, usually other game bots,
• Chung et al. (2013) considered all types of and has limited actions biased towards
behaviors that can be observed in the game collecting game money in the party play.
world. They categorized play patterns into Bat- • Kang et al. (2012) proposed a chatting-based
tle, Collect, and Move; specified battle behav- bot detection model. They retrieved chatting
iors as Hunting, Attack, Hit, Defense, contents and derived features by using text
Avoidance, and Recovery; and built a feature mining techniques from the chatting contents.
set by using such specified behaviors. The They also derived entropy-based features,
features can be directly retrieved from the chatting-pattern based features, and text fea-
game log. Further, they developed the feature tures. The proposed detection model assumes
set from raw features in order to represent how that game bots communicate with other bots
efficiently a user plays the game. The devel- through limited messages that humans find
oped features include combat ability, collecting difficult to understand.
pattern, and movement pattern.
• Christensen et al. (2013) examined the race To detect factory-sized illegal groups that oper-
duration from both the client side and the ate numerous game bots, i.e., gold farming
server side, and the gap between the duration groups, an understanding of the ecosystem of a
measured on both sides. They suspected a very gold farming group with respect to the trade pat-
short duration time, long duration, and incon- terns is required. The followings are some surgical
sistent duration time between the client side strike approaches.
and the server side.
• Platzer et al. (2011) analyzed the sequence of • Woo et al. (2011) and Kwon et al. (2015),
play patterns and identified the differences in respectively, identified the ecosystem of gold
582 Detecting and Preventing Online Game Bots in MMORPGs
farming groups, as shown in the following More advanced methods are based on the con-
figure. Gold farmers repeatedly hunt monsters tagion process in the players’ social networks.
and harvest craft materials to earn game money This generation method is in an early stage.
and to save time. The collected items and game
money are delivered to the merchant charac- • Woo et al. (2013a, b) and Blackburn
ters; merchant characters then sell these items et al. (2014) showed that a social contagion
for game money. The game money from gold of game bot usage can develop. The first and
farmers and the acquired money by the item the third study showed that contagion
trade through merchant characters transfer to between players in a social network exists.
banking characters. Banking characters pos- The second study proposed a modeling
sess most of the game money in the GFG to method to track the contagion process. This
sell the game money efficiently. modeling method is based on an epidemic
• Ahmad et al. (2011) considered player charac- model. Modeling of the diffusion process
teristics and items and detected contraband enables one to predict the future diffusion
networks in terms of players and items. They process and to estimate the likelihood of an
analyzed clandestine social networks of devi- individual’s bot adoption.
ant players in MMOGs (Massively Multiplayer • Ahmad et al. (2013) proposed label propaga-
Online Games) along with a network of con- tion to detect gold farmers. The proposed
traband items sold by these players. model initially sets the label that indicates the
• Oh et al. (2013) utilized the fact that game bots gold farmers, and then, propagates these labels
and human players form social networks in over highly connected networks, such as the
contrasting ways. They constructed a social mentoring network, housing-trust network,
network on the basis of mentoring relation- and trade network. To reduce false positives
ships. They derived features from the play in which normal users are misjudged as bot
and the trade and added social network-based users, the authors also considered user
features. These authors proposed new features similarity.
based on eigenvector centrality to capture the
social influence. The game company adopts a negative policy
• Keegan et al. (2010) and Ahmad et al. (2011) for bot users since banning accounts often causes
studied the clandestine trade and trust networks a legal issue between the user and the game com-
of gold farmers, respectively, and described pany. If the game company selectively targets
how gold farmers try to obfuscate their inter- users for banning, it can ban users for minimizing
action patterns in these networks to evade the compliance risk and maximizing the banning
detection. effect at the same time. Identifying influentials in
• Keegan et al. (2011) discussed the usefulness the diffusion process of game bot usage will solve
of studying clandestine networks in the virtual this issue.
world and their applications to studying their
counterparts in the offline world. • Ki et al. (2014) provided the analysis results on
• Blackburn et al. (2014) introduced an interest- a contagion of game bot usage and identified
ing platform, the Steam Community, an online the influentials in the contagion process. Iden-
social network built on top of the world’s dom- tifying the influentials in the diffusion of mali-
inant digital game delivery platform. They cious behaviors and understanding the
performed a thorough social network analysis diffusion process of the malicious behaviors
on the players’ social relationships and interac- is particularly important, as it will give the
tions. They found that the cheaters’ network game company a new opportunity to act pro-
position is largely indistinguishable from that actively and preventively against malicious
of fair players. users.
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Digital Games for Animals 585
developed for research purposes or for use in can relieve stress and depression in home alone
specialized facilities such as animal rehabilitation dogs (Geurtsen 2014). Another issue digital play
centers and zoos. Of the former variety, most can address is animals’ sedentary lifestyle (Pons
games appear to target cats and feature a similar et al. 2014). One example is Feline Fun Park, a
mechanic: tracking and tapping an object moving game for cats which has an automatic mode where
on the touchscreen. Friskies Jitterbug and Cat the level of challenge is adjusted based on the
Alone are the better known of many such titles. animal’s activity level (Young et al. 2007).
A number of similar games, such as Jolly Dog, Digital play can also benefit human–animal
also exist for dogs. interactions. Some digital games, such as Canine
Research-based games and games used in spe- Amusement and Training, are designed to facili-
cialized settings often focus on enriching the lives tate dog training (Wingrave et al. 2010). Other
of captive animals, targeting species as diverse as digital games, such as the human–orangutan col-
parrots (Woodman 2014), penguins (Westerlaken laborative game deployed at Melbourne Zoo, aim
2017), and orangutans (Webber et al. 2017). Many to increase visitors’ empathy for animals while
such games promote cross-species play. One providing the latter with environmental enrich-
example is Pig Chase, an experimental game ment (Webber et al. 2017). Another project,
developed in the Netherlands, which involves Apps for Apes, included an iPad donation cam-
farm pigs interacting with a large touchscreen paign for captive orangutans as a way of raising
installed in their pen. The objective is for a pig public awareness about orangutan survival in the
to use its snout to touch a moving ball, which is wild (Smith 2011).
remotely controlled by a human player. When As an area of research, digital play in animals
touched, the ball fires off colorful sparks. The can be regarded as part of the wider domain
game keeps track of each pig’s individual perfor- of animal–computer interaction (Baskin and
mance and has a leaderboard which can be viewed Zamansky 2015) whose aims and concerns it
by the human on their tablet. The aim of the shares. These include improving animals’ life
project is to relieve the pigs’ boredom, which is expectancy and quality, assisting working animals
a major issue in intensive farming, as well as in their legal functions, deepening our understand-
facilitate cross-species play and, through it, ing of animal cognition, and fostering better
reduce “the distance between farming practices communication between species (Mancini 2011).
and the general public” (Meijer 2016: 71). Other Studying animals’ digital play may also help us
examples of cross-species digital play have better understand the psychology and the
involved orangutans (Wirman et al. 2011; Webber roles of play – including in our own species
et al. 2017), cats (Westerlaken and Gualeni 2014), (Wirman 2013).
dogs (Wingrave et al. 2010), and hamsters (Cheok
et al. 2011).
Challenges
Meanwhile, image-based approaches aim to method, there are some modifications that have
improve the unpredictability of the various been done on the original algorithm that are worth
feature-based approaches. The strategy this mentioning. In 2002, the Viola-Jones method was
approach utilizes is treating face detection as a enhanced by using an extended set of Haar-like
pattern recognition problem, whereby the specific features which rotates the Haar-like features by
application of face knowledge is steered clear 45 that improved the false positive rates
from and the issue is tackled as learning to recog- (Lienhart and Maydt 2002). The initial Viola-
nize face patterns from examples (Hjelmås and Jones method has gone through various enhance-
Low 2001). The fundamental approach of ments and modification. Later, a new variant of
image-based methods relies on training proce- AdaBoost known as asymmetric AdaBoost was
dures that classify the samples as face and non- introduced (Viola and Jones 2002). Then another
face classes. The straightforward approach is form of boosting was introduced when FloatBoost
illustrated by template matching. Most of the was used in a detector-pyramid architecture to
methods rely on an exhaustive search done by a detect and recognize faces (Zhang et al. 2002).
window scanning algorithm in an attempt to In 2003, researchers introduced a boosting chain
detect faces. However, there are various methods to enhance the cascade model for object detection
under the image-based approach such as linear which was later used for face detection (Xiao et al.
subspace methods, neural networks, and statisti- 2003). A novel variant of Viola-Jones that uses a
cal approaches that are able to accomplish the task nested cascade structure for multi-view face
of face detection successfully. detection proved to be successful for detection of
Since this entry aims to improve face detection faces from various viewpoints (Huang et al.
of partially occluded faces using the Viola-Jones 2004). In 2005, a similar approach as Viola-
Digital Images Using Heuristic AdaBoost Haar Cascade Classifier Model 591
Jones was introduced. However, it used joint industry has only increased with the age of tech-
Haar-like features for classifiers (Mita et al. nology. Face detection now plays an important
2005). It became increasingly important to detect role in face recognition and biometric authentica-
faces that are non-frontal or multi-view faces in tion. Additionally, face detection is also exten-
images and video. A research put forth the idea of sively used in the software embedded in digital
using width-first search (WFS) tree structure to cameras. Most digital cameras and cameras on
improve the performance of speed and accuracy mobile phones use face detection to detect and
of the detection by implementing a vector focus on the faces to reduce blurriness. Mean-
boosting algorithm based on the real AdaBoost while, social networks and social applications D
algorithm, and a piecewise function with LUT was such as Facebook and Snapchat use face detection
used to aid with the weak classifiers (Huang to further enhance user experience (Rajawat et al.
et al. 2005). 2017). These application and usage of face detec-
Other hybridization of the Viola-Jones method tion further motivates researchers to optimize and
includes using color information whereby skin address the issues faced in face detection as this
detection is used by computing the skin percent- directly impacts the industrial application of face
age (Mahmoud et al. 2011). Another popular var- detection.
iation is to combine the Viola-Jones method with a
neural network, where the neural network is used
to classify faces with non-faces processing stage Open Issues in Face Detection
(Da'san et al. 2015). Additionally, the Viola-Jones
method can be integrated with other known The challenges encountered in the field of face
methods such as shape constraints (Cristinacce detection and recognition in digital images are
and Cootes 2003), low-level saliency (Cerf et al. commonly expressed as A-PIE, which represents
2008), and with corner points using Shi-Tomasi aging, poses, illumination, and expression
detector (El Kaddouhi et al. 2017). Recent devel- (Mahalingam et al. 2014). Humans are able to
opment of the Viola-Jones detector involves identify faces almost instantaneously despite the
implementation via graphics processing unit changes that occur due to aging; however, com-
(GPU), multi-threaded central processing unit puters do not have this ability. The difficulty
(CPU), and field-programmable gate array encountered due to aging is still being regarded
(FPGA). The proposed usage of FPGA hardware as a problem as the physical changes of a person
architecture design with AdaBoost face training over different periods of time can be subjected to
and detecting algorithm improved the perfor- external factors such as injuries and cosmetic sur-
mance of the face detection algorithm (Lai et al. geries. In terms of poses, the degree of head rota-
2007). In 2011, researchers proposed a technique tion will affect the amount of facial features
that uses GPU computing to implement a modi- available for detection. Illumination also plays a
fied Viola-Jones framework (Devrari and Kumar part in the detection of faces. If minimum lighting
2011). Moreover, the study done to compare the is available in the image, then it becomes a chal-
implementation of the Viola-Jones framework in a lenge to differentiate the change in pixel value
single-threaded CPU, a multi-threaded CPU, and which is required to detect features of a face.
a GPU implementation using CUDA shows the Finally, in terms of emotion, the changes in
GPU implementation to be the fastest (Krpec and human expression would not be recognized easily
Němec 2012). if the face detection model is not trained to recog-
nize a variation of emotion, as the general struc-
ture of the face changes when a person
Application of Face Detection experiences different emotions. Additionally, par-
tial occlusion poses a problem in face detection as
Over the years, the popularity of face detection well. Some of the A-PIE challenges can also be
has yet to cease. The usage of face detection in the considered as a partial occlusion problem as well.
592 Digital Images Using Heuristic AdaBoost Haar Cascade Classifier Model
Researchers began noticing that partial occlusion boosting parameters will affect the detection rates
of faces affects the overall detection rate of the of partially occluded faces in images. The integra-
algorithm. Most of the face detection techniques tion of optimal tree depth value and boosting
work by searching facial features such as mouth, parameter values in the cascade training will create
nose, and a set of eyes in images in a joint search. a heuristically boosted cascade model. The heuris-
Therefore, occlusions such as sunglasses and tically boosted cascade classifier model is then
scarves hinder the detection of faces which con- used in the architecture of the any feature-based
sequently affects the performance of the detection approach of face detection in order to detect par-
algorithms. tially occluded faces in images.
The detection of faces in images are made In order to achieve the best results of face detec-
difficult with the limited visibility of faces due to tion, the input image has to go through some pre-
various factors such as pose variation, poor light- processing steps, which are resizing and converting
ing, and occlusions due to hats, scarfs, hair, and the color space from RGB to grayscale. These two
foreign objects. To accurately detect these par- steps are taken to ensure that the best experimental
tially occluded faces in images without using arti- results are obtained for the detection of partially
ficial intelligence (AI) requires an approach that occluded faces in images. Since grayscale images
does not sacrifice too much in terms of computa- are used to train the cascade, therefore, when exe-
tion time and false positive and negative rates. cuting the face detection algorithm, it is best to use
Despite all these problems, the Haar cascade grayscale images. Furthermore, the computation
model can be used to improve the detection rates time of a grayscale image is much faster compared
of partially occluded faces with proper calibration. to an image that uses three channels. The dimen-
If the model is trained with sufficient images that sions of width and height used in the training of the
has a variation of occlusion and A-PIE characteris- model are usually quite small. Hence, to accom-
tics, the model will be able to detect faces in said modate this, the input image has to be resized to be
problematic conditions. Additionally, the sensitiv- twice as small as the original image. Then the
ity of the Haar cascade classifier model training trained cascade model is used to detect faces in
also influences the rates of detection and false the image. The detection process involves a sub-
positives that would be given in the face detection. window sliding over the preprocessed input image
in various scales using the cascade model to eval-
uate the probability of the sub-window containing
Heuristic Haar Cascade Classifier Model a face. In the output, the detected faces or objects
in the image have rectangles drawn over them.
A heuristic Haar cascade classifier can be created Figure 2 illustrates the flow of training the heuristic
by setting different training parameters that within cascade classifier model and the detection of faces
the threshold of the Haar cascade classifier model in images.
from Lienhart and Maydt. The parameters that The effectiveness of the heuristic cascade clas-
influence the detection rates of faces are the depth sifier model can be tested using ROC curves,
of the decision tree, minHitRate and maxFalseA- confusion matrix, and comparison tests. The
larmRate. These parameters determine the number ROC curve is used to analyze the accuracy of
of features or weak classifiers selected in a partic- the model whereby it can be inferred that the
ular stage, in addition to the performance of the closer the curve is to the top left corner of the
cascade in terms of detection rates. Moreover, graph, the more accurate the cascade model. From
minHitRate and maxFalseAlarmRate also influ- the confusion matrix, the F1 score can be calcu-
ence the value of the acceptance ratio break value. lated. This score is the ratio between accuracy and
Once the acceptance ratio break value is achieved, precision. The Haar cascade classifier models
the heuristic cascade model is created; otherwise, a tested for the detection of partially occluded
new stage of cascade is added when the faces needs to have a balanced result between
maxFalseAlarmRate is reached. The value of the accuracy and precision due to the nature of the
Digital Images Using Heuristic AdaBoost Haar Cascade Classifier Model 593
INPUT INPUT
resize images
OUTPUT
Digital Images Using Heuristic AdaBoost Haar Cascade Classifier Model, Detection of Partially Occluded
Faces, Fig. 2 Method of Implementation
features available. For the detection of partially Figure 3 shows the result of three sample
occluded faces in images, one of the factors that images being tested with three different Haar cas-
would influence the efficiency of the classifier cade classifier models which are Haar_frontalfa-
model is the depth of the CART tree. The ideal ce_default, Haar_frontal_face_alt, which are
tree depth would ensure that sufficient feature classifier models by Lienhart and Maydt, and a
information is preserved in to enable quick detec- heuristic Haar cascade classifier model trained to
tion without underfitting the CART tree. How- detect partially occluded faces.
ever, having a high value of tree depth would not From Fig. 3, it can be observed that the
be ideal in the case of detecting partially occluded heuristic cascade works better in detecting par-
faces in images as a lot of facial features would be tially occluded faces where it was able to rec-
discarded due to overfitting the tree. Additionally, ognize facial features under less favorable
the detection rates of a CART tree with a low tree conditions.
depth will end up taking too much time as it would Table 1 shows the confusion matrix analysis
have to loop through more feature information preformed to test the accuracy and sensitivity of
from the tree. the cascade classifier models.
594 Digital Images Using Heuristic AdaBoost Haar Cascade Classifier Model
Digital Images Using Heuristic AdaBoost Haar Cas- Haar cascade classifier model; (b) Haar_frontalfa-
cade Classifier Model, Detection of Partially ce_default; (c) Haar_frontal_face_alt
Occluded Faces, Fig. 3 Sample images: (a) heuristic
Digital Images Using Heuristic AdaBoost Haar Cascade Classifier Model, Detection of Partially Occluded
Faces, Table 1 Confusion matrix analysis
Heuristic cascade Haar_frontalface_default Haar_frontalface_alt
Accuracy 0.6525 0.5290 0.4843
Recall 0.6945 0.5336 0.5199
Precision 0.8683 0.9839 0.8759
F1 score 0.7717 0.6919 0.6525
The heuristic cascade classifier model is ratio of sensitivity and specificity of the heuristic
trained with using images that have various levels cascade classifier model is 10.9% and 16.7% bet-
and types of occlusion. Additionally, the training ter compared to the other two cascade classifier
parameter values are calibrated to enhance the models Haar_frontalface_default and Haar_fron-
detection of partially occluded faces. The accu- talface_alt, respectively. This means that the heu-
racy and true positive rate or recall of the heuristic ristic cascade classifier model is superior in
cascade classifier model is much higher compared detecting partially occluded faces when compared
to both the other cascade models. However, the to the other two cascade classifier models pro-
precision of Haar_frontalface_default and vided by Lienhart and Maydt.
Haar_frontalface_alt is much better than the heu- Additionally, by visually comparing the detec-
ristic cascade classifier model. Despite this, the tion of each cascade model, it is observed that the
Digital Images Using Heuristic AdaBoost Haar Cascade Classifier Model 595
heuristic cascade classifier model performs better El Kaddouhi, S., Saaidi, A., Abarkan, M.: Eye detection
than the other two classifier models in detecting based on the Viola-Jones method and corners points.
Multimed. Tools Appl. 76, 23077–23097 (2017)
partially occluded faces in digital images. The heu- Hjelmås, E., Low, B.: Face detection: a survey. Comput.
ristic cascade classifier model outperforms the Vis. Image Underst. 83, 236–274 (2001)
Haar_frontalface_default and Haar_frontal_face_alt Huang, C., Al, H., Wu, B., Lao, S.: Boosting nested cas-
classifier models contributed by Lienhart and Maydt cade detector for multi-view face detection. In: Pro-
by 23.66% and 21.7%, respectively, in detecting ceedings of the 17th International Conference on
Pattern Recognition, 2004. ICPR 2004, Vol. 2,
partially occluded faces in images. pp. 415–418 (2004)
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Mahmoud, T., Abdel-latef, B., Abd-El-Hafeez, T., Omar,
A.: An effective hybrid method for face detection. In:
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Environmental Installation and Social Media Intelligent Computing and Information Systems, Cairo,
Applications pp. 263–268 (2011)
Mita, T., Kaneko, T., Hori, O.: Joint Haar-like features for
face detection. In: Tenth IEEE International Conference
on Computer Vision (ICCV’05), Vol. 1, pp. 1619–1626
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face detection. Adv. Neural Inf. Proces. Syst. 20, Papageorgiou, C., Oren, M., Poggio, T.: A general frame-
241–248 (2008) work for object detection. In: Sixth International Con-
Cootes, T., Baldock, E.R., Graham, J.: An introduction to ference on Computer Vision (IEEE Cat.
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sis, pp. 223–248. Oxford University Press (2000) Rajawat, A., Pandey, M., Rajput, S.: Low resolution face
Cristinacce, D., Cootes, T.: Facial feature detection using recognition techniques: A survey. In: 2017 3rd Interna-
AdaBoost with shape constraints. In: Proceedings of tional Conference on Computational Intelligence &
the British Machine Vision Conference 2003 (2003) Communication Technology (CICT) (2017)
Da'san, M., Alqudah, A., Debeir, O.: Face detection using Singh, N., Daniel, A., Chaturvedi, P.: Template matching
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1082–1086 (2011) IEEE Computer Society Conference on Computer
596 Digital Preservation
Direction
Synonyms
Digital Production
Action adventure game; MMORPG; Multiplayer
▶ Pipeline of 2D Vector Animation in Television game
Series
Definitions
allowed players to teleport immediately to wher- announced in The Toontown Online Times
ever their friends are located, there is no player-to- daily newspaper.
player battling or any opportunity to steal or hoard
items, and, instead of getting hurt or dying, Toons
become sad and go back to the playground to Toontown Innovation and Panda3D
become happy again.
Toontown Online was designed as “a safe social
game that was simple to learn yet challenging to
Collecting and Cooperating to Save master” (Mine et al. 2003). When released, D
Toontown Toontown proved to be innovative in many ways:
Toontown Online offers many mini games for the • It provided a safe online environment for chil-
players to win the “jelly beans” necessary to make dren thanks to the Toon name generator,
purchases of cartoon weapons to fight the evil SpeedChat, and True Friends.
robots. Jellybeans are the main components in • It encouraged both competitiveness (in the
the game’s system of barter. mini games) and cooperation (in fighting
Some of the popular mini games are maze, tag, against evil). There is no “winner takes all”
memory, treasure dive, slingshot, ring, cannon, mentality even in a competitive mini game.
jungle vine, and tug-o-war. Most of these games • It minimized violence in the gameplay through
are action adventure in nature to keep the adrena- the use of cartoon slapstick weapons such as
line flowing and maintain a quicker pace in the cream pies and seltzer bottles instead of guns
overall mood of Toontown. Although most of the and swords, and by using robots that are
mini games are competitive, there is no “winner mechanical rather than humans. Because
takes all” mentality. If the player exerts some Toons never die, but rather become sad, issues
amount of effort, chances are he/she will win of physical pain, blood, and death didn’t arise
some jellybeans, although perhaps not as many as they do in adult MMORPGs.
as the winner. For newbies there is a series of
training tasks to follow to learn how to win Toontown Online was built on an open-source
jellybeans, explore the virtual world, and destroy cross-platform Panda3D game engine created by
the evil robots. Toons battled Cogs with coopera- The Walt Disney Company. Panda stands for Plat-
tion and comic rather than violent action. form Agnostic Networked Display Architecture
Cogs have different names such as Pencil which provides the portability and flexibility for
Pusher, or Tightwad, according to their different Toontown to run on any operating system. Built
abilities, and they are classified into different on an efficient low-level C++ engine, Panda3D
levels according to their power. Regardless of expressive scene graph architecture gave
their abilities, high-level Cogs are more danger- designers tools for creating diverse and dynamic
ous than low-level robots. It often takes simulta- worlds for Toons to inhabit while its interpreted
neous actions from a team of Toons to destroy a scripting language gave programmers flexibility
high-level Cog. When fighting against the evil to prototype software rapidly and debug game
robots or Cogs, Toons need to cooperate with logic quickly.
each other.
Once all the Cogs have been evicted from a
building and eliminated, the ugly grey building Public Reception
is magically transformed into a happy place
with bright vibrant colors. The team of Toons Although Toontown Online was designed as a
that accomplished this task is rewarded by hav- nonviolent game alternative for kids aged 7–12,
ing each player’s Toon name displayed on the adults enjoyed the game as much as kids did,
wall of fame inside the building. In addition, making Toontown Online family entertainment
the top Toons and their accomplishments are similar to a Disney theme park where kids and
600 Disorientation
Cross-References
Distance Underestimation
▶ Online gaming scalability
▶ Panda3D ▶ Spatial Perception in Virtual Environments
References
Madej, K., Lee, N.: Disney Stories: Getting to Digital, Distant Object
2nd edn. Springer Nature, Switzerland (2020)
Mine, M.R., Shocket, J., Hughston, R.: Building a mas- ▶ 3D Selection Techniques for Distant Object
sively multiplayer game for the millions: Disney’s
Toontown online. ACM Comput. Entertain. 1(1), Arti- Interaction in Augmented Reality
cle 06 (2003)
synchronization errors, e.g., by using start move- ▶ Virtual World, a Definition Incorporating Dis-
ment animations, which can lead to failed action tributed Computing and Instances
as needed.
As the network is one of the critical resources,
it is important to try to limit the frequency of References
synchronizations and the volume of exchanged
messages. Methods like dead reckoning (Pantel Aldridge, D.: I shot you first: Networking the gameplay of
HALO: REACH. Game Developers Conference (2011)
and Wolf 2002), in which the next position of
Bettner, P., Terrano, M.: 1500 archers on a 28.8: Network
an object is estimated from current movement, programming in Age of Empires and beyond. In The
are used to reduce needed update frequency. 2001 Game Developer Conference Proceedings, San
Analysis of synchronization problems with their Jose, CA (2001)
Chandy, K.M., Misra, J.: Distributed simulation: a case
solutions are available for the games Halo: Reach
study in design and verification of distributed pro-
(Aldridge 2011) and Age of Empires (Bettner and grams. IEEE Trans. Softw. Eng. SE-5, 440–452
Terrano 2001). (1979). https://doi.org/10.1109/TSE.1979.230182
Extensive work has been done in standard- IEEE Std 1278.1: IEEE 1278.1–2012 - Standard for Dis-
tributed Interactive Simulation - Application protocols
ization to connect distributed simulators, espe-
(2012)
cially related to serious gaming. High-level IEEE Std 1516: IEEE Std 1516–2010 - IEEE Standard
architecture (HLA) (IEEE Std 1516 2010) is an for Modeling and Simulation (M&S) High Level
interoperability standard to integrate a number of Architecture (HLA)– Framework and Rules (2010)
Jefferson, D.R.: Virtual time. ACM Trans. Program.
separate simulations into one and used, for exam-
Lang. Syst. 7, 404–425 (1985). https://doi.org/10.
ple, in military war games. An alternative standard 1145/3916.3988
is Distributed Interactive Simulation (DIS) (IEEE Pantel, L., Wolf, L.C.: On the suitability of dead reckoning
Std 1278.1 2012). schemes for games. In: 1st Workshop on Network and
System Support for Games, pp. 79–84. ACM Press,
New York (2002)
Synonyms
Cross-References
Cross-culturalism; Cultural diversity; Cyber-
▶ Secure Gaming: Cheat-Resistant Protocols and space; Digital sports; Electronic sports; Esports;
Game History Validation Ethnic inclusiveness; Multiculturalism; Multi-
▶ Serious Games verse; Virtual reality
Diversity in Gaming and the Metaverse 603
highly influential in Japan’s pre-war literary scene distance themselves from mainstream gaming
(Encyclopedia Nipponica 1994). In the post-war (Garda and Grabarczyk 2016), many dōjin
period, some of these magazines began to include games are in fact fan works based on mainstream
manga; dedicated dōjinshi manga magazines, games. Additionally, dōjin games are one part of a
such as Shōtarō Ishinomori’s Bokujū Itteki, were close-knit transmedia continuum also including
also increasingly published (Kálovics 2016). Self- manga, anime, literature, music, etc.
published manga gradually became a fixture at The lack of opposition towards mainstream
science fiction conventions, and in 1972, Nihon gaming and the close integration with other
Manga Taikai, a dedicated manga convention, media means that some dōjin games achieve
was held for the first time, with some booths wide recognition beyond both the niche of dōjin
selling dōjinshi magazines (Iizuka 2017). culture and the cultural form of game. One exam-
However, the biggest impetus to the develop- ple is Higurashi no Naku Koro ni (“Higurashi:
ment of dōjin culture was the emergence of the When They Cry”), which started in 2002 as a
Comic Market (or Comiket) in 1975 (Lam 2010). horror visual novel sold at the Comic Market but
Whereas the first grassroots convention attracted has now evolved into a transmedia franchise com-
32 dōjin circles and about 700 attendees, today prising an anime series, a manga, a live action
Comiket brings together around 500,000 partici- film, multiple novels, and an action game
pants on average who buy and sell dōjin manga, (Wheeler 2011), reflecting how interconnected
novels, and games, as well as engage in cosplay Japan’s “media mix” (Steinberg 2012) is.
and other activities. The integration of dōjin content with main-
The appearance of home computers such as stream media and major distribution networks is
MSX and NEC PC-88 in the 1980s enabled hob- also interesting from another perspective: that of
byist developers to create their own computer copyright. The co-existence of mainstream works
games, which began to find their way into dōjin and fan-made “parodies” (often of an erotic
culture. Visual novel Ningyo no Namida (“The nature) on manga and game shop shelves can
Mermaid’s Tears”), released in 1984 by Teikoku hardly be explained through the Western copy-
Soft, is considered to be the first dōjin game to be right framework. Such a status quo, albeit precar-
exhibited at a Comiket. By the end of 1980s, ious from a legal standpoint (Noppe 2010), offers
computer games had become a staple at dōjin a vision of how copyright holders can interact
conventions. In 1988, Pasoket, a spinoff of with fan producers – and how creativity can
Comiket focusing on games, began to take place emerge at the intersection of independent produc-
in cities across Japan on a monthly basis (Hichibe tion and fandom.
2013).
More recently, the advent of digital distribution
has further widened the reach of dōjin games,
Cross-References
many of which are now sold (or distributed for
free) online, with an increasing number found on
▶ Indie Game
global distribution platforms such as Steam and
▶ Visual Novel
Apple’s App Store (Hichibe and Tanaka 2016).
References
Specificity and Significance
Chiang, Y.-H., Lo, T.-Y.: A study of Doujinshi product
Dōjin games are often compared to the Western design. In: Proceedings of the 59th Annual Conference
phenomenon of indie games (Picard 2013; of the JSSD, pp. 223–224 (2012)
Consalvo, M.: Atari to Zelda: Japan’s Videogames in
Consalvo 2016), but there are important differ-
Global Contexts. MIT Press, Cambridge (2016)
ences between the two. While indie games stress Dōjin. In: Koine, Y. (ed.) New Japanese-English Dictio-
the artistic independence of their creators and nary, 5th ed. Kenkyūsha, Tokyo (2003)
Domain-Specific Choices Affecting Design Effort in Gamification 607
games remains underexplored. Identifying Level 3 has distinguished citizens. The gover-
domain-specific choices affecting game-design nance of the municipality may publicly reward
effort has several uses. Design influences the the winner of Leaderboard of Distinguished Citi-
effort for development, testing, and documenta- zens each year.
tion. This affects budget of the project, quality of Butler and Ahmed (2016) present a game to
the game, and the temporal schedule of game motivate students to achieve computer-science-
production. Indicators of game-deign effort can learning goals. The first level of the game intro-
be used in predicting if the game can be produced duces stacks and queues. The second level of the
while meeting budgetary, temporal, and quality- game includes Selection Sort, which is a sorting
related requirements. This helps in adjusting algorithm. A player is a cadet at a space academy
scope of the game. Since design of computer and has his/her own robot to control and custom-
games is usually open-ended because of game ize while performing missions.
design being highly creativity-based, theory of A list of key design choices in gamifying the
computer games continues to evolve. Identifying process of motivating people to achieve a goal is
domain-specific choices in design of computer provided next.
games is also useful for refining the theory of
computer games that captures breadth, depth, (i) Goals for which to motivate the player, e.g.,
and diversity in this field. This article identifies blood donation, monetary donation, study-
many of the key domain-specific design choices in ing for an international competitive exami-
games for motivating people, teaching people to nation, volunteering at a retirement home,
recognize objects, and teaching a language, engi- and volunteering at a public library
neering design, computer programming, or algo- (ii) Number and types of activities that directly
rithm development, and shows how identifying motivate the player to achieve the relevant
domain-specific choices in game design can be goal by issuing rewards that the player can
useful. show others if he/she wishes (e.g., an email
sent to friends or relatives of the player when
the player donates the correct quantity of
blood at a location where it is most needed
Gamification for Motivating is a reward that directly motivates the player
to donate blood in virtual world, and it is
Bianchini and others (Bianchini et al. 2016) hoped that the player will be motivated to
present a web-based mobile platform for donate blood in the real world after playing
e-participation of administrators and citizens. this game)
This platform allows citizens and administrators (iii) Number and types of activities that indirectly
to submit and share problems, initiatives, and motivate the player to achieve the goal, e.g.,
solutions. Other citizens within the same munici- taking a tour of a hospital in digital world
pality can add their own solutions. Citizens obtain showing suffering of patients in need of
points for submitting proposals and solutions. blood
A citizen gets an extra point for each detail (iv) Number and types of activities to include to
added to the solution and each vote received on teach undesirable consequences of overdo-
the solution. Administrators can award additional ing the activities that the game motivates the
points. Leaderboard of New Solutions, Leader- player to perform
board of Completed Solutions, Leaderboard of
Citizens, and Leaderboard of Proposals are used
to assign black, silver, and gold medals to citizens. Gamifying Object Recognition
An administrator can assign a blue medal. Medals
enable citizens to change their level. Level 1 has Teaching players to recognize objects has numer-
interested citizens. Level 2 has active citizens. ous advantages, e.g., players can use the ability to
Domain-Specific Choices Affecting Design Effort in Gamification 609
(xv) Number and types of pictures to include if materials, incorrect assumptions, incorrect
the player is expected to order them based units, and incorrect variables, constants,
on the words in the given sentence or and mathematical operators in equations
based on the given sentences (vi) Number and types of steps to exclude, if
(xvi) Number and types of words whose mean- the player is expected to detect that some
ings to include to create a verbose text that steps are missing, and is expected to
the player is expected to make concise by provide them
replacing the meanings with (vii) Amount and types of information to
corresponding words exclude from individual steps if the player
(xvii) Number of words, sentences, and clusters, is expected to detect incompleteness
and clustering criteria, when the player is within individual steps and make the
expected to group words or sentences steps complete by providing the missing
based on the given criteria, e.g., putting information
synonyms together, putting words or (viii) Number and types of choices to provide to
sentences related to airports together, etc. the player at a time when the player is
(xviii) Number of clusters and number of words taught to design by having him/her make
or sentences in individual clusters, when choices incrementally
the player is expected to identify the (ix) Number and types of designs or design
criteria used to create the clusters steps to include to have the player rate,
(xix) Number and types of words, sentences, or classify, or order them
paragraphs to include in the text that the (x) Number and types of design questions and
player is expected to summarize number and types of answers to include
(xx) Minimum and maximum number of char- when the player is expected to match
acters, words, or sentences in the player’s questions with answers
answers to free-response questions (xi) Whether to limit the game to teaching to
(xxi) Themes for free-response questions produce feasible designs or include opti-
mal designs too
(xii) Factors to include besides safety and dura-
Gamifying Engineering Design bility, e.g., manufacturability, sustainabil-
ity, and cost
A list of key design choices in gamification of (xiii) Number and types of differences to intro-
engineering design is provided next. duce between two designs or steps, when
the player is expected to compare them
(i) Whether to expect the player to design an and find as many differences as possible
entire product or a part of it (xiv) Number and types of facts about designs
(ii) Products and parts to design fully or to include if short questions are to be
partially posed to the player
(iii) Number of design steps to show to the (xv) Number of products or parts to include in
player at a time, if the player is taught by the set of options when the player has to
having him/her reorder the given steps choose the products or parts the given
(iv) Number of irrelevant steps to show to the design steps are relevant to, from the
player at a time, if the player is taught by given options
having him/her remove irrelevant steps (xvi) Number and types of opportunities to
from the given steps include in a correct design for the player
(v) Number and types of mistakes to intro- to detect and improve the design
duce within individual steps, if the player (xvii) Number and types of steps in the design of
is expected to correct mistakes in individ- different products or different parts to pre-
ual steps, e.g., incorrect choice of sent to the player as if all of these steps are
Domain-Specific Choices Affecting Design Effort in Gamification 611
for designing only one product or only one (xi) Number and types of steps to exclude, if
part, for the player to associate the steps the player is expected to detect that some
with different parts or products steps are missing, and is expected to
(xviii) Number and types of designs or design provide them
steps to present to the player when the (xii) Amount and types of information to
player is expected to identify why they exclude from individual steps if the player
are ordered, rated, or clustered the way is expected to detect incompleteness
they are in the challenge within individual steps and make the
steps complete by providing the missing D
information
Gamifying Algorithm Development (xiii) Number and types of choices to provide to
the player at a time when the player is
A list of key design choices in gamification of taught to design an algorithm by having
algorithm development is provided next. him/her make choices incrementally
(xiv) Number and types of algorithms or steps
(i) Types and number of algorithms to in algorithms or steps in algorithm analy-
include in the game sis to include, and have the player rate,
(ii) Whether to design challenges based on an classify, or order them
entire algorithm or a part of it (xv) Number and types of design or analysis
(iii) Whether to expect the player to design an questions and number and types of
entire algorithm or a part of it answers to include, when the player is
(iv) Whether to expect the player to analyze an expected to match questions with answers
entire algorithm or a part of it (xvi) Whether to limit the game to teaching to
(v) Type of analysis to include in a challenge design sound algorithms or include algo-
(e.g., completeness, optimality, time com- rithm optimization too
plexity, and space complexity) (xvii) Factors to include besides soundness, e.g.,
(vi) Number and types of steps of an algorithm ease of modification to handle extra inputs
to show to the player at a time, for or inputs of different types, ease of modi-
analyzing them fication to produce a solution meeting
(vii) Number and types of subtasks within an additional or different requirements, and
algorithm to present to the player for ease of modification to find more than one
him/her to provide a part/parts of the solution or count the number of possible
algorithm solutions
(viii) Number of steps of an algorithm to show (xviii) Number and types of differences to intro-
to the player at a time, if the player is duce between two designs or steps, when
taught by having him/her reorder the the player is expected to compare them
given steps and find as many differences as possible
(ix) Number of irrelevant steps to show to the (xix) Number and types of facts about algo-
player at a time, if the player is taught by rithms to include if short questions are to
having him/her remove irrelevant steps be posed to the player
from the given steps (xx) Number of problems to include in the set
(x) Number and types of mistakes to intro- of options when the player has to choose
duce within individual steps, if the player the problems the given algorithm steps are
is expected to correct mistakes in individ- relevant to
ual steps, e.g., incorrect choice of data (xxi) Number and types of opportunities to
structures, syntactic errors, incorrect include in a correct algorithm or analysis
mathematical operators, variables, or con- of an algorithm, for the player to detect
stants, and incorrect type of statement and improve
612 Domain-Specific Choices Affecting Design Effort in Gamification
(xxii) Number and types of steps from different (viii) Types of program analysis to include in a
algorithms or their analyses to present to challenge (e.g., guarantee of finding a
the player as if they are steps for only one solution, optimality, dealing with invalid
algorithm or its analysis, for the player to inputs, comments for understanding and
associate the steps with corresponding modification, running time, and memory
algorithms or analyses needed)
(xxiii) Whether to include parallel algorithms (ix) Number and types of steps of a program
or not to show to the player at a time, for
(xxiv) Number and types of steps or algorithms analyzing them
to present to the player to parallelize (x) Number and types of subtasks fulfilled
(xxv) Number of parallelizable steps to include by a program to present to the player for
along with inherently-sequential steps, him/her to provide the corresponding
when the player is expected to classify part/parts of the program
each step as parallelizable or inherently (xi) Number of steps of a program to show to
sequential the player at a time, if the player is taught
(xxvi) Number and types of algorithms or their by having him/her reorder the
parts to present to the player when the given steps
player is expected to identify why they (xii) Number of irrelevant steps to show to the
are ordered, rated, or clustered the way player at a time, if the player is taught by
they are in the challenge having him/her remove irrelevant steps
from the given steps
(xiii) Number and types of mistakes to intro-
Gamifying Programming duce within individual steps, if the player
is expected to correct mistakes in individ-
Carreno-Leon and others (Carreno-Leon et al. ual steps, e.g., incorrect choice of data
2018) present the use of gamification in a course structures, syntactic errors, incorrect
on introduction to programming. In the first level, mathematical operators, variables, or con-
the student is given only those cards that appear in stants, and incorrect type of statement
solution. In the second level, the student is given (xiv) Number and types of steps to exclude, if
more cards with pseudocode fragments than the player is expected to detect that some
needed, but the number of cards needed in solu- steps are missing, and is expected to
tion is disclosed. In the third level, the student is provide them
given more cards than needed and not told how (xv) Amount and types of information to
many are needed in solution. exclude from individual steps if the
A list of key design choices in gamification of player is expected to detect incomplete-
programming is provided next. ness within individual steps and make
the steps complete by providing the
(i) Programming paradigms missing information
(ii) Programming language/languages (xvi) Number and types of choices to provide
(iii) Features of programming language/lan- to the player at a time when the player is
guages to cover in the game taught to write a program by having
(iv) Number and types of programming tasks him/her make choices incrementally
(v) Whether to design a challenge based on (xvii) Number and types of programs or steps
an entire program or a part of it from programs or steps from program
(vi) Whether to expect the player to provide analysis to include, to have the player
an entire program or a part of it rate, classify, or order them
(vii) Whether to expect the player to analyze (xviii) Number and types of design, implemen-
an entire program or a part of it tation, or analysis questions, and number
Domain-Specific Choices Affecting Design Effort in Gamification 613
and types of answers to include, when (xxix) Number and types of programs or their
the player is expected to match questions parts to present to the player, when the
with answers player is expected to identify why they
(xix) Whether to limit the game to teaching to are ordered, rated, or clustered the way
write correct programs or include pro- they are in the challenge
gram optimization too
(xx) Factors to include besides correctness,
e.g., ease of modification to handle Usefulness of Identifying
extra inputs or inputs of different types, Domain-Specific Choices D
ease of modification to produce a solu-
tion meeting additional or different Domain-specific choices like the ones we identi-
requirements, ease of modification to fied for six domains, directly or indirectly affect
find more than one solution or count the the effort needed to design characters, actions,
number of possible solutions, ease of feedback, rules, challenges, hints, rewards, pun-
modification to handle other data struc- ishments, gaming world, challenge-adaptation
tures, and ease of rewriting in a different mechanisms for keeping the player motivated
programming language and interested, surprises, levels, fairness-
(xxi) Number and types of differences to intro- enforcement mechanisms, cheating-detection
duce between two programs or steps mechanisms, elements relevant to players with
from programs, when the player is special needs, and a multiplayer version. They
expected to compare the two and find as also directly or indirectly affect the effort needed
many differences as possible for localization. Identifying domain-specific
(xxii) Number and types of facts about pro- choices is useful in several ways. These choices
gramming to include if short questions allow us to use counting techniques from discrete
are to be posed to the player mathematics to quantify some components of the
(xxiii) Number of problems to include in the set gaming experience. Identifying these choices
of options when the player has to choose allows us to compare them to know which choices
the problems the given program steps are have a bigger impact on the effort needed for
relevant to game design, development, and testing. This
(xxiv) Number and types of opportunities to helps in deciding which choices to use. Identify-
include in a correct program or correct ing domain-specific choices can be useful in
analysis of a correct program, for the speeding up game design, development, and test-
player to detect and improve ing, by reusing design, code, and test plans of a
(xxv) Number and types of steps from different game from domain D0 to create a game in domain
programs or their analyses to present to D00 when D00 and D0 have similar domain-specific
the player as if they are steps from one choices.
program or its analysis, for the player to
associate the steps with corresponding
programs
(xxvi) Whether to include parallel programs References
or not
Bianchini, D., Fogli, D., Ragazzi, D.: Promoting citizen
(xxvii) Number and types of steps or programs
participation through gamification. In: Proceedings of
to present to the player to parallelize 9th Nordic Conference on Human-Conference Interac-
(xxviii) Number of parallelizable steps to include tion (NordiCHI), pp. 1–4 (2016)
along with inherently-sequential steps, Butler, S., Ahmed, D.: Gamification to engage and moti-
vate students to achieve computer science learning
when the player is expected to classify goals. Proceedings of International Conference on
each step as parallelizable or inherently Computational Science and Computational Intelli-
sequential gence, pp. 237–240 (2016)
614 Dopamine
Down Syndrome
Definitions
▶ Computer Games for People with Disability
Dynamic music generation systems create ever-
different and changing musical structures based on
formalized computational methods. Under scope is
a subset of these methods which adopt musical
DSDV audio as a strategy to formalize musical structure
which then guides higher-level transformations to
▶ Simulation and Comparison of AODV and be synthesized as new musical audio streams.
DSDV Protocols in MANETs
Introduction
increasingly adopted in games, virtual and aug- architecture (e.g., compression) (Verfaille and
mented reality, interactive installations, and Arfib 2001). Recent advances in the hierarchical
360 video. Their adoption is motivated by a wide analysis and generation of musical audio structure
range of factors from computational constraints have expanded the transformations beyond the
(e.g., limited memory) to enhanced interaction sample level towards music processing (e.g., auto-
with external actuators and artistic endeavor. matic remixing).
Dynamic music generation systems are typi- Analysis-synthesis systems for dynamic gen-
cally driven by formalized or algorithmic methods eration of musical audio mimic fundamental per-
whose history is interleaved with modern comput- ceptual and cognitive human functions in a D
ing (Nierhaus 2009). This article reviews a subset threefold component architecture of machine lis-
of these systems which adopt musical audio as a tening, learning, and composing (see Fig. 1).
source to formalize musical structure algorithmi- Machine listening and learning are two
cally, which is then used to guide the generation of intertwined components which primarily adopt
new musical streams by synthesizing sub-audio bottom-up (or content-driven) processing
clips from the musical audio source – an approach methods to infer hierarchical structure from
addressed as musical audio analysis-synthesis. audio samples. It comprises two main tasks:
The remainder of this entry details a typical multilevel (beat, downbeat, phrase, and section)
architecture of a generative musical audio segmentation and the description of its temporal
analysis-synthesis system (section “From Sound structure. Inferred information tends to be
to Musical Audio Analysis-Synthesis Systems”) represented as graphs, whose nodes represent seg-
and presents an overview of its applications sce- mented musical structures, and directed pairwise
narios (section “Applications”). links their temporal relations (see Fig. 2). The
resulting representation provides a robust means
for computational structure discovery, notably by
From Sound to Musical Audio finding redundant information across the temporal
Analysis-Synthesis Systems structure which can be clustered according to some
(perceptually guided) similarity metric (see Fig. 2).
Audio analysis-synthesis methods break down a Typically, each node or segmented musical
sound into some essential, measurable attributes audio structure is represented in the system by a
(e.g., amplitude or pitch) to guide sound trans- feature vector, i.e., a set of numerical features that
formations during (re-)synthesis (Jehan 2005). result from measurable musical attributes, such as
Historically, these transformations exist at the pitch, loudness, and percussiveness. The choice of
sample level and follow an adaptive audio effect such attributes, the metrics used to compare them,
transformation
new musical
SYNTHESIS
audio stream
Dynamic Music Generation: Audio Analysis-Synthesis Methods, Fig. 1 Architecture of a musical audio analysis-
synthesis system for dynamic generation
616 Dynamic Music Generation: Audio Analysis-Synthesis Methods
Attribute 2
Attribute 1
Dynamic Music Generation: Audio Analysis-Synthe- data points, represented as circles, whose locations are
sis Methods, Fig. 2 Illustration of a graph model of defined by their attributes in the descriptor space. Small
musical audio structure. The space is defined by segment distances denote higher (perceptual) similarity in
(perceptual) attributes (reduced in this illustration to two the descriptor space. The circumferences define a percep-
dimensions). Musical audio segments are understood as tual threshold used to cluster similar-sounding segments
external actuators (Bernardes et al. 2013; Schwarz with the audio oracle algorithm. In: Proceedings of the
and Schnell 2010). For example, in a game International Computer Music Conference, pp. 140–146
(2016). http://openaccess.city.ac.uk/15424/
engine, the player behavior can be mapped to Frojd, M., Horner, A.: Fast sound texture synthesis using
soundscape parameters, such as density of events overlap-add. In: International Computer Music Confer-
and spectral richness, to enhance the playability ence (2007)
through symbiotic relations across modalities. Jehan, T.: Creating Music by Listening. PhD thesis, Mas-
sachusetts Institute of Technology (2005)
The generation of music using analysis- Lamere, P.: The infinite jukebox. www.infinitejuke.com
synthesis methods has been mainly applied as (2012). Accessed 24 May 2016
(online) performance or (offline) computer- Lister, M., Dovey, J., Giddings, S., Grant, I., Kelly, K.: New D
assisted composition tools. In the first scenario, Media: A Critical Introduction. Routledge, London (2003)
Nierhaus, G.: Algorithmic Composition: Paradigms of
it has been highly explored in interactive music Automated Music Generation. Springer Science &
systems for human-machine improvisation, where Business Media, Wien (2009)
co-improvising machines aim to capture and emu- Norowi, N.M., Miranda, E.R., Hussin, M.: Parametric
late the musician’s style (Schwarz et al. 2006; factors affecting concatenative sound synthesis. Adv.
Sci. Lett. 23(6), 5496–5500 (2017)
Assayag et al. 2006; Surges and Dubnov 2013; Pachet, F., Roy, P., Moreira, J., d’Inverno, M.: Reflexive
Pachet et al. 2013; Einbond et al. 2016). The loopers for solo musical improvisation. In: Proceedings
second scenario has been highly explored to of the SIGCHI Conference on Human Factors in Com-
guide the search for variations of a given musical puting Systems, pp. 2205–2208. ACM (2013)
Schwarz, D., Schnell, N.: Descriptor-based sound texture
audio excerpt in the realm of entertainment tech- sampling. In: Proceedings of the Sound and Music
nologies or composition of a given user-defined Computing, pp. 510–515 (2010)
musical audio (Jehan 2005; Bernardes et al. 2013; Schwarz, D., Beller, G., Verbrugghe, B., Britton, S.: Real-
Lamere 2012; Davies et al. 2014). time corpus-based concatenative synthesis with
CataRT. pp. 279–282. Montreal (2006)
Surges, G., Dubnov, S.: Feature selection and composition
using pyoracle. In: Ninth Artificial Intelligence and Inter-
Cross-References active Digital Entertainment Conference, pp. 19 (2013)
Verfaille, V., Arfib, D.: A-dafx: Adaptive digital audio
effects. In: Proceedings of the Workshop on Digital
▶ Audiogame Audio Effects, pp. 10–14 (2001)
▶ Procedural Audio in Video Games
▶ Sonic Interactions in Virtual Environments
Dynapenia
References
▶ Computer Games for People with Disability
Assayag, G., Bloch, G., Chemillier, M., Cont, A., Dubnov,
S.: Omax brothers: a dynamic topology of agents for
improvisation learning. In: Proceedings of the 1st ACM
Workshop on Audio and Music Computing Multime- Dyscalculia
dia, pp. 125–132. ACM (2006)
Bernardes, G., Guedes, C., Pennycook, B.: EarGram: An ▶ Computer Games for People with Disability
Application for Interactive Exploration of Concatenative
Sound Synthesis in Pure Data, pp. 110–129. Springer,
Berlin (2013)
Bernardes, G., Aly, L., Davies, M.E.P.: Seed: Dysgraphia
resynthesizing environmental sounds from examples.
In: Proceedings of the Sound and Music Computing
Conference (2016) ▶ Computer Games for People with Disability
Davies, M.E.P., Hamel, P., Yoshii, K., Goto, M.: Auto-
mashupper: automatic creation of multi-song music
mashups. IEEE/ACM Trans. Audio Speech Lang. Pro-
cess. 22(12), 1726–1737 (2014). https://doi.org/10. Dyslexia
1109/TASLP.2014.2347135. ISSN 2329-9290
Einbond, A., Schwarz, D., Borghesi, R., Schnell, N.: Introduc-
ing catoracle: corpus-based concatenative improvisation ▶ Computer Games for People with Disability
E
Education Model
Definition
▶ Design Framework for Learning to Support
Industry 4.0 Educational games – Games that are explicitly
designed with educational purposes by helping
players learn a concept, a historical event, or a
skill as they play.
Education Pedagogy Lens of fun learning – A critical thought pro-
cess by applying the concept of fun learning in
▶ Design Framework for Learning to Support scrutinizing or analyzing a game.
Industry 4.0 Learning should be fun. How does an educa-
tional game like Abzû hold up when scrutinized
by the lens of fun learning? Released in 2016,
Abzû is an adventure video game developed by
Educational Game Giant Squid Studios and published by 505 Games
for PlayStation 4, Xbox One, Nintendo Switch,
▶ MEEGA+, Systematic Model to Evaluate Edu- and Microsoft Windows. Abzû is named after the
cational Games freshwater god in the Ancient Mesopotamian reli-
▶ Unified Modeling Language (UML) for Sight gion (Butterworth 2016; Gaston 2016; McElroy
Loss 2016; Nava 2016).
© Springer Nature Switzerland AG 2024
N. Lee (ed.), Encyclopedia of Computer Graphics and Games,
https://doi.org/10.1007/978-3-031-23161-2
620 Educational Games
Abzû is similar to Journey – a 2012 indie minimum. The game makes it fun to explore.
video game developed by thatgamecompany The player can swim around in current streams
and published by Sony Computer Entertain- with all the fish, look through caves, and explore
ment for PlayStation 3 that year. Like Journey, the unknown sea where they woke up in. The
the player starts the game waking up in a game also teaches about environmental protec-
strange place without any memory. So the tion. When there is no pollution, the player can
player starts exploring to find something that search under deep sea. However, when the water
will help tell them who they are and why they is polluted, the player could only see the shallow
are there. The major difference between Abzû areas. Toxic water also kills all the fish that live in
and Journey is the environment. In Journey, the the affected areas.
player is on a planet with a barren desert, The graphics in the game is quite pleasing in
whereas in Abzu the planet is completely cov- spite of limited budget on animation from a game
ered in water. development company. Nevertheless, it would be
In the beginning the player sees a giant area of more fun if there are more ways to interact with
water, and there is almost no land in sight except the fish in addition to sonar chimes and being
for a few islands here and there. The camera then able to grab onto large marine animals and ride
begins to zoom in on what appears to be a scuba them for a short distance. All in all, Abzû is a
diver floating with his/her face in the water. At good and elegant exemplification of a well-
maximum zoom, the scuba diver wakes up, looks designed game when scrutinized with the lens
around, and then decides to dive under to explore. of fun learning.
While traveling the diver meets many different
types of fish, even ones that are said to be extinct.
The types of fish are based on tens of thousands of References
real-life marine creatures. Their movements are
modeled after the behavior of real fish. Artificial Butterworth, S.: Holy Diver. (2016). https://www.
gamespot.com/reviews/abzu-review/1900-6416489/
intelligence is used to create real-time interaction
Gaston, M.: Abzu review. Wetter is better. (2016). https://
among marine animals, the diver, and the www.eurogamer.net/articles/2016-08-02-abzu-review
environment. McElroy, J.: Abzu review. (2016). https://www.polygon.
The player soon begins to notice that there are com/2016/8/2/12290330/abzu-review-ps4-pc-
playstation-4
not many fish and to wonder where they could
Nava, M.: Interview with the Creative Director of ABZÛ.
be. When the player encounters a coral reef-type (2016). https://80.lv/articles/interview-with-the-
object and interacts with it, the object begins to creative-director-of-abzu/
summon some fish back into the sea. As the
player continues the adventure and interacts
with different objects in a given area, it brings it
back to life by restoring all the fish in that area of Educational Games
the game. The reason the fish were gone was
because they were killed off by a giant evil ▶ Educational Game Abzû and the Lens of Fun
robotic otherworldly being. Once the robot is Learning
destroyed at the end of the game, the entire ▶ Games in Science
ocean and its marine life is fully restored to ▶ Transformational Games
peace and harmony.
Through the lens of fun learning, we ask our-
selves what parts of a game are fun and conducive
to learning and what parts need to be more fun and Educational Simulation
more conducive to learning. In Abzû, a player
learns about the sea and marine life at the ▶ Immersive Technologies for Medical Education
Educational Virtual Reality Game Design for Film and Animation 621
Educational Virtual
Reality Game Design for
Film and Animation,
Fig. 1 Labster: equipment
price comparison (EdTech
Europe 2014 Innovation
Showcase: Labster)
storytelling, Cinevoyage is probably the first edu- Labster (Fig. 1), which provides a practicing
cational VR game design proposal that is purely area in a virtual science lab with simulated ver-
designed for educational purposes that covers sions of very expensive equipment, Cinevoyage is
many topics from curriculums of film and anima- also designed with a similar purpose for film and
tion schools. Thus, there is a need for further animation schools. With implementing
research and development to increase the effective- Cinevoyage in their curriculum, the educational
ness of educational games for film and animation. institutes can reduce the cost of equipment
Cinevoyage combines useful mechanics and significantly.
design elements from effective examples by intro- Additionally, Cinevoyage can simulate differ-
ducing the student to a fun and engaging learning ent types of filmmaking locations in VR.
environment, which is supported with a narrative Depending on the given tasks in the scenario, the
storyline, where the student can interact with students will be able to practice in studios with
famous filmmakers from film history. The game artificial lights or in exterior locations with natural
design allows the student to learn from film- lights, in day and night conditions or under vari-
makers like Méliès, Welles, Kubrick, Hitchcock, ous weather conditions like rain, wind, and snow.
Kurosawa, Fellini, Trier, Cuaron, etc., by visiting The recent technological developments created
them in the virtual filmmaking environments also new debates like whether VR may be the end
based on the real sets from their works. This of cinema as we know it. Although the number of
might allow the student to experience a simulated VR video productions is increasing every year,
face-to-face lecture by one of her/his role models VR still does not seem to threaten the classical
from the history of filmmaking. Thanks to this film and animation productions as we know it.
interaction, the increasing emotional response by Nevertheless, these new technologies might intro-
the student can boost motivation and strengthen duce new filmmaking methods for the future
the effectiveness of learning. filmmakers. The democratization of technology
One of the main reasons that Cinevoyage is allows many independent creative people from
designed as a VR educational game is that it around the world to design and develop their
may provide a virtual simulated practice environ- own short films, animations, games, and various
ment for film and animation students. The stu- types of applications. We might witness that vir-
dents can increase their theoretical knowledge tual filmmaking can be one of the main methods
and practical skills on certain equipment like pro- of creating cinematic storytelling works in the
fessional film cameras, different types of lighting, future (Morozov 2008). Cinevoyage can also be
and additional supportive grip equipment like considered as an early example that hints what
dollies, cranes, and many more. Like in the exam- kind of virtual filmmaking tools can be used by
ple of the gamified educational VR application future filmmakers. For this purpose, in addition to
624 Educational Virtual Reality Game Design for Film and Animation
the narrative based system with levels, it is con- second, the instructional designer must decide on
sidered to implement a free-to-play area within the the educational subject depending on her/his
game, where the student can act as the director of experience. In the case of Cinevoyage this target
their own scene, where they can choose the equip- group can be considered as film and animation
ment, props, actors, coworkers and the style of the students and the subject can be defined as cine-
material freely in addition to task-based levels. matic storytelling. In the third step the instruc-
The content in Cinevoyage, which consists of tional designer should make a literature review
the equipment, props, characters, virtual loca- to investigate whether the selected educational
tions, and tasks, can be extended depending on content is suitable for a GBL application. If
the development process and the demand in the supporting evidence is found, then designer
long term. The design proposal in this article should specify the pedagogical objectives of the
should be considered as a brief glimpse of what educational game for the selected target group.
Cinevoyage is aimed to become at the end of After this step, the designer should collect data
the continuing iterative design and development from experts within these fields by asking their
process. opinions and recommendations via primary
research tools like surveys or interviews. This
step was followed carefully for Cinevoyage too.
Methodologies Some of the answers to certain open-ended ques-
tions in the survey can be found in the findings
This section of the article reviews six different section. The designer is also responsible in ana-
design methodologies for educational games, all lyzing the technical aspects of the game develop-
of which are listed in chronological order from the ment tools; in the case of Cinevoyage this step
oldest to the newest. Their most strong and should include both the software and the hardware
relevant aspects were analyzed and used as help- side due to the technical requirements of VR
ful resources during the design process of headsets with various alternatives. The designer
Cinevoyage. should also analyze existing games to decide
Although the FIDGE-model design methodol- which genre, platform, and game elements are
ogy was proposed by Akilli and Cagiltay (2005), most suitable for the targeted educational game.
the strategies offered by the researchers in the As explained in the following sections
pre-analysis, analysis, and development phases Cinevoyage is decided to be point and click
were beneficial during the research and design adventure style, narrative VR game with interac-
process of Cinevoyage. The word FIDGE in the tive 3D worlds and characters, which is supported
title stands for “Fuzzified Instructional Design with fantastical elements in harmony with real
Development of Game-like Environment” for historical anecdotes. Table 1 gives a summary of
learning (p. 7). The researchers emphasize the the analysis and design and development
fuzzy logic principle by citing supporting research approaches of the proposed methodology.
about it, which basically refers to nonlinear, Second methodology proposed by Göbel et al.
dynamic approximate and sometimes irrational (2009) is based on an educational game project in
reasoning of human beings. This approach the field of technology-enhanced learning of geog-
allowed the researcher to create a design method- raphy with the aim of harmonizing different features
ology, which is more dynamic and flexible com- and objectives of the storytelling, learning, and
pared to unrealistic strict methodologies, which gaming approaches as seen in Fig. 2. The design
can be time consuming (p. 3). The researchers methodology of the game 80 Days is based on
determined these following issues in the pre- several principles. The designers used the
analysis section, which “addresses the needs of storytelling as an instrument for suspenseful knowl-
novice instructional designers” (Akilli and edge transfer by implicating an emotional
Cagiltay 2005, pp. 9, 15); first the instructional immersive dramaturgy. The gaming aspects of the
designer should decide on her/his target group; teaching material were intended to create a fun,
Educational Virtual Reality Game Design for Film and Animation 625
Crossing 2. Threshold
Crossing 1. Threshold
Freedom ot Live
Normal world
Educational Virtual Reality Game Design for Film and Animation, Fig. 3 Hero’s Journey story model (left)/linear
and modular story units (right) (Göbel et al. 2009)
1 2 3 4 5 7
6
Specification of Choice of the General Searching for Detailed Specifications
Pedagogical
the pedagogical Serious Game description of software description of for
quality control
objectives model the scenario components the scenario subcontractors
Educational Virtual Reality Game Design for Film and Animation, Fig. 4 The seven steps for designing SGs. From
tools and methods for efficiently designing serious games (Marfisi-Schottman et al. 2010)
Educational Virtual
Reality Game Design for LM11 LM21 LMn1
Film and Animation,
Fig. 5 Diagram of the
methodology; a game with
several levels and the
learning mechanisms Level 1 Level 2 Level n
associated to each layer
(Barbosa et al. 2013)
Educational Virtual Reality Game Design for Film and Animation, Fig. 6 Methodology based on interactive
screenplay (Prieto et al. 2015)
model,” which was structured by Sweetser and goals, good explanations, appropriate chal-
Wyeth (2005) as a design and evaluation tool lenge levels, nondistractive audiovisual charac-
for educational games in accordance with the ters, environment and interface, and
flow theory by Csikszentmihalyi (1990), can informative in-game feedback.
still be very effective in the field of educational
games. The researcher’s main purpose in this
study is to propose a simplified, fun design and Research Design
evaluation methodology for students
7–11 years old. “The gaps of GameFlow Gaming Objectives
model” in this study presents a deep analysis The objective of the game is to start and complete
of the eight elements of GameFlow model, a journey through the history of cinema, while
which are concentration, challenge, player learning the fundamentals of film and animation
skills, control, clear goals, feedback, immer- making. During the game, the player visits various
sion, and social interaction (Khanana 2016, film sets from different epochs of film history,
pp. 88–89). Even though Cinevoyage is not where s/he interacts with famous filmmakers,
designed for this young age group the pilot who give the player various tasks to proceed fur-
study results by Khanana were instrumental in ther to next levels, where the difficulty but also the
making the design decisions like the clear reward values increase.
628 Educational Virtual Reality Game Design for Film and Animation
If the player successfully completes a level, Méliès as the main mentor of the player, who
s/he can travel to the next level. The levels address will be able accompany the player throughout
various learning objectives starting from easy to the levels. His character will reflect his abilities
hard. The player will travel chronologically as an inventor and magician. His invention
through levels, which will begin in the early Cinemagica, which was inspired from actual
periods of film history around 1900s and will Méliès short films, functions as a magical inven-
continue till 2017 and beyond. The complete list tory box that can keep all kinds of equipment and
of levels and the specific educational objectives of necessary tools within, will be with the player
each level are briefly summarized in the Tables 2 through all levels.
and 3. Ongoing development phase for a play-
E
testable Cinevoyage prototype is going to consist Game Narrative
the first five levels. The narrative and visual As explained in the methodologies section, the
details of the first five levels are given in the main story structure of Cinevoyage is based on
narrative, storyboard, and flowchart sections. the Hero’s Journey story template, which is
As explained in the methodologies section, the claimed to be one of the most occurring story
mini-games are also considered as an effective template throughout the human history. As the
way of knowledge transfer and skill improvement methodology examples show, Hero’s journey is
without affecting the game narrative negatively. used efficiently in many educational games by
Therefore, some of the above-mentioned learning allowing the players to go through an emotional
objectives will be achieved with the support of journey, while increasing their knowledge and
mini-games, puzzles, or quizzes. improving their skills. The following storyboard
and flowchart sections give a glimpse of the game
The Characters script for the first five levels.
During the gameplay of Cinevoyage the player
will be able to interact with simulated 3D modeled Storyboard
characters from filmmaking history. In addition to The storyboard template (Fig. 8), which is used to
the above listed famous filmmakers, who will visualize the first five levels of Cinevoyage
both give tasks and instruct the player during the (Figs. 9 and 10), is a combination of two different
game, there will be additional 3D modeled char- templates, which are created by VR developers
acters for cast and crew members. As a part of the McCurley (2016) and Leitch (2017), both are
narrative, the designers decided to use George based on Mike Alger’s presentation with the title
Educational Virtual Reality Game Design for Film and Animation, Table 2 Levels and learning objectives of
Cinevoyage (0–5)
Level Movie Scene Filmmaker Learning Objectives
0_Introduction – Introduction: George Tutorial for basic mechanics to move,
Cinemagica Méliès select & interact
1_The Bridge Photo shooting of Movement Eadweard Fundamentals of photography; exposure,
the horse (1878) Muybridge iso, aperture, shutter speed
2_Action! Arrival of Train at La Arrival Lumière Shot scales, exposure, iso, aperture
Ciotat (1895) Brothers
3_Crosscut The Great Train Train station Edwin Parallel editing, special effects
Robbery (1903) S. Porter
4_Montage Kuleshov a + b1 ¼ x Lev Montage theory
Experiment (1919) a + b2 ¼ y Kuleshov
a + b3 ¼ z
5_Wake Up Dr. Caligari (1920) Cesare’s Robert Lighting, framing
Awakening Wiene
630 Educational Virtual Reality Game Design for Film and Animation
Educational Virtual Reality Game Design for Film and Animation, Table 3 Levels and learning objectives of
Cinevoyage (6–20)
Level Movie Scene Filmmaker Learning objectives
6_Retrofuturo Metropolis City Fritz Lang Studio shooting, lighting, special effects
(1927) miniature
7_The Prodigy Citizen Kane: Childhood Orson Storyboard reading, frame composition,
(1941) scene Welles blocking
8_Eastlight Seven Samurai Flag scene Akira Frame composition, camera movement
(1954) Kurosawa
9_The Master Vertigo (1958) Vertigo Alfred Focal length, camera movement
effect Hitchcock
10_Dreamman 8 1/2: (1963) Asa Nisi Federico Black & white lighting
Masa Fellini
11_End of 2001: A Space Final room Stanley Shot/reverse shot, lighting, colors
Beginning Odyssey (1968) scene Kubrick
12_Houston, we Barry Lyndon Interior, Stanley Zoom, depth of field, lighting, lens
have a Problem! (1975) candlelight Kubrick aperture
13_Depth Stalker (1979) Tunnel Andrei Composition, depth of field, camera
scene Tarkovsky movement
14_Track the Fall Wings of Desire Fall of an Wim Shot scales, tracking shot
(1987) angel Wenders
15_The Bridge Matrix (1999) Bullet time Watchowskis Green screen, special effects, bullet time
effect
16_Location or Dogville (2003) Introduction Lars von Mise-en-scène, camera movement
Not Trier
17_Stopmotion Corpse Bride Meeting Tim Burton Stop motion, frame composition, lighting
(2005) Emily
18_Plansequence Children of Men Car scene Alfanso Advanced plan sequence, scene blocking,
(2006) Cuaron shot scales
19_Back to Station Hugo (2011) Train crash Martin Special effects with green screen
Scorsese
20_Resolution The Revenant Church Alejandro Composition, Imax cameras, crowded
(2016) G. Iñárritu scene experience, snowy weather
“VR Interface Design Previsualisation Methods” the famous characters the player is going to meet
(2015). As shown in Fig. 7 designing for VR and interact; about the references to actual movies
requires to pay attention to certain details like from film history; about the objects that the player
the distances between the objects and the player will acquire and the actions that occur when
to provide a comfortable VR experience for interacting with them; about the vehicles like the
the users, which can be planned during the Cinetrain, with which the player is going to travel
storyboarding process. within the game; about the user interface like the
The storyboard combines the written informa- camera display; and about the tasks that needs to
tion from the narrative script of the game with the be fulfilled to pass a certain level.
visual information that represents a basic version
of how the game world, the characters, and the Flowchart
objects should look and how the player is going The flowchart is another important part of a Game
to interact with them. The storyboard of the first Design Document, which functions as a commu-
five levels of Cinevoyage shown in Figs. 9 and 11 nication platform among the game designers, pro-
gives the information about where in the virtual grammers, and audio-visual asset creators. The
world the first-person player will be located; about flowchart for the first five levels of Cinevoyage
Educational Virtual Reality Game Design for Film and Animation 631
Educational Virtual Reality Game Design for Film and Animation, Fig. 7 VR viewing distance (virtualrealitypop.
com)
Annotations
1 4
God’s Eye View
1 Top down view of whole world
5 6
6 Dividing Line
Dotted line separates Main Content & Curiosity Zones
9 9
7 Curiosity Zone∗
Rear-facing view in God’s Eye View & inside HMD
180° Rotation
8
Arrows indicate rotation to Curiosity Zones
3
9 Peripheral Zone∗
7 Field of view ∼102° (∼204° with maximum head tum)
9 9
8
Educational Virtual Reality Game Design for Film and Animation, Fig. 8 Annotations for VR storyboard template
(virtualrealitypop.com & medium.cinematicvr.org)
in Fig. 11 depicts what the player will be interface that will guide the player to select the
experiencing throughout the gameplay. From relevant menus like the settings, lecture videos, or
this flowchart one can acquire information about the new game menu; about the place and the
the beginning process of the game; about the user number of cut scenes; about the characters the
632 Educational Virtual Reality Game Design for Film and Animation
Educational Virtual Reality Game Design for Film and Animation, Fig. 9 Cinevoyage storyboard (levels 0–2)
player is going to meet and interact within the Thirty-four out of 92 people, who responded the
game; about the given tasks and the free play online survey, claimed that they have experience
modes; about the game objects that should be as an instructor or teacher in film making, video
acquired and what to do with them; about the production, photography, and similar branches.
number and passing conditions of the levels; and Some response examples by these people to
about the main game mechanics like to teleport the open-ended question “In which ways could
from one place to another. you benefit from the educational VR game
Cinevoyage in your lectures?” can be seen in
Table 4.
Findings As is seen Table 4 there are many participants
who emphasized the importance of gaining prac-
The deep literature review for this study enabled tical experience within the simulated filmmaking
the designers to determine which elements of environment. Even the participants, who had little
which design methodologies will be used while or no experience with VR environments can easily
designing Cinevoyage. After a collaborative work imagine how it would benefit the students, when
of game designers and instructional designers, the they can play with virtual filmmaking equipment
finished Game Design Document of Cinevoyage without the fear of making mistakes. Considering
and an online survey was shared with a selected the fact many educational institutes cannot afford
group of people to gather suggestions and recom- the professional level film equipment due to
mendations on the general design of the game. the high costs and security risks Cinevoyage is
Educational Virtual Reality Game Design for Film and Animation 633
Educational Virtual Reality Game Design for Film and Animation, Fig. 10 Cinevoyage storyboard (levels 3–5)
designed with the purpose of enabling the stu- motor skills, perceptual and cognitive skills,
dents to work with virtual filmmaking equipment and physiological outcomes is quasi-
(Sheffield 2001). Additionally, Cinevoyage aims experiment, followed by randomized control
to simulate the social aspects of filmmaking too trials (RCT), surveys, and qualitative designs.
like the interaction with the director or other cast On the other hand, to study the affective, moti-
and crew members on a film set, which was con- vational, and social outcomes of the games,
sidered as an important factor within the survey researchers used mostly surveys even though
results (Table 4). these were typically to secondary interest
(Connolly et al. 2012). To measure the affective
and motivational outcomes of the DEGs some
Conclusion and Discussion researchers used questionnaires. Jennett et al.
(2008) used a subjective questionnaire to distin-
According to the study performed by Connolly guish immersiveness levels of games based on
et al. (2012) the most frequently occurring cognitive involvement, emotional involvement,
outcome with educational games was knowl- real-world dissociation, challenge, control, and
edge acquisition and content understanding. eye movements. Fu, Su, and Yu’s study (2009)
The methods of measuring the outcomes of the found that Sweetser and Wyeth’s GameFlow
educational games differed from study to study. model (2005) can be used effectively in evalu-
The most popular study design for collecting ating the motivational features of educational
empirical data on knowledge acquisition, games.
634
Educational Virtual Reality Game Design for Film and Animation, Fig. 11 Flowchart for Cinevoyage (levels 0–5)
Educational Virtual Reality Game Design for Film and Animation
Educational Virtual Reality Game Design for Film and Animation 635
Educational Virtual Reality Game Design for Film and Animation, Table 4 Response examples to the survey
question “In which ways could you benefit from an educational VR game in your lectures?”
“It could function as a simulation game. If the class that is being taught needs practical skills, it could be used to
practice that skill and improve on it without worrying about failure. It would allow the user to learn the skill in a safe, but
realistic environment.”
“By creating a simulated interactive environment, you can adjust light, distance, lens, camera height, angle etc. in
comparison with various options.”
“Cinevoyage could function as a simulation game. If the class that is being taught needs practical skills, it could be used
to practice that skill and improve on it without worrying about failure. It would allow the user to learn the skill in a safe,
but realistic environment.”
“By creating an interactive environment simulation with this VR game, students can learn quickly to adjust elements like
the time, light, distance and lens angle, camera height, angle etc. in combination with each other.” E
“Learning camera and lens, editing, light, and even script writing, can become faster and more fun with the help of a VR
game like “Cinevoyage”. The burden of collecting visual material for the lecturer would be less with the support of these
games. In an interactive virtual film studio, the student can feel like a real cameraman, who takes her/his directions from
the director, which would allow her/him to experience theory and the practice at the same time instead of a passive
listening experience”
The first working prototype of Cinevoyage is Moreover, as the study by Zhang and Zhao
planned to be tested within 2018 in some educa- (2017) exemplifies successfully that AR is also
tional institutes. The research and design team is very promising to support education. Therefore,
planning to make both similar quasi- the design team of Cinevoyage is also
experiments with control groups to compare experimenting with technologies like ARkit for
the learning outcomes of cinematic storytelling Apple devices and ARCore for Android
lectures with the support of Cinevoyage versus smartphones and how they can be used for cine-
classical lecture methods. Additionally, the matic storytelling education too.
game will be evaluated both by instructors and
students according to evaluation surveys and
questionnaires like Game Features Test, Instruc- Cross-References
tional Game Survey, and GameFlow model to
collect secondary data on motivational and ▶ Augmented Learning Experience for School
social outcomes, levels of immersion, and Education
engagement of the students during gameplay ▶ Gamification and Serious Games
(Samur 2012). ▶ Interactive Augmented Reality to Support
Cinevoyage is currently under development Education
with a team of script writers, game developers,
3D and instructional designers for room-scale VR
platforms with high-end PC support like Oculus References
Rift, HTC Vive. Additionally, a smaller mobile
VR version for platforms like Samsung Gear VR Akilli, G.K., Cagiltay, K.: An instructional
design/development model for the creation of game-
and Google Daydream are in consideration, which
like learning environments: the FIDGE model. In:
are planned for quick prototyping sessions. As Affective and Emotional Aspects of Human-Computer
can be seen within this article Cinevoyage has a Interaction: Game-Based and Innovative Learning
very wide scope and it can be expanded as the Approaches, vol. 1, pp. 93–112 (2005). Amsterdam,
Netherlands: IOS Press. http://ocw.metu.edu.tr/mod/
demand occurs. Currently, funding opportunities resource/view.php?id=1411
for a sustainable design and development process Alger, M.: Visual design methods for virtual reality. https://
of Cinevoyage are being investigated by the drive.google.com/file/d/0B19l7cJ7tVJyRkpUM0hVYmx
researchers too. JQ0k/view (2015). Accessed 20 Nov 2016
636 Educational Virtual Reality Game Design for Film and Animation
Introduction
Edutainment
Ability to move objects with the mind has always
▶ Domain-Specific Choices Affecting Design been an intriguing subject for humans. The idea of
Effort in Gamification being able to interact with our environment with-
▶ Public Health Education via Computer Games out direct physical contact has been at the center
of the works of fiction as well. The concept of
Force in Star Wars film series is an excellent
example of it, which helps certain characters
who can use it to perform telekinesis (Bouzereau
E
EEG as an Input for Virtual 1997). Despite that any parapsychological effort
Reality has failed to show any credible real-world evi-
dence for the practice of telekinesis, which is
Oğuz Orkun Doma based on illusion, science has finally developed
Architectural Design Computing, Istanbul new brain–computer interface (BCI) technologies
Technical University, Istanbul, Turkey that allow humans to interact with their environ-
ment solely concentrating with their minds. Elec-
troencephalography (EEG) is one of these BCI
Synonyms technologies. EEG is monitoring the electrical
activity of the brain, measuring voltage fluctua-
BCI, brain–computer interface; EEG, electroen- tions from electrodes placed on the scalp (Fisch
cephalography; Virtual reality and Spehlmann 1999). EEG has been studied
widely as a part of neurology, psychology, and
marketing studies, and it is commonly used in the
industry fields like education, rehabilitation,
Definitions entertainment, and user experience design
(Wolpaw et al. 2002; Finkelstein et al. 2010;
Brain-computer interfaces (BCI) use electro- Mulert and Lemieux 2009; Friedman 2015).
physiological measures of brain functions to With the recent developments in wearable tech-
send inputs to a computer from a new non-mus- nologies and EEG headsets, they became more
cular channel (Wolpaw et al. 2002). In this entry, affordable and available for casual end users.
the use of electroencephalography (EEG) is Therefore, EEG is increasingly used as a swift
introduced as a BCI input for virtual reality and unique BCI input, which enables user inter-
(VR). AVR mini-game is developed to showcase action via brain waves or “thoughts” in virtual
the use of EEG as an input in VR. With EEG, environments (Li et al. 2017).
using the predefined brainwave patterns that are
defined via EEG as a set of commands, users can
interact with their environments in VR dynami- VR and EEG
cally, through the changes in their emotional
mood and concentration. This does not only Virtual reality is a different realm where all the
introduce an alternative input for VR, in which experience takes place beyond the physical realm.
the physical body’s integration is somewhat Thanks to the current persuasively photorealistic
restricted due to the technological limitations, CGI technologies, increasing processing speed,
but also enables authentic digital realm experi- improved refresh rate on displays, and affordabil-
ences which would be impossible in the physical ity of the user hardware, virtual reality has been a
world. popular subject once again (Jerald 2015). Every
638 EEG as an Input for Virtual Reality
day more and more VR headsets are being sold, (Baudrillard 1999). By using the authentic new
and more VR content is being developed. There- opportunities of this hyperreality, it is possible to
fore, VR is far beyond being an experimental represent the human body in the virtual space in
technology but becoming an essential part of novel ways that it cannot be represented in the
how we interact with the digital realm. Several physical space and enable novel interactions that
universities and laboratories have used EEG as a are not possible in the physical reality. It also
control input for virtual environments and video delivers more enhanced inputs faster into the vir-
games successfully (Lecuyer et al. 2008). Using tual environments (Li et al. 2017). While bodily
EEG in VR makes the experience even more existence in VR is a critical one, using brain waves
immersive. as an interface between the brain and the virtual
Transferring the user’s inputs and movements to space will enable manipulation, interpretation, and
VR as comprehensive as possible ensures an recreation of that space only using the brain itself.
immersive experience. These inputs are mostly In the project that is mentioned in this article,
within the possibilities of what humans already EEG was used to create a dynamic interaction via
have in the physical world: movements, control- neural controls for a VR video game experience.
lers, haptics, eye tracking, and vocal commands, to The players can dynamically interact with the VR
name a few. This gap between physical and virtual environment with the changes in their emotions
adds to the ambiguous manifold of reality and and mental concentration.
virtual realities. This critical duality also leads to
new opportunities, which weren’t available before
the digitally manufactured realities. Virtual does Method
not necessarily need to be an epigone of the reality.
As Baudrillard put it, simulation creates its own This project makes use of two technologies: VR
hyperreality, beyond its referential reality and EEG. The player experiences the VR video
EEG as an Input for Virtual Reality, Fig. 1 Brain-Computer Interface (EEG) and Virtual Reality pipeline of the project
EEG as an Input for Virtual Reality 639
game created in CRYENGINE via Oculus Rift color for the environmental lighting in the VR
VR headset. The core mechanic of the designed game.
gameplay is simple; the player walks through a In a previous study, users wearing Emotiv EEG
segmented tunnel, trying to elevate each segment headset were able to drive an automobile with
to form a flight of stairs to reach a higher platform. EEG commands (Göhring et al. 2013). Therefore,
Meanwhile, the interior lighting of the tunnel the precision of EEG is considered to be well
changes based on the player’s emotions (Fig. 1). enough as a controller input for the VR game.
Emotiv EPOC+ EEG headset monitors the
player’s brain activities and digitizes it as a com-
puter input. Emotiv’s dedicated software EPOC Results and Conclusion E
Control Panel enables certain neural patterns,
which the player needs to define it beforehand, Using EEG as a brain–computer interface for VR
to be read as an input for the VR video game. In provides a new range of unique possibilities and
this project, the players define EEG commands interactions, which would be impossible in the
such as push/pull and resize objects in EPOC physical world. Making a user move an object
Control Panel. As seen in Fig. 2, these commands with EEG in the physical world would require a
are used as controller inputs by CRYENGINE. lot more effort than moving some object in a video
EPOC Control Panel also streams the excitement, game in VR. Also, wearing EEG headsets is not
engagement, and meditation levels of the player to very fashionable yet, but it is less bothersome
CRYENGINE, which is converted into an RGB when the user is already tethered in
EEG as an Input for Virtual Reality, Fig. 2 The players elevate each segment by concentrating on the push/pull
commands they have defined
640 EEG Signal
VR. Considering the existing bodily integration Lecuyer, A., Lotte, F., Reilly, R.B., Hirose, M., Slater, M.:
and movement limitations of virtual reality tech- Brain–computer interfaces, virtual reality, and video-
games. Computer. 41(10), 66–72 (2008)
nologies, figuratively connecting the brain Li, S., Leider, A., Qiu, M., Gai, K., Liu, M.: Brain-based
directly to the computer by the use of EEG as an computer interfaces in virtual reality. In: 2017 I.E.
input for VR looks very promising for the future 4th International Conference on Cyber Security and
applications. Cloud Computing, pp. 300–305. CSCloud,
New York (2017)
Mulert, C., Lemieux, L.: EEG–fMRI: Physiological
Basis, Technique, and Applications. Springer, Berlin/
Heidelberg (2009). https://link.springer.com/book/10.
Cross-References 1007/978-3-540-87919-0#about. Accessed 28 May
2016
▶ Biosensing in Interactive Art: A User-Centered Wolpaw, J. R., Birbaumer, N., McFarland, D. J.,
Pfurtscheller, G., & Vaughan, T. M.: Brain-computer
Taxonomy interfaces for communication and control. In: Clinical
▶ Brain Signals as a New Biometric Authentica- neurophysiology, 113 (6), pp. 767–791. (2002).
tion Method Using Brain-Computer Interface
▶ Emotion-Based 3D CG Character Behaviors
▶ Foundations of Interaction in the Virtual Real-
ity Medium
▶ History of Virtual Reality EEG Signal
▶ Locomotion in Virtual Reality Video Games
▶ Spatial Perception in Virtual Environments ▶ Brain Signals as a New Biometric Authentica-
▶ Virtual Reality Game Engines tion Method Using Brain-Computer Interface
▶ Color Detection Using Brain Computer
Interface
References
Introduction
Embodiment
Emotion is how we feel and how connected we get
▶ Gamification and Social Robots in Education to someone or something. In life we cry over the
ones we have lost or if we are mad we will be
angry at life or at someone. Believe it or not, some
people who play video games can get emotional
on a character’s death or dying so much that they
Embodiment in Digital Games want to break the game controller. (Isbister, 2016)
Character growth is what most players like to
E
▶ Player-Avatar Link: Interdisciplinary Embodi- see in an intense story-driven game. Some exam-
ment Perspectives ples of games that show emotion well are Halo,
Mass Effect, Red Dead Redemption, Call of Duty,
and Gears of War. These games present great
character growth but they also let their favorite
characters die. For example, Dom, in Gears of
Emotion Detection War, is the brother in arms who dies in the third
game, sacrificing himself to save his friends and to
▶ Facial Recognition and Emotion Detection in be with his family. In Call of Duty, many memo-
Environmental Installation and Social Media rable likable characters die, including Soap,
Applications Ghost, Sandman, Harper, and Mason. In Mass
Effect, we can build our own character from
body and facial features, and transfer them to
other mass effect games so we can continue the
adventure. However, the character ends up dying
Emotion in Games at the end of the third game, causing trauma for
some players.
Ryan Hilderbrand2, Sam Romershausen2 and Here are some examples of emotion in games:
Newton Lee1,2 (Freeman, 2004; Yannakakis & Paiva, 2014)
1
Institute for Education, Research, and Emotion: Fear.
Scholarships, Los Angeles, CA, USA A player is playing a game and hears sounds
2
Vincennes University, Vincennes, IN, USA that cannot be explained, shadows in the distance,
or have a restrictive camera view.
Emotion: Joy.
Synonyms A player gets a gun or armor piece that is
extremely valuable as a reward for completing a
DLC difficult trial; they are probably going to be filled
with joy.
Emotion: Panic.
Definition Games can induce panic in ways that are tied to
story in gameplay. The second chapter of Super
Emotion in games – a feeling such as happiness, Paper Mario has the player exploring a mansion
love, fear, anger, or hatred while a person is for Merlee, an important character. After a few
playing a computer game. mishaps while exploring the estate, including get-
DLC – downloadable content, often called ting thrown in a dungeon by Merlee’s assistant,
DLC, is extra content made for a game Mario and company search the basement to find
after release. It can be given out freely or an imposter Merlee. While some players could
monetized. assume from context clues that Merlee’s assistant
642 Emotional Congruence in Video Game Audio
was the imposter, players could not predict that synthesis and signal processing, and automated
the assistant, who calls herself Mimi, would repurposing of existing music matching the
reveal her true form by having her head spin expected emotion of the players.
around her neck and sprouting spider legs.
From here, Mimi chases Mario throughout the
basement until he can find the real Merlee. Cross-References
Despite having a creepy appearance, Mimi is
also threatening: She is invincible, can shoot ▶ Emotion-Based 3D CG Character Behaviors
projectiles, and can follow players through
doors. This scenario changes a platformer
where a character can take their time into a situ- References
ation where players need to think fast to solve
puzzles to get to the end of a maze. Freeman, D.: Creating emotion in games: the craft and art
of emotioneering™. Computers in Entertainment
Emotion: Frustration.
(CIE). 2(3), 15–15 (2004)
Some games are designed to make the player Isbister, K.: How Games Move Us: Emotion by Design.
frustrated with difficult challenges. Some players Mit Press (2016)
play for the clout of being able to make it through Williams, D., Lee, N.: Emotion in Video Game
Soundtracking. Springer (2018)
a difficult level.
Yannakakis, G. N., Paiva, A.: Emotion in games. Hand-
Emotion: Sadness. book on affective computing, 459–471, (2014)
A game that does this well is Destiny 2 with its
DLC, Forsaken. In the base campaign, the player
gets the feeling of hopelessness. The central hub
that was enjoyed in the main game is suddenly
under fire and can no longer be accessed, aiming Emotional Congruence in
to make the player feel uncomfortable. Video Game Audio
Emotion: Vengeance.
Vengeance is not always so predictable. In Duncan A. H. Williams1, Peter I. Cowling1 and
Forsaken, a main character from the Vanguard, Damian T. Murphy2
1
Cayde 6, dies by the hands of Uldren Sov. The Digital Creativity Labs, Department of
goal from thereon out is to kill Uldren Sov by Computer Science, University of York, York, UK
2
hunting him down the entire campaign. The Department of Electronic Engineering,
player does get a feel for vengeance but the hole University of York, York, UK
that Cayde 6 has left for the player will never be
repaired.
Emotion Driven by Audio and Music. Synonyms
The emotional impact of audio and music
cannot be understated. (Williams & Lee, Affect; Music
2018) Combining images with audio enhances
the impact of a multimodal experience during
gameplay. Unlike traditional composition such Definition
as film music, game music mirrors the nonlinear
narrative of gameplay. Player-dependent Video game audio is more challenging in many
actions can change the narrative and thus the regards than traditional linear soundtracking.
emotional characteristics required in the Soundtracking can enhance the emotional impact
soundtrack. Video games uses various tech- of gameplay, but in order to preserve immersion, it
niques such as algorithmic composition, auto- is important to have an understanding of the
mated emotion matching from biosensors, mechanisms at work when listeners respond to
motion captures, emotionally targeted speech audio emotionally.
Emotional Congruence in Video Game Audio 643
emotional state in the player. Similarly, there is a the Indiana Jones series and, perhaps most
growing body of evidence which suggests that famously, the Monkey Island series of games).
when sad music is played to a listener who are in iMuse implemented two now commonplace solu-
a similar emotional state, the net effect can actu- tions, horizontal re-sequencing and vertical
ally be that the listener’s emotional response is re-orchestration, both of which were readily
positive, due to an emotional mirroring effect implementable due to the use of MIDI orchestra-
which releases some neurosympathetic responses tion as a structural representation of the music
(Molnar-Szakacs and Overy 2006). There is some soundtrack, rather than a definitive (i.e., recorded
research suggesting that music has the power to be and rendered) digital audio file.
perceived as a sympathetic listener and to make In the future, we might see an optimized solu-
people in negative emotional states feel “listened tion, combining machine learning approaches to
to.” Therefore, giving generically sad music to the composition with an individual’s own selection of
player at a particular point in the narrative might music or the use of biophysiological measures of
also be inappropriate. Beyond this, almost every- emotion to manipulate a soundtrack to best max-
one has slightly different tastes in music, includ- imize the intended, induced emotional response in
ing preferences for certain genres, performers, and an individual gamer on a case-by-case basis.
even specific songs (Kreutz et al. 2008). These These solutions sound far-fetched at the time of
individual differences are very challenging for the writing, but due to the increase in wearable
game audio designer to account for, but the biosensing technology, and the ever-decreasing
greatest challenge remains that of adaptability to cost of more complicated associated technology
nonlinear narrative changes (changes under the (facial recognition, electroencephalography, gal-
control of the player or other game agents). vanic skin response), such technology may well
Early solutions such as looping material can become commercially viable in the world of game
become repetitive and ultimately break player audio soon.
immersion. Branching strategies, wherein differ-
ent music cues are multiplexed at narrative
breakpoints, can drastically increase the composi- References
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deal of compositional complexity (with only lim- Lipscomb, S.D., Zehnder, S.M.: Immersion in the virtual
ited savings in this regard over branching strate- environment: the effect of a musical score on the video
gaming experience. J. Physiol. Anthropol. Appl. Hum.
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instances, for example, LucasArts iMuse system Mehrabian, A.: Pleasure-arousal-dominance: a general
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streaming system which initially used MIDI files differences in temperament. Curr. Psychol. 14(4),
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Schubert, E.: Measuring emotion continuously: validity intelligent user interface with abilities to under-
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Strank, W.: The legacy of iMuse: interactive video game
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position systems. Psychol. Music. 43, 831–854 (2014)
E
Introduction
and state-of-the-art technologies about Affective vertical dimension describes intensity of the
Computing researches. The section especially primary emotions: the upper side means a high
focuses on Deep Learning technologies, which intensity state of a primary emotion and the
is one of the hot topics in AI and CI fields, and lower one means a low intensity state of it. As
considers its possibilities to be adopted to the different emotion theories from these, there are
intelligent agent. Finally, Section 5 concludes another approach to represent emotions as the
this article. relationship between a physical response and
mental feeling. Several different theories, e.g.,
James-Lange’s theory, Cannon-Bard’s theory,
Emotion Theories and Emotion Models and Schacter-Singer’s Two-factor theory, are in
the concept but the theories would be able to be
Emotion theories and emotion models are divided into two concepts: Appraisal Theory
discussed from viewpoints of various research (Emotion Drives Behavior) or Constructivist
fields. One of the dominant theories is Discrete Theory (Behavior Drives Emotion). In the case
Emotion Theory. The theory considers emotions that a human encounters a bear, in Appraisal
as discrete elements. One of the well-known Theory, he trembles because he felt fear; mean-
researches in this theory is Ekman et al. while, in Constructivist Theory, he feels fear
(1982). They classified human’s emotions into because he trembled. The OCC (Ortony, Clore,
six discrete categories, Joy, Sadness, Anger, and Collins) model represents these relation-
Fear, Disgust, and Surprised, based on their ships between emotions and behaviors (Ortony
facial expression researches. As another model et al. 1998). Because the model is possible to
of categorizing emotions, Parrott represented predict an appropriate emotion in given situa-
emotions as a tree-structured list which consists tions, the most of researches about agents’
of three types of categories: Primary emotion, behaviors use this model for implementing
Secondary emotion, and Tertiary emotions agents’ emotion and behavior models. Figure 2
(Parrott 2001). The upper image in Fig. 1 depicts the OCC model. The model describes a
describes the list. Another dominant theory is hierarchy structure and 22 types of emotion
Dimensional Emotion Theory. The theory con- categories. The hierarchy has three branches
siders emotions as a combination of several about Events, Agents, and Objects in its situa-
psychological dimensions. Therefore, each tion. The model explains why an emotion occurs
emotion is not separated but continuously allo- from the situation by retrieving these branches
cated on two or three dimensions. Posner et al. according to its situations. For example, con-
introduced emotions represented as a two- sider a situation where there are two agents in
dimensional circular space which has two axes a virtual environment, i.e., agent A and agent B,
of Arousal and Valence (Posner et al. 2005). and predict an appropriate emotion of agent A in
Emotion states are allocated in the circular the following situations.
space according to the values of the axis. The
left-lower image in Fig. 1 depicts a circular style • Find a wallet that had been lost (consequences
model. Plutchik’s wheel of emotions is a popu- of events)
lar example of the three dimensional emotion • The wallet is a thing of agent B (consequences
model (Plutchik 2001). The wheel model is of others)
described as the right-lower image in Fig. 1. • Agent B smiles (desirable for other)
He defined eight primary emotions. Each emo-
tion has an opposite emotion: Joy-Sadness, In these situations, the OCC model built-in
Trust-Disgust, Fear-Anger, and Surprise-Antic- agent A indicates happy-for agent B.
ipation. The primary emotions are allocated on These introduced emotion theories are used for
the circle by degrees of similarity. Emotions constructing emotion models for intelligent
allocated outside of the circle are mixture emo- agents. The emotion models become a trigger to
tion of each neighbor primary emotions. The cause the agent’s behaviors.
Emotion-Based 3D CG Character Behaviors 647
Emotion-Based 3D CG Character Behaviors, Fig. 1 Emotion models: the upper image is Parrott’ model, the left-
lower one is Posner et al. model, and the right-lower one is Plutchik’s model
648 Emotion-Based 3D CG Character Behaviors
Emotion-Based 3D CG Character Behaviors, Fig. 2 OCC (Ortony, Clore, and Collins) model
Intelligent Agents with Feelings and • Have the ability to represent and reason over
Emotions knowledge
• Have “social intelligence” for effectively
The term of Intelligent Agent is defined in interacting with other Artificial General Intel-
various interpretations around AI and CI fields. ligent agents
According to the book written by Smith et al.,
Kasabov in 1998 defined the characteristics an Russell and Norvig also defined an agent as
intelligent agent should exhibit as followings anything that can be viewed as perceiving its
(Smith et al. 2009). environment through Sensors and acting upon
that environment through Effectors (Russell and
• Plan, learn, and improve through interaction Norvig 1995). The agent model is described in
with the environment (embodiment) Fig. 3. In the case of a humanoid robot, the
• Adapt online and in real time Sensors would be eye-cameras for recognizing
• Learn quickly from large amounts of data things and ultrasonic sensors for detecting dis-
• Accommodate new problem solving rules tances from other things and the Effectors would
incrementally be arms and legs for influencing their environment
• Have memory-based exemplar storage and which would be real-space. This article treats
retrieval capacities Intelligent Agent as a software program which
• Have parameters to represent short- and long- has ability to autonomously behave according to
term memory, age, forgetting, etc. changing conditions in its environment including
• Be able to analyze itself in terms of behavior, Virtual and Real space by using the Sensors and
error, and success the Effectors. In the virtual space, intelligent
Emotion-Based 3D CG Character Behaviors 649
facial expressions, conversations, and gesture intelligent agents to play an active role. The agents
poses, and act in the virtual-world according to might be able to become a navigator on maps and
the real-world conditions by operating the a supporter for our learnings. We can feel these
Effectors. In a case of the intelligent agent with possibilities of intelligent agents from the survey
feelings and emotions as IUI, the functionalities paper of Virtual Learning Environment (VLE) by
of the Sensors and Effectors can be handled Pan et al. (2006). Although it is different from VR,
as those of emotion detections and recognitions the concepts of the intelligent agents and method
from humans’ behaviors. Azcarate’s recognition to build emotion models can be adopted to Reality
method classified seven emotions, Happy, field, e.g., robotics technology. A robot which has
Surprised, Angry, Disgusted, Afraid, Sad, and sensors used to understand humans’ emotions and
Neutral, from facial expressions by using Naive abilities to express his/her feelings is one of the
Bayes Classifier (Azcarate et al. 2005). Castellano ideal intelligent agents and can become a good
et al. recognized human emotions from gestures partner for human beings. The affective robot
(Castellano et al. 2007). They focused on a veloc- research of Breazeal shows us the possible future
ity, acceleration, and fluidity of the hand’s visons (Breazeal 2003).
barycenter in continuous gestures. As a research Because IUI is closely related to AI and CI
of intelligent agents as IUI, Kaneko and Okada fields, in the future as well as current situation,
introduced a system for the agents who under- the researches and technologies about intelligent
stand human emotion and express the emotion agents as IUI will evolve with these fields. In AI
by facial expression (Kaneko and Okada 2014). and CI fields, these days Deep Learning (Deng
The agent can receive voice input data from a and Dong 2013) becomes one of the hot topics.
microphone and convert it to text data. The text Deep Leaning is a set of machine learning algo-
data was interpreted by an emotion word database rithms using Artificial Neural Network (ANN)
and the agent express the emotion as a facial piled in multilayers. Figure 4 depicts one of the
expression. In video game fields, such Affective Deep Learning architectures: Deep Boltzmann
Computing research is called Affective Gaming Machine. The advantage of the algorithm is that
(Gilleade and Dix 2005). Bacivarov and Corcoran we need not extract feature values for pattern
tried to apply facial expressions to video games recognitions: the algorithm extracts them. The
(Bacivarov and Corcoran 2009). A lot more algorithm treats raw data, e.g., pixel data, as
researches and applications about Affective input data for input nodes of ANNs in which
Gaming are summarized in the survey paper feature values are extracted and the extracted
written by Kotsia et al. (2013). feature values as output data of the ANNs
are used for input data of another ANNs in
another layer. ANN structures as the learning
Future Visions and State-of-the-art model have been devised in resent researches.
Technologies Deep Boltzmann Machines (DBM), Deep Belief
Networks (DBN), and Convolutional Neural
In the future, intelligent agents with feelings and Networks (CNN) are popular architectures in the
emotions as IUI will play increasingly important Deep Learning field. A lot more Deep Learning
roles to connect a human and a computer in architecture appears in the document written by
various application fields. In Virtual Reality LISA lab (LISA lab 2015). Deep Learning has
(VR) fields, we might spend our daily life for in powerful possibilities to advance the intelligent
IVE by using a head mount display and haptic agent technologies. The remainder of this section
devices. A 3DCG character as an intelligent agent, focuses on the state-of the-art researches about
in the situation, will become a helper for psycho- Deep Learning which can be adopted to the intel-
logical therapies and physical rehabilitations. ligent agents as IUI.
Augmented Reality (AR) and Mixed Reality In the video game research field, there are
(MR) can be available in another field for the several interesting researches which have
Emotion-Based 3D CG Character Behaviors 651
Emotion-Based 3D CG Character Behaviors, Fig. 4 A concept of Deep Learning architecture: the RBM in the figure
means Restricted Boltzmann Machine
potential to be adopted to intelligent agent behav- recognizing human emotions. Neagoe et al. intro-
iors. Mnih et al. introduced a Deep Learning duced several Deep Learning model for facial
research in which a machine trained by Reinforce- emotion recognition (Neagoe et al. 2013). The
ment Learning method played Atari 2600 games research focused on models based on CNN and
and got high scores than a human expert in several DBN. The models recognized seven emotion cat-
games (Mnih et al. 2013). The authors used raw egories, Happiness, Sadness, Surprise, Anger,
pixel data as input data for CNN and apply its Disgust, Fear, and Neutral, by using facial images
output data to Q-Leaning, which is a kind of in JAFFE database. The emotion recognition
Reinforcement Learning method. Although the results got high scores than the results of other
research target is not the case of in 3D VR benchmark algorithms: Nearest Neighbor (NN),
world, the method might be hints for developing Support Vector Machine (SVM) with RBF kernel,
intelligent agent behaviors in video games. As a and SVM with linear kernel. Albornoz et al. intro-
research about 3D video games, the approach of duced an effective method to classify seven
Min et al. provides interesting results to think emotions, Anger, Boredom, Disgust, Fear, Joy,
behavior models for the intelligent agent. The Sadness, and Neutral, from speech utterances
authors introduced a goal recognition framework data by using RBM and DBN which obtained
for Open World game (Min et al. 2014). The better scores than a multilayer perceptron
research used action log data of game player in a classifier (Albornoz et al. 2014). Although
first-person viewpoint game as training data set Neverova et al. approach which detects gestures
for Stacked Denoising Autoencoders (SdA), by using Deep Learning method is not for emotion
a kind of Deep Learning architecture. The action detection, the concepts and methods might be
log data are categorized into five parts: Action applicable to the human emotion detection
Type, Action Argument, Location, Narrative (Neverova et al. 2014). Martínez et al. investi-
State, and Previously Achieved Goals. The gated the utility of Deep Learning approaches
research obtained results of outperforming the for modeling affects comparing several types of
previous goal recognition approach based on CNNs. The authors tried to find emotional mani-
Markov logic networks. The concept to apply festations of Relaxation, Anxiety, Excitement, and
player’s action data in VR to machine thinking Fun form skin conductance signals and blood
and decisions will be useful to develop intelligent volume pulses while a user play a video game
behaviors of human-like agents. (Martínez et al. 2013). Emotion recognition from
Away from researches around intelligent agent Electroencephalogram (EEG) by using Deep
behaviors, then, we focus on researches around Learning method is one of the futuristic
Affective Computing for detecting and approaches. Jirayucharoensak et al. applied
652 Emotion-Based 3D CG Character Behaviors
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654 Engaging Dogs with Computer Screens: Animal-Computer Interaction
as the experiment by Dr. Lisa Wallace whose use to sounds that they would expect to hear from
of screen paste taught dogs how to interact small animals, e.g., mice rustling through grass
with their own touchscreens using their tongues. (Singer 1995).
Various such techniques will be documented, and A case has been made for this by researchers
their effectiveness will be detailed within this Golbeck and Neustaedter (2012), who in their
entry, so that researchers can understand why project to design a pet monitoring device (for pet
they are important and possibly use them in owners and canines to call and interact with each
their own experiments (Burghardt 2005). other) used a soundboard (among other ideas) to
attempt to attract dogs to their prototype system.
Placing Confectionery Items on a Screen The soundboard consisted of sounds such as dog
E
One of the more unique techniques for attracting barks/howls, cat sounds, squeaky toys, and other
dogs to a screen that researchers and scientists sounds that they believed would interest dogs and
have been using as of late is to place confectionery could be activated remotely by the pet’s owner
items on the screen of the computer/tablet. to play the sounds through the monitoring system.
Dr. Lisa Wallace from the Eötvös Loránd Univer- In their experiment to have dogs interact with their
sity has been using this technique in order to try monitoring system, they would have human users
and get dogs to interact with their brain training use the soundboard to attract their dogs to a pre-
program on a tablet touchscreen. They would first placed laptop screen in order to start interacting
smear a flavored paste all over the touchscreen with their pet through the monitoring system. All
without turning on the tablet and have the canines but one of the dogs successfully came to the
lick it off. They would then start the application screen, the lone exception being a golden retriever
and smear some more paste on the screen to have that was too excited to pay attention to the sounds
the dogs make contact with the application using being played (Golbeck and Neustaedter 2012).
their tongues. Once the application detected them One of the best ways to recognize what sounds
touching the screen, they would receive a dry treat dogs would want from an application would be
from a dispenser below the tablet; after some time, the use of dog personas gathered from canine
paste was no longer required to convince the dogs participants (Hirskyj-Douglas et al. 2017).
to lick the touchscreen and interact with the appli-
cation, as they had now learned how to interact Laser Pointer and Visual Cues
with it as the scientists had intended (BBC 2018). The same experiment mentioned above also
attempted to make use of the dog’s visual sense
Sound Design by two different means. The first was a laser
One of the best senses that dogs possess is their pointer, and the second a virtual object in the
ability to hear, which is generally considered bet- form of a tadpole, both of which were displayed
ter than that of humans. Their hearing spectrums remotely on the screen.
range from 40 hz to 60 khz (Jensen 2007), and
moreover they can locate the source of distinctive
sounds (Geurtsen 2014). As stated earlier, we Discussion
want dogs to exhibit playful behavior and hunting
instincts with the prototype, and thanks to this This section contains discussions on the effective-
excellent hearing range, certain sounds can be ness of each technique and what have been con-
used to help initiate this behavior when it is sidered in existing methods to make them engaged
needed to interact with the video game. The as much as possible.
sounds that dogs will react to can vary on a case
by case basis: some may prefer the sounds gener- Placing Confectionery Items on a Screen
ated by squeaky toys if they particularly enjoy Placing confectionery items on a screen has
playing with them, or if a dog prefers hunting proven to be very useful for the particular exper-
small animals, then it would probably respond iment demonstrated as they managed to show how
656 Engaging Dogs with Computer Screens: Animal-Computer Interaction
useful it was for training dogs to use their devices Another reason for this being a viable tech-
with their tongues. Eventually they managed to nique is that it is a very easy method to use for
have their dogs use the tablet device without attracting dogs to the screen, since all you really
the need for confectionary pastes on the screen, need is a variety of sound files that would attract
proving that this is indeed a great technique for the attention of canines upon hearing them.
having dogs engage with a computer screen. Developers of dog-centered applications and dog
There is only one problem with this technique, technology should be able to make use of this
which is that it really requires specific equipment technique in some form by implementing sound
in order for anyone to make use of it properly. files within their projects.
In the experiment, it was specified that the con- The only problem that some people would
fectionery items they placed on their tablets was a have with this method is that developers would
flavored paste that was completely smothered all have to take time to research what kind of sounds
over the screen for the dogs to lick off. The prob- dogs would be interested in. This is to ensure that
lem with this is that most computers are not they use as many as possible within their pro-
designed to have any kind of confectionery item, jects, as some dogs may not have the same inter-
let alone flavored paste, smothered over their dis- est in certain sounds as others. Dog owners
plays. There should be a few exceptions such as would need to experiment themselves and see
the devices they used in their experiment. (Note: which sounds from the variety that developers
The devices used in the experiment were not have provided catches the attention of their par-
specified in the information source that have ticular canine.
been examined (BBC 2018).) However, it would In the experiments with this technique, the
require dog owners to go out of their way to majority of the participants expressed a moderate
find that equipment if they want to try this tech- to great amount of interest toward the computer
nique themselves. Most dog owners would be when sound effects are used in the video game
completely averse to trying this technique, so as prototype, particularly squeaky toy sounds. Some
not to risk causing any kind of damage to their of their behavior patterns indicated interest toward
own computers due to the use of paste on their the source of the sound as they would bark and
displays. This particular technique has not been jump toward the screen recognizing it as the
taken into account as there was no access to source of the sound. However, the only problem
the necessary technology, but there are rooms is that during the experiments, one of the canines
to acquiring the means necessary to try it in was confused by the sounds, as they would
the future. attempt to stick their nose and paws underneath
the stool that the host device was placed on. This
Sound Design indicated that the canine did not recognize the
The use of specific sounds in DCI seems to be the laptop as the source of the sound and instead
most viable and generally best method for was looking for a squeaky toy underneath the
attracting dogs to a screen. This is for several stool.
reasons, the first of which is that dogs very much
respond to recognizable sound effects and will Laser Pointers and Visual Cues
tend to locate the source of recognizable sounds Judging by the research, this technique may not
as soon as they hear them; therefore it should be as viable as the other methods described ear-
theoretically lead them to the computer, which lier, as proven by the experiment by Jenifer
they will investigate upon realizing that it is the Golbeck et al. In their own experiment, they
source of the sound. Again, this has been proven tried to attract the attention of dogs with both a
by the experiment by Jennifer Golbeck who had laser pointer and a tadpole game playing on their
almost all the participants in their experiment computer screen, but with little success of
attracted to the screen via their own pre-developed attracting the dogs successfully to the screen
soundboard (Golbeck and Neustaedter 2012). (Golbeck and Neustaedter 2012). This is
Engaging Dogs with Computer Screens: Animal-Computer Interaction 657
because these objects were simply not very useful factors for attracting dogs to a screen.
interesting to the canine participants, as other Factors such as teaching fogs on how to use a
experiments have managed to successfully touchscreen with their tongues, as well as to attract
attract dogs to screen via screen cues, such as them to the screen, and keeping them engaged with
the one done by Sofia Baskin et al. Their exper- the screen for a prolonged period of time when they
iment used two different kinds of visual cues, notice that something of interest is there have been
both a ball and mouse type object that would investigated by Baskin et al. (2015).
move around the screen. It was reported in this Overall, the viability of each method depends
entry that both of the canine participants used in largely on the kind of hardware and software that
this experiment had taken interest in the objects DCI developers are using for their particular
E
by exhibiting certain behavioral patterns that project. The viability also depends on the variety
indicated this (Baskin et al. 2015). That leads of assets used with each method and how well
me to conclude that the use of visual cues can they use them for getting the dogs’ attention. If the
only work on a case-by-case basis for canines as available options for each method are researched
they are only individually interested in certain well, chosen well, and implemented to the highest
objects. standard expected of them, then they should
If developers want to use visual cues, then it overall have success in attracting dogs to their
would be wise to implement a variety of objects in computer screen.
their projects to ensure every dog they work with
has something that will interest them. However,
depending on what kind of application they are
Cross-References
developing, they will either have to develop these
cues themselves, which take a lot of time and
▶ Computer Go
work, or get them from somewhere else, such as
▶ Game Development Leadership Tips
the Unity Asset Store. The latter option can be
▶ Interaction with Mobile Augmented Reality
considered very expensive, depending on what
Environments
kind of assets the developer needs, how many
they need, and whether they are made at the qual-
ity level that the developer needs them to be at in
References
order to use them properly.
Baskin, S., Anavi-Goffer, S., Zamansky, A.: Serious
games: is your user playing or hunting? In: Inter-
Conclusion national Conference on Entertainment Computing,
pp. 475–481. Springer, Cham (2015)
BBC, Cheddar Man; Millirobots in the body; Dog brain
When comparing all three options for attracting training BBC Inside Science, 15 Feb 2018. [Online].
canines to a screen, it is safe to say that the most https://www.bbc.co.uk/programmes/b09r3nwz.
viable method that developers can utilize is the Accessed 16 Jun 2018
Broom, D.K.: Animal welfare defined in terms of attempts
use of sound cues. This is due to various facts to cope with the environment (1996). [Online]
including that any sounds that developers require Burghardt, G.M.: The genesis of animal play: Testing the
are easy to access and, in most cases, do not have limits. Mit Press, Cambridge, MA (2005)
any drawbacks to downloading them, such as Geurtsen, A.: An experiment in animal welfare informat-
ics: effects of digital interactive gameplay on the psy-
fees; they are very easy to implement in most chological welfare of home alone dogs. Master
software applications aimed toward dogs; and of Science thesis, Media Technology program, Leiden
they have been proven to be the most successful University (2014)
method when tested with a large range of dogs Geurtsen, A., Lamers, M.H., Schaaf, M.J.: Interactive dig-
ital gameplay can lower stress hormone levels in home
(Golbeck and Neustaedter 2012). alone dogs – a case for animal welfare informatics.
However, this does not mean that the other two In: International Conference on Entertainment
methods are nonviable, as they each have their own Computing, pp. 238–251. Springer, Cham (2015)
658 Engine Architecture
3D registration (Azuma 1997). Each of these Facilitating the Process of Architectural and
requirements can be met by different technolo- Interior Design
gies, as well as metaphors, which are explained Applications of augmented reality have been
in this text. developed to provide visualization of furniture
Visualization can be defined as the use of for design and decoration (Viyanon et al. 2017)
visual representations, sometimes interactive, to (Nasir et al. 2018). The main motivation is to
enlarge cognition and, thus, help users to compre- provide a cost-effective solution to experiment
hend and interpret abstract data (Gershon and with different options and configurations of furni-
Eick 1997; Card et al. 1999; Liu et al. 2014). ture. For this purpose, marker-based and
Visualization enhanced by AR uses techniques markerless solutions are deployed, so that 3D
E
of AR to enlarge cognition in three-dimensional models of furniture in actual scale can be visual-
interactive environments joining virtual and real ized in a room and thus, space constraints, as well
objects. as aesthetic concerns, can be evaluated.
This section presents a few examples of There are augmented reality systems that improve
existing and potential systems in which infor- user experience by showing additional layers of
mation visualization is enhanced by augmented information that are relevant to the users. Two
reality. Those examples are useful to give con- examples are: displaying nutritional information
text to the technologies and techniques on images of actual food (Jiang et al. 2018), and
discussed later. allowing the user to try virtual shoes, visualizing
pressure points on the feet (Bizen et al. 2021).
Visualization of Invisible Phenomena
Augmented reality can be used to provide visual
information about phenomena, such as electro- Augmented Reality Display
magnetic fields, which are not visible to the Technologies
human eye. Similarly, it can display consolidated
information that might be distributed or occluded; Augmented reality (AR) is a concept instead of a
the system proposed by Bhattarai et al. (2020) specific technology. Therefore it is possible to
aims at improving situational awareness of fire- implement such a concept using different solu-
fighters in a fire environment. tions. Following, it is presented the most common
technologies used in AR for displaying spatially
Enhancing the Study of Art Works and registered visual information onto the real world.
Cultural Heritage
Augmented reality systems might be used to visu- Handheld/Mobile
alize additional information over paintings, such Mobile applications are the most popular way of
as layers of pigment, construction lines, as well as enhancing visualization via AR. Almost all cur-
highlighting separate subjects. A number of rent smartphones and tablets incorporate all tech-
mobile augmented reality systems have also nologies necessary for capturing real-world
been developed to enhance the visitation of cul- scenes, tracking movements, and superimposing
tural heritage sites by presenting layers of addi- registered visual information over the real world.
tional information and virtual reconstructed Only a software layer is required to produce the
buildings and other objects (Vlahakis et al. AR effect. The most commonly used metaphors
2001) (Choudary et al. 2009). are “window” and “mirror.”
660 Enhanced Visualization by Augmented Reality
surfaces) in their systems to represent abstract both cases, vision-based tracking is influenced
data in order to help users to comprehend the by factors such as lighting conditions, occlusion
dataset that is being visualized in an AR system. and the presence of unexpected objects in the
scene, which can disturb the pattern recognition
process.
Tracking Technologies
Inertial Tracking
In AR systems, tracking refers to the process of Inertial tracking makes use of inertial sensors
identifying reference objects or locations in order such as gyroscopes and accelerometers attached
to perform 3D registration of the virtual objects: to a tracked object, to determine its position and
E
the correct geometric alignment of those objects orientation. Those sensors are not susceptible to
onto the real world. There are a number of electromagnetic interference, but they are
approaches for tracking, which may be grouped affected by drifting, which reduces their
into four categories: magnetic, vision-based, accuracy.
inertial, and GPS-based (Billinghurst
et al. 2015). GPS-Based Tracking
The use of GPS tracking for augmented reality
Magnetic Tracking systems is feasible in outdoor environments, to
Magnetic tracking involves a transmitter and one determine the user’s position relative to a large
or more receivers of magnetic fields; the varia- area. Due to precision limitations, it is often com-
tions of that field’s properties allow for the deter- bined with other forms of tracking.
mination of each receiver’s position and
orientation in space. While magnetic tracking
allows for fast and accurate tracking, it is also
Cross-References
limited to small volumes in space, and it is sensi-
tive to electromagnetic interference in the
▶ History of Augmented Reality
environment.
▶ Mixed Reality
▶ Mixed Reality and Immersive Data
Vision-Based Tracking
Visualization
Vision-based tracking involves the detection of
features in an image captured by a camera, which
can work with visible or infrared light. The fea-
References
tures may have been added artificially, in the
form of fiducial markers; they may also be natu- Averbukh, V.L.: Visualization metaphors. Program.
rally occurring in the real world, such as patterns Comput. Softw. 27, 227–237 (2001)
of lines, shapes, or textures, which are detected Azuma, R.: A survey of augmented reality. Presence
Teleop. Virt. 6(4), 355–385 (1997)
by image processing algorithms. A fiducial
Bhattarai, M., Jensen-Curtis, A.R., Martínez-Ramón,
marker is a piece of any material containing a M. An embedded deep learning system for augmented
nonsymmetric pattern used to define the place reality in firefighting applications, In: 2020 19th IEEE
where a virtual object should be included in a International Conference on Machine Learning and
Applications (ICMLA), pp. 1224–1230. IEEE (2020).
real scene. The cheapest way of producing these
https://doi.org/10.1109/ICMLA51294.2020.00193.
markers is by printing an image in common Billinghurst, M., Clark, A., Lee, G.: A survey of aug-
paper. Fiducial tracking is comparatively sim- mented reality. Found. Trends Hum. Comput. Interact.
pler, but the requirement for markers added to 8(2–3), 73–272 (2015)
Bizen, H., Yoshida, M., Jimbu, M. Kawai, Y. Virtual shoe
the environment limits its applicability. Natural fitting system that uses augmented reality to measure
feature tracking is more flexible, but the related feet and try on shoes. In: 2021 IEEE 3rd Global Con-
algorithms require more processing power. In ference on Life Sciences and Technologies (LifeTech),
662 Enjoyable Informal Learning
▶ Gamification Ethics
Introduction
Everyday Virtual Reality, Fig. 1 Edited version of Milgram and Kishino’s “reality-virtuality continuum”
Everyday Virtual Reality (Simeone et al. 2015a). how diversity in VR technology is supportive of
Here the concept is described as the use of its everyday use.
consumer-grade VR technology in an everyday
setting, such as a domestic or office environment.
Everyday VR in the Home
Everyday Virtual Reality, Table 1 Summary of key advantages and disadvantages of VR, separated by platform
VR platform
PC/Tethered Smartphone Console Standalone mobile
Advantages Visual fidelity Very low-cost headsets Very comfortable for Better mobile
Greater comfort Uses hardware many extended use optimization
(supports of us already have Integrated headphones Highly portable
extended use) Highly portable Average FOV (100 ) More reliable
Integrated Easy to setup and 6 DOF (positional More social
headphones operate tracking) Greater comfort
6 degrees of Wireless reduces trip Motion controllers as Wireless reduces trip
freedom hazards standard hazards
(positional More social Easy setup and use Easy setup/use E
tracking) More reliable More reliable 6 DOF (limited)
Motion Poor optimization Controllers as standard
controllers as (heat issues/battery Integrated headphones
standard intensive) FOV (100 )
Greater field of
view (110 )
Room-scale VR
Highly
adjustable HMD
(straps, lenses)
Disadvantages High cost Poorer visual quality Limited application (usage Poorer visual quality
Requires More susceptible to restricted to video games More susceptible to
powerful PC frame lag, causing and media) frame lag, causing
Requires large motion sickness High cost of both console motion sickness
space Lacks positional and VR headset More expensive than
Lacking tracking Lacking portability smartphone
portability Controllers not Lacking room-scale VR Room-scale VR is
Increased risk of standard limited
trips and falls Less comfortable for Less adjustable HMD
with wires extended use
More difficult to Poorer FOV (90 )
setup
More liable to
technical
problems
More isolated
experience
genuine alternative to PC and touchscreen tracking) are less applicable in this context. That
smartphones interfaces; both of which have been said, issues such as extensive power consumption
heavily refined in terms of both usability and UX and heat generation limit users to significantly
for many years (Lobo et al. 2011). Ongoing devel- shorter sessions when compared to using a non-
opment in smartphone and computer interfaces VR smartphone interface. Additional barriers to
also means that VR will likely be playing a per- its technological acceptance include social issues,
petual game of catch-up. relating to feelings of social awkwardness in
Of the four VR platforms, smartphone systems “wearing a computer” in public (Busel 2017).
arguably standout as the most appropriate for this More in the domain of academic research,
particular everyday context; its accessibility, ease “substitutional reality,” features as a particularly
of use, and wireless operation all support the interesting area of development. Simeone et al.
above UX requirements, while many of its limita- (2015b) define substitutional reality as “a VR
tions (poorer graphics, lacking positional experience that incorporates physical objects into
666 Everyday Virtual Reality
the virtual world by using them to represent A further review by Jensen and Konradsen (2017)
objects relevant to the virtual context” (p. 3307). observes that VR offers support to memory and
The general idea is that real-world objects are spatial awareness training and can also help with
tracked in virtual space and mapped to virtual the development of motor skills and emotion con-
objects that may be very different in nature, but trol. One of the most significant benefits of VR in
comparable in their weight and dimensions. In classrooms relates to the concept of the “extended
this instance, a bottle may become a vial of classroom” (see Loureiro and Bettencourt 2011),
magic potion, a broom a lightsabre, an umbrella with the technology enabling students to engage
may even become Mjolnir (Thor’s Hammer). with simulations of various locations and events
While not yet commonplace in our homes, substi- that would be expensive, impractical, or even
tutional reality is arguably an advocate for the physically impossible to experience otherwise.
“everydayness” of VR, as it utilizes a range of VR within an educational context has built
distinctly everyday objects about the home and upon the progress made by semi-immersive vir-
repurposes them to create multisensory and tual systems; serious games that present the user
deeply immersive mixed-realities. with a three-dimensional world from a first-person
Although VR is highly unlikely to replace tra- perspective. A prominent example of this would
ditional interfaces for 2D media content, it is in the be in the use of Minecraft (Persson et al. 2011)
third dimension where the technology has the in schools. As Nebel et al. (2016) point out,
most potential. 360 films and television pro- games such as this are deeply supportive of
grams can be viewed upon 2D screens but lack constructivist pedagogy (contextualized learning
the immersive quality of head-tracked HMDs, to through active construction of knowledge) and
the extent that such content is essentially exclu- encourage cooperative learning, self-management
sive to VR. As the majority of web content is two- and provide an accessible route to understanding
dimensional, however, there remain significant complex systems. Minecraft is currently being
limitations to the perceived usefulness of VR for used in numerous school systems all over the
web browsing. That said, research is pursuing this world to teach an impressively broad range of
issue by exploring various means of deploying academic subjects (Short 2012). VR arguably
immersive, 3D websites built upon existing web- provides key additional benefits beyond those
standard technologies (de Paiva Guimarães et al. offered by traditional serious games. These
2018). The future success of VR in this context include greater perceived realism through more
remains an optimistic but unknown quantity. immersive audiovisual content and more natural-
istic controls, and a deeper connection to the con-
tent through enhanced feelings of presence (see
In the Classroom Freina and Ott 2015).
Although its advantages are distinct, the likeli-
Virtual technologies are becoming increasingly hood of seeing VR as a ubiquitous technology
notable within education and skills training. within this everyday context is dependent upon
A recent meta-review by Gutierrez-Maldonado its disadvantages being overcome. Jensen and
et al. (2017) noted that $1.2 billion has been Konradsen (2017) note that the benefits of VR
invested globally in the last couple of years to over traditional computer interfaces are largely
increase access to virtual content, specifically by limited to those stated above and that the technol-
supporting the development of HMDs. This is not ogy also presents issues that can be counter-
at all surprising as some of the fundamental char- productive to learning, such as the prevalence
acteristics of VR, namely the potential to create of cybersickness and the potential of the im-
accurate and immersive simulations of real-world mersive experience being a distractor from the
phenomena, are ideally suited to contextualizing learning task. One of the primary current issues
and grounding complex and abstract information. with classroom VR is financial feasibility. Though
Everyday Virtual Reality 667
a far more significant issue 15 years ago (see consumer hype and inflated expectations that
Mantovani et al. 2003), the costs of purchasing, plagued the entertainment market. The result of
maintaining and supervising the operation of this is that VR has been steadily improving and
HMDs in the classroom remains prohibitive for integrating itself as an everyday technology
many schools (Merchant et al. 2014). The invest- within industry for decades. At present, some of
ment mentioned above, however, seeks to over- the most prominent applications of VR in the
come this issue by driving down the consumer workplace are telecommunications, data visuali-
costs of the hardware, making it more compatible zation, and rapid prototyping.
with cheaper computers and developing the Telecommunications is arguably an applica-
potential of smartphone-based VR (Gutierrez- tion of VR that could have also featured in the
E
Maldonado et al. 2017). above discussion on VR in the home. The grand
At the cutting edge, research into classroom ambition of telecommunications systems is to
VR is largely prioritizing developments in multi- evoke a sense of telepresence that is equal to
user cooperative systems (Greenwald et al. 2017), face-to-face conversation. Coined by Minsky in
integration of bio/neurofeedback (Blume et al. 1980, telepresence originally described a feeling
2017), and designing for students with special of “being there,” experienced by individuals
educational needs such as autism and attention- remotely operating robots. In a more recent defi-
deficit hyperactivity disorder (Negut‚ et al. 2017). nition by Ting et al. (2017), telepresence refers to
In our current classrooms, fully immersive VR “the degree of awareness of another person in an
may not be as “everyday” for most students as interaction and the consequent appreciation of an
semi-immersive systems, but in some schools, it is interpersonal relationship” (p. 382). The use of
being used with intent and as an integrated part of technology as a medium for communicating
the curriculum. across great physical distances is by no means a
In terms of technological acceptance in this new concept, with teleconferencing and video-
context, classroom VR studies have revealed per- conferencing systems possessing an extensive
ceived usefulness and openness to new learning history of development and a now global usage.
methods to be significant factors (Liou et al. VR aims to bring telecommunications closer to
2017). Prior experience of technology has also realizing its grand ambition, with recent research
been shown to influence acceptance (Neguţ et al. projects exploring the use of VR combined with
2016), suggesting that the use of VR in the class- facial and body capture technology (Thies et al.
room will continue to expand, in part due to the 2016) and “mixed-reality telecoms,” in which
simple fact that we as humans are increasingly webcam feeds of multiple speakers are presented
growing up with the technology. within a single, multiuser virtual environment
(Regenbrecht et al. 2015). The potential value
of VR communications is substantial across
In the Workplace every sector of industry, enabling users to conduct
presentations, seminars, board meetings, job
The extent of VR’s everydayness within work- interviews, and more, all with a quality of com-
place environments varies significantly between munication that is closer to in-person contact, but
specific industries, but overall this particular con- across global distances.
text is where VR has become the most normalized Early data visualizations began to appear in the
and the technology is at its most “mature, stable early nineteenth century with bar charts, scatter
[and] usable” state (Berg and Vance 2017: p.1). plots, and line graphs (Rimland et al. 2013). Tra-
The entertainment market for VR has endured a ditional (and much of contemporary) data visual-
volatile few decades. In contrast, VR develop- ization is graphics-only, two-dimensional, and
ments in industry continued unabated, as the moti- static, which significantly limits our ability to
vations for progress were not tied up in the comprehend complex or evolving information.
668 Everyday Virtual Reality
VR also takes things outside, presenting (for ease of use and accessibility for both its elderly
example) visitors of heritage sites the opportu- users and the practitioners delivering the ther-
nity to experience “smart tourism” (see Chung apy (Benoit et al. 2015). By comparison, phys-
et al. 2015). Here, VR software that can be ical rehabilitation favors tethered systems as it
downloaded directly to phones and mobile typically requires full-body tracking with
devices provides visitors with access to addi- 6 degrees of freedom to enable the system to
tional virtual information relevant to the imme- evaluate the user’s movements correctly.
diate physical environment. Mobile technology, Reviews of technological acceptance are gener-
GPS navigation, and object recognition sup- ally positive in this context, though studies have
ports location-based content generation and revealed that (in line with various findings in
E
enables visitors to hold their device towards an other contexts discussed earlier) improvement
historic ruin and observe a digital recreation of in ease of use and social presence (i.e., multi-
how it once looked many centuries ago. While user) are key to raising acceptance further
research and development in these technologies (Roberts et al. 2018).
is ongoing, many applications of these types are
already available to consumers across the
world. Closing Comments
Lastly, healthcare is one of the most signifi-
cant applications of VR technology and repre- To summarize, VR already presents us with new
sents a workplace environment in which means of engaging with numerous everyday
professionals are increasingly seeing VR activities, from browsing the web or using
become an everyday presence. Outside of this film-streaming services, to family days out to
context, however, everyday VR also extends to museums or to the theatre. The annual work-
healthcare for the wider population by way of its shop on Everyday Virtual Reality is now in its
application for exercise. Here, a range of fourth year (Simeone et al. 2018) and is con-
approaches are now available to consumers. tinuing to grow. Several challenges remain
These include using VR video-streaming ser- however. Motion sickness remains a persistent
vices as a distraction during endurance cardio issue for many users and contemporary headsets
training and using VR action games whilst wear- continue to cause neck soreness and eye strain
ing body weights to enable inherently engaging after prolonged use. The hardware is not dis-
activities such as playing games to also provide crete and, in social contexts, potential users
moderately intense workouts (Holly 2017). As remain uncomfortable with the idea of using
individuals get older, the likelihood that they VR technology in public. Costs remain prohib-
will engage with VR exercise in an everyday itive in many everyday contexts and in terms of
context becomes significantly greater. The tech- usability and user experience, VR interfaces
nology is now featuring in physical rehabilita- continue to lag behind more established tech-
tion for issues with balance, gait training, nologies. Despite these issues, VR is already
mobility, and muscular degeneration, to name a enhancing many everyday tasks and procedures
few (see Park et al. 2014; Park et al. 2015; that have themselves been commonplace for
McEwen et al. 2014). many decades, and in some cases, even centu-
Healthcare, in particular, reveals the benefits ries. Ultimately, it is very difficult to make pre-
of there being a range of VR platforms, each dictions for the future, particularly when
with different pros and cons. For example, considering that VR technology is becoming
smartphone VR is ideal for delivering reminis- increasingly interconnected to mixed reality, a
cence therapy (reminiscing on past experiences concept arguably more compatible with every-
as a means of preventing memory loss) as it day activities. Where VR prioritizes isolated
typically involves 360 video, requiring mini- experiences and immersion in virtual worlds,
mal processing power, but does require greater mixed reality favors the integration of virtual
670 Everyday Virtual Reality
worlds with our shared physical world. For Freina, L., Ott, M.: A literature review on immersive
everyday VR, the future is mixed. virtual reality in education: state of the art and per-
spectives. In: The International Scientific Conference
eLearning and Software for Education, vol. 1, p. 133.
Carol I National Defence University, Bucharest
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approach using visualization, sonification, and
storification. SPIE Defense Secur. Sens. 8758, ▶ Constructing Game Agents Through Simulated
87580K (2013) Evolution
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New York (2013) Evolution
672 Evolutionary Computation
Tammuz Dubnov
Zuzor, Tel Aviv, Israel
Evolutionary Machine
Learning
Synonyms
▶ Constructing Game Agents Through Simulated
Experiential media; Interactive displays; Mixed
Evolution
reality; Personalized content; Reactive visuals;
Real-time generated content
Exercise Definitions
▶ Virtual Reality Exercise and Rehabilitation Experiential media (EM) refers to models of
media computing that incorporate contextual
understanding of human activity, at different
scales of time and space, to affect the human
experience of the content through such activity.
Exergames
It allows user engagement by utilizing live sensors
as input to a media computing unit that then out-
▶ Rehabilitation Games
puts multimedia to output sources, such as dis-
plays or speakers. Experiential media is dynamic
real-time generated media based on the live phys-
ical activity perceived with the goal of achieving
Exergaming enhanced and unified physical-digital experiences
(Sundaram and Rikakis 2008).
▶ Virtual Reality Exercise and Rehabilitation
Introduction
Experiential Media: Using Machine Vision and Sensor-Input to Create Dynamic Real-Time Generated Media,
Fig. 1 Experiential Media projected on a wall
674 Experiential Media
Experiential Media: Using Machine Vision and Sensor-Input to Create Dynamic Real-Time Generated Media,
Fig. 2 Upright setup (left) and top-down setup (right)
Unity: Unity is a cross-platform game engine time capabilities bring EM technology to enter-
developed by Unity Technologies that is pop- tainment with a more robust stage performance
ular for Games and Cinematics around 3D (Dubnov 2014). Previously, in many entertain-
content (Unity 2020.) ment and staged environments, it was common
LumoPlay: Lumo Play is a software solution for to utilize offline approaches to create the illusion
Windows to create games for kids using of audiovisual content as EM. While these
motion, gesture, and touch experiences approaches may incorporate dynamic generated
(LUMOplay 2020.) media, it lacks the key real-time element that is
Zuzor: Zuzor is an Experiential-Media platform core to this entry. The general approach was often
that enables the graphic design industry to for performers to train to move in synchrony, both
easily create experiential media and the Pro- temporarily and spatially, with elements of the
AudioVisual industry to easily deploy experi- content to make it appear as though it is interactive
ential media while tracking engagement using and contextual to their movement. This approach
AI analytics (Zuzor 2020.) is prone to human error as it requires the per-
formers to move exactly the same each time, in
the exact same timing and the exact same spatial
Real-Time Sensing position, to create the effect of EM for the broader
viewers. This approach further limits the partici-
As EM establishes a feedback loop between the pants to individuals that are a part of the produc-
audiovisual content and the user, a real-time solu- tion, as they often require numerous rehearsals,
tion to capturing the movement and context of the and limits an untrained individual from being able
user is necessary. Machine vision broadly encom- to seemingly “interact” with the system.
passes all industrial and nonindustrial applications
that utilize photo detective sensors to perceive an
image and utilize software to extract information Machine Vision in EM
from the image (Beyerer et al. 2016). The infor-
mation extracted from the image is then utilized in The usage of Machine Vision in EM is optimized
the system’s overall function. When utilizing to be perceived as instantaneous, or close to real-
machine vision for EM, there is a further distinc- time, with the movement it detects. From an
tion between real-time and offline usage to sense implementation perspective, this often incorpo-
movement in a space. rates software optimized to run on Graphic Pro-
EM is used in live performances, where the cessing Units (GPUs) in order to reach peak
display medium is on stage responding to dancers Frames Per Second (FPS). FPS is the rate at
or performers on stage (Performances Using which the visual content is updated, for example,
Experiential Backdrops – YouTube 2020). Real 5 fps indicates that the system updates the visual
Experiential Media 675
content every 200 milliseconds. From a from the positioning of the display. As such, it is
psychovisual perspective, a human requires visual possible to create EM using upright activations
content with a minimum of 15 FPS (Li 2009), that project on a wall directly in front of the user or
translating to an update every 66 milliseconds, to activate a video wall in a different location
perceive the content as continuous and smooth. entirely. Similarly, it is possible to create EM
Machine vision techniques can be applied with top-down activations that project on the floor as
different hardware in different scenarios to offer a users move through the space or activate the ceil-
range of interactions with dynamic media. Further ing or a tabletop surface.
perspective considerations are required as parts of For different setup variations, different camera
a user’s body may become obscured or no longer types may be more appropriate. By large there are
E
directly visible to the camera. From a broader three main camera types that can be used for
framing consideration, the angle from which the different variants of interactions. They are as
camera perceives the user and the angle from follows:
which the user views the display medium need
to be accounted for. Other considerations include – IR cameras: utilized with infrared (IR) markers
broader viewers not interacting with the system that the user wears on whatever body points or
and their perspective to the user and the display objects would like to be tracked, providing the
medium showing the dynamic content. EM system with a set of (x,y) coordinates
Other than the media-generation procedures (Nawrat et al. 2013).
that are known to use GPU, machine vision – Depth cameras: typically utilizing projected
approaches are becoming increasingly optimized infrared mapped with structured light or stereo
for GPUs. Some of the common approaches cameras that gives a full RGB-D (red green
include: blue – depth) of the space, providing the EM
system a full pixel map (Smisek et al. 2013).
– RGB cameras: the standard camera used in
Gesture tracking and recognition: tracking
most laptops, security cameras, and phones,
markers to recognize specific movements
providing the EM system an rgb pixel map.
(Dubnov and Wang 2015; Wang and Dubnov,
2015)
The RGB cameras are better suited if the scene
Bodypix: a deep learning based method to extract
is only meant to react to human movement. If the
a body contour from an rgb image (Wang and
scene is meant to react to broader movement, such
Dubnov 2015)
as moving objects or those that require a sharp
Human Pose Estimation: a deep learning based
contour, then the depth camera is appropriate and
method to extract body joins from an rgb image
can be used with depth-thresholding. If the screen
(Su et al. 2020).
is only meant to react to the movement of specific
objects in the space then an IR camera may be
Setup and Hardware Options most appropriate. If the EM is designed to only
react to human movement then an RGB camera
EM constitutes multiple pieces: the sensing hard- with subsequent artificial intelligence
ware, the display medium, and the spatial area the (AI) methods, such as human pose estimation
user is detected in. EM falls into two main setup that can be abstracted into contours or a set of
variations as can be seen in Fig. 2, upright (left) body joint coordinates (Sigal 2014), may be
and top-down (right). (Eye Setup 2020.) Upright enough. With the top-down setup scenarios, a
configurations position the camera upright, paral- depth camera may be most appropriate as AI
lel to the floor. Top-down configurations position models are often not trained on birds-eye-view
the camera facing perpendicular to the floor, sim- of humans.
ilar to a birds-eye-view looking down. The posi- Some hardware solutions may support the dif-
tion and orientation of the camera is independent ferent variants simultaneously. One of the early
676 Experiential Media
breakthroughs introducing creative coding and the amount of time it takes a user to realize an EM
EM to the larger population came with the Micro- installation is interactive, in an unprompted envi-
soft Kinect that was released with the Xbox in ronment, and the overall length of interactions the
2010 (Smisek et al. 2013). At the time of this user will engage with EM depends on the users
writing, a prominent provider for depth cameras, demographic. As a reference, children have been
for EM and broader machine vision tasks, is seen to engage with a single EM experience sig-
Intel’s RealSense (Intel ® RealSense 2020) series nificantly longer than adults, whereas adults have
that offers the most high resolution and physically been seen to have increased engagement time if
compact solution in the market that can support the experience includes multiple triggers that
any of the three variants described. The other large allows them to transition between content quickly
non-US player is Orbbec Astra that offers a depth- to explore the entire available set of EM. Depth
camera solution over usb-2 (Orbbec 2020). Of cameras are seeing an increased demand after
course more providers exist, but they are outside privacy and hygiene awareness rose and as EM
the scope of this entry. offers a touchless solution, it is becoming increas-
ingly attractive. Additionally, 3D cameras have
the capability to work in very low lights and also
Analytics in no-light environments like theatres and
museums giving creators additional creative
As EM often utilizes a camera to capture RGB, flexibility.
broad demographic analytics can be aggregated
about the users. The measures can further be tal-
lied against the specific experiential media
displayed at the time that the metric was recorded. Cross-References
EM can have triggers inside the media, where a
specific movement by a user can trigger the tran- ▶ Augmented Reality Entertainment: Taking
sition to a different media. As such, the use of a Gaming Out of the Box
sequence of triggers by users can be recorded to ▶ Mixed Reality
quantify an overall map of the media a user has
experienced and the overall trend on trigger acti-
vations in scenarios where multiple triggers are References
present.
Beyerer, J., Puente, L.F., Frese, C.: Introduction. In:
Machine vision. Springer, Berlin/Heidelberg (2016).
https://doi.org/10.1007/978-3-662-47794-6_1
Discussion Dubnov, T.: Interactive projection for aerial dance using
depth sensing camera. SPIE 9012, The Engineering
When designing EM, the effectiveness and impact Reality of Virtual Reality 2014, 901202 (28 February
of the interaction depends on the content design 2014). https://doi.org/10.1117/12.2041905
Dubnov, T., Wang, C.: Free-body gesture tracking and
and is affected by context, such as location, the
augmented reality improvisation for floor and aerial
users demographics, and more. Broadly speaking, dance. (2015). https://doi.org/10.13140/2.1.
the memorability of the EM compared to tradi- 2863.1845.
tional media is enhanced due to its multisensory Ebert, A., Deller, M., Steffen, D., Heintz, M.: “Where did i
put that?” – effectiveness of kinesthetic memory in
nature as it involves visual, audio, and kinesthetic immersive virtual environments. In: Stephanidis,
senses – where their combination has been shown C. (eds.) Universal Access in Human-Computer Inter-
to improve the associated memory (Ebert et al. action. Applications and Services. UAHCI 2009. Lec-
2009). When interacting with the EM, there is a ture Notes in Computer Science, vol. 5616. Springer,
Berlin/Heidelberg (2009). https://doi.org/10.1007/978-
barrier to entry for users in that they need to 3-642-02713-0_19
understand the interaction each time so that they Eye Setup – Set the Camera and Content Window | Zuzor
can move appropriately. It has been observed that App. 20 Aug 2019, https://www.zuzorapp.com/forum/
Exploring Innovative Technology: 2D Image Based Animation with the iPad 677
tutorials/eye-setup-set-the-camera-and-content-
window. Accessed Sep 2020 Exploring Innovative
Huang, C., Lin, F.S.: Exploring Visitors’ Experiential
Experience in the Museum: A Case of the National Technology: 2D Image Based
Museum of Taiwan Literature. National Yunlin Univer- Animation with the iPad
sity of Science and Technology (2013)
Intel ® RealSense.: https://www.intelrealsense.com/. Jennifer Coleman Dowling
Accessed Sep 2020
Kasapakis, V., Gavalas, D., Dzardanova, E.: Mixed reality. Communication Arts Department, Framingham
In: Lee, N. (ed.) Encyclopedia of Computer Graphics State University, Framingham, MA, USA
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1007/978-3-319-08234-9_205-1
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M.T. (eds.) Encyclopedia of Database Systems. Synonyms
Springer, Boston (2009). https://doi.org/10.1007/978-
0-387-39940-9_1441 2-dimensional animation; Innovative technology;
LUMOplay.: https://www.lumoplay.com/. Accessed Sep iPad animation; Mobile devices
2020
Nawrat, A., Daniec, K., Warmuz, T.: Object detection
using IR camera. In: Nawrat, A., Simek, K., Świerniak,
A. (eds.) Advanced Technologies for Intelligent Sys- Definition
tems of National Border Security Studies in Computa-
tional Intelligence, vol. 440. Springer, Berlin/
Heidelberg (2013). https://doi.org/10.1007/978-3-642- 2D image based animation with the iPad is the
31665-4_11 process of developing new visualization and pro-
openFrameworks.: https://openframeworks.cc/. Accessed duction methods with the use of a mobile device,
Sep 2020 while simultaneously providing theoretical and
Orbbec – Intelligent computing for everyone everywhere.
https://orbbec3d.com/. Accessed Sep 2020 practical instruction of fundamental animation
Performances Using Experiential Backdrops – YouTube. techniques.
17 Nov 2019, https://www.youtube.com/watch?v=4t_
5QBsYi1w. Accessed 29 Dec 2020
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Smisek, J., Jancosek, M., Pajdla, T.: 3D with Kinect. In: Teaching computer animation techniques using
Fossati, A., Gall, J., Grabner, H., Ren, X., Konolige,
K. (eds.) Consumer Depth Cameras for Computer
innovative approaches was made possible for me
Vision. Advances in Computer Vision and Pattern Rec- with two consecutive “Teaching with Technol-
ognition. Springer, London (2013). https://doi.org/10. ogy” grants from Framingham State University.
1007/978-1-4471-4640-7_1 The goal of these grants is to enhance faculty
Su, Z., Xu, L., Zheng, Z., Yu, T., Liu, Y., Fang, L.:
RobustFusion: human volumetric capture with data-
competencies and improve student engagement.
driven visual cues using a RGBD camera. In: Vedaldi, iPads were procured for inventive ways to learn
A., Bischof, H., Brox, T., Frahm, J.M. (eds.) Computer digital animation and time-based media for artistic
Vision – ECCV 2020. ECCV 2020. Lecture Notes in and commercial purposes.
Computer Science, vol. 12349. Springer, Cham (2020).
https://doi.org/10.1007/978-3-030-58548-8_15
In this entry, I will share how the use of tech-
Sundaram, H., Rikakis, T.: Experiential media systems. In: nology has enriched and broadened the academic
Furht, B. (ed.) Encyclopedia of Multimedia. Springer, experience for students learning computer anima-
Boston (2008). https://doi.org/10.1007/978-0-387- tion. I will also cover the goals and outcomes of
78414-4_317
Sutcliffe, A.: Human-computer Interface Design. Macmil-
this research, including student survey results,
lan, UK (1995). https://doi.org/10.1007/978-1-349- assessments, and animation examples. While
13228-7 learning to animate with iPads, students sketched
Unity.: https://unity.com/. Accessed Sep 2020 ideas, brainstormed, planned narrative and story-
Wang, C., Dubnov, S.: The variable markov oracle: Algo-
rithms for human gesture applications. IEEE MultiMe-
telling structures, conducted research, and pre-
dia. 22(4), 52–67 (2015) sented and shared their work. In addition, they
Zuzor.: https://www.zuzor.co/. Accessed Sep 2020. had ongoing opportunities for collaborating with
678 Exploring Innovative Technology: 2D Image Based Animation with the iPad
the beginning and end of the semester, rubrics for iPad for creating animation compare with the
grading project assignments, journal for under- Mac?
standing the learning process, and self-
evaluations and critiques. Students were also
asked to write in a journal every three weeks and Experiments and Examples
these entries were only shared with me. Questions
included: What are your initial thoughts about the Projects that my students worked on and topics
course with respect to the technology provided? they experimented with included: researching ani-
How has your project development evolved (i.e., mators, critical analysis presentation, storyboards
research, concepts, current progress, software and scripts for narrative storytelling, digital audio
E
covered)? What are you learning, how are you and video recording and editing, introductory
learning it, and what do you want more (or less) logo sequences, and web banner ads, kinetic
of at this point in the semester? typography, character animation, stop motion
Students were also given surveys to fill out at animation, social cause animation (public service
the beginning and end of the semester. Some of announcement), and photographic manipulation
the final exit survey questions were: Do you use with iPad apps and iMac software. Examples of
the iPad or a computer for viewing examples and some of the student animations can be found on
animation videos, and participating in discus- my YouTube channel: https://www.youtube.com/
sions? Has the iPad been an asset or a hindrance channel/UCepa8uuWVj5H0-19yuFUoEw (Figs. 1
in your learning of animation? How does using an and 2).
Exploring Innovative Technology: 2D Image Based Animation with the iPad, Fig. 1 Students working in
Animation Studio Fall 2013
680 Exploring Innovative Technology: 2D Image Based Animation with the iPad
Exploring Innovative Technology: 2D Image Based Animation with the iPad, Fig. 2 Examples of student work
from computer animation techniques class
Conclusion and Goals virtual office hours, FaceTime for one-on-one assis-
tance, eBook required in addition to web resources,
Success when teaching with iPads included: iPads voice dictation for my comments and for students
for sketching, storyboards, planning narrative posing questions, video capture for teaching how to
sequences, conducting research, demonstrating use software (uploaded to Blackboard), sharing
techniques, presenting work; stylus pens for draw- ideas on class blog so as to keep ongoing dialogue,
ing and general use; student surveys; Blackboard for group work and collaborative projects, YouTube
communication and posting course material; and/or Vimeo uploads for regular online presence,
Dropbox & Google Drive for project submission social media conversations/interactions/sharing
and file storage; student interaction: exchanging (Google Communities, Facebook, or Twitter).
ideas and assisting each other in class; apps on
iPad: FlipBook, DoInk, Animation Creator,
GarageBand, and iMotion. References
My future goals and approaches to technology
include more interaction outside of class using iPads Davis, A.M., et al.: Technology enhancement tools in an
and/or other social media approaches, inviting visit- undergraduate biology course. Educause Review.
http://er.educause.edu/articles/2012/12/technology-
ing lecturers (live or via Skype), mobile classroom
enhancement-tools-in-an-undergraduate-biology-course
both on and off campus, students demonstrate tech- (2012)
niques to classmates on large display and/or gather Dowling, J.C.: Multimedia Demystified. McGraw-Hill,
in small groups, Blackboard collaborate sessions for New York (2012)
Eye Tracking in Virtual Reality 681
corneal reflection of a light source relative to the manipulating the scene elements in response to
position of pupil. The relative positions of the gaze direction. The expressive use of gaze-based
corneal reflection and pupil indicate the user’s interactions may utilize real-time or prerecorded
gaze direction. For example, if the corneal reflec- eye tracking data besides algorithms for synthe-
tion is below the pupil, the gaze direction of the sizing eye movements of virtual avatars.
user is directed above the camera (Poole and Ball
2006). The corneal reflection is usually acquired
using infrared (IR) light sources. The video-based Eye Tracking in Context of Virtual Reality
combined pupil and corneal reflection technique
is broadly used in the contemporary eye tracking The studies considered here were selected with
devices, including the VR equipment with eye a focus on eye tracking applications combined
tracking capabilities. with VR systems, but eye tracking studies
Two primary measurements used in eye track- in other fields that contribute to VR were also
ing research are fixations and saccades. Fixations considered. As the VR mainly depends on 3-D
are stabilization of retina over a stationary object (3-dimensional) virtual worlds, the methods
of interest. Saccades are rapid eye movements which are integrating 3-D objects and eye tracking
used in repositioning the fovea to a new location are mentioned, followed by a brief review of
in the visual environment. These movements can gaze-based interaction work in VR according to
be voluntary in order to switch between objects of the taxonomy of Duchowski (2018). The scope of
interest. Otherwise, they can be smooth pursuits VR is limited to HMD (head mounted display)
which are invoked as a corrective optokinetic or and CAVE (cave automatic virtual environment)
vestibular measure. The vestibular smooth pur- systems.
suits occur due to the head movements of the
observer while optokinetic pursuits are inter- Estimation of Point of Regard in Three-
spersed with saccades invoked to compensate for Dimensional Spaces
the retinal movement of the target. In the context Rötting et al. (1999) used a scene camera along
of gaze-contingent system design, the identifica- with the eye tracking cameras to determine the
tion of fixations, saccades, and smooth pursuits is point of regard in the 3-D real world, using a two-
a primary requirement (Duchowski 2017: 39–46). step offline process. At the first step, at least two
The eye-movement based research has its his- views from scene camera are used to detect the
torical roots in cognitive research on reading contours of the object in the real world to create
(Rayner 1998). Although the characteristics of a geometry model that approximates object in the
eye movements differ across different tasks such space. At the second step, the fixations mapped on
as reading, scene perception, and visual search the image of the scene camera were classified
(Rayner 2009), the fixation of the gaze can be on each frame that the observed model was deter-
considered as “the top of the stack” of the cogni- mined. Methods used in VR reality follow a sim-
tive processes, the focus of attention (Just and ilar approach. Using HMDs, where the content is
Carpenter 1976). already being described by geometries, the sys-
Duchowski (2018) categorized gaze- tems could directly use the projection rendered for
based interactions into four: diagnostic, active, the particular eye from the framebuffer (Pfeiffer
passive, and expressive. The diagnostic methods 2012). As the eye position to the display is fixed,
use offline measurement of eye movements the detected position of the eye on the display can
for research purposes, training, or assessment of be used to cast a ray into the 3-D world to detect
expertise. Active methods use real-time eye track- collisions with 3-D object geometry (Duchowski
ing data as a human–computer interface for selec- et al. 2000, 2002). The methods using this
tion tasks or inputs based on gaze gestures. geometry-based approach assume that the first
Passive methods utilize eye tracking in gaze- object that the casted ray intersects is the point
contingent displays for foveated rendering, of regard. Monocular eye tracking is sufficient for
Eye Tracking in Virtual Reality 683
geometry-based approaches but binocular visualize eye tracking data on both real-world
eye tracking enables detecting the vergence of objects and virtual environments. His method pro-
the eyes to estimate fixation depth (Pfeiffer vides a volume-based modeling of visual atten-
et al. 2008). tion. Later, Pfeiffer and Memili (2016) developed
“attention textures” as a method of representing
Uses of Eye Tracking in VR gaze fixations on 3-D objects.
Diagnostic Use and Visualization of Gaze Data Active Use of Eye Tracking in VR as a Control
Duchowski et al. (2000) developed an HMD Interface
with eye tracking capabilities to track the users’ Mine (1995) described gaze-pointed selection
E
eye movements in a virtual aircraft cargo bay among the other interaction methods. A draw-
training system. Their work is an early application back in gaze-based interfaces is the Midas touch
of matching user’s gaze direction on a planar problem, i.e., the unintentionally activated com-
surface with the polygonal 3-D virtual environ- mands while the user looks at an interactive
ment (Duchowski et al. 2002). The diagnostic element (Jacob 1995). Tanriverdi and Jacob
use of eye tracking, such as in usability studies, developed a system (2000) to compare the
require the visualization of gaze movements gaze-based interaction to point-based interaction
in forms of attentional maps (or heatmaps) that and revealed that gaze-based interaction is effi-
represent the density of fixations or as scanpaths cient in a virtual environment explored via
that describe saccade-fixade-saccade sequences. HMDs, especially to interact with distant objects.
Blascheck et al. (2017) reviewed these methods Pfeiffer (2008) with Haffegee and Barrow (2009)
as point-based and area-of-interest based developed systems that employ gaze input to
methods. Point-based methods of analyzing 3-D interact with objects in CAVE-like environ-
data were proposed for nonstereoscopic 3-D ments, defining a ray-casting approach to trans-
games (Ramloll et al. 2004) or real-world envi- form users’ gaze into 3-D environment.
ronments mapped into 3-D computer models Greenwald et al. (2016) manufactured a card-
(Paletta et al. 2013). Several area-of-interest- board VR system with eye tracking capability
based methods are proposed for visualization of for user interactions.
real-world eye tracking data (Baldauf et al. 2010; Gaze can be used as a “lazy” method to
Itoh et al. 1998, 2000; Schulz et al. 2011; Tsang eliminate and minimize hand movements, as a
et al. 2010) with an exception of work by “helping hand” to extend existing hand-based
Duchowski et al. (2002), which is a pioneering interactions, or “hand down” methods in which
use of eye tracking in virtual reality. The studies gaze provide a context in VR for an additional
that include both point-based and area-of-interest- hand-held device such as a tablet computer
based methods provide techniques for real-world (Zeleznik et al. 2005). Novel interaction methods
settings such as flight simulator cockpits (Weibel can be evaluated within the context of these
et al. 2012) as well as 3-D virtual environments. three classifications, e.g., duo-reticles, radial-
Stellmach et al. (2010) proposed three methods pursuit, nod and roll (Piumsomboon et al. 2017)
for 3-D attentional maps that are applicable to as “lazy” methods, or gaze + pinch (Pfeuffer et al.
VEs (virtual environments). Projected attentional 2017) and VRpursuits (Khamis et al. 2018) as
maps are 2-D planar representations of 3-D fixa- “helping hand” approaches.
tion data. Object-based attentional maps represent Currently, there are several HMDs with eye
models’ attractiveness by assigning a color on its tracking capabilities on the market, which pro-
whole textural surface. Surface-based attentional vide software development kits and add-ons for
maps depict aggregated fixation data directly on different VE development platforms to transfer
the textural surface by attributing gaze positions user’s gaze direction for interacting with
on mesh triangles of models. Pfeiffer (2012) objects in the 3-D environment (Hollomon
established a holistic approach to collect and et al. 2017).
684 Eye Tracking in Virtual Reality
Passive Use of Eye Tracking in VR for Gaze depth (Watson et al. 1997). Recent research
Prioritized Graphics exploits this approach to vary the streaming
An early suggestion to use eye tracking for ren- video bit rate according to observer’s gaze
dering gaze prioritized 3-D graphics described (Arndt and Antons 2016).
several computational methods (Ohshima et al. A hybrid of both object-based and pixel-based
1996), but it is not clear that the proposed system methods have also been explored (Murphy
is a simple prototype at proof-of-concept level or a et al. 2009).
head-mounted display with working eye tracking The research on increasing user comfort of
capabilities. Former studies (Iwamoto et al. 1994) stereoscopic displays utilizes gaze-contingent
suggested using mechanical/optical solutions for rendering to simulate depth of field (Kellnhofer
foveated rendering on HMDs. Duchowski et al. et al. 2016; Duchowski et al. 2014). Typically,
(2000) applied several algorithms to match gaze the human eyes converge and accommodate
direction with polygonal 3-D objects. Those algo- at the same point; but in 3-D displays, conver-
rithms evolved into gaze prioritized rendering gence occurs in front of or behind the screen,
methods (Murphy and Duchowski 2001). The where the image forms while the accommodation
latency of eye trackers had been an issue in occurs on the surface of the flat screen. This
foveated rendering (Triesch et al. 2002), and accommodation-vergence conflict often leads to
research revealed that “foveated rendering is tol- a discomfort in viewers of stereoscopic displays
erant to eye-to-image latencies of about 50–70 ms, (Mon-Williams and Wann 1998) and it is one of
beyond which it is easily perceived and hence the reasons of cybersickness (Carnegie and Rhee
loses effectiveness” (Albert et al. 2017). Current 2015). To overcome this problem in VR, objects
research focuses on the comparison of different in the 3-D world that do not lie on the convergence
foveated rendering techniques in terms of hard- point of user’s eyes are blurred to simulate real-
ware performance and user perception (Albert world depth of field.
et al. 2017; Pohl et al. 2016; Swafford et al. The passive gaze-contingent techniques also
2016; Roth et al. 2016). employ methods that estimate the gaze move-
There are two objectives of gaze prioritized ments and fixations, to overcome the latency
methods: increasing the rendering performance which occurs between eye tracking and rendering
and increasing user comfort (Duchowski 2018). (Arabadzhiyska et al. 2017; Kulshreshth and
The speed of rendering is increased by freeing up Laviola 2016). Some research focuses on employ-
the computational resources through matching ing models of estimation without using real-time
user’s “retinal and visual acuity resolutions” eye tracking input, employing saliency maps
with the resolution of the area viewed by the (Advani et al. 2013; Swafford et al. 2016), or
user, leaving the nonfoveated areas rendered in a using machine learning methods to predict the
lower resolution. To achieve this, model- or pixel- important objects (Koulieris et al. 2015, 2016).
based approaches can be followed. Model-based Lavoué et al. (2018) compared 3-D eye tracking
approaches employ polygonal simplification results and several saliency mapping algorithms
(Levoy and Whitaker 1990; Luebke and Erikson and detected that algorithms still remain poor at
1997; Luebke and Hallen 2001; Zha et al. 1999) predicting fixation locations.
by controlling the level of detail in polygonal
objects. Current research focuses on enhancing Expressive Use of Eye Tracking in VR
the algorithms and optimizing the rendering field The real-time eye movements of user captured
to improve the image quality perceived by users via eye tracking, prerecorded eye tracking data,
(Patney et al. 2016; Pohl et al. 2016; Roth et al. or algorithms developed to synthesize the eye
2017; Weier et al. 2016). movements are used to increase realism of avatars
The pixel-based approach focuses on spatial or virtual characters, as well as to increase the
and temporal complexity of pixel data just prior perceived quality of communication in a shared
to rendering, e.g., decreasing resolution or color virtual environment. The visual deictic reference
Eye Tracking in Virtual Reality 685
enslaved to users’ gaze found to be enhancing Reality. ACM Transactions on Applied Perception.
the trainee performance in collaborative VEs 14, 1–13 (2017)
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F
Face Beautification in Antiage warped projections. The rise of the 3D print tech-
nology promotes the development of the beautifi-
Sun Ruoqi and Lizhaung Ma cation methods of 3D scans, most of which
Shanghai Jiao Tong University, Shanghai, China concentrate on face shape beautification. Due to
the great effect that it has in feature extraction and
expression, deep learning improves the results of
Synonyms beautification by matching the features of input
faces to the attractive ones based on the theory that
Face makeup; Face skin and shape beautification; faces combined with the good features of beauti-
Reversed face beautification ful faces have the perfect appearance. Currently,
numerous companies focus on accelerating the
research and development of human face beauti-
Definition fication applications.
There is a widespread knowledge that the
Face beautification in antiage is a technology of younger face with less wrinkles is more attractive.
making human face beautiful based on the Face makeup is one of the most effective methods
reversed aging revolution, which means that the to enhance a person’s appearance, which can also
algorithm produces a more beautiful face by make the face younger. Furthermore, medical
changing the texture and shape of the original technologies have developed rapidly; thus, an
human face. increasing number of people have cosmetic sur-
gery to achieve the younger effect. Although a
number of celebrities benefit from it, many people
Introduction failed due to the high risk of the surgery. It is
worth for some people to take the risk, while it is
Face beautification is an essential research topic in not necessary for most of other people. But we
the image process and computer graphics, which cannot deny that everyone would like to be more
contains dozens of algorithms based on 2D or 3D beautiful on photos. As technology progresses, it
human faces. The process of 2D image is gener- is convenient for people to increase the quality of
ally divided into two directions. Furthermore, the photos by using image post-processing technol-
main idea of beautification method is to smooth ogy. Face beautification in antiage attracts grow-
textures by using the special filter and to change ing attention in the image processing field, which
the geometry of face shapes by using designed generates numerous algorithms.
In this entry, we do a survey and introduce the characteristics. Traditional methods, respectively,
present work in face aging, aesthetic plastic tech- change face textures and shape (Ramanathan and
nology, and reversed age face beautification. Chellappa 2006; Kemelmachershlizerman et al.
2014; Shu et al. 2015). In 2016, Wang proposed
recurrent face aging (RFA) framework based on
State-of-the-Art Work RNN to generate the aging face which produced
more natural results (Wang et al. 2016). However,
Many researchers have been exploring in the this method can only generate younger face stage
image processing field, and they constantly by stage, which cannot produce older faces across
improve face beautification algorithms based on the stage. Generally, the human face aging process
the face aging rule. Firstly, we introduce the pre- has close relationship to wrinkles and shapes
sent face aging algorithms, which are related to (Fig. 2).
the face beautification methods. Secondly, we
briefly survey the plastic technology to explore Aesthetic Plastic Technology
the mysteries of facial aesthetics. Finally, we dis- With the improvement of medical technology,
cuss the reversed age face beautification algo- people can change their face texture and shape to
rithms (Fig. 1). make a younger and more charming face by hav-
ing aesthetic plastic surgery. In 1962, Gonzalez-
Face Aging Ulloa M put forward the principle of aesthetic
Facial aging algorithm is mainly used in cross-age plastic (Gonzalez-Ulloa 1962). Therefore, cos-
face recognition, entertainment, and other fields. metic technology has been receiving increasing
The main idea of the algorithm is to add age features attention. A large amount of cosmetic methods
to the young faces without changing the identity have been proposed, such as antiaging plastic
Face Beautification in Antiage, Fig. 1 The face aging examples from teenagers to adults (Ramanathan and Chellappa
2006)
Face Beautification in Antiage 691
Face Beautification in
Antiage, Fig. 2 The skull
model (Todd et al. 1980)
+
Origin
(R0, )
(R1, )
Original Profile
Profile with k = 0.04
Face Beautification in
Antiage, Fig. 3 The
Marquardt mask (Stephen
1997)
surgery (Giampapa et al. 2003), double eyelid more symmetrical face. As mentioned above, Liu
surgery (Song and Song 1985), etc. What’s Fang did the research and showed that the sym-
more, Brennan proposed a method to beautify metrical face is more charming (Liu 2010). Thus,
the skin (Brennan 2015). There are dozens of morphing the face toward symmetry properly can
specific methods to make you look more beauti- improve the face’ attractiveness. But this is only
ful. Some of these patients would like to have a one general rule, while there are also some
692 Face Beautification in Antiage
asymmetric faces which are more beautiful. cosmetics, while there are corresponding algo-
Others who aim to change the shape of their face rithms in image processing area. There are lots
usually choose an attractive star as the target or of company proposing the applications to achieve
look for a generally accepted face. At this time, the demand of consumers, such as Microsoft,
most of the doctors would choose the Marquardt Facebook, Apple, Tencent, etc. Other algorithms
mask, which is the standard face of the aesthetics. are presented to learn the age features and apply
The Marquardt mask is also called the golden face the reversed aging features directly to beautify
for that it conforms to the golden ratio. When the human faces. In 2013, Chen use standard devia-
person who is older than 20 years old grows up, tion to extract the age feature and get younger face
the face shape would go far from the Marquardt by training SVM (Chen et al. 2013). In 2015, Sun
mask, which also means that the face aging has proposed a method to replace the aging skin with
great effect on the attractiveness of human faces neighbor skin with younger features, which pro-
(Fig. 3). duce younger faces without losing the identical
features (Sun et al. 2015). Deep learning devel-
Reversed Age Face Beautification oped rapidly which promotes the development of
In recent years, face beautification in antiage algo- the skin texture beautification. In 2015, Li learns
rithm has made unprecedented progress in the the features which are related to beautification by
image processing field. Face texture is affected using deep learning to generate beautified faces
by five characters, such as spots, wrinkles, puffi- (Li et al. 2015). In 2016, Xi Lu proposed a frame-
ness, dark circles, and shapes. In the real world, work focused on skin beautification based on
people change these characters by using layer dictionary, which is good at removing facial
Face Beautification in Antiage, Fig. 4 Face makeup examples (Liu et al. 2016)
Face Beautification in Antiage 693
Face Beautification in Antiage, Fig. 5 Face beautification examples (Sun et al. 2015)
wrinkles and spots (Xi Lu et al. 2016). These Glampapa, V.C., Fuente, d.C.A., Ramirez, O.M.: Anti-
algorithms focus on different aspects and have aging medicine and the aesthetic surgeon: a new per-
spective for our specialty[J]. Aesthetic Plast Surg.
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Gonzalez-Ulloa, M.: Quantitative principles in cosmetic
surgery of the face (profileplasty). Plast. Reconstr.
Conclusion and Discussion Surg. Transplant. Bull. 29(2), 186–198 (1962)
Kemelmachershlizerman, I., Suwajanakorn, S., Seitz, S.M.:
Illumination-aware age progression. IEEE Conf. Comp.
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there are many companies that invested a great Li, J., Xiong, C., Liu, L., et al. Deep face beautification.
deal of resources for in-depth study. A variety of ACM Int. Conf. Multimed, pp. 793–794 (2015)
face beautification algorithms are proposed Liu, F.: Face attractive research in plastic industry. Mod.
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recently. Increasingly importance has been Liu, S., Ou, X., Qian, R., et al.: Makeup like a superstar:
attached to the face beautification method in anti- deep localized makeup transfer network. International
age since it protects the personality of human Joint Conference on Artificial Intelligence. AAAI
faces in the beautification process. There are Press, 2568–2575 (2016)
Lu, X., Chang, X., Xie, X., et al.: Facial skin beautification
many applications that can beautify face in real via sparse representation over learned layer dictionary.
time, but these algorithms still have to be Int. Jt. Conf. Neural Netw, pp. 2534–2539 (2016)
improved, such as promoting the sense of reality Ramanathan, N., Chellappa, R.: Modeling age progression
and removing the age characteristics. Face beau- in young faces. IEEE Conf. Comp. Vision Pattern
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694 Face Detection
Synonyms
Face Makeup
Emotion detection; Facial recognition; Image pro-
▶ Face Beautification in Antiage
cessing; New media art work; Vision system
Definition
Face Recognition
Real-time detection and analysis of facial recog-
nition and emotion states is a technique that offers
▶ Digital Images Using Heuristic AdaBoost Haar
methods and processes for the control of media
Cascade Classifier Model, Detection of Partially
content, communication via interactive experi-
Occluded Faces
ences and social media.
Introduction
Face Skin and Shape
Beautification Facial recognition technology is a growing area of
interest, where researchers are using these new
▶ Face Beautification in Antiage applications for study in psychology, marketing
and product testing and other areas. There are also
applications where the use of facial image capture
and analysis can be used to create new methods
for control, mediation, and integration of person-
Facial Recognition alized information into web based, mobile apps,
and stand-alone systems for media content inter-
▶ Facial Recognition and Emotion Detection in action. Our work explores the application of facial
Environmental Installation and Social Media recognition with emotion detection, to create
Applications experiences within these domains. For mobile
Facial Recognition and Emotion Detection 695
media applications, personalized experiences can the face detection and facial recognition, which
be layered personal communication. Our current then can be used to control or mediate visual
software implementation can detect smiles, sad- information on surfaces in public spaces or to
ness, frowns, disgust, confusion, and anger allow mobile apps and web-based experiences
(Database FERET). In a mobile media environ- and through social media.
ment, content on a device can be altered to create
fun, interactive experiences, which are responsive
and intelligent. By intersecting via direct commu- Overview
nication between peer to peer mobile apps, moods
can be instantly conveyed to friends and family – Considering historical examples, artists have
when desired by the individual. This creates a explored the use of projected imagery or light
more personalized social media experience. Con- works as a primary medium. These works may F
nections can be created with varying levels of fall into one or more genre or may be in between
intimacy from family members to close friends different genres of art. Looking at examples of
out to acquaintances and further to broader groups installation, or environmental art works, the work
as well. This technique currently uses pattern rec- of Dan Flavin (https://chinati.org/collection/
ognition to identify shapes within an image field danflavin.php) is exemplary in the use of light as
using a Viola and Jones (2001) Haar-like feature a singular imaging medium. Flavin’s work, as he
detector, OpenCV (Bradski and Kaehler 2008), a has described it, is created and experienced in a
“Feret” database (Chang and Lin) of facial strict formalist approach. Formalism focuses on the
images, and a support vector machine library way objects are made and their purely visual
(LibSVM)(Burges 1998; Bolme 2003) to process aspects. Nevertheless, the works, such as Flavin’s,
video or images from a web camera and to identify though static light alter or inform audience spatial
if a face exists. The system processes the detected perception of spaces where they are installed. In our
faces using an elastic bunch graph matching study of the use of interactive elements, can the
(Hlang 2012) technique that is trained to deter- viewer’s perception be altered by the shifting of
mine facial expressions. These facial expressions color or imagery based on responses detected from
are graphed on a sliding scale to match the dis- the viewers themselves? Further, can we use the
tance from a target emotion graph, thus giving an detection of subtle emotional cues to alter the qual-
approximate determination of the user’s mood. ities of the imagery or installation? More recently,
the projection of video or animated imagery on
building facades or in public spaces has become a
State-of-the-Art Work common way to attract viewer engagement. In
these types of new media art work experiences,
Currently, many media artists are using vision such as the 2011 transformed façade of St. Patrick
systems, sensor-based systems, and other technol- Cathedral and the New Museum in New York
ogies to create interactive experiences and medi- (http://www.newmuseum.org/ideascity/view/flash-
ated arts works in public spaces. In many of these light-mulberry-street-installations, these altered
works, the images are projected onto building architectural and public spaces become a “canvas”
facades or use embedded LED arrays on building where images and media content can be viewed
surfaces. In Asia, it is common for newer build- outside of the special circumstance of the gallery
ings to use vast LED arrays on the façade of the or museum. Considering possible ways to allow for
building. These projections and LED arrays can audience interaction, we know that sensors and
use video playback, images changing over time or vision systems are being used to encourage audience
other ways to control the imagery. Our work participation. Can subtle emotional cues be used as
focuses on the possible use of vision systems for well?
696 Facial Recognition and Emotion Detection
Facial Recognition for Artistic, The viewer can change quality of the image by
Environmental Installation in public altering their facial expression Fig. 3.
Space
Detection of emotion states in a public art instal- Facial Recognition in Mobile Apps,
lation to change the environmental elements is Internet Webpage Detection, and
possible. Using webcams positioned in specific Stand-Alone Kiosk Systems
selected locations can capture facial information,
the emotion states can be detected. The detected In mobile apps, detected emotions of a viewer can
state can be used to alter projected imagery, audi- be shared via social media through simple #hashtag
tory ambiance and ambiance of lighting, intensity or Facebook posts. Using HTML5/CSS3 along with
and color. The location of the camera need not be Canvas, apps, and webpages can be used to capture
directly within the installation space. Indeed, the and submit an image to a back-end server applica-
control of the qualities of the imagery, lighting, or tion, which returns a detected emotion state. Apps
ambiance can be collected remotely in other and webpages submit an image to a cloud database.
building location, from the Internet and even by The server listener application listens for images
mobile apps (Fig. 1). arriving, tagged with random user IDs and time
In my work, “MoodModArt,” and the subse- stamps. The listener passes the image to a back-
quent system “MoodRing,” we use emotion end server application, which returns a detected
detection to change the quality of an image emotion state to the listener. The listener then returns
based on detected moods (Fig. 2). “In the result to the webpage or app (Fig. 4).
MoodModArt,” detection of the seven basic emo-
tions states (Ekman 1999) enables responses in
the imagery as a results of the emotion detected. Developmental Work in Facial
The seven basic emotion states as defined by Recognition: Gender and Age
Eckman are the states used for training and detec-
tion in “MoodRing.” Our work in facial recognition began with exper-
If the detected emotion of a viewer is positive, imentation with the detection of gender and age in
the streamed loop of video is vibrant and colorful. public spaces. In our earlier project “HiPOP,” we
If the detected emotion is negative, the streamed were successful in implementing a software tool
loop of video played to a drab and darker view. for facial recognition for use in public spaces. The
Facial Recognition
and Emotion Detection environment altered by
environment altered by detected emotion
in Environmental detected emotion
Installation and Social environment altered by
Media Applications, detected emotion
Fig. 1 A schematic view of
a museum with capture
location and installation
spaces
web camera
web camera
Facial Recognition and Emotion Detection 697
Facial Recognition and Emotion Detection in Environmental Installation and Social Media Applications,
Fig. 2 (a, b) Images from the looped media streams in MoodModArt
F
Facial Recognition POSITIVE
and Emotion Detection
in Environmental HAPPINESS
Installation and Social
Media Applications,
SURPRISE
Fig. 3 Graphing of
emotion states on a
NEUTRAL
continuum from negative to
DISGUST
positive
ANGER
SADNESS
NEGATIVE
Facial Recognition and Emotion Detection in Environmental Installation and Social Media Applications,
Fig. 4 Transfer of captured images to a server application and the return of a detected emotion
focus of this work revolved around the detection www.nist.gov/humanid/colorferet; Chang and
of gender and age. This implementation uses an Lin) of facial images. A support vector machine
image processing approach by identifying shapes (LibSVM) (Burges 1998) was used to classify the
within an image field using methods published by faces to glean attributes such as gender, age, and
Viola and Jones (2001). The technique employed other individual characteristics. The system seg-
a Haar-like features application (Viola and Jones mented the captured image to recognize face
2001; Burges 1998) and a “Feret” database (http:// rectangles. The detected face area is scaled to a
698 Facial Recognition and Emotion Detection
Facial Recognition and Emotion Detection in Environmental Installation and Social Media Applications,
Fig. 5 Detected genders invoke playback of targeted media
64 64 pixel grayscale image and an equalized each with an elastic bunch graph match (EBGM)
histogram is used to increase contrast. The (Wiskott et al. 1997; Hlang 2012). The
OpenCV (Bradski and Kaehler 2008) library was software implementation was designed with
used to detect and segment faces from video two modules to process the captured video
images through the following methods: images and give the resulting detected emotion.
The “ImageNormalizer” module detected the
1. Using a cascade of boosted classifiers working face from an image, cropped, resized to a stan-
with Haar-like features. dard size (90 100 pixels), and converted these
2. Training classifiers by a database of face and to grayscale. The normalized image was input to
nonface images. the EBGM program. Training for detection of
3. Scanning input images at different scales to emotion states in an individual was required for
find regions that are likely to contain faces. accuracy. The technique used a database of fil-
4. A SVM classifier method using data points as a tered images defined with an index set that were
p-dimensional vector was used to detect smiles identified as one of seven emotion states. The
in the captured images, where p is the number “EmotionRecognition” module integrated with
of feature pixels in the image. “ImageNormalizer” so that every captured
frame was normalized and the detected face was
Application of such a system is feasible in stored in normalized form on the fly.
environments where marketing messages can be “EmotionRecognition” used EBGM with the
targeted for individuals based on gender, age, or on the fly normalization program to output a
other cues that can be identified. The design of the detected emotion state from the captured image
system installation allows marketing or media (Fig. 6).
content to be played based on the detection of
certain demographic information detected from
consumers in a retail environment (Fig. 5). Development of Emotion Detection:
Emota v2.0 (Mood Ring)
Facial Recognition and Emotion Detection in Environmental Installation and Social Media Applications,
Fig. 6 A screen capture of Emota v1.0 in action
Both MoodRing MFC and MoodRing Core are seven emotion state expressions, and the images
implementations of the project’s core part. are captured and accepted. Once the seven states
MoodRing Core is the interface version which are stored, the system is effectively trained for that
shows how to set up this project under different user (Fig. 8).
platforms. Weight Trainer is used to train weight User emotion detection allows real-time user
of each anchor point to calculate similarity among emotion detection. This can be used as a control
subgraphs. Once a model is trained, elastic for interaction, media, and environmental
bunching graphs (Wiskott et al. 1997; Hlang elements.
2012) can be stored and compared instead of
images. Database Compressor is used to compress
elastic bunching graphs by comparing, searching,
and combing similar graphs based on the distance Emota v2.0 Mood Ring Core and Data
among them. Processor
MoodRing MFC is a stand-alone MFC version
which supports emotion storage, batch training, Image Preprocessing
and emotion detection. There are two options for First, we apply some image standardizations to get
emotion storage: user emotion storage and batch a small size gray scale image. Second, a series of
emotion storage. Batch emotion storage allows image preprocessing operations are adopted,
user to parse batch amount of images to xml files including noise removal and image balance.
and add these files to dataset of certain user. The Noise Removal (Ester et al. 1996). For each
batch module is designed mainly to train large pixel, we calculate and accumulate the difference
amount of images in order to set up the default of all its neighbor points as the weight of this
dataset which belongs to the default user (Fig. 7). pixel:
User emotion storage allows user to capture,
extract, and store emotions to numeric values one K 2 jf ðpÞ f ðxÞj
by one using a web camera. To use this system, the weightðxÞ ¼ K 1 e pP
Facial Recognition
and Emotion Detection
in Environmental
Installation and Social
Media Applications,
Fig. 7 The interface
windows for operation of
MoodRing MFC
Facial Recognition and Emotion Detection in a periodic manner to a text file that is readable by other
in Environmental Installation and Social Media software, such as Max/MSP
Applications, Fig. 8 Detected emotion states are stored
Then, we traverse the image again with a Image Balance. We have noticed that vague
weighted average filter for each pixel. shadow will not heavily affect Haar classifier per-
formance, and hard shadow edges can heavily
weightðpÞ f ðpÞ weaken performance. An image balance method
pP is adopted such that useful information like edges
gðxÞ ¼ a þ ð1 aÞ f ðxÞ
weightðpÞ is strengthened while noise like shadows is weak-
pP ened. Thus, instead of complex shadow removal
Facial Recognition and Emotion Detection 701
program is in a training mode, it will store the the default graph set, which only contains graph
hierarchical results as an xml file. Otherwise, of the default user. As mentioned above, dataset
emotion detection is followed after feature for the default user is usually trained in the Batch
extraction. Emotion Storage module. Since default user’s
Graph pruning is the core function of Database dataset contains large amount of samples from
Compressor. The pruning algorithm is basically a existing database like “Feret” (http://www.nist.
variety of DBSCAN (Ester et al. 1996), where the gov/humanid/colorferet, it can be used without
distance of subgraphs defined as sum of Euclidean user graph set. However, user graph set is still a
distance of all convolution results for all anchor better choice because it contains fewer but more
points. If one cluster contains at least the mini- informative graphs. Based on given user ID, the
mum number of neighbor point subgraphs, and program will load graphs of that user into user
distances of these subgraphs are at most eps, we graph set if program can find user emotion data of
combine all subgraphs in one cluster into one. this user. Otherwise, only the default graph set
Thus, very similar subgraphs are merged to reduce will be loaded.
storage space and comparing time. Emotion
Detection. Weight Trainer
The emotion detection is a similarity compar- Weight Trainer is the first step to set up the
ing process. Target graph is compared with all MoodRing system. Input of this module is a set
subgraphs in all seven emotions (Database of elastic bunching graphs with all seven emo-
FERET) in the FERET dataset. We categorize tions; output is a weight matrix stored as local file.
the target graph for the same emotion type as its Given a set of seven graphs, Gi (i ¼ 0, 1, 2, 3,
most similar subgraph. In comparison of two 4, 5, or 6), and each graph Gi has subgraphs gij, we
graphs, we can calculate a weighted average on first generate the dataset through a pairwise
the distance of all such convolution results of all comparison:
anchors in graphs. When the program is initial-
ized, a mathematical model determined by Weight x ¼ gij gmn , y
Trainer is loaded, such that the weight of each
0, if i ¼ m ðsame emotionÞ
anchor can be used to measure graph similarity ¼
(Fig. 9). 1, if i 6¼ m ðdifferent emotionÞ
There are two types of preloaded dataset used
in the detection process: default graph set and user Then, because y is between 0 and 1, we apply the
graph set. When initialized, the program will load following logistic function on X:
Facial Recognition and Emotion Detection in Environmental Installation and Social Media Applications,
Fig. 9 Training if the EmotionDetector
Fall Risk Detection in Computer Vision 703
Definition
Cross-References
MMORPG ¼ Massive Multiplayer Online Role-
▶ Locomotion and Human Tracking in Playing Game is a multiplayer game designed to
Healthcare Robots be played online
Multiplayer Game ¼ a game that is designed
for multiplayer mode where two or more players
References are expected throughout the entire gameplay
Action Adventure Game ¼ a game that com-
Araya, A.X., Iriarte, E.: Fear of falling among community- bines core elements from both action game and
dwelling sedentary and active older people. Invest.
Educ. Enferm. 39(1), e13 (2021)
adventure game genres
De Miguel, K., Brunete, A., Hernando, M., Gambao, E.:
Home camera based fall detection system for the
elderly. Sensors. 17(12), 2864 (2017) Introduction
Lu, K.L., Chu, E.T.H.: An image-based fall detection
system for the elderly. Appl. Sci. 8(10), 1995
(2018) Final Fantasy 14 Online is an MMORPG devel-
Werner, F., Diermaier, J., Schmid, S., Panek, P.: Fall detec- oped by Square-Enix and published for the PC
tion with distributed floor-mounted accelerometers: An and PlayStation markets. It is popular to the point
overview of the development and evaluation of a fall
detection system within the project eHome. In: The
that they had to lock down the free-trial and
2011 5th International Conference on Pervasive Com- stopped selling digital copies for a few months
puting Technologies for Healthcare (PervasiveHealth), in order to keep the player countdown as to not
pp. 354–361 (2011) overload the servers with the expected launch of
Wu, W., Dasgupta, S., Ramirez, E.E., Peterson, C., Nor-
“Endwalker,” the latest expansion to come down
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Res. 14(5), e130 (2012)
Gameplay
or outside characters like Gaius. Featuring a vari- generating attacks and a “tank-stance” that
ety of classes and various activities, there are increases the amount gained per strike, along
many ways to approach the game including with damage mitigation and a few debuffs that
smithing, adventuring, buying houses, and can be applied to enemies. Each of the tanks has
raiding. a different playstyle: Paladin and Warrior are the
With 19 “combat” classes split between four safest whereas Dark Knight and Gunbreaker are
tanks, four healers, and 11 “DPS,” there is a wide the risky options. Gunbreaker is a favorite for
variety of playstyles to choose from. From close- some gamers due to the high DPS combos along
range physical DPS to long-range magical, with the extremely precise barrier abilities.
healing, or tanking, you can truly be the “Warrior Figure 1 is an image of a game character as a
of Light” that you have always dreamed about in a Gunbreaker.
huge fantasy game. Along with this, there are also DPS: Monk, Dragoon, Ninja, Samurai, Reaper,
11 classes dedicated to crafting and gathering, Bard, Machinist, Dancer, Black Mage, Sum-
allowing you to make your own gears and collect moner, Red Mage, and Blue Mage
your own materials. Not only can you run dun- Physical DPS, Ranged DPS, and Magical DPS
geons or take on fantastic bosses, you can spend classes play quite differently from one another,
hundreds of hours crafting your own gears and and they often have wildly different abilities. For
playing the in-game markets to make “Gil” and example, Summoner and Red Mage both possess
buy wondrous prizes. the ability to resurrect other players, which often
Tanks: Paladin, Warrior, Dark Knight, and comes in handy during raids and major fights.
Gunbreaker (tvtropes.org 2022) Ninja is famous for its high burst potential, but
The primary style of play for tanks includes many players prefer more consistent DPS output
gathering “aggro” through the use of enmity- from classes like Samurai or Reaper. The king of
Fantasy XVI Online, a Massively Multiplayer Online Role-Playing Game, Fig. 1 A game character as a Gunbreaker
wielding the newest Relic weapon
Fantasy XVI Online, a Massively Multiplayer Online Role-Playing Game 707
Fantasy XVI Online, a Massively Multiplayer Online Role-Playing Game, Fig. 2 A Reaper holding one of the new
Major Relic Weapons
708 Fantasy XVI Online, a Massively Multiplayer Online Role-Playing Game
Fantasy XVI Online, a Massively Multiplayer Online Role-Playing Game, Fig. 3 A favorite Sage healer, not
wielding a Major Relic Weapon
text¼As%20a%20free%20trial%20player,in%20the%
20in%2Dgame%20chat (21 July 2022) Fingerprint Verification Based
mogtalk.org. mogtalk. Retrieved from mogtalk: https://
mogtalk.org/the-ffxiv-world-race/ (2022) on Combining Minutiae
Png, K.: gamestart.asia. Retrieved from https://news. Extraction and Statistical
gamestart.asia/first-ever-official-final-fantasy-xiv- Features
esports-tournament-to-commence-july-2022/ (23 June
2022)
Teixeira, M.: nme.com. Retrieved from nme.com: https:// Anwar Yahya Ebrahim1 and Hoshang Kolivand2
1
www.nme.com/news/gaming-news/final-fantasy-xiv- University of Babylon, Babylon, Iraq
2
digital-copies-sold-out-after-surge-in-popularity- Department of Computer Science, Faculty of
2991295 (12 July 2021) Engineering and Technology, Liverpool John
tvtropes.org. tvtropes.org. Retrieved from tvtropes.org:
https://tvtropes.org/pmwiki/pmwiki.php/Characters/ Moores University (LJMU), Liverpool, UK
FinalFantasyXIVTankClasses (2022) F
Synonyms
Definition
Introduction
Fingerprint Verification Based on Combining Minu- where l is a 2-directional low-pass filter with a
tiae Extraction and Statistical Features, complete unit.
Fig. 1 Singular point block method diagram (Kaas and The orientation area can be representing in this
Witkin 1987) section.
Fingerprint Verification Based on Combining Minu- map to three singular points, (d) Region of interest after the
tiae Extraction and Statistical Features, Fig. 2 The segmentation, (e) Singular point contour after thinning, (f)
detecting of singular point by (a) Orientation field on Filled singular point contour, (g) Singular point location on
original fingerprint, (b) Both singular point and orientation the original fingerprint
field reliability within the contour, (c) Reliability image
(i) The orientation field reliability needs to be (v) Here, the singular point pixel can be found
segmented into two distinct regions. The region by performing the shrinking process for the
of interest contains the values > 0 and < 0.5. singular point contour. Figure 2 shows the
The result of the segmentation can be singular point pixel after applying the
seen in Fig. 2. shrinking method, the position of the singu-
(ii) Thinning is the process of adjusting the lar point on the original fingerprint, and Sin-
width of contents of the image to one pixel gular point pixel.
while preserving the extent and connectivity
of the original shape. Fingerprint Thinning Minutiae Marking
(iii) After thinning, all pixels will be removed so Thinning is a procedure by which the sizes of the
that the contour shrinks to a connected ring ridges are reduced. In each scan of the full imprint
halfway between each hole and the outer image of a fingerprint, every sample square rep-
boundary, and the rest will shrink to a pixel resents (16 16) pixels (Maio and Maltoni 1997).
that will be removed. Figure 2 shows the This image along with other data will be recorded
singular point contour without any noise. into the dataset (Jain et al. 1999). After obtaining
(iv) The singular point contour is well defined, this input file, it will undergo binarization. Usu-
and to determine the location of the singular ally, a vision of the distinctive mark will be
point, the contour is filled using the morpho- obtained.
logical hole filling equation (Gonzalez and
Woods 2008):
Normalization
1I ðx:yÞ
Normalization is a procedure for fingerprint veri-
F ðx:yÞ ¼ 0 , ð4Þ fication. Samples of fingerprints do not come in
the same dimensions. Because of this, the samples
where “(x, y)” represents the border of I; need to be aligned suitably to confirm an overlap
otherwise, H is equal to the input image I, of the common area in the two samples of imprint
with holes filled. by the orientation of the image to zero at the
Fingerprint Verification Based on Combining Minutiae Extraction and Statistical Features 713
FV comprises five sections: singular point detec- Ebrahim, A.Y., Kolivand, H., Rehman, A., Rahim, M.S.
tions, fingerprint ridge thinning, normalization, M., Saba, T.: Features selection for offline handwritten
signature verification: state of the art. Int J Comput
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Fire Emblem Fates, Conquest 715
Fire Emblem Fates, Conquest, Fig. 2 Odin is attacking Fire Emblem Fates, Conquest, Fig. 3 Keaton is paired
an enemy archer with assistance from Ophelia up with Camilla in guard stance to attack an enemy
Faceless
pairings. Enemy units can use both Attack and F
Guard Stance. Seal. If a child’s chapter is done after chapter
In Fig. 3, note the full Guard Gauge at the 18 of the main story, the unit will come with an
below the blue HP bar; Camilla will block the Offspring Seal that allows them to gain access to a
foe’s next attack in combat. higher-level class with extra level and weapon
Fates makes several changes to the class sys- rank that is curved to the enemies of the main
tems. Once again keeping with West versus East chapter.
themes, many Nohrian and Hoshidan classes Units that have blood of the First Dragons can
share characteristics. For example, the Nohrian access Dragon Veins during battle. With them,
class Outlaw can be seen as equivalent to the players can change terrain, heal, or buff allies,
Hoshidan Ninja as they both are used to pick damage or debuff allies, etc.. While Dragon
locks and are rather quick. There are also ways Veins aren’t usually necessary to a map’s objec-
to reclass. Units can reclass into a stronger class tive, they often provide more dynamic ways to
starting at level 10. All units have a secondary strategize as each map has a unique effect.
class they can reclass to with a Heart Seal. Units At the start of the game, the player is able to
can reclass into their married partner’s class with a customize their avatar, who’s default name is
Marriage Seal. Units can reclass to the class that Corrin. The player can customize their gender,
their best friend (units are best friends if they reach voice, hair color, and accessorize them. The
the highest level support rank, A+) has. Units will player can also choose their secondary class with
gain skills by leveling up in classes. Skills are their boons and banes. The boons determine what
buffs that can range from raw stats, more move- stats Corrin excels in by modifying growth rates.
ment options, the ability to give stats to allies, Likewise, the banes will determine what stats
more powerful attacks, etc. All main characters Corrin struggles with.
have personal skills that are innate and are exclu- Between chapters, players will have access to
sive to them. My Castle. My Castle is a place where players can
If units gain a high enough support level, they view supports, buy weapons and items, talk to
can wed and have children. Children will be based other characters, forge weapons, and collect
on their father (Silas will always have Sophie as a resources to customize the castle. My Castle
child) while the mother will pass down their hair serves as a downtime between chapters that
color. The opposite is true for Azura’s child and allows players to plan out their next moves. Sup-
Corrin’s child, if Corrin is female. With the power ports are built between characters as lines of con-
of space-time travel, the children are able to be versation. Characters have up to three supports
recruited into the player’s army after beating their with their support partners, labeled C, B, and
chapter. Child growth rates will change based on A. A fourth level of support is available to mar-
averages of their parents. Parents will also pass riage candidates and best friends (S and A+,
down their last equipped skill and their classes. respectively). Forging weapons allow for
Children can access these classes with a Heart weapons to become more powerful and for
718 Fire Emblem Fates, Conquest
players to name their weapons. Using the Mess will not engage in combat if they can do zero
Hall gives the chance to give slight buffs to allies damage. In maps where the main objective is to
for the next battle. The units Niles and Orochi have the player defend a point, enemies will
have personal skills that allow them to capture sometimes refuse to fight the player and rush
certain enemy units. They can be recruited into their objective. Enemies will also use Dragon
the player’s army at the Prison. Occasionally, Veins to their advantage. Another design differ-
players will be challenged to battles by mysterious ence from Birthright and Revelations is the lack of
forces and have to defend their castle. Players can what the Fire Emblem community calls “ambush
also go online and visit castles that belong to other spawns.” Ambush spawns are reinforcements that
players and challenge them to battle. appear and take an action on the same turn. All of
The first five chapters of Fates are the same. In these factors work together to make Conquest
chapter six, the player can choose to send Corrin more challenging and rewarding to players who
down the Birthright, Conquest, or Revelations. can plan out complex strategies in advance.
When selecting Birthright, the game gives the
description of, “This path includes opportunities
to freely accumulate experience points and gold. Unhappy Reunion
This will allow you to enjoy watching your char-
acters grow faster.” When selecting Conquest, the The tenth chapter of Conquest, Unhappy
game gives the description of, “This path allows Reunion, is thought by many Fire Emblem fans
you to test your skills and devise complex strate- to be an example of a well-designed map. Many
gies while progressing with limited access to more believe that Unhappy Reunion is one of the
experience points and gold.” When selecting Rev- hardest maps in the series. In chapter 10, Corrin is
elations, the game gives the description of, “It is attempting to find a boat to transport their army to
not recommended to select this path for your first find the Rainbow Sage. To Corrin’s surprise, the
playthrough. This route is best experienced after Hoshidian prince Takumi is sending an army to
playing both the Defend Hoshido and Fight with Nohr. Refusing to let Hoshidans on Nohrian soil,
Nohr paths.” Corrin sets out to defend the port town.
In Fig. 4, blue tiles represent water tiles that only
flying units can traverse, the darker tiles represent
Embrace the Dark walls, and white tiles represent roofs. The northern
section of the map is a boardwalk that has two
Conquest’s “limited access to experience points houses. The middle of the boardwalk has a green
and gold” changes the way players play the game. section that Corrin must defend. If a unit visits them,
In the two other routes, players return to My the top left house will give ten thousand gold and the
Castle after every chapter. From there they can top right house gives a Master Seal. South of the
choose to scout on completed maps for extra gold house lies a breakable wall. To the left of the
enemies or choose side chapters provided they starting position is a Fire Orb, an item that mages
meet the conditions to unlock them. Conquest’s can use. Next to the house that gives a Master Seal is
limited maps force players to play tighter in the a ballista. Another ballista can be found below the
chapters they do have. Conquest players will have starting position. The house in the middle left gives
a harder time gaining supports between units, so a Dual Club, a weapon that reverses weapon triangle
experienced players will think about supports advantage and doubles its effects. The wall to the
beforehand and dedicate some turns to building right of the house is breakable. The middle right
supports. On top of this, Conquest’s maps are house gives a defensive stat booster. At the south-
more difficult, having more varied objectives west section of the map is Takumi holding an Elixir,
and side objectives. Enemy units have more skills, an item that restores 99 HP. Takumi is standing over
higher stats, and stronger artificial intelligence. a Dragon Vein, but the game will not show its
Under most circumstances in Conquest, enemies description. Behind the middle left section of units
Fire Emblem Fates, Conquest 719
is Hinata, Takumi’s retainer. Behind the middle right help. Clearing out units near the middle houses
section of units is Oboro, Takumi’s other retainer. At early will give the players the ability to visit
the southern part of the map are two boats with a them, although it is not required. Due to the com-
Sky Knight flying between them. Ninja, Oni Sav- plexity of this map, Veteran players of Conquest
ages, Archers, and Spear Masters will appear as will plan their playthrough around this chapter.
reinforcements periodically on the left and right Camilla and Beruka are very helpful as units due
side of the map. More Sky Knights will appear to their flying mounts. Being flying units, they are
from the South. able to quickly traverse the map. Using heart seals,
The opening position provides an advanta- some players change their units’ classes to have
geous position to defend the point: walls to the greater movement for this chapter. Elise and Corrin
South and West, a Fire Orb, and Ballistae. On turn (if they picked Wyvern or Sky Knight as their
three, Camilla and her retainers appear, Beruka secondary class) can reclass into flying classes.
and Selena. Camilla is a Malig Knight, Beruka is a Jakob has the ability to reclass into a Paladin for
Wyvern Rider, and Selena is a Mercenary. Camilla cavalry movement. Buying weapons that have one
and Beruka are flying units, so players will find and two range attacks will give the ability to
the ability to cross water useful. On the fifth turn, counterattack the ninja. Breaking the wall next to
reinforcements will start appearing and moving the house containing the Dual Club will allow for
toward the green section (Fig. 5). the ability to exit the starting position and challenge
On turn seven, Takumi will activate his Dragon Hinata faster. Camilla is one of three units by
Vein, causing the water to drain from the map default that can wield clubs, so most players will
allowing all units to traverse them. All enemy give it to her if they chose to fight Hinata. Purchas-
units will then begin to rush their objective. Players ing the Nosferatu tome for Odin will give him the
who played defensively will find it hard or impos- ability to leech life from enemies. With this, Odin is
sible to defend the objective without casualties due able to challenge several units without requiring a
to the sheer number of units rushing at them. staff unit to be nearby. Once Takumi drains the
Players who know about the reinforcements and water, some players will try to congregate near
Takumi using the Dragon Vein will tend to realize the starting position to form a wall and challenge
that playing defensively as the objective suggests the remaining units. Camilla, Beruka, and any
isn’t the best strategy. Trying to get out of the other high movement units are able to chase
starting position to chip away at the enemy num- down the enemy flying units. If the fliers get too
bers before they rush toward the point will greatly close, bow units will make quick work of them.
720 Fire Emblem Fates, Conquest
Eternal Stairway
FPS First Person Shooter. by GT Interactive, would become one of the first
Maze War A simple 2D maze type of FPS. e-sports game that offered the winner a prize.
Wolfenstein A 3D version of Wolfenstein that Some FPS games such as “Call of Duty” use
3D came out 1981. real world events. “Call of Duty,” published by
DOOM The first true 3D game that came Activision, would take the gamer to the beaches of
out in 1993, which launched what Normandy, and all the way to future warfare that
we now know of FPS. has yet to be seen. Activision came out with the
Quake A 3D game that took what game in 2003 for PC, adding different campaigns
DOOM made and made it better; for different countries and the way they fought in
it was also one of the first Esports each war. The game used iD tech engine.
games. The game “Duke Nukem” gave the playable
Duke An FPS game that gives the main character an icon for wisecrack speeches during
Nukem character more of the starlight gameplay. Scott Miller of 3D Realms created the
with lines than he would use game and sold the rights to Gearbox Software in
during game play. 2010. Gearbox later released “Duke Nukem For-
Unreal A 3D FPS game engine. ever” with higher quality graphics.
Unreal A multiplayer game with area-
Tournament based “deathmatches.”
Deathmatch A genre of multiplayer video Unreal Engine
game in which a player’s goal is to
kill or eliminate the opponent FPS would go even farther with better game
from the match. engines (Buckley 2022). The second game engine
was called “Unreal” which came from the com-
First Person Shooter (FPS) Games pany Epic Games. FPS games created using the
first version of the Unreal engine include “Star
The first First Person Shooter (FPS) game came Trek: Next Generation: Klingon Honor Guard”
out in 1973. It was known as “Maze War.” The and an adaptation of Robert Jordan’s “Wheel of
game was created by Steve Colley, Greg Thomp- Time” series. But the most memorable game was
son, and Howard Palmer; it was playable over “Unreal Tournament” by Epic Games in 1999.
ARPANET between multiple universities “Unreal Tournament” was a multiplayer game
(Jensen 2017). with area-based “deathmatches.” A deathmatch
The true FPS games arrived in the 1990s when is a genre of multiplayer video game in which a
3D graphics took off and 3D game engines player’s goal is to kill or eliminate the opponent
became available. Wolfenstein 3D (developed by from the match.
id Software and published by Apogee Software The game that took everything known for FPS
and FormGen) came out in 1992. It was the first and rewrote it was “Halo: Combat Evolved” in
stepping stone for all FPS to date. The game was 1999. Bungie made “Halo” into the largest game-
created by employees at iD software: John based FPS ever. The game used artificial intelli-
Carmack, John Romero, Tom Hall, and Adrian gence that would learn from the gamer and would
Carmack. These same people made the next FPS make the gameplay harder at each level. It had
called “DOOM” that are still being used today to different multiplayer modes, both online and
help create new FPS games (Coldewey 2013). offline. The game publisher Microsoft Game Stu-
In 1996, another FPS game took 3D graphics dios later gave “Halo” to 343 Industries, which
farther by letting the player choose the 3rd person continued to make the franchise game.
mode, as well as giving the character a voice. The FPS started out as a basic 2D type of maze
game was called “Quake” that uses iD tech game, and it evolved to a 3D Real Time-based
engine – the first game engine. Quake, published strategy game – games where hearing and
Five Nights at Freddy’s, a Point and Click Horror Game 723
Virtual Reality
Cross-References
Definitions
▶ Call of Duty Franchise, an Analysis
Point and An adventure game in which the
▶ Destiny and Destiny 2, an Analysis of an FPS
click game: player interacts mainly with the
▶ Overwatch: Team-based Multiplayer First-Per-
mouse or a pointing device.
son Shooter Game
Horror A video game based on the horror
game: genre.
Transmedia A technique of telling a single
References
storytelling: story or story experience across
Buckley, D.: How to create a first-person shooter in the multiple platforms and formats.
unreal engine. https://gamedevacademy.org/unreal-
engine-fps-tutorial/. 3 June 2022 Introduction
Coldewey, D.: Knee deep in history: 20 years of “doom”.
https://www.nbcnews.com/technolog/knee-deep-
history-20-years-doom-2d11722313. 10 Dec 2013 Technology has advanced dramatically over the
Jensen, K.: The complete history of first-person shooters. past century, going from giant supercomputers
https://www.pcmag.com/news/the-complete-history- and the invention of the radio to the portable
of-first-person-shooters. 11 Oct 2017 computer better known as a laptop and a small
Robertson, A.: Oculus Rift review. The Verge. https://
www.theverge.com/2016/3/28/11284590/oculus-rift- device most people carry daily to do nearly any-
vr-review. 28 Mar 2016 thing we need. The same can be said about video
724 Five Nights at Freddy’s, a Point and Click Horror Game
games, having gone from a colossal arcade developer Scott Cawthon. The game’s setting
machine to a downloadable application on a varies from game to game, but the premise
phone, computer, or console. Some of these between them remains the same: The player,
games have gone as far as being a part of esports, looking through the eyes of the games’ protago-
though some would not and do not fall under that nists, must stay alive for five or six days against
category. Indie horror games are made by either a an onslaught of animatronics who want your
small team or an individual using horror ele- blood” (Oxford 2021). The player’s only
ments – whether they are terror or gore, or both. defenses are the security cameras in the building,
One such indie game has made an impact on the the office door, and the lights. The player has a
future of indie horror games, though it is debatable limited amount of electricity each night. There
if it is for the better or for the worst. That game is are no playable characters, battle systems, or skill
Five Nights at Freddy’s. trees. It is a horror game with heart-pounding
Five Nights at Freddy’s, also known as FNaF, jump scares, but without the blood, gore, and
is an indie horror game released in mid-to-late extreme violence typically associated with hor-
2014 by, at the time, a financially struggling ror films. The player’s task is to survive, as the
game developer known as Scott Cawthon. game title states, five nights at Freddy’s. The
According to Patricia Hernandez, a writer on challenges are Easter egg hunting and surviving
Kotaku, “It’s been called the ‘scariest game in each night without getting killed by the anima-
years.’ It’s at the top of iOS and Android tronic characters. Here are the basic steps to play
app stores, it has torn up the Steam charts on the survival horror game as a security guard
PC. It has racked up millions and millions of working the night shift:
views (and screams) on YouTube. It has hundreds
of earnest fan games, and dozens of rabid fan 1. Monitor the animatronics using security cam-
theories” (Hernandez 2015). With each new eras and lights.
installment or addition to the FNaF series, the 2. Manage limited resources wisely (e.g., Should
fanbase grew bigger, adding on fan-made songs, the player close the doors to be safe or leave
remixes, gameplay, original content based on the them open to conserve battery?)
series, and more. As of 2022, the Five Nights at 3. Protect yourself from the animatronics by
Freddy’s franchise has roughly nine games to its using a set of tools.
name, three book series based on the games, a
movie that has been in the works for quite a few Each version of Five Nights at Freddy’s
years now, and even an initiative to fund some offers a different set of tools. For example, in
game developers to work on their projects. Five Nights at Freddy’s, the player can control
Despite what negative or derogatory things some the two security doors connecting their office to
people have to say about Cawthon, his games, or the adjacent hallways as a barrier against anima-
the fanbase, there is no denying that the first tronics in the vicinity. However, in Five Nights
game – the game that started it all – is what at Freddy’s 2, there are no protective doors.
brought a new form of horror to light. Instead, the player must use an empty anima-
tronic head and flashlight to defend itself against
the animatronics. Five Nights at Freddy’s
Gameplay 3 offers a monitor panel, which contains audio,
camera, and ventilation. The common elements
According to Nadia Oxford, a staff writer for across the different versions are security cam-
USGamer, “Five Nights at Freddy’s (FNAF) is eras, lights, doors, vents, jump scares, mini
a series of point-and-click horror games for PC games, phone calls, Easter eggs, and location
and mobile made by independent game closings.
Fluid Simulation 725
Reception Cross-References
At first, FNaF did not receive a lot of attention, but ▶ Narrative in Video Games
Cawthon’s luck would turn around soon enough. ▶ Video Game Storytelling Fundamentals: Set-
A YouTuber/theorist who goes by FuhNaff cre- ting, Power Status, Tone, and Escalation
ated a video about the history of the FNaF fran-
chise, its humble beginnings, its rapid rise in
popularity, and its ever-increasing amount of con- References
tent. In the video, he mentions that the game’s first
demo was released on a site called IndieDB but FuhNaff: The Entire History of FNAF, YouTube. https://
www.youtube.com/watch?v¼fg6XBl2sEOM&t¼321s
hardly anyone played the demo, except for an
(2022, August 09). Accessed 26 Sept 2022
unknown YouTuber at the time, who was given Hernandez, P.: Why Five Nights at Freddy’s Is so Popular. F
the full game by Cawthon himself. Fast forward to Kotaku. https://kotaku.com/why-five-nights-at-
August of that year, Cawthon released the full freddys-is-so-popular-explained-1684275687 (2015,
February 09)
game on another site called Desura where another
Oxford, N.: Murder, Dysfunctional Families, and Purple
YouTuber, more well-known back then, did a Guys: The Larger Story behind the Five Nights at
“Let’s Play” on the game, and it started to get Freddy’s Games [Updated for Freddy Fazbear’s Pizze-
noticed. People began to adore the game. With a ria Simulator and UCN]. USgamer.net, USgamer.
https://www.usgamer.net/articles/murder-ghosts-and-
growing audience and the more popular revenge-the-larger-story-behind-the-five-nights-at-
YouTubers playing the game, FNaF keeps freddys-games-06-2018 (2021, March 26)
expanding the fanbase (FuhNaff 2022).
Five Nights at Freddy’s became a huge success Manuel Schmidt1 and Yann Savoye2
1
after its slow start, racking up millions of down- University of Innsbruck, Innsbruck, Austria
2
loads on various websites and mobile phones. Institut fur Informatik, Innsbruck University,
FNaF has become an icon in certain parts of the Room 3M11, Innsbruck, Austria
gaming community, being recognized as an old
game that some might consider it a game that
should have lost traction long ago, while others Synonyms
see it a continuous story to be solved by the
community as long as they find the right clues to Computed fluid flow
solve the mysteries of the old haunted pizzeria.
The game has spawned a novel trilogy, the
Definition
Fazbear Frights series, and the Tales from the
Pizzaplex series cowritten by Scott Cawthon as
Simulation of fluid flow based on real-time compu-
well as graphic novels adapted and illustrated by
tation on a workstation using different assumptions
other authors. A film adaptation was announced in
to approximate the overall behavior of the fluid.
August 2022 that the script had been written by
Cawthon, Emma Tammi, and Seth Cuddeback,
and the film will be produced by Blumhouse. Introduction
Five Nights at Freddy’s is a prime example of
transmedia storytelling across multiple platforms Digital simulation has been a well-explored
and formats. research topic over the last decade. In particular,
726 Fluid Simulation
the simulation of natural phenomena like fluid representation for fluid simulation and compari-
movement has attracted a lot of attention. There son to the traditional grid approaches. Later,
are mostly two different kinds of fluid simulation. numerous SPH techniques were presented follow-
One is for realistic movement of fluids in a high- ing the same principle. For instance, interested
performance computing area, and the other one is readers are referred to the survey of Ihmsen
a real-time fluid simulation with desktop worksta- et al. (2014). Then, we propose to detail various
tions. This literature review should give an over- key features of existing SPH techniques: surface
view on existing work in the field of real-time tension, surface meshing, bubbles and foam, level
fluid simulation and the differences between dif- of details and multi-scales, solver convergence,
ferent fluid representations. In the last decades, we multiple liquids, and elasticity material.
can observe three different classes for real-time Surface Tension. The surface tension comes
fluid simulations. The first one is dealing with by design while using a height field for fluid
fluid in a height-field environment that is very simulation. In contrary, surface tension should be
simple – but – yet efficient approach. This explicitly defined while relying on particles as
approach has drawbacks to show more sophisti- claimed by Yu et al. (2012) and Schechter and
cated effects like splashing and bubbles. To cal- Bridson (2012). Both papers present two different
culate the fluid flow in all dimensions makes the types of particle-based simulation that just not
simulation less efficient but enables to show track particles for fluid simulation but also employ
effects like particles. Last but not least, the particles for modeling airflow around the fluid
particle-based approach is the more recent one surface. Defining two kinds of particles and mak-
where each particle is a sample of the fluid flow, ing them interact with each other enable to simu-
and with this samples the overall fluid flow gets late surface tension. Furthermore, Yu et al. (2012)
approximated. present a surface tracker to map particles into
meshes, and Akinci et al. (2013) propose a
method to simulate large-scale surface tension.
Related Work However, Busaryev et al. (2012) extend the idea
to use different particles to represent droplets and
In this entry, we overview various classes of fluid bubbles. Finally, using different particle types for
representations currently used for commercial different specificities is a very promising way to
applications in computer graphics. Three tech- simulate natural phenomena in particles.
niques are most commonly employed: height Surface Meshing. A major difficulty with
field, cubic Eulerian grid, and particles. Each particle-based fluid simulation is to transform
family of fluid representation exhibits different free particles into a mesh for visualization and
characteristics that can fit different application then render them without flickering artifacts.
demands. For a more specific introduction about This problem is even more challenging to solve
existing techniques for fluid simulation, we refer in the presence of splashing fluid. Yuksel
the reader to one of the most comprehensive et al. (2007) realized wave simulation and convert
books about fluid simulation published by Robert particles into a height field for fast rendering. To
Bridson (2008). calculate collisions with the fluid particles, Akinci
et al. (2012) propose a two-way coupling method
Particle-Based Fluid Simulation for SPH fluids, using particles inside the solids.
The class of particle-based techniques uses a set of Also, a collection of previous works (Hoetzlein
independent particles that approximate the fluid and Höllerer 2009; Batty et al. 2010) generate
flow function by discrete values. The critical SPH meshes from particles. Still, the problem of gen-
drawback is the amount of computation time erating triangular surface meshes from particles
needed to process a large set of particles. The remains a challenging problem with active
seminal work for SPH is described by Premoze research. For instance, Wojtan et al. (2010) intro-
et al. (2003) introducing a particle-based duce a mesh-based surface tracking method for
Fluid Simulation 727
computational time and fewer memory require- close to a guided fluid simulation and to produce
ments. For instance, an efficient strategy is to a predictable fluid simulation. For instance, Fos-
start with a height field as input to allow rendering ter and Metaxas (1996) use height field for ren-
of large-scale scenes and then to switch to more dering effects like wave reflection, refraction,
sophisticated approaches in the case where more and diffraction. Also, Klein et al. (2003) describe
details are required. Outstandingly, it is feasible to how noise-based animation improves the appear-
combine height-field, Eulerian, and particle-based ance. Moreover, Müller-Fischer et al. (2008)
methods to obtain efficient, stable, and flexible reduce the computation time for a fluid simula-
fluid simulation for breaking waves, waterfalls, tion to be used in real-time applications like
and splash particles. Hybrid techniques enable games. The key idea is to employ 2D height
high details on large water simulation in real field with low resolution coupled with realistic
time by switching between the different fluid tech- shading effects, while freezing the simulation at
niques. One of the first hybrid fluid simulation non-visible regions. Finally, Yuksel and Keyser
techniques was proposed by O’Brien (2009) improve the visual appearance of height-
et al. (1995) combining height-field fluid simula- field fluid simulations with real-time caustics
tion with a particle-based approach to generate using a generated caustic map.
spray effects. Later, this approach was improved
by Chentanez and Müller (2014) by adding sta-
bility constraints and a combination with 3D Conclusions
Eulerian grid (Chentanez and Müller 2014).
Finally, we notice that hybrid strategies improve All fluid techniques have their advantages and
the quality and flexibility of fluid simulation. disadvantages. There is still a lot of ongoing
research in the field of fluid simulation. At all
Fluid-Oriented Height Fields techniques, we have observed that the time step
Height fields are often used to represent simple between two iterations is critical. A too long com-
surfaces thanks to its simple structure and fewer putation delay damages the simulation in the form
memory overheads. This representation is com- of stability or unpleasant visual results. Height-
monly used for game terrains and can be easily field fluid simulation is a simple and long-
adapted for LOD and tiling. Height fields are an standing fluid simulation technique developed
important class of fluid simulation motivated by for computer graphics but is still very often used.
an efficient use of resources. We refer interested The particle approach is newer with a lot of ongo-
readers to the excellent introduction of Cline ing research which tries to fix known drawbacks
et al. (2013) to the concepts of fluid simulation to make the simulation even more realistic. Very
on height field. Also, we highlight two seminal interesting is the idea to combine the different
works. Kass et al. (1991) approximate the shallow fluid approaches to a hybrid approach. This
water equation to simulate wave refraction with helps to avoid the drawbacks of the different tech-
depth, net transport of water, and boundary con- niques but introduces more logical complexity to
ditions with changing topology. Moreover, Stam the fluid simulation. Overall, fluid simulation is
et al. (1999) animate fluid in real time by splitting still an attractive research area where no perfect
and simplifying the Navier-Stokes equation. More solution exists.
recently, Nielsen et al. (2013) synthesize waves,
while resolving mesh self-intersection.
Mikls et al. (2004) introduce a computation- Cross-References
ally efficient layered water model to approximate
the upper and lower water surface, allowing 3D ▶ Lattice Boltzmann Method for Fluid
water effects, like water flowing into a jar. More Simulation
recently, Nielsen and Bridson (2011) introduce ▶ Lattice Gas Cellular Automata for Fluid
constraints on which a fluid simulation keeps Simulation
Fluid Simulation 729
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730 For Super Smash Bros.
Introduction
Formal Methods This entry covers the history of Fortnite with the
focus on the Battle Royale mode. It includes the
▶ Timed Automata for Video Games and story of live streamers who brought popularity to
Interaction the game, the advantage Fortnite had over other
Fortnite: A Brief History 731
Battle Royale games, the start of Fortnite Friday, free to play, making the game accessible to every
and the Fortnite World Cup. The entry concludes gamer in the world.
by discussing the effect Fortnite had on other
games in the same genre and different genres.
Fortnite Fridays
Fortnite’s Cross-Platform Play and Free- In July 2019, Fortnite held it biggest event to date
to-Play beginning on July 26 and lasting through July
28 with four tournaments and a whopping
Fortnite had several advantages over other Battle $30 million prize pool. The tournament venue
Royale games that helped propel its popularity. was Arthur Ashe Stadium where the US Open
When it was first released in 2017, Fortnite was for tennis is hosted. But for those 3 days, the
the first Battle Royale game available on both the stadium was home to thousands of Fortnite fans
PC and the consoles. This gave Fortnite a huge cheering on their favorite Fortnite competitors.
advantage because it attracts not only PC players Competitors had to go through a 10-week qualifi-
but also PlayStation 4 and Xbox One players. cation before they were able to compete in the
Fortnite was later released on mobile devices tournaments.
and Nintendo Switch as well, making it playable Outside the stadium was a miniature Fortnite
on almost any platform. Sony who owns amusement park featuring a zipline, mini-golf
PlayStation refused cross platform play at first, course, a giant pirate ship, and a giant ball to roll
but in 2018 Sony decided to allow their players around in. In between the tournaments, there was
to join the PC and Xbox One players in playing a Marshmello concert and teases of the tenth sea-
Fortnite (DigiZani 2021). Since day 1, Fortnite is son of the game.
732 Foundations of Interaction in the Virtual Reality Medium
Even with all those things going on, the main Erzberger, T.: Friday Fortnite bringing out famous faces
attraction of the event was still the competition. online. ESPN.Com, ESPN. https://www.espn.com/
esports/story/_/id/26928924/friday-fortnite-bringing-
The four tournaments played during the event famous-faces-online (8 June 2019)
were a creative mode showcase, celebrity Pro- Rishabh.: Fortnite: The story of Ninja, from a Classic
Am, duos championship, and a solo champion- Rager to the most-beloved streamer. Sportskeeda APP
ship featuring 100 of the world’s best Fortnite Is the No 1 personalised sports APP Available Today.
Just select your fav teams & players and you are done,
players. The duo and solo championships were Sportskeeda, https://www.sportskeeda.com/esports/
what most people came to watch as they were fortnite-the-story-ninja-from-classic-rager-beloved-
going to show the highest level of play that had streamer (4 July 2020)
ever been seen. A European duo of Emil Twin Galaxies: Who won Friday Fortnite – The winner of
every Friday Fortnite. https://www.twingalaxies.com/
“Nythrox” Bergquist Pederson and David “aqua” feed_details.php/2211/who-won-friday-fortnite-the-
Wang won the 3-million-dollar duo competition; winner-of-every-friday-fortnite. Accessed 4 May 2021
16-year-old Kyle “Bugha” Giersdorf won the Webster, A.: The Fortnite World Cup finals were a Victory
1-million dollar solo competition (Webster 2019). Lap for Epic Games – The Verge. The Verge, The
Verge, https://www.theverge.com/2019/7/29/8934329/
fortnite-world-cup-finals-epic-games-esports-ninja-
tfue-bugha-marshmello (29 July 2019)
Fortnite’s Influence
Definitions
References
The medium of virtual reality (VR) can be defined
DigiZani.: How Fortnite became so popular, Digizani, as the unique set of practices and novel
https://www.digizani.com/blogs/news/how-fortnite- affordances that emerge when using VR and is
became-so-popular#:~:text¼Over%20100%20million
%20players%20played,conceived%20a%20completely
distinct from work built for screen-based or other
%20different%20experience. Accessed 4 May 2021 media.
Foundations of Interaction in the Virtual Reality Medium 733
Introduction: VR, a Technology, and a tangible virtual environment, and of virtual pro-
Medium prioception, providing the sense of a tangible
virtual self. VR can include less interactive
VR systems bring together a family of technolo- work, such as 360- film, or highly interactive
gies to create a convincing computer-graphical work, which could include peripherals such as
space around the user. These spaces can range gloves equipped with sensors and treadmills to
from the photorealistic to the abstract and can simulate physical movement.
include a host of objects, interactions, and This section introduces definitions of these
effects. While many VR systems are primarily various technologies, discusses their key aspects,
visual (the focus here), others can involve other and demonstrates examples of how each – indi-
sensory modalities such as haptic or olfactory vidually and in combination – provide unique
feedback. Better understanding VR as a technol- impacts on creating VR systems. F
ogy and as a medium will aid in distinguishing
between media technologies, genres for using Real-Time Computer Graphics
such technologies, and particular works. Tech- Real-time computer graphics are familiar to most
nologies here refers to hardware and software users from media forms such as computer games
that are researched, developed, and used. and animated feature films. However, while ani-
A genre is a style of using some input/output mated films often use pre-rendered computer
capabilities, and a work is an instance of a graphic images (CGI), VR environments and
genre” (Goguen and Harrell 2014). The medium models are rendered as-needed in response to
of VR can then be defined as the unique set of user input such as gaze, position, movement, and
practices and novel affordances that emerge gesture while users explore and interact with the
when using VR. Genres of VR will continue to virtual environment. VR experiences can be built
emerge as conventions are innovated and from 3D models and environments implemented
established. Works created that uses the medium synthetically using CGI software. Alternately, VR
of VR will be distinct from work built for screen- imagery can be captured from the physical world
based or other media. This understanding of VR through techniques such as photogrammetry and
is especially important for understanding its role videogrammetry to build 3D models from photos
as a medium for works of computer-based art and video. Finally, VR environments can be cre-
(Bates 1992) such as videogaming and interac- ated using techniques integrating both synthetic
tive narratives (Jenkins 2004; Thiel 2009). modeling and physical world capture-based
The technology of VR can be defined as any modeling. For example, in Hospital with One
combination of devices and software that pro- Entrance, artist Deniz Tortum uses a laser scan-
duces a sense of virtual exteroception and propri- ning device to capture the physical dimensions of
oception in a user. Exteroception refers to a hospital’s operating room and then imports these
perception of an external environment. Proprio- data into VR software to program interactivity
ception refers to perception of one’s own body (Tortum 2016).
(Fotopoulou 2015).
These technologies most typically include: Key Graphics Technology Considerations
(1) real-time computer graphics, (2) dynamic Computer graphics used in VR require a frame
visual interaction including: a panoramic image rate of up to 75 frames-per-second (fps) in order to
space with positional and orientation tracking, ensure smooth movements and avoid noticeable
(3) sensory elements including stereoscopic judder to the user. Systems that fail to provide
vision, a head-mounted viewing device, and spa- high quality resolution and frame rate cause end
tial audio, and often (4) motor elements including users to perceive judder and may result in motion
peripheral devices such as handheld controllers. sickness. Given these requirements, VR computer
These elements combine to produce a sense of graphics systems must be equipped with powerful
virtual exteroception, providing a sense of a enough graphics processing unit (GPU)
734 Foundations of Interaction in the Virtual Reality Medium
capabilities and have low system latency, or time space and a wide field-of-view, create a visual
between user input and updates in displayed environment for the user that is closely connected
graphics. to natural perceptual activities. Moreover, in VR,
the CGI spatial environment also implies shape,
Key Graphics Design Considerations volume, location, and physics, encouraging users
Real-time graphics provide both constraints and to look under, around, or through elements in
affordances for designers. Latency and judder are space (Smith 2017).
examples of constraints.
System designers must negotiate these con- Key Tracking Technology Considerations
straints, for instance, tethering consumer VR Positional tracking in VR is generally achieved
headsets to powerful GPU-packed computers through sensors which may be internal or external
using cables. These challenges have inspired to the head-mounted display or controller. Some
research and development efforts focused on hardware also uses embedded sensors to track this
designing more efficient hardware to enable kind of motion. Orientation tracking is typically
higher-quality VR experiences on affordable tracked using a combination of accelerometers,
mobile devices with less processing power. gyroscopes, and magnetometers embedded into
Given that VR systems enable the design of the hardware. For positional tracking, laser- or
nuanced interfaces and experiences tailored to camera-based sensors can be used. Each of these
individuals based on their gaze, position, move- technologies has tradeoffs for design: for exam-
ment, and gesture over time, overcoming power ple, camera-based systems can be more accurate,
and latency issues enables more impactful uses of but require processing power and connections
the medium in educational, training, medical, and sufficient to avoid latency and have additional
therapeutic contexts (Chu and Cuervo 2016; Lai privacy considerations.
et al. 2017).
Key Tracking Design Considerations
Orientation and Positional Tracking Positional and orientation tracking activate the
Users can navigate their visual environments visual space outside the user’s immediate field of
more freely in VR than in other screen-based view, allowing users to glance and reach at things
media. This is due in part to the combination of in the periphery of their vision and to lean or
a panoramic virtual environment with orienta- reach towards and away from elements in the
tional and positional tracking. Positional tracking scene. Intentional looking and direct address
and orientation tracking refer to the ability of VR are two techniques for accounting for this in
systems to track user movement in the physical design. For example, consider a VR experience
world, and translate that movement to the virtual in which the spatial imagery around the user
environment. The degrees to which VR systems initially goes pitch black and then lights flicker
support translating user movement from the phys- on a little bit later. The user might react by
ical world to the virtual environment is referred to looking curiously around using and investigating
as the “degrees of freedom” (DOF) of the system. the full panorama image space to see what
Orientational tracking means that the system changed. The user’s investigation of the space
tracks the rotational movement of a viewer’s is motivated and intentional, more active than
head, thus allowing a user to look freely in any receptive. Direct address describes the “two-
direction in the virtual environment. All current way process of a user both seeing and being
VR systems enable orientational tracking. Posi- seen” by other characters within the environment
tional tracking follows the user’s translational and by the virtual environment itself (Sutherland
motion and positions the user in a 3-dimensional 2015). The tracking devices allow the system to
environment. Higher-end VR systems enable change in response to a user’s attention: for
positional tracking. These types of user tracking, example, objects appearing only when the user
combined with the complete panoramic image is gazing elsewhere.
Foundations of Interaction in the Virtual Reality Medium 735
Placement of objects within the environment However, active work is being done to develop
given the constraints of the positional tracking more efficient HMDs that can deliver higher-
system and the tethered display is of key concern quality VR experiences on more efficient and
when designing for HCI in VR. For example, wireless devices. HMDs can also deliver spatial
while activities such as “crouching” or “crawling” audio which simulates natural human localization
in VR games can provide an exciting sense of techniques using sound clues. The widespread use
immersion, they can easily result in user fatigue of consumer speech recognition systems, work in
if repeated too often during the experience. 3D binaural sound reproduction, and spherical
User tracking and spatial design also has microphones are advancing the quality of spatial
emergent effects in multiuser environments. For audio capture and playback (Jarrett 2017).
instance, nSpace is a project exploring collabora- While eye-tracking adds an additional compu-
tive aspects of VR for design tasks. This system tational load to systems, it can enable foveated F
uses a special sensor for hand tracking to visually rendering techniques, which are processes for
represent the user’s hands. This enables interac- reducing the workload on the system by high-
tion with user interface components that exploit quality rendering of the graphics the user is
the 360 visual representation. This enables users looking at and lower-quality rendering of the
to move through virtual environments and provide visuals in the user’s peripheral vision (Guenter
more specific and relevant feedback on objects et al. 2012; Padmanaban et al. 2017).
and instructions to other users using subjective –
in relation to a user’s body (Johnson 1987; Key Stereoscopy, HMD, and Spatial Audio Design
2007) – rather than objective language, such as Considerations
the absolute position of an element on a screen Stereoscopic depth enables VR to convincingly
(Zaman et al. 2015). situate users in CGI spatial environments,
resulting in a sense of a physical relationship to
Stereoscopic Vision, Head-Mounted Displays, objects and characters (Schröter 2014).
and Spatial Audio Tethered HMDs limit users’ range of transla-
The combination of stereoscopy and head- tional motion, but research and releases to the
mounted displays (HMDs) connects VR systems consumer VR market are trending towards
closely with natural visual perception. Stereo- improving phone-based, wireless, all-in-one
scopic vision in VR produces the illusion of HMDs. As barriers to entry for VR HMDs
depth and three-dimensional space and is become lower, HMD design must anticipate and
achieved by displaying parallax angles of images address the “brick in the face problem” which
through dual lenses. These dual images originate results from the opaque quality of the headset.
from different perspectives and slightly overlap, Given that the eyes provide a crucial means of
such that users fixating binocularly on a point will nonverbal communication in social contexts
perceive elements images on the same relative including gaming, eye tracking technology can
coordinates as a single object (Tam et al. 2011). be used as input to achieve better customization.
HMDs must also be equipped to deliver spatial Other VR experiences such as The Enemy, a jour-
audio that is synchronized with the visual experi- nalistic VR artwork by photographer Karim Ben
ence. Finally, many companies and researchers Khelifa addressing global conflict (Kennedy
are working towards enabling eye-tracking in 2016; Lacey 2016), allow for dynamic changes
consumer VR systems. to the experience’s narrative (e.g., events and dia-
logue) and staging (e.g., lighting and mise en
Key Stereoscopy, HMD, and Spatial Audio scène of the virtual environment) based on the
Technology Considerations users’ embodied input to the system using artifi-
As discussed above, most consumer VR headsets cial intelligence. For example, features including
are tethered to powerful GPU-packed computers users’ translational motion, head motion, direc-
with high power consumption and thermal output. tional orientation, and proximity to each other
736 Foundations of Interaction in the Virtual Reality Medium
and to virtual characters are used as proxies to human-computer interaction involving touch.
track users’ attention, nervousness, and biases These peripherals range from controllers or sim-
(e.g., asymmetries of attention and nervousness). ple touch screen devices with button-based con-
This real-time user tracking triggers feedback by troller paradigms, to a joystick, remote, or mouse,
the system including changes to behaviors of the as well as devices which enable gestural interac-
nonplayer characters, appearance of the users’ tion ranging from the 1990s “data glove”
avatar, voice-overs, and the virtual cloud cover (Premaratne 2014), treadmills, to Leap Motion,
(thereby impacting the lighting). Eye-tracking Microsoft Kinect, or the Myo armband. Periph-
capabilities can also enhance the evocative poten- erals can also include biometric devices such as
tial of this genre of VR experiences. In social VR, wireless wristbands that monitor real-time physi-
eye-tracking technology has been used in con- ological signals for affective computing inter-
junction with computer vision algorithms which faces, EEG-based biometrics for brain-computer
align and blend a 3D face model with a camera’s interfaces and more. Sensory-output-based
video stream of the user (Frueh et al. 2017). peripherals may also include vibrating floors and
These strides demonstrate how artificial intelli- mats, electrical muscle stimulation for muscle-
gence will help to enhance connection and inter- computer interfaces, and olfactory output devices.
action in multiple-user VR scenarios and third-
party gameplay viewers. Key Peripheral Device Design Considerations
Furthermore, spatial audio can be a powerful In combination with the technologies presented in
tool to present sounds from any direction, control the previous sections, peripheral devices present
user attention, give users cues on where to look, additional design opportunities and challenges.
and provide an immersive VR experience (Grau For example, while handheld peripherals and
2003). Spatial audio in VR has the potential to be gloves can enable users to manipulate virtual
applied as a powerful design tool for evaluating objects, developers must account for the effect of
planned architectural designs in combination with users seeing their own hands. Systems that enable
soundscapes prior to physical construction standing in combinations with tracked handheld
(Echevarria Sanchez et al. 2017). Tools such as peripherals afford the user the ability to be able to
Mediate VR which enable the evaluation of space reach into virtual environments and do things,
and soundscape designs through remote, asyn- requiring nuanced handling of embodied input.
chronous, voice-driven collaboration. Forward- By leveraging biometric devices that provide
looking designs of HMDs must be able to stream real-time physiological data or manipulate the
and play spatial audio in real-time, with tools such sensations of the user’s body, an additional layer
as TheWaveVR introducing the concept of social of immersion is added to the experience. For
platforms which host immersive VR music example, recent research has used muscle stimu-
concerts. lation through gentle electrical impulses as a new
approach to rendering the haptics which afford the
Peripheral Devices repulsion of a wall or gravity pulling down the
VR peripheral devices enable additional forms of weight of a heavy box (Lopes et al. 2017).
user input, output, and interaction in the
immersive environment. Although not the focus
of this article, it is important to consider key types Creating VR Experiences
of such devices.
Introduction
Key Peripheral Device Technologies This section presents two theoretical approaches
Peripheral device input can include the positional that can underpin and motivate the design of
tracking of hands and a variety of controller-like VR experiences. The first, constraints and
inputs. Peripheral device technologies includes affordances, is crucial to organize approaches to
haptic technologies, which describes a form of the many new interaction paradigms and sheer
Foundations of Interaction in the Virtual Reality Medium 737
variety of design choices. The second, concept- transmitted to the users’ fingertips through con-
ual metaphors and blends, suggests a way to bring trollers or point and click devices. Gestural
metaphorical thinking into the virtual environ- affordances provide cues which invite users for
ment in a way that can be used both for creative gestural interaction, such as cues to virtually touch
purposes and for efficient design. or pick up objects.
“real” world can lose their reality due to layers of Jenkins, H.: Game design as narrative architecture.
mediation (Baudrillard 1995) and experiences in In: Wardrip-Fruin, N., Harrigan, P. (eds.) First Person:
New Media as Story, Performance, and Game. MIT
virtual environments can have real physical world Press, Cambridge, MA (2004)
impacts ranging from bullying to discrimination Johnson, M.: The Body in the Mind: The Bodily Basis of
(Harrell and Lim 2017). In light of these complex- Meaning, Imagination, and Reason. University of
ities, VR’s technologies and their constraints and Chicago Press, Chicago (1987)
Johnson, M.: The Meaning of the Body: Aesthetics of
affordances must be account for while creatively Human Understanding. University of Chicago Press,
making, subverting, and adapting them for Chicago (2007)
impactful and powerful experiences. Kennedy, R.: Meeting ‘the Other’ Face to Face.
The New York Times. https://www.nytimes.com/
2016/10/30/arts/design/meeting-the-enemy-face-to-
face-through-virtual-reality.html (2016)
Lacey, S.: Face to face with “The enemy”. http://news.mit.
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Fused Filament Fabrication (FFF) 739
Fun Learning
Funware
Fourth Industrial Revolution
▶ Gamification
▶ Design Framework for Learning to Support
Industry 4.0
▶ Genetic Algorithm (GA)-Based NPC Making ▶ ROP-Skill System: Model in Serious Games for
Universities
Gachas
Game Bot
▶ Loot Boxes: Gambling-Like Mechanics in
▶ Detecting and Preventing Online Game Bots in
Video Games
MMORPGs
Game Assets
Definition
▶ 3D Game Asset Generation of Historical Archi-
Massive multiplayer online role-playing games
tecture Through Photogrammetry
(MMORPGs) clients (the players) connect to
online servers (the virtual worlds). The servers
constantly update the client software with the
sights, sounds, and happenings in proximity to
Game Balancing the player. Attack against MMORPGs is
performed by automatic program, bot, that plays
▶ Quality Assurance-Artificial Intelligence automatically and performs cheating actions
© Springer Nature Switzerland AG 2024
N. Lee (ed.), Encyclopedia of Computer Graphics and Games,
https://doi.org/10.1007/978-3-031-23161-2
742 Game Bot Detection on Massive Multiplayer Online Role-Playing Games (MMORPGs) Systems
against players’ moves. In such a context for bot game bot activities (Bethea et al. 2010). The
detection, we identify all types of detection algo- most fundamental point for solving the problem
rithms that are able to recognize the game players is to have a strong mechanism to identify game
that are not human users by using several statisti- bots. Several detection techniques have been pro-
cal features (e.g., machine learning, statistics on posed by game vendors. In the following, we
log analysis, etc.). For example one algorithm describe the most practical ones used in the real
can perform a comprehensive statistical analysis online games.
of user behaviors defined in game activity One of the proposed techniques is to focus on
logs and then set up several threshold levels that the detection based on repetitive activities of game
can be used to distinguish between game bots and bots, which are typically found in game log activ-
human users. ity. Such technique shows that game bots fre-
quently repeat certain activities that are different
from human user ones. Consequently, using this
Overview analysis, researchers proposed a new bot detection
framework that uses a metric called “self-similarity
A game bot is a program that plays games auto- measure.” Self-similarity is used to show the sim-
matically instead of human users, typically used ilarity of user actions as a function of the time lag.
for game cheating. Game cheating identifies “Any This method is designed for finding repetitive pat-
behavior that a player uses to gain an advantage terns, especially periodic patterns of the series of
over his peer players or achieve a target in an actions and their frequency. The method considers
on-line game is cheating if, according to the several actions such as moving pattern to provide a
game rules or at the discretion of the game oper- strong self-similarity that is able to resist to the
ator, the advantage or the target is one that he is changes of target games in their following updates.
not supposed to have achieved.” Cheating can be Another strategy is to construct a model of proper
performed at several levels. For example, it can be client behavior against which actual client behav-
done by exploiting a bug in the software or pro- iors are compared (e.g., system call model). More
tocol or by exploiting vulnerabilities of various precisely remote system calls are compared to a
people involved in operating or playing online control flow model generated from the binary code
games. When we talk about game bot, we con- during its training execution.
sider the cheating performed by an automatic pro- A different approach to protecting against cli-
gram that can play without break; consequently it ent misbehavior in client-server settings is to
can accumulate money, items, and score much ensure that clients manage no privilege state that
faster than normal human players. could affect the server; this is commonplace for
In the recent years, the use of game bots has games today. This approach is for the client to
become one of the most serious security threats to simply forward all unseen user inputs to the
MMORPGs. In fact a game results in significant server, where a trusted copy of the client-side
damages in terms of the economic game cost. computation monitors these inputs directly; this
For example, Castronova (2007) studied the mon- is implemented in the Ripley system. This system
etary damage caused by game bots in World replicates a copy of the client-side application on
of Warcraft, an MMORPG developed by Bliz- the trusted server, and any event is sent to the
zard, by considering several aspects including replica of the client for execution. The system
customer service cost, a technical cost for bot monitors results of the computation, both as com-
enforcement, etc. The indirect cost of game bots puted on the client side and on the server side
was approximately 18 million USD per year. To using the replica of the client-side code. Any
address these issues, game vendor invests signif- discrepancy is flagged as a potential violation of
icant efforts to design solutions for mitigating software integrity.
Game Bot Detection on Massive Multiplayer Online Role-Playing Games (MMORPGs) Systems 743
Another common approach to defeat a variety patterns between bots and human users. Kang
of cheats against the game bots which involves et al. (2013) also proposed a game bot detection
augmenting the client-side computer with moni- method based on the players’ network features.
toring functionality to perform cheat detection is Such methods can detect bots with high accuracy.
PunkBuster. Such approach requires consider- In addition to individual bot detection, researchers
ation of how to defend this functionality from also design mechanism to detect bot groups.
tampering, and some commercial examples have Chung et al. (2013) proposed a method that cluster
met with resistance from the user community features by behavioral similarities using the
(e.g., World of Warcraft’s Warden). More in K-means clustering algorithm and then detecting
details, PunkBuster is searching in the local mem- bots in each group by using support vector
ory of the client a certain pattern that can be a machine (SVM), and Mitterhofer et al. (2009),
symptom of game cheating. PunkBuster based its Chen et al. (2009), and Kesteren et al. (2009)
own efficacy on pre-built database that contains proposed similar methods with general features
several cheating behaviors in the form of patterns such as the moving paths of characters, respec- G
to search for in memory. tively. Those works use the characteristic of game
bots to move with fixed routes set up by bot pro-
grams. Such methods can be applied to most
History MMORPGs. More recently new detection tech-
niques have been proposed. For example, in the
Several works on game bot detection using sev- paper (Lee et al. 2011), the authors extend their
eral detection approaches have been published. works into a more generalized model; while their
Ahmad et al. (2009) presented a first study, in approaches (Mitterhofer et al. 2009; Chen et al.
2009, by evaluating the performance of various 2009; Kesteren et al. 2009) simply used the single
classification algorithms for bot detection in the feature of moving path, they build a generic
game called “EverQuest II.” They introduced the framework with several features by designing a
terms “gatherers,” “bankers,” “dealers,” and self-similarity algorithm to effectively measure
“marketers” for categorizing bots with several bots’ activity patterns, which was previously
characteristics such as demographic data, charac- used as a means of analyzing network traffic
ters’ sequential activities, statistical properties, (Crovella and Bestavros 1997) or developing
virtual item transactions, and network centrality intrusion detection systems (Kwon et al. 2011).
measures. At the same historical time, in 2008, Such method is significantly robust to changes in
Thawonmas et al. (2008) also presented an early the configuration settings of bot programs com-
study that tried to detect game bots using bots’ pared with existing approaches (e.g., (Mitterhofer
behaviors such as repeating multiple times the et al. 2009; Chen et al. 2009; Kesteren et al.
same activities than normal users. Their detection 2009)) because the method focuses on all activi-
rules were based on simple threshold values. ties and it represents the state of the art of game
Bethea et al. (2010) presented a defense technique bot detection techniques used nowadays.
based on symbolic execution, used for analyzing
the client output and determining whether that
output could have been produced by a valid Conclusion
game client. Their proposed technique cannot
detect cheats that are permitted by game clients Game bot detection has changed considerably by
that do not change their behaviors as seen at the the first introduction of the online game technol-
server level. At the same time on the network side, ogy. Several techniques for cheating have been
Kang et al. (2012) proposed a bot detection mech- addressed, and new attack techniques have been
anism based on the differences in communication invented. The business around the online game
744 Game Control
References
Game Design
Ahmad, M.A., Keegan, B., Srivastava, J., Williams, D.,
Contractor, N.: Mining for Gold Farmers: automatic
detection of deviant players in MMOGS. In: Computa- ▶ Domain-Specific Choices Affecting Design
tional science and engineering international confer- Effort in Gamification
ence, vol. 4, pp. 340–345 (2009) ▶ Protection Korona: A Game Design on
Bethea, D., Cochran, R.A., Reiter, M.K.: Server-side ver-
ification of client behavior in online games. In: Pro-
Covid-19
ceedings of the 17th network and distributed system ▶ Underground Design of Kaizo Games
security symposium (2010)
Castronova: Effects of botting on world of warcraft.
http://virtuallyblind.com/files/mdy/blizzardmsjexhibit
7.pdf (2007)
Chen, K.-T., Liao, A., Pao, H.-K.K., Chu, H.-H.: Game
bot detection based on Avatar Trajectory. In: Entertainment Game Design and Emotions:
computing ICEC 2008, vol. 5309, pp. 94–105 (2009). [7] Analysis Models
Chung, Y., yong Park, C., ri Kim, N., Cho, H., Yoon, T.,
Lee, H., Lee, J.-H.: Game bot detection approach based
on behavior analysis and consideration of various play Roberto Dillon
styles. J ETRI. 35(6), 1058–1067 (2013) James Cook University, Singapore, Singapore
Crovella, M.E., Bestavros, A.: Self-similarity in world
wide web traffic: evidence and possible causes. IEEE/
ACM Trans Networking. 5(6), 835–846 (1997)
Kang, A.R., Kim, H.K., Woo, J.: Chatting pattern based Synonyms
game bot detection: do they talk like us. In: KSII
transactions on internet and information systems, Engagement; Immersion
vol. 6, no. 11, pp. 2866–2879 (2012)
Kang, A.R., Woo, J., Park, J., Kim, H.K.: Online game bot
detection based on party-play log analysis. In: Com-
puters and mathematics with applications, vol. 65, Definitions
no. 9, pp. 1384–1395 (2013)
Kwon, H., Kim, T., Yu, S.J., Kim, H.K.: Self-similarity
based lightweight intrusion detection method for cloud
Grinding The process of engaging in repetitive
computing. In: Intelligent information and database sys- tasks.
tems, pp. 353–362. Springer, Berlin/Heidelberg (2011) Farming Performing repetitive actions to gain
Lee, E. et al.: You are a game bot! Uncovering game bots in experience, points, or some other
MMORPGs via self-similarity in the wild. Published in
Network and distributed system security symposium
form of in-game currency.
(NDSS) (2016)
Mitterhofer, S., Kruegel, C., Kirda, E., Platzer, C.: Server- Introduction
side bot detection in massively multiplayer online
games. Secur Priv IEEE. 7(3), 29–36 (2009)
Thawonmas, R., Kashifuji, Y., Chen K.-T.: Detection
Evoking a complex emotional response in players
of MMORPG bots based on behavior analysis. In: is a characteristic trait of successful interactive
Advances in computer entertainment technology entertainment, and different models have been
conference, pp. 91–94 (2008) proposed to help designers in creating and analyz-
van Kesteren, M., Langevoort, J., Grootjen, F.: A step in
the right detecting: bot detection in MMORPGs using
ing compelling emotional experiences. This entry
movement analysis. In: The 21st Benelux conference introduces three well-known approaches: the
on artificial intelligence (2009) “Four Fun Keys,” the “MDA Framework”
Game Design and Emotions: Analysis Models 745
(including the “8 Types of Fun” model), and the • People Fun: relies on social interactions to
“AGE Framework” (including the “6–11 make players bond in and outside of the
Framework”). game. Here friendship and relatedness become
central to the playing experience.
The Four Fun Keys
Introduced by psychologist and player experience To be successful, games should then focus on
expert Nicole Lazzaro in the whitepaper “Why We one or more of these key types of fun in order to
Play Games” (Lazzaro 2004) and later in (Lazzaro deliver an emotionally rich experience and engage
2009), this model identifies four main types of fun players to the fullest.
with different characteristics which are able to The Four Fun Keys are summarized in Fig. 1.
deeply engage players by relying on different
sets of emotions. In particular: The MDA Framework and the 8 Types of Fun
Proposed by game designers and scholars Robin
• Hard Fun: relates to frustration and pride. It Hunicke, Marc Leblanc, and Robert Zubek in
involves the act of mastering increasingly dif- (Hunicke et al. 2004), the MDA (Mechanics,
ficult challenges. Dynamics, Aesthetics) was the first serious
• Easy Fun: relates to curiosity, surprise, and attempt to discuss games in a more formal and
awe. It engages players thanks to visually and rigorous approach. Central to the MDA is the idea
content rich environments able to stimulate of a game as an artifact whose consumption can
their imagination. be broken down into three separate components
• Serious Fun: relates to excitement and relax- (Fig. 2):
ation. It engages players by providing meaning These, in turn, have design counterparts as
and offering a purpose for the overall shown in Fig. 3 where each abstraction layer is
experience. defined as follows:
746 Game Design and Emotions: Analysis Models
• Sensation: game as sense pleasure. This can be For example, a game like “The Sims” (see
created by visuals, soundscape, and proper pacing. https://en.wikipedia.org/wiki/The_Sims) can be
• Fantasy: game as make-believe. This is about discussed in terms of discovery, fantasy, expres-
empowering players and offering new sion, and narrative, while a game based on the
experiences. “Final Fantasy” (see https://en.wikipedia.org/
• Narrative: game as drama. Storytelling helps wiki/Final_Fantasy) franchise would be most
giving a sense of purpose to the whole likely centered on fantasy, narrative, expression,
experience. discovery, challenge, and submission.
• Challenge: game as obstacle course. New
challenges, finely tuned with players’ own The AGE and 6–11 Frameworks
skills, will easily keep them engaged. The 6–11 Framework was first proposed by game
• Fellowship: game as social framework. design Professor Roberto Dillon in the book On
Playing with friends is often more engaging the Way to Fun (Dillon 2010) and then formally
than playing alone. integrated into a MDA-inspired model named
• Discovery: game as uncharted territory. This is AGE (Actions, Gameplay, Experience) in
a fundamental trait of adventure games. (Dillon 2014).
• Expression: game as self-discovery. Typical The model describes a game as three main sys-
of sandbox games where players are free to tems (see Fig. 4) interconnected to each other via
experiment as they please. in-game rules and goals and defined as follows:
Game Design and Emotions: Analysis Models 747
Game Design and Emotions: Analysis Models, Fig. 5 AGE Framework analysis for the 1981 Konami arcade game
Frogger (see https://en.wikipedia.org/wiki/Frogger)
• Actions: the core, atomic actions a player can revenge, competition, collecting, communication,
perform in a game, usually described in terms and color appreciation.
of verbs. Examples are moving, jumping, The underlying idea of the model is that a
kicking a ball, punching, shooting, taking subset from the emotional palette outlined
cover, etc. above can be triggered by the game and then
• Gameplay: the resulting play that players can interact with other elements as the game
achieve by using and combining the available progresses, engaging and motivating players
actions according to a predefined set of rules. throughout their playing sessions. Once the expe-
These can be either higher-level concepts or rience is outlined, one or more of its components
verbs, for example, fighting, race-to-an-end, can then be linked to the gameplay for analysis and
territorial acquisition, etc. discussion purposes, allowing designers to
• Experience: the emotional experience that formalize their ideas and overall vision (see
engages players during the game while trying Fig. 5, for an example).
to reach certain goals, overcoming obstacles, Different game genres may emphasize a differ-
or solving problems. ent set of emotions, and the model can be applied
to serious games as well (Dillon 2013).
The experience is then exemplified, thanks to
the 6–11 Framework, which comprises 6 basic
emotions and 11 instinctive behaviors such as Cross-References
Anger, happiness (or joy), fear, sadness, pride,
excitement, survival, curiosity, self-identification, ▶ Emotion-Based 3D CG Character Behaviors
protection (or caring for), greed, aggressiveness, ▶ Game Thinking X Game Design Thinking
748 Game Design Evaluating Using Machine Learning
the game itself (DeMarco and Lister 1999). This Loving the people they command is a value
category of problems is game production related. some successful leaders have. More than a prac-
Among the many things needed for a game tice, this value guides leaders into intuitively relat-
production process to succeed, leadership is a ing well to many people as well as shaping
major facilitator. In this text, a few leadership policies and actions that foster a healthy work
tips will be presented in order to give a head environment.
start to any leader working in the game industry Finally, it’s not without a reason that love is the
or person seeking education on the topic. Those central value within religions. It had deep appeal
tips are pieces and bits of information and ideas for the human psyche, and it’s a strong element
I came up with during my 10 years of experience that leaders should keep in mind.
in leadership positions in game development.
Tip 2: People
Tip 1: Love G
A very common mistake committed by new team
The love in question is much similar to the one leaders, especially those from an engineering
parents, more often than not, have for their chil- background, is not figuring out their work instru-
dren: They want their children to grow and to ments changed. Someone working in the game
achieve their dreams. They will provide whatever industry will often be a person whose working
subsidies on their reach. tools are programming languages, digital content
More reason for this the similarity with paren- generation tools, source control systems, and
tal love being a working technique and value for IDEs. Once promoted to a leadership position,
leadership is the psychological mechanism of this can change overnight: The working instru-
transference and countertransference. Leaders ments of a leader are the people.
will be in a position where their approval to their This change has often deep implications:
subordinates will effectively affect (Stone et al. Where once a person’s job was to implement
2000), if not their chances of survival (Stone et al. some feature or create content, the leader is now
2000) or quality of life, at least their work life. responsible for getting some other person to do
This has a strong similarity to the relationship so. This requires a fundamental change in the
between parents and their children. kinds of skill used and sometimes mentality.
The people working under the leaders will Instead of answering how something should be
often, therefore, try replicating the relationship done, a more appropriate question for a leader to
they had with their parents with their leaders, answer is: Who would be the best person or peo-
due to the transference mechanism. This means ple to do it at this time? Answering this question
their expectations, at least in a subconscious level, requires the leader to understand the talents of
will be similar to those they had with their parents. each individual on his or her team. The leader
Sometimes their relationships are or were trou- should be able to answer: “What is a person
bled, causing some degree of hostility toward the good at?”
leader. Often those relationships were based on Still, answering properly who is the best person
love and trust. to do a given task takes more than just understand-
Leaders acknowledging this should be pre- ing the skills of each individual. Sometimes even
pared to gracefully handle hostility and manage highly skilled team members will not perform
the expectations of their subordinates. The hostil- well on assigned tasks.
ity handling may have positive impacts on the One of the common causes for it is motivation,
person often going beyond the work environment, or rather the lack of it. Determining what moti-
similar to the effects of a therapy session. Once the vates a person is, therefore, also a key factor for
leader gets through with it, which may not be being a good leader. While motivation factors can
always possible, strong bonds are often formed. vary from person to person, there are some which
750 Game Development Leadership Tips
are commonly reported and, for this reason, can be look bad in front of the leader or even do it in
addressed proactively by the leader. attempt to become the boss (Stone et al. 2000).
One such motivation element exists when This is often a problem, as it may lead into grow-
someone doesn’t understand the goal of a given ing tension over an accumulated set of small
task; this person will often be unable to evaluate things.
how good a solution is or, at times, even if the Worse yet, what may feel like a small problem
solution is correct. While some individuals will to some of the team members can, in fact, be
ask for the information required to clarify what perceived as something big for the leader. Also,
they need, a good leader cannot assume this to be possibly even more worrying is the opposite case:
the case. Proactively ensuring people have when something small for the leader feels big for
enough context is a crucial part of the job. the team member. As there is an undeniable power
Another factor is that one has to work with relationship, this can make the subordinate
people he or she prefers not to. This might, at feel fear.
least, put strain on the shoulders of those doing No good relationship, personal or professional,
it. Understanding the affinities of a team and deal- comes from fear. So, it is an important part of
ing with them can be a vital part of distributing leadership to handle communication properly:
tasks and, thus, of being a leader in game both in the sense of content and form.
development. One possible point to start with, regarding com-
Also, even when the leader chooses the right munication, is the tone of voice used. Much of what
person for a task at a given time, circumstances humans communicate is nonverbal, and the tone of
may change during its execution (DeMarco and voice, for instance, is a very important factor. Care
Lister 1999). From unpredicted technical difficul- must be taken to pass the correct information.
ties to personal dramas, there is a whole universe Apart from the tone of voice, a leader must ask
around this chosen person which can change. for feedback and give feedback whenever possi-
A good leader should always be attentive to his ble (Acton 2014). It’s usual for a team member to
or her team members, being always ready to help be passive on giving or asking for feedback. The
them whenever possible. leader should be prepared to proactively work
As a reminder, dealing with people involves far around it.
more than logic, algorithms, task allocation, or A good instrument for feedback is having peri-
aesthetic sense. It involves questions like self- odic one-on-one meetings with each and every
esteem, sensitivity, sense of righteousness, pride, team member periodically Stone et al. 2000;
and many others to be listed. The tool to deal with DeMarco and Lister 1999). Their objective should
all of them is communication. be having a human exchange, to prevent possible
latent tensions from rising.
Performance feedback should, ideally, be
Tip 3: Communication given in a task basis, or even in a subtask basis
for long tasks, especially if this means for the
When working with people, the most important leader to demonstrate multiple times a day
tool to use is communication (DeMarco and Lister approval for a well-done job. Showing disap-
1999; Acton 2014). It should be done far more proval is just as important: The earlier the leader
often than what would feel natural to a leader: shows it, the earlier the team member can correct
Many things which are obvious to the leader the cause of it. A good leader should always keep
may be even counterintuitive to some team in mind that when he or she does not communicate
members. criticism, it is denying a chance to the person
Other times, people will simply not tell the receiving it to improve.
leader when they disagree or have problems with Finally, if a leader gives enough context to the
something. Considering the issues tolerable, they team members, passing information about the pro-
will often prefer to avoid conflict in order not to jects and about the company, they will be far more
Game Development Leadership Tips 751
likely to understand their contribution to the big More than just noticing, people will first try to
objectives. This practice provides great help in understand why the leader is being insincere. And
motivating people: Humans, as shown by reli- often they will pay back behaving the same way:
gions, feel the need to be part of greater plans being insincere as well. This is not the trust envi-
and have higher purposes. ronment expected from the successful teams.
Some new leaders sometimes will consider
they have good reasons to be less than sincere
Tip 4: Responsibility with their teams. Sometimes they actually want
to protect them from criticism from other people
Another sudden change for those who become or teams; other times there are bad news such as
leaders is the scope of their responsibility. Before possible layoffs ahead and the leaders don’t want
being in a leadership position, each individual is the team to lose focus. Still, a leader should under-
accountable for his or her work alone. This is stand that if he or she can cope with it, so do the
obviously different for leaders. Still, there are team members. G
not so obvious changes worth mentioning. As intelligent adults, they most likely faced
A typical situation which exposes these dif- bad news before (Stone et al. 2000). Most of
ferences is the case when the newly appointed them had a broken heart; most of them heard of
leader is confronted by his or her boss regarding people dear to them dying: This certainly dwarfs
some issue on the project. Any good leader will any bad news a job in the game industry can bring.
understand who was responsible for the part Going further, when presented with difficulties
which had issues. The sometimes the counterin- those people may help in finding good solutions
tuitive part is deciding on how to proceed from to it or, when not possible, either start coping with
this point. the issue or accepting the loss.
Many beginner leaders will, sometimes in the Still, a caring leader will have concerns about
human act of self-preservation, explain to their how a person will feel after criticism is delivered.
bosses that the issues are coming from a specific A caring leader won’t want to hurt people’s feelings
team member (Stone et al. 2000). This is an inap- or self-esteem. He or she will deliver the criticism
propriate approach. making it clear that the problem is not the person,
The leader is responsible for the results, regard- but the action, behavior, or result achieved.
less of the circumstances. The leader should take
responsibility for the current state of the project at
all times. If a team member is underperforming, it Tip 6: Trust
is the responsibility of the leader to deal with it
before it becomes a problem to the project. Trust is an absolute key element when working
Moreover, in the cases where the leader doesn’t with people (Sinek 2009). It is one of the founda-
have the appropriate people or resources to handle tions of human society: When humanity was
a task, it is his or her responsibility to inform it to young, threat was all around. There were no cities
the boss as soon as this information becomes where you could be safely away from predators.
available. Carnivores such as wolves, bears, and big felines
were a common threat. Sleeping was particularly
dangerous for humans in the wild.
Tip 5: Sincerity Survival required cooperation (Sinek 2009).
There had to be people awake during the night to
One of the most important traits of a leader is alert the others of possible attacks, and the lives of
sincerity. The people working with a leader are the entire group would depend on these people
intelligent adults. More often than not, the team doing their jobs. The group had to trust them
members will notice when the leader is not being completely and reciprocate, or else this equilib-
sincere. rium would eventually fail.
752 Game Development Leadership Tips
This was the reality of the human race for a problem will pass a message that there are no
period far longer than recorded history up until consequences to breaking the trust, which can
when this text was written for the first time. This is potentially undermine the trust of the entire team.
not just a fad, a modern behavior; this is some-
thing so old that it is likely even recorded in
human genes: Humans are programmed to coop- Tip 7: Vulnerability
erate with each other, but this cooperation requires
trust. A common issue new leaders have, especially
Let’s now take these ideas what most would those who were excellent doers, is dealing with
consider a somewhat safer environment: the office their own vulnerabilities. In the game industry,
of a game studio. The central idea remains: often a doer is evaluated by his or her individual
A good leader should understand that if he or capacity to generate code or assets. Leaders, on
she wants to be trusted, the first thing to be done the other hand, are not evaluated only by their
is to trust the people with whom he or she works. individuality: for this reason, even the best of the
And what does trusting someone mean? It professionals or the most self-demanding one will
means primarily that the leader will delegate inevitably have vulnerabilities, even if they come
work as one of his or her main activities. More- from one of the team members.
over, this should be done trusting that the people Still, it’s far more usual for leaders to have their
receiving the tasks will be able to accomplish own vulnerabilities (Brown 2010). A common
them well. Also, just like a loving parent, a leader, one for the newly hired or promoted is not being
especially if he or she is a good engineer, should acknowledged as a leader by the team or some of
understand that it’s time for the team members to the team members, usually the most senior ones.
shine and his or her to support it. Another usual vulnerability is being simply less
A natural consequence of this line of technically knowledgeable, if at all, than the team
reasoning is the inherent absurdity of microman- members.
agement. It not only simply doesn’t work with It is of vital importance for the leader to cor-
engineers but also increases turnover. Microman- rectly access the situation he or she is in and
agement screams out loud: “I don’t trust you can do understand his or her vulnerabilities. More specif-
your work well and on time.” Any leader seeking ically, a leader should understand what he or she
trust must absolutely forget micromanagement. cannot do.
Returning to the concept of reciprocity, for a Either facing a limitation or struggling to avoid
leader to have team members who will answer mistakes, the key element to take away is asking
honestly, the leader should first answer honestly. for help. The leader is not expected to know it all;
If a leader wants the team members to take risks, he or she is not expected to be a super programmer
the leader should be the first to take those risks and or super artist. The leader is not expected to be
take them for the sake of the team. able to solve all problems from a team. The leader
For example, if the leader disagrees with some is expected to care for the team and for the goals,
decision, he or she should state so while and having help from others is the best way to
reminding that still his or her role is to uphold do it.
this decision. The team members will reciprocate A good way for a leader to access if he or she is
up to the point they believe a leader will go for doing properly on this topic is the feeling of being
them, and they will just believe by seeing the a fraud. A leader who feels he or she is a fraud is
leader to it first. much more likely to access his or her vulnerabil-
There are, also, situations when a team member ities correctly. As the philosopher Socrates said:
loses the trust of the leader. If this happens, action “All I know is that I know nothing.”
should be taken by the leader. Often involving the Feeling as a fraud, of course, is not a necessary
team on deciding which action to take is a good condition. But it’s easy to feel like one when doing
option. A leader trying to dodge this kind of right. A good leader should not only care for his or
Game Development Leadership Tips 753
her team members to achieve their goals and, just leader is talking to, especially if they are engi-
as importantly, strive to grow the team members neers, will have poor communication skills mean-
into becoming independent of him or her. ing that they won’t be able to properly articulate
Having a team independent of the leader leads the answer to the “whys” leading to an incorrect
into his or her mind the natural questioning of how analysis. Apart from this, sometimes, people, for
much he or she is needed by the company. Having many reasons, will simply prefer not to verbalize
this question in mind, while being well regarded some arguments.
by his or her peers or being able to repeatedly One way to help in avoiding some of the risks of
grow independent teams (just like being able to challenging arguments is, when possible, give peo-
raise independent children), is a great sign for a ple time to think about the questioning avoiding
leader. taking decisions during the challenging of an argu-
ment. This allows people to rethink about the
answers they gave and improve their arguments.
Tip 8: Challenge The bottom line is: a good leader should chal- G
lenge tasks and arguments but should understand
While a leader must inherently trust his or her that winning a discussion doesn’t make the win-
team members, it is critical for the job to ascertain ner’s ideas correct.
the right problems are being solved (Acton 2014).
A common tool for this task is periodically
checking what a team member is doing and chal- Tip 9: Commitment
lenging tasks when planning for them.
In order to maximize the chance of the priori- Commitment is a key element in successful game
ties and plans being right, the leader can use a very projects (Acton 2014). Committed people tend to
important tool: asking questions (aka challenge). deliver work on time and with better quality. More
There are two main questions: What problem do often than not, therefore, successful teams are also
we want to solve with a given task and why are we committed teams: a good leader should foster this
solving this problem? trait.
While both questions are important, the “why” A key element on this context is having people
question is by far more relevant: a bad answer to a agree on what should be done and, in many cases,
“why” might indicate that performing a given task is how it should be done. An effective means to
plain senseless. Going further, it happens quite often achieve it is letting the team decide by itself
that questions in game development have several those two points: it’s far easier to convince some-
layers of complexity: to reach the primary reason one of his or her own ideas than of ideas coming
why some tasks are required may need a series of from anyone else.
“whys” asked on top of each other’s contexts. Obviously there are requirements for this idea
The idea behind this analysis is similar to the to work: the team should be well informed of the
Socratic philosophy. Asking sufficient “whys” is a sought objectives, it should not be formed only by
good way to understand where one knowledge juniors, and the leader should be ready to chal-
ends and beliefs begin. lenge the proposed plans. All of those elements, in
There is a risk into this approach, though: most environments, are under control of the
reaching a wrong conclusion. A reason for this leader. A positive side effect of it is making them
to happen is that proving a decision is based on a feel useful.
belief makes it easy for someone to discredit an Once the agreement on what and how a plan
argument as most people want to make decisions should be done is reached, the proper scheduling
seemingly based on reason. of the tasks is another critical element to achieve
Still, it’s likely that most people will not apply commitment. If the team members consider a
the same technique on possible counterarguments. schedule unreasonable, they are likely to be right
Also there is a good chance that the people the and unlikely to commit to it.
754 Game Development Leadership Tips
To support this argument, the people working individual contribution for it is a great start. Peo-
in the game industry, no matter who is their leader, ple will understand they have a future in the com-
are often professionals. Sometimes they are even pany doing so and are likely to stay longer
specialists on their craft. They are most likely (DeMarco and Lister 1999; Acton 2014).
better aware of their own capacity than anyone There are some cases, though, where there is
else. Going against it often justifies lack of com- no grand strategy plan behind a company. Some-
mitment, as itself is often a lack of common sense. times the company is looking for a new identity. It
Still, just planning with the team what should is conceivable to see this happening with one-hit
be done, how it should be done, when on time it studios, which often have a lot of money but don’t
should be done, and by whom it should be done is know what to do with it. When this happens, an
not enough to achieve proper commitment. unusual opportunity takes place: the leader and his
A leader should also be ready to face a dire reality: or her team have the chance to create a grand
intermediate steps of plans fail a lot. This often strategy for the company.
happens quite early in projects. A common element of winning visions inside
Delegating responsibilities over a plan’s area to companies is market disruption. This can happen
an individual or a group is the next step a leader through new business or monetization models,
can take into fostering commitment, especially on new technology, inventing a new gameplay
what regards fail contingency measures. Doing genre, finding an undersupplied niche, or reaching
this, even when something unpredicted happens, out for people who weren’t previously gamers.
people will understand who should solve it and A good leader, therefore, should be ready to
the impact it will have on others: their primitive provide his or her team with the company vision.
trust mechanism is more likely to trigger, gener- If none exists, he or she should create one.
ating commitment.
On the other hand, if plans are given to the
team instead, they are much more likely to dis- Tip 11: Self-Improvement
agree upon its feasibility. People will feel forced
instead of committed. Reality is simple: no one is perfect. Accept it.
The consequence of this affirmation is that all
leaders can improve. A good one, therefore,
Tip 10: Vision should always work on improving himself or her-
self (Acton 2014).
One of the important parts of the human mind is There are several means to achieve self-
the desire to be part of something big: finding a improvement. A good leader will often try a few
meaning to a set of actions, something more than of them at a time. Still, among all the possibilities,
just surviving. It’s no coincidence that religions one of them is mandatory: firsthand experience.
can be very appealing: it’s a human need. Rarely anything will yield a deeper result than
A good leader should understand this aspect of actually facing a challenge. Luckily this usually
human nature and help people fulfill their needs. comes naturally as part of a leader’s job; when it
Care should be taken, though, not to abuse it: most doesn’t, though, this should be regarded as a warn-
game companies won’t want their employees ing sign and could be a reason to change jobs.
blowing themselves, or at least ruining their per- Most of the other means to achieve self-
sonal lives, for the sake of their game. improvement gravitate around the sharing of
The way for a good leader to work this aspect experiences. Talking to other leaders and reading
out is providing his or her team with the grand leadership-related texts can give the leader ideas
strategic vision behind the companies. In the about what to try when facing the challenges of
game industry, the term “world domination” is this job.
often heard. Explaining how the company intends Another category of actions is presenting one’s
to achieve it and showing each team member’s experience. Once a leader finds him or her in a role
Game Development Leadership Tips 755
where he or she is expected to present his or her decisions. They tend to be less tolerant, be irri-
accumulated knowledge about leadership, this can tated over small things, and often overreacting. In
be turned into an exceptional opportunity: change the work environment, due to the power relations
empiric information into systematic solidified between the leader and the team, this can be
knowledge. disastrous. A good leader must always control
Apart from that, a good leader should always his or her emotions. Emotional stability inspires
be ready to listen. Sometimes all that is needed to trust on the people you lead.
solve a problem is a person in a different mind-set: It’s, therefore, much easier to be a good leader
a good leader will understand this and be happy to when in a good state of mind. This requires the
expand his or her own mind-set whenever leader to take care of himself or herself. A happy
confronted with a different one. Listening is a leader is much more likely to be a good leader, and
key element for it. having a life outside work can be of great benefit
A good leader should also understand that he for it.
or she is often dealing with incomplete informa- Moreover, a great leader should go beyond G
tion, especially when it regards people. The result merely the work/life balance. Having good rela-
of it is that decisions which may seem obviously tionships outside work is of immense help. This
right can be the very opposite. Listening to peo- means that many of the things applied to be the
ple, especially the team members, is, therefore, a leader of a team should apply to the people outside
crucial element for improving a leader’s capacity the office.
when regarding specific teams. Above all, love should guide the relationships
Finally, even more important for a leader than outside work with other people. Conflicts should
his or her own self-improvement is fostering this be faced and resolved through communication
value for the team he or she leads. A good leader (Stone et al. 2000), instead of endured.
should not only be able to create a self-sufficient There should be no fear in sincerely showing
team but also a team capable of improving itself vulnerability (Brown 2010): trust people, but be
over time. ready to challenge any and all beliefs. Commit to
goals and to other people, and be accountable for
it (Acton 2014). Do so with a vision of yourself.
Tip 12: Yourself And always seek self-improvement.
In the end life is complicated because we are
Being a leader is hard. A leader is expected to always dealing with people: the same thing
always put the needs of the team above his or hers. leaders have to deal with every day in their work.
This can be very taxing, as there is a single person
having to care for many, having to worry about the
results of many, having to worry even if their life
outside work is going well. References
A common mistake novice leaders do is
Acton, M.: Lead Quick Start Guide. Gamasutra (2014).
succumbing to the sheer amount of things to care http://gamasutra.com/blogs/MikeActon/20141112/22
for and start having an unbalanced life. This is 9942/Lead_Quick_Start_Guide.php
particularly true for the work/life balance. Brown, B.: The Power of Vulnerability. TED (2010). http://
The problem of this approach is that the less a www.ted.com/talks/brene_brown_on_vulnerability
DeMarco, T., Lister, T.: Peopleware: Productive Projects
person has a life outside work, the less this person and Teams, 2nd edn. Dorset House Publishing, New
will come refreshed to the office. This is a usual York (1999)
way through which stress builds up, and in the Sinek, S.: How Great Leaders Inspire Action. TED (2009).
game industry this can be often perceived on http://www.ted.com/talks/simon_sinek_how_great_leade
rs_inspire_action
crunch periods, particularly the longer ones. Stone, D., Patton, B., Heen, S.: Difficult Conversations:
When under stress, especially over longer How to Discuss What Matters Most. Penguin Books,
periods of time, people tend to make poorer New York (2000)
756 Game Editor
Game Engine, Fig. 1 Like many modern game engines, Unreal Engine includes a scene editor and an integrated
development environment
bundle with an integrated development environ- were created to deal with low-level operations
ment, allowing developers to code the game in the like graphics rendering.
same software ecosystem where it is tested. It is The desire to further optimize the development
also common for a game engine to come with a process eventually led to the emergence of the
level editor and sometimes a user interface editor, game engine. One of the earliest examples is
as is the case for Unreal Engine and Torque 3D. Infocom’s Z-machine, a virtual computer created
Some game engines, such as Unity and in 1979 which executed commands in its own
GameMaker, also support add-ons and plugins, language, specifically tailored for interactive fic-
making it possible to extend their out-of-the-box tion games such as Zork. The use of a virtual
functionality with third-party solutions (Fig. 1). machine helped Infocom avoid developing sepa-
rately for the multitude of home computer archi-
tectures that were in use at the time (Bartholomew
2008).
History In 1984, Sierra On-Line released King’s Quest:
Quest for the Crown, the first game based on
In the early days of gaming, video games were Sierra’s own Adventure Game Interpreter (AGI).
often programmed from scratch (Bishop et al. Initially, AGI was created because Sierra felt that
1998). However, the increasing complexity of an easier, tailor-made engine would allow writers
the video game medium, the evolution of software and designers to work more independently from
and hardware, and the advent of the multi-million- programmers, thus benefiting the workflow
dollar game industry with its pressure on cost and (Loguidice and Barton 2012: 150). The company
efficiency have made this approach unsustainable ended up using AGI in 14 different adventure
in commercial game development. Code was games before switching to the more advanced
increasingly recycled and dedicated libraries Sierra Creative Interpreter in 1988. By that time,
758 Game Engine
Game Engine, Fig. 2 Ultima Underworld (1992) was one of the first games based on a 3D game engine
Sierra’s competitor LucasArts was using its own Software in particular continued licensing the
custom engine SCUMM to create point-and-click engines for its subsequent titles such as Doom
adventure games (Black 2012). (1993) and Quake (1996) to other developers. In
The early 1990s oversaw the emergence of 3D addition, first-person shooters’ growing popular-
game engines. A notable early example is the ity demanded increasing technological innova-
engine used in Ultima Underworld (1992), tion, with each major title expected to be more
which was partially based on the basic 3D render- advanced than the previous one, thus necessitat-
ing engine of Space Rogue (1989), but was much ing a more sophisticated engine. As a result, first-
more advanced, adding the use of texture mapping person shooters “played a fundamental role in
(Paul et al. 2012). In the same year, id Software founding the industry of game engines” in the
released Wolfenstein 3D, a pioneering first-person 1990s (Fig. 2).
shooter, also powered by an engine from an earlier Another significant development was the
game (Hovertank 3D) with the addition of texture emergence of consumer-grade game engines,
mapping and ray casting. Following the success of aimed at hobbyist game creators with little exper-
Wolfenstein 3D, id Software set an important pre- tise in programming. Clickteam’s Klik & Play,
cedent by licensing the game engine to other released in 1994, was an important early game
companies who then produced such titles as engine which was easy to use, had an integrated
Blake Stone: Aliens of Gold (1993) and Super event and level editor, and relied on solely visual
3D Noah’s Ark (1994). This heralded the era of coding (Djaouti et al. 2010). It was followed by
third-party engine licensing, where the use of an other engines, such as GameMaker and Con-
in-house game engine was no longer inevitable. Id struct, as well as technologies such as
Game Engine 759
Game Engine, Fig. 3 Klik & Play (1994) was a pioneering consumer-grade game engine
Macromedia Flash, which have empowered universal, the choice of an engine is still a crucial
enthusiasts with little technical knowledge to decision which can have much influence on the
make their own games (Fig. 3). development process and its outcome.
Conclusion Cross-References
Game engines have changed the logic of video ▶ Game Physics Engine, Overview
game development, introducing a more efficient, ▶ Panda3D
content-centered approach and simplifying the ▶ Unity, a 2D and 3D Game Engine
production of multiplatform content. The appear- ▶ Unreal Engine, a 3D Game Engine
ance of consumer-grade engines and the easy
availability of professional solutions such as
Unity and Unreal Engine, coupled with the advent References
of Web 2.0, has also significantly lowered the
Bartholomew, D.: A tale of two languages. Linux
entry barrier to game development. Despite J. 2008(174) (2008) Available from: https://dl.acm.
some popular engines positioning themselves as org/citation.cfm?id¼1434965
760 Game Engine Loop
Bishop, L., Eberly, D., Whitted, T., Finch, M., Shantz, M.:
Designing a PC game engine. IEEE Comput. Graph. Appl. Game Integrity Validation
18, 46–53 (1998). https://doi.org/10.1109/38.637270
Black, M.L.: Narrative and spatial form in digital media: a
platform study of the SCUMM engine and Ron Gilbert’s ▶ Secure Gaming: Cheat-Resistant Protocols and
the secret of Monkey Island. Games Culture. 7(3), Game History Validation
209–237 (2012). https://doi.org/10.1177/155541201244
0317
Dickson, P.E., Block, J.E., Echevarria, G.N., Keenan,
K.C.: An experience-based comparison of Unity and
Unreal for a stand-alone 3D game development course. Game Interface: Influence of
In: Proceedings of the 2017 ACM Conference on Inno- Diegese Theory on the User
vation and Technology in Computer Science Educa-
tion, pp. 70–75. ACM (2017). https://doi.org/10.1145/ Experience
3059009.3059013
Djaouti, D., Alvarez, J., Jessel, J.-P.: Can gaming 2.0 help Isabel Cristina Siqueira da Silva and Felipe
design serious games?: a comparative study. In: Pro- Oviedo Frosi
ceedings of the 5th ACM SIGGRAPH Symposium on
Video Games, pp. 11–18. ACM (2010). https://doi.org/ UniRitter Laureate International Universities,
10.1145/1836135.1836137 Porto Alegre, Brazil
Gregory, J.: Game Engine Architecture. CRC Press, Boca
Raton (2009)
Loguidice, B., Barton, M.: Vintage Games: An Insider
Look at the History of Grand Theft Auto, Super Synonyms
Mario, and the Most Influential Games of All Time.
Focal Press, Oxford (2012) Diegetic interfaces; Graphical interface; HUD
Paul, P.S., Goon, S., Bhattacharya, A.: History and compar- (heads-up display); Human-computer interaction
ative study of modern game engines. Int. J. Adv. Comput.
Math. Sci. 3, 245–249 (2012) Available from: https://
pdfs.semanticscholar.org/d910/7fad25a54767701eea41
bbc1ac37266182a3.pdf Definitions
interacting with a product, people seek new expe- the transposition of the fourth wall as a strategy to
riences through perceptions that involve practical achieve the projected user experience.
and subjective aspects such as usability, effi- The text is organized as follows.
ciency, and satisfaction. Beyond subjective, UX Section “Games and Diegese Theory” addresses
is dynamic since changes over time due to the the main issues related to diegese applied to the
presentation of new challenges and rewards game interfaces. Section “Applying Diegetic and
(Hassenzahl and Tractinsky 2006; Schell 2008; Nondiegetic Interfaces in the Game Design” pre-
Garrett 2010; ISO 9241-210, 2010; Costa and sents a discussion of the concepts presented in
Nakamura 2015). section “Games and Diegese Theory,” and finally,
According to Russell (2011), the interface section “Conclusions” presents the final
design is often one of the most challenging considerations.
aspects of game design. This fact occurs
because there is a great amount of information
to transmit to the player in relation to the screen Games and Diegese Theory G
space available. If this relationship is not bal-
anced correctly, the user experience with the Considering the user experience in games, the
game can be frustrating. Other elements that graphical interface should be constructed in
also directly influence the perception of the order to provide the communication between
interface by the user are color and composition gameplay objects and the player. Among different
concepts (Ware 2008). studies involving games interaction, Fagerholt
Game interfaces are usually composed of two and Lorentzon (2009) suggest the use of diegese
main elements: (1) controls common to other theory, adapted from the areas of literature,
computer systems, such as buttons and menus cinema, and theater.
and (2) heads-up display (HUD), which refer to In game design area, the diegese refers to the
graphic elements present on the game interface game universe, defining what is or is not part of
that transmit information to the user. The integra- the virtual world, and is based on two main prin-
tion of the HUD components and the game world ciples: the narrative and the fourth wall. The nar-
influence the immersion of the user experience rative is related to the game story (fictitious
and interaction. world). Besides, the fourth wall deals with the
In this sense, the HUDs can be displayed in a imaginary division between the player and the
traditional way or incorporated into the universe game world. For the player to immerse himself
of the game, in order to offer immersion to the in the game world, he must pass through the
player and, consequently, a more concrete experi- fourth wall.
ence. In this sense, a rereading of the diegese The player’s ability to move between the real
theory can be done for the definition of HUDs, world and the game world depends on how the
breaking with traditional paradigms of graphical interface designer provides information for him.
interfaces in games. Two main aspects are part of In this sense, the HUD elements are considered
the theory of diegese: the narrative and the fourth diegetic if they are part of the universe of the game
wall (Genette 1980; Rohden et al. 2011). and the characters are aware of these elements.
This entry discusses concepts of diegese theory Thus, the HUDs must communicate something
in the scope of design and development of graph- understandable to the characters according to
ical interfaces for games. We relate the elements events and rules defined in the universe. In some
of the narrative and the fourth wall to the experi- cases, the characters will interact directly with
ence provided to the player, comparing the differ- these elements and, eventually, these can exist
ent forms of HUD presentation during the exclusively to communicate something, not
evolution of digital games. Diegetic and non- being functional.
diegetic elements, especially in HUD, are The game Dead Space (Electronic Arts
discussed in order to clarify how these relate to Inc. 2018a) is an example that employs the
762 Game Interface: Influence of Diegese Theory on the User Experience
Game Interface:
Influence of Diegese
Theory on the User
Experience, Fig. 1 Dead
Space game (Electronic
Arts Inc. 2018a)
concept of diegetic interface. As shown in Fig. 1, industry maturity, diegetic interfaces began to
attached to the character’s armor is a luminous gain space.
marker that represents his life bar. This element Besides diegetic and nondiegetic HUDs,
visibly is part of the universe of the game, being Fagerholt and Lorentzon (2009) propose two
present along with the main character, that is, it is other types: spatial and meta. The concept of
not an element that only the player can visualize, spatial HUDs is applied when a certain element
but any character of the game universe. is present in the 3D space of the game, but it is not
The integration of diegetic elements into the part of the universe, nor can the characters see
game universe is considerably relevant to creating it. In general, these interface elements are used to
the projected experience – not only in relation to indicate avatars selected or other indicators. In the
the interface but also to the game in general. If a game The Sims 4, for example, in addition to
diegetic element escapes the context of the uni- nondiegetic elements, some elements with the
verse, this can generate a noise (Schell, 2008) in spatial approach are employed. Figure 3 shows a
the player’s experience, which potentiates the character, positioned to the right in the image,
opposite effect in relation to the goal of diegese which is accompanied by a spatial interface ele-
in games, which is to increase the immersion and ment (the balloon).
quality of the experience. Thus, diegetic interfaces On the other hand, meta elements are part of
require a work of harmonization with the elements the game universe but not necessarily in the 3D
of the game, in order to transpose the fourth wall plane. In general, meta elements are used as
in the proper way (Rohden 2011; Russel applied effects on the game camera, such as
et al. 2011). blood dripping from being hit by a shot
Unlike diegese theory, nondiegetic interfaces (as well as other types of damage), or effects
are defined as being outside the game universe. of rain particles, solar reflection among others.
The use of nondiegetic HUDs was initially recur- The Watch Dogs game (Ubisoft Entertainment
rent in the gaming industry and this fact led in 2017a) is an example of using HUDs meta with
some cases to an increase in the insertion of the transposition of the elements of the game
graphic elements, polluting the game interface universe, which causes the fourth wall to be
(Fig. 2). This practice contradicting the idea that crossed by the player (Fig. 4). Therefore, dur-
only the essential elements should be displayed in ing the use of the smartphone of the character,
an interface (Hassenzahl and Tractinsky 2006; the screen is presented to the player as a non-
ISO 9241–210 2010; Garrett, 2010). With game diegetic element.
Game Interface: Influence of Diegese Theory on the User Experience 763
Game Interface: Influence of Diegese Theory on the User Experience, Fig. 2 NDI HUDs of World of Warcraft
game (Blizzard Entertainment, Inc., 2018)
Game Interface: Influence of Diegese Theory on the User Experience, Fig. 3 The Sims game (Electronic Arts
Inc. 2018b)
764 Game Interface: Influence of Diegese Theory on the User Experience
Game Interface: Influence of Diegese Theory on the User Experience, Fig. 4 Watch Dogs game (Ubisoft
Entertainment 2017a)
These four types of HUD discussed in this 7. Does the game depend on immersion?
section can be combined to allow an effective 8. What is the relationship between aesthetics,
immersion of the user in the game universe, complexity and gameplay in games?
enhancing their experience with the game.
Regarding question 1, it is noted that some
game genres can improve their immersion with
Applying Diegetic and Nondiegetic the use of DIs, which help keep the player’s atten-
Interfaces in the Game Design tion within the game world. Some games, by their
simple nature, do not even need an interface;
This section focuses on the discussion of the main others, that are not dependent on a large number
aspects related to the design of HUDs in game of mechanics, can use some part of the avatar itself
interfaces based on diegese theory. Thus, some to give feedback to the player, such as the Journey
questions that can help the HUD project are listed, avatars (Sony Computer Entertainment America
seeking to perform a critical analysis situated in LLC 2014a; thatgamecompany 2018a, Fig. 5) and
the current scenario of games and based on the the Dead Space avatar armor (Fig. 1), which mask
research carried out in this work: use of a status bar.
Concerning question 2, with the beginning of
1. What are the main advantages of DIs? the popularity of independent games (indie
2. What is the motivation for using DIs? games) in the middle of the seventh generation
3. Is there any kind of idea that only works in DI? of consoles, some games present the intention to
4. Are NDIs still required to achieve the required stand out in a market long structured and domi-
level of gameplay? nated by large companies that focused on HUDs
5. Can DIs make use of non-diegetic elements in based on NDIs. However, the use of DIs
their design? represented an innovation, since the use of crea-
6. What is the tolerance for excess HUDs in NDIs? tivity was the only resource for small gaming
Is it possible to improve this issue with the free companies to gain prominence in this market.
customization of HUDs over the interface? Thus, new games, especially so-called art games,
Game Interface: Influence of Diegese Theory on the User Experience 765
Game Interface:
Influence of Diegese
Theory on the User
Experience,
Fig. 5 Journey game
(Sony Computer
Entertainment America
LLC 2014a;
thatgamecompany 2018a)
Game Interface:
Influence of Diegese
Theory on the User
Experience, Fig. 6 Flowe
game (Sony Computer
Entertainment America
LLC 2014b;
thatgamecompany 2018b)
explore DI integrated in a natural and functional (Campo Santo, 2018) is another example where
way to game design. The game Flower (Sony the DI is fundamental, because, instead of an NDI
Computer Entertainment America LLC 2014b) with a map containing arrows that aim their objec-
(thatgamecompany 2018b) (Fig. 6), for example, tives, the player has only a map and a compass and
was one of the first indie games to become popular must be guided by its own reasoning (Fig. 7).
in the market and to present an innovative inter- Regarding question 4, in game genres where
face concept and user experience. the player needs accurate information, usually in
The Journey and Flower games proposals are numerical form or through bars, NDIs are still the
examples of experiments based on DIs (question best form of HUD. In the King of Fighters series
3) and probably would not reach their level of (SNK Corporation, 2018) (Fig. 8), for example,
immersion with the use of NDIs. The concepts each millimeter of the bar makes a significant
of these games can only be demonstrated with difference for the player to plan attacks on the
elements of HUD inserted in the universe, in enemy. In fighting games, hardly an element of
order to give the player the information and the identification would be as precise and with com-
notion he needs. In this sense, the game Firewatch munication as clear as the bars of life. One
766 Game Interface: Influence of Diegese Theory on the User Experience
Game Interface:
Influence of Diegese
Theory on the User
Experience,
Fig. 7 Firewatch game
(Campo Santo, 2018)
Game Interface: Influence of Diegese Theory on the User Experience, Fig. 8 King of Fighter game (SNK
Corporation, 2018)
possibility in this type of game would be to dem- In relation to question 5, the game Dead Space
onstrate how close the character is to being (Fig. 2) can be considered an example of ID that
defeated by his body wounds. In fact, several makes use of the style of NDI, incorporating the
games have used this feature, but it does not latter to the universe of the game. For example,
meet the need of the life bar. This is an example status bars and menus are displayed as screens
of how NDI is still needed and cannot always be within the game universe in a futuristic way. The
replaced. Far Cry 2 game (Ubisoft Entertainment 2017b)
Game Interface: Influence of Diegese Theory on the User Experience 767
Game Interface: Influence of Diegese Theory on the User Experience, Fig. 9 DI presenting information in the
form of NDI in Far Cry game (Ubisoft Entertainment 2017b)
(Fig. 9) is another example that mixes concepts of game is inseparable from the gameplay. Some
NDIs and DIs on the same screen. Although most indie games exploit this relationship, breaking
HUDs follow the concepts of DIs, information conventional paradigms of games through an
such as ammunition, opportunities for interaction, abstract experience related to exploration and dis-
and health are displayed as a message in the for- covery as in the Hohokum game (Sony Computer
mat of NDI on the screen. In the same context, Entertainment America LLC 2014c; Honeyslug
Team Fortress 2 game (Valve Corporation, 2018) Ltd., 2011) (Fig. 11).
presents spatial elements in addition to diegetic Finally, regarding question 8, it should be con-
and nondiegetic elements (Fig. 10). sidered that it is possible to play a fun game with an
Considering question 6, it is observed that the underdeveloped narrative and an unpleasant aes-
amount of HUDs in NDIs is directly proportional thetic, but it is difficult to play a game with good
to the game complexity. In some cases, a large aesthetics if the experience it offers is not satisfac-
amount of HUDs is unavoidable for the desired tory. The concept of gameplay, however, is exten-
gameplay, such as the World of Warcraft game sive and even a game that offers little complexity
(Fig. 2). On the other hand, the possibility of does not necessarily become an inferior game.
interface customization helps the player to create Such games can abdicate the complexity for a
an identity with the game, allowing the adaptation game that focuses on aesthetics, as long as the
of the HUD positions according to their needs and gameplay does not suffer any kind of commitment.
preferences (Preece et al., 2005). This feature is Sound Shapes game (Sony Computer Entertain-
especially important when the game interface has ment America LLC 2012, Fig. 12) is an example
many types of HUDs. that had significant success in the gaming industry.
The question 7 addresses gameplay versus After analyzing the eight questions raised in this
immersion. In this sense, it must be considered section, is noticed the type of HUD to be employed
that the focus of the player is on the gameplay. in a game depends on some key elements:
However, gameplay and immersion can go hand
in hand in order to enhance the player experience. • Player/user experience
Aragão (2016), for example, states that the issue • Immersion level
of immersion in the fictional environment of the • Narrative
768 Game Interface: Influence of Diegese Theory on the User Experience
Game Interface:
Influence of Diegese
Theory on the User
Experience,
Fig. 10 Team Fortress
2 game (Valve Corporation,
2018): (a) Spatial elements;
(b) diegetic and
nondiegetic HUDs
Issues related to the definition of DI or NDI The evolution of the gameplay changes the way
should take into account these listed aspects, since the player interacts with the game, having differ-
the gameplay and usability depends on the level of ent forms of HUDs and feedbacks. Most games
accuracy of the information related to the mechan- with diegetic interface end up being natural
ics of the game. Moreover, some studies have enough that the player does not realize that he
been carried out in order to analyze the preference crossed the whole adventure without using a con-
of users for diegetic or nondiegetic interfaces as ventional nondiegetic interface. On the other
well as to assess the accuracy of diegese design for hand, the increasing complexity of the games is
games (Fagerholt and Lorentzon 2009; Iacovides directly related to the demand for nondiegetic
et al. 2015; Peacocke et al. 2015). Is noticed that interfaces, due to their greater precision in the
diegetic interfaces positively impact the user display of information.
experience, increasing immersion, cognitive The understanding of the diegetic and non-
involvement, and a sense of control. However, diegetic interfaces presented in this work can
Game Interface: Influence of Diegese Theory on the User Experience 769
Game Interface: Influence of Diegese Theory on the User Experience, Fig. 11 Honokum game (Sony Computer
Entertainment America LLC 2014c; Honeyslug Ltd., 2011)
Game Interface:
Influence of Diegese
Theory on the User
Experience,
Fig. 12 Sound Shapes
game (Sony Computer
Entertainment America
LLC 2012)
At the innermost core of every game engine is a A game loop is the mechanism through which the
compact infinite loop. This loop continuously in-game logic and drawing of visible elements are
iterates through the steps of receiving and pro- continuously executed and presented. A simple
cessing player input, updating the entire game game loop consists of processing the input,
state, and rendering and displaying the game updating the state of game objects, and drawing
objects. This loop is executed at a short but those objects, as illustrated in the following
discretised time interval supporting seemingly pseudocode:
instantaneous interactions between the players’
input and the graphical gaming elements. This initialize();
// Initialize the game state
constantly running loop is referred to as the
while(game running) {
game loop. input();
// Receive input from the user G
update();
// Iterate through and update
Introduction every game object
draw();
To convey a lifelike sense of instantaneity, each // Render and display all visual
cycle of the game loop must be completed within elements
}
a normal human’s reaction time. This is often
referred to as real time: the amount of time that
is too short for humans to perceive both visually As discussed, an FPS of 60 is required to
and cognitively. Typically, real-time can be maintain the sense of real-time interactivity.
achieved when the game loop is running at a rate When the game complexity increases, one prob-
of at least 40–60 cycles in a second. The speed of a lem that may arise is that sometimes a single loop
standard game loop, with one drawing operation can take longer than 1/60th of a second to com-
per cycle, can be quantified as the number of plete. When this happens, a game would have to
drawn frames per second (FPS), commonly called run at a reduced frame rate and the entire game
the frame rate. will appear to slow down. A common solution is
An FPS of 60 is a good target for performance. to prioritize which operations to emphasize and
At such a frame rate, update of the screen will which to skip. Because correct input and updates
coincide with a game update. This synchronicity are required for a game to function as designed,
increases the fluidity of motion and reduces the the draw operation is often the one that is skipped
perception of the graphics lagging or appearing when necessary. This is known as frame skipping,
jittery. This is to say, your game must receive and the following pseudocode illustrates one such
player input, update the game world, and then implementation:
draw the visual elements of the game world all
elapsedTime ¼ now;
within 1/60th of a second. // Time for one loop cycle
The game loop itself, including the implemen- previousLoop ¼ now;
tation details, is one of the most fundamental // Begin of previous cycle
control structures of a video game. With the while(game running) {
elapsedTime +¼ now - previousLoop;
main goal of maintaining real-time performance, // Time for previous cycle
the details of a game loop’s operation are of no previousLoop ¼ now;
concern to the rest of the game. For this reason,
the implementation of a game loop should be input();
tightly encapsulated in the core of the video // Receive player input
while( elapsedTime >¼
game with its details hidden from other operations UPDATE_INTERVAL ) {
and gaming elements.
772 Game Mechanics
objects. A game physics engine may not be pre- 2. Detect collisions between the shapes, if present
sent in all game engines, but when one is defined, 3. Resolve potential interpenetrations between
it operates on simple geometric shapes and is only the colliding shapes
invoked when necessary. This is because the sim- 4. Compute proper responses for the colliding
ulation of physical interactions is computationally shapes
costly and typically only a selective subset of
objects in the game world would define physics The proper implementation of these simulation
components and participate in the simulation. steps enables believable scenarios when objects
physically interact with each other in the game
world.
Introduction
Game object interactions that mimic real life have Efficiency Considerations
become a key element of many modern PC and G
console games as well as, more recently, browser The computation involved in detecting and
and smartphone games. For example, when shoot- resolving collisions between arbitrary rigid shapes
ing a basketball in a video game, the player would can be algorithmically complicated and computa-
expect the ball’s trajectory and interactions with tionally costly. Most rigid body game physics
the backboard and hoop to resemble the physical engine implements two optimizations to address
world. An effective way of conveying real world these challenges: simple shape approximation and
object behaviors is by approximating and simu- selective computation.
lating the underlying physics based on a game Simple shape approximation. Rigid body sim-
physics engine subsystem. ulations are typically based on a limited set of
simple geometric shapes. For example: rigid
spheres, rectangular boxes, and cylinders. In
A Rigid Body Game Physics Engine most game engines, these simple rigid shapes
can be attached to geometrically complex game
The range of topics within physics for games is objects for approximating their physical behav-
broad and includes, but is not limited to, areas iors. For example, attaching rigid spheres on the
such as rigid body, soft body, fluid, and particles. hands of a basketball shooter and using the rigid
Rigid bodies are objects that do not change shape. body physics simulation of the rigid spheres to
For example: a Lego block, your desk, or the approximate the physical interactions between the
hardwood floor. The interactions between rigid hands and the basketball.
bodies, for example, a falling Lego block bounc- Selective computation. To avoid excessive
ing off your desk and landing on the hardwood runtime complexity and resource demands, phys-
floor, are best understood scientifically and thus ics simulation are only carried out for essential
most straightforward to simulate computationally. game objects. For the basketball game example,
Rigid body simulation approximates many while it may be important to model and simulate
types of object interactions in video games and the physical interactions between the basketball
is the core of most game physics engines. A rigid and the hands of the in-game characters, such
body game physics engine defines rigid shapes to computations would be unnecessary between
serve as the components of objects in the game other nonessential objects like the basketball
world. At runtime, during each game loop update and the heads of the characters. To facilitate the
cycle, the game physics engine would iterate selective invocation of computation on only a
through all defined rigid shapes and: designated subset of game objects, physics repre-
sentation and computation simulation are usually
1. Calculate the motion of the shapes and move abstracted and structured as an independent sub-
them system within the game engine.
774 Game Physics System
Referencing the entity-component-system (ECS) Sehar Shahzad Farooq and Kyung-Joong Kim
pattern, all objects in the game world are compo- Department of Computer Science and
nents with only a selective subset having a Engineering, Sejong University, Seoul,
corresponding physics component defined. The South Korea
game physics engine simulation only involves
the physics components. It is important to recog-
nize that a physics component only attempts to Synonyms
approximate the physical properties of a game
object for interaction purposes and that the com- Player modeling; Preference modeling
ponent typically cannot be used to represent the
game object in general as it lacks fine detail. For
example, a rigid sphere may be defined as the Definition
physics component of a basketball game object.
A more striking example would be the in-game Game player modeling is the study of computa-
character’s hands which are likely to be tional models to gain an abstracted description of
represented by detailed 3D models while the players in games. This description helps to detect,
physics components of these objects may be a predict, and express the behavior and feelings of
collection of simple rigid spheres and cylinders. players and personalizes games to their
preferences.
Cross-References
Introduction
▶ Game Engine
▶ Game Loop and Typical Implementation Game player modeling is the study of computa-
tional models to gain an abstracted description of
players in games. This description helps to detect,
References predict, and express the behavior and feelings of
players and personalizes games to their prefer-
Entity-component-System. Available: https://en. ences. These models can be automatically created
wikipedia.org/wiki/Entity-component-system. using computational and artificial intelligence
Accessed 28 June 2018
Tanaya, M., Chen, H.M., Pavleas, J., Sung, K.: Building a
techniques which are often enhanced based on
2D game physics engine using HTML5 and JavaScript. the theories derived from human interaction with
Apress (2017). ISBN: 978-1-4842-2582-0 the games (Yannakakis et al. 2013). It offers two
major benefits. First, it helps in content customi-
zation to cover broader range of players with
different skill levels and adapt challenges on the
Game Physics System fly in response to the player’s actions (Bakkes
et al. 2012). Second, it works as a form of feed-
▶ Game Physics Engine, Overview back for the game developers and designers so
that they may add new innovative features to the
games as well as develop new games that advance
knowledge, synthesize experience, and escalate
Game Platforms the interest of the player (Yannakakis et al. 2013).
The very first instance of research on player
▶ Game Venues and Platforms modeling was reported in the 1970s where Slagle
Game Player Modeling 775
and Dixon attempted to model the behavior of for high-level player modeling using limited
opponent players in the domain of classical amount of data.
games by assuming the elementary fallibility of Based on the type of the input data, several
the opponent (Slagle and Dixon 1970). Later on, a learning and data mining approaches are used for
search method based on knowledge about oppo- player modeling as can be seen in Table 1. The
nent players (i.e., strengths/weaknesses) was effectiveness of the modeling technique based on
invented in 1993 (Carmel et al. 1993). In 2000, user data is calculated using demographic/stereo-
Donkers improved opponent modeling by taking type approaches (Butler et al. 2010). The major
into account the computer player’s uncertainty challenge in such models is that they are limited to
(Donkers 2003). Afterward, an increasing interest deal with situations where individuals greatly
developed in the player modeling of modern deviate from the average. The sensory data is
video games to raise the entertainment factor correlated to the player’s behavior, emotions,
(Charles and Black 2004). Recently, player preferences, cognitive, and affective states
modeling has extrapolated its perspective from (Drachen et al. 2009). Physiological signals are G
opponent modeling to a number of other research correlated to arousal and valance using Plutchik’s
topics including player satisfaction (Yannakakis emotion wheel and the valence-arousal scale by
2008), modeling player’s preferences (Spronck Russell (1980), facial expressions using continu-
and Teuling 2010), runtime challenge adaptation ous, categorical, and active appearance models,
(Yannakakis et al. 2013), playing style, and learn- speech or psycholinguistic narrations using PER-
ing effective game strategies (Lockett et al. 2007). SONAGE, and psychological factors using Big
A comprehensive history of player modeling is Five model (Lankveld 2013). In-game data fea-
given in (Bakkes et al. 2012). tures collected during the game play are used to
A player model can have three types of inputs: identify or predict the type of the players which
user data, sensory data, and in-game data can then be further used for personalized compo-
(Yannakakis et al. 2013; Martinez and Shichuan nent generation or level modifications (Drachen
2012). User data includes personal assessment et al. 2009). An overview of input data gathering,
and third-person observation. The negligible lim- modeling approaches, computational analysis,
itations of user data are non-relevant data assess- and applications of game player modeling is
ments, short-time memory, and player’s self- shown in Fig. 1.
deception (Yannakakis 2012). Sensory data Although a lot of work has been done on the
includes data collected from the sensors mounted player modeling, several remaining issues need to
on the player’s body or in the player’s surround- be addressed. For instance, sensory data-based
ings. The most common sensor data includes models lack non-obtrusive data assessment, data
biometrical (Gunes and Piccardi 2006), physio- reliability, data validity, vigilance recognition, and
logical (Drachen et al. 2010; Martinez quick reactivity. User data-based models exhibit
et al. 2013), peripheral (Omar and Ali 2011), low correlation with the data collection time and
and nonverbal natural user interface with the the particular situation. In-game data-based
games (Amelynck et al. 2012). However, the models are restricted to particular players’ per-
sensor’s interface with the player faces chal- sonal interests in game, expert level, mood, enthu-
lenges when it comes to accuracy and perfor- siasm, and surrounding environment, making it
mance. In-game data is based on the player’s difficult to generalize for all players. However
actions taken within the game to infer perfor- the generalization problem is resolved by contin-
mance, skills, strategies, behavior, and game uously comparing and adjusting procedural per-
contexts including level completion time, mis- sonal behavior with human behavior and active
sion failure counts, resource utilization, situation player modeling (Holmgard et al. 2014; Togelius
handling, and target achievements (Nachbar et al. 2014). Furthermore, hybrid approaches are
2013; Kim et al. 2012; Weber et al. 2011). The used to overcome the issues of individual data-
big challenge is to interpret the raw data correctly based player models (Arapakis et al. 2009;
776 Game Player Modeling
Game Player Modeling, Table 1 Techniques used for game player modeling based on the input data types
Data
type Techniques
Supervised learning Unsupervised learning Other
User Supervised learning (shaker et al. 2010) Probabilistic learning Rating-based approach
data Neural network (Schmidhuber 2006) (Togelius et al. 2014) (Mandryk et al. 2006)
Committee selection strategy (Togelius Clustering (Yannakakis Active learning (Togelius
et al. 2014) et al. 2013) et al. 2014)
Classification and regression
(Yannakakis et al. 2013)
Sensory Neuroevolution (Pedersen et al. 2009) Cognitive appraisal theory
data (Frome 2007)
Usability theory (Isbister and
Schaffer 2008)
Neural network and clustering (Charles Belief-desire intention (Ortega
and Black 2004) et al. 2013)
Facial action coding system
(Ekman and Friesen 1978)
In-game Neural network (Charles and Black Clustering (Drachen
data 2004; Pedersen et al. 2009) et al. 2009)
Supervised learning with labels
(Togelius et al. 2014)
Multilayer perceptron (Togelius
et al. 2006)
Sequential minimal optimization
(Spronck and Teuling 2010)
Game Player Modeling, Fig. 1 Inputtypes, modeling approaches, analysis, and applications of game player modeling
Game Player Modeling 777
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In: Proceedings of the International Conference on
semantic Technology and Information Retrieval ▶ Domain-Specific Choices Affecting Design
(STAIR), pp. 302–305. IEEE, Putrajaya (2011) Effort in Gamification
Ortega, J., Shaker, N., Togelius, J., Yannakakis, G.N.:
Imitating human playing styles in Super Mario Bros.
Entertain. Comput. 4(2), 93–104 (2013)
Pedersen, C., Togelius, J., Yannakakis, G.N.: Modeling
player experience in super mario bros. In: Proceedings
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and Games (CIG), pp. 132–139. IEEE, Milano (2009)
Russell, J.A.: A circumplex model of affect. J. Pers.
Soc. Psychol. 39(6), 1161–1178 (1980) ▶ Game Thinking X Game Design Thinking
Schmidhuber, J.: Developmental robotics, optimal artifi-
cial curiosity, creativity, music, and the fine arts. Con-
nect. Sci. 18, 173–187 (2006)
Shaker, N., Yannakakis, G.N., Togelius, J.: Towards auto-
matic personalized content generation for platform
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Slagle, J.R., Dixon, J.K.: Experiments with the M & N tree-
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ligence and Interactive Digital Entertainment
University, Istanbul, Turkey
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fornia (2010)
Togelius, J., Nardi, R.D., Lucas, S.M.: Making racing fun Synonyms
through player modeling and track evolution. In: Work-
shop on Adaptive Approaches for Optimizing Player
Satisfaction in Computer and Physical Games, pp. 61– Playbor; Gamers; Multiplayers; Producers; Con-
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Game Prosumption 779
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Schuster, R., Werthner, H., Zapletal, M.: eBusiness. In:
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games industry. In: Brett Neilson and Ned Rossiter Design Thinking
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(2005). http://five.fibreculturejournal.org/fcj-025-pre Isabel Cristina Siqueira da Silva1 and
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Introduction
Game State Validation
The concepts of game thinking (or gamification)
▶ Secure Gaming: Cheat-Resistant Protocols and and game design thinking are commonly mixed,
Game History Validation although both have different proposals and
Game Thinking X Game Design Thinking 781
applications (Deterding et al. 2011; Castro 2013; Thinking and Game Design Thinking Method-
Jewell 2016; Sailer et al. 2017). Marczewski ologies” addresses the main issues related to G
(2014) performed an analysis involving the main game thinking and game design thinking. sec-
differences between game design and game think- tion “Game Design Thinking” presents the
ing and points out that, while the game design is game design methodology proposal, and,
related to something that entertains people in a fun finally, section “Conclusion” presents the final
way, the game thinking proposal is to do some- considerations.
thing in order to achieve a specific goal.
The term game thinking relates to the use of
game elements in contexts that do not necessarily Game Thinking and Game Design
consist of games and/or digital media resources Thinking Methodologies
(Currier 2008; Alves 2008). Paffrath and Cassol
(2014) argue that game thinking is related to Both game thinking and game design thinking
understand different aspects of human psychol- have their own goals. The game thinking focuses
ogy, such as the mechanisms of personal motiva- on pushing the participant toward their business
tion and the concept of fun. goal, while the game design thinking explores
Game design, on the other hand, explores mechanics and gameplay, to make the game
mechanics and gameplay, among other things, to enjoyable, employing design thinking as a game
make the game enjoyable (Silva and Bittencourt development methodology.
2016). In this sense, game design thinking is a For game thinking, there are different applica-
methodology focused on the design and develop- tion proposals in the literature (Liu et al. 2011;
ment of games based on adapted concepts of Werbach and Hunter 2012; Guin et al. 2012;
design thinking and that can be developed in a Landers and Landers 2014). These proposals
significant way to the process of design and game apply some common steps to the game thinking
development (Gestwicki and McNely 2012). methodology: definition of challenge and goals,
Considering these aspects, this article dis- identification of target behaviors, players’ under-
cusses the main differences between game think- standing, and specification of the fun activity.
ing and game design thinking and presents a Figure 1, proposed by Manrique (2013), summa-
methodology proposal for game design based on rizes these steps.
design thinking and agile and lean project man- The first step is the definition of the challenge
agement concepts. We also discuss the results and goals that will drive the game thinking pro-
obtained from the application of such methodol- cess. In addition, it is necessary to understand the
ogy in classrooms of undergraduate courses profile of the players in order to plan activities that
related to the game design. motivate them. In this context, the definition of
The text is organized as follows: In addition fun activities is the core of the gamification
to this introductory section, section “Game process.
782 Game Thinking X Game Design Thinking
On the other hand, in the game design process, common constraints involving design thinking:
formalisms and methodologies are needed in desirability, feasibility, and feasibility.
order to optimize, streamline, and professionalize This section presents an evolution of our pre-
the game development (Hunicke et al. 2004; Bem vious methodology for game design based on
et al. 2014; Kristiansen and Rasmussen 2014; design thinking (Silva and Bittencourt 2016).
Jewell 2016). It is noted that the game design The original proposal was adapted in order to
still requires specific methodologies, capable of following the iterative cycle of refining designs
giving developers the understanding of the game and getting user feedback as proposed by Wagner
development process in a complete way. and Piccoli (2007).
Gestwicki and McNely (2012) argue that the
adoption of design thinking as a methodology for The Methodology
the game development is adequate because it pro- This methodology is divided into four main
vides immersive process based on research, bring- stages: team definition, conception, prototyping,
ing academic objectives closer to business and validation. As can be seen in the Fig. 2, after
environments. In addition to immersion, the gen- the team definition starts, an iterative cycle of
eration of ideas, the possibilities prototyping and conception, prototyping, and tests is realized.
the selection of solutions are characteristics of The team definition is a fundamental step to
design thinking that can be adapted to the game reach the objectives of the game design, due to its
design. According to Vianna et al. (2012), design interdisciplinary character related to the different
thinking is originated from the need to seek new stages of conception and prototyping. Team mem-
paths to innovation from the human-centered bers should interact with each other, identifying
approach, where multidisciplinary, collaboration opportunities and developing creative and inno-
and the tangibilization of thoughts and processes vative solutions for the game development pro-
lead to innovative solutions. cess. Thus, the team must know each other,
However, while the game thinking area pre- focusing on the personality of the members as
sents methodologies that have a common and well as their professional aptitude. For this first
well-founded basis, the area of game development stage, two strategies are proposed: influence map
lacks proven methodologies, which help game and T-shaped profile (Glushko 2008).
designer to think about the creation process of In addition to the game objectives, the game
the game. In this sense, the next section presents conception depends on four basic premises: inspi-
a proposal of a game design thinking ration, creativity, innovation, and identification of
methodology. tendencies. Such premises must be present in all
phases of conception: divergent ideation, immer-
sion, analysis and synthesis, and convergent ide-
Game Design Thinking ation. It is noted, therefore, that the conception
begins and ends based on the creative process and
The game design is characterized by the constant its two types of thinking: divergent and
need for innovation and reinvention in order to convergent.
meet new audiences, new static, new experiences, Divergent ideation seeks to create options,
and new technologies. The professional who from a significant quantity and diversity of
works in the game design must be able to integrate ideas, in order to promote different possibilities
different aspects necessary to the proposal of a of game design for the immersion phase. Thus,
game, which has a multidisciplinary nature. In different brainstorming techniques can be
this sense, the area of design thinking has added applied, as the method 635 (Rohrbach 1969),
quality to the game design, since it is an active and the mental map (Buzan and Buzan 2006), the
user-centered methodology in addition to pre- heuristic ideation technique (Gray et al. 2010),
aching the culture of innovation. The latter can and game idea generator tool (Riftpoint
be considered as the intersection between three Entertainment 2017).
Game Thinking X Game Design Thinking 783
Game Thinking X Game Design Thinking, Fig. 2 Game design thinking (Adapted from Silva and Bittencourt 2016)
After the divergent ideation, the immersion between them. Positioning and impact matrices
stage identifies the needs and opportunities that also can be applied at this stage to the defini-
will guide the generation of solutions in the next tion of criteria such as time, complexity, inno-
phase of the project. For the game development, vation, costs, team members’ abilities, and
four techniques are suggested at this stage: explor- motivation among others.
atory and desk researches, moodboard, and per- The convergent ideation closes the game con-
sonas (Vianna et al. 2012; Gray et al. 2010). These ception phase and is characterized by making
tools help in the understanding of the game sce- choices based on existing alternatives related to
nario, through information about the theme of the the game. In this step, the ideas generated in the
project from diverse sources (websites, books, previous steps are critically analyzed and judged
journals, blogs, papers among others), and the so as to select them based on previously defined
identification of market niches, with little explo- criteria, expanding the original ideas. In this stage,
ration and potential for expansion. it is proposed to use two main tools for the con-
In the analysis and synthesis step, definitions vergent ideation of the game: game model canvas
related to the game must be made. In addition (Jimenéz 2013) and game design canvas (Sousa
to the data gathered in the exploratory research 2014). Another tool that can help the generation of
and the moodboard panel, cards created in the new ideas is the game genesis virtual deck
desk search can be arranged in an affinity dia- (Gehling 2016). These tools allow the analysis
gram to identify similarities and patterns of the game in a systemic, integrated and fast
784 Game Thinking X Game Design Thinking
way, providing insights on how the team should definition of the game concept in an agile and
act in order to compose the main idea. It thus helps efficient way, summarizing the game design in
game developers build, differentiate, and innovate panels which facilitate the identification of trends,
processes, improving their business model to win creativity, inspiration, and innovation among
over the target audience and gain profits. team members.
During prototype and tests, four major actions Some groups that started the game design
should be considered: rapidly prototype, publi- thinking process with a pre-defined concept of
cize/publish the game for feedback and evalua- their game felt motivated to rethink this. During
tion, feedback analyze, and make improvements if the prototype stage, the adoption of visual think-
necessary. However, before the prototyping, it is ing and/or narrative allowed a complete visuali-
important to align the development process with zation of the flow and mechanics of the game.
the team members, and two resources can be used Later, the construction of the game based on
for that: visual thinking (Ware 2008) and story- rapid prototype promoted the initial understand-
telling (Rouse 2000). Once the process is clear to ing about mechanics and interaction proposed
team members, the game’s implementation begins before the development of the complete
by choosing technologies that are easily inte- prototype.
grated and make it possible to obtain the final In some cases, the game design thinking results
designed product. motivated groups to abandon the idea of digital
Finally, the game developed must be published gaming and invest in a board game, given that the
in order to get feedbacks and evaluation of player board proposal exceeded the digital proposal in
users. For this, remote and face-to-face usability terms of gameplay.
tests supported by the Likert scale (Likert 1932)
are recommended. According to Nielsen (1994),
usability comprises five dimensions: learning, Conclusions
memorization, errors, efficiency, and satisfac-
tion/acceptance. Based on the results of testing, This article discusses the main differences
the most recent iteration of a game design, between the terms game thinking (gamification)
changes, and refinements are made, and a new and game design thinking. While for gamification
cycle starts. there are a significant number of proposed and
proven methodologies, for game design there are
Case Studies and Results few methodologies that really point to design and
This methodology was applied in 15 undergrad- development stages in an agile and lean way,
uate courses of different institutions of higher stimulating inspiration, creativity, innovation,
education since 2014. Through an empirical and identification of trends.
analysis, it can be observed that the methodol- Then, a methodology based on design thinking
ogy of game design thinking allowed groups of for the game design is presented and discussed in
students to work in a “free” , focusing on high practice, with the report and analysis of case stud-
level concepts. ies results. The results obtained from case studies
Thus, as the flow of the methodology pro- show the generation of more interesting games
gressed, the students had more creative ideas, when compared to games developed without the
connecting points not so obvious from the initial use of a methodology that stimulates creativity
premises. The phase of divergent ideation allows and innovation such as design thinking
the teams an enriching brainstorming, “opening methodology.
their minds” for the generation of game concepts. This study intends to contribute to the area of
In the immersion stage, there is an evolution in the digital game design and development, either pro-
students’ original ideas, while the analysis, syn- fessionally or in activities that involve the learning
thesis, and convergent ideation stages allow the process.
Game Thinking X Game Design Thinking 785
Vianna, M., Vianna, Y.R., Adler, I.K., Lucena, B., Russo, the living room in front of the TV? The location of
B.: Design $Thinking: Inovação Em negócios. MJV the “venue” of a game can be a direct result of how
Press, Rio de Janeiro (2012)
Wagner, E.L., Piccoli, G.: Moving beyond user participa- successful the game can become. If we were to
tion to achieve successful is design. Commun. ACM. design a game, the decision of what platform –
50(12), 51–55 (2007) console, PC, tabletop, mobile, or tablet – is an
Ware, C.: Visual Thinking: For Design. Morgan important decision to make. For centuries,
Kaufmann, Burlington (2008)
Werbach, K., Hunter, D.: For the Win: How Game Think- humankind has revolved around many different
ing can Revolutionize your Business. Wharton Digital aspects when it comes to the social aspects of
Press, Philadelphia (2012) entertainment.
Studying history we can see how our choices
for entertainment and comfort have changed. Just
look at the evolution of the TV going from some-
Game Usability thing that we see in stores and restaurants for
public entertainment to be a staple inside of the
▶ Player Experience, Design and Research poorest of homes in America. The same can be
said about games and the platforms they are run-
ning on. In the 1980s, a game console was rarely
found in a household, but today, more than 89 mil-
Game Venues lion American households own at least one type of
game console or a PC. Over 40% of them have
▶ Game Venues and Platforms multiple types of gaming consoles or platforms
(Statista 2018).
The type of games can affect the kind of venues.
For a game that tells a grand story with videos and
Game Venues and Platforms cinematic scenes, a console connected to a big
screen in the living room is a good choice.
Michael McMillan2 and Newton Lee1,2 A game that brings people together to spend quality
1
Institute for Education, Research, and time playing would call for a tabletop game, such
Scholarships, Los Angeles, CA, USA as cards or board games. For a massively multi-
2
Vincennes University, Vincennes, IN, USA player game connecting hundreds of people around
the world, a PC would be the best platform.
The main issue with consoles is that it can be
Synonyms limiting and expansive at the same time. Cur-
rently, there are three companies who are at con-
Game platforms; Game venues stant battle with one another to dominate the
console war: Microsoft with their Xbox One
X the console which has the fastest graphics and
Definitions processing speed, Sony with the PlayStation 4 Pro
that is a serious contender to Microsoft with their
Game venue ¼ a physical place where one or console exclusive games, and Nintendo Switch
more persons can play a video game. which has the ability to seamlessly swap from
Game platform ¼ a device suitable for playing console on the big screen to mobile handheld
video games, e.g., a console, a smartphone, or console in an instant without compromising the
a PC. current gaming activity.
What venues do we think of when we think It is ideal for a game to run on all platforms.
about playing games? The dining room table with However, if, say Sony PlayStation decides to make
a board game, the computer desk in our office, or a game its console exclusive, it would take away
Game Venues and Platforms 787
the three-company bliss and cut it down to one, that are built for gaming have a high-quality
literally reducing the game market size by 66%. graphics card and processing power to be able to
Another consideration is input devices for play games with better graphics quality and reac-
game platforms. Consoles offer a more limited tion time. Nevertheless, Microsoft is closing the
control through a controller whereas a PC key- gap on PCs by adding keyboard and mouse sup-
board allows a wider range of controls. The Xbox port on Xbox One in 2018.
and the PlayStation controllers only has 12 indi- While mobile and tablet game platforms are
vidual buttons with 2 joysticks, which provide a less powerful than consoles and PCs, they have
range of combinations but are less than an average a built-in touchscreen and other features that
PC with a keyboard of 62 buttons plus a mouse make them unique. The large amount of people
(Rigg 2018). Depending on basic versus gaming that own a smartphone means that mobile
equipment, the mouse itself may have extra but- games have a large potential reach. The ability
tons on it, making it the best contender for button to play games anywhere enables the creation of
combos and linking actions to buttons. The games that integrate GPS technology. Another G
PlayStation Controller does have one advantage application that can be used by game devel-
against its competitors, a large Touchpad at the top opers is the multiple cameras smartphones pos-
of the controller. It is designed to allow the player sess to run augmented reality, where graphics
to swipe and click on information very much like generated by software is overlaid from pictures
a laptop touch pad. So far it seems to only be from the camera. Games such as Pokémon Go
useful for menu navigation, but with the redesign has used all of these technologies to allow
Sony was planning on a future with new innova- players to travel to a place in real life and
tive games which will include the Touchpad into then catch a Pokémon using the touchscreen
their game. Nintendo Switch comes with two con- and augmented reality. For games that would
trollers, Joy-Con L and Joy-Con R, each of which require a proper controller, games can utilize
contains an accelerometer and gyroscope for the smartphone’s bluetooth technology to allow
motion control support. All three companies a user to buy a third-party controller, pair it
have designed motion control systems before, with the smartphone, and then affix the phone
Microsoft with the Kinect from Xbox 360 and to the top or middle of the controller. Likewise,
Xbox One, Sony with the Playstation Move for iOS and Android operating systems allow their
the Playstation 4, and Nintendo who has been users to project their screen onto another device
doing it the longest with the Wii, Wii-U, and for a better viewing experience.
now finally the Switch. The Switch Joy-Con’s
are possibly the most accurate out of any compa-
nies attempt at motion control. The actions with
the controller are spot-on: if you overexaggerate Cross-References
your actions, the results appear on screen as over-
reacted. It is a finely tuned gyroscope inside of the ▶ Video Games
controller. Not to mention that 9/10 games pro-
duced for the Nintendo Switch make use of this
motion control, unlike many predecessors which References
only had a few games made to use the motion
Rigg J.: With keyboard and mouse support on Xbox,
control. Microsoft closes the gap on PCs. (2018). https://www.
There are also arguments between gamers engadget.com/2018/11/15/microsoft-xbox-keyboard-
about which one offers a better reaction time: the mouse-pc/
Statista: Monthly number of game console users in the
joystick on a controller versus a PC’s mouse. Most
United States from 2nd quarter 2012 to 2nd quarter
gamers agree that the PC’s mouse outperforms the 2017 (in millions) (2018). https://www.statista.com/
console’s controllers. In addition, most computers statistics/320315/number-users-game-consoles-usa/
788 Game with a Purpose
Overview
Game with a Purpose
A writer does not have an enviable role in video
▶ Hypermedia Narrative as a Tool for Serious games. Sure, game writing beats writing copy for
Games a hardware catalogue. And it is more fun than
writing dry text for, say, an academic publication.
(Irony acknowledged.) But in the world of video
games, writing is often a misunderstood craft and,
as such, is often shunted to the side until the very
Game Writer’s Dilemma: last minute of a game’s development.
Context vs. Story There are many reasons for this, including (1)
people think, because they have the ability to
Ross Berger write sentences, that they have the ability to
Vistance Consulting, Los Angeles, CA, USA write a narrative; (2) writing does not involve
lines of code, thus words are easier to adjust at
the last minute to fit features that are perceived to
Synonyms be cool at the time; and (3) gameplay is king and
thus story must be subservient to it.
Context; Game writing; Narrative; Narrative The last point is unassailable. Games are a
design; Storytelling gameplay-driven medium. If one wants to work
in this field as a writer, the first thing he/she must
understand is that narrative will need to serve
Definitions gameplay, not vice versa.
But the other two points are unnecessary yet
Narrative is a fictional, cohesive universe made up frequent obstacles that often hinder a writer. Fake
a mythology of characters and settings bolstered understanding of the craft is common and dis-
by a story (but often a series of stories), theme, and misses its burden. A nonwriter’s attitude is simply,
tone. Story depicts a character’s journey that, “I write emails and texts all the time. It’s so easy.
through a series of escalating challenges and Anyone can write.” Obviously, this facile com-
accomplishments, results in that character’s self- ment ignores thousands of years of story innova-
discovery. It is part of a narrative, but, by itself, is tion including compelling characters, plot,
not. Context is descriptive, light information that structure, and theme. More importantly: crafting
provides a player with justification as to why words to communicate these requirements of sto-
he/she is about to take on a certain task or pursue rytelling is not the same as crafting an email.
a certain goal. It is also filler or casual stimuli, like (If so, why not then abnegate the works of
ambient dialogue, that provide authenticity to a Homer and Shakespeare?) But what is dangerous
world. about this attitude is that it lowers quality expec-
tations, encourages amateurs to assume the role of
writer when companies are crunched for budget,
and does not allow for producers to allocate
Introduction enough time or personnel for story development.
Writing story is also viewed as a lesser craft
There is an industry-wide confusion over the role than writing lines of code. Accordingly, writers
of narrative in games. Often times, it is confused are often pushed to make dangerous compromises
with context. This entry will define “narrative,” on story in order to avoid upending a feature that
“story,” and “context” and provide how their is hard-coded into the game. It is foolish to say
applications in the game experience are distinct that storytelling is harder than programming.
from one another. Because it is not. But it is also foolish to say that
Game Writer’s Dilemma: Context vs. Story 789
storytelling is easily flexible, so moldable to As they should. But “narrative” is not universally
whim. Because it is not. Yet, it is often “strong- understood. Each game studio, in fact, might have
armed” by whim to change ad infinitum. Such their own definition. To be clear:
arbitrary demands are myopic and cavalier, and
often lead to the compromise of quality. Story Narrative is not text on screen.
beats will be abbreviated and then combined into Narrative is not writing 27 different ways of say-
a later one, at which time a player will be deluged ing, “Take cover!”
with too much information. Even worse, casually Narrative is not mission descriptions.
thought-out rescoping can lead to serious coher- Narrative is not tutorials.
ence issues.
All of these pitfalls are a result of one common What narrative is, instead, is a fictional uni-
problem: a profound misunderstanding of what verse made up a mythology of characters and
narrative is. settings bolstered by a story (but often a series of
This entry will focus on a particular type of stories), theme, and tone. G
misunderstanding (yes, there are many) that does It does not stop there. Narrative is also respon-
not necessarily over-tax the writer, but nor does it sible for the granular details that buttress these
empower him/her to maximize the craft to its pillars and provide necessary information, authen-
fullest capacity. It is the misunderstanding of the ticity, and orientation for a player’s journey.
term “context.” So prevalent is its confusion with It is the overemphasis on the granular
narrative that it is the intention of this entry to details, however, which the majority of game
correct the record once and for all. companies incorrectly define narrative to be:
the minutiae.
What Is Narrative and How Does It Get So yes, narrative does involve: text on screen;
Misused 27 different ways of saying, “Take cover”; mis-
In the recent history of game development, sion descriptions; and tutorials. But without a
narrative has become a “nice-to-have” feature central, cohesive fictional universe, these discrete
in an industry where gameplay reigns supreme. parts do not add up to narrative.
Of course, there are a multitude of games that Individually, they are, instead, context.
are narrative-centric or, at least, that push story
as a major feature. (Telltale Games, for What Is Context?
instance.) Context is descriptive information that provides a
But narrative still remains, for a significant player with justification as to why he/she is about
majority of games, an after-thought to game to take on a certain task or pursue a certain goal. It
design due to popular expectations from is also filler or casual stimuli, like ambient dia-
players. Disruption of the gameplay experience logue, that provide authenticity to a world. (Think
is a high crime, and narrative is often seen that of combat chatter in Call of Duty.) Context is light
way. Even if the vehicles that deliver narrative information and does not provide enough connec-
are interactive (like cinematics) and offer direct tive tissue from one moment to the next to be
incentives that enhance gameplay (boosts, for defined as narrative.
example), players often do not look forward to Context is necessary in the sense that, without
these mini departures. Writers do not welcome it, players will not understand why they are about
this approach either. Narrative gets diluted to embark upon a certain part of a journey or what
when it offers incentives to a player just to the immediate goal will be.
validate its existence. Context also has an important role in
For the most part, games are not a narrative- reinforcing the fictional universe, be it through
driven medium. communicating the personalities of characters of
Nonetheless, this does not stop game studios the game, backstory of the world, or game rules.
from wanting to include narrative in their games. Tone is also a critical driver of context and vice
790 Game Writer’s Dilemma: Context vs. Story
versa. For instance, Rolf and Jenny land their ship connective tissue that binds those elements
on a desolate planet, hoping to find a lost ship of together. Where story needs a protagonist, nar-
fellow explorers. Rolf and Jenny are a married rative needs a world or universe of which that
couple and are ambitious scientists with a pen- protagonist is a part. Where story moves for-
chant for puns. When they come across a volcano ward through plot, narrative moves forward
on the verge of eruption, on-screen text tells them through mythology and world building. Where
they must cross the volcano to reach the other side story is the single journey of a single hero,
of the mountain, where a light beacon assures that narrative is potentially an endless series of jour-
they will reunite with one of the lost crew mem- neys and incorporates many heroes.
bers. Here we have an excellent opportunity to
infuse the on-screen text with some of Jenny and Why Is Not Context Story?
Rolf’s humor. “They’ve studied the topology of The light information that context provides is
this planet before. Therefore, the volcano’s vola- critical to orienting a player on their path forward.
tility is no surprise. The only test here is their lava But it is not an ideal vehicle for story as it can
for one another.” hamper a player’s momentum. Stopping to read
This type of context informs a player of the long tomes of story will engender resentment
following (1): Rolf and Jenny have an extensive from most players. And bite-sized, frequent
knowledge of the planet; (2) Rolf and Jenny knew appearances of on-screen text are met with equal
of the planet’s volcanic activity prior to landing; disapproval. These instances happen more fre-
and (3) Rolf and Jenny have a terrible sense of quently than one can imagine.
humor. Context should never be expected to do the
As long as it reinforces what this world is about heavy lifting for story. A few reasons why (1) a
and remains consistent, tone can go a long way in mission could be added after the development of
adding more flavor to context and, in turn, the story has been “baked” and is therefore inele-
reinforcing the narrative even if through second- gantly shoe-horned into the core progression;
ary impact. (2) one-off activities (e.g., sports drills, tutorials,
missions, live raids, etc.) may not be thematically
What Is Story and How Does It Differ from or structurally related, and therefore imposing a
Narrative? faint connection that ties them together will, most
Story depicts a character’s journey that, through a likely, dilute or neuter story; (3) the game is com-
series of escalating challenges and accomplish- prised of an endless stream of missions or grind-
ments, results in that character’s self-discovery. ing activities in which ongoing story would fail in
Upon that self-discovery (also known as anagno- quality or logic to serve as an effective
risis from Aristotle’s Poetics), a character will complement.
face a big decision: Will they change for the However, context would still be appropriate to
better? Will they continue on their path but with give a player an understanding of basic stakes and
larger challenges ahead? Will they do something consistency to the world that was already set up in
selfless for the betterment of those around them? the narrative (assuming a narrative was
Story is a progression of a hero. Everything he established in the first place).
or she encounters along the way should enhance But due to its nature, context does not move the
the stakes of that progression and provide more story forward. It provides ancillary, and some-
insight into the hero’s psyche and past. times inconsequential, information that keeps a
Story is a critical part (often times, the player aware of stakes. But there is nothing in
majority) of a game’s narrative. But story, by that information that contributes anything emo-
itself, is not narrative. Narrative is the bible that tional or meaningful to the hero’s psychological
is comprised of a series of related stories, char- journey, the main force behind story.
acters, and environments. Narrative is the fic- Context is narrative in its lowest, most
tional universe, the elements inside, and the unambitious form. It is one step above stimulus.
Game-Based Interventions in Public Health: Exploiting the Engaging Factor of Gameplay 791
Game-Based Interventions
Conclusion in Public Health: Exploiting
the Engaging Factor
Narrative, story, and context are often used syn- of Gameplay
onymously in game development; however, as
described above, they are not the same. As Sylvester Arnab
media changes, so does the craft of writing. Keep- Disruptive Media Learning Lab, Coventry
ing up with how stories are told year after year University, Coventry, West Midlands, UK
remains a challenge for writers. So, too, does the
ability to communicate the distinctions between
narrative, story, and context. Synonyms
Video game story professionals need to tackle
that task effectively. Doing so will result in real- Game-based approach; Games for health;
istic expectations from engineers, designers, and Gamification; Health games; Serious games
producers, and will empower writers to advocate
for narrative in ways that it deserves.
It is the hope of this author that nonwriting Definition
professionals in game development will soon
understand that pushing narrative to its artistic Game-based intervention in public health:
maximum (including its original intention) will exploiting the engaging factor of gameplay is
result in higher quality games, no matter the the application of game science, techniques, and
genre. technologies for supporting public health
792 Game-Based Interventions in Public Health: Exploiting the Engaging Factor of Gameplay
interventions, specifically focusing on serious others have continued this approach, leading
games and gamification approaches. Serious games for change projects that raise awareness
games refer to digital game technologies that and support good causes or try to change behavior
serve a purpose other than pure entertainment, for social purposes. Self-regulation and health
and gamification is a technique that exploits coaching, for instance, have a big potential to
game concepts and mechanics in non-game con- empower individuals, and combined with mobile
texts in order to motivate engagement and sustain and social platforms, game-based approaches
participation in serious activities. could facilitate community building and peer sup-
port system around healthy lifestyles in a more
pervasive and active way.
Introduction The need for efficient and effective educa-
tion of healthcare professionals has also seen
The increase of health impediments due to game-based approaches employed in a diverse
unhealthy lifestyle has put a lot of pressure on range of forms to address training needs, while
public health spending. Even though public health in a clinical setting, games have been used to
programs are important in raising awareness improve therapeutic outcomes for patients.
toward lowering the prevalence of physical and Fundamental to the success of game-based
psychological health complications, the general intervention across these areas is the ability of
public should be made accountable for their own designers to realize the power of interactive and
health and well-being. The approaches by which immersive environments to engage and
awareness is raised, attitudes and behaviors are immerse the users while conveying learning
transformed, and positive habits are nurtured outcomes in a demonstrably effective fashion.
should be improved to be more effective, which Research, therefore, must play a key role in
could potentially ease pressure on public health identifying the strengths, weaknesses, and best
services in the long run. practices in the use of game technologies and
The level of receptiveness to public health techniques in the healthcare sector, providing
awareness programs is highly subjective to decision-makers with the evidence they need to
whether positive engagement, persistent involve- consider their value as a solution.
ment, and discourse can be fostered. There is a With these perspectives, this chapter provides
growing interest in improving and sustaining an overview of the implications of using game
engagement with such programs across the concepts and technologies for supporting health
healthcare sector using technologies, such as dig- interventions and discusses key development
ital games. Games such as America’s Army, for trends and challenges. The next two sections,
instance, are able to reach a large number of respectively, introduce serious games and
players and engage them for long periods of gamification initiatives, discuss their contribu-
time, which has encouraged gaming to be used tions to and potential in health interventions, and
to achieve serious outcomes, such as cognitive conclude with lesson learned and trends in the
gain, awareness raising, and change of attitude domain. The conclusion section summarizes and
and behavior. highlights key takeaways from this chapter.
Games as positive technology capitalize on its
engaging and fun characteristics toward fostering
positive emotions, nurturing positive habits, Serious Games and Health
encouraging positive attitude and behavior, and
promoting optimal human functioning. Game By definition, serious games refer to applications
approaches can be used as an enabling tool developed using computer game technologies that
and/or concept to promote qualities that could serve purposes other than pure entertainment. The
enable individuals and communities to strive for term has been used to describe a variety of game
and build the best in life. McGonigal (2011) and types, particularly those associated with
Game-Based Interventions in Public Health: Exploiting the Engaging Factor of Gameplay 793
Game-Based
Interventions in Public
Health: Exploiting
the Engaging Factor
of Gameplay,
Fig. 1 Screenshot from
“Privates” game (www.
sizefivegames.com)
G
e-learning, military simulation, and medical train- Recognizing the increasing popularity of digi-
ing. Serious games capitalize on their ability to tal games in health applications, there is a need for
reach target audiences who are already engaging empirical studies to be carried out that can serve as
with interactive, rich graphic games benchmarks for establishing scientific validity for
recreationally, allowing them to convey instruc- the efficacy of such an approach. This is a critical
tional outcomes to audiences resistant to more trajectory for the application of games within the
formal methods. healthcare contexts as to encourage uptake within
The application of games within the health formal deployment; existing initiatives should
sector ranges from tackling sexual and mental move “away from the evangelistic early stage
health to promoting healthy living and raising work to the practicalities of implementing and
awareness on pharmaceutical processes. The Pri- testing game technologies in real contexts of
vates game (Fig. 1), for instance, has been use” (Arnab et al. 2012). For example, several
commissioned by UK’s Channel 4 TV Company important studies have been undertaken that
to engage and educate young people on sexual have shown the efficacy of game-based
health issues. Other entities such as the Parliamen- approaches over traditional approaches (e.g.,
tary Education Group, DEFRA, and the US gov- Hainey et al. 2011; Kato et al. 2008; Knight
ernment (who held a competition around games et al. 2010; Marchiori et al 2012; Brown
for health) are also increasingly commissioning et al. 2012; Arnab et al. 2013). The first controlled
games for learning purposes (Ulicsac 2010). trials for game-based intervention (Kato
Physical and mental rehabilitation has been pro- et al. 2008) showed how game-based approaches
moted via the PlayMancer game, which was in the Re-Mission game (Fig. 2) fostered medica-
awarded the Best European Health Serious tion adherence in children with cancer.
Game in 2011 at the Fun & Serious Games Festi- Other examples include a game-based inter-
val in Spain. Most recently, the EU-funded vention to support the delivery of relationships
PEGASO project exploits game technologies to and sex education (RSE) program (Fig. 3), a
support an ecosystem of beneficiaries in game called PR:EPARe (Positive Relationships:
addressing challenges related to obesity, a world- Eliminating Coercion and Pressure in Adoles-
wide public health problem (Panese et al. 2014). cent Relationships) developed by the Serious
Inspired by the success of FarmVille, a pharma- Games Institute and the Studies in Adolescent
ceutical brand Boehringer Ingelheim releases Sexual Health (SASH) research group at Cov-
their own game – Syrum – aimed at demonstrating entry University, UK (Brown et al. 2012; Arnab
the brand’s continuous commitment in research et al. 2013). A cluster-randomized controlled
and innovation and to educate the public on their trial in local schools (n ¼ 505) demonstrates
product development process. positive outcomes in favor of the game-based
794 Game-Based Interventions in Public Health: Exploiting the Engaging Factor of Gameplay
approach when compared to existing methods highlights existing research and development
based on surveys of self-reported measures of trends, methodologies, and experimental work
psychosocial preparedness for avoiding coer- in the use of game technologies to address
cion or coercive behavior. The Serious Games health-related topics, which aimed at pro-
for Healthcare book (Arnab et al. 2012) gressing the understanding of serious games,
the methodological rigor, and the implications.
This volume explores the issues including
ethics, modern game engines, design consider-
ations, and research methodologies underpin-
ning the use, evaluation, and validation of
games applications.
For a game to be considered “serious,” its
efficacy should be proven rather than simply
intended, and games should not be afforded
exemptions from the rigor applied to assessment
of other approaches to education and training
across the sector. Only then can relevant
decision-makers be provided with the evidence
needed to make informed selections of game-
based approaches as ideal solutions to specific
intervention, learning, or training needs.
The study on the long-term behavioral impact
is however longitudinal. Games’ ability to reach
and engage a large number of players for long
periods of time provides an opportunity for vital
user data to be recorded, monitored, and analyzed
continuously. The challenge is how to best collect,
record, and analyze the potential wealth of data
and utilize the analysis to provide appropriate
feedback and support to the individuals, which
Game-Based Interventions in Public Health: could potentially promote self-management and
Exploiting the Engaging Factor of Gameplay, health coaching.
Fig. 2 The Re-Mission game (Kato et al. 2008)
Game-Based Interventions in Public Health: Exploiting the Engaging Factor of Gameplay, Fig. 3 Screenshots
of the PR:EPARe game (Arnab et al. 2013)
Game-Based Interventions in Public Health: Exploiting the Engaging Factor of Gameplay 795
Game-Based Interventions in Public Health: Monster Manor, checks their blood glucose level, and
Exploiting the Engaging Factor of Gameplay, receives a reward for positive efforts to be used within
Fig. 4 A support and rewarding system – a child plays the game (www.ayogo.com)
796 Game-Based Interventions in Public Health: Exploiting the Engaging Factor of Gameplay
Game-Based
Interventions in Public
Health: Exploiting
the Engaging Factor
of Gameplay, Fig. 5 The
Walk commissioned by the
UK’s Department of Health
and National Health
Services (NHS), exploiting
the success of Zombies Run
(www.thewalkgame.com)
type 1 diabetes to check their blood sugar regularly. Taking into account the behavioral challenges
The testing schedule was paired with a reward restricting the reach and effectiveness of health
schedule in a virtual world of “pet monsters.” Par- interventions, gamification could help to revolu-
ents and clinicians can also intervene in this “Mon- tionize the existing intervention for the general
ster Manor” virtual economy to reward children for population into incentivized, future-looking, pre-
consistent checking. Other examples include an ventative, and personalized healthcare. Personali-
online and social community facilitated by the zation provides individuals with a sense of control
HealthSeeker program utilizing on competitions over their own healthcare. The benefit of
and recognition, where adults issue health chal- gamification within the health sector is longitudi-
lenges to each other through Facebook. Success- nal and will require rigor in the evaluation of long-
fully completing shared “missions” will result in term efficacy. With the advancement in data track-
points that allow players to progress through the ing and analytics, qualitative assessment can be
levels of the game. Analysis of the resulting data paired with data from the gamified activities to
indicates that these peer-to-peer challenges are sub- better understand the individuals and continu-
stantially more effective at encouraging change ously provide personalized feedback within the
than simple software-originated challenges. engagement loop.
The pervasiveness of play spaces has seen
gamification exploiting actual gameplay in both
the physical and digital spaces. Games such as Conclusions
Zombies Run and The Walk (Fig. 5) exploit
location-based mobile gaming to advocate run- The use of game technologies and techniques in
ning and walking, respectively. These initiatives the form of serious games and gamification pre-
intrinsically encourage “players” to run or walk as sents an opportunity for the engaging mechanics
part of the mechanics for the location-based and dynamics of gameplay to be exploited in
adventure game instead of explicitly campaigning order to promote receptiveness to the serious mes-
about the benefits of running or walking as a sage of public health campaigns. Longitudinal
fitness regime. Pervasive gamification, when engagement with gamified platforms allows the
coupled with wearable technologies, opens up facilitation of the recording and reasoning of
exciting opportunities for individuals, who are large-scale health and well-being data. By better
not normally engaging with digital games to par- understanding knowledge, attitude, and behavior
ticipate in positive playful activities anywhere and of the “players” and assessing their progress con-
at anytime. Applications such as FitBit and Nike+ tinuously, personalized and actionable feedback
capitalize on mobile and wearable technologies can be provided to nurture healthier habits. The
and the common features of gamification (points, academic labeling and debate by semantics and
badges, and leaderboards). taxonomy quantize the differences between
Game-Based Interventions in Public Health: Exploiting the Engaging Factor of Gameplay 797
gamification and serious games. However, the Self-reinforcement of personal healthcare will be
aims of any of these terms are that they are all more enhanced and engaging, relevant, and ubiq-
trying to solve a problem and motivate using uitous. Anytime, anywhere healthcare when
game-based thinking and techniques gamified will introduce playfulness, competition
(Kapp 2012). and collaboration-playful healthy “regime,” com-
The generations who grew up playing elec- petition to drive self-improvement, and collabora-
tronic games increasingly represent and include tion to foster a community of health-conscious
both professionals and decision-makers in the citizens.
healthcare sector, which makes increased recep- Research plays a key role in experimenting
tiveness to this form of instruction becoming more and providing evidence in the use of game tech-
apparent. If this receptiveness is coupled with the nologies and concepts in the healthcare sector.
research required to validate and refine the use of The prospect of a gamified and pervasive health
game-based approaches across a wide range of and well-being ecosystem can potentially affect
applications, this may lead to exciting opportuni- the design and deployment of health strategy G
ties to address challenges existing interventions and policy in the future. Despite significant chal-
have so far failed to satisfactorily overcome. As lenges for researchers in this domain in terms of
the public health sector increasingly pressed to the lack of standard methodologies or formulaic
tackle chronic diseases and behaviors among the frameworks that guarantee success and efficacy,
general population, the introduction and discus- there are some empirical studies that can serve
sion put forward by this chapter, alongside the as benchmarks for establishing the scientific
past and current projects in the area it highlights, validity. There is thus a need to tap into best
suggest game-based interventions may form a practices of such a multidisciplinary domain and
critical part of a long-term strategy to address infuse knowledge from relevant disciplines
these challenges. within the application domain toward develop-
The diminishing boundaries between physical ing an infused and transdisciplinary methodo-
and digital spaces provide great opportunities for logical framework that may act as a validated
game-based approaches to be applied in everyday guide to inform the development process of a
contexts. Game mechanics are becoming more game-based approach.
pervasive as real and virtual interactions and
events are merged within the context of gameplay.
The application of gamification and pervasive Cross-References
gaming, such as The Walk and Zombies Run
demonstrates the potential for gameplay to be a ▶ Cloud for Gaming
key catalyst for the nurturing of long-term healthy ▶ Cognitive Psychology Applied to User
behavior. As the sophistication of mobile and Experience in Video Games
wearable technologies is advancing, for instance, ▶ Game Player Modeling
the potential for a more connected and seamless ▶ Gamification in Crowdsourcing Applications
gameplay experience within a hybrid space will ▶ Games and the Magic Circle
be possible. ▶ Interaction with Mobile Augmented Reality
The future trend in games and gamification Environments
will thus exploit such a hybrid space, which will
see the crossings between pervasive gaming and
gamification that will inject gameplay into their References
surroundings and community. The advancement
of the Internet of Things (IoTs), mobile technol- Arnab, S., Dunwell, I., Debattista, K. (ed.): Serious Games
for Healthcare: Applications and Implications.
ogy, and data analytics will allow everyday spaces
Hershey, PA: IGI Global (2012)
to be transformed into a personalized playground Arnab, S., Brown, K., Clarke, S., Dunwell, I., Lim, T.,
enriched with contextual resources and activities. Suttie, N., Louchart, S., Hendrix, M., de Freitas, S.:
798 Game-Based Learning (GBL)
Cross-References Definition
potential while enshrining a degree of ambiguity no accident that Huizinga chose the magic circle,
about the space where rules, play, and gamers rather than the other playgrounds he lists, as
collide. emblematic, since “magic” implies a tangible
Ever since Salen and Zimmerman’s definition link to ritual spaces) which centers around the
of the magic circle, the term has not been off the self-reflexivity of play is where Klabbers (2009)
radar of games studies academics, who frequently situates arguments for renovation of the concept
question, dismiss, or attempt to redefine it. As best articulated and discussed in a critique by
such, using it in an unqualified fashion is not Myers (2012).
advisable to games studies students new to the Other criticisms run the gamut from the
concept. explicit link to ritual which persists in the
“magic” element of the phrase, its growing irrel-
evance as an increasingly networked society
Issues and Controversies spends time often in parallel virtual and
non-virtual spaces, or its implied dichotomy
Attacking and interrogating the magic circle con- between work and play through to the value of
cept was so prevalent for a time in games studies the pragmatic approach to the concept taken by
that there was even a conference in 2005 con- Salen and Zimmerman in their redefinition. The
vened around “breaking the magic circle.” existence of magic circles around digital games in
Zimmerman quips when looking back over the particular, where possible play actions are often
history of games studies since Rules of Play was unalterably authored into the system, is often
published that: challenged (Calleja 2012).
It seems to have become a rite of passage for game While there are many perceived and well-
studies scholars: somewhere between a Bachelor’s articulated problems with the concept, a majority
Degree and a Master’s thesis, everyone has to write of the papers written on it fall into the trap of
the paper where the magic circle finally gets what it attempting to replace the magic circle with a system
deserves. (Zimmerman 2012).
of their own design, while more considered schol-
Scholars generally have two principal prob- arship (Consalvo 2009) suggests the adoption of
lems with the magic circle concept – either that sociologist Erving Goffman’s broader approach of
the circle’s boundaries are permeable and things frame analysis in its place. Many other critics try, if
can travel through them both ways or that the not to replace the concept wholesale, then to repair
magic circle concept is reductive, outmoded, or it in order to make up for perceived deficiencies.
unhelpful and would be better left behind. The Castronova takes up the concept’s permeability as a
idea of a privileged space where gameplay occurs virtue, seeing markets, politics, and law pass in and
also makes the figure of the critic awkward. Can a out through what he redefines as a “membrane”
critic stand outside the magic circle and meaning- thrown around the text by the magic circle. He still
fully comment on what goes on on the other side eventually declares that, at least in the case of the
of the boundary? MMO-RPGs which he is discussing:
For some critics coming from particular areas of What we have is an almost-magic circle, which
games studies such as gamification or educational seems to have the objective of retaining all that is
games, the very concept of a magic circle is unac- good about the fantasy atmosphere of the synthetic
ceptable, as the texts with which they are world, while giving users the maximum amount of
freedom to manipulate their involvement with
concerned constantly strive to handle the transition them. (Castronova 2005: 159–160)
between in-game and out-of-game information, be
it advertising material or learning curricula. In the retrospective cited above, Zimmerman
The magic circle’s ambiguity and its imperfec- himself takes responsibility from Huizinga for the
tion as a game system model drives other critics controversial redefinition of the magic circle, but
who would see it removed or replaced. The awk- defends the concept as a worthwhile game design
wardly inexplicable “magic” of the circle (and it is metaphor, rejecting the way it has been read by
Games and the Magic Circle 803
many as a hard boundary hiving games off from certainly be weaker without both it and the debate
the outside world. He does this while pointing out which its prominence has engendered. The idea of
the exaggerated way many of the critics of the magic circles, be they bounded off playgrounds or
magic circle style their offerings to attack straw chalk lines on the ground generating a special
man arguments instead of actually focusing on the place in time and space where gameplay happens,
perceived deficiencies of the magic circle. While is enticing, but also extremely broad and open to
it is not an ideal metaphor, he contends, the kind interpretation. Drawing attention to the border
of reductive formalism which it has been linked to regions of games can be worthwhile, as shown
does not really exist in scholarship, the concept is in the context of social, material, and cultural
generally accepted as what it is – an imperfect elements by Stenros (2014) in a fruitful paper
metaphor. also trying to rehabilitate both Huizinga and
Other games studies academics are more Salen and Zimmerman’s magic circles and show
embracing of the core ideas represented by the that the concept(s), ambiguities, and all hold a
magic circle and suggest not their own interpreta- place in the modern games studies lexicon. G
tions of the concept nor its replacement, but rather
actively seek to repair it. In his response to various
magic circle controversies, Jesper Juul defends the
Cross-References
idea of the magic circle as a boundary, but sees it as
potentially an awkward metaphor. His suggested
▶ Immersion
replacement is the idea of a puzzle piece:
▶ Telepresence
Perhaps the problem with the magic circle as a ▶ Virtual Worlds
metaphor is that it suggests a uniform interface
between the game and that which is around the
game. We could alternatively describe a game as a
puzzle piece. This makes it easier to talk about some References and Further Reading
of details surrounding games: a puzzle piece has
different interfaces on its sides. Seen as a puzzle Calleja, G.: Erasing the magic circle. In: Sageng,
piece, a game may or may not fit in a given context. Fossheim, Larsen (eds.) The Philosophy of Computer
We can then analyze how a game fits into a context, Games, pp. 77–91. Springer, New York (2012)
no longer arguing whether games are separate or Castronova, E.: Synthetic Worlds. University of Chicago
not. (Juul 2009: 8) Press, Chicago (2005)
Consalvo, M.: There is no magic circle. Games Cult. 4,
Like Zimmerman, Juul also sees the controver- 4 (2009)
sies around the concept as overblown and points Huizinga, J.: Homo Ludens: A Study of the Play Element
toward academics’ tendency to seek out and chal- in Culture. Beacon, Boston (1955)
lenge binary dichotomies, often for short-term Juul, J.: The magic circle and the puzzle piece. In: Philos-
ophy of Computer Games Conference. http://opus.
political ends as partly culpable for the sheer kobv.de/ubp/volltexte/2008/2455/digarec01_03.pdf
amount of criticism and debate the concept has (2009). Accessed 12 Jan 2015
received. His is possibly the most accepted reha- Klabbers, J.: The Magic Circle: Principles of Gaming and
bilitation of the magic circle metaphor into a tool Simulation. Sense Publishers, Rotterdam (2009)
Myers, D.: Circles tend to return. Game Stud. 12, 2 (2012)
useful for modern games studies, even if the orig- Salen, K., Zimmerman, E.: Rules of Play: Game Design
inal concept is of use to games designers and those Fundamentals. MIT Press, Boston (2004)
outside of the scholarly arena. Stenros, J.: In defence of a magic circle: the social, mental
and cultural boundaries of play. Trans. Digit. Games
Res. Assoc. 1, 2 (2014)
Suits, B.: The Grasshopper. Broadview Press, Toronto
Conclusion (1978)
Zimmerman, E.: Jerked Around by the Magic Circle –
Clearing the Air Ten Years Later. Gamasutra. http://
While the concept of the magic circle is undoubt- www.gamasutra.com/view/feature/135063/jerked_
edly problematic, it also feels core in many ways around_by_the_magic_circle_.php (2012). Accessed
to games and game studies, and the field would 12 Jan 2015
804 Games for Change
game-based multitasking training for elderly test ▶ Gamification and Serious Games
subjects with an EEG (https://neuroscape.ucsf.edu/ ▶ Gamification in Crowdsourcing Applications
technology/#neuroracer). Although the results of ▶ MEEGA+, Systematic Model to Evaluate Edu-
the study were questioned later, it became a cational Games
well-known example of how to create experi-
ments with video games and measure the training
effect of gaming to the brain (Abbott 2013; References
Anguera et al. 2013).
A growing field that is called Science Games is Abbott, A.: Gaming improves multitasking skills. Nature.
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covering games for teaching, experimenting, and
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Game Lab. It aims to teach the player about the 501(7465), 97 (2013)
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Kortemeyer, G., Tan, P., Schirra, S.: A Slower Speed of
lowered. This way a very complex topic of phys-
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Learn Res. 11, 1297–1322 (2010)
In the very popular game Minecraft, players can
create their own architectures, machines, and
structures by crafting and building blocks
(https://education.minecraft.net/). This game has
been used as a basis for project Malmo, which is Games Industry
an artificial intelligence experimentation plat-
form. With this open-source platform, researchers ▶ Social-, Mobile-, and Multi-Player-Games and
can set experimental AIs into the world and Their Impact on Today’s Online Entertainment
observe how they learn to collaborate and interact Industry
with each other or human players. This way solu-
tions can be tested and compared and allow for the
integration of a huge base of human players.
Minecraft has also been used for teaching in an
engaging way. In a special educational edition, Games User Research
topics like math, physics, history, humanities, or
computer science are integrated in a playable way ▶ Player Experience, Design and Research
(https://www.microsoft.com/en-us/research/project/
project-malmo).
Introduction
Synonyms
The appeal of mixed reality (MR) digital games
Game-Based Learning (GBL); Interactive learn- arouses interest among researchers and education
ing events; Mixed reality serious games; specialists who since their recent proliferation
Simulations have been trying to introduce their motivating
Gamification and Serious Games 809
potential in learning contexts. Previous work in purposes used in specific contexts so that they
this field has been focusing on whether digital can empower individuals and communities in
games can, via novel presence (feeling of “being ways that lead to social inclusion (Misuraca
and doing there” in a virtual or augmented world) 2012).
and MR gamification (dynamics, mechanics, Interactive Learning Events (ILEs) is a term
components), support and foster future learning used to include games, gamification, and simula-
and teaching, to address a wide variety and vari- tion (Kapp et al. 2013).
ation of educational contexts. The final aim is to Informal learning: Learning without the inten-
provide informal, nonformal, as well as formal tion to learn and without actual planning of learn-
learning for their end users. ing activities. Sometimes also referred to as
This entry aims to highlight their main concep- experiential or accidental learning.
tual differences and key indicative applications Formal learning: Learning as an intended and
and challenges across the mixed reality and planned activity taking place in an organizational
learning aims. context. G
Nonformal learning: Learning as a result of
planned general activities in which participants
Related Ecosystem Definitions and Key can learn both intentionally and unintentionally
Application Areas (Misuraca 2012; Centeno 2013).
Mixed Reality Serious Games and
The concept of “presence” refers to the phenom- Gamification (MRSG) is used about any kind of
enon of behaving and feeling as if we are in the serious game, simulation, or gamified process for
virtual world created by computer displays learning in mixed reality featuring presence, nat-
(Sanchez-Vives 2005). “Presence is an incredibly ural interaction, and the suite of the novel MR
powerful sensation, and it’s unique to VR; there’s technologies, MR gesture-based and game-based
no way to create it in any other medium. Most learning (Zikas et al. 2016).
people find it to be kind of magical” It is not the Indicative nonentertainment themes of serious
same as “immersion,” where the user is simply games and gamification include multitude
surrounded by digital screens (Abrash 2014). areas from general education and training
Presence is a key term that next-generation of (Magnenat-Thalmann et al. 2009) to cultural
serious-games will need to take into careful con- heritage (Anderson et al. 2009; Kateros et al.
sideration to be successful. 2015; Ioannides et al. 2017), health and
Mixed reality (MR) has been defined as a con- surgical training (de Ribaupierre et al. 2014;
tinuum of technologies that include both virtual Papagiannakis et al. 2018), and inclusive well-
reality (VR) (fully substitute reality with a virtual being (Brooks et al. 2014).
3D world) as well as augmented reality
(AR) (supplements reality by blending virtual
and real elements with the use of special displays) Challenges
(Azuma et al. 2001).
Simulation is a realistic, controlled-risk envi- One of the main challenges for the next-
ronment, where learners can practice behaviors generation of gamified simulations and serious
and experience the impacts of decisions. Simula- games involves answering the key research ques-
tions are designed to be realistic representations of tion on how allow the learners and teachers to
real-world environments, events, and processes, experience the feeling of “presence” under a
whereas games on the other hand may or may not novel MR educational learning framework, in
reflect the reality. Hence, Simulation + both virtual reality (VR) as well as augmented
Gamification ¼ Game (Kapp et al. 2013). reality (AR) formal, nonformal, and informal
Digital Games for Empowerment and Inclu- learning environments. The former (VR) allows
sion (DGEI) are Digital games for nonleisure for the unique feeling of “being there” and “doing
810 Gamification and Serious Games
there” in the virtual world, that will be trans- Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C.,
forming the overall game-based learning experi- Petridis, P., Freitas, S.: Serious games in cultural heri-
tage. In: The 10th VAST Int’l Symposium on Virtual
ence, via latest innovations as well as recent Reality, pp. 29–48. Malta (2009)
progress in low-cost h/w head mounted displays Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S.,
(HMDs). The latter (AR) blends real and virtual Macintyre, B.: Recent advances in augmented reality.
elements so that the 3D virtual element is regis- IEEE Comput. Graph. Appl. 21(6), 34–47 (2001)
tered accurately in the real world and interacted Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., Berta,
R.: Assessment in and of serious games: an overview.
freely by the learner via various mobile displays, Adv. Hum. Comput. Interact. 2013(2), 1–11 (2013).
including smart glasses, natural, gesture-based https://doi.org/10.1155/2013/136864
interaction (mobile RGB and RGB-D), MR vir- Brooks, A.L., Brahnam, S., Jain, L.C.: Technologies of
tual characters (Vaccheti et al 2004, Magnenat- inclusive well-being at the intersection of serious
games, alternative realities, and play therapy. In: Tech-
Thalmann et al. 2009; Jung et al. 2011), and nologies of Inclusive Well-Being, vol. 536, pp. 1–10.
gamified learning processes (Sawyer 2002; Springer, Berlin/Heidelberg (2014). https://doi.org/10.
Misuraca 2012; Centeno 2013). 1007/978-3-642-45432-5_1
Another main challenge for serious-games and Centeno, C.: The potential of digital games for empower-
ment and social inclusion. JRC scientific and technical
gamification involves user-performance metrics, report, pp. 1–172 (2013)
characterization of the player’s activity, and better de Ribaupierre, S., Kapralos, B., Haji, F., Stroulia, E.,
integration of assessment and user analytics in Dubrowski, A., Eagleson, R.: Healthcare training
games (Bellotti et al. 2013). “[Serious games] enhancement through virtual reality and serious
games. In: Virtual, Augmented Reality and Serious
will not grow as an industry unless the learning Games for Healthcare 1, vol. 68, pp. 9–27. Springer,
experience is definable, quantifiable and measur- Berlin/Heidelberg (2014). https://doi.org/10.1007/978-
able. Assessment is the future of serious games” 3-642-54816-1_2
(Ritterfeld et al. 2009). In MR, this challenge Deterding S., Sicart M., Nacke L., O’Hara K., Dixon D.:
Gamification using game-design elements in non-
requires significant future research, but it can be gaming contexts. Paper presented at the CHI ‘11
aided by the fact that the end-user position, orien- extended abstracts on human factors in computing sys-
tation, gaze, gestures, and actions can be fully tems, Vancouver (2011)
tracked and recorded in VR/AR. Ioannides, M., Magnenat-Thalmann, N., Papagiannakis,
G. (eds.): Mixed Reality and Gamification for Cultural
Heritage. Springer, Cham (2017). https://doi.org/10.
1007/978-3-319-49607-8
Jung, Y., Kuijper, A., Fellner, D., Kipp, M., Miksatko, J.,
Conclusion Gratch, J., & Thalmann, D.: Believable virtual charac-
ters in human-computer dialogs. Eurographics 2011 –
In this entry, we have provided clear definitions state of the art report, pp. 75–100 (2011)
and latest bibliographical references for the terms Kapp, K.M.: What is gamification? and why it matters to
L&D professionals. http://learningcircuits.blogspot.gr/,
serious games, gamification, simulations, digital 1–4 (2015)
games, and related terminology suitable for mixed Kapp, K.M., Blair, L., And Mesch, R.: The Gamification of
reality continuum. Moreover, we have provided Learning and Instruction Fieldbook. Wiley, San
key future challenges that their application in the Francisco (2013)
Kateros, S., Georgiou, S., Papaefthymiou, M.,
mixed reality continuum poses. Papagiannakis, G., Tsioumas, M.: A comparison of
gamified, immersive VR curation methods for
enhanced presence and human-computer interaction
in digital humanities. Int. J. Herit. Digit. Era. 4(2),
References 221–234 (2015). https://doi.org/10.1260/2047-4970.4.
2.221
Abrash, M.: What VR could, should and almost Magnenat-Thalmann, N., & Kasap, Z.: Virtual humans in
certainly will be within two years. http://media. serious games. Presented at the 2009 international con-
steampowered.com/apps/abrashblog/Abrash%20Dev ference on cyberworlds, pp. 71–79. IEEE. https://doi.
%20Days%202014.pdf (2014) org/10.1109/CW.2009.17 (2009)
Gamification and Social Robots in Education 811
motivation, and attention as separate, and then as done using two of the three gamification configu-
combined systems. However, a potential short- rations: (i) robot combined but not integrated with
coming of this configuration is that because the the gamification system and (ii) robot connected
robot and the gamification system are not tightly to the game in the gamification system. There are
integrated, navigating the systems may become many opportunities for research to be done in the
challenging for the learner when both are in use. third configuration option where the social robot
Donnerman et al. (2021) reported the unexpected embodies the gamified system.
result of increased distraction when both systems
were in use.
Robot integrated with the game in the
Cross-References
gamification system. In this configuration, the
robot is integrated with the game that runs within
▶ Augmented and Gamified Lives
the gamification system. The degree of integration
▶ Challenge-Based Learning in a Serious Global
is limited to data sharing, where the robot acted as G
Game
an embodied user interface that indicated whether
▶ Gamification
the user’s response was right or wrong. The robot
▶ Gamification and Serious Games
possessed no ability to detect human expression,
▶ Gamification Ethics
and no other social factors were captured or used
▶ Gamification in Crowdsourcing Applications
to affect the game. The game itself kept track of
▶ Incremental Games
the correct responses and provided opportunities
▶ Serious Online Games for Engaged Learning
for the learner to correct their mistakes. There
Through Flow
were no other gamification elements in the system
beyond score keeping and game levels.
Robot embodies the gamification system. To
date, no research has been done using this config-
References
uration. As a result, there are many research ques- Alsebayel, G., Berri, J.: Robot based interactive game for
tions, including: teaching Arabic spelling. Int. J. Artif. Intell. Appl.
10(6), 15–32 (2019)
(i) To what degree should the robot embody the Donnermann, M., Lein, M., Messingschlager, T., Riedmann,
A., Schaper, P., Steinhaeusser, S., Lugrin, B.: Social
gamification system? robots and gamification for technology supported learn-
(ii) What gamification elements should be ing: an empirical study on engagement and motivation.
implemented? Comput. Hum. Behav. 121, 106792 (2021). https://doi.
(iii) How should the robot’s appearance and org/10.1016/j.chb.2021.106792
Hakulinen, L., Auvinen, T., Korhonen, A.: The effect of
behavior reflect the gamification elements? achievement badges on students’ behavior: an empiri-
(iv) How do these factors affect learner motiva- cal study in a university-level computer science course.
tion, enthusiasm, and engagement? Int. J. Emerg. Technol. Learn. 10(1), 18–29 (2015)
Hamari, J., Eranti, V.: Framework for designing and eval-
uating game achievements. In: 5th International Con-
ference on Digital Research Association: Think Design
Conclusion and Discussion Play, DiGRA. (2011)
Nah, F.F.-H., Zeng, Q., Telaprolu, V.R., Ayyappa, A.P.,
Research in gamification and social robots as a Eschenbrenner, B.: Gamification of education: a review
of literature. In: Nah, F.F.-H. (ed.) HCI in Business,
method for increasing motivation, engagement, pp. 401–409. Springer International Publishing (2014).
and enthusiasm of learners in an educational set- https://doi.org/10.1007/978-3-319-07293-7_39
ting has so far produced inconclusive results. This Sailer, M., Hense, J.U., Mayr, S.K., Mandl, H.: How
is because there are few studies done in the area to gamification motivates: an experimental study of the
effects of specific game design elements on psycholog-
date. Besides replicating, or repeating, experi- ical need satisfaction. Comput. Hum. Behav. 69,
ments were done in Alsebayel and Berri (2019) 371–380 (2017). https://doi.org/10.1016/j.chb.2016.
and Donnermann et al. (2021), whose work was 12.033
814 Gamification Ethics
ethical problems related to the design of exercise, and educational solutions? Thus,
gamification, ethical problems related to the tech- designers should also ask whether gamification
nology used in implementing gamified systems, brings long-lasting value in the particular context
and ethical problems related to the data utilized by or whether it would turn against its objective due
gamified systems. to potential overload.
Individual players cannot be handled as a
homogeneous group. For instance, let us consider
Issues on Gamification Design the case of an individual who is a game addict.
Should he or she be exposed at his or her work-
The design phase includes activities typically car- place to a gamified system? If not, would he or she
ried out before and during the implementation of a be in a different, possibly weaker position than
gamified system. While gamification aims at others? A similar kind of though experiment could
improving the players’ interests on virtuous issues be carried out with underaged pupils (e.g., educa-
and tasks, there are examples of using it for tional gamification), elderly, or cognitively chal- G
malevolent purposes such as stealing or damaging lenged users.
CCTV cameras or even prompting players to
commit suicide (Hyrynsalmi et al. 2017b). Omit- Societal
ting such extreme examples, there are, however, Employees can deliberately fake information on
solutions that are either legal but questionable or gamified system, for example, to use the lead-
that have been developed with good intentions erboard to advance their position in salary
whereas their consequences are ethically ques- negotiations (Callan et al. 2015). Cheating in
tionable. For an overly simplified example, a general is a likely problem, if the gamified
gamified solution for a nurse, paramedic, or fire- system has real-world benefits that can be
fighter could, in theory, improve their job satis- gained. Moreover, tapping into the competitive
faction; however, every second spent on drive of the players of a gamified system can
secondary purposes, such as gaining points in a have destructive consequences on the work
gamified environment could, literally, endanger environment as the competition leaks from
someone’s life or property in these kinds of con- gamification into the real world.
texts. The basic design question one should Technology-savvy younger players might have
always ask first is: does gamification work in an advantage in using gamification because of
this particular context? their familiarity of game mechanics from enter-
From the perspective of gamification design, tainment games.
we can recognize two general groups considering Putting the participants in an equal starting
the implications on an individual person and on position is a hard problem to solve, which is
the impacts on a society. tackled by game balancing in game design
(Adams 2014, pp. 403–405). A balanced game is
Personal fair, meaning that all players have an equal chance
Gamification overloading is a rarely addressed of winning at the start, and it should be appropri-
topic in design. An average player is likely ately challenging (i.e., not too hard nor too easy)
advance only in few different games at the same for the players. The skill in the actual task of the
time. The average player does not play several player, rather than in the game created on top of
massively multiplayer online games simulta- the tasks solved through gamification, should be
neously due to the cognitive burden caused by the most important factor in determining the
keeping up several different tasks, stories, and player’s success.
game mechanisms. The same cognitive limits Furthermore, it is possible that the setup or the
apply also to gamified solutions. Would an aver- story in a gamified system favors a majority of the
age gamification player be able to simultaneously players, ignoring the (gender or ethnic) minori-
keep up with gamified electricity saving, physical ties’ interests or values. In a workplace situation,
816 Gamification Ethics
this might even enforce the existing and possibly players to give their passwords (social engineer-
hidden attitudes and prejudices. ing attack).
The motivation behind gamification can be, in The technical attacks can be directed to the
some cases, hidden from its players. For example, clients, the servers, or the network connecting
the design of the game Ingress – developed by them (Smed and Hakonen 2017, pp. 290–291).
Niantic, a company spun off from Google – is An attack can take place over (e.g., reading pixel
assumed to have originally been motivated to values from the user interface), under (e.g.,
gather location information to improve Google’s hacking a driver), or in the client (e.g., altering
map services. From this commercially motivated the code in the memory). Apart from physical
example, we can draw a parallel to Sesame attacks (e.g., theft), servers are vulnerable to net-
Credit – developed (via affiliates) by the Chinese work attacks (e.g., IP spoofing or denial-of-
on-line marketing conglomerate Alibaba and the service attacks). Network communication can be
Chinese government – where the design motiva- compromised by tampering the packets (e.g.,
tion is, at the same time, both commercial and intercepting or replicating them or forging their
political. payload data).
If gamification is used for political purposes, it The social engineering attacks can include, but
opens the possibility for using it as a tool for are not limited, to blackmail, using the gullibility
propaganda and surveillance. The ethical implica- of the other users, gaining access through pre-
tions of this are manifold: conventional values tending to be a superuser – for some reason with-
such as “harmony” in the society are typically out superuser access – or bribing others either
enforced, a lack of revolutionary and thus with joint sharing of results (cooperating against
society-enhancing ideas can follow. And, of others unfairly) or paying smaller amounts for
course, there are clear risks for the privacy of the greater gains (Mitnick and Simon 2003).
players. Just think of Stasi (Staatssicher- The motivation behind the attacks on games
heitsdienst) or similar organization gamifying can stem from different sources (Consalvo 2007)
their surveillance of the citizens, or gamifying but broadly speaking, we can recognize three
catching illegal immigrants entering the country – areas:
one can be of the opinion that illegal immigrants
ought not to enter the country, but would it really • Enhancing the gameplay motivated by, for
be a good idea to make this kinds of consequences example, lack of skill or time or by
to actual living, breathing, and feeling human boredom
beings into a game? • Playing with the game system to explore and
experiment, extend the lifespan of the game, or
creating new ways to play
• Extra-game factors such as money, fame, van-
Compromising the Underlying dalism, or nonconformity
Technology
Although any breach of the information secu-
The technology used in gamification should pro- rity can have severe repercussions to the player,
tect the players’ sensitive information and allow the motivation plays an important role in discern-
them to decide how the information is used ing the possible ethical consequences. Players
(cf. Lahtiranta et al. 2017). Moreover, it should wanting to enhance they gameplay will, naturally,
provide a fair playing field for players and prevent increase inequality among the other players.
any kind of cheating. These attributes can be A similar situation may ensue even if the players
compromised by attacks utilizing either technical are playing with the gamified system, although
or social weaknesses. For example, passwords can their motivation is not directed against the other
be stolen by cracking them (technical attack) or participants. The biggest threat comes from the
pretending to be administrator and asking the last group. When extra-game factors are included,
Gamification Ethics 817
the other participants will be become expandable experience of health, however, is not a biomedical
and just means-to-an-end. experience but rather an existential experience;
what could be called homelike-being-in-the-
world (Svenaeus 2001). Hence, what people expe-
Use and Scope of the Gamified Data rience as good health varies from person to person
and depends on their personal goals and desires
Gamified solutions generate personal data from in life.
the players’ personal interests, actions, and habits.
Thus, the environment where the gamified solu- Work Life
tions are used affects the ethical questions of The current work-life environment – riddled with
gamification. In the following, we have identified financial crises, work automation, competition in
five environments where intentions to gamify as employment – leaves many employees with no
well as ethical questions differ: healthcare, work possibility to change their employer. Conse-
life, government, school, and leisure systems. quently, we are more and more attached to our G
current employment, and if the environment is
Healthcare gamified, a gamified system in the workplace
The healthcare sector is actively looking for ways could force us in an ever-increasing competition
to improve people’s health behavior using tech- against one another. This would turn us into an
nology, and gamification is seen as a promising exploitable “standing reserve” for corporate pur-
opportunity. It is possible to imagine a gamified poses that would take away considerable parts of
healthcare system provided by public healthcare our power over our own lives, creating new
that drives for a lifestyle change (e.g., to get rid of “rules” and endangering the authentic (self-
intoxicants, to get more exercise, or to lead a owned) being in the context of working life
generally medically reasonable life). We are not (Heidegger 1977).
criticizing gamification itself as it could be a good Nevertheless, there are many employers who
tool for many people to achieve these goals, but willingly take new technologies into work envi-
there are some risks we want to point out that are ronments with the aim of helping employees to be
involved. empowered at work. Such solutions can, for
The primary concern is that health is an area of example, be linked to job satisfaction, feedback,
life where people can be highly vulnerable, or suggestions for improvement. In such data-
because for many, it is not possible to choose the driven gamified solutions, particular care should
services they would want, for example, due to be taken to keep hidden the unique characteristics
financial or geographical limitations. The second- that would help to identify individuals.
ary concerns relate to the data produced with these
kinds of solutions: personal health records of any Government
kind are extremely private. Governmental information systems are the tools
There is a risk that the user could lose the that are used by government and citizens forming
control over the information gathered by the a part of how our society is working and commu-
gamified system, if it is also used for larger nicating. When thinking about the gamification of
healthcare purposes. There is a drive to collect government systems, one has to understand that
medical information for research purposes, systems can be such that citizens are obligated to
which is usually done in good faith. However, use them. Since the idea of gamification is to
we know from examples that the genetic informa- change people’s behavior through information
tion of entire countries has become tradeable collected through gamification, there is a risk
goods, in which individuals have lost control that individuality will be lost and the demand for
over their data. being an “average” citizen will increase. This
Healthcare gamification drives towards a should be avoided as it causes citizens to lose
biomedically desirable lifestyle. The personal their individual life goals and only become
818 Gamification Ethics
Fels 2015). In this sense, the term “gamification” – Game design principles and heuristics: they
can also be used to describe the transformation of can be identified with evaluative guidelines to
an existing system into a game: gaming elements approach a design problem or analyze a given
and concepts could be inserted into a system design solution. Some examples are enduring
(enhancing existing elements) or the system play, clear goals, and varieties of game styles.
could be converted into a game (Mekler – Game models: they can be understood as con-
et al. 2013). ceptual models of the components of games or
game experiences. Some examples are chal-
Game Design Elements lenges, fantasy, curiosity, game design atoms,
Seaborn and Fels (2015) and Mekler et al. (2013) and core elements of the gaming experience.
have analyzed several works, identifying main
game elements which are exploited in gamified Players’ Motivations
systems. A list of such elements follows: Game design mechanics and dynamics are mainly
based on users’ motivations (Blohm and G
– Points (experience points, score): they are Leimeister 2013), which can be driven by intrinsic
numerical units which indicate users’ progress. and/or extrinsic motivators. These psychological
– Badges (trophies): they are visual icons which terms describe different ways in which people can
indicate users’ achievements. “be moved to do something” (Ryan and Deci
– Leaderboards (rankings, scoreboards): they 2000). On the one hand, intrinsic motivation is
display ranks for comparison among users. defined as “the doing of an activity for its inherent
– Progression (leveling, level up): they are mile- satisfactions rather than for some separable con-
stones which indicate users’ progress. sequence.” When intrinsically motivated, a per-
– Status (title, ranks): they are textual names son acts for the fun or challenge entailed rather
which indicate users’ progress. than because of external prods, pressures, or
– Levels (stages, areas, worlds): they indicate rewards (Blohm and Leimeister 2013). On the
increasingly difficult environments. other hand, extrinsic motivation “is a construct
– Rewards (incentives, prizes, gifts): they indi- that pertains whenever an activity is done in
cate tangible, desirable items the users aim to order to attain some separable outcome,” just
obtain. like a reward (Mekler et al. 2013). In this sense,
– Roles (class, character): they indicate role- gamification is based on the extrinsic motivation,
playing elements of character. which can be effective in changing behavior and
creating loyalty in users (Bouça 2012).
Game design issues in systems applying In Blohm and Leimeister (2013), motivations
gamification have been analyzed by Seaborn and are associated to game design mechanics and
Fels (2015) and Deterding et al. (2011) and can be dynamics as follows:
listed as follows:
– Intellectual curiosity: it has been associated
– Game interface design patterns: they can be with documentation of behavior (as game
identified with common, successful interaction mechanics) and exploration (as game
design components and design solutions for a dynamics).
known problem in a context, including proto- – Achievement: it has been associated with scor-
typical implementations. Some examples of ing systems, badges, and trophies (as game
game elements based on this issue are badges, mechanics) and collection (as game
leaderboards, and levels. dynamics).
– Game design patterns and mechanisms: they – Social recognition: it has been associated with
are commonly derived from traditional game rankings, levels, reputations (as game mechan-
design, as, for example, time constraints, lim- ics), and competition and acquisition of status
ited resources, and turns. (as game dynamics).
822 Gamification in Crowdsourcing Applications
– Social exchange: it has been associated with the gamification techniques reached the main
group tasks (as game mechanics) and collabo- goals of engaging users and increasing the user-
ration (as game dynamics). generated content.
– Cognitive stimulation: it has been associated Labeling images is the aim of Mekler
with time pressure, tasks, and quests (as game et al. (2013) too. The authors applied different
mechanics) and challenge (as game dynamics). gamification strategies to an already existing
– Self-determination: it has been associated with image tagging platform and involved participants,
avatars, virtual worlds, and virtual trade asking them to enter labels related to a shown
(as game mechanics) and development and image. The authors developed different versions
organization (as game dynamics). of the same system, as many as the game elements
they applied (points, leaderboard, and levels).
Then, they have compared such versions together
Gamification in Crowdsourcing Systems with a non-gamified one. The tests show that those
and Social Media gamification elements concur in enhancing users’
performance, promoting a specific user’s
Nowadays, crowdsourcing is commonly adopted behavior.
by several systems, with the aim of performing People with special needs are taken into
distributed and collaborative tasks (Estellés- account by Kacorri et al. (2014), where the
Arolas and González-Ladrón-de-Guevara 2012). authors proposed the adoption of game elements
Some of these projects exploit human abilities in crowdsourced video captioning, so as to
when they can overcome and solve problems increase video accessibility for deaf and hard-of-
impossible to be completed by a computer, such hearing users, providing benefits also to second-
as the annotation and/or tagging of images, language learners. The authors exploited an
videos, or web and social media content. As an already existing collaborative caption editing sys-
example, the reCAPTCHA project (von Ahn tem, which has been equipped with points and
et al. 2008) takes advantage of the crowd in solv- time constraints. A pilot experiment showed the
ing CAPTCHAs to help to digitalize books and feasibility and the effectiveness of the proposed
newspaper, while the Dotsub platform (http:// gamification.
dotsub.com) aims to collect video captions from
the crowd. Gamification in Learning Language
Several crowdsourcing systems apply different and Translation Systems
gamification techniques with different aims and A very famous project which exploits
contexts. Some examples are presented in the crowdsourcing and gamification in the same
following. translation system is Duolingo (https://www.
duolingo.com/). Duolingo is a free language-
Gamification in Multimedia Tagging learning and crowdsourced text translation plat-
and Captioning Systems form. Engaged users learn a language, pro-
A famous project based on random web image gressing through the lessons, and help to
labeling is the ESP game (von Ahn and Dabbish translate any web content (including images,
2004), an online two-player game with the goal of video, tweets, and so on) into their native lan-
guessing what label the other player would give to guage, at the same time. Game elements are
the displayed image. This is one of the first exam- applied in the learning part of Duolingo: from
ples of game with a purpose (GWAP) performing points to time constraints and from levels to
useful tasks by means of crowdsourcing. The leaderboard.
gaming elements introduced are points, time con- The aim of AlRouqi and Al-Khalifa (2014) is
straints, comparison between the players the translation (also in the image-to-text form) of
(as leaderboard), and intermediate results Arabic documents, so as to make them more
(as progress). ESP game evaluations show that accessible, even to those users with low vision.
Gamification in Crowdsourcing Applications 823
The authors proposed a mobile crowdsourcing nearby. Swarm exploits badges, points, and com-
system, where they have applied gamification petition against all other users of the service to
mechanisms (in particular points, leaderboard, improve their level, becoming the “mayor” of a
and time constraints). location.
Liu et al. (2011) have designed and developed Gamification has also been applied in location-
UbiAsk, a mobile crowdsourcing application for based systems with specific purposes, such as
image-to-text translation. UbiAsk exploits points, supporting citizens with special needs in urban
status, badges, and leaderboard so as to encourage environments (Palazzi et al. 2011; Prandi
participants to tag and translate images provided et al. 2015; Salomoni et al. 2015). While the
by foreign travelers, so as to support their lan- former exploits points and rewards, in the latter
guage comprehension. Experiments were the game scope is totally different from collecting
conducted and confirm an increasing involvement data, but data gathering permits to gain weapons
of the participants when gamification strategies which can be used in zombie hunting.
are applied. G
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Gamification of Cooking
elements. In: Proceedings of the 1st International Con-
ference on Gameful Design, Research, and ▶ On Computer Games About Cooking
Gamification of Modern Society: Digital Media’s Influence on Current Social Practices 825
since 2013 (Gamification Market Worth nd). Its badges and encouraging statements. The individ-
initial development and implementation was ual can also interact with their peers and engage in
intended to leverage crowds, process data, and competitions to track their fitness for the day.
help influence consumer behavior through the Gamification has also impacted the educational
implementation of game mechanics (8 Reasons and business field. Deloitte (a small company)
2014). So where do we find the use of developed a gamified online training program
gamification? Many companies over the past few (Deloitte Leadership Academy) (Kim 2015b).
years have implemented the use of gamification to Use of the gamified training program resulted in
leverage their consumer interaction. The goal of an increase in amount of time people spent on
these games is to intrinsically motivate the user program and an increase in number of programs
and offer increased satisfaction (as the user is able completed. This training also showed a 37 %
to obtain immediate feedback and set achievable increase in users returning to the site (Kim 2015b).
goals), feel optimistic, (encourages self- Colleges are also using the concept of
determination and gives the user a sense of per- gamification in their orientation to increase
sonal achievement), encourage social interaction engagement. A professor at the University of
(through social exchange), and give the user Michigan went so far as to create his undergradu-
meaning (as they are working toward solving ate class in game form. This gave students the
problems) (Blohm and Leimeister 2013). ability to choose their own options to meet the
Gamification is also aimed at increasing mental learning goals of the class while getting feedback
health. It introduces the idea that the user can be and being able to join “guilds” in the classroom
autonomous while being in control and having fun (Kim 2015b). Bilingual applications have also
(Blohm and Leimeister 2013). These ideas are increased education by creating a fun way for an
based off of the idea of the “fun theory.” The fun individual to become bilingual. A study
theory asserts that fun is the easiest way to change conducted by the City University of New York
behavior for the better (The Fun Theory nd). and University of South Carolina found that 34 h
Gamification can also spark behavioral change. spent on a bilingual application is equivalent to a
As the individual is engaging in gamification, semester (roughly 11 weeks) of a language at
they are getting positive emotional feedback. university (DuoLingo 2015). This makes learning
This can spark a change in habits or create a free and accessible to anyone with access to this
new, healthier habit. For example, an application application.
that encourages mindfulness and meditation Even the retail industry has seen a rise in
encourages individuals to increase positive cop- gamification experiences. Many credit cards now
ing skills and is aimed at decreasing symptoms of have offer point systems in which they use
anxiety. One such application is advertised as a rewards such as, travel and consumer products,
gym membership for the mind and uses game to to entice the consumer to sign up for their credit
change an individual’s daily habit and routine in card (Olenski 2014). In this way, gamification is
order to improve mental health. Consequently, beneficial for both the industry and the consumer.
there has been an increasing interest in use of By participating in the loyalty reward programs,
games in child therapy and mental health over consumers feel that they are getting a “deal” by
the past 10 years (Schaefer and Reid 2000). cashing in points for simply spending their every-
Gamification has also broken through into the day dollar (this gives them the control previously
fitness industry. For example, Nike released an discussed). This gives the consumer multiple rea-
application that sparked two million individuals sons to spend money and motivates them in the
to burn 68 bn calories (Blohm and Leimeister market place (8 Reasons 2014). This also benefits
2013). There are also other popular fitness appli- the credit card companies as they can partner with
cations, which helps the individual track their various retail sponsors so that point users are
exercise, sleep, and calorie intake. As the individ- required to cash in their loyalty points with those
ual increases their steps they are rewarded through vendors. This free advertising is beneficial for the
Gamification of Modern Society: Digital Media’s Influence on Current Social Practices 827
retail companies and they in turn help sponsor and their world and a therapeutic release. Gaming
support use of the specific credit card. allows player to not only engage in the game
play but also become a bigger part of the games
community. In turn subcommunities are formed
Research and Future Direction within these gamified experiences to develop not
only a player’s social network, but also the
In 2014, 500 Thai consumers were surveyed about player’s reputation.
the influence of gamification in their everyday Gamification implements many common
lives (Zepeda 2014). The highest age of interest game mechanics into non-typical game activities.
was between 24 and 32 year olds, and 88 % of the Badges or rewards, points, level upgrades, leader-
500 consumers surveyed said they would choose boards, and challenges are just a few of the ways
to buy brands with a reward point system. In fact companies draw users into utilizing their gamified
85 % said they would pay more for the product if experience. Using these milestones and badges
there was a gamified mechanic involved in the creates support as individuals use gamification to G
product (Zepeda 2014). With this type of interest problem solve ways to accomplish the game’s
it is no surprise that businesses are jumping at the goal (Blohm and Leimeister 2013).
chance to implement game mechanics into their The badging effect promotes player participa-
products. tion by the reward of a graphic icon with any level
Other research show that child gamers are “let- or point upgrade in the game. By doing so,
ting off steam” in response to problems with badging helps members feel more involved in
friends or parents, with feeling of guilt or frustra- their community (i.e., social support as discussed
tion in their gameplay (Colwell 2007). There has earlier). Many gamified experiences start their
been an increasing interest and use of games in players off with a welcome badge just for down-
child therapy over the past 10 years (Schaefer and loading their applications. This immediately gives
Reid 2000). Child therapists often times have to the player a sense of community from the get-go.
carry multiple board games and toys into therapy In turn all badges are typically displayed on the
sessions to engage interactively with their clients. members profile so they may compete against one
Therapists use play therapy techniques to help another.
children gain emotional trust with them and heal Point systems are used to help obtain badges.
through use of fantasy in which they are able to When an application needs to provide the player
explore previous trauma or current life stressors in with a measurement of their accomplishments,
a safe and nonjudgmental environment (Schaefer they typically are rewarded points. This is typi-
and Reid 2000). The idea of taking preexisting cally done by the developers assigning points to
games and changing the rules is not uncommon. common actions such as checking in, miles run,
The future of gamification will be incorporating and even comments made on a particular forum.
these elements of games for noncommercial use For example, Texas Instruments gives points to
and providing them to doctors and health care their employees who ask and answer questions on
professionals in order to better diagnose and their internal forum. The points are, in turn, used
treat conditions. to boost an employee’s reputation and eventually
lead to social and economical promotion within
the company.
Why Do We Game? The driving force behind all gamified experi-
ences is, as mentioned, giving the player a sense
Before we understand the elements of of community, autonomy, and control (Blohm and
gamification, we must first understand why peo- Leimeister 2013). Players are influenced by
ple play games. The root of most game play is mechanics like points and badges but other ele-
interaction and engagement of the player. Players ments need to occur within the game in order to
are often times drawn to gaming as an escape from retain players for increased periods of time of the
828 Gamification of Modern Society: Digital Media’s Influence on Current Social Practices
game experience. Instant feedback and clear goals an arcade machine to play game has begun to
are two of the most important elements of keeping become a thing of the past. The elements of gam-
the user involved within the application. ing have gone beyond entertainment and found
Gamification should be composed of a variety their way into the consumer world. The
challenging but achievable tasks with compelling gamification of modern society really begins to
outcomes. By retaining players within the blur the lines of what is considered a game. Most
gamified applications, users will not only stay aspects of everyday consumer life are influenced
involved in the social community created but by elements found in games, such as, competition,
this will also influence them to bring new players reputation, and our social network.
into the social network. What is the future of gamified experiences?
As mentioned, the gamified experience has gone
beyond the arcade and entered our everyday
Knowing Your Player lives. When does the term “game” become obso-
lete in our society? Will there ever be a time a
Bartle describes four common types of gamers: place where these elements are simply inte-
killers, socialites, achievers, and explorers (Bartle grated to all aspects of our everyday routines?
2008). Killers focus on winning and direct com- In addition, will there be other uses for
petition, while socialites focus on developing a gamification beyond entertainment and
network of friends and contacts. Achievers focus consumerism?
on attaining status and achieving goals, while The future of gamification, in my opinion, is
explorers focus on discovering the unknown. to help invoke social change. Current research
Knowing these four types can help industries shows positive mental health benefits in playing
appeal to various players. commercial-based interactive games. Could
Businesses that wish to bring a gamification these same concepts be spun into gamified expe-
experience into their consumer relationship need riences to better serve treatment of patients in
to be aware of these player types. While focusing healthcare? With the increase in interest and use
on one player type might seem like the most of games in mental health, therapists are able to
logical step in developing a gamified experience, incorporate gamification into their session to
an experience with a combination of the four incorporate play therapy techniques to promote
player types might be the most impactful way in healing and behavioral changes. Future implica-
development and implementation. In doing so, tions could include gamification incorporating
businesses will be able to customize their games these elements of games for noncommercial use
and gaming experience to their consumers in very and providing them to doctors and health care
specific ways. It is important that the developing professionals in order to better diagnose and treat
business understand the competitive spectrum of conditions. As bilingual applications have done
the player when inciting players to interact with with their applications, the use of gamified expe-
their gamified experience. Players do not have to riences within the education industry is just as
fall into one of Bartle’s singular player types but, important. Providing instant, accessible, and effi-
put simply, their competitiveness must be mea- cient motivators of learning will indeed shape the
sured. Caring, collaborative, cordial, competitive, industry for years to come. Physical well being is
and combative are a few of the player motivation also increased with use of gamified physical fit-
scales (Bartle 2008). ness applications. Gamification seems to present
a holistic approach as it can incorporate mind and
body into its approach. Consumerism will
Conclusion and Discussion always be a part of this industry and practice,
but the more accessible we can make these appli-
In conclusion, the idea of sitting in front of the cations the more beneficial they can become to
board game, television with a console system, or society.
Gaming Control Using BCI 829
Cross-References
Gamified Cooking
▶ Gamification in Crowdsourcing Applications
▶ On Computer Games About Cooking
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Faris Abuhashish1,2 and Ismahafezi Ismail3
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Definition
primacy in the world of gaming as gamers are one frameworks (Future BNCI 2014). The number of
of the largest HCI app subscribers. The human potential users of BCI applications is largest (Ahn
thoughts are transmuted by the brain over brain et al. 2014), and the financial viability of BCI
signals and expressed as an attitude. This process technologies is high too (Van Erp et al. 2012).
is mainly carried out over brain signals, which are Furthermore, appropriate BCI devices with sen-
the key component in the electroencephalogram sors that do not need gel are launched on the
(EEG). market (Ahn et al. 2014). Taking into account
these advantages perceptions of BCI-based
games and the production for the public of EEG
Introduction instruments, it does seem apparent that the first
successful use of the platform would soon be BCI-
The gaming system is the main research trend of based games, whereas BCI’s medical technology
HCI, which comes from the widest implementa- is often presented as a groundbreaking technolog-
tion of games within various fields in this domain. ical software.
The BCI technique becomes a leading control for This means that playing instructions should be
the new virtual systems as it provides a direct operated at the exact real time with less delay and
pathway of communication between the external never changing user state. The BCI EPOC device
environment and the users’ brains. In 2017 and should be calibrated to control the game in a
2014, Ismahafezi et al. (2017) and Abuhashish proper way. Moreover, there are not many games
et al. (2014) agreed that EEG signals research is designed and developed to be used with a BCI
a current approach in BCI due to its usability in device. A BCI game needs to be designed and
the HCI field. Therefore, the rapid revolution developed in an accurate way to utilize BCI
growth of HCI in the field of gaming using BCI device capabilities completely.
considered a future pursuit. A cheap and easy way
to use the BCI device has been developed by
Emotiv, which is called EPOC. This device is Related Work
used without the intervention of tangible senses
including hands to control the game; it depends on Virtual technologies can be strong BCI advocates
brain activity that expresses the game player mov- and video games. Researchers showed that BCIs
ing control, facial expressions, and emotions. provide the correct interface instruments for both
Therefore, there is no need to use sticks, buttons, video games (Ismahafezi et al. 2018) and VR
motion sensors or gyroscopes as in traditional (Abuhashish et al. 2015a; Abuhashish 2020)
game controllers. To perform as a game controller, applications. On the other side, the researchers
the obtained EEG signals need to be interpreted widely agreed that VR is a promising and produc-
into meaningful instructions in a course that tive platform to create more research and improve
enables easy game playing. BCI systems. The process of interaction with the
Computer games always have a large market, virtual environment can be subdivided into spe-
according to Global Entertainment and Media. cific tasks (Wang et al. 2011), for instance, to
BCI Games could be a very interesting field in select and manipulate or change viewport of any
the near future to adapt this innovation. Allison objects in the virtual environment.
et al. (2007) stated that the gamer is listed as the The latest BCI technologies in the virtual
first BCI user, given that BCIs give a useful and world will allow users to modify the position of
reliable feature. Van Erp et al. (2012) have also camera within a video on the left or the right using
predicted that games and entertainment will be the two different brain stimuli, including left- and
first mainstream use for unmedical BCIs. The right-hand motor imagery (MI), or two visual-
fBNCI project reported that BCI is the second of evoked lasting potentials (SSVEPs). Also,
the top five most successful BCI support software MI-based BCIs were useful for controlling the
Gaming Control Using BCI 831
direction of a virtual car (Wang et al. 2011), nav- to the fixation of information contributes to a
igating a virtual bar (Ismahafezi et al. 2018) or better visual reaction.
moving along a virtual environment or via a vir-
tual plane (Abuhashish et al. 2015a; Abuhashish
2020). Problem Statement
Many medical and research games were
designed to study the effectiveness of brain- The approach of controlling games using BCI
controlled interfaces. At The University College has been eagerly awaited by game players since
Dublin and MediaLabEurope, the researchers the game players did not feel that they reflect the
developed a BCI-based video game called reality of their situation while playing games
MindBalance (Wang et al. 2011) for engaging using the traditional way. Furthermore, occasion-
with virtual environments. In response to phase- ally, some issues like slow response time in tra-
reversing checkerboard patterns, the formed BCI ditional game controllers appear, thus causing
uses the SSVEP created. This SSVEP signifi- disappointment. In addition, spending a long G
cantly simplifies the techniques of signal pro- period playing with traditional game controllers
cessing so that clients have little or no causes issues regarding health. It was believed
instruction (Yisi Liu et al. 2010; Wang et al. 2011). that using a brain-computer interface as a new
Neurofeedback studies have been carried out game controller may solve the issues as men-
based on existing video games with different tioned earlier. Although this research area
game consoles, such as Nintendo and PlayStation appeared relatively recently, it can grant us a
(e.g., Spyro the Dragon). In second life glimpse of the evolution of game controllers in
(Pineda 2003), and the MindBalance simulation the future. Nevertheless, the existing BCI tech-
(Lalor et al. 2005), movement visualization- nology like EPOC device does not focus on the
testing techniques have been used. In Second game controller’s application. Furthermore, until
Life, First-Person Shooter game (Pineda 2003), today, there are not many games that are
MindBalance game (Lalor et al. 2005), and designed using BCI technology. For the men-
Pacman (Wang et al. 2011), the researchers used tioned reasons, BCI-based games need to be
motor imagery applications. Low-cost designed to make the best use of brain
EEG-developers have created neurofeedback’s- computer-interface technology by providing a
modulated, exciting, and difficult games (e.g., better level of immersion to look and feel real.
Neurosky, Nintendo, Microsoft, and Arena by Many approaches are used in the five main
Emotiv) that are frequent-play-motivating for phases that are stated in Fig. 1.
the user.
With regard to the literature study (Abuhashish
et al. 2015b), it is believed that the developed Significance of the Study
EEG-based ADAPTIVE Game will sustain the
user involved in the game as the complexity Virtual reality has been utilized in several areas
level is changed by cognitive assessments of the including gaming (Abuhashish et al. 2015a). In all
participant. The results of the BCI proved high in previous studies, the main focus was on the world
avoiding disruptive visual stimulation and were of virtual reality in many fields. Moreover, con-
relatively consistent over six topics in the visually trolling a game using users’ brain signals has a
rich environment of the match, with 41 of strong effect on enhancing the interactivity due to
48 players being successfully achieved. Eighty- the expanding range of utilizing brain signals to
nine percent of respondents had acceptable preci- control the virtual environment, which still needs
sion in real time. Many subjects also increased more definition with efforts. Therefore, this sce-
progress in the completion of the game. It indi- nario depicts a significant research area to be
cates that a more focused attitude and experience investigated. The proposed approach attempts to
832 Gaming Control Using BCI
Gaming Control
Using BCI,
Fig. 2 Controlling brain
signals
Gaming Control
Using BCI, Fig. 3
Valence_arousal model for
movement control
recognition
2 have illustrated the main parameters used as the Xm k ¼ xðmÞ, xðm þ kÞ, ⋯, xðm þ ½ðn mÞ=k kÞ
main parameters in HFD algorithm.
ð1Þ
Given a time series of one dimension x(1),x(2),
⋯,x(n)s, the HFD calculation algorithm can be where m ¼ 1,2,⋯,k and [ ] denotes Gaussian
defined as below: notation that rounds a number in the square
brackets to its maximum integer equal to or less
Step 1: Select one value of k than themselves, m the initial time, and k the time
Step 2: Construct the subseries Xmk from the interval. For example, when k ¼ 3 and n ¼ 100
time series as following having three subseries as follows:
834 Gaming Control Using BCI
X2 3 : xð2Þ, xð5Þ, xð8Þ, ⋯, xð98Þ Then each subseries length Xmk is calculated.
Length Lm (k) of Xmk is equal to
int ðNm
k Þ
jx½m ¼ ik x½m þ ði 1Þ kj ½ðN 1Þ ðint ððN mÞ kÞ kÞ
i¼1
ð2Þ
k
Step 3: Calculate the average length L(k) of all frequencies of alpha-band power increases when
Lm(k) the human is subjected to movement control
Step 4: Repeat step 1–3 for several values of k order.
Step 5: Slope of the curve of ln(L(k)) versus
ln(k) is approximated. FD value is the Control Dataset
slope multiplied by 1. Since the recognition of control movements is about
a new domain, a dataset of EEG signals benchmark
In a previous study of the algorithm Higuchi, needs to be set up that could be used for further
this algorithm demands that the principal EEG EEG-based control recognition studies. In this
signal be divided into many signals to boost the study, by depending on the emotive brain controller
readings of human motor imagery and to create device, the dataset was collected after applying a
new parameters. This improved outcome results specific stimulus scenario in the course of analyzed
in higher reliability and allows further motor movement control to come across the inner move-
imagery to be explored. For these purposes, the ment control imaginary patterns (Fig. 4).
fractal dimension of Higuchi is ideal for most
human motor imagery.
In addition, the research strongly depended on systems, aiming to achieve high levels of quality.
building questionnaires that can furnish us with The devices mentioned in the introduction are
the right subject regarding stimuli. In the subject considered popular even without players and do
matter, an individually random person was exam- not reflect user sentiments.
ined by giving certain stimuli to acquire imagi-
nary movement control such as go forward, go Game Controller
left, go right, and jump. Real human control generated from mental activ-
ities means that the main controller of any human
movement is the human mind based on certain
Control Mapping reactions. In this study, the focus was given on
human movement control stimulated by their
After the classification process, the real human reactions. Each movement control has an
imaginary movement control to the Circumplex approximation degree of angle that represents
model was mapped. This process involved all real the changing direction of the controlling process G
imaginary movement control that represents all that expresses the imaginary movement control
categories of the control stage. such as go forward, go left, go right, and jump
(Fig. 5).
Gaming Control
Using BCI, Fig. 5 Go
forward transition
836 Gaming Control Using BCI
Gaming Control
Using BCI,
Fig. 6 Operational
framework for game control
using BCI
controller, namely, emotive, was used, which con- ▶ Character Animation Scripting Environment
sists of several sensors. ▶ Constructing Game Agents Through Simulated
In this proposed framework (Fig. 6), the walk- Evolution
ing movement was represented based on game ▶ Game Design and Emotions: Analysis Models
players’ action/reaction. For instance, if the player ▶ Game Development Leadership Tips
wants to move forward, his imaginary movement ▶ Game-Based Interventions in Public Health:
will be mapped based on the mapping method and Exploiting the Engaging Factor of Gameplay
will be synchronized with the gaming system. ▶ Redesigning Games for New Interfaces and
Platforms
▶ Videogame Engagement: Psychological
Conclusion Frameworks
Gardenscapes and Homescapes, Casual Mobile Games, Fig. 1 A puzzle board in Homescapes
Gardenscapes and Homescapes, Casual Mobile Games 839
2. Complete tasks assigned by the characters to buy in-game coins that can be used to give a
progress in the game and earn points. player additional moves as well as additional
3. Use points to buy and place items in the garden lives.
to decorate it.
4. Discover hidden secrets and interact with char-
acters to expand the garden further. Reception
5. Repeat the process to complete the game and
restore the garden to its former glory. While the games had seen much popularity with a
large number of downloads, they ended up getting
Similarly, Homescapes offers varying mechan- a rather negative reception when they created ads
ics and objectives in different versions, but here is that did not truly represent what the games were
the gameplay loop in Homescapes: about. The advertisements for the two games would
show game footage that was nothing like the actual
1. Match three or more same objects to clear them gameplay. Many players first downloaded the G
and earn points. games expecting a very different experience than
2. Complete tasks assigned by the characters to what the games provided. There had been talk of
progress in the game and earn points. banning the ads as many people accused the game
3. Use points to buy and place items in the house publisher of false advertising (BBC 2020).
to decorate it.
4. Discover hidden secrets and interact with char-
acters to expand the house. Conclusion
5. Repeat the process to complete the game and
renovate the house to your desired design. Mobile games are a great way for anyone to get
into playing video games. Gardenscapes and
Since the puzzle games are mostly luck based, Homescapes are examples of easy-to-play casual
there is very little skill required to win the games; games because they are easy to get into and they
it is out of the player’s control where the extra require little to no skill to play. Gardenscapes and
pieces fall. Players have to think on the fly and Homescapes’ main gameplay loop appeals toward
adapt quickly to sudden changes. With that being casual gamers (Hörgstetter 2020). With each
said, the longer a player plays the game the better level, a player earns stars that can be used to
they will get at recognizing moves that will renovate different areas. Players feel rewarded
increase their chances of winning. By teaming by completing levels as well as being able to
up with friends and other players, they can help complete renovations on a mansion or garden.
each other out by tips for the levels or gifting each
other extra lives.
Cross-References
Synonyms
Introduction
Gaze-Contingent Displays
Non-playable characters have always been a spe-
▶ Eye Tracking in Virtual Reality
cial part of video games. Their appearance is more
pronounced in role-playing games like the Elder
Scrolls ® series and the Fallout ® series or in the
open-world games like the Grand Theft Auto ®
Generative Music series or the Assassins Creed® series. The pres-
ence of these characters is either to provide the
▶ Adaptive Music player with objectives to complete or give a sense
of a living world with people going on about their
business. The variety of these characters is how-
ever lacking which takes the player away from the
illusion of a believable world. This lack of variety
Genetic Algorithm is attributed to the amount of man-hours required
to craft an individual character. With a tight bud-
▶ Classical Learning Method in Digital Games get, the number of these individuals remains
Genetic Algorithm (GA)-Based NPC Making 841
small; hence, the same characters are repeated functions and also for using a single parent to
throughout the game. generate variations of a creature through mutation
In this article, the utility of using genetic algo- (Hudson 2013).
rithm for creating non-playable characters in The usage of GA has been prevalent in vari-
games will be discussed. The previous approaches ous areas of character development from improv-
regarding the use of genetic algorithm for creating ing the AI, creating the morphology of the
characters will be explained first, and then the character from scratch to creating new breed of
usage of this algorithm in modern games will be similar-looking creatures by using already
analyzed. Finally the advantages of this technique defined parents through mutation and crossover.
will be explained as opposed to the normally used Video games have however not made use of this
method of character creation. algorithm for defining the NPCs due to several
reasons. One of the main reasons has been the
amount of characters that can be viewed on
Usage of GA screen at a time. Games are always trying differ- G
ent tips and tricks to give an illusion of huge
GA has been used in many research applications crowds with the least amount of processing
and character creation has not been any different. power and memory usage. The most common
Improving AI has been a major concern as GA methodology for showing a large collection of
was used to improve the bot behavior in Unreal NPCs is to use sprites as shown in Fig. 1 where
Tournament 2004 (Bullen and Katchabaw 2008). several sprites are repeated to give an illusion of
It has also been used to design decision trees to be a large collection of people.
used as bot’s AI in the game Planet Wars This technique is commonly used in modern
(Fernández-Ares et al.). games where the NPCs only behave as bystanders
GA has been used for defining the mental and do not play an active role in the gameplay.
attributes of an NPC (Khan and Okada 2013). These can be treated as graphical artifacts used to
The mental attributes of characters were com- enhance the immersion of the player when the
posed of actions which were distributed into focus is more toward the other features of the
good and bad actions. The good actions were game than the player-NPC interaction. In older
allotted low numerical values, while the bad games like Doom ®, which was a First-Person
actions were given high numerical values. The Shooter game, all the enemies were also made
concept here was that if the sum of the actions up of sprites as it helped to generate a large quan-
was small, then the character’s mental attributes tity of NPCs on screen even with low processing
contained mostly good attributes. If the sum of power as shown in Fig. 2.
the actions was large, then the character mostly The problem with sprites, however, is that, if
contained bad actions. By desiring a certain sum we want to have variety, we will need to generate
by the administrator, the GA tried to fit the art for every individual character which will
actions such that their sum came close to the increase the art assets, causing a huge demand
required value thus ensuring that an appropriate on memory to store those assets, thus degrading
character is selected with a random combination performance. As a result, the NPCs are identical
of actions. copies of each other and do not exhibit random-
Other uses have been to create creatures which ness in appearance.
move and behave in a simulated 3D world. The With the shift in displaying a character in 3D
morphologies of creatures and the neural systems rather than in 2D, the possibility of defining
for controlling their muscle forces were both gen- randomly generated characters has been made
erated automatically using genetic algorithms possible. With games like Assassin’s Creed
(Sims 1994). Genetic algorithm has been used Unity ®, the current hardware is able to produce
for breeding of multiple selected parents to pro- about 30,000 characters on screen if required as
duce offspring via crossover and mutation shown in Fig. 3.
842 Genetic Algorithm (GA)-Based NPC Making
Genetic Algorithm (GA)-Based NPC Making, Fig. 1 Crowd made up of sprites in Forza Motorsport 5 ®
With that many characters on screen, a method father of the character played by the user resem-
is required that can cause the characters to adhere bled the character in facial appearance and color.
to a certain criteria and yet appear randomly. At If GA is used for creating NPCs, it is possible to
the same time if a persistent simulation is needed, create a vast number of random characters which
where new characters are introduced to replace the adhere to a certain criteria and can even be used to
old ones, the new characters should appear similar make the characters appear like people in a certain
to their older counterparts by acquiring their var- demographic. This will help in personalizing the
ious traits. Something similar was achieved on a game to the people playing in that part of the
very minor scale in the game Fallout 3® where the world.
Genetic Algorithm (GA)-Based NPC Making 843
Genetic Algorithm (GA)-Based NPC Making, Fig. 3 Thousands of NPCs in Assassin’s Creed Unity ® (n.d.)
Genetic Algorithm (GA)-Based NPC Making, Fig. 4 The many character options in Elder Scrolls V: Skyrim ® (n.d.)
Elitism and Sigma Scaling population to create new individuals. The benefit
The problem with NPC creation with GA is two- of this approach is that the algorithm converges to
fold. We want to create characters that first adhere a solution quickly. The disadvantage of this
to a certain set of values over a wide range of approach is that the algorithm might get stuck in
values. We then also want the characters to exhibit local maxima/minima from the beginning and
randomness within those characters so that they fit might not find out the best solution. The disad-
the selection criteria and yet remain different from vantage however favors its use because an ideal
each other. One way to solve these issues is to use solution is not a requirement for NPC creation.
elitism with sigma scaling. Elitism ensures that There needs to be a certain degree of randomness
the best individuals within a population are which elitism will provide in this case.
retained and they are used to perform crossover Sigma scaling will however ensure that the
and mutation with other members of the baseline of the fitness values remains near the
Genetic Algorithm (GA)-Based NPC Making 845
G
Genetic Algorithm (GA)-Based NPC Making, Fig. 5 Different body types (n.d.)
average (Hancock and Fogarty 1994). Standard approximating the child populations based on
deviation ensures that only those values are the interactions between the parent populations.
selected that are closer to the mean. It also If there is a persistent simulation, it will mean that
requires that there is some order in values that characters belonging to different demographics
represent the different mesh shapes or modules are going to breed together through migration
when defining a character. This is necessary as in which is normally a function used in distributed
real life similar-looking people live in different genetic algorithm implementation.
areas around the world. The differences in
height, color, and shape of people vary a little
within a local community, but it starts to vary as Conclusion and Discussion
you move further away. As a result, parent char-
acters that represent a community will need to be Genetic algorithm has been used in creating char-
defined, and their subsequent generations will acters in unique ways from defining the mental
produce characters which are random and yet attributes of a character to physical definition. GA
adhere to a defined criterion. works by mimicking the nature’s way of natural
From a fitness point of view, a human body has selection to find the best possible solution to a
three body types, namely, ectomorph, meso- problem. The usage so far has been to optimizing
morph, and endomorph as shown in Fig. 5. We the AI, for deciding the mental attributes of char-
can clearly see the body structure between the acters in an RPG setting, for defining the physical
three types which means that their body shape appearance of the characters, and for creating
attributes will be quite different from each other. optimized morphologies of creatures to improve
These attributes do not take into account the facial their movement in a 3D space. By combining
structure and skin color which will also increase these researches together, it can be hoped that
the number of attributes required to define a char- GA will be quite useful in the creation and opti-
acter physically. mization of NPCs in games and also in creating
As a result, the fitness values for the characters lifelike simulations where characters will improve
belonging to different demographics are going to with time and we are able to see the changes in the
be different. GA can use these values to approxi- population due to breeding, crossover, and muta-
mate the desired character as requested by the tion and how it affects the overall environment
users. This can even play a major role in created within a game.
846 Geoinformation System
Geoinformation System
Globalization
▶ 2-Simplex Prism as a Cognitive Graphics Tool
for Decision-Making ▶ Cross-cultural Game Studies
God of War (2018), an Action-Adventure Game 847
enemy is immune to the axe, it will usually be indirectly controlled by the player. Kratos wields
more effective to use the blades to defeat the two main weapons, the Leviathan Axe and the
enemy since the blades have the fire damage type. Blades of Chaos. Atreus utilizes a bow. The player
Unlike previous games in the God of War is not able to force Atreus to move to certain
franchise, Kratos has an armor that can be col- places, but the player can make Atreus fire an
lected, crafted, and upgraded. These upgrades arrow at a target or an area by looking at the target
allow the player to increase Kratos’ stats and or area and pressing the button or key
make him more effective in combat. The upgrades corresponding with Atreus’ shoot action. Atreus
can also be used on Kratos’ main weapons to will then fire an arrow at the target.
make them stronger while also changing their
appearance as player upgrades the weapons. In
addition to selecting the type of armor Kratos Reception
wears, higher-quality armor pieces provide addi-
tional bonuses for the player to exploit. The type God of War (2018) has sold about 19.5 million
of armor the player equips also influences six stats copies as of August 2021. This figure comes from
that apply to Kratos. Kratos’ stats are strength sales for PlayStation consoles alone, as this was
(damage from standard attacks), runic (elemental before the game was released for PC (Stockdale
and special attacks), defense (reduces damage 2021).
taken), vitality (increases maximum health), luck
(increases chance perks, experience, and money),
and cooldown (reduces recharge time of special Conclusion
attacks).
The player also has access to several abilities The main enjoyment players receive from God of
that may be used along with the weapons. Kratos’ War is the amazing and thrilling story, combat and
axe and blades both can be equipped with up to leveling systems, the mythology lessons, and the
two abilities each that can be described as a “spe- experience of conversing and/or fighting the many
cial move.” These abilities can be used as a pow- Norse mythological creatures and gods (Moore
erful attack that has a much more significant 2022). This title is particularly appealing to those
cooldown than Kratos’ basic attacks. In addition who enjoy a good story and mythology.
to these abilities, Kratos can also have another
ability not linked to his weapons but can provide
a buff to Kratos. For example, one of these abili-
Cross-References
ties resets the cooldowns of all his other abilities.
The player can also give Atreus an ability to use as
▶ God of War, An Analysis
well where Atreus will summon an elemental
animal or animals to attack enemies. The type of
animal and the number of animals depend on the
References
ability selected for Atreus (IGN 2018).
Goldfarb, A.: God of war PS4 release date announced
(23 Jan 2018). IGN. Retrieved 5 Oct 2022, from
Playable Characters https://www.ign.com/articles/2018/01/23/god-of-war-
ps4-release-date-announced
Hornshaw, P.: God of war combat guide: How to crush
The only playable character in this game is Kratos. enemies with Kratos. Digital Trends (11 Feb 2021).
Kratos is a former demigod/spartan warrior who Retrieved 4 Dec 2022, from https://www.digitaltrends.
eventually became a god by killing the former com/gaming/god-of-war-combat-guide/
IGN. Combat Mechanics – God of war (2018) wiki guide.
Greek god of war, Ares. While Kratos is the only
(19 March 2018). Retrieved 4 Dec 2022, from https://
character the player can directly control (such as www.ign.com/wikis/god-of-war-2018/Combat_
movement, attacks, combos, etc.), Atreus can be Mechanics
God of War, an Analysis 849
Moore, B.: What developer made god of war? Sports news Adventure title due to its extremely gory battles
(20 Jan 2022). Retrieved 18 Sept 2022, from https:// and in-depth storytelling. As a result, the game
www.sportskeeda.com/esports/what-developer-made-
god-war carries an M for mature rating for every title.
Stockdale, H.: God of war (2018) has sold just under The game begins with no real explanation or
20 million copies. Gfinity Esports (20 Oct 2021). character introduction. The main character Kratos
Retrieved 18 Sept 2022, from https://www. simply says, “The Gods of Olympus have aban-
gfinityesports.com/god-of-war/2018-20-million-
copies-sold/ doned me,” and he stepped off the edge of a cliff to
lead the player into thinking that Kratos has fallen.
The entire storyline for the first game is based
around Kratos trying to vanquish the God of
War, Ares. Throughout the game, the player con-
God of War, an Analysis trols Kratos and gathers many weapons and mag-
ical items and spells for use in their quests. The
Devon Myers2 and Newton Lee1,2 monsters consist of the undead and other ancient G
1
Institute for Education, Research, and Greek creatures, living, undead, or holy. Due to
Scholarships, Los Angeles, CA, USA the naturally bloody storyline and combat fea-
2
Vincennes University, Vincennes, IN, USA tures, the target audience for this game are teen-
agers and adults.
Gameplay can be controversial as there are
Synonyms some players who find that dealing with the
same combat mechanic repeatedly can be quite
Hack-and-Slash; Action-Adventure boring, but others think that the new stream of
weapons that can be collected keeps things inter-
esting. The mechanics include a simple series of
Definition light and heavy attacks, including specialized fin-
ishers that are completely different for every
Hack-and-Slash ¼ a subgenre of action games enemy the players face. The developers also
that challenges the player to fight hordes of ene- threw in other special attacks that are unlocked
mies that seem weak individually compared to the as players progress through the story, such as
powerful player character. They typically ask a different magic attacks. Other than these few sim-
player to complete a level filled with minor ene- ple gameplay mechanics, there is not much that
mies with a more powerful enemy at the end. God of War brings to the table.
Action-Adventure ¼ A mix of the action and Other than the latest installment in the series
adventure genres. Action-adventure games typi- that takes place in Nordic history, all the previous
cally have some fast-paced fighting elements of installments take place in Ancient Greece. The
action games with a story and world of an story revolves around the death of Kratos’ family,
adventure game. who were killed by Kratos himself under the
God of War, a single player game created by influence of Ares. Kratos swears revenge for his
Santa Monica Studios on the Bluepoint Engine, fallen loved ones and sets out to find the ancient
was published and released by Sony Computer Greek artifact called Pandora’s Box. Legend says
Entertainment on March 25, 2005. The game is that this box, when opened, could give any mere
part of an eight-game series spanning across mul- mortal the power to kill a god. Kratos plans to use
tiple Sony consoles. As of August 2021, God of this box to slay Ares for vengeance. Throughout
War 4 has sold over 19.5 million copies, making it this journey, players meet actual Greek mytholog-
the best-selling PlayStation 4 game as well as the ical characters, such as Athena, otherwise known
best-selling game in the series. as the Goddess of Wisdom.
Throughout the entire series, God of War has Levels in this game are not meant to be more
always been called a Hack-and-Slash or Action- than just a quick change of environments, but
850 God of War, an Analysis
rather a smooth flowing of events from one area to God of War was one of the major titles in the
another in order to strengthen the effect of the Playstation 2’s game lineup, and it is conceived as
storytelling. To give an example, after the players one of the most popular Playstation 2 games, sell-
find out that they need to travel to the Desert of ing 4.6 million copies. Its success has led to seven
Lost Souls to retrieve Pandora’s Box, they are met sequels (Harradence 2019).
with a cutscene or backstory that explains why However, God of War has one major contro-
Kratos needs the box in the first place. This versy on the subject of nudity in the game (Cooper
cutscene shows Kratos working for Ares by 2017). While most players thought the mature
destroying villages who do not follow the ways rating was due to the blood, gore, and violence,
of God. Only when it is too late does he realize some of the player base was met with a surprise
that he is being manipulated by Ares into targeting when they are given the opportunity to interact
the village in which his family resides. This with a woman on bed. Although players do not see
cutscene gives the players the reasons for all anything obscene, they can certainly tell what is
these events in the game. happening from the sounds and right joystick
The entire game is played in a third-person movements. There are also creatures in the game
mode with some cutscenes going into first-person who lack clothing, and the player is forced to see
mode. The interface consists of a health and mana them naked when fighting them, thus unnerving
bar at the top left corner. Instead of an enemy some players who do not want or intend to
health bar, players get a finisher button for when see this.
an enemy is weak enough to be killed. If there is a Looking at the God of War series, every game
boss in the vicinity, a new bar that contains the in the series so far has received good reviews from
boss’ or bosses' health will appear down at the GameInformer, IGN, and others. In fact, the latest
bottom of the screen that is both larger and longer installment got a perfect 10/10 rating from IGN.
than the health bar. For the very first installment, many people opined
that God of War was the highlight of Playstation Here is a brief history of the God of War series:
2. Alex Navarro of GameSpot wrote, “God of War The first God of War was released in March
is one of the best action adventure games on the 2005. It has wonderful graphics for that era of
PlayStation 2, and it should not be missed” gaming. The game is often called the highlight
(Navarro 2005). of Playstation 2’s life and is generally highly
recommended. The music consisted of loud choirs God of War 4 Playstation 4 – Valkyries: https://
followed by other instruments, such as gongs, to youtu.be/JbpD7Zn8EPU?t¼47m25s
give a sense that the main character is powerful
(see Fig.1).
The rest of the games throughout the series Cross-References
all share the same concept, but the visuals and
sounds have improved. New weapons and abil- ▶ Bayonetta 2, an Analysis
ities were thrown in as the series progressed.
The storyline has also changed throughout the
series. Kratos goes from killing one god to kill- References
ing all gods which throws the world into chaos.
Here are a couple of images to show the boss Cooper, D. God of War May Remove Controversial Series
Tradition. Game Rant. December 23, 2017. https://
fight progressions through the games (see Figs.2
gamerant.com/god-of-war-ps4-nudity-sex-mini-game-
and 3). esrb/
The real changes to the game occurred in God Harradence, M.: God Of War Dev Almost Gave Kratos
of War 4, with the introduction of a completely A Different Name. PSU (PlayStation Universe). July 8,
2019. https://www.psu.com/news/god-of-war-dev-
different soundtrack as well as a new style of
kratos-different-name/
combat and extremely detailed graphics. There is Navarro, A.: God of War Review. Gamespot. March
also a shift from Greek mythology to Norse 21, 2005. https://www.gamespot.com/reviews/god-of-
mythology that introduces new gods, enemies, war-review/1900-6120758/
and landscapes. Krato’s appearance was also
changed in the new addition:
The following YouTube videos illustrate how
music has changed from the earliest edition (God
of War 1) to the new installment (see Fig. 4) Graphical Interface
God of War 1 Playstation 2 – The Vengeful Spar- ▶ Game Interface: Influence of Diegese Theory
tan: https://youtu.be/yPPU0gcWk38?t¼6s on the User Experience
Griefing in MMORPGs 853
Definitions
Graphics Applications
MMORPGs refer to massively multiplayer online
▶ Teaching Computer Graphics by Application role-playing games, in which many players play
cooperatively or competitively within a persistent
world. Griefing is generally defined as a type of
online bullying within a gaming context and is
Graphics for Branding quite common in MMORPGs. Griefing involves
one player intentionally disrupting another
▶ Teaching Computer Graphics by Application
player’s game experience, through some form of
harassment, as they enjoy doing so.
Gratification
Introduction G
▶ Videogame Engagement: Psychological
Frameworks Massively multiplayer online role-playing games
(MMORPG) are a genre of game that is played
online with hundreds to thousands of people
playing simultaneously. Each player controls
Gray Zone an avatar and can play cooperatively or competi-
tively in the persistent virtual world (Achterbosch
▶ Toxic Behaviors in Online Gaming
et al. 2008; Wolf 2012). In MMORPGs and other
online virtual worlds, players may encounter what
is known as griefing. This is when one player
Griefers deliberately disrupts another player’s game expe-
rience for their own personal enjoyment, with
▶ Griefing in MMORPGs potential in-game gain (Bartle 2007; Foo 2008;
Foo and Koivisto 2004). The following is an
example scenario that outlines this phenomenon:
You’ve had a hard day at work. As soon as you
Griefing arrive home, you log into the latest MMORPG to
relax and wind down for the day. Your in-game
▶ Griefing in MMORPGs avatar is inexperienced, so you approach a virtual
farmer and accept their seemingly simple quest that
will increase your character’s experience points, as
well as reward you with a small amount of gold.
You proceed through the forest towards the
Griefing in MMORPGs location of the computer-programmed werewolves
that have been terrorizing the farm. Exiting into a
clearing you spot the alpha werewolf and engage in
Leigh Achterbosch and Peter Vamplew combat. You are winning the battle as you outrank
Faculty of Science and Technology, Federation the werewolf in melee combat. Just as you are about
University Australia, Mt Helen, Ballarat, to strike the finishing blow, out of nowhere a vet-
eran real-life player appears behind you and stabs
VIC, Australia you in the back, killing you in a single hit. They
proceed to finish off the werewolf and collect the
winnings for themselves, although to them the loot
Synonyms was secondary to the satisfaction of killing another
player and halting their progress.
Anti-Social Behavior; Ganking; Griefers; This scenario illustrates how a highly experi-
Griefing; Harassment enced player may use unfair advantage of
854 Griefing in MMORPGs
outmatched character progression to surprise et al. 2013), while 9.0% of all players that are
attack a wounded and inexperienced player. This subjected to griefing indicated ganking happened
type of griefing action is known as ganking, and to them multiple times per day (Achterbosch
players have acknowledged that it and many other 2015).
types of griefing occur regularly in MMORPGs Verbal Harassment is where chat and voice
(Achterbosch 2015). communications are misused to offend, harass,
insult, threaten, or humiliate another player. This
was commonly (just over 80%) defined as
Defining Griefing and Griefers griefing, and only 19.0% of players that are
subjected to griefing had never been griefed in
Bartle (2007) defined a griefer as someone who this method. However, the most pervasive type
deliberately did something for the pleasure in of griefing is spamming, which refers to intention-
knowing it caused others pain. Foo and Koivisto ally filling chat channels repeatedly with mes-
(2004) described griefers as players that engage in sages of low relevance or that are against the
play styles that specifically disrupt other players game rules. Just over 20% of the sample audience
experiences, while Lin and Sun’s (2005) defini- in Achterbosch (2015) indicated this occurred
tion was similar with the addition that they derive multiple times a day. Other highly pervasive
enjoyment from their behavior. Barnett and types include spawn camping, ninja looting, and
Coulson (2010) relate a griefer to a bully, stating kill stealing. In contrast, a deceptive griefing type
that these players enjoy participating in anti-social known as scamming is not very widespread with
behaviors that disrupt other players’ enjoyment of 64% having never been exposed to it.
the game.
It is apparent that researchers agree on the
overall terminology of the words griefing and Motivations for Griefing
griefer, with the perception that three effects
need to be present for a player to be considered a Achterbosch et al. (2017a) discovered that
griefer: griefers are motivated by a few factors of potential
gain. Pleasure is a common factor among all
1. The action is intentional. griefers as prior research suggested, but power,
2. The action disrupts another player’s challenge, and/or control are also strong motivat-
enjoyment. ing factors for some griefers. For example, the
3. The instigator gains pleasure from the action. player that retaliates against a griefer with some
griefing of their own is challenging the griefer,
If these three are present, then the player that and through defeating them, feels pleasure. The
causes the action can be called a griefer. Some- player that manipulates and deceives does so as
times, the griefer is looking for more than just they find it pleasurable to control situations and
pleasure and using griefing as an instrument to the potential lucrative gains of monetary value
gain something valuable to them within the game. serve to enhance their power.
Griefing behaviors can stem directly from
the “Online Disinhibition Effect,” which refers
Pervasive Griefing Actions to abandoning inhibitions and regular social
norms when interacting with other people online
Different types of in-game actions can be attrib- due to the anonymity and invisibility available
uted as griefing according to the definition above. and lack of repercussion (Suler 2004). With ano-
Ganking, as described in the introduction is one nymity, a player’s propensity towards griefing
type, and 78.6% of a representative sampled audi- increases (Chen et al. 2009). Griefing may be
ence defined this action as griefing (Achterbosch directed at players of either opposing or friendly
Griefing in MMORPGs 855
factions. It was documented that more griefing impact, and identifies with a few examples, dif-
was directed towards players of the same team ferent types of griefing and griefers.
within a participant observation of griefing
(Achterbosch et al. 2017b). The author joined
groups with total strangers on multiple occasions,
Cross-References
often known as a “pick-up-group” or PUG, in
which many cases of griefing was witnessed. ▶ Online Players: Engagement, Immersion, and
Absorption Across Secondary Worlds
With no fear from team disruption to stealing
▶ Sociality of Digital Games
items to verbal harassment.
Development
Hack-and-Slash
Hades was first launched as an Early Access game
▶ Bayonetta 2, an Analysis originally in December 2018, exclusively on the
▶ God of War, an Analysis Epic Games Store, then on Steam in December
2019. In September 2020, the team completed
their Early Access development and launched
Hack-n-Slash v1.0 of the game, additionally adding the game
on the Nintendo Switch platform. This game was
▶ Kingdom Hearts (2002): An Analysis given a Teen rating by the ESRB. The game was
designed as an Early Access from ground up. This
allowed the community to play a creative and
Hades: An Analysis important part in aiding the developmental pro-
cess of the game, from design, worldbuilding, and
Rafael Gonzales1 and Sercan Şengün2,3 storytelling, and helped the game naturally evolve
1 (Schodt 2020).
Creative Technologies Program, Illinois State
University, Normal, IL, USA
2
Wonsook Kim School of Art, Illinois State
University, Normal, IL, USA Storyline
3
Massachusetts Institute of Technology CSAIL,
Cambridge, MA, USA Hades places the player in control of Zagreus, the
son of the God of the Underworld, Hades, as he
attempts to escape from the depths of the Under-
Definitions world and reach Mount Olympus. With every
attempt that Zagreus makes escaping from his
Hades is a rogue-like hack-n-slash dungeon- father, the Olympians on the over world aid in
crawler game that was developed by Supergiant his endeavor. There are 30 differently fully voiced
© Springer Nature Switzerland AG 2024
N. Lee (ed.), Encyclopedia of Computer Graphics and Games,
https://doi.org/10.1007/978-3-031-23161-2
858 Hades: An Analysis
characters, allowing players to experience the The player has six unique weapons to choose
story through thousands of unique events and from before beginning a run. The player will be able
interactions. The narrative slowly unfolds over to perform a primary attack, a special attack, and a
the progression of the game, creating different magic spell. Each chamber has the possibility of
opportunities and dialogue, about ten hours’ earning a reward to upgrade Zagreus’ weapons via
worth, between Zagreus, the Olympians, and Daedalus’ Hammer. These upgrades range from
other residents of the Underworld on every run. having more range or damage on a weapon or
For instance, Zagreus may meet Eurydice during a completely changing how the weapon attacks.
run, and when returning to the main house may Each chamber also has the possibility of granting
meet Orpheus, and because the player met Euryd- an aid from an Olympian, called a “boon.” These
ice prior, he may ask to have a message delivered boons improve the attacks of Zagreus based on the
to her, creating another chain of events that the theme that each Olympian has. For instance, grab-
player can seek to uncover. bing a boon from Zeus will grant Zagreus electrify-
Successfully escaping the first time will not ing attacks and abilities, or Aphrodite will grant the
end the game’s story, the player must go again to “Weak” status, causing enemies to do less damage
uncover what happens after that. to the player. Sometimes dialogue between two
gods will ensue after picking up their respective
boons, and the player will be able to select a com-
Game Mechanics bined boon from them. The player also may choose
a boon that enables Zagreus to call upon a god’s aid
The game is presented in an isometric point of when his “God Gauge” bar is filled to a certain
view. The game features four “biomes” that amount. Players can mix and match different
Zagreus must escape through. Notably, they are boons, upgrades, and weapons to optimize their run.
Tartarus, Asphodel, Elysium, and the Temple of Before starting a run, players can choose and
Styx. When a player starts a run, they begin in a upgrade which attributes Zagreus will have via the
room outside the main house. Afterwards, the Mirror of Night. These are upgraded through
player must fight their way through a series of darkness and are permanent through each run.
chambers and enemies. The layouts of each cham- For instance, players can choose to add more
ber are predetermined, though the order of the health, add an additional dash, or add more casts
chambers, as well as the number and types of for their magic spell. The player can choose to
enemies in the chambers, are different in every reroll their darkness to create different combina-
run. In some cases, there are chambers in which tions of these attributes. They are also able to
there are no encounters with enemies; instead the upgrade their weapons when they have progressed
player can shop, restore health, or meet a resident through the game enough and have the materials
of the Underworld and gain benefits from them. to upgrade them. The materials can be obtained
Each level will contain a certain number of cham- through defeating the bosses on each level.
bers as well as a boss. After clearing each cham- After successfully escaping the first time,
ber, the player will be presented with a reward, the player will have the opportunity to ramp up
which is shown previously above the chamber the games’ difficulty to earn more rewards via the
door. These rewards range from gifts from the Pact of Punishment. Through this, a player can
Olympians, improvements for those gifts, cur- turn up the “heat gauge” and add constraints to
rency for renovating the main house, upgrades themselves, make enemies more difficult, and
for Zagreus’s weapons, keys, and skill-point cur- other “punishments.” This allows for refreshing
rency called “darkness” to improve Zagreus’ attri- re-playable gameplay, and players can test and
butes. If Zagreus’ health points reach zero, he improve their skills. If players are more geared
“dies,” and emerges in the main house again. towards progressing the story, they can choose to
Any gifts granted on a run, besides currency, enable “God Mode” which makes them stronger
darkness, and keys, are lost upon death. on every run.
Headphones 859
Reception
Haptic
The game has been praised for its marriage of
“fantastic combat” and engaging story ▶ Tactile Visualization and 3D Printing for
(Macgregor 2020). Vazquez (2020) highlighted Education
that “Hades’ narrative is so entwined with its
combat is nothing new for the developers at
Supergiant Games, who’ve established them-
selves as masters of putting your actions in sync Harassment
with the stories they tell.” Supergiant Games’
previous game Bastion also garnered attention ▶ Griefing in MMORPGs
for its combination of gameplay mechanics and
branching storyline (Mitchell 2016). As of
November 2020, the game has a Metacritic score
of 92 out of 100. (https://www.metacritic.com/ HCI
game/pc/hades) H
▶ Cognitive Psychology Applied to User Experi-
ence in Video Games
Cross-References
▶ User Acoustics with Head-Related Transfer Patrick C. K. Hung1, Farkhund Iqbal2 and
Functions Inon Wiratsin1
1
Faculty of Business and IT, Ontario Tech
University, Oshawa, ON, Canada
2
College of Technological Innovation,
Zayed University, Abu Dhabi,
Head-Related Transfer United Arab Emirates
Function
Headset Definition
“salah,” almsgiving called “zakat,” robot to recognize the patient and understand
fasting during the month of the current situation around the patient. Under-
Ramadan called “sawm,” and standing the current situation will decide the
at least once-in-a-lifetime trip appropriate action that the healthcare robot
to Mecca called “hajj” (Stefon should interact with patients (Ic et al. 2013).
2009). Healthcare robots are programmable to provide
medication service to patients at home. For
Introduction example, one can schedule a robot to deliver
medication pills to patients at home. In Muslim
People in today’s world suffer from various health society, prayer is the second pillar of Islamic
problems, and as a result, the demand for medica- belief. Praying is the most fundamental worship-
tion and healthcare services has increased. For ing practice that Muslims are obliged to take a
example, people suffer from chronic diseases certain number of times a day (e.g., five times).
and require continuous medication. There is an In general, Muslims can pray at any time of the
issue for a patient to forget and skip their medica- day for distinct reasons (e.g., busyness, travel,
tion routine, for example, an elderly person. etc.). Therefore, a healthcare robot with the abil- H
Therefore, an automated system for dispensing ity to detect prayers by posture recognition is
medicine is essential to avoid the issue. essential for Islamic families. Thus, the robot
A healthcare robot can autonomously deliver should recognize a person’s posture and
medicine to patients at a scheduled time. As a approach the patient with Islamic practices. An
result, the healthcare robot should also take care Islamic-cultural aware robot will significantly
of the patient and ensure that the medicine is taken improve the robot medication service while also
for the most effective treatment. demonstrating respect for Islamic traditions.
The healthcare industry plays a more critical role The first commercially assistive robot is Handy1
in providing effective healthcare treatment to (Topping and Smith 1999). Handy1 is controlled
patients at home. The idea of healthcare robots by a single switch input for selecting the appro-
has become a significant invention in this field. priate action. The Neater Eater assists patients
Muslims believe that illness and pain are tests with their meals, including scooping foods from
from Allah and perceive illness as a trail by plate to patient’s mouth (Song and Kim 2012).
which one’s sins are removed (Kemp 1996). Exact Dynamics’ iARM technology is applied to
Therefore, healthcare providers need to under- assist disabled patients who cannot produce arm
stand the Islamic culture for clinical practices in movements (Ghobreal et al. 2012). The robot arm
Islamic families. For example, a nurse of the is attached to the electric wheelchairs, allowing
same gender should be cared for, especially the patient to control the arm via the controller.
when the patient is a female (Alotaibi 2021). The RAVEN II is a laparoscopic device created
Many issues need to be considered in the process with objective clinical measures in mind to opti-
of delivering culturally competent care to Mus- mize surgical performance (Hannaford et al.
lim patients. These issues affect the design of the 2013). MiroSurge is being developed by the Ger-
Decision Support System (DSS) with computer man Aerospace Center (DLR) to be very adapt-
vision to decide the optimal action the robot able in terms of the number of surgical domains,
needs to perform on Muslim patients. Currently, arm-mounting sites, a number of robots, control
the standard robots are integrated with cameras modes, and capacity to integrate with other tech-
that can capture both image and video. Computer nologies (Hagn et al. 2010). The ARMAR III is
vision technology is applied in the healthcare developed to assist patients in a household
862 Healthcare Robots with Islamic Practices
environment, such as interacting with people and schedule. (3) Prayer Posing Detection System
manipulating household items (Asfour et al. (PPDS) is responsible for detecting and recogniz-
2006). Care-O-Bot 3 is a robot for assisting people ing the posing of the patient. It analyzes the image
in their daily lives (Reiser et al. 2009). A flexible and determines the posing of the patient at any
torso enables butler-like motions such as bowing time of the day. Object detection techniques are
and nodding, an arm and gripper for manipulating used to detect four main postures in Islamic
items, a tray for carrying and transferring goods, prayer, Qiyam, Ruku, Julus, and Sujud, but it
and a tray for holding and moving objects. As should also be able to distinguish the four main
mentioned above, most robots are trained to postures from traditional postures. For example,
respond to specific duties to assist patients. As a body centroid detection is used to identify
result, there has been considerable advancement whether the human object is moving and avoid
in the ability of healthcare robots to perform med- false detection on similar posture such as walking/
ical services while also exhibiting respect for standing as Qiyam and sitting as Julus. A machine
patients’ cultural and religious values, such as in learning model should also be implemented to
Islamic nations. detect and recognize some restricted posing set,
such as lying down, standing up, sitting down, and
walking.
Structure of Learning System The process of healthcare robots is described as
follows. When it is time to take medicine, the
The system architecture of healthcare robots is robot will continue searching for the patient in
described as follows. The healthcare robot usually the house. If the user is identified and located,
sends the data to the Robot Decision Services the robot will send the request to RDS to deter-
(RDS) for deciding which action the robot should mine the optimal action in real-time. The request
take. The decision system on RDS consists of data that is sent to the server consists of the image
three subsystems: the Face Recognition System, from the camera sensor and the timestamp. Tech-
the Prayer Time Decision System, and the Prayer nically, the images are converted into string for-
Posing Detection System. These three subsystems mat before sending through the network
will cooperate to determine the optimal action for connection. Then, the robot will act upon the
the robot. The optimal action will be sent back to decision response from the server.
the robot along with the action code. The descrip- The process of RDS is described as follows.
tion of subsystems is presented as follows: RDS can be considered a server-side web Appli-
(1) Face Recognition System (FRS) is responsible cation Programming Interface (API). RDS listens
for recognizing the patient’s face from the given for the request from the robot. After receiving the
image. The clear face image of users must be first data from the robot, RDS will check the validity of
submitted to the system. Technically, all face the request message. If the request message is not
images are encoded in high dimensional space matched, the server will send the error message
so that the distance between two vectors repre- back to the robot for collecting new data. Then,
sents the similarity of two different face images. the image is decoded and sent to FRS. If the face
All face vectors are recorded in the Face Database. in the image is not the targeted patient, RDS will
(2) The Prayer Time Decision System (PDS) is send the message to inform the robot that the
responsible for decision-making on the prayer following action is to continue searching for the
time. It annually updates the Prayer Time Data- patient. RDS will then check for the prayer time
base from the public Islamic calendar service. by considering the image’s timestamp, current
PDS is required in this system because the robot time zone, and praying schedule. If the timestamp
should not interfere with the user during prayer is between the praying time interval, the system
time. The system also supports any time zone and will go to a room to search the patient. However,
adds the predetermined offset time to each praying the prayer time may differ from the praying
Hearthstone: A Collectable Card Game Through the Lens of Problem Solving 863
schedule for many reasons. The system also deter- Song, W.K., Kim, J.: Novel Assistive Robot for Self-
mines the current action of the user to avoid inter- Feeding, Robotic Systems – Applications, Control
and Programming, the, 3rd edn. Ashish Dutta,
ference in between the praying processes. The IntechOpen (2012)
current action of the user can be determined Stefon, M.: Islamic Beliefs and Practices. Britannica Edu-
from the image. If the praying pose is detected, cational Publishing (2009)
the system will wait until the patient finishes Topping, M.J., Smith, J.K.: The development of Handy1.
A robotic system to assist the severely disabled.
Islamic praying. Technol. Disabil. 10(2), 95–105 (1999)
Cross-References
Healthcare Training
▶ Locomotion and Human Tracking in
▶ Nursing Education Through Virtual Reality:
Healthcare Robots
Bridging the Gap
H
References
book “The Art of Game Design: A Book of free. The solution is simple in concept but difficult
Lenses,” the Lens of Problem Solving states that in execution. Dealing 30 damage in a single turn.
“To use this lens, think about the problems your Some classes have it easier than others. Priests, for
players must solve to succeed at your game, for example, can just put a high health minion onto
every game has problems to solve.” (Schell, 2019) the field, increase its health to be at or above
The Lens of Problem Solving requires us to ask 30, then set its attack to be equal to its health,
the following questions: allowing it to just one shot the boss. While other
classes, like mages, have to set up intricate com-
1. What problems does my game ask the player to binations of cards, one example being having
solve? cards that reduce the mana cost of a spell and
2. Are there hidden problems to solve that arise as another card that allows you to cast that card
part of the gameplay? until you run out of mana. The real challenge
3. How can my game generate new problems so there being that you have to get quite a few cards
that players keep coming back? out at the same time or risk having important cards
being destroyed before you can use them.
Challenges start the player with a smaller deck
Gameplay to work with, but also place them against much
weaker opponents. After each opponent, you
In Hearthstone there are two main ways to play, choose between three sets of three new cards
multiplayer (which includes ranked and that you add into your deck. These cards ignore
unranked) and solo adventures (which include the normal limitations of the game, allowing you
raids and challenges), both of which have a max to have more than two of the same card. On top of
card limit of 30. In solo adventures, the developer this, after the first and fourth enemy defeated (out
directly interjects the problem solving, rather than of eight), you are given the option to choose a
allowing it to fall unto the players to create and buff. These buffs can be anything from increasing
solve problems for each other. The main content your health significantly, or giving you extra mana
in solo adventures is raids, which pits the player at the beginning of the game. With the way chal-
up against a variety of bosses with varying diffi- lenges are set up, the problem solving is less
culty, and challenges, where the player is put reliant on the cards that you personally own, and
against a group of weaker enemies while also more reliant on your own skill and knowledge of
having less choice on how they’re going to the game as a whole. However, it does introduce a
approach the enemies. With raids, players make luck element, where you might not get the most
their own decks around each individual boss, optimal options, and struggle because of it.
while with challenges, the player is given a deck,
and as they progress through enemies they are
given more cards and gameplay options to mix Multiplayer Mode
with their existing deck to make as strong a deck
as possible to defeat the later enemies. In the multiplayer mode, the game is constantly
Raids require the most direct problem solving. updated with new cards and interesting meta-
The game puts a boss with a unique ability and breaking combinations to find, so you get your
unique move set in front of you and you have to average competitive game where both players are
build a deck around that. This can lead to some set against each other with plenty of opportunities
insane decks being made. A good example is one to outplay the other. The ranked mode has
of the earlier bosses in the Icecrown raid; this boss 25 ranks that you have to go up before you can
has 30 health (a normal amount), and a free, reach the “legend” rank, and start playing to be
spammable ability that allows him to go back to placed as one of the best players in the world.
30 health every turn. So, the problem is how to In closing, Hearthstone has the entire problem
defeat an enemy that can heal so much damage for solving of a multiplayer game mixed with varied
High-Performance Many-Light Rendering 865
and difficult single-player content that can be very topics in photo-realistic image synthesis. In
challenging to figure out. It has a very large order to calculate a high dimensional integration
amount of cards to make new strategies and in the rendering equation proposed by Kajiya
there will always be something that requires a (1986), a huge amount of computational power
new deck to beat. is needed, which prevents the pure path-tracing
group of methods from implementing in an inter-
active to real-time systems. In the other hand, such
References tracing algorithms are often not regular, which
will cause workload balance problems or irregular
Schell, J.: The Art of Game Design: A Book of Lenses, memory access problems on parallel hardware
3rd edn. A K Peters/CRC Press Massachusetts, USA
architectures especially current GPUs, thus harm
(2019)
the scalability of the algorithm.
In this entry, we will introduce many-light
rendering, which is one of the simplest and
most elegant solutions in the global illumination
Hidden Markov Models field that can increase scalability while still being H
able to generate photo-realistic images. The main
▶ Machine Learning for Computer Games idea of many-light rendering is to split the ren-
dering into two steps: The first step is to generate
a massive amount of virtual-point-lights (VPLs)
in the scene according to the original rendering
High-Performance equation or path space integration framework
Many-Light Rendering proposed by Veach (1997). The second step is
that for each pixel, the irradiance will be col-
Tong Wang lected and accumulated from all VPLs to approx-
Cygames, Inc., Tokyo, Japan imate the final results. Among all the physically
based rendering techniques, many-light render-
ing methods are considered best suitable for fast
Synonyms preview and iteration situations, which are also
often suitable for GPU-based parallelization
Many-light rendering; Virtual point light scheme.
Many-light rendering algorithms can also be
applied in a scene with a large number of actual
Definitions light sources, which is becoming more and
more common recently. Scenes illuminated
Many-light rendering is a class of efficient image with numerous actual light sources can also
synthesis algorithms that try to render a scene with migrate algorithms from the VPL-based global
a large number of light sources. These light illumination algorithms. Some recent advances
sources can be real lights in the scene, or virtual can be found in literatures such as Dachsbacher
point lights (VPLs) approximate light transporta- et al. (2014), Bitterli et al. (2020), and
tion of current lighting conditions. Yuksel (2020).
High-Performance Many-Light Rendering, Fig. 2 The two steps of a general VPL-based illumination
High-Performance
Many-Light Rendering,
Fig. 4 Light cut of a light
tree. The shading point will
be shaded by the nodes and
leaves on a specific light cut
calculated with error bound
compressing algorithm. To do such a compress, heterogeneous media. Nabata et al. (2016) pro-
the author proposed to do a row-column sam- posed an error estimation framework for such a
pling algorithm that can effectively create the clustering scheme.
low-rank matrix which can be evaluated
efficiently. Sampling-Based Method
Huo et al. (2015) is a matrix-sampling-and- Clustering lights together is a biased approxima-
recovery scheme developed from MRCS that tion with a bounded error, which may not meet the
aims to efficiently accumulate the illumination demands of high-quality-image-synthesis tasks.
contribution by sampling and reconstructing the To generate unbiased synthesis with a huge
low-rank illumination matrix as well as predicting amount of light sources, an unbiased Monte-
visibility from spatially correlated shading points Carlo integrator is needed. There is a group of
and lights. Huo et al. (2016) explore the locally methods that try to find important lights through
coherent nature of scattered lighting in sampling in an unbiased way, and here we will
High-Performance Many-Light Rendering 869
introduce some of the important works developed hierarchically constructed light tree or shading
recently. point tree but will bring extra bias to the final
Moreau et al. (2019) proposed the many-light results, while the unbiased Monte-Carlo estimator
sampling method that maintains the hierarchical sampling the light source will be able to generate
light sampling data structures. Light sources are unbiased results but will bring noise due to the
organized in a bounding volume hierarchy variance which may not be suitable to use directly
(BVH). They will be stochastically traversed for interactive applications. In practice, these two
during the shading phase. Lights maintained in a groups of methods can be combined together to
two-level light acceleration structure will be sto- leverage accuracy and performance.
chastically selected by evaluating an important
function. They achieve two orders of magnitude
faster than the original off-line implementation. Cross-References
Yuksel (2020) presents a stochastic light cuts
technique that can replace the sampling correla- ▶ 3D-Rendered Images and Their Application in
tion of light cuts and replace it with noise to the Interior Design
resolve bias issues in light sampling. The basic ▶ Raycasting in Virtual Reality H
idea is that for each node in the light tree, choose ▶ Rendering Equation
the representative light in a stochastic way to
avoid extra bias. They will also be chosen on the
fly to avoid extra storage of light tree. Yuksel also References
developed a hierarchical importance-sampling
Bitterli, B., Wyman, C., Pharr, M., Shirley, P., Lefohn, A.,
scheme that can compute the light probabilities Jarosz, W.: Spatiotemporal reservoir resampling for
using the light tree during the lighting evaluation real-time ray tracing with dynamic direct lighting.
at a given point on the fly. ACM Trans. Graphics (TOG). 39(4), 148–141 (2020)
A recent important work is Bitterli et al. Bus, N., Mustafa, N.H., Biri, V.: Illuminationcut. In: Com-
puter Graphics Forum. Wiley Online Library, 34,
(2020). This work proposed a spatiotemporal 561–573 (2015)
reservoir-resampling method that can be applied Dachsbacher, C., Křivánek, J., Hašan, M., Arbree, A.,
in many-light condition. The main idea is based Walter, B., Novák, J.: Scalable realistic rendering with
on a resampled importance sampling (RIS) tech- many-light methods. In: Computer Graphics Forum,
Wiley Online Library, vol. 33, pp. 88–104 (2014)
nique that can effectively reuse statistics from Georgiev, I., Slusallek, P.: Simple and robust iterative
temporal and spatial neighbors for each pixel’s importance sampling of virtual point lights. In:
direct light sampling PDF. Combining with a Eurographics (Short Papers), The Eurographics Asso-
biased estimator, this work will be able to synthe- ciation, pp. 57–60 (2010)
Hašan, M., Pellacini, F., Bala, K.: Matrix row-column
sis photorealistic images for scenes containing sampling for the many-light problem. In: ACM
dynamic emissive triangles on GPU in real time. SIGGRAPH 2007 papers, Association for Computing
Machinery, pp. 26–es (2007)
Hašan, M., Křivánek, J., Walter, B., Bala, K.: Virtual
spherical lights for many-light rendering of glossy
Conclusion scenes. In: ACM SIGGRAPH Asia 2009 papers, Asso-
ciation for Computing Machinery, pp. 1–6 (2009)
In this entry, we introduced the basic theory and Huo, Y., Wang, R., Jin, S., Liu, X., Bao, H.: A matrix
techniques about an efficient set of algorithms for sampling-and-recovery approach for many-lights ren-
dering. ACM Trans Graphics (TOG). 34(6), 1–12
photorealistic global illumination: many-light (2015)
rendering problems. We summarize cluster- Huo, Y., Wang, R., Hu, T., Hua, W., Bao, H.: Adaptive
based and sample-based methods that can matrix column sampling and completion for rendering
improve the efficiency of this algorithm signifi- participating media. ACM Trans Graphics (TOG).
35(6), 1–11 (2016)
cantly. Both came with a price: The cluster-based Kajiya, J.T.: The rendering equation. In: Proceedings of the
methods generate an approximation of the global 13th annual conference on computer graphics and inter-
illumination with a bounded error by traversing active techniques, pp. 143–150 (1986)
870 History of Augmented Reality
electromechanical flight simulator that encapsu- showing further proof that virtual overlays helped
lated the individual into a replica cockpit. During the user interact in the real world with enhanced
WWII, 500,000 pilots improved their skills by capability. His moral underpinnings as an animal
logging hours of initial training on 10,000 “Blue rights supporter and vegan mostly likely aided in
Box” Link Trainer machines. Later, the his passion as he later develop the first VR surgi-
Sensorama was created in the mid-1950s by Mor- cal simulators that helped to reduced the use of
ton Heilig, a cinematographer that patented the animals for medical training (Rosenberg 2016).
device later in 1962. It had stereo speakers, a In 1994, Steve Mann, recognized more as the
stereoscopic 3D display, fans, smell generators, father of wearable computing, also cemented him-
and a vibrating chair. Using his background in self into the fathering of augmented reality with
cinematography, six short films were created by his invention of the Digital Eye Glass and medi-
Morton Heilig himself to accompany the device. ated reality. (Mann 2018) At one time during work
In the 1960s and 1970s, more advancements at MIT, he would wear 80 pounds worth of
were made on the technological front of these equipment to class as he worked on wearable
industries. These include a continuation of technology and interacting technology with the
Morton Heilig’s work within a device called the environment (Mann 2013). A believer that tech- H
Telesphere Mask in 1960. More attention was nology should be organic to humans, rather than
beginning to be paid as a pair of Engineers from humanity learning the ways of computing,
Philco Corporation, Charles Comeau and James inspired him to integrate these two worlds.
Bryan, created the Headsight in 1961. It was In 1996, Jun Rekimoto invents the 2D matrix
developed for immersive, remote viewing of markers for AR objects, also known as Cyber-
dangerous situations by the military. The 1960s Code. It is a technique that allows for augmented
also saw the writing of the Ultimate Display reality to identify real world objects and estimate
concept by Ivan Sutherland. His design housed their place in a coordinate system. The technology
a computer-generated virtual world that was uses barcodes to identify large numbers of objects.
maintained in real time. The 1965 paper laid the This additionally makes it so that objects can have
foundation for concepts that represent the core useful information associated with them when
blueprint for these types of mediated reality tech- interacted with. The technology kept on maturing
nologies today. However, it was not until recently as the decade ensued. One year before the millen-
that Augmented Reality began to take off. nium in 1999, Hirokazu Kato created ARToolKit
The 1990s is when Augmented Reality truly at HITLab, which started an open source com-
came into fruition. The term was first coined that puter tracking library that created augmented real-
year by Boeing Engineers’ Tom Caudell and ity applications that could be placed into the real
David Mizzel (Rauterberg 1990). This is one world.
year after virtual reality received its official title The first augmented reality game was created
from Jaron Lanier. From the coining of its term in by Bruce H. Thomas and was called ARQuake. It
1990 and every few years, major developments was demonstrated at the international Symposium
were made. It was in 1992 with Louis Rosenberg on Wearable Computers in 2000. Smaller devel-
that steps were taken towards a functional aug- opments were made in the technology that contin-
mented reality system. It was called Virtual Fix- ued to bring it to more market appeal, but it was
tures and was developed through the US Air Force not until 2013 with the announcement of Google
Research Laboratory. His research showed that an Glass that the technology began to gain more
AR system could enhance performance. mainstream hype. Even the Google Glass creation
Rosenburg is dyslexic and attributes some of his was met with some criticism, Steve Mann said
success in technology to this trait. In fact, his issue during the Augmented World Expo in Santa
with handwriting is what spurred him towards the Clara that the technology was more a generation
computer in the first place (Rosenberg 2016). He one device, similar to other prototypes of the past
continued his research at Standford University, (Hollister 2013).
872 History of Augmented Reality
What was the moment that sent AR over the come a plethora of new applications and interac-
edge? Well, one could say that it was the break- tions within the technology.
through phenomenon of the Pokemon Go game These mediated reality technologies are set to
that allowed the technology to spread its wings in make $162 billion by 2020 (Intelligence, BI
the full twenty-first century – at least in a house- 2016). This growth is poised over the distribution
hold use sense. We may begin to see more inclu- of the technology itself, as it does require hard-
sion of interesting advancements in augmented ware purchases. The wearable market, which
reality, as it has been dubbed the eighth medium – slightly overlaps in this technology, is estimated
coming on the heels of mobile technology, inter- to sell $34 billion dollars worth of devices by
net, TV, radio, cinema, recordings, and print. This 2020, compared to the $14 billion in 2016
technology will be used in multiple ways, as it is (Lamkin 2016). The industry is on the rise and
expected that one billion people will begin as we continue to integrate incredibly more pow-
interacting the technology by 2020. The Micro- erful watches, glasses, and cell phones into our
soft Hololens was finally delivered in 2016 after daily lives, then there is a way this technology
its initial introduction in 2015; the developer’s kit could deepen the experience already enjoyed. Per-
is now available and the technology is seeking to haps one day, built into every pair of glasses could
upend some of the ways that we have traditionally be a “Character Marker,” as first forecast in 1901
approached augmented reality. and already in use in some facial recognition
The technology places images and objects into smart glasses today.
the environment to interact with and is dubbed by
Microsoft as a mixed reality system. There are
exciting developments surrounding the technol-
ogy, for example, an individual could see through References
your device to guide you through a repair job
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S.,
(Statt 2015). One could also Skype with another MacIntyre, B.: Recent advances in augmented reality.
person and walk around freely, and not worry IEEE Comput. Graph. Appl. 21(6), 34–47 (2001)
about having their full field of view obstructed. Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P.,
Damiani, E., Ivkovic, M.: Augmented reality technol-
The device also presents educational, gaming, and
ogies, systems and applications. Multimedia Tool.
a fundamental change in how computing is Appl. 51(1), 341–377 (2010)
expected to interact – as the system is completely Grover, D.: Augmented Reality History, Background and
self contained and independent from an underly- Philosophy. Macquarie University, 24 Feb 2014. wiki.
mq.edu.au/display/ar/Augmented reality history%2C
ing computer. This is unlike virtual reality systems
background and philosophy
like the Oculus Rift that tether you to a desktop Hollister, S.: In the shadow of Google Glass, an augmented
computer and corrals the users within the range of reality industry revs its engines. The Verge, 9 June
sensors. 2013. www.theverge.com/2013/6/9/4410406/in-the-
shadow-of-google-glass-at-augmented-world-expo-
What augmented reality will provide is an
2013
exciting link between traditional computing inter- Intelligence, BI.: The virtual and augmented reality market
actions and the real world. There is the ability to will reach $162 billion by 2020. Business Insider,
try on clothing or glasses before you purchase 22 Aug 2016. www.businessinsider.com/virtual-and-
augmented-reality-markets-will-reach-162-billion-by-
them from an online venue or store, or to try on
2020-2016-8
several outfits at the drop of a hat. There are Javornik, A.: The mainstreaming of augmented reality:
educational advantages and integration into our A brief history. Harvard Business Review, 4 Oct
self-driving car future. As more recent phones 2016. hbr.org/2016/10/the-mainstreaming-of-
augmented-reality-a-brief-history
from Google, Apple, and the like begin to inte-
Lamkin, P.: Wearable tech market to be worth $34 billion
grate more augmented reality into their latest By 2020. Forbes Magazine, 17 Feb 2016. www.forbes.
releases and software updates, then there will com/sites/paullamkin/2016/02/17/wearable-tech-
History of Virtual Reality 873
History
Mechanical Precursors
History of VR (virtual reality) can be taken as far
History of Virtual Reality back to 1793, when the Irish painter Robert
Barker exhibited his panoramic paintings at the
Mehmet Ilker Berkman rotunda in Leicester Square, which is the first
Communication Design, Bahcesehir University building purposefully constructed to view the
Faculty of Communication, Istanbul, Turkey paintings located on the inner facet of circular
walls, with internal staircases and platforms
(Benosman and Kang 2001). The building itself
Definitions is an immersive technology, patented in 1796 by
Barker. It is followed by a sequel of similar dis-
The term “virtual reality” was coined by Jaron play methods such as Franz Niklaus König’s
Lanier in 1987 during a period of intense research Diaphanorama, Daguerre’s Diorama, Charles
in immersive technologies (Virtual Reality A. Close’s Electronic Cyclorama, Thomas Bar-
Society 2017). Lanier owned a research company ber’s Electrorama, Lumière Brothers Photorama,
pioneered in 3D graphics and immersive interac- and Grimoin-Sanson’s Cinéorama (Uricchio
tions that produced the first commercially 2011). The Cinéorama, appeared in 1900 Paris
874 History of Virtual Reality
Exposition, consisted of ten synchronized 70 mm Zone 2014: 26). However, neither of these
motion picture projectors screening a 360 mov- attempts for a motion-picture stereoscope resulted
ing images on the walls of a circular space, where with a commercially successful product, due to
an audience of 200 viewers can be located at the the “contrast between the ease of inducing appar-
center in a gondola-shaped platform to experience ent motion and the difficulty of seeing depth in
a balloon ride over Paris. Some other immersive sequences of briefly presented stereoscopic
setups in Paris Exposition were Trans-Siberian images” (Wade 2012). Stereoscopes stayed in
Railway Panorama and the Mareorama, both use until early 2000s as an entertainment and
used moving panoramas painted on canvas to educational technology and finally a children’s
simulate motion within traveling experience. The toy, to view stereoscopic images printed on
nineteenth century panorama evolved into a mass cards, film, slides, and reels. The design of Brew-
media while people around Europe visited various ster evolved into phone-based VR products after
panoramic displays immersing themselves in 2014, which employ mobile phone screen to show
views of nature, landscape, and historic events stereoscopic images instead of printed images
(IJsselsteijn 2005). These circular display tech- (Jerald 2015: 16).
niques of panoramic vision evolved into wide- Stereoscopic projection artifacts should also be
screen cinema in twentieth century. mentioned within the early efforts that can be
Stereoscope was another early invention of related to virtual reality. Louis Ducos du Hauron,
nineteenth century that pioneers virtual reality the inventor of color photography, enhanced the
technology. In 1838, Charles Wheatstone, Profes- “anaglyph” methods that can also be used for
sor of Experimental Philosophy in King’s College forming three-dimensional visuals based on
(London) devised two mirrors located at 45 to the encoding each eye’s image using filters of differ-
viewer’s eyes, reflecting two slightly similar ent colors. The term “anaglyph” was first used by
images. Images were drawings, since it was a de Hauron in 1890s, but the principles were
year before Daguerre (who was also the director known since as early as seventeenth century
of Dioroma mentioned above) established a prac- (Zone 2014: 55). The first stereoscopic projection
tical photographic process called daguerreotype. based on anaglyph method was described by
Later in 1841, Wheatstone made experiments with Wilhelm Rollman in 1853, who could have been
photographs taken with a single lens camera from the first to project images with complementary
different angles (Wade 2012). In 1849, David colors but the first projector that is known to be
Brewster has developed a handheld stereoscope actually built was made in France by Charles
using prismatic lenses besides a binocular camera d’Almeida, in 1858. In nineteenth century, the
to take stereoscopic photographs. Brewster (1856) methods based on the polarization of light were
credits the first functional stereoscope to also employed to display three-dimensional
Mr. Elliot’s design in 1834, which is a stereoscope images. The principles of polarization had been
that does not employ any mirrors or lenses: the known since seventeenth century, but a British
ocular stereoscope. Referring to Wheatstone’s physicist named John Anderton is credited to be
device as reflecting stereoscope, Brewster named the first to use it for projection of three-
his own invention as lenticular stereoscope. The dimensional images with his mechanism patented
Brewster stereoscope had drawn a huge public in 1895.
attention. A London based company sold more
than half a million stereoscopic views from 1856 Immersive Movies
to 1858 and a million views in 1862 (Bendazzi During the first two decades of twentieth century,
2016: 15). The public attention in stereoscopes led motion pictures became a popular entertainment
to attempts to combine stereoscopic views and medium. However, until 1922, there was not a
motion, such as Claudet’s and Duboscq’s efforts successful product of 3D motion pictures that
in 1852, which was the earliest patent application has developed beyond prototype stage. In
for a motion-picture stereoscope (Wade 2012; September 1922, the first 3D feature film, Power
History of Virtual Reality 875
of Love, was screened to an invited audience at angle for the spectator. The curved screen
Ambassador Hotel Theater in Los Angeles. The consisted of vertical strips angled toward the audi-
film is taken by Harry K. Fairall’s camera which ence to prevent light reflected from one edge of
was later patented as “Binocular Nonstop Motion the screen to wash away the image on the other
Picture Camera” in 1930. Stereoscopic viewing edge. Originally, Waller developed an 11 projector
was achieved using anaglyph method, in which system called Vitarama for 1939 World’s Fair in
viewers use complementary colored glasses. New York and worked on five projector systems
Another anaglyph based 3D motion picture were for military training purposes during WWII.
Plasticons by William Van Doren Kelley’s stereo- Although the wide screen technologies revoked
scopic camera pair, followed by Jacob Leventhal the interest into movie theaters, systems like
and John Norling’s Plastigrams, which were ani- Cinerama, such as its successors Cinemiracle,
mated cartoons that obtained a large audience in Thrillerama, and Wonderama which were based
multiple theaters. Success of Plastigrams created a on multiple cameras and projectors, were not
demand for more novelty 3D film, which was widely accepted due to production and projection
filled with Stereoscopics created by Jacob costs. The Cinemascope technology became pop-
Leventhal in 1925, followed by Audioscopics in ular, which is based on single camera and projec- H
1935. Although the commercially successful tion that uses an anamorphic lens to create a wide
examples of 3D cinema was based on anaglyph screen picture (Reeves 1982; Patterson 1973).
method, there were attempts to use alternate frame Norton Heilig brought the immersive viewing
and polarized viewing technologies. The Tele- experience one step further, with his “Telesphere
view of Laurens Hammond was a public 3D Mask” and “Sensorama.” Patented in 1960 and
motion picture screening in New York, in 1962, these two inventions can be regarded as
December 1922. This 3D motion picture system multisensory theater with 3D images, stereo
installed at Selwynn Theater used a twin-strip 3D sound, wind, smells, and vibrations, but the inter-
camera with two lenses, dual projectors, and a activity was missing (Bown et al. 2017).
revolving electrical shutter affixed to the armrest Telesphere Mask was described as “Stereo-
of each spectator’s seat. The Zeiss Ikon company scopic Television Apparatus for Individual Use”
based in Dresden Germany used polarized 3D in patent documentation, with a pair of adjustable
methods. Working in cooperation with the State lenses, a pair of television tube units, a pair of
Establishment for Physics and Technology of earphones, and a pair of air discharge nozzles.
Braunschweig, Zeiss Ikon developed a high- Nozzles meant to provide air currents of varying
speed twin 16 mm stereo motion picture film velocities and temperature, with odor. Being a
system for use at the Berlin Olympics of 1936; wearable device, Telesphere Mask highly resem-
while in 1935, Otto Vierling developed a single- bles to the modern head mounted VR systems.
strip 35 mm stereo camera system using a prism in However, it does not provide any motion tracking
front of the lens for Zeiss Ikon, viewed using ability. Although Heilig actually build the device,
polarized glasses (Zone 2007). he focused on a more advanced system.
Wide screens were alternative to 3D stereo- Sensorama, patented in 1962, was a device
scopic vision in order to create an immersive roughly equivalent in size to a video arcade cab-
experience. In 1950s, the motion picture industry inet, with a housing that holds a hood to fit the
in USA was seeking for novelty in order to com- head of the observer, for viewing projected ste-
pete with television. Wide screen cinema was a reographic images through an optical setup. The
solution to attract viewers to movie theaters. hood also contains audio equipment and a breeze
Developed in 1952, Fred Waller’s Cinerama is directed toward to hood to enhance multisen-
used three simultaneously shot 35 mm films that sory experience. Heilig created five films for
were synchronized and interjoined into a single Sensorama, a bicycle ride, a ride of a dune
wide image projected on a huge curved screen by buggy, a helicopter ride over Century City, and a
three projectors, forming a 146 –55 viewing dance by a belly dancer, and a motorcycle ride in
876 History of Virtual Reality
New York city, which includes a vibrating seat, demonstrated his ideas with a prototype named
rush of air through observer’s head with odors “Sword of Damocles,” a head mounted 3D dis-
alongside the riding path. As this was the first play that is capable of presenting computer gen-
olfactory stimulus embedded within an immersive erated images to the user with a perspective image
technology, computer controlled olfactory inter- which changes as user moves. System employed
faces were not available until 1993 (Youngblut special spectacles containing two miniature cath-
et al. 1996). Heilig had the vision on the ode ray tubes for stereoscopic vision; two head
Sensorama’s potential in education, training, and position sensors, one mechanical and the other
marketing but it was a commercial failure and the ultrasonic, to measure the position of the user’s
only instance of it was employed as an arcade head. The name “Sword of Damocles” comes
console (Bown et al. 2017; Garner 2018). In the from the mechanical head positioning sensor, a
mid-1960s, he extended the idea to a multiviewer mechanical arm hanging from the ceiling. It is
theater concept patented as the Experience The- rather heavy and uncomfortable to use, and the
ater in 1969. ultrasonic solution was designed as an alternative.
The display system was an augmented reality
The Modern Age apparatus rather than a virtual reality device,
As there are numerous developments in VR dur- since the images on cathode ray tube displays
ing modern era, these are given as sections instead are reflected on half-silvered mirrors which
of chronological order. allow user to see real-world objects in the room
simultaneously. The images viewed by the user
Head Mounted Displays are transparent “wire frame” line drawings, due to
Built by Charles Comeau and James Bryan in the computational costs of rendering solid objects
1961, The Headsight was a remote surveillance in real time. Although the objects viewed by the
device that attaches a video camera to a head users are quite simple as a cubical room, Suther-
mounted display. It was not intended as an land (1968) reports favorable response of users to
immersive virtual reality technology. For its good stereographic vision.
motion tracking capabilities it is credited as a The origin of the contemporary VR HMD is
milestone in history of virtual reality, since it based on the design of Drs. Mike McGreevy and
uses magnetometers to track head movements of Jim Humphries at NASA Ames Research Center.
the user to control the attached camera (Jerald The system is called VIVED (Virtual Visual Envi-
2015; Bown et al. 2017; Garner 2018). ronment Display), which later evolved into VIEW
In 1967, a civil and military helicopter (Virtual Interactive Environment Workstation) as
manufacturing company tested a head-mounted a general-purpose, multisensory, personal simula-
display (HMD) that showed video from a servo- tor and telepresence device, configured with head
controlled infrared camera mounted beneath the and hand tracking, monochrome wide field-of-
helicopter. The camera motion is synchronized view stereo head-mounted displays, speech rec-
with pilot’s head, both augmenting his night ognition, 3D audio output, and a tracked and
vision and providing a level of immersion suffi- instrumented glove (Fisher et al. 1987) and has
cient for the pilot to equate his field of vision with encouraged several American companies to
the images from the camera (Fabri et al. 2008). develop related commercial products (Mcgreevy
A technical report of a project in Wright- 1991).
Patterson Air Force Base dated to 1969 is publicly An alternative to HMD’s were boom-mounted
available about the design of a helmet mounted displays, a stereoscopic binocular displays
display for US military pilots (Heard et al. 1969). attached to a multilink arm. While the arms pur-
Ivan E. Sutherland envisioned a computer con- pose was tracking the motion of user, it also helps
trolled virtual environment that emulates real-life to balance the display. Another advantage of this
physics in his classical article “The Ultimate Dis- kind of setup is that suitability for turn-taking use
play” (Sutherland 1965). In 1968, Sutherland for multiple people, i.e., when a user releases the
History of Virtual Reality 877
device, another person can take place and con- states that their efforts were also concentrated on
tinue to view the virtual environment from the design of virtual cockpits with very wide field of
same perspective. Sutherland’s Sword of Damo- vision. In September 1981, their work lead to a
cles was built around the same principle, while virtual cockpit system with 120 of view on the
several boom-mounted displays were available as horizontal (Carlson 2017).
commercial products in 1990s (Youngblut
et al. 1996). Input Devices: Data Gloves, 6DOF Input, and
Locomotion Systems
Flight Simulators In 1976, Thomas DeFanti and Daniel Sandin
The history of the mechanical flight simulators developed an inexpensive, lightweight glove to
can be dated back to 1910, but the foundations monitor hand movements. Based on an idea of
of modern day flight simulation were based on their colleague in Electronic Visualization Labo-
Edwin Link’s work (Allerton 2009). Based on the ratory, Richard Sayre, the glow is named as Sayre
simulator technologies developed by aviation Glove. Later in early 1980, MIT Architecture
industry, several end-user motion chairs, predom- Machine Group used a camera-based LED system
inantly intended for use in VE entertainment to track body and limb position for real-time com- H
applications, became available in 1990s puter graphics animation, termed “scripting-by-
(Youngblut et al. 1996). However, Link’s design enactment.” The method was intended as a body
was a motion simulator which did not include any motion tracking system, which can be also
external visual scene. Early visual systems were employed for hand tracking. In 1983, Gary
based on actual physical models, or pictures, such Grimes designed a glove, a specially tailored
as the German bombers were trained in WWII, in cloth for data entry using alphabet of hand signs
which a continuous picture of a ground scene was with numerous touch, bend, and inertial sensors
rolled under the trainee who looked through the sewn on the glove. In 1987, the team of Thomas
sight from a similar position to that in the actual Zimmerman developed the Data Glove that uses
bomber. Later, a miniature model of a scene fiber-optic wires and magnetic position tracking.
around an airport was used over which a video Commercialization of the product led to a wide-
camera traveled based on the aircraft’s position as spread use in research organizations, and inspired
calculated by the flight model (Lawn 1998). The a commercial gaming glove that is manufactured
first computer image generation systems for flight in 1989 (Sturman and Zeltzer 1994).
simulation is developed for space program (Rolfe As an alternative to relatively expensive
and Staples 1988). A version that is commercially gloves, 6DOF (six degrees of freedom) input
available for civil aviation companies, Vital devices were developed. In 1983, John Hilton
(Virtual Image Takeoff and Landing) was devel- sets out to develop a “3D force sensing joystick”
oped in 1969 as a laboratory prototype. The next for computer aided design applications while at
version, Vital II, was approved by FAA and the University of Sydney, Australia, and devel-
installed on a 737 simulator in 1972. Vital devices oped first prototype of Spaceball, which would
were only capable of visualizing lightpoints lead to a line of products named as spacemice
(Warwick 1987). Trainees see a night-like view (spacemice.org 2016). Spacemice devices have a
of the landing scene at simulator’s front windows, puck or ball that can be moved along X, Y, and
through a pair of cathode ray tube monitors. The Z axis as well as being twisted rotationally on each
VCASS (Visually Coupled Airborne Systems of those axis to roll, pitch, and yaw the 3D objects.
Simulator) was also an advanced flight simulator An alternative input device type is flying mouse,
training of fighter pilots (U.S. Congress, Office of or bat, originally developed by Ware and
Technology Assessment 1994). Trainees wore a Jessome (1988).
HMD that reflects the out of the window view. Another type of input devices are locomotion
Thomas A. Furness, who worked as a scientist in interfaces that allow users to walk in the virtual
the Wright-Patterson Air Force Base in 1970s, environment. These type of interfaces appeared as
878 History of Virtual Reality
treadmills, sliding shoes, and foot pads, as well as virtual environment through the head-mounted
some efforts to simulate walking with use of display (Medina et al. 2008). Circulafloor (Iwata
robotic tiles (Iwata 2013). et al. 2005) simulates an infinite surface by the
An early example of sliding shoes approach is circulation of a set of omnidirectional movable
Iwata’s “harness and roller skate” design in 1989, tiles. Each computer controlled tile move in the
in which the walker is fixed to the framework of opposite direction of the walker’s measured direc-
the system by a harness and a pair of roller skate tion, canceling the motion of the step and fixing
equipped with four casters which enables two- the walker’s position. Currently, the locomotion
dimensional motion as the motion of the feet devices have not become an affordable consumer
was detected by an ultrasonic range detector. product but there are several companies providing
The system evolved into “Virtual Perambulator,” turn-key solutions for industry, academia, and
which employs touch sensor equipped rubber san- business.
dals with low friction film located at the middle of
the sole (Iwata and Fuji 1996). Slater et al. (1995) Mirror Worlds
used a method that does not require an additional Mirror worlds or projected realities provide a
hardware, by employing a neural network algo- second-person experience in which the viewer is
rithm for analysis of the stream of coordinates represented by her image taken by a video camera
from the HMD, to determine whether or not the and merged into the virtual environment, and the
participant is walking on the spot. computer processes the users’ images to extract
One of the antecedent locomotion treadmills features such as their positions, movements, or the
were designed by James Lipscomb for the number of fingers raised (McLellan 2004). Com-
Walkthrough Project (Brooks 1987) in 1986, puter artist Myron Krueger’s efforts in combining
which uses a nonmotorized treadmill and bicycle interactive arts with VR were started in 1969, and
handles. Since directionality is acquired through led to Videoplace system in 1974 which is the
bicycle handles, the system was not an omni- earliest example of mirror worlds. The system
directional treadmill. Within US Army employs video-based motion tracking to analyze
Dismounted Infantry Training Program which the relationship between the user’s image and the
began in 1992 (Singer et al. 1998; Knerr 2000), computer-generated objects and combines both
a unicycle-like pedaling system was developed in on a projection display (Krueger and Wilson
1994, called Uniport. Uniport is the earliest exam- 1985). It can be used as a telepresence artifact
ple of foot pad approach in virtual locomotion, for two users interacting with each other through
followed by the OSIRIS in 1995, which utilizes a the computer generated graphics.
stair stepper device as same as that used in athletic Another early mirror world system dated back
gyms. Uniport is replaced with Treadport in 1995, to 1986 is the Mandala VR System developed by a
which is based on a unidirectional treadmill. group of Canadian performance artists and com-
Darken et al.’s (1997) omni-directional treadmill mercialized as a product. The system employs a
is a more advanced system, employing two layers video camera that implements the captured video
of belts controlled by servo motors. The top belt of the user into a computer generated environment
comprised of an array of freely rotating rollers lies or a previously taken video that is controlled by
atop a second, orthogonally oriented belt also computer. There were several applications of the
comprised of rollers. A tracking arm detects system including games and educational museum
user’s position. Another device within the tread- interactions (Wyshynski and Vincent 1993).
mill approach, Virtusphere, utilizes a human-sized
hamster ball. Built in 2006, Virtusphere is a ten- Virtual Projection and Virtual Spaces
foot hollow sphere, which is placed on a special In 1992, a research group in Electronic Visualiza-
platform that allows the sphere to rotate freely in tion Laboratory and the School of Art and Design
any direction according to the user’s steps. User is at the University of Illinois at Chicago introduced
able to walk and run inside the sphere, viewing the the concept of a room whose walls, ceiling, and
History of Virtual Reality 879
floor surround a viewer with projected images. an absence of case studies with cost-benefit ana-
The system they built had four screens, three lyses and a widespread absence of attention to the
walls, and a floor. It was named as CAVE requirements and limitations of the end users”
(CAVE Automatic Virtual Environment), with a were factors that affected the development con-
recursive acronym, in reminiscent of Plato’s alle- sumer level VR systems.
gory of the cave (Cruz-Neira et al. 1992). Several The first decade of the twenty-first century is
CAVE systems were built around the world, described as the “VR winter” (Furness 2014).
mostly in research institutions to be used as a There was little mainstream media attention
virtual environment, a virtual prototyping plat- given to VR from 2000 to 2012, while there
form, and for visualizing scientific 3D spatial were no consumer level VR products. By 2012,
datasets. ignited by a kickstarter project, companies rang-
Some examples are the CAVE’s in Ars Elec- ing from start-ups to the Fortune 500 began to see
tronica Center in Linz, Austria, which was the first the value of VR and started providing resources
to be installed outside the USA in 1996 (Kuka for VR development (Jerald 2015).
et al. 2009) and the world’s first six-screen CAVE
in Center for Parallel Computers at the Royal H
Institute of Technology in Stockholm, built in
Cross-References
1998 (Ihrén and Frisch 1999).
The advantages of CAVE environments over
▶ Interactive Virtual Reality Navigation Using
HMD displays is that multiple users can see each
Cave Automatic Virtual Environment
other in the CAVE at the same time, wearing
Technology
shutter glasses instead of heavy helmets. System
▶ Locomotion in Virtual Reality Video Games
usually runs on a cluster of networked computers.
▶ Natural Walking in Virtual Reality
Computers generate a pair of images following
▶ Presence and Immersion in Virtual Reality
each other, one for each eye of the user, synchro-
▶ Redirected Walking
nized with shutter glasses. As a result, images
▶ Virtual Hand Metaphor in Virtual Reality
seen by the user is three dimensional, as the
▶ Virtual Pointing Metaphor in Virtual Reality
objects are floating in the room. CAVE systems
▶ Virtual Reality: A Model for Understanding
employ a motion tracking technology to locate the
Immersive Computing
user in the room, besides interaction devices such
as data gloves, joysticks, or wands (Manjrekar
et al. 2014).
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Clara (1996) 2017
Holography as an Architectural Decoration 881
Synonyms
Holography as an
Architectural
Decoration, Fig. 1 DCG
reflection type of hologram
Holography as an Architectural Decoration 883
Wall Decoration
The works (Figs. 4 and 5) were finished in the
shape of a mural painting. A silver halide reflec-
tion hologram with a diameter of 160 cm (Fig. 6)
is installed in the basement (Ishii 1993). The
reconstruction of the holographic image is
enabled by guiding sunlight through optical fibers
Holography as an Architectural Decoration, that stretch from the roof of the building to the
Fig. 2 Sculptural object in an entrance, 270 cm 200 cm basement (Ishii 2006a). Staff in the building are
Rainbow Production
When sunlight hits the grating installed in the
crosspiece of a glass window, the diffracted
light produces a rainbow color on a ceiling or
wall (Figs. 7, 8, and 9). The rainbow moves
across various surfaces with the movement of
the sun. The sunlight’s production of the rainbow
carries brightness and peacefulness into an
everyday living space. Holography is the easiest
Holography as an Architectural Decoration,
Fig. 6 Large format silver halide holograms reconstructed way to bring light of the sun inside a space (Ishii
from sunlight 2007).
Holography as an Architectural Decoration 885
Application for Large Format Multicolor construction space (Fig. 10a) in 2003. Film
Rainbow Holograms holograms are laminated between two pieces of
Three large format multicolor rainbow holo- glass. Behind the holograms, a flat vessel
grams (Fig. 10b) were installed in a large-scale containing water and with mirrors on its bottom
is situated on the floor. The device produces
ripples on the surface of the water that causes
water droplets to fall from the top. The lights
used for hologram reconstruction reflect from
the mirrors under the water, adding dynamic
movement and imparting a sense of vividness
to the virtual image.
The transmission hologram requires a large
area behind the hologram for lighting. At this
point, the type of reflection is easier to manipu-
late than the type of transmission. In the follow-
ing cases (Fig. 11a–c), multicolor rainbow H
holograms were installed and are dependent on
the quality of their reflection, which is produced
by mirrors. The works in Fig. 11b, c are installed
in Taiwan.
Conclusion
Holography as an Architectural Decoration, Fig. 10 (a) At Tokyo Institute of Technology. (b) Multicolor trans-
mission hologram with water ripple, 210 cm(h) 300 cm(w) 250 cm(d)
886 Holography as an Architectural Decoration
Holography as an Architectural Decoration, Fig. 11 Multicolor rainbow hologram with a mirror. (a)
110 cm 10 cm 4 cm. (b) 70 cm 140 cm. (c) 230 cm 110 cm
light, which came in the 1960s with the invention Upatnieks had fled the Soviet occupation of Lat-
of the laser. This allowed for the intense, coher- via with his parents, seeking asylum in Germany,
ent light necessary to construct holograms. and eventually emigrating to the United States
Holographics represents another trend for (Emmet Leith and Juris Upatnieks Co-Inventors of
humanity, our ability for many of us to stumble Holography). He attended high school in Ohio, and
upon a similar technology at the same time. While after studying Electrical Engineering at the Univer-
not knowing of Gabor’s work, a Russian in the sity of Akron, he received his Bachelor’s degree in
former Soviet Union by the name of Yuri 1960 and began conducting research at the Michi-
Denisyuk became inspired by the very man that gan facility. What this pair would create together
inspired Dennis Gabor, Gabriel Lippmann. After would cement their hands in the creation of mod-
reading of Lippmann’s work, he began to experi- ernized holographics, as they solved the twin image
ment in 1958 using a highly filtered mercury issue and greatly improved the technology. Even
discharge tube, as there were no lasers yet. His Gabor himself would mention Leith and Upatnieks
work was published in 1962 to lackluster support. in his 1971 Nobel Prize speech, stating that their
It wasn’t until a visiting delegation of American success “was due not only to the laser, but to the
scientist requested to meet with him that he saw long theoretical preparation of Emmett Leith, which
his own esteem and fortunes rise. started in 1955. . . This was in fact two-dimensional
Emmett Leith is another individual that holography with electro-magnetic waves. . . Their
followed a similar hunch like Gabor and results were brilliant” (Emmett Leith).
Denisyuk. At the relatively young age of 25, he Like other technologies, the 1960s and 1970s
began researching highly classified works at the were a time of true maturation. In 1965, Robert
University of Michigan’s Willow Run Laborato- Powell and Karl Stetson published a paper on
ries in 1952. He was set to work to study holographics interferometry, which proved useful
synthetic-aperture radar (SAR). The army desired for nondestructive testing of materials, fluid flow
high-quality imaging radar system, but without analysis, and quality control. Larry Siebert of the
further innovation in the field, then the antenna Conductron Corporation utilized a pulsed laser to
was projected to be so large that no airplane could create the first hologram of a person in 1967. This
carry it. They sought to create a synthetic antenna was instrumental in the early days of commercial
that had high-powered capability because it pro- display holography. Unfortunately, a recession in
cessed image data like a hologram – within small the early 1970s forced the company to close,
pieces over transmitted pulses. By 1957, Leith’s shutting the door on a potentially huge market.
new method was ready to be tested. After eight The late 1960s saw Stephen Benton’s inven-
flights yielded no images, the critics seemed val- tion of white-light transmission holography while
idated in their doubts of such a technology; how- researching holographic television for Polaroid
ever, on the ninth flight, the terrain was beautifully Research Development (Sergey). It was signifi-
captured and the SAR system became famous cant because it made the mass production of holo-
(Emmett Leith). grams possible by stamping the interference
It was in the 1960s that Leith turned toward the patterns onto plastic. These holograms could be
work of Dennis Gabor, realizing that there was duplicated millions of times over for a few cents
more interesting research to be conducted. apiece. This created embossed holograms that are
Gabor’s work produced fuzzy images that also now utilized by publishing, advertising, and many
contained twin images, and the doubling of other industries.
images was deemed unsolvable. Leith approached Lloyd Cross combined white-light transmis-
Juris Upatnieks, whom was not originally sion holography with more conventional cinema-
impressed by the work and recently joined the tography processes to create more realistic
facility but become convinced after reading illusions. One of the most famous is a series of
Gabor’s experiment in Principles of Optics by photographs called “Kiss II” in 1974, which was
Born and Wolf (1959). made from approximately 360 frames and shows
Holography, History of 889
an image of a woman named Pam Brazier blowing actually a twenty-first-century application of Pep-
a kiss and winking at the viewer as they walk by per’s Ghost. A custom-developed foil was utilized
(History). He would later create Multiplex Com- in the technique to create more realistic images.
pany that produced hundreds of images using his Tupac is not the only artist to be brought to life
technique. using this type of technology. The cartoon band
The field of holography was divided into sev- by the name of the Gorillaz has long experimented
eral camps. There were researches, artists, and with the concept, but due to technical issues,
artisans. In 1972, Tung Jeong began offering sum- hologram-based concerts were still a challenge
mer workshops for non-physicists at Lake Forest to tackle, and it took several more years before
College in Illinois. This introduced a new medium we were able to sit in a truly hologram-like
for expression for artists that many ran with. Art- experience.
ists like Salvador Dali utilized holographic tech- In 2014, Uwe Maass came into the limelight
nology in exhibitions, such as at the Knoedler again. Forming a venture with his peers, he cre-
Gallery in New York. Work like his and others ated Hologram USA and MDH Musion, both of
contributed toward the mainstreaming of this which are doing amazing things in the field of
technology, as more of the public was introduced holographics. One example of the impressive H
to it. sway this technology can hold comes from
Through the next few decades until the Narendra Modi, whom entered the race for
millennia, there was the development and appli- Prime Minister of India. With low polling num-
cation of the technology across different spaces. bers, he hired MDH Musion and began delivering
The 1980s saw more integration of the technology speeches simultaneously at hundreds of rallies
to familiar items. In 1983, MasterCard Interna- across 1400 locations – reaching an estimated
tional, Inc. was the first to use hologram technol- 14 million additional voters. His numbers went
ogy in their banking security (History). It was from a low 34% to 53% and won him the election
deemed the largest distribution of holographic (Howard 2015).
technology at that time. It was in March of 1984 The 2016 live performance by Callie and
that holographic technology made its way onto Marie at Niconico Tokaigi, Japan (Splatoon
the cover of the National Geographic 2016), and the 2018 Hatsune Miku Concert in
(volume 165, Number 3), with nearly 11 million Los Angeles (Hatsune Miku Concert 2018) have
holograms being carried throughout the world both demonstrated new advances in holography
(History). In 1997, German inventor Uwe Maass where concertgoers were able to enjoy a
created a roll up, transportable technology that hologram-like experience.
enabled a new type of holographs that he deemed The holography market is projected to hit
“eyeliner.” This technique was modernized and $3.57 billion by 2020 (Holographic Display Mar-
utilized by a company called Zebra Imaging. ket). With applications across entertainment, mil-
The army utilized the technology in 2006 to itary operations, financial markets, politics, work,
have field maps that were 2 3 ft and could and home use, there is an appetite for the technol-
have a light shined on them which reveal a holo- ogy. After many decades it took to bring it to full
gram of the terrain before them. It would show the actualization, the twenty-first-century evolution
steepness of the topography and where they might of the technology may finally bring what we
be vulnerable to ambush. The three- dimensional have been only able to speculate in science fiction
aspects of the new maps were a hit, and over novels to life.
14,000 holographic maps were utilized by Amer-
ican troops in Iraq and Afghanistan over the next
decade (Howard 2015). Cross-References
Some might remember the 2005 concert where
Tupac was presented on stage, while some may ▶ Hologram
consider this a hologram technology, it was ▶ Holography
890 Holoscopy
References
HRI AR
Emmet Leith, Juris Upatnieks Co-Inventors of Hologra-
phy: Emmett Leith and Juris Upatnieks, Millennium
▶ Augmented Reality for Human-Robot Interac-
Project, University of Michigan. http://um2017.org/
2017_Website/Emmett_Leith_and_Juris_Upatnieks. tion in Industry
html. Website information comes from: http://
um2017.org/ – a site dedicated to tracking the history
of University of Michigan for its 200 year
anniversary
Emmett Leith: Emmett Leith Inventor of Practical Holog-
raphy, University of Michigan. http://ece.umich.edu/ HRIR
bicentennial/stories/emmett-leith.html
Hatsune Miku Concert: Los Angeles HD 1080P 60FPS
Full Length. https://www.youtube.com/watch? ▶ User Acoustics with Head-Related Transfer
v¼0jrtOBM97X4 (2018) Functions
History: The History and Development of Holography,
hologram, holograms, holography, holography exhibi-
tions, holographic images, 3-D, 3-Dimensional images,
Hologram, Holograms, Holography, Holography Exhi-
bitions, Holographic Images, 3-D, 3-Dimensional
Images. HOLOPHILE, INC. www.holophile.com/
history.htm
HRTF
History of Holography: Holographic Studios, 22 Mar 2016.
www.holographer.com/history-of-holography/ ▶ User Acoustics with Head-Related Transfer
Holographic Display Market worth $3.57 billion by 2020. Functions
Markets and Markets. www.marketsandmarkets.com/
PressReleases/holographic.asp
Howard, D.: 400 Years of Holograms: The History of Illu-
sion. Popular Mechanics, Popular Mechanics, 24 June
2015. www.popularmechanics.com/technology/gadgets/
a16141/holograms-are- people-too/
Sergey, Z.: History of Holography. Holography – virtual HUD (Heads-Up Display)
gallery. www.holography.ru/histeng.htm
Splatoon: Squid Sisters – Live Concert at Niconico Tokaigi ▶ Game Interface: Influence of Diegese Theory
2016. https://www.youtube.com/watch?v¼wxkKUb
NnXKE
on the User Experience
Human Detection
Holoscopy
▶ Deep Learning Algorithms for 3D
▶ Holography, History of Reconstruction
▶ Five Nights at Freddy’s, a Point and Click Hor- ▶ Cognitive Psychology Applied to User Experi-
ror Game ence in Video Games
Human Interaction in Machine Learning (ML) for Healthcare 891
(Kumar et al. 2021). Healthcare systems now can many cases, humans outperform AI. To improve
predict and control any new infectious disease, the design of automated streetlights, a human–AI
e.g., COVID-19 (Mukherjee et al. 2021) or Mon- interface using both human and ML techniques is
keypox (Ahsan et al. 2022). As such, ML and AI presented. In a different case, the text is put into
in healthcare have shown to be very extensive in groups using ML, even though the initial data
achieving a higher quality of service and patient processing was done automatically (Yang et al.
health. 2019). Humans are added to the loop if the first
results are not good enough. Such issues show
some limitations of ML, and that human under-
Interactive ML (I-ML) standing is the primary remedy. ML can deliver
precise and accurate solutions to well-structured
Real-world uses of ML techniques have shown queries, but not too ambiguous ones while build-
weaknesses that result in poor results and the need ing complex new algorithms. When humans and
for improvement. ML algorithms require access to ML techniques are combined, systems become
good-quality, unbiased, and complete training more effective and exceptional, as humans are
data to work optimally. In most cases, a lack of the most informed and possess abstract thought.
high-quality data leads to poor results. While ML
techniques can provide exact and quite well solu-
tions for well-structured problems, they are I-ML in Healthcare
unsuccessful for nondeterministic polynomial
time (NP)-hard and ill-conditioned problems. Various research on human behavior for Al inter-
Humans are the only entities capable of actions has been published in the field of medical
explaining the limitations of ML approaches applications. Protein structure, genomic annota-
since humans are excellent at abstract thoughts tion, image analysis, and knowledge base popula-
and solving computationally complex problems. tion are healthcare problems still requiring human
As such, one way to improve the performance of involvement. In some instances, many humans are
ML systems is through human involvement in the necessary; in others, we need only a limited num-
process. The mechanism through which humans ber of highly trained professionals in specific
and ML systems work together is known as inter- fields. For example, in (Caruana et al. 2006), ML
active machine learning (I-ML). It is feasible to and biochemists work to categorize low-level pro-
construct systems more quickly and effectively by tein structures. They begin by clustering protein
merging human feedback with ML, and that leads structures. After then, biochemists would discuss
to more precise system design and predictions that the data. Biochemists review the discoveries and
are more accurate. For example, Fails and Olsen apply new constraints for the next iteration. Clus-
established I-ML, showing its importance and tering parameters are next changed to fit restric-
promise (Fails and Olsen 2003). Moreover, in tions. In another study, experiments evaluate the
(Zerilli et al. 2019), Zerilli et al. discuss including I-ML “human-in-the-loop” technique, especially
individuals in decision-making. Humans and ML when it comes to opening the “black box” and
will need to work together in the future for many letting a person alter and interact with an algo-
ML applications, no matter how well planned. rithm directly or indirectly (Holzinger et al. 2016).
Elish and Watkins observe that using an AI system The research involves a framework for the travel-
to assist in identifying sepsis patients disrupted ing salesman problem that solves practical diffi-
clinical operations and drove nurses to devise culties in health informatics, such as protein
novel solutions to the problem (Elish and Watkins analysis. In (Holzinger 2016), a study identifies a
2020). Nurses are responsible for integrating AI problem by finding globally optimal protein
findings with established clinical diagnostic pro- threading, which checks if threading with a score
cedures. In (Nascimento et al. 2018), ML experts less than or equal to K exists. This problem is
attempt to automate streetlights using ML. In categorized as NP-hard. Problems labeled as
Human Interaction in Machine Learning (ML) for Healthcare 893
NP-hard cannot be solved in polynomial time. annotations to be used for model training. More-
One of the primary advantages of human interac- over, experts fine-tune the model using the new
tion in ML is the ability to tackle NP-hard prob- recent annotated data until the ML algorithm is
lems. Another study in (Holzinger 2016) optimal. In the discipline of ML, “annotation”
discusses the k-anonymization problem of a refers to labeling data to indicate the outcome you
record publication that cannot be identified from want the model to predict. In this context, we train a
k other entities in the data. While the task of model with the new annotations, and the model
k-anonymization is similarly NP-hard, the sup- then uses the latest data to increase its prediction
pression or generalization of attributes can mea- accuracy. As such, we acquire more precise labels.
sure the effectiveness of the outcome until each This procedure, where experts feed data to the
database row is identical to at least k1 other row. computer to assist future decisions, is known as
Using generalization and suppression, an exten- supervised ML. The goal of training is to enable the
sion of the k-anonymity model maps any given algorithm to make correct decisions when pre-
record in the dataset to at least k others. A human sented with new data. Unlabeled datasets, on the
best performs this. other hand, are employed as unsupervised
ML. Under these conditions, the algorithm is pro- H
grammed to seek and define its own structure of
Experts Within Healthcare I-ML unlabeled data. This part is referred to as a deep
learning (DL) approach.
In I-ML applications, when the task is profes- – Testing phase: Testing and evaluation from
sional and complicated, we observe that humans experts help in fixing wrong results. There are two
with a higher domain expertise should be in the kinds of wrong decisions: those in which the
loop. With the help of domain experts, ML appli- algorithm is uncertain and those in which the
cations have coined a new term: HILML, or algorithm is certain, but the outcome is incorrect.
human-in-the-loop machine learning (Maadi To solve this problem, and after an ML model has
et al. 2021). Generally speaking, for humans been trained, experts evaluate model predictions
who collaborate with ML methods, the more and make changes to it to get the most accurate
expertise is, the better human–ML interaction out- results for data. When experts are involved, auto-
puts are achieved. Their assistance entails incor- mated predictions may need to be changed by
porating patient-specific information, treatment hand in order to meet those criteria. A model
outcomes, and any additional repercussions asso- must be capable of communicating with experts
ciated with previous decisions made by the semi- to provide meaningful interpretations of model
automated system. In addition to assisting with predictions. This lets users take the best action
pattern recognition and providing data from the when interacting with model outputs and
outside, their assistance also includes giving decreases human uncertainty.
external data. It is very beneficial to combine the
specialized knowledge of medical professionals,
such as physicians, and doctors, into intelligent I-ML and Serious Games
healthcare systems through interactive ML, which
is later strengthened by further data and expert Serious games are becoming increasingly impor-
knowledge. According to (Budd et al. 2019), tant in the field of I-ML in healthcare as they offer
there are two stages where medical professionals a unique and efficient way to solve medical prob-
can help. lems. By simulating real-world medical scenarios
– Training phase: The training phase consists through games, medical professionals can assess
of inputs and predicted output pairs manually their decision-making skills and improve their
labeled by experts. Expert engagement is helpful ability to diagnose and treat patients in a con-
in assisting ML when datasets are small or of poor trolled and safe environment. I-ML uses serious
quality. Hence, medical experts add new games to provide healthcare professionals with
894 Human Interaction in Machine Learning (ML) for Healthcare
hands-on learning opportunities and the opportu- For example, if a patient is told that an image led
nity to apply their knowledge in a hands-on envi- to a cancer diagnosis, they will undoubtedly want
ronment. In (Wang et al. 2016), a systematic to know why. Moreover, ML systems can deliver
review aims to assess the current state of research more accurate assessments combined with the
on the use of serious games in healthcare and expert knowledge of healthcare professionals,
provide an overview of such games’ history and particularly when using small or poor-quality
current usage. The authors further discuss poten- healthcare datasets. This is done using the previ-
tial benefits and challenges associated with using ous two roles mentioned, data labeling combined
serious games in healthcare. with consistent feedback on the algorithm’s
I-ML also uses computer graphics and data decisions.
visualization to create virtual environments that On the downside, however, experts need to
enable medical professionals to visualize and frequently annotate data during the learning
interact with complex medical structures and pro- phase and verify the decisions suggested by the
cesses. Additionally, serious games can provide ML model to ensure that it is the best decision
real-time feedback and analytics by monitoring regarding the risks imposed on patients. The pro-
player performance. This allows you to identify cess of data labeling and continuous feedback are
and address improvements. This kind of feedback time-consuming manual processes. Labeling
is extremely valuable to healthcare professionals requires experts to annotate and categorize com-
as it supports ongoing skill development. A study plex images such as X-rays, CT scans, etc. Also,
explores the role of visual analytics in healthcare whenever experts are added, the cost of bringing
and provides a comprehensive overview of state doctors or other experts into the loop makes it
of the art in the field (Preim and Lawonn 2020). It costly. Nevertheless, if there were errors, it
also covers various topics, including visualization would result in a considerable increase in the
techniques, interactive graphics, data-driven cost. In practice, and to save costs, it is feasible
models, and decision support systems. to determine what confidence level is acceptable
Games are a valuable tool in health education for the ML models involved. Confidence criteria
and can be used to educate patients about their can be lowered if wrong decisions do not have a
health, provide tools for effective health manage- negative impact, requiring less expert engagement
ment, and guide better health outcomes. They can and lowering the cost of interactive ML.
be used for patient education, physician training,
and medical scenario simulation. The benefits of
using serious games in healthcare include Discussion and Conclusion
improved knowledge retention, engagement, and
decision-making (Cain and Piascik 2015). It has Few studies have been completed on AI and
also been shown that it can educate patients about human collaboration in healthcare, and new
and improve health outcomes in the management research is being conducted in this field (Bossen
of chronic diseases such as diabetes (Talley and Pine 2022). This indicates that there are still
et al. 2019). important considerations when attempting to
incorporate ML into everyday life. More research
is required to identify the when, where, and why
Prons and Cons of I-ML on Healthcare of collaboration between humans and ML in
healthcare systems. Together, ML and humans in
In healthcare systems and society, the most critical healthcare may be incapable of making the best
tasks for I-ML are fostering trust and transpar- decisions. It has been proved that when ML incor-
ency. I-ML provides patients, clinics, hospitals, porates information from various sources, it can
specialists, and everyone interested with transpar- surpass humans in decision-making in some sce-
ency in its services. It is imperative that patients narios (Liu et al. 2019). In addition, most studies
establish reliable connections with ML systems. evaluating ML’s application in healthcare have
Human Interaction in Machine Learning (ML) for Healthcare 895
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Pine 2022). Given the recognized limitations of informatics: When do we need the human-in-the-
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determined whether doctors and ML systems can Holzinger, A., Plass, M., Holzinger, K., Cri ̧san, G.C.,
rely entirely on one another to make accurate Pintea, C.-M., Palade, V.: Towards interactive
machine learning (iml): Applying ant colony algo-
decisions. rithms to solve the traveling salesman problem with
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essential for ML to succeed in gaining expert Holzinger, A., Kieseberg, P., Tjoa, A.M.,
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Wang, R., DeMaria Jr., S., Goldberg, A., Katz, D.:
A systematic review of serious games in training health ▶ Uncanny Valley in Virtual Reality
care professionals. Simul. Healthc. 11(1), 41–45 (2016)
Yang, L., Li, M., Ren, J., Zuo, C., Ma, J., Kong, W.:
A human-in-the-loop method for developing machine
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pp. 492–498. IEEE (2019)
Humanoid Avatar
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rithmic decision-making and the control problem. ▶ Deep Reinforcement Learning in Virtual
Mind. Mach. 29(4), 555–578 (2019) Environments
Hybrid Reality
Human-Computer Interaction
▶ Substitutional Reality
▶ Cognitive Psychology Applied to User Experi-
ence in Video Games
▶ Emotion-Based 3D CG Character Behaviors
▶ Game Interface: Influence of Diegese Theory
on the User Experience Hypermedia Narrative as a
▶ Gaming Control Using BCI Tool for Serious Games
▶ Interactive Augmented Reality to Support Edu-
cation Andrés Adolfo Navarro-Newball1,
▶ Shadow Shooter: All-Around Game with e- Borja Barinaga López2 and
Yumi 3D Isidro Moreno Sánchez3
1
Electronics and Computer Science, Pontificia
Universidad Javeriana, Cali, Colombia
2
Universidad Francisco de Vitoria de Madrid,
Human–Computer Interaction Madrid, Spain
3
Universidad Complutense de Madrid,
▶ Biosensing in Interactive Art: A User-Centered Madrid, Spain
Taxonomy
Synonyms
Introduction
Tantalluc pyramid) in the ancient Peru (Navarro- audio output and that the sensor had to be adjusted
Newball et al. 2016). The Chimú culture inhabited to support people of different heights. This phase
Northern Peru between 1000 and 1470 (Navarro- was oriented by the information and computer
Newball et al. 2016). scientists.
ILD
Image Quality Evaluation of a
▶ User Acoustics with Head-Related Transfer Computer-Generated Phase
Functions Hologram
Hiroshi Yoshikawa
Department Computer Engineering, College of
Science and Technology, Nihon University,
Image Captioning Funabashi, Chiba, Japan
Image Processing
Image Quality Evaluation of a Computer-Generated Phase Hologram, Fig. 1 Image location and reconstructed
image of the Fourier transform hologram. 2D image size W ¼ H ¼ 120 and the hologram size N ¼ 256
Image Quality Evaluation of a Computer-Generated Phase Hologram 903
Image Quality 10 35
Evaluation of a
Diffraction efficiency [%]
Computer-Generated 8 30
Phase Hologram, DE PSNR
Fig. 2 Diffraction
PSNR[dB]
6 25
efficiency and PSNR
against beam ratio for
transmission phase 4 20
hologram. Solid lines show
DE, and dashed lines 2 15
show PSNR
0 10
0 50 100 150 200
Beam ratio (|R|/|O|)2
904 Image-Based Modeling
PSNR References
2552 WH
¼ 10 log 10 W1 H1 2
½dB, Lohmann, A.W., Paris, D.P.: Binary Fraunhofer holo-
i¼0 j¼0 ½J ði, jÞ K ði, jÞ grams, generated by computer. Appl. Opt. 6(10),
ð5Þ 1739–1748 (1967)
Waters, J.P.: Holographic image synthesis utilizing theo-
retical methods. Appl. Phys. Lett. 9(11), 405407 (1966)
where W and H are horizontal and vertical Yoshikawa, H.: Image Quality Evaluation of a Computer-
pixel numbers of the image and J and K are Generated Hologram, OSA topical meeting on Digital
intensities of the original and the Holography and 3D Imaging. Shanghai, OSA (2015)
Yoshikawa, H., Yamaguchi, T.: Image quality evaluation of
reconstructed image.
a computer-generated phase hologram. In: 10th Inter-
national Symposium on Display Holography, paper
4–4 (2015)
Numerical Experimental Results
Definition
Cross-References
Imagineering in Virtual Pottery is to realize the
▶ Holography as an Architectural Decoration artist’s dream of creating intricate shapes.
Imagineering Ceramic Pottery Using Computer Graphics 905
Imagineering at the next level seeks realistic inter- VR/AR painting and pottery making is the inno-
action with the shape digitally using devices that vative beginning of advanced 3D modeling in art
provide the touch and feel of real pottery in the practice, opening the imagination to conquer real-
virtual world. To push the boundary further in istic visual and physical real-world reality, to pro-
imagineering, the artist wants the virtual clay to duce, share, and enhance skills. Clay based
be malleable and behave like real clay in capturing modeling is an ongoing trend for developers of
intricate shapes, and also it is printable. Ideally, 3D/AR/VR modeling to explore, expand, and
imagineering in virtual pottery enables and develop. This method brings realistic deforma-
demands bidirectional fluidity. tion, representing real objects transformation, to
the human visual concept that augments a more
genuine and real visual appearance. Clay 3D
Introduction modeling is a method that integrates digital defor-
mation as simulation upon real geometric and
Traditional pottery relies on the hand skills of an physics data. It represents a 3D surface mesh
artist, the ceramic material and an understanding sculpting with tools to push, pull, twist, inflate,
of the kiln and making process. This is further surface relief, as well as a voxel-based geometry
refined by a range of decorating, glazing, and method to add/subtract.
I
firing techniques. The artist also uses techniques Imagineering using computer graphics has not
such as hand forming, throwing, and slip casting, only enabled artists to visually interact with
among others. This article highlights how all of the creation of artistic objects, but also provide
these techniques can be brought to the virtual the essential link for fabrication to physicalize the
world. Digital creative technologies are gaining artistic creations. This on the surface looks feasi-
maturity and now enable artists to reach greater ble but needs to grow in maturity to process and
heights. An example of imagineering that has transform the visual form to physical form. This
come to fruition and fundamental to this article requires a detailed understanding of the processes
is sound shape modeling. Sound creates several in manufacturing and even more detailed under-
detailed shapes when it interacts with clay and standing of the materials and their properties for
fluid. The artist would like to model those intricate ceramic fabrication.
shapes and patterns that are extremely difficult to
create using the artist’s hands.
This article focuses on virtual pottery model- Background
ing. The approach seamlessly captures the shape,
interaction, and making in the artistic pottery pro- Virtual Deformable Shape Modeling in
cess, albeit using digital creative tools. Computer Fine Art
graphics modeling over the past decades has Virtual reality modeling is one of the cutting-edge
shown a high demand for sophisticated realism creative technologies that support deformable
of geometric shapes. Graphical shape modeling shape modeling, using physical interaction data
has found pervasive use in various fields, e.g., to enhance objects by color, depth, and deforma-
Arts, Medicine, Engineering, and many other tion. One of the examples is volumetric modeling
fields. Digital technologies have also revealed a introduced by Kim et al. (2018). The authors
new path for contemporary art and creation. demonstrated a high-resolution method of volu-
Today arts, science, and technology are united metric painting in virtual reality with high depth
by a bridge of creativity, allowing cross- complexity. The technique consists of digital
disciplinary fields to meet. painting on 2D surfaces extended into 3D volu-
The impact of this bridge has created opportu- metric painting.
nities and challenges for a new innovative Ioana also examined another method using Tilt
approach, enhancing and promoting existing Brush. It is a VR painting application produced by
experiences and outputs (Krasteva 2016). Google as collaboration between artists and
906 Imagineering Ceramic Pottery Using Computer Graphics
scientists, enhancing creative practice opportunity because of the inevitable and expensive 3D defor-
for users and their 3D artwork created VR space mation computation. In their paper, the authors
with sharing creations online. More so, turning the proposed a technique that extends the conven-
3D VR object into a holographic format for the tional rigid approach using geometry images.
wider public (Pioaru 2017). Their approach flattens the geometry and also
An exploration on virtual clay modeling and helps to accomplish deformation effectively and
tools was presented in the literature (Sener et al. efficiently. They demonstrated that their method is
2002). The authors investigated attempts offered suitable for haptics computing to perform the
on using haptics for force-feedback that was used deformation on the geometry map to avoid expen-
by Gribnau (1999). They also suggested using sive 3D deformation computation. They presented
CAD tools to generate 3D objects using PHAN- the construction of the deformable geometry map
ToM haptic device’s human-computer interface representation and its application utilizing practi-
technology for users to touch and manipulate vir- cal methods for interactive surgery simulation and
tual objects, considering free-form for a better interactive textile simulation (Liu et al. 2007).
development process. Sener’s approach gave a This parametric approach has potential for the
solid ground to develop the concept of VR clay proposed Virtual Pottery application.
modeling and prototyping. This approach
supported the idea of integrating the system and Deformable 3D Shapes in Facial Animation
methods to establish a VP novel system by Dashti Zhang et al. introduced a method of exploring the
et al. (2020a). The integrated 3D graphics toolkit real natural deformation of a human face, using
software system showed new opportunities and animated representation. The system relies on a
challenges to enhance computer graphics and tra- physically based 3D facial model-based with ana-
ditional pottery-making fields. tomical knowledge. The approach involves a
dynamic, non-linear multi-layered skin model
Why Deformable Shape Modeling? where the skin is built as a mass-spring-damper
Deformable shape modeling is a reliable, func- (MSD) facial model (Zhang et al. 2004). In Chen
tional method for computer graphics, modeling a and Prakash’s face simulation (Chen and Prakash
realistic volumetric geometric texture. This 2006), the authors use an animation system for a
approach provides more accurate, pragmatic var- personalized human head. The deformation from
iable data of deformational behavior. The tech- the template model to the target head is through
nique produces volumetric deformation of, e.g., adaptation. Both general Radial Basis Function
height, depth, twist, and bend for medical scien- (RBF) and Compactly Supported Radial Basis
tists, artists, and engineers to enhance their per- Function (CSRBF) are applied to ensure the fidel-
formance and outputs. ity of the global shape and face features. Anima-
tion factor is also adapted so that the deformed
Challenges in 3D Graphics Shape Modeling model still can be considered as an animated head.
Computer graphics modeling is considered Situations with insufficient scanned data are also
expensive, as well as labor and compute- discussed in their paper. A related approach by
intensive. 3D modeling tools mainly creates Navarro-Newball et al. (2011) builds up a face
rigid object surface with texture deformation to using anatomy guided bottom up creature skin-
offer limited visual appearance of a detailed ning. These approaches have the potential for
representation. multilayered shape modeling for virtual pottery.
Imagineering Ceramic Pottery Using Computer Graphics, Fig. 1 Imagineering the virtual pottery workflow
with augmented reality interaction technique for Figure 1 shows the different elements of
materializing deformable shapes sound-resonance imagineering for the virtual pottery system and
on 3D objects. The technical framework provided captures the relation between the various aspects.
a new method using simple processes to perform Figure 2 shows an example of an object that has
complex object transformations for virtual, 3D undergone the imagineering process and realized
modeling and augmented reality interaction. in a physical form.
Clay-based VR modeling uses the concept of This approach augments realistic shape and
deformable shape modeling to extend physical surface transformations, using 3D surface mesh
ceramics. It captures the visual and physical rep- sculpting with voxel-based geometry. The volu-
resentation deformation of actual ceramic making metric 3D Sound-Structure Texture Modeling
(Dashti et al. 2020b). Clay as material presents process first includes materializing sound reso-
some challenges of preserving real-world con- nance from fractal images, using Chladni plate
straints, such as gravity and evaporation, captur- software with bump and displacement mapping.
ing the artist’s creative physicalized imagination. Next, volumetric deformable shape maps are
908 Imagineering Ceramic Pottery Using Computer Graphics
Cross-References
References
Immersive Auralization
Using Headphones, Binaural Room Impulse Response (BRIR)
Fig. 1 High-level acoustic
components for VR Spatial Room Impulse Head-related Impulse
auralization with focus on Response (SRIR) Response (HRIR)
headphone interaction
Headphone Impulse
Response (HpIR)
One can formally define the PDR as Sources of Variance in Binaural Signals
follow:
Audible artifacts and unnatural spectral coloration
Popen PHp
open
are likely to occur in the reproduction of binaural
¼ Hp , ð2Þ signals with headphones. In Brinkmann et al.
Pblocked Pblocked
(2017), a summary of main sources of error was
reported taking into consideration authenticity of
where Popen and Pblocked stand for the free field
audio rendering, i.e., the perceptual identity with a
sound pressure at the entrance of the open- and
real acoustic event (Blauert 1983). In Table 1,
blocked-ear canal, respectively, while PHp open and
Hp only key factors and average acoustic errors
Pblocked indicate the same sound pressure obser-
related to headphones are reported.
vation points when the sound source is a head- It has to be noted that the major sources of error
phone. Figure 2b depicts an example of PDR are headphone repositioning and presence. The
computation for 18 users. Headphones with first source is closely related to headphone form
PDR ≈ 1 satisfy the free-air equivalent coupling factors and robustness to movements, while the
(FEC) criterion (Møller 1992) where the acous- second mainly affects comparisons between nat-
tic load to the ear canal is equal to the radiation ural listening experience and binaural audio ren-
impedance of ears without headphones. Head- dering with headphones in tests on authenticity
phones act as an acoustic cavity that introduces where participants are usually asked to evaluate
a constant level variation at low frequencies, both conditions without removing and putting
i.e., ≈ 4 kHz, with few inter-subject variability. headphones on.
On the other hand, headphone position and The mix of standing waves that start to grow
user’s external ear anthropometry introduce inside headphone cups, with outer ear’s reso-
frequency notches in the higher spectrum. nances, results in an individual characterization
Headphone- and user-specific acoustic interfer- of headphone acoustics. Headphone form factor
ences are difficult to predict and compensate in (i.e., circum-aural, supra-aural, extra-aural,
order to have a robust flat headphone response earbuds, and inserted) heavily influences all
for auralization. these sources of variation. Headphone acoustic
Immersive Auralization Using Headphones 911
Magnitude [dB]
PHOnA archive (Boren
et al. 2014). (a) Average 60
magnitudes considering all
18 individual HpTF sets 50
with reference calibration
90 dbSPL at 1 Khz (dashed 40
blue line and 30 dbSPL
shifted dashed red line are
30
left and right channels,
respectively), (b) variability
20
on pressure division ratio
across human heads
Left
Right
I
10
0
0
00
00
1 0 00
0
0
10
00
00
10
50
80
15
Frequency [Hz]
b 40
30
20
Pressure divsion ratio
10
-10
-20
-30
0
00
00
0
10
00
00
10
50
10
15
Frequency [Hz]
contribution can be described by headphone transfer functions (HpTFs). HpIRs are typically
impulse response (HpIR) measurements or their measured on an (i) artificial ear (e.g., B&K 4153),
frequency domain counterpart, i.e., headphone (ii) a dummy head (e.g., KEMAR mannequin
912 Immersive Auralization Using Headphones
Immersive Auralization Using Headphones, sound-field; however, external sound sources eas-
Table 1 Sources of errors and variance due to headphones ily interfere with auralization, and head move-
for binaural reproduction
ments could cause large variations in placement
Typical Maximum of suspended headphones, thus leading their use
error (dB) error (dB)
for only research purposes. On the other hand, the
Headphone repositioning 5 20
scientific literature suggests that circum-aural
Acoustic headphone load 4 10
Sennheiser HD600 is usually adopted as a de
Headphone presence 10 25
Headphone 1 10
facto standard for a broad variety of psycho-
compensation acoustic studies on binaural reproduction. This
headphone model fulfills FEC criterion; however,
it do not allow isolation from external sound
sources. In order to overcome the isolation issue,
(Gardner and Martin 1995)), or (iii) human lis-
in-ear headphones seem to introduce smaller
teners. Since, the first two measurement methods
intra-subject variability (less inclusion of pinna
do not consider inter-subject and intra-subject
contribution) once the quality of the sealing is
variability, individual recordings should be pref-
high (Olive et al. 2017), at the cost of a nontrivial
erable in order to take into account multiple posi-
compensation for ear occlusion.
tionings of headphones and to fine tune
headphone compensation algorithms for a specific
user. However, this latter approach is not practi-
Conclusion
cable for a wide population of users; accordingly,
headphone equalization algorithms usually rely
Auralization relies on the amount of individuali-
on average HpIR responses for compensation
zation in the headphone correction of both mea-
which is based on available measurements for a
surement techniques (e.g., average, generic, and
specific headphones on a group of users thus
individual HpIRs) and equalization methods with
accounting only for headphone contribution (see
emphasis on high-frequency control in the inverse
Fig. 2a for an example); moreover, regularization
filtering problem (Boren et al. 2015).
methods act on high-frequency gain in order to
In-situ individual calibration for a transpar-
further level out user-dependent variations
ent headphone response is a challenging
(Schärer and Lindau 2009).
research issue with no straightforward proce-
It has to be noted that virtual and augmented
dures, especially for inserted earphones that do
reality applications require different headphone
not satisfy FEC criterion. Novel technological
levels of isolation or transparency making the
advances are contributing to the integration of
choice of a proper headphone design and equali-
headphones in even more smart headset, intro-
zation algorithm critical. Since noise-canceling
ducing a binaural earphone-plus-microphones
headphones can be considered an extreme exam-
system which will be able to extract the ear-
ple of acoustic isolation from the real world, hear-
canal transfer function (ECTF) in real-time and
trough devices require all the external acoustic
to perform an adaptive inverse filtering able to
information to be collected and processed
estimate sound pressure of an occluded ear canal
together with virtual sound sources (Valimaki
(Denk et al. 2017).
et al. 2015).
A high level of authenticity for a virtual audi-
tory display can be achieved using extra-aural
Cross-References
headphones where the acoustic coupling between
listener and headphones is minimized (Romigh
▶ Overview of Virtual Ambisonic Systems
et al. 2015), thus resulting in less influence of
▶ Sonic Interactions in Virtual Environments
the playback device on a recorded/synthesized
▶ Sound Spatialization
Immersive Technologies 913
▶ Spatial Perception in Virtual Environments Valimaki, V., Franck, A., Ramo, J., Gamper, H., Savioja,
▶ Training Spatial Skills with Virtual Reality and L.: Assisted listening using a headset: enhancing audio
perception in real, augmented, and virtual environ-
Augmented Reality ments. IEEE Signal Process. Mag. 32(2), 92–99
▶ User Acoustics with Head-Related Transfer (2015). https://doi.org/10.1109/MSP.2014.2369191
Functions
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Romigh, G.D., Brungart, D.S., Simpson, B.D.: Free-
field localization performance with a head-tracked
virtual auditory display. IEEE J. Selected Topics
Signal Process. 9(5), 943–954 (2015). https://doi.
org/10.1109/JSTSP.2015.2421874. http://ieeex Immersive Technologies
plore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber
¼7083725 ▶ 3D Avatars in Virtual Reality Experience
Schärer, Z., Lindau, A.: Evaluation of equalization
methods for binaural signals. In: Audio Engineering ▶ Everyday Virtual Reality
Society Convention 126 (2009). http://www.aes.org/e- ▶ Immersive Visualizations Using Augmented
lib/browse.cfm?elib¼14917 Reality and Virtual Reality
914 Immersive Technologies for Accessible User Experiences
cognition. The cognition process can be further through biconvex lenses. Figure 2a presents the
I
understood by analyzing in-experience metrics Oculus Quest 2, a VR headset featuring inside-out
such as time to completion, task completion, and tracking for seated, standing, and room-scale
information from physiological sensors including VR. The ability to customize the interactive vol-
eye tracking, heart rate, brain activity, muscle activ- ume allows using VR as a portable solution for
ity, and skin responses (Fralish et al. 2018). travel training for people with intellectual disabil-
A meta-analysis on AR in education highlighted ities (Checa et al. 2019). Figure 2b presents the
the importance of the acquisition of social, living, Aryzon AR headset, which uses an array of mir-
learning, and physical skills for users with cogni- rors that create the effect of holography, and
tive disabilities (Baragash et al. 2020). A recent unlike traditional AR, the Aryzon headset is
study into VR adoption in K-12 for students with hands-free. AR is the immersive technology
disabilities revealed the prevalent use of non- which is the most widely available to users as it
immersive screen-based interventions that do not can be used with most medium-range mobile
take advantage of the immersive and interactive devices, including phones and tablets. AR has
capabilities of immersive VR (Carreon et al. been used to facilitate wheelchair indoor naviga-
2020). The current availability of consumer-level tion by informing users about obstacles and haz-
XR technologies has sparked interest in developing ards in planning safe routes (De Oliveira et al.
accessible user experiences through customized 2017). Additionally, AR has been used to help
interactions employing speech recognition those with dyslexic impairment to decrease the
(Bryant et al. 2020), body tracking (Shao et al. overall time required for reading by enabling
2020), gaze tracking (Saha et al. 2019), and text customization adjustments, including back-
custom-made human interface devices (Mirzaei ground contrast among others (Gupta et al. 2019).
et al. 2020). Finally, Fig. 2c presents the Microsoft HoloLens,
a headset that overlays virtual content in the real
world by mapping the environment, thus creating
Visual Perception Technologies holographic visual feedback. User interactions
occur through remote control, hand tracking,
Predominantly, the visual domain is the most used voice recognition, and eye tracking.
in immersive technologies and has seen the most Within the field of visual immersion, holo-
advances. Immersive visual cues rely on the graphic displays are gaining momentum due to
capacity to perceive depth, which is achieved by their capacity of providing visualizations with
VR headsets employing stereoscopic views seen depth to multiple users without requiring a
916 Immersive Technologies for Accessible User Experiences
Immersive Technologies
for Accessible User
Experiences,
Fig. 2 Head-mounted
displays for immersive
technologies
Immersive Technologies for Accessible User Experiences, Fig. 3 Looking Glass holographic display of a living
room for reminiscence therapy purposes (Tabafunda et al. 2020)
headset. Nonimmersive displays enable users who the cherry blossom when moving from left to right.
cannot use a headset to experience the virtual Similar motion parallax effects can be achieved
content. Figure 3 presents two views from a living employing depth sensors such as the Azure Kinect
room scene rendered on the Looking Glass holo- for providing more realistic telepresence human
graphic display for reminiscence therapy, an inter- interactions (Tölgyessy et al. 2021).
vention that helps individuals with dementia to
recollect memories from their past (Tabafunda
et al. 2020). Visual Tracking Technologies
The use of holographic displays and tethered
VR and MR HMDs requires a VR-ready computer, Measuring and driving user interactions
which makes this solution accessible to few users. employing eye tracking for understanding
A consumer-level solution to this problem is using human cognition in immersive technologies is a
nonimmersive VR where users navigate the envi- relatively novel field. Eye tracking allows captur-
ronments through a regular screen. The addition of ing information associated with gaze, regions of
motion parallax effects concerning the user’s interest, and attention span (Clay et al. 2019).
head position and orientation can be used with Recently, advances in eye tracking have led to
regular screens to provide depth perception. the use of foveated rendering for improving atten-
Figure 4 presents the nonimmersive VR motion tion and rendering optimization by increasing the
parallax implemented with a web camera, the visual fidelity of the areas of interest where the
FaceTrackNoir library, and the Unity game engine. gaze is attending (Matthews et al. 2020).
Figure 4 shows how the foreground tree occludes Concerning accessibility, Masnadi et al. (2020)
Immersive Technologies for Accessible User Experiences 917
developed an eye-tracking assistance tool that sound from different directions when navigating
projects corrections designed to help people with the virtual environment, which can be used as
visual impairments. travel aids for visually impaired users (Spagnol
Currently, off-the-shelf VR devices offering et al. 2018). Spatial audio can also be used to
eye-tracking capabilities include the HTC Vive increase empathy and awareness concerning
Pro Eye and Pico Neo 2, both featuring Tobii activities performed without visual cues
eye-tracking technology. Pupil Labs also offers (Guarese et al. 2021). For example, Cowan et al.
eye-tracking add-ons that can be attached to var- (2020) developed a framework for analyzing the
ious immersive technology hardware including effects of sound rendering in a virtual environ-
Microsoft HoloLens 1 and eyewear for AR. In ment, where participants navigated a virtual world
contrast to the Microsoft HoloLens 1, the Micro- through the localization of audio sources, con-
soft HoloLens 2 integrates eye-tracking technol- cluding that improvements in spatial audio ren-
ogy without requiring additional hardware. dering do increase task performance.
Figure 5 presents a view of the HTC Vive Pro Except for mobile AR, current VR, and MR,
Eye and Pico Neo 2. HMDs feature spatial audio through embedded
speakers either on the headband (e.g., Oculus
Quest, Oculus Rift S, and Microsoft HoloLens),
I
Auditory Perception Technologies or ear speakers hovering on top of the ear (e.g.,
Valve Index). As a result of advances in binaural
Second to vision, auditory cues provide percep- rendering and sound-based physics, spatial audio
tion of direction and distance from the audio provides more accurate auditory representations
source. Spatial audio applies directional audio than stereo or surround sound, which is limited to
filters by adjusting the frequencies and delays of environmental recordings on multiple channels.
what is heard by each ear (Tashev and Gamper Because of these properties, spatial audio can be
2017). The output causes the sensation of hearing used as a substitute for visual cues to help users
Immersive Technologies
for Accessible User
Experiences,
Fig. 4 Nonimmersive VR
motion parallax moving
from left to right
(a) HTC Vive Pro eye VR HMD (b) Pico Neo 2 VR HMD
Immersive Technologies for Accessible User Experiences, Fig. 5 Lens- and eye-tracking view for the HTC Vive
Pro Eye and Pico Neo 2
918 Immersive Technologies for Accessible User Experiences
with various degrees of sight loss to navigate role in immersion and presence as it enhances
virtual environments, such as a virtual conference perception to the point that it can be used to
venue (Robern et al. 2021). Research in this field replace visual and auditory feedback. Sorgini
has produced methods for mapping visual naviga- et al. (2018) conducted a literature review on
tion to auditory cues employing echolocation and haptic technologies for auditory and visual sen-
distance-dependent hum volume modulation sory disabilities, where it highlights the impor-
(Massiceti et al. 2019). tance of sensory substitution employing
consumer-level technologies to facilitate interac-
tions with nondisabled peers.
Speech Recognition Technologies Vibrotactile feedback is the most commonly
used technology due to the miniaturization of
Speech recognition plays an important role in actuators, its low-cost, and the seamless integra-
immersive interactions as it allows to create tion inside VR controllers, gamepads, clothing,
more natural user-avatar interactions by facilitat- and custom-made 3D-printed user interfaces. For
ing speech-to-text, text-to-speech, and enabling example, virtual environments can be coupled
automated dialogues driven by emotion recogni- with a walking cane to provide auditory and hap-
tion, physical interactions, and physiological tic cues to enable training and increase awareness
measures (Cinieri et al. 2020). A review when navigating unknown locations (Zhao et al.
conducted by Nassif et al. (2019) identified the 2018). Kim et al. (2021) developed a human-
prominent use of machine learning in English display interface with vibrotactile feedback for
settings determining efficiency through word- assistive applications such as devices relying on
error-rate, concluding the need for employing touch screens found in vehicles, wheelchairs, and
recurrent neural networks to yield better results. public locations such as airports, hotels, and shop-
For example, Teófilo et al. (2018) developed a ping malls. Vibrotactile feedback is limited to
system that employs language to assist deaf and cues associated with vibrations, taps, pressure,
hard of hearing users to improve speech under- and pinching feedback through skin deformation.
standing by supporting sentence prediction and This limitation of vibrotactile feedback impedes
spelling correction. Artificial Intelligence the capture of Kinesthetic cues that allow deter-
(AI) has been renewed in speech recognition mining the physical relationship with objects.
thanks to the advances in smart assistants in Force feedback haptic devices, on the other
mobile phones and smart assistants as it allows hand, require mechanisms that transfer mechani-
for creating natural user interactions to help users cal movement to the user through actuators that
with disabilities interact with the virtual environ- respond to the user’s inputs.
ment, whether for avatar interactions to help users Wearable haptic devices for visually impaired
with autism to better understand emotions through users provide AR installations featuring gesture
audiovisual cues (Yuan and Ip 2018) or facilitat- tracking and haptic gloves that enable computer
ing communication through the interpretation of interactions including writing emails, storing and
sign language (Cheok et al. 2019). retrieving files, making video calls, and accessing
email, among others (Kalra et al. 2021). Theil
et al. (2020) developed a tactile board for users
Somatosensory Perception who are both deaf and blind as a tool for translat-
Technologies ing text and speech into vibrotactile cues
displayed through a wearable haptic user inter-
Kinesthetic and proprioceptive cues, pertaining to face. Wang et al. (2018a) developed an intelligent
the somatosensory system, allow for the feeling of wearable controller for people with motor disabil-
textures, object properties, objects in motion, and ities employing machine learning and noninva-
a perception of self. Within this system, haptic sive sensors to drive computer interactions based
feedback or the sense of touch plays an important on eye muscle movement and facial expressions.
Immersive Technologies for Accessible User Experiences 919
Olfactory and Taste Perception Although body capture is used to facilitate the
Technologies interactions, users who experience limited mobil-
ity may require additional input devices to execute
Finally, olfaction and taste respond to chemical the virtual tasks. For example, brain-computer
cues that are underrepresented in immersive tech- interfaces allow capturing cerebral activity that
nologies as these mainly provide feedback that is can be used to interact with virtual elements.
difficult to register. While significant technology Coogan and He (2018) proposed a modular sys-
development is lacking in this area, olfactory feed- tem that allows users to customize the interactions
back in VR has been investigated as it can add based on their brain activity to empower users
immersion and presence to the user experience by with autonomy. Bobrova et al. (2020) captured
providing alerts, reinforce learning, and evoke imaginary lower limb movements through a
memories and emotion. Casillas-Figueroa et al. brain-computer interface as means to enable VR
(2020) conducted a study to assess the effective- locomotion. Further customization employing
ness of olfactory feedback in reminiscence therapy physiological sensors is becoming readily avail-
to provide additional feedback to the users. able in VR and MR headsets, as well as mobile
devices for AR.
Ergonomics
I
Ergonomics focuses on ensuring that the interac-
tions are usable and effective with respect to the Conclusion
user’s anatomy and physiology. Higher physical
levels of immersion require taking advantage of Immersive technologies have shown their disrup-
human interface devices that capture the user’s tive potential in changing how we engage with
body and their interactions within the virtual envi- education, entertainment, fitness, and training.
ronment. Currently, hand tracking is readily avail- While the benefits have been documented toward
able in consumer-level VR through image the average user, the landscape is rapidly chang-
processing (e.g., Oculus Quest and Microsoft ing as researchers, developers, and enthusiasts
HoloLens) as is finger tracking through proximity have started developing inclusive experiences.
sensors (e.g., Valve Index controllers). Shao et al. The affordability of XR devices has increased
(2020) developed a system for teaching American the number of users who install base and sparked
sign language in MR with noticeable improve- interest in sectors that were unable to use them due
ments when compared to computer desktop learn- to costs or infrastructure requirements.
ing. However, image processing with hand tracking The adoption of XR has allowed to identify
lacks accuracy in comparison to data gloves that several areas of research associated with usability,
allow capturing dexterity more accurately (Ahmed user experience, body tracking, locomotion,
et al. 2018). Furthermore, some gloves integrate motion sickness, user interactions, cognitive load,
diverse actuators to provide thermal, haptic, and security, and presence, among others. While the
force feedback (Wang et al. 2018b). hardware may come as one-size-fits-all, researchers
Locomotion is another field of interest as it are creating innovative solutions leading to novel
enables users with limited mobility to experience devices, techniques, retrofitting, reverse engineer-
virtual navigation. Virtual walking is typically ing, and customization of immersive technologies
achieved by means of head tracking, arm swing- for accessible user experiences.
ing detection, and custom-made foot-user inter-
faces in conjunction with 3D-user interactions
such as teleportation (Cherni et al. 2020). How- Cross-References
ever, it can also be accomplished by other input
mechanisms including eye tracking, muscle activ- ▶ Augmented Reality
ity, brain activity, speech recognition, or body ▶ Computer Vision
gestures. ▶ Interaction
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Software Informatics Research Centre,
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922 Immersive Technologies for Medical Education
props, simulator operation, and instructions for the maintenance of the simulation facility, often
SPs (Alinier 2011). The simulator, on the contrary, referred to as simulation laboratory. Collectively,
is a setting, device, computer program, or system although SBE has been shown to be an effective
that performs simulation (Hancock et al. 2008), tool in providing new learning opportunities that
and can include manikins, cadavers, animals, lead to more skilled trainees and safer practice, it is
devices, technologies, computer programs and expansive. Therefore, the field of SBE is in search
virtual spaces, scenarios, standardized patients, of more cost-effective solutions which can aug-
and a host of other methods of imitating real- ment the current educational practices.
world systems (Curtis et al. 2012).
Simulation in medical education is a well-
established pedagogical practice (Reznick and Immersive Technologies
MacRae 2006). It provides a viable alternative to
practice with actual patients, providing medical The technologies of video games, virtual worlds,
trainees the opportunity to train until they reach and social networks have become collectively
a specific competency level. Simulation ranges known as immersive technologies because of
from decontextualized bench models and virtual their ability to engage users of all ages, driving
reality (VR-)-based environments, to high fidelity massive investment into technologies to attract,
I
recreations of actual operating rooms (Kneebone capture, and retain our attention (Wortly 2014).
2009). One of the prevailing arguments for using The increase in computational processing power
simulation in the learning process of trainees is the and accompanying decrease in the size of elec-
ability to engage the trainee in the active accumu- tronic components has led to the decreasing cost
lation of knowledge by doing with deliberate and rising availability of consumer-level
practice, while it also allows for careful matching immersive technologies which have helped
of the complexity of the learning encounter advance the adoption of virtual simulation in
to the trainees’ current level of advancement recent years. For example, hand and arm tracking
(Guadagnoli et al. 2012). technologies accomplished with controllers such
Although the economic evaluation in SBE is as the Leap Motion hand sensor, the Razer Hydra,
still in its infancy, recent reports suggest that the and the Thalmic Labs Myo interaction device are
costs associated with this approach are high (Lin allowing for the development of novel interaction
et al. 2017), yet if designed correctly they are cost- methods and techniques. Devices such as the
effective means of increasing the trainees’ skills, Microsoft Kinect V2 motion sensor can track the
knowledge, and attitudes (Isaranuwatchai et al. position of the user’s body and precisely track
2014). These costs are primarily related to the the movement of individual fingers in three-
“simulator” part of the simulation equation. The dimensional (3D) space. Haptic input devices
simulation equipment and material costs are high such as the Novint Falcon or the 3D Touch Stylus
due to low volume and costs of production. provide a sense of touch and feedback to motion
Finally, the depreciation, durability, and mainte- controls. Collectively, these devices provide more
nance cost of the equipment also affect these costs. natural and immersive interactions, which in
The purpose of this equipment is to allow the many applications help overcome the limitations
trainees to make errors and therefore the equip- associated with traditional keyboard and mouse-
ment wears out quickly. Another cost is that of based human-computer interactions where tasks
personnel, which includes faculty members’ time, are performed very differently to a real-life situa-
confederate and actor training (Adler et al. 2016), tion. The current trend on natural user interactions
administration staff and instructors, and a site is providing the designers and developers of vir-
champion to maintain interprofessional leader- tual simulations with tremendous freedom and
ship, team management, evaluation of the pro- opportunities to develop highly immersive
gram, and quality assurance of the training applications. The field of immersive/interactive
(Walsh and Jaye 2013). Finally, other costs include multimedia applications (including virtual
924 Immersive Technologies for Medical Education
environments (VEs) such as video games, virtual enhance, complement, and augment the
simulations, virtual reality, and serious games, immersive scenario. Moreover, in medical appli-
that is, video games whose primary purpose is cations AR has allowed visualizing medical data
education, training, advertising, simulation, or and the patient within the same physical space
education as opposed to entertainment), has seen (Sielhorst et al. 2008). The skills acquired during
significant advancement over the last couple of virtual reality-based simulation training have been
decades. The field of virtual reality alone is esti- proven to transfer over to subsequent performance
mated to grow from $1.37 billion (USD) in 2015 in operating rooms (e.g., see Seymour 2008).
to $33.90 billion (USD) by 2022 (Markets and During the last few years, there has been an
Markets 2016), while a recent estimate by explosive growth of interest in consumer-grade
Goldman Sachs suggests the fields of virtual and VR technologies, in part due to gaming and enter-
augmented reality are expected to grow into a $95 tainment applications, with several players such
billion market by 2025 (Hall and Takabashi as Facebook, Microsoft, and HTC investing in
2017). hardware and software to increase the VR install
Current VR installments are seeing imple- base. Since then, various competitors, including
mentations in different areas given the possibili- various technology company giants, have entered
ties to have users interact in safe, controlled, and the marketplace. For example, Samsung has
monitored environments. Mihelj et al. (2014) designed and developed the Gear VR, an inexpen-
define VR as “an interactive computer simulation, sive headset which uses the owner’s mobile
which senses the user’s state and operation and smartphone as the display and system processor.
replaces or augments sensory feedback informa- Sony developed the PlayStation VR which inte-
tion to one or more senses in a way that the user grates seamlessly into the Sony PlayStation 4 con-
obtains a sense of being immersed in the simula- sole platform. At the Apple Worldwide
tion (virtual environment).” Virtual reality has Developers Conference (WWDC) 2017, Apple
also been defined as “the use of computer model- introduced the ARKit, an augmented reality plat-
ing and simulation that enables a person to interact form that provides advanced augmented reality
with an artificial three-dimensional (3-D) visual or capabilities on iOS and will be supported by all
other sensory environment” (Riener and Harders phones that Apple releases. Facebook has
2012). At a minimum functionality, VR systems acquired 11 AR/VR companies, stressing the
typically utilize a head mounted display (HMD), company’s view that VR and AR will “form the
as the primary method for a user to view and next frontier” (Hall and Takabashi 2017). The
interact with a virtual world. A HMD is a display large investments and acquisitions by various
device worn on a user’s head which uses optical large technology firms indicate that these technol-
lenses and one or two small displays to show ogies will become increasingly integrated with the
computer-generated imagery. These headsets typ- platforms on which we consume content. The
ically use various sensors embedded in the device high-end consumer-grade VR option is currently
(such as accelerometers or gyroscopes) to trans- held by Taiwan-based HTC’s Vive device, a pack-
late real-world movement and rotation into age including an HMD, two hand controllers, and
corresponding changes of the view of the virtual two base stations used to track both the headset
world. A capability currently supported by mod- and controllers in a 3D volume of real-world
ern mobile devices, whose sensors and mobile space. In contrast to traditional VR (“seated”)
HMD provide consumer-level VR. Within the configuration where the user remains seated in a
taxonomy of VR, mixed reality (MR), augmented chair within the range of the motion tracking
reality (AR), and mixed reality providing various sensor, the HTC vive allows for room-scale VR
degrees of real and computer-generated images whereby the user can freely move within the real
integration (Milgram and Colquhoun 1999). This world (e.g., walk around, face any direction, bend
scenario has caused interest in training and edu- down to the floor), and have consistently tracked
cation due to visualization opportunities to hand controllers within a wide space.
Immersive Technologies for Medical Education 925
Traditionally, the video game industry has role particularly under the following six medical-
been the largest pushing influence of advancing based applications (Gardner 2016): (i) education
certain technologies such as computer graphics and training, (ii) surgical planning, (iii) tele-
and personal computer audio capabilities. This monitoring, (iv) patient experience, (v) treatment
trend follows suit with the modern VR device and therapies, and (vi) augmented reality-
companies specifically targeting video game enhanced surgery and patient care.
players, with one such example being usable
only with a video game console (the Sony
PlayStation VR). Although video game players Examples of Immersive Technologies in
are historically early adopters of new, exciting, Medical Education
and expensive technologies, VR device compa-
nies should not neglect the possibilities in the Wilcocks et al. (2017) developed a virtual simu-
space of serious games and virtual simulations lation of the angiogram procedure specifically to
for education and training. Modern consumer- educate patients about the commonly performed
grade VR devices are affordable, powerful, and angiogram procedure. Using an HTC Vive virtual
will soon be adopted by the mass market. reality headset, the patient is taken into a virtual
Although the strongest demand for immersive catheterization (cath) lab and introduced to the
I
technologies currently comes from industries in angiogram procedure in a highly immersive, inter-
the creative economy, and more specifically, gam- active, and engaging virtual environment. The
ing, live events, video entertainment, and retail, goal of their simulation is to educate the patient
immersive technologies will find wider applica- about the procedure they will undergo and thus
tions in industries as diverse as health care, help reduce the fear often associated with the
education, the military, and real estate over time procedure, while increasing the patient’s under-
(Hall and Takabashi 2017). According to Huff and standing and awareness, ultimately leading to
Saxberg (2009), immersive technologies – such as greater patient outcomes (Fig. 1).
multi-touch displays; telepresence (an immersive Shewaga et al. (2017) developed a room-scale
meeting experience that offers high video and epidural preparation serious game facilitated with
audio clarity); 3D environments; collaborative an HTC-Vive headset that allows a user (trainee)
filtering (which can produce recommendations to assume the role of a medical professional pre-
by comparing the similarity between your prefer- paring to perform an epidural procedure
ences and those of other people); natural language (an injection into the epidural space around the
processing; intelligent software; and simulations – spinal cord and spinal nerves). The serious game
will transform teaching and learning by 2025. focuses on the cognitive aspects of the epidural
Projections for the growth of the VR hardware procedure as opposed to the technical compo-
industry are staggering, with some research firms nents, and more specifically, the steps of the pro-
suggesting the market will grow to $50 billion by cedure and what needs to be done at each step
2021 (Sinclair 2016). This is driven largely in part (e.g., reading a detailed patient anesthetic record,
by video game early adopters although VR and washing their hands, wearing proper operating
AR are rapidly entering into the medical educa- room clothing, and gathering the various tools
tion and health-care fields. Within the medical needed for the procedure and placing them onto
field, VR and AR are not so much technologies a preparation tray). Using the epidural serious
of the future but rather, of the present where game, they conducted a quantitative and qualita-
researchers, doctors, and nurse educators are find- tive comparison between the usability, perfor-
ing innovative ways to leverage immersive tech- mance, and engagement of traditional desktop
nologies and transform both health-care teaching VR with a room-scale variation in order to
and practice (Craig and Georgieva 2017). In fact, develop a greater understanding of the differences
over time, it is anticipated that immersive technol- between the two configurations and determine
ogies and VR/AR specifically will play a large whether the additional requirements and resources
926 Immersive Technologies for Medical Education
a b
Hand manipulating
the tablet
First person view of the catheterizaƟon lab simulaƟon. Highlighted outline as visual cue upon interacƟon.
Immersive Technologies for Medical Education, Fig. 1 HTC Vive-based virtual angiogram simulation for patient
education
Immersive Technologies for Medical Education, Fig. 2 In-game first person view of the virtual operation room of
the room-scale VR epidural serious game (user is shown in the bottom-right inset)
of peripheral intravenous catheterization training. Walsh, K., Jaye, P.: Simulation-based medical education:
Adv. Health Sci. Educ. Theory Pract. 19, 219–232 cost measurement must be comprehensive. Surgery.
(2014) 153, 302 (2013)
Kapralos, B., Moussa, F., Collins, K., Dubrowski, A.: Wilcocks, K., Halabi, N., Kartick, P., Uribe-Quevedo, A.,
Levels of fidelity and multimodal interactions. In: Chow, C., Kapralos, B.: A virtual cardiac catheteriza-
Wouters, P., van Oostendorp, H. (eds.) Techniques to tion laboratory for patient education: the angiogram
Improve the Effectiveness of Serious Games, Advances procedure. In: Proceedings of the 8th IEEE Interna-
in Game-based Learning Book Series, pp. 79–101. tional Conference on Information, Intelligence,
Springer (2017) Cham Switzerland Systems and Applications (IISA), 28–30 Aug 2017,
Kneebone, R.L.: Practice, rehearsal, and performance: Larnaca (to appear 2017)
an approach for simulation-based surgical and pro- Wortly, D.: The future of serious games and immersive
cedure training. J. Am. Med. Assoc. 302, 1336–1338 technologies and their impact on society. In: Baek, Y.,
(2009) Ko, R., Marsh, T. (eds.) Trends and applications
Lin, Y., Cheng, A., Hecker, K., Grant, V., Currie, G.R.: of serious gaming and social media. Springer
Implementing economic evaluation in simulation- Science+Business Media, Singapore (2014)
based medical education: challenges and opportunities.
Med. Educ. (2017). https://doi.org/10.1111/medu.
13411. [Epub ahead of print]
Markets and Markets: Virtual Reality Market by
Component (Hardware and Software), Technology Immersive Virtual Reality
(Non-Immersive, Semi- & Fully Immersive), Device Serious Games
Type (Head-Mounted Display, Gesture Control
Device), Application and Geography – Global Forecast
to 2022. MarketsandMarkets™ Research Private Ltd. Lal “Lila” Bozgeyikli and Evren Bozgeyikli
(2016). Accessed 3 Nov 2017 School of Information, University of Arizona,
Mihelj, M., Novak, D., Beguš, S.: Virtual Reality Technol- Tucson, AZ, USA
ogy and Applications. Springer Science & Business
Media, Dordrecht (2014)
Milgram, P., Colquhoun, H.: A taxonomy of real and virtual
world display integration. In: Ohta, Y., Hideyuki, T. Synonyms
(eds) Mixed Reality: Merging Real and Virtual Worlds,
Springer-Verlag, Berlin, Germany, pp. 1–26 (1999)
Perkins, G.D.: Simulation in resuscitation training. Resus- Learning; Rehabilitation; Serious games; Train-
citation. 73, 202–211 (2007) ing; Virtual reality systems
Reznick, R.K., MacRae, H.: Teaching surgical skills –
changes in the wind. N. Engl. J. Med. 355,
2664–2669 (2006)
Riener, R., Harders, M.: Virtual Reality in Medicine. Definitions
Springer Science & Business Media, London (2012)
Seymour, N.E.: VR to OR: a review of the evidence that Virtual A model of reality with which users
virtual reality simulation improves operating room per-
Reality can interact using senses such as
formance. World J. Surg. 32, 182–188 (2008)
Shewaga, R., Uribe-Quevedo, A., Kapralos, B., Alam, F.: sight, sound, or touch.
A comparison of seated and room-scale virtual reality Immersive A type of virtual reality in which
in a serious game for epidural preparation. IEEE Trans. Virtual the user’s complete view is
Emerg. Topics Comput. (to appear 2017) https://doi.
Reality surrounded by the synthetic
org/10.1109/TETC.2017.2746085. http://ieeexplore.
ieee.org/document/8017559/?reload=true environment, as if they had stepped
Sielhorst, T., Feurstein, M., Navab, N.: Advanced medical inside the virtual world. It is usually
displays: a literature review of augmented reality. distinguished by the high level of
J. Disp. Technol. 4, 451–467 (2008)
immersion and interactivity
Sinclair, B.: VR hardware will grow to $50 billion by
2021 – Juniper. http://www.gamesindustry.biz/articles/ offered.
2016-10-04-vr-hardware-will-grow-to-usd50-billion- CAVE The abbreviation of Cave
by-2021-juniper (2016). Accessed 8 Sep 2016 Automatic Virtual Environment,
Vozenilek, J., Huff, J.S., Reznek, M., Gordon, J.A.: See
which is a virtual environment
one, do one, teach one: advanced technology in med-
ical education. Acad. Emerg. Med. 11, 1149–1154 consisting of cube-shaped
(2004) projection screens on the walls,
Immersive Virtual Reality Serious Games 929
floors, and ceilings surrounding fidelity; high level of immersion; active participa-
the user. tion within virtual worlds; practicing in a safe
Video A game that is played by environment; real time alteration of several attri-
Game interacting with images in butes and parameters such as task complexity,
electronic form generated on a environmental properties, and speed; reinforce-
device such as computer monitor or ment through infinite repetition using an auto-
TV screen. mated system and software; easy variation and
Serious A video game with a purpose customization of content, tasks, and scenarios;
Game beyond entertainment such as highly structured automated training; high level
teaching users a new skill or of control on provided stimuli; increased focus
training users to improve their of interest by isolation from surroundings; high
existing skills on a subject. degree of visualization which especially helps
with abstract concepts; real-time prompts and
Introduction feedback; no severe consequences of mistakes
made during training; automated data collection
Virtual reality has become a prevalent tool in and the ability of replaying recorded sessions for
various areas because of the advancements seen reflection afterwards; automated assessment and
I
in recent years. Video games constitute the major reporting; being appealing to technology savvy
application area for virtual reality. Video games population.
can be categorized in themselves according On the other hand, some major disadvantages
to their aims, such as entertainment games and of virtual reality can be summarized as follows:
serious games. In this entry, advantages and dis- motion sickness; disorientation; nausea; isolation
advantages of virtual reality and scientific studies and low degree of social interactions; requirement
in the area of immersive virtual reality serious of wearing hardware which may be uncomfort-
games that has been published in the previous able; price of special hardware, even though the
10 years (between 2007 and 2017) are mentioned. technology is significantly affordable nowadays
The databases used were: Google Scholar, ACM as compared to the previous decades; latency and
Digital Library, IEEE Xplore, Springer Link, and frame rate problems; claustrophobia; risk of injury
Elsevier. The following keywords were sear- that may be caused by surrounding physical
ched in these databases: “Virtual Reality Seri- objects; hygienic concerns for multiple users shar-
ous Games,” “Virtual Reality Learning,” “Virtual ing the same headset.
Reality Education,” “Virtual Reality Training,”
and “Virtual Reality Rehabilitation.”
Immersive Virtual Reality Serious Games
reality system within a classroom learning context rehabilitation of individuals with cognitive and
aiming to replace the traditional single projected physical disabilities on several transferrable job
screens in classrooms for more effective learning skills (Bozgeyikli et al. 2017). Yu et al. have
(Du 2014). Angulo and Vasquez de Velasco have worked on an immersive virtual reality system
developed an immersive virtual reality simulation that aimed to train individuals with hearing
system as an aiding tool for architectural spatial impairments on CNC machine operation skills
experience design (Antonieta 2014). Izatt et al. (Yu et al. 2016). Sohn et al. have developed an
have constructed an immersive virtual reality sys- immersive virtual reality projection based system
tem which functioned as an application for visu- for vocational rehabilitation of individuals with
alization and data interaction with the main goal schizophrenia within the contexts of convenience
of introducing new physics students and mem- store employee and supermarket clerk (Sohn et al.
bers of public to physical concepts such as 2016). Webster has worked on an immersive vir-
Super-K, Hyper-K, the T2 K experiment, and tual reality system that aimed to teach basic cor-
water-Cherenkov detectors (Izatt et al. 2014). rosion prevention and control knowledge skills to
Another major area for immersive virtual real- the US Army soldiers (Webster 2014).
ity serious games is training. There have been Rehabilitation is another emerging area that
several studies in the area of improving social includes several virtual reality studies. Some
skills of challenged populations. Cheng et al. recent studies of immersive virtual reality rehabil-
have worked on using immersive virtual environ- itation systems are as follows: Maskey et al. have
ments to improve the following social skill developed an immersive virtual reality system and
aspects of children with Autism Spectrum Disor- utilized it along with cognitive behavior therapy
der: nonverbal communication, social initia- to reduce some forms of phobia and fears such as
tions, and social cognition (Cheng et al. 2015). crowded buses and pigeons in young people with
Matsentidou has developed an immersive virtual Autism Spectrum Disorder (Maskey et al. 2014).
reality system for improving social skills of chil- Rooij et al. have worked on an immersive virtual
dren with Autism Spectrum Disorder via social reality system for improving balance and/or gait in
stories presented in immersive virtual environ- rehabilitation of individuals after stroke (Rooij
ments (Matsentidou and Poullis 2014). Lorenzo et al. 2017).
et al. have worked on an immersive virtual reality
system that aimed to improve social and executive
decision-making skills of children with Limitations
Autism Spectrum Disorder with tasks that focus
on school- and home-based social activities This entry includes immersive virtual reality stud-
(Lorenzo et al. 2013). Ip et al. have worked on ies that were published in the last 10 years
an immersive CAVE-like virtual reality system for (2007–2017) and had a focus of learning, training,
training social adaptation of school-aged children or rehabilitation applications. This entry does not
with Autism Spectrum Disorder in inclusive edu- include the following: entertainment games; com-
cation settings (Ip et al. 2016). Park et al. have mercial games; medical, military, or exercise seri-
developed an immersive virtual reality system for ous games; and nonimmersive virtual reality
training individuals with schizophrenia on social studies that included desktop monitor, TV, or sin-
skills such as conversation, assertiveness, and gle projector displays.
emotion expression via role playing in immersive
virtual environments (Park et al. 2011).
Another emerging area for immersive virtual Conclusion
reality serious games is vocational training, espe-
cially catering for challenged populations. The recent works mentioned are intended to give
Bozgeyikli et al. have developed an immer- a snapshot of scientific studies in the area of
sive virtual reality system for vocational immersive virtual reality in learning, training,
Immersive Virtual Reality Serious Games 931
and rehabilitation. It was observed that the major- physics education. In: IEEE Virtual Reality (VR),
ity of the studies were catering for challen- pp. 83–84 (2014)
Lorenzo, G., Pomares, J., Lledó, A.: Inclusion of immersive
ged populations. The diversity of application virtual learning environments and visual control systems
areas even within the three selected subtopics to support the learning of students with Asperger syn-
(learning, training, and rehabilitation) is encour- drome. Comput. Educ. 62, 88–101 (2013)
aging for future studies in the area of immersive Maskey, M., Lowry, J., Rodgers, J., McConachie, H.,
Parr, J.R.: Reducing specific phobia/fear in young peo-
virtual reality serious games. ple with autism spectrum disorders (ASDs) through a
virtual reality environment intervention. PLoS One.
9(7), e100374 (2014)
Matsentidou, S., Poullis, C.: Immersive visualizations in a
Cross-References VR cave environment for the training and enhancement
of social skills for children with autism. In: Interna-
tional Conference on Computer Vision Theory and
▶ Accessibility of Virtual Reality for Persons
Applications (VISAPP), pp. 230–236 (2014)
with Disabilities Park, K.M., Ku, J., Choi, S.H., Jang, H.J., Park, J.Y.,
▶ Gamification and Serious Games Kim, S.I., Kim, J.J.: A virtual reality application in
role-plays of social skills training for schizophrenia: a
randomized, controlled trial. Psychiatry Res. 189(2),
166–172 (2011)
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932 Immersive Visualizations Using Augmented Reality and Virtual Reality
Immersive Visualizations Using Augmented Reality and Virtual Reality, Fig. 1 Reality-virtuality continuum as a
function of immersion (Milgram et al. 1995)
Immersive Visualizations Using Augmented Reality and Virtual Reality 933
for these experiences vary based on their com- such as AR and VR are being explored by
plexity and application (Pangilinan et al. 2019). researchers and businesses.
Mixed reality, typically known as MR, uses a
combination of augmented and virtual reality to Need for Immersive Visualization
create engaging experiences. The extended real- There are various reasons data visualization is
ity, typically known as XR, is an umbrella term increasingly becoming more critical in recent
that covers augmented, virtual, and mixed reality. times. With growing complexity and volume of
It also encompasses other supporting technologies data, aggregation and creating insightful or
such as AI (Artificial Intelligence), 5G, IoT delightful experiences is a significant challenge.
(Internet of Things) to create engaging and inter- The purpose of visualization varies based on
active applications (Pangilinan et al. 2019). applications, and some of the objectives are facil-
AR and VR have wide-ranging applications itating higher learning, speedier decision making,
across industries. Depending on the need for inter- and keeping the user at the center of data and
activity, immersion, and visualization, the appli- insights. This process must seamlessly work for
cations make use of AR or VR appropriately. general as well as professional users (Schintler
Enterprise sectors such as education, manufactur- and McNeely 2020).
ing, healthcare, military, real estate have seen Decision-making process analyses data to
I
early adoption of AR and VR for applications extract patterns and facilitate the discovery of
such as simulated walkthroughs, remote surgeries, knowledge or insights. Reducing the complexity
combat training, employee training, and more of data to discover trends and anomalies lead to
(Carmigniani et al. 2011; Sicaru et al. 2017). Con- accelerated and more accurate decision making.
sumer segments such as retail, e-commerce, edu- Visual data mining techniques use human visual
cation, gaming, entertainment, and tourism also perception to gain insights from patterns.
make use of AR and VR for applications such as Immersive technologies assist significantly in
virtual try-on for products (Bonetti et al. 2018, this entire process (Moloney et al. 2018).
interactive books, interactive advertisements, Scientific visualizations play an essential role
immersive videos, virtual tours of famous places in facilitating learning and information sharing
(Huang et al. 2016), and 3D interactive lessons among researchers, businesses, and government
Kosa and Uysal 2019). organizations. Applications such as stocks analy-
Since the advent of Internet and mobile sis or sports analytics are usually multi-
penetration, the amount of data and information dimensional and hence difficult to visualize on
processed in every enterprise and consumer appli- existing visualization technologies such as 2D or
cation have grown exponentially. This situation 3D. Entertainment and gaming applications
poses significant challenges for users to make use require greater interactivity to enjoy the overall
of data and information for activities such as deci- experience. Industrial applications, such as
sion making, gaining insights, learning effec- healthcare training or enterprise training, require
tively, and collaborating. One of the critical a sense of physical presence to be more productive
elements that makes data accessible and usable (Sicat et al. 2018). Due to these several complex
for users is the visualization of it. The primary situations, immersive visualizations become a
objective of data and information visualization is tool of preference for personal and enterprise use.
to facilitate learning and decision-making of users Augmented and virtual reality have been
across the personal and organizational spectrum extended from the original continuum to the
(Schintler and McNeely 2020). multidimensional realm. Now it covers a sense
As the complexity and volume of the informa- of presence, level of interactivity, and the mecha-
tion and data are increasing exponentially, the nism to achieve these through the embodiment of
traditional methods of 2D and 3D visualizations suitable devices (Flavián et al. 2019). In other
on flat screens of computers or phones are not words, the primary characteristics of immersive
sufficient enough. Hence, emerging technologies technologies such as fidelity with spatial, visual,
934 Immersive Visualizations Using Augmented Reality and Virtual Reality
and aural senses of humans make it perfectly improve product placements and, hence, increase
suitable for complex data and information visual- sales.
ization (Moloney et al. 2018).
Manufacturing/Production
The training and manufacturing process of assem-
Applications of AR and VR for Immersive bling desktop computers is enhanced with AR to
Visualizations convert instructions manual into a step-by-step
visual guide. The proposed AR app is a simplified
This section presents a summary of applications process to follow for new employees without los-
from various industries which use immersive ing the task’s context. The clarity of instructions
visualizations through AR and VR to facilitate leads to reduced errors and lesser training costs
decision making, learning, or experiences incurred by the organizations. Thus, productivity
effectively. is higher, and product quality is also enhanced
(Osborne and Mavers 2019).
Retail By combining the manufacturing industry with
Virtual Try-On of clothing or accessories through VR technology, enterprises can remain competi-
augmented reality is picking up among consumers tive by utilizing quality inputs in new product
as well as retailers. An in-store augmented mirror developments. In manufacturing enterprises, by
setup provides users with a digital catalogue to its visualization and immersive experience, VR
try-on for clothing and accessories. The proposed helps in aggregating relevant information and
AR application gives an enhanced shopping expe- enables faster decision-making during the product
rience compared to the physical model leading to development processes. A thorough analysis
higher customer satisfaction due to the speedier shows the increasing use of VR technologies and
decision-making process for shopping. As a further research being conducted to increase the
result, physical retail stores can provide greater practical use of VR technologies (Choi
choice to users similar to online methods and et al. 2015).
augment it with a sense of a physical presence
(Bonetti et al. 2018). Education
A study was conducted that ingested data from A virtual tour of heritage locations provides
neuro-scientific tools such as tracking eye move- immersive history and cultural experiences to stu-
ments, storing navigation, and selecting the dents. In one of the examples, a 360-degree virtual
brands in a virtual supermarket, performing data simulation is created at the historical center of the
analysis, and thereby gaining insights about con- city of Rethymno in Greece to teach ancient his-
sumer choices, customer experience, and shop- tory and culture. A virtual reality application gives
ping behavior in a store. Qualitative analysis was learners a higher attention span due to a virtual
also used to compare the choices of consumers environment free of distractions. The additional
and the subsequent outcomes and sales. The over- sense of physical presence helps to facilitate
all suggestions correlated high attention devoted greater understanding and engagement to the
to a brand and slow eye movements (between learners. The level of interactivity fostered
brands), to additional brand purchases within the through the VR application evokes higher interest
category. The outcome of the results meant that in learners than just consuming content over the
that the additional brand choices drive the time screen (Argyriou et al. 2020).
buyers spent on the first choice. Hence, less time
available for the first selection leads to additional Real Estate
purchases within the product category and 4D CAD models and immersive visualizations are
increased sales (Bigne et al. 2015). This is a used in structural steel framing operations to
good use-case of how a VR environment was showcase the design and construction process to
used to identify retail consumers’ behaviors to all stakeholders for approvals and updates.
Immersive Visualizations Using Augmented Reality and Virtual Reality 935
Immersive Visualizations
Using Augmented
Reality and Virtual
Reality,
Fig. 2 Rehabilitation
process of the stroke
patients using AR apps.
(Xun et al. 2005)
936 Immersive Visualizations Using Augmented Reality and Virtual Reality
Immersive Visualizations
Using Augmented
Reality and Virtual
Reality, Fig. 3 Surgeons
using Google Glass in
Operating theatres. (Khor
et al. 2016)
contextual visualizations leading to lower mental account of data and information to an experience
stress and perceived pain. The immersive that heightened the learning as well as entertain-
approach avoids distractions from the real-world ment of the consumer. One of the limitations in
to assist in the healing process. This ultimately this approach is shorter usage span of virtual real-
leads to higher satisfaction among patients and ity due to headset issues, hence short, and bite-
speedier recovery (Kosa and Uysal 2018). sized documentaries are popularly used for such
experiences (Sirkkunen and Uskali 2016).
Journalism
Interactive prints and immersive storytelling are Defense
revolutionizing the journalism industry. Military training uses virtual reality to simulate
Augmenting the print media formats with digital battleground and teach strategic tactics through
content through AR and immersive storytelling interactive training for the forces. The VR simu-
makes news more effective and engaging. The lations enhance both the navigation and coordina-
immersive storytelling approach makes for more tion capabilities among soldiers. This method
effective storytelling (via interactive media). The provides a more accurate representation of war
digital augmentation enhances the value of scenarios and difficult situations than usual
existing media such as print to make it more mediums due to its immersive environment and
relevant for the users. It enables the users to get interactivity. The immersive simulations provide
an easier transition from the existing medium to a scalability and flexibility in training content
new medium without losing context. Some of the (Livingston et al. 2011) (Fig. 4).
limitations in this approach are lack of hardware Augmented reality is used as a handy tool to
availability, lack of tools for content creation, and disseminate real-time context-aware information
lack of awareness among consumers (Pavlik and in a military operation. This objective can be
Bridges 2013). achieved through a head-mounted AR glass or a
Immersive storytelling is also experimented handheld device such as a smartphone. The usage
through virtual reality by many leading broadcast- of AR also helps in getting remote assistance or
ing and publishing companies such as The recreation of a specific environment, such as a
New York Times to deliver a first-person account demolished structure. It helps understand minor
of refugees during displacement due to crisis. and vital details about the actual environment and
These short experiences put a consumer in the make rapid decisions in combat situations. Navi-
middle of the action through 360-degree videos gation information is also delivered on an AR
and evoke a strong sense of reality and empathy. headset to guide the personnel making the expe-
The use of VR transforms the news from an rience seamless (Dodevska et al. 2018).
Immersive Visualizations Using Augmented Reality and Virtual Reality 937
Immersive Visualizations Using Augmented Reality and Virtual Reality, Fig. 4 Military training simulation
example, using Virtual Reality
I
Limitations of suitable hardware, software, and content, is also
a challenge (Chandra and Kumar 2018;
There are various technical as well as business Leovaridis and Bahnă 2017; Porter and
challenges in implementing immersive visualiza- Heppelmann 2017).
tions using AR and VR. VR experiences are lim-
ited by the quality of the headset, quality of
software applications, and interactivity issues. Conclusion
Standalone wireless headset suffers due to pro-
cessing capability, weight, field-of-view, and bat- Various applications of AR and VR provide better
tery life. High-end PC based VR headsets are visualizations over traditional methods resulting
difficult to set up and expensive. If not designed in better decision making, cost savings for orga-
well, software applications can deliver a bad expe- nizations, enhanced experiences for consumers,
rience to users, including motion sickness. Inter- and many more. Immersive products provide an
activity is currently limited to the use of edge over the competition for businesses and
controllers and hand gestures, which are still enhance brand value, better stakeholder commu-
evolving. Augmented reality experiences on AR nication, and higher client satisfaction. At times it
glasses are limited by the design, size, weight, also facilitates cost reduction in specific scenar-
battery, and field of view of the headset. ios. Though AR and VR as technology are bene-
Smartphone-based AR experiences are widely ficial and advancing at a rapid pace, there are
used now. However, they do not provide rich, some short-term challenges in implementing
immersive experiences and interactivity. They immersive visualizations. To overcome these
suffer from issues such as dependency on a spe- challenges and make immersive visualizations
cific smartphone model, GPU capabilities of effective, solution providers need to design prod-
smartphone and smartphone hardware such as ucts and services which provide the appropriate
camera and display. Business limitations such as level of presence, interactivity, and immersion
awareness about the technology, cost of adopting based on application. The human-centered design
the technology, and consumer readiness are being needs to be adapted for more human senses as AR
researched for AR and VR implementation. Lack and VR can make use of visual, aural, and spatial
of maturity of the eco-system, such as availability dimensions.
938 Immersive Visualizations Using Augmented Reality and Virtual Reality
Cookie Clicker, which were among the earliest Unlocking new content requires increasing
incremental games proper. amounts of currency.
Indie Game, Fig. 1 Fez (2012) utilizes the retro platformer aesthetic, but subverts it by adding a third dimension
Steam, where indie games and big-budget main- at the Proceedings of the 9th International Conference on
stream titles coexist within a single ecosystem, the Foundations of Digital Games. Available at https://
www.jesperjuul.net/text/independentstyle/ (2014)
has rendered the circumstances of production Limbo: [video game] Playdead (2010)
nearly invisible, while highlighting the aesthetic Lipkin, N.: Examining indie’s independence: the meaning of
feel and gameplay features which set indie games “indie” games, the politics of production, and mainstream
apart. The notion of an indie game was nebulous cooptation. Loading... 7 (2012). http://journals.sfu.ca/
loading/index.php/loading/article/viewArticle/122
to begin with (Parker 2013), but now indie gaming Minecraft: [video game] Mojang (2011)
seems to have mirrored the development trajec- Newman, M.Z.: Indie culture: in pursuit of the authentic
tory of earlier indie media such as music and film: autonomous alternative. Cine. J. 48, 16–34 (2009)
a shift from a movement characterized by rela- O’Donnell, C.: The North American game industry. In:
Zackariasson, P., Wilson, T. (eds.) The Video Game
tively authentic opposition toward the mainstream Industry: Formation, Present State, and Future,
to an aestheticized label largely incorporated into pp. 99–115. Routledge, New York (2012)
the very mainstream industry it once set out to Parker, F.: Indie game studies year eleven. In: Proceedings
challenge (Lipkin 2012). of the 2013 DiGRA International Conference:
DeFragging Game Studies. Available at http://www.
digra.org/digital-library/publications/indie-game-studies-
year-eleven/ (2013)
Cross-References Stardew Valley: [video game] ConcernedApe, Chucklefish
(2016)
That Dragon, Cancer: [video game] Numinous Games (2016)
▶ Dōjin Game
References
Indie Game Design
Braid: [video game] Number None (2008)
Cave Story: [video game] Studio Pixel (2005)
Dys4ia: [video game] Anna Anthropy, Newgrounds (2012)
▶ Underground Design of Kaizo Games
El-Sattar, H.K.H.A.: A novel interactive computer-based
game framework: from design to implementation. In:
IEEE International Conference on Visualisation,
London, pp. 123–128 (2008)
Gods Will Be Watching: [video game] Deconstructeam,
Indie Game Developers
Devolver Digital (2014)
Garda, M.B., Grabarczyk, P.: Is every indie game indepen- ▶ Underground Design of Kaizo Games
dent? Towards the concept of independent game. Game
Stud. 16, (2016). http://gamestudies.org/1601/articles/
gardagrabarczyk
Fez: [video game] Polytron Corporation, Trapdoor (2009)
Hauge, A., Hracs, B.J.: See the sound, hear the style: Indigenous Knowledge for
collaborative linkages between indie musicians and Mental Health, Data
fashion designers in local scenes. Ind. Innov. 17,
11 3 – 1 2 9 ( 2 0 1 0 ) . h t t p s : / / d o i . o r g / 1 0 . 1 0 8 0 /
Visualization
13662710903573893
Hesmondhalgh, D.: Indie: the institutional politics and Hooria Hajiyan, Shawkh Ibne Rashid and
aesthetics of a popular music genre. Cult. Stud. 13, Mehran Ebrahimi
34–61 (1999)
Her Story: [video game] Sam Barlow (2015)
Faculty of Science, Ontario Tech University,
Hotline Miami: [video game] Dennaton Games, Devolver Oshawa, ON, Canada
Digital (2012)
Jagoda, P.: Fabulously procedural: Braid, historical pro-
cessing, and the videogame sensorium. Am. Lit. 85,
745–779 (2013). https://doi.org/10.1215/00029831-
Synonyms
2367346
Juul, J.: High-tech low-tech authenticity: the creation of inde- Data Visualization of Mental Health Issues;
pendent style at the independent games festival. Presented Mental Health of Indigenous Peoples
Indigenous Knowledge for Mental Health, Data Visualization 945
Indigenous is a common term used for First There have been various research surveys and
Nations, Inuit, and Métis in Canada. Indigenous studies conducted on the mental health of Indige-
peoples of Canada suffer from mental health nous people. These studies have provided a com-
issues more than their non-Indigenous counter- parison between Indigenous peoples’ mental
parts. According to history, the delocalization of health and their non-Indigenous counterparts’
these people to remote places made them live mental health. We can also see a gender-based
independently, which strained their mental comparison from some of the surveys. Figures 1
health (Kunitz 1996). Identifying the causes of and 2 (Nation n.d. 2010) show the gender-wise
mental health issues in Indigenous peoples and comparison in Indigenous peoples. In Fig.1, we
mitigating them is of dire need. One difficulty can observe that females have more suicidal
with understanding the main reasons for these thoughts than males and this is much smaller in
mental issues is the existence of multiple con- non-Indigenous people than Indigenous people.
tributing factors. These include different barriers We can also observe a higher suicide rate in Indig-
that Indigenous peoples face in accessing enous peoples in Canada, specifically among First
healthcare because of colonization, cultural dis- Nations, compared to the non-Indigenous peoples
I
continuity, and racism and residential schools. (see Fig. 2), where the rate is higher for males than
On the other hand, Indigenous knowledge is females.
still the main remedy for such kinds of mental Figure 3 (Nasir et al. 2018) represents the pres-
problems in Indigenous communities. ence of common mental disorders among Indige-
Representing the common mental problems nous Australians compared to the general
between different groups of Indigenous peoples population of Australia. We can see a similar
and the traditional way of life as a remedy for trend of high mental health issues in the Indige-
each specific group remains a challenge. Data nous population of Australia compared to the non-
visualization has evolved to create visual repre- Indigenous people. In this Figure, the superscripts
sentations of data to help people quickly assim- are indicated as the total Indigenous
ilate large amounts of information. Hence, data Australians % / total National Survey of Mental
visualization can help to identify and assess fac- Health and Wellbeing, (NSMHWB) %.
tors relating to mental issues in different groups
of Indigenous peoples.
Barriers in Accessing Healthcare
Indigenous Knowledge
for Mental Health, Data
Visualization,
Fig. 1 Comparing the
prevalence of suicidal
thoughts reported by First
Nations, Métis, Inuit, and
non-Indigenous people
Indigenous Knowledge
for Mental Health, Data
Visualization,
Fig. 2 Comparison of
suicide rate between First
Nations and non-
Indigenous people
Indigenous Knowledge for Mental Health, Data Visualization, Fig. 3 Standardized 30-day, 12-month, and lifetime
prevalence of frequent mental disorders among Indigenous Australians compared with the general Australian population
Indigenous Knowledge for Mental Health, Data Visualization 947
and Residential Schools are still the most signifi- do not recognize the system compatible with their
cant barriers that indigenous peoples are facing thinking (Firestone et al. 2015).
toward mental healthcare in Canada.
Racism and Residential Schools
Colonization The decentralization of Indigenous peoples from
The colonization of Indigenous peoples in Canada their natural habitats to remote locations and ran-
and its impact on their identities are significant dom social groupings forced them to adopt new
when discussing mental health issues of the Indig- ways of life. Relocating them was a part of the
enous community (Stout and Kipling 2003). The political and economic agenda. These policies
mental well-being and recovery of Indigenous served the non-Indigenous people with their inter-
peoples in Canada have always been tied to his- ests, and explicit and precise forms of racism
tory, mainly about dislocation from their tradi- sustained this. These suppression efforts and
tional lands and its consequences (Lavallee and harsh policies resulted from the thought that dif-
Poole 2010). Several studies show how coloniza- ferentiated Indigenous culture as primitive and
tion impacted all aspects of Indigenous peoples’ their people as uncivilized (Kirmayer et al.
lives, including health, tradition, access to ser- 2000). This prevented these people from practic-
vices, and equity, among others (Ristock et al. ing their religion and culture. They were even not
I
2019; MacDonald and Steenbeek 2015). The col- permitted to participate in the democratic govern-
onization of Indigenous peoples in Canada and ment. Therefore, as a means of getting rid of their
the historical impacts on their health, economic, culture and religion, residential schools were
and cultural experiences are well documented formed. Cultural assimilations were imposed on
(Ristock et al. 2019). The results show that the the Indigenous children by making it mandatory
source of low levels of mental well-being among for them to get admitted to these schools. These all
indigenous peoples in Canada stems from the loss played a negative role in the mental well-being of
of traditional practices, breakdown of the family Indigenous peoples and their children specifically
unit, and disconnection from the traditional (Nelson and Wilson 2017).
culture.
Another study has pointed out the high rate of colonization has attacked and still affects them
mental disorders among Indigenous peoples (Danto and Walsh 2017). The assault on cultural
(Tait et al. 2017), which states that suicide is a identity has played a significant role in the ill
concern for many Indigenous communities in health of Indigenous peoples, and the spirit has
Canada. The rate of suicide among Indigenous been wounded. In that case, healing activities
peoples in Canada is higher than the national need to include rebuilding their individual and
average. According to 2000 reports from the collective identity. This healing activity consists
Canadian Institute of Health, suicides among of a spiritual understanding of the individual and
First Nations youth aged 15 to 24 were about collaborative Indigenous culture.
five to six times higher than non-Indigenous
youth in Canada (Hossain and Lamb 2019). Indig- Cultural Attachments
enous peoples face a range of mental health issues There is a relationship between cultural attach-
at a higher rate than their non-Indigenous commu- ment and mental health among Indigenous peo-
nities, and their life expectancy is also shorter ples in Canada. Cultural attachment is assessed by
(Frideres 1998; Waldram et al. 2006). The cause involvement in traditional activities and Indige-
of this can be traced to higher rates of death nous languages (Hossain and Lamb 2019). In
among accidental death in young people and sui- addition, culture includes notions of how people
cide. High levels of mental health problems have react to situations, family patterns, and social
been documented in Indigenous communities interactions. Therefore, a new generation of prac-
(Nation n.d. 2010; Waldram et al. 2006). Mental titioners is emerging who can combine local
health issues are directly affecting the social life knowledge about health and healing with the
and economic state of these people. The high rate most valuable aspects of psychology.
of suicide, alcoholism, and violence can be both
causes and effects of mental health problems. Language
Suicide is one of the most dramatic indicators of Language is a primary conveyor of culture and
distress in Indigenous populations. Epidemiolog- people are most readily connected to their emo-
ical surveys undertaken on different communities tions and thoughts in their first language. Behav-
of Indigenous peoples have pointed out the ele- ioral health scientists are assigning high
vated rates of suicide among First Nations, Inuit, importance to understanding a group’s culture
and Métis communities (Frideres 1998). These and traits in terms of treating mental health prob-
studies show that young people have a higher lems. On the other hand, language is one of the
tendency toward suicide and attempted suicide. most vital components of culture and thus can
The results prove that assault on cultural identity impose great possibilities in understanding the
besides low self-esteem is the main factor of this. psychology of a group of people. Various studies
have explored language through its relationship
to other demographic and cultural variables
Indigenous Knowledge for Mental (Gonzalez et al. 2017). Studying different com-
Health ponents of Indigenous language and focusing on
the impact that they can impose on the mental
Some remedies to these mental issues considering health of the Indigenous population can be a
the traditional Indigenous way of life include means of bolstering the mental stability of this
Identity, Cultural Attachments, Languages, Com- community.
munity, Demographics, and Physical Activities
and Games (Danto and Walsh 2017). Community
Despite the failures of the deinstitutionalization era
Identity in Canada, the community remains a central con-
Natural healing for Indigenous peoples must cept in mental health policy, clinical practice, and
include work around identity. The cultural identity research. The idea of “community” is present in
of these people is one of the primary aspects that mental health policy, research, and clinical practice
Indigenous Knowledge for Mental Health, Data Visualization 949
in Canada (Gonzalez et al. 2017). The concept of children and introduce their culture to non-
community in treating mental well-being problems Indigenous peoples (Dubnewick et al. 2018).
has a long history in the West, including thoughts Community-based participatory research was
about healing communities. The healing power of conducted in 2018 (Dubnewick et al. 2018) to
social relationships and the health impacts of the better understand how participation in traditional
social and physical environment were central to games can enhance the sport experiences, and
this perspective. The optimism behind this should further the mental well-being of Indigenous
turn us toward community-based mental health youth. Eight Indigenous youth (14–18 years) and
services (Kirmayer et al. 2000). 10 adults living in various communities in the
Northwest Territories, Canada, participated in
Demographics either a one-on-one interview or a group inter-
When we address such critical issues as mental view. Data were analyzed using an inductive con-
health, we should consider different needs and tent analysis approach, and findings suggest that
approaches for groups of people based on age, participating in traditional games can enhance the
race, etc. For example, based on the references, sport experiences of Indigenous youth by
there is a high rate of suicide among Indigenous (a) promoting cultural pride, (b) interacting with
youths, especially among First Nations, which is Elders, (c) supporting connection to the land,
I
related to unemployment and economic issues (d) developing personal characteristics, and
(Tait et al. 2017; Hossain and Lamb 2019). (e) developing a foundation for movement. Par-
ticipating in activities such as traditional games,
Physical Activities and Games which incorporate traditional ways and Indige-
The physical activity program is the best way to nous values, may provide a unique opportunity
understand Indigenous culture and identity. to enhance the sport experiences of Indigenous
A high sense of belonging to the community and youth. That being said, traditional games can pro-
physical activity is associated with improved vide Indigenous peoples with the opportunity to
mental health and spiritual growth, specifically engage in sport within an environment that
in older people (Bailey and McLaren 2005). Stud- reflects their cultures (Heritage 2005). Traditional
ies show that having the ability and motivation to games, including Inuit games (e.g., two-foot high
belong in groups and doing physical activities kick) and Dene games (e.g., stick pull), are
with others contributed to the mental well-being strongly influenced by life on the land whereby
of retirees (Bailey and McLaren 2005; Waldram such games optimize the endurance, strength, and
et al. 2006). The sense of belonging may need to agility that were, at one time, necessary for sur-
be facilitated to enhance mental well-being. The vival (Heine 2006, 2007). Traditional games were
results indicate that higher levels of sense of central to the lives of Indigenous peoples (Heine
belonging are related to lower depressive symp- 2013).
toms related to suicide ideation (Lavallée 2007). However, with European colonization and the
Traditional ways of hunting and gathering foods “broader assimilative agenda in Canada,” there
can help the Indigenous peoples improve their was an effort to eradicate the traditional sports
mental well-being. It is worth mentioning that and games of Indigenous peoples. More recently
some healing ceremonies can improve their men- a number of computer game development compa-
tal well-being, including Pipe Ceremony, Wed- nies have created new computer games while
ding Ceremony, Naming Ceremony, Sweat advocating for technology across the Indigenous
Lodge, Full Moon, Pow Wow, and Smudging. world. For example, Honour Water is an Anishi-
One of the appropriate ways to increase self- naabe singing game for healing water which is
esteem and happiness among children is by developed by Pinnguaq, a Nunavut and British
engaging them in games. It refers to common Columbia based corporation (see Fig. 4). At the
physical activities/games that Indigenous and root of their mission statement is the embracement
non-Indigenous children can play together, of technology as a means of unifying and enabling
which improves mental well-being in Indigenous both Indigenous and non-Indigenous cultures.
950 Indigenous Knowledge for Mental Health, Data Visualization
Indigenous Knowledge for Mental Health, Data Technology Inc. Songs by Anishinaabe elders and Sharon
Visualization, Fig. 4 Screenshots of the Honour Water Day sung by the Oshkii Giizhik Singers pass on teachings
game on App Store- Apple Inc. (Courtesy of Pinnguaq about water in Anishinaabemowin)
More research would be required to evaluate the aspects of their lives such as language, culture,
success of such computer games towards this traditional activities, and mental well-being. Sim-
mission. ilar to Indigenous populations of other parts of the
world, Indigenous peoples in Canada have suf-
fered adversaries leading to a very different way
Conclusion of living. Declining population due to epidemics
of infectious diseases, religious conversion,
Colonization and relocation of Indigenous peo- enforced colonization, and separation from family
ples in Canada to remote places affected different members have all played a part in the changed
Indigenous Knowledge for Mental Health, Data Visualization 951
lifestyle of Indigenous peoples. The traits and Close the Wellness Gap. National Collaborating Centre
nature of Indigenous groups are different and for Aboriginal Health, Prince George (2013)
Heine, M.: Dene Games: an Instruction and Resource
should not be generalized in terms of understand- Manual, 2nd edn. Sport North Foundation, Yellowknife
ing their culture to treat mental problems. This (2006)
will help us to have a better understanding of Heine, M.: Inuit Games: an Instruction and Resource Man-
their needs and thoughts. Equity of well-being ual, 3rd edn. Sport North Foundation, Yellowknife
(2007)
for the Indigenous population is vital for Heine, M.: Performance indicators: aboriginal games at the
constructing an equal and just society. To achieve Arctic winter games. In: Aboriginal Peoples and Sport
this goal, an analysis of the history and its impact in Canada: Historical Foundations and Contemporary
on the Indigenous mental well-being, such as the Issues, Vancouver, Canada: UBC Press,
pp. 160–181 (2013)
common mental issues and barriers to accessing Heritage, C.: Sport Canada’s Policy on Aboriginal Peo-
healthcare, should be studied and visualized based ples’ Participation in Sport, p. 1. Minister of Public
on the main factors, including Colonization, Cul- Works and Government Services Canada, Ottawa
tural Discontinuity, and Racism and Residential (2005)
Hossain, B., Lamb, L.: Cultural attachment and wellbeing
School. Indigenous knowledge is a way of under- among Canada’s Indigenous people: a rural urban
standing their needs and improving their mental divide. J. Happiness Stud., 1–22 (2019)
health around Identity, Cultural Attachments, Kirmayer, L.J., Brass, G.M., Tait, C.L.: The mental health
of aboriginal peoples: transformations of identity and I
Languages, Community, Demographics, and
community. Can. J. Psychiatr. 45(7), 607–616 (2000)
Physical Activities. Kirmayer, L.J., Brass, G.M., Holton, T., Paul, K., Simpson,
C., Tait, C.: Suicide Among Aboriginal People in
Canada. Aboriginal Healing Foundation, Ottawa
(2007)
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Bailey, M., McLaren, S.: Physical activity alone and with Lafrance, J., Bodor, R., Bastien, B.: 12 synchronicity or
others as predictors of sense of belonging and mental serendipity? Aboriginal wisdom and childhood resil-
health in retirees. Aging Ment. Health. 9(1), ience. In: Resilience in Action. Toronto: University of
82–90 (2005) Toronto Press (2008)
Corrado, R.R., Cohen, I.M.: Mental Health Profiles for a Lavallée, L.: Physical activity and healing through the
Sample of British Columbia’s Aboriginal Survivors of medicine wheel. Pimatisiwin. 5(1), 127–153 (2007)
the Canadian Residential School System. Aboriginal Lavallee, L.F., Poole, J.M.: Beyond recovery: colonization,
Healing Foundation, Ottawa (2003) health and healing for Indigenous people in Canada.
Danto, D., Walsh, R.: Mental health perceptions and prac- Int. J. Ment. Heal. Addict. 8(2), 271–281 (2010).
tices of a Cree Community in Northern Ontario: a https://doi.org/10.1007/s11469-009-9239-8
qualitative study. Int. J. Ment. Heal. Addict. 15(4), MacDonald, C., Steenbeek, A.: The impact of colonization
725–737 (2017) and Western assimilation on health and wellbeing of
Dubnewick, M., Hopper, T., Spence, J.C., McHugh, T.L.F.: Canadian aboriginal people. Int. J. Region. Local Hist.
“There’s a cultural pride through our games”: enhanc- 10(1), 32–46 (2015)
ing the sport experiences of Indigenous youth in Menzies, P.: Intergenerational trauma from a mental health
Canada through participation in traditional games. perspective. Native Social Work Journal, 7, 63–85
J. Sport Soc. Issues. 42(4), 207–226 (2018) (2010)
Firestone, M., Smylie, J., Maracle, S., McKnight, C., Nasir, B.F., Toombs, M.R., Kondalsamy-Chennakesavan,
Spiller, M., O’Campo, P.: Mental health and substance S., Kisely, S., Gill, N.S., Black, E., Hayman, N., et al.:
use in an urban first nations population in Hamilton, Common mental disorders among Indigenous people
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Economic Determinants of Health, and Initiatives to Barriers and mitigating strategies to healthcare access
952 Indigenous Language Revitalization with Stories and Games
Background
Definition
Individuals use language as a means of commu-
According to Statistics Canada, numerous Indige- nication, education, social interaction, and devel-
nous languages are spoken in Canada. However, opment. That being said, language is also deeply
the number of speakers of these languages is related to identity, cultural heritage, tradition, and
declining due to historical and social factors. memory. Hence, when a language is lost, cultural
Efforts are underway to recognize the importance, heritage and identity are lost and may be lost
preservation, and revitalization of these languages. forever or not be recoverable at all (Oladimeji
A careful evaluation of the related challenges, et al. 2020). According to the United Nations
potential solutions, and benefits is essential. Educational, Scientific and Cultural Organization
Indigenous Language Revitalization with Stories and Games 953
(UNESCO), it is estimated that at least 40% of the Ojibwa Nation. Around 1700, the Mississaugas
7000 languages used worldwide are at risk of of Scugog Island moved from their previous home
extinction. The use of Indigenous languages in north of Lake Huron into southern Ontario. The
Canada has been suppressed for generations due Ojibwe language is the most prevalent Indigenous
to the history of restrictive colonial policies. Many language in the area, which serves as a focus of this
Indigenous languages are presently endangered study (O’Donnell and Anderson 2017).
since most of them are not taught or used in The authors of this entry are not Indigenous
schools, universities, industries, and business. peoples and acknowledge that they are not in a
The year 2019 was designated the international position to speak to the values or views of the
year of Indigenous languages by the United Indigenous communities or their culture. This
Nations, to emphasize the importance of revitali- entry aims to offer a view of possible options
zation of Indigenous languages at the regional, for designing a mobile app for learning Indige-
national, and international levels. In Canada, one nous languages. It is important to mention that
of the items listed in the Truth and Reconciliation elders can always provide more valuable guid-
Commission’s Call to Action was that the federal ance on how to meet the needs of their
government should acknowledge Indigenous lan- communities.
guages as an inherent right of Indigenous peoples
I
and support to “preserve, revitalize and
strengthen” these (Justice Laws 2019). In the Literature Review
2016 census in Canada, nearly 70 Indigenous lan-
guages were reported. There are tens of thousands In 2019, Morgan Cassels and Chloe Farr
of speakers for several of these languages, while published a review paper on mobile applications
others have a few tens or hundreds of mostly for Indigenous language (Cassels and Farr
elderly speakers (Anderson 2018). Thus, Indige- 2019). The authors discuss whether mobile
nous languages can be said to be endangered. apps can strengthen language revitalization
Based on 2016 statistics, 260,550 Indigenous peo- efforts and debate the advantages and disadvan-
ples can speak an Indigenous language well tages of using apps as a medium for Indigenous
enough to conduct a conversation (O’Donnell language learning. Furthermore, 32 apps are
and Anderson 2017). On the other hand, Indige- examined and concluded that some apps focus
nous peoples’ language and culture are dependent on a specific goal or strategy while others offer a
on each other since their cultures are rooted in oral wide variety of different activities, such as
traditions. By oral tradition, Indigenous peoples stories and games. According to the authors,
transmit their epic poems, prayers, speeches, spir- most Indigenous language apps provide users
itual teachings, songs, stories, and history. The with a mixture of dictionary features, common
oral tradition usually transfers culture from one phrases, vocabulary exercises, games, quizzes,
generation to the next through elders or older and cultural content.
people. The oral tradition makes the importance In another study, Oladosu Oladimeji et al.
of maintaining and revitalizing Indigenous lan- examine how technology can play a role in revi-
guages more apparent. talizing culture and language in acute areas
The study in this entry suggests a user-centered (Oladimeji et al. 2020). They notice that individ-
application for the Indigenous Education and Cul- uals must show interest in the language to learn
tural Services at Ontario Tech University that sup- it. A new way of learning the Yoruba language is
ports Indigenous languages. Ontario Tech presented by using mobile games to arouse the
University is on the Traditional Territory of the interest of students and thereby further promote
Mississaugas of Scugog Island and the territory is and revitalize the Yoruba language and culture.
covered by the Williams Treaties. The Mis- A survey questionnaire was used by developers
sissaugas is one of the branches of the largest to assess the quality of the mobile application
Indigenous groups in Canada which is known as that was installed by participants who explored
954 Indigenous Language Revitalization with Stories and Games
the application. The games are ranked based on shame to speak their language (Brinklow
some metrics including extensibility, security, et al. 2019).
ease of use, and whether the user finds it inter- English and French are the two official lan-
esting to learn Yoruba after playing it. According guages of Canada. According to the 2016 census,
to their result, 76% of respondents found the it reported that more than 95% of employees used
game easy to use, 70% rated it as sufficiently English or French at work regularly (Lepage and
extensible, and 90% found it gratifying to learn Corbeil 2017). Furthermore, English and French
Yoruba after playing the game. It will be an are used in schools, universities, business, etc.,
entertaining and interesting method of motivat- and can be considered the languages of success.
ing people to develop an interest in learning the By viewing this reality, it becomes clearer why
native Indigenous language individually or in some Indigenous peoples are reluctant to learn or
groups. speak their language.
In a more recent work, the National Research Finally, there is no doubt that an aging mother
Council of Canada (NRC) conducted a project tongue population contributes to the extinction of
known as “Indigenous Languages Technology Indigenous languages. If the Indigenous lan-
(ILT)” (Kuhn et al. 2020). Phase I of this project guages are not taught to the next generation,
allocated $6 million in funding by the Govern- they will disappear.
ment of Canada in March 2017 and Phase II of the
project is currently underway. The ILT’s project
aims to produce software that will facilitate Indig- Possible Solution
enous language preservation and revitalization
efforts throughout Canada. The authors mention Several efforts are underway to prevent Indige-
that several technologies were developed in nous languages from extinction. With the help of
response to community demands, and the project technology, Indigenous languages can be revived,
was split up into subprojects including text-based reclaimed, and supported (Oladimeji et al. 2020).
and speech-based components. The authors indi- In this paper, designing a mobile game language-
cate that a significant challenge in their project learning application based on Indigenous culture
was in building respectful relationships with with Indigenous community involvement, espe-
communities. cially among elders, is suggested.
tool, rather than enrolling in expensive classes or • There are various dialects within Indigenous
using traditional study materials. Fourth, mobile languages. Still, there is a lack of references to
applications can provide a fun and entertaining whether the orthographic standards were
learning experience (Cassels and Farr 2019). developed for all dialects or if only one dialect
The popularity of video games and mobile is represented in the sources and articles.
games has grown considerably in recent years • There are several orthographies used to write
and their popularity among young people makes the Indigenous languages. Even though the
them a potentially useful tool in education orthographic union (unification) of the lan-
(Oladimeji et al. 2020). Hence, game apps can guage leads to a general improvement, there
be a valuable tool to revitalize Indigenous lan- are still significant differences between lan-
guages. Score points of players in a certain guages based on their location or age.
mobile application game could be a measure of
learning. It can enable the users to understand Challenges Regarding Mobile Game Apps
the reasoning behind obtaining a low score and In addition to many other uses, mobile game apps
utilize it to have a better learning experience can be useful tools for language revitalization
following repetition (Godoy 2020). Games that efforts. Indigenous language learning apps can
use a learning scenario-based approach involve be effective when language acquisition with cul-
I
the gamers in a problem-based setting to solve tural themes is combined. Hence, it is vital to
problems. Hence, the players will be required to consider how it can be designed pedagogical
make decisions about integrated questions, activities and tools in a manner to respect the
experiment with the options offered, interpret culture, community, worldview, protocols, and
feedback, and adapt to new learning methods physical environments of Indigenous peoples
for new insight and skill development (Godoy (Cassels and Farr 2019). A technology-based
2020). community initiative must deal with the rapid
pace of technological change. It is also common
for apps to be updated periodically, like other
General Challenges software products. Those who want to use the
app must have a device that is compatible with
Indigenous language technology development the current version. This compatibility issue may
will be faced with many challenges and problems. make it difficult for individuals to keep up-to-date
Here, there are two distinct types of challenges, devices since maintaining their devices may be
one associated with the Indigenous languages and expensive (Cassels and Farr 2019).
another one related to mobile game apps.
Indigenous Language
Revitalization with
Stories and Games,
Fig. 1 Images from mobile
game app for indigenous
languages in Canada: Left:
Anishinaabemowin Niwasa
(Thornton Media,
Inc. 2019); right: Beginner
Ojibwe (shotgun.
experiments 2018)
a series of mini-games that help players learn teachings and stories to help players gain a
vocabulary and grammar in a fun and deeper understanding of the Cree people and
interactive way. their traditions.
• Beginner Ojibwe (shotgun.experiments 2018):
This app is designed for those new to the
Ojibwe language or those who are enthusiastic Such games provide a fun, engaging, and
about learning it. The app follows a “word of accessible way to learn indigenous languages in
the day” approach, allowing users to select up Canada, and they protect these precious languages
to 12 words per day to learn. It is meant to be a for future generations. They are, however, typi-
straightforward introduction to the language. cally only available for a single operating system
• Ojibway (Baxter 2017): This app teaches users or platform, and their static nature can lead to
the Ojibway language using professional- them being outdated.
quality audio, pictures, and syllabics. It covers
important aspects of the Ojibway culture,
including history, geography, famous people, Design Considerations
and treaties. The app also teaches common
phrases, pronunciation, and syllabic writing. Mobile game apps can help revitalize the Indige-
It provides comprehensive information about nous peoples’ languages if children and youth will
the Ojibway people, including their lifestyle, be taught to speak the language using these. How-
history, and notable figures. ever, to be accepted by its audience, the mobile
• Cree Language (GNWT Official Languages game application has to be entertaining and well-
2016): This game teaches players the Cree designed. The user interface, fast loading time,
language through a series of word puzzles high performance, and compatibility with differ-
and challenges. It also includes cultural ent mobile platforms are key factors here. If a
Inductive Learning 957
mobile game app did not meet these criteria, it Baxter, D.: Ojibway [iOS]. Apple Store. https://apps.apple.
would barely succeed. com/ca/app/ojibway/id477459816 (2017)
Brinklow, N.T., Littell, P., Lothian, D., Pine, A., Souter, H.:
The term cross-platform in mobile game appli- Indigenous language technologies & language recla-
cations refers to the fact that users of different mation in Canada. In: 1st International Conference on
hardware or operating systems can play the same Language Technologies for All, Paris. Proceedings of
game simultaneously. Therefore, it is very impor- the 1st International Conference on Language Technol-
ogies for All, pp. 402–406. European Language
tant to have a mobile game app that can run on Resources Association (ELRA) (December 2019)
Android, iOS, and other common operating sys- Cassels, M., Farr, C.: Mobile applications for indigenous
tems and hardware. language learning: Literature review and app survey.
One of the best ways to develop a cross- Working Pap. Linguist. Circle Univ. Victoria. 29(1),
1–24 (2019)
platform app is by using game engines. Game Desmoulins, L., Oskineegish, M., Jaggard, K.: Imagining
engines are the core software needed for a game university/community collaborations as third spaces to
to run properly. It is possible to have various support indigenous language revitalization. Lang. Lit-
versions of a game app for different platforms eracy. 21(4), 45–67 (2019)
GNWT Official Languages: Cree Language [Andriod].
after developing a game using a game engine. Google Play. https://play.google.com/store/apps/
Developing a cross-platform mobile game details?id¼com.languagepal.androidvancecreeversion
app using a game engine to teach the Ojibwe &hl¼en (2016)
Godoy Jr., C.H.: A review of game-based mobile I
language would be an excellent idea.
e-learning applications. Int. J. Comput. Sci. Res. 4(3),
Due to the need for an Ojibwe language- 340–350 (2020)
learning mobile app to be scenario-based, some Kuhn, R., et al.: The indigenous languages technology pro-
stories from this nation can be used in the process ject at NRC Canada: An empowerment-oriented
of app design and development. Concepts such as approach to developing language software. In: Proceed-
ings of the 28th International Conference on Computa-
treaty rights, tribal sovereignty, wild rice, and tional Linguistics, pp. 5866–5878 (December 2020)
spearfishing are a few examples that can help Lepage, J.F., Corbeil, J.P.: Languages used in the work-
mobile game apps to be better adjusted to the place in Canada. Statistics Canada Catalogue
community’s culture. no. 98-200-X2016031 (29 November 2017)
Littell, P., Kazantseva, A., Kuhn, R., Pine, A., Arppe, A., Cox,
C., Junker, M.O.: Indigenous language technologies in
Canada: Assessment, challenges, and successes. In: Pro-
Conclusion and Discussion ceedings of The 27th International Conference on Com-
putational Linguistics, pp. 2620–2632 (August 2018)
O’Donnell, V., Anderson, T.: The aboriginal languages of
In conclusion, scenario-based mobile game appli- first nations people, métis and inuit. Statistics Canada,
cations can play an important role to promote and Catalogue no. 98-200-X (25 October 2017)
preserve Indigenous languages and cultures by Oladimeji, O., Olorunfemi, T., Oladimeji, O.: Promoting
honoring the Indigenous way of life. It is also interest in learning Yorùbá language using mobile game.
J. Inf. Technol. Comput. Sci. 3(5), 293–301 (2020).
clear that interaction with the Indigenous commu- https://doi.org/10.25126/jitecs.202053232
nity, in particular with the elders, and receiving Shotgun.experiments: Beginner Ojibwe [Andriod]. Google
feedback from them can enable an application to Play. https://play.google.com/store/apps/details?id¼com.
be suited to their needs. Hopefully, this will help shex.beginnerojibwe&hl¼en_CA&gl¼US (2018)
Thornton Media, Inc.: Anishinaabemowin Niwasa
to promote the awareness of the Indigenous com- [Andriod]. Google Play. https://play.google.com/store/
munity, especially the new generation and youth, apps/details?id¼com.languagepal.androidniwasa&
about their language. hl¼en_CA&gl¼US (2019)
References
Inductive Learning
Anderson, T.: Results from the 2016 Census: Aboriginal
languages and the role of second-language acquisition.
Statistics Canada, Catalogue no. 75-008-X ▶ PBL-Based Industry-Academia Game Devel-
(7 December 2018) opment Education
958 Industrial Robot Augmented Reality
Rieber 1990). Some following studies games with a health focus (Ushaw et al. 2015).
contradicted with these prior findings, concluding The best practices that were found to be suitable
that static methods might have been as effective as for adopting were: brief in-game instructions that
dynamic methods (Hegarty 2004). The reasoning are on-screen (not on a manual or a printed out
behind this was that although the dynamic document) and readily available to the player for
methods might have had advantage over static the duration they like to view them; using pre-
ones in terms of visualization, they also had asso- recorded videos of required in-game actions and
ciated pitfalls such as demanding continuous using these recordings as an in-game tutorial.
attention of the user and presenting information Greyling and Calitz studied on developing a
only for the duration of the included motion. In computerized multimedia tutorial system they
this sense, the static information presentation named “ACCUTUT,” which aimed to train pro-
methods were available for viewing as long as spective higher education students in using
the user wanted to, since they were not associated computerized admission test user interfaces effec-
with any movement duration constraint. The tively (Greyling and Calitz 2003). In this system,
required cognitive load for viewing also was the following instruction methods were used:
lower, since they did not include any dynamic written, verbal, and simplistic icons (brief pic-
elements. A third realm of studies followed these tures). Researchers found out that using such
I
two contradicting views, which combined static assistive information presentation methods
and dynamic information presentation methods instead of requiring students to read large seg-
and examined the effects on user experience. ments of text improved user experience and elim-
The researchers found out that it resulted in dis- inated several interface problems while taking
jointed understanding, as some participants were these admission tests.
not able to figure out how to integrate the two or
when to focus on which one (Ainsworth et al.
2002; Anzai 1991). As a remedy, a following Spatial Information in Information
study suggested that having the user actively par- Presentation
ticipate in the integration of picture-based and
symbolic information presentations provided bet- To assist users with understanding information,
ter user experience and increased understanding some previous studies explored the use of spatial
(Bodemer et al. 2004). The importance of infor- information in VR systems. Bowman et al. looked
mation presentation method not only lies in the into whether using spatial information presenta-
level of understanding it provides the users but tions inside a virtual zoo would stimulate learning
also its effects on the production costs. Dynamic and comprehension in participants or not
methods such as animation and videos are costlier (Bowman et al. 1999). In the virtual zoo system,
and more time consuming to produce, whereas the following information presentation methods
static methods such as pictures or text are usually were used: verbal, text, a few accompanying
less costly and less time consuming. Hence, it is images (only for complex content), and audio
important to understand which information annotations that were triggered automatically if
method in virtual reality would provide the best the users were close to them. Although not eval-
user experience while being cost and time effec- uated in isolation, these assistive information pre-
tive at the same time. sentation methods were observed to increase
users’ understanding of the layout and design on
the virtual environment. The virtual zoo experi-
Tutorials in Serious Games ence enabled students not only to learn the
presented information directly but also to under-
Ushaw et al. looked at the video game industry stand the material better as compared to traditional
and studied which of the best practices could be teaching methods. Likewise, Ragan et al. also
adopted from commercial video games to serious explored effects of supplementary spatial
960 Information Presentation Methods in Virtual Reality
information on user experience (Ragan et al. for aviation safety training (Chittaro and Buttussi
2012). Written and symbolic information presen- 2015). Aggarwal et al. also utilized text-based
tation methods were used in the VR system and instructions and very brief pictures for presenting
participants’ performance on learning-based information in their VR laparoscopic surgery
activities were measured. In one version, informa- training curriculum development studies
tion was presented directly to the participants in (Aggarwal et al. 2009). Corato et al. chose to
the virtual environment, and in the other version, include real-time animation overlays along with
information was wrapped around the participant text-based on-screen instructions as information
on surrounding displays. Experiment results presentation methods in their VR system for
showed that spatial information presentation pro- training surgery staff on hand-washing proce-
vided improved memory scores whereas no dures (Corato et al. 2012).
improvements were observed for higher level
cognitive activities, such as critical thinking.
Conclusion
Commonly Used Information Although some previous studies have examined
Presentation Methods in VR Systems effects of information-presentation methods
on user experience in VR, there are still no well-
Unless they rely solely on human tutors who will
established design principles recommending
explain the users how to use the system and what
which method works best for different aspects
tasks to perform in it, almost all VR systems
such as entertainment, training, learning, memo-
include some form of instructions. In this subsec-
rization, or retention. More studies are needed
tion, we present a compilation of recent VR sys-
to identify effects of information presentation
tems and the information presentation methods
methods on user experience for improved VR
they utilized. These studies did not focus on
experiences.
exploring effects of instruction methods in VR
on user experience; however, observing the com-
mon choices of instruction methods chosen to be
Cross-References
used by the recent studies may shed light on
understanding information presentation methods
▶ Accessibility of Virtual Reality for Persons
better.
with Disabilities
Oliveira et al. utilized text-based instructions
▶ Cognitive Psychology Applied to User Experi-
in their VR system for industrial equipment
ence in Video Games
maintenance training (Oliveira et al. 2007).
▶ Gamification and Serious Games
Galvan-Bobadilla et al. used several different
instruction methods (animated, written, and ver-
bal) in the VR system they developed for training
References
users on maintenance of underground power dis-
tribution lines (Galvan-Bobadilla et al. 2013). Aggarwal, R., Crochet, P., Dias, A., Misra, A., Ziprin, P.,
Stinson and Bowman utilized text-based instruc- Darzi, A.: Development of a virtual reality training
tions in their VR system that aimed to train ath- curriculum for laparoscopic cholecystectomy.
Br. J. Surg. 96(9), 1086–1093 (2009)
letes on handling high-pressure situations Ainsworth, S., Bibby, P., Wood, D.: Examining the effects
(Stinson and Bowman 2014). Carlson et al. of different multiple representational systems in learn-
chose to include prerecorded video-based ing primary mathematics. J. Learn. Sci. 11(1), 25–61
instructions in their VR training system for (2002)
Anzai, Y.: Learning and use of representations for physics
assembly tasks (Carlson et al. 2015). Chittaro
expertise. In: Towards a General Theory of Expertise,
and Buttussi included text-based instructions vol. 30, pp. 64–92. Cambridge University Press,
and very brief pictures in their VR serious game New York (1991)
Integrating Virtual Reality and Augmented Reality into Advertising Campaigns 961
Mixed reality (MR) refers to an umbrella concept allows consumers to constantly interact and
from the reality-virtuality continuum to allow engage with advertising campaigns (Persaud and
users to experience the key efficiencies of Azhar 2012). The social media population now
both AR and VR technologies. This technol- accounts for 37% of the world’s population or
ogy analyses users’ surrounding real-world 60% of Americans (Jorner 2017). The pervasive
environment before producing a digitally gen- presence of social media further prompts adver-
erated graphical reality. tisers to take advantage of the opportunities in
Virtual reality (VR) is an assembly of technolo- integrating both platforms (Swant 2017a). For
gies that offer immersive, interactive, and example, Facebook debuted its Facebook Spaces
information-rich experiences when users are AR platform to offer its users AR experiences
able to interact with objects and realities in a through an Oculus Rift headset (Swant 2017a).
computerized, simulated, real-time 3D virtual This entry will go over the definitions of AR
environment by employing their senses and and VR, discuss the technological developments
skills. relevant to the advertising industry, examine
major determinants in their adoption by advertis-
ing practitioners, and provide AR/VR campaign
Introduction examples to demonstrate their potential.
Secondly, interactivity refers to the human- adults (lessonly.com 2016), this challenge may
computer interactions made possible by VR be resolved sooner.
gadgets such as VR helmets that offer high 3D Secondly, other VR researchers have also
sights and sounds, and high-resolution quality, observed other important determinants including
as well as motion-tracking hardware and soft- heightened consumer expectations, availability
ware to interact with the virtual world (Claudio of VR headsets, new ways of thinking in designing
and Maddalena 2014). As defined by Steuer more interactive contents, etc. (Klie 2016). Thirdly,
(1992), this concept refers to “the extent to a country’s telecommunications infrastructure will
which users can participate in modifying form also affect if the immersive potential of VR tech-
and content of a mediated environment in real nologies can be fully realized without data trans-
time” (p. 84). Interactivity of VR campaigns mission delays. Consumers of VR technologies
thus enables consumers to experience individu- will continue to expect higher frame rates and
alized and customized advertising contents. image quality. As a result, data demand of VR
Thirdly, VR also provides ample information devices are expected to exceed those of 4 K.
and functionality that involve all human senses According to Juniper Research, data consumption
(such as hearing, kinematic, proprioceptory, and is predicted to grow from 2,800 PB in 2017 to over
vision) to allow users to meet their entertain- 21,000 PB in 2021 (Laposky 2017). Lastly, the
I
ment and hedonic gratifications (Kerrebroeck future development of VR technologies also rely
et al. 2017). on how VR integrates with other popular platforms
A VR system is composed of several different such as Facebook or WeChat, both of which are
technologies that include (1) a graphic rendering currently developing their own VR platforms
system; (2) gloves, trackers, and user interface (Johnson 2017d; Jorner 2017; Laposky 2017).
to detect and input users’ movements; (3) output
devices to facilitate aural, haptic, and visual inter-
actions in the VR environment; (4) a software to Augmented Reality (AR)
model virtual objectives and to construct data-
bases; and (5) a system to deliver VR sensory Similar to VR, augmented reality (AR) also
stimuli such as visual display technology to offer allows users to interact with simulated digital
users interactive and immersive experiences graphics, imagery, and objects that combine both
(Claudio and Maddalena 2014). computer-generated virtual and real-world data to
Advertising practitioners who would like to make real-time interactions possible, with the illu-
take advantage of the potential of VR technolo- sion of co-existing in the same space (Rese et al.
gies are still faced with several challenges. 2017; Van Krevelen and Poelman 2010; Williams
First, the potential of VR technologies in adver- 2009). Researchers have claimed that AR is an
tising lies in their diffusion and the attractiveness important branch of VR because both integrate
of related applications. According to a survey virtual digital information into a 3D real environ-
of 811 American adults by YuMe, a majority of ment in real time (Chen et al. 2016). Therefore,
consumers have heard about (around 47% of sur- the definitions of AR center on its virtuality,
vey participants), but cost has been ranked as the enhanced telepresence and flow experience, and
most important determinant of VR adoption a sense of immersion. For example, Carmigniani
(Baumgartner 2016). Similarly, Bazilian (2017b) and Furth (2011) defined AR as “a real time direct
also concurred in another survey of 1,000 people or indirect view of a physical real-world environ-
between 18 and 64 years old that 37% of the ment that has been enhanced/augmented by
participants decided against buying VR devices adding virtual computer-generated information
after realizing its high cost, and 64% of them to it” (p. 342).
agreed that they would buy VR devices if they Figure 1 best captures how realities are created
were less expensive. Thanks to the popularity in the virtual world and where augmented
of smartphones adopted by 68% of the US reality stands in this popular Reality-Virtuality
964 Integrating Virtual Reality and Augmented Reality into Advertising Campaigns
Integrating Virtual Reality and Augmented Reality the virtual world. (Adapted with automatic permission
into Advertising Campaigns: History, Technology, from Kim et al. 2016, p. 162)
and Future Trends, Fig. 1 A continuum of realities in
(RV) continuum (Milgram et al. 1994). As seen in characteristics have made AR a promising
Fig. 1 (adapted from Kim et al. 2016, p. 162), platform for many advertisers.
mixed reality (MR), or Hybrid Reality, is often As early as 2010, HarperCollins Publishers
used as a stand-along application or can be used as has experimented with AR to promote Irish
an umbrella term that encompasses variations, yet author, Cecelia Athern’s book, The Book of
captures “the core efficiencies” of both AR and Tomorrow, in its campaign (everydayismagical.
VR technologies and applications (Milgram et al. com) (Shields 2010). With the popularity of social
1994; Reality Technologies n.d.; Pando 2017). media platforms, the agency Stickee also
MR include augmented reality, augmented virtu- employed Facebook in this multiplatform cam-
ality, and other mixed reality applications (Reality paign (Shields 2010). Similarly, Ford’s UK cam-
Technologies n.d.). The concept of mixed reality paign (https://www.youtube.com/watch?v¼bl8T
refers to an application by which real and virtual 9oYO5vY) targeted young demographics to
world objects and people are integrated with the encourage their purchase of Ka car model. The
virtual environment where digitally generated and technology allows mobile phone users to view
physical objects are juxtaposed to co-exist and to images superimposed virtually onto another pic-
allow users to interact in real time (Milgram et al. tures in a video kiosk (Clifford-Marsh 2009).
1994; Milgram and Kishino 1994). MR is there- Advertisers often integrated AR with other inte-
fore different from AR because MR analyzes grated marketing communications (IMC) plat-
users’ surrounding environment before projecting forms. In its 2017 AR campaign (http://www.
computer-generated contents and synthetic benjerry.com/flavors/special-stash), Ben & Jerry
objects that users are able to interact with virtually worked the advertising agency, 360i, through
(Pando 2017). In spite of the conceptual differ- Facebook’s latest augmented reality platform
ences, we will use AR and MR interchangeably, to promote its newly launched marshmallow-
following the current practices in the advertising flavored ice cream (Johnson 2017d; Loop 2017).
and marketing industry. This AR campaign also integrated a digital game
As an interactive and immersive media platform to allow players to use a smartphone’s
platform, AR offers a great potential to comple- rear-facing camera by allowing them to catch
ment what traditional advertising platforms are marshmallows falling from the sky. If consumers
not able to offer through its innovative ways to missed more than five marshmallows, the AR
interact with commercially relevant advertising game ended (Johnson 2017d). The ice cream
contents (Javornik 2016). Unlike these media, cones at the bottom of the campaign site tracked
AR is characterized with its “interactivity, virtual- how many marshmallows have been missed
ity (presence of elements of virtual reality), (Johnson 2017d; Loop 2017).
geolocation feature/location specificity, mobility Scholz and Smith (2016) proposed the
(in terms of portability and wearability) and “layer/world metaphor” (p. 149) to describe the
synchronization of virtual and physical/real applications of AR in advertising. Advertisers
(augmentation)” (Javornik 2016, p. 253). These developed digital information layers made up of
Integrating Virtual Reality and Augmented Reality into Advertising Campaigns 965
pictures, texts, and videos that later overlay with immersive mobile AR experiences in advertising,
physical objects (e.g., advertisements, landscapes, entertainment, gaming, retailing, sports, contexts
product packages, street scenes) in the real world to complete their consumer decision-making
(Scholz and Smith 2016). Through digital screens journeys (Heine 2017; Rese et al. 2017;
or holograms on digital out-of-home billboards, Shapiro 2017).
smartphones, or other video installations, uses are Table 1 below offers a good summary of major
able to experience their virtual presence and advantages of AR and VR as two emerging inter-
“hybridized realities” (Scholz and Smith 2016, active technologies. These media characteristics
pp. 149–150) that generate an illusion that they offer potentially promising applications for the
interact seamlessly and in real time with the advertising professionals. For example, interac-
computer-generated objects. tivity will allow advertisers to develop fully inter-
In the following 2014 Pepsi Max Unbelievable active digital ads that allow users to interact and
AR campaign in London (https://www.youtube. modify ad contents. The hypertextuality feature
com/watch?v¼Go9rf9GmYpM), a bus stop was will enable consumers to access product informa-
rigged with an digital display capable of produc- tion embedded in the digital ad and to connect
ing AR experience to daily commuters. The to e-commerce and mobile commerce site to
6-sheet digital screen displayed computer-
I
generated UFOs, giant hostile robot, and escaped
wild tiger images that overlay with live feed of Integrating Virtual Reality and Augmented Reality
the street (Dyakovskaya 2017). This campaign into Advertising Campaigns: History, Technology,
and Future Trends, Table 1 Technical characteristics
generated very positive results with 30% sale
of AR and VR technologies
volume increase, 120,000 mentions, likes, and
shares in major social media channels, and 87% Media characteristics of
interactive technologies Definition
earned view rate (Dyakovskaya 2017). The cam-
Interactivity Machine and personal
paign has demonstrated how a UFO attack sce- interactivity, feature-based
nario was overlaid with the street scenes in or perceived, composed of
London (Dyakovskaya 2017). The potential of control, responsiveness and
two-way communication
AR-enabled billboard can be maximized when
Hypertextuality Potentially high number of
interactivity is embedded in the campaign when linked sources
consumers are able to participate in the interac- Modality Diversity of content
tions with AR contents (Szymczyk 2009). Refer representation
to the campaign video site (https://www.youtube. Connectivity Technological capability of
com/watch?v¼Go9rf9GmYpM) to experience the expanding and sustaining a
role of AR in enhancing consumer engagement. model of network, where
many users can be connected
To conclude this section, Fortune magazine among themselves
predicts that AR will generate $120 billion in Location-Specificity Specificity with which a
revenue by 2020 (Gaudiosi 2015). Gartner technology and its user can
(2010) also predicted that AR could be considered be targeted based on the
precise geolocation
as one of the promising top ten technologies in the
Mobility Portability and wearability
information-communication technologies (ICT) that allow a mobile use
sector (cited in Kim et al. 2016). At the 2015 Virtuality Combination of virtual
Consumer Electronics Show, AR has the potential elements that causes
to “disrupt anything with a screen” (cited in immersion in an
Scholz and Smith 2016, p. 150). The advent environment constructed
with computer graphics and
of mobile AR content is likely to create the digital video
greatest influence on AR applications in the next
Reprinted from Journal of Retailing and Consumer Ser-
5–10 years (Heine 2017; Szymczyk 2009). AR vices, 30, Ana Javornik (2016), pp. 252–261, with permis-
users will be able to personalize their own sion from Elsevier
966 Integrating Virtual Reality and Augmented Reality into Advertising Campaigns
purchase advertised products. In addition, the 2017b). KFC has been proud of its products,
multimodality of both AR and VR technologies claiming “It’s made in the hard way” (KFC,
has blurred the traditional boundaries of print, https://www.kfc.com/about/how-kfc-makes-
electronic, out-of-home media, and emerging chicken). Cook trainees were challenged to
media. As a result, traditional print ads are able interact with the computer-generated objects
to offer videos through AR, VR, or holograms, through an Oculus Rift headset and controller
such as Porsche’s holographic magazine ad and learned the laborious five-step processes
(2016) (https://www.youtube.com/watch?v¼XT of inspecting, rinsing, breading, racking,
hnCB3s8y0). Connectivity has led to the creation and pressure-frying KFC’s chicken products
of social media advertising and electronic word of before placing these virtual objects in Colonel
mouth to facilitate the marketing communication Sanders’ mouth to complete the training
processes. Both location-specificity and mobility (Jardine 2017; Swant 2017b). KFC has
characteristics allow advertisers to send location- planned to use more VR e-learning and
sensitive mobile advertising to consumers’ mobile training contents to help train its cooks in its
devices and create a pervasive mobile environ- multistep and rigorous Chicken Mastery Certi-
ment. Finally, virtuality of the VR and AR plat- fication program (KFC Corporation 2017). VR
forms has generated a potential to integrate with technologies in this campaign have allowed
other media platforms to create fully immersive KFC to communicate its corporate mission
advertising experiences. statement with a fun and hand-on experience.
We used the following VR and AR campaigns As seen in KFC’s press release (2017), “What
to demonstrate the benefits of integrating these excites us is experimenting with new tools and
two emerging technologies into advertising cam- mediums to tell stories. VR became an obvious
paigns to generate positive results. choice to create an immersive experience that
teaches trainees how to make KFC’s Original
Recipe. The escape room concept builds on the
Integrating AR/VR into Advertising pure training and utility of the experience
Campaigns into something that’s also entertaining and
connected to KFC’s iconic founder.” Cam-
• Campaign Case #1: KFC’s “The Hard Way” paign Case #2: NHS Blood and Transplant
Virtual Training Escape Room VR Campaign AR Campaign in UK (2016) (https://www.
(2017) (https://www.youtube.com/watch? youtube.com/watch?v¼-zNWP4lzrJQ)
v¼GAlD0h9vCEc) (https://www.youtube.
com/watch?v¼JX5RmKcO_j8) This AR campaign was launched in Birmingham
• Kentucky Fried Chicken (KFC) launched and London though its interactive out-of-home
its 25-min VR video game campaign, “The digital billboard to change people’s stigma
Hard Way,” that required users to learn how about blood donation (Marketing Week 2016).
to fry chicken thighs and wings before they The campaign was created by agency, 23red
could escape from the virtual Colonel Sanders’ that prides itself to “change behavior for the
secret lodge (KFC Corporation 2017; Swant better” (Marketing Week 2016). This AR cam-
2017b). This VR campaign was developed by paign was an excellent demonstration of how an
Wieden + Kennedy’s emerging technologies AR app could make the best use of its interactive
branch, W + K Lodge (Swant 2017b). Though and multimodal capabilities to create “exper-
not intended for the public, the campaign iential activities” to increase the awareness
was designed to train KFC’s new “screen- of and actual behaviors of blood donations
obsessed” Generation Millennial cooks to (Benjamin 2016).
have a better understanding of the brand’s per- The interactive digital billboard showing a
sonality, according to Bob Das, KFC’s head sick patient includes a strong message, “I need
check in the USA (Jardine 2017; Swant your blood donation. Can you help? Show your
Integrating Virtual Reality and Augmented Reality into Advertising Campaigns 967
support by filing a virtual bag.” Spectators were technologies have been applied to a variety of
given a sticker that could be detected by visual brands, ranging from Elle Magazine (O’Shea
recognition on their smartphone (Benjamin 2016). 2016), social media giant, Twitter (Cohen
Afterwards, the AR app allowed them to donate 2016), Disney’s film promotion (Shaul 2014),
virtually their blood that will ultimately fill out Gatorade (Schultz 2015), etc.
an empty blood bag. Refer to the campaign video As demonstrated in the above AR and VR
link (https://www.youtube.com/watch?v¼-zNW campaigns, consumers are now able to interact
P4lzrJQ) that demonstrates the integration of and engage with advertisers’ messages (Giardina
mobile app with AR technologies in this campaign. 2017; Martin 2017), to avoid future ad blocking
As shown in the campaign video (https://www. (Martin 2017), to build better brand awareness
youtube.com/watch?v¼-zNWP4lzrJQ), the pale- (Martin 2017), to connect consumers to the prod-
looking patient’s complexion changed when the uct through a self-referencing effect (Baek
blood bag was filled to transfuse the blood, repli- et al. 2015), to make people better attached to a
cating the actual process of blood donation. The brand, and to measure campaign effectiveness
digital billboard showed “It is helping already. (Baumgartner 2016). As claimed by many mar-
Just an hour of your time can save or improve keting researchers, enhanced consumer engage-
three lives.” At the end of the virtual blood trans- ment is likely to build long-term customer
I
fusion, the real patient thanked the donors and relationship and brand loyalty and has become a
demonstrated “the power of a blood donation” strategic competitive advantage (Monllos 2017;
(Marketing Week 2016, p. 6). Volunteers were Scholz and Smith 2016).
also present on-site to hand out pamphlets about A sense of immersion in the advertising
blood donations while a blood donation truck was communication process has been found to create
parked nearby. In addition to its AR platform, the consumer engagement and better advertising
NHS Blood and Transparent campaign also effectiveness (Martin 2017). Vibrant’s test cam-
integrated sponsored posts on major social paigns used VR and 360 video to compare those
media and organic social activity (Benjamin using traditional 2D video and found better
2016). The campaign generated positive results effects were generated in terms of interaction
with 583 new donor sign-ups across the 5th day rates (600%), content recall (700%), brand recall
and 77,000 viewing of the support videos. The (2,700%), and product intent (200%) (Martin
success of this campaign lied on its abilities to 2017). VR ads delivered through consumers’
make the most of AR’s technical advantages to mobile devices continue to generate more positive
allow users to fully interact with AR contents effects in terms of interaction rates: 85% of
and subsequently generate the highest level of VR/360 video versus 2.5% of mobile devices
user-campaign/brand engagement (Scholz and (Martin 2017).
Smith 2016). According to a survey of agency clients by
Media Planners and Buyers Insperience, it was
reported that 67% of media buyers and planners
Conclusion were interested in integrating AR and VR into
their digital marketing campaigns. Twenty-nine
The integration of AR and VR technologies into percent of them in the survey had purchased AR
advertising has opened up many opportunities or VR ads for their clients (Martin 2017). In gen-
for advertisers and marketers (Javornik 2016). eral, VR (67%) was favored over AR (17%)
There is no available academic research on in their media buy (Martin 2017). In addition to
which product, service, and company are most their appeal to advertisers, marketing practitioners
suitable to apply AR, VR, or MR technologies in have echoed the same insights from the academic
their campaigns. However, quick keyword researchers. Felix Lajeunesse, Co-Director of
searches on the industry trade publications Felix & Paul Studios, concurred with the impor-
(AdWeek or AdAge) found that these emerging tance of these technologies by saying, “We
968 Integrating Virtual Reality and Augmented Reality into Advertising Campaigns
wanted to create the feeling that you are experien- Bailey, J.O., Bailenson, J.N.: Considering virtual reality in
cing this environment in a very personal way – children’s lives. J. Child. Media. 11, 107–113 (2017)
Baumgartner, J.: Top VR adoption challenge: cost. Broad-
feeling the emotion and connection between them casting & Cable, 12 (2016)
and the environment” (cited in Giardina 2017, Bazilian, E.: Infographic: what consumers really think
p. 70). about VR. AdWeek. http://www.adweek.com/digital/
Despite the hype, the durability of these infographic-what-consumers-really-think-about-vr/
(2017a). Accessed 15 Nov 2017
technologies remains to be a concern since their Bazilian, E.: Time Inc.’s VR guru is forging a new path
early introduction (Williams 2009). Information- through immersive storytelling. AdWeek. http://www.
intensive technologies such as AR and VR adweek.com/digital/time-inc-s-vr-guru-is-forging-a-
will require fast streaming speeds to transmit new-path-through-immersive-storytelling/ (2017b).
Accessed 15 Nov 2017
data to consumers’ devices (Laposky 2017). Benjamin, K.: NHS blood and transplant uses augmented
Therefore, whether AR and VR advertising cam- reality for donor appeal. https://www.campaignlive.co.
paigns can be globalized to other countries with uk/nhs-blood-transplant-uses-augmented-reality-dono
less-developed telecommunications infrastructure r-appeal/%7Bsubjects%7D/article/1395336#EkLCJW
KWI7ILs0yw.99 (2016). Accessed 20 Nov 2017
remains to be an issue. Advertising and marketing Carmigniani, J., Furth, B.: Augmented reality: an over-
research is scarce except for a few empirical view. In: Furth, B. (ed.) Handbook of Augmented
or theoretical studies (Baek et al. 2015; Hopp Reality, pp. 3–46. Springer, Heidelberg (2011)
and Gangadharbatla 2016; Javornik 2016; Chen, P., Peng, Z., Li, D., Yang, L.: An improved aug-
mented reality system based on AR. J. Vis. Commun.
O’Mahony 2015) examining factors to develop Image Represent. 37, 63–69 (2016)
more effective AR/VR campaigns. Programmatic Claudio, P., Maddalena, P.: Overview: virtual reality in
research should be conducted to understand medicine. J. Virtual Worlds Res. 7, 1–34 (2014)
better consumer-, system-, message-, and Clifford-Marsh, E.: Ford Ka’s augmented reality check.
Revolution, 19 (2009)
product-related factors to better integrate these Cohen, D.: Twitter Brings Augmented Reality to “The
technologies into future advertising campaigns. Voice”? AdWeek. http://www.adweek.com/digital/
Furthermore, ethical challenges also emerge twitter-augmented-reality-the-voice/ (2016). Accessed
with “immersive storytelling” about a brand and 18 Dec 2017
Dyakovskaya, A.: How augmented reality (AR) is shaping
manipulated realities by advertisers who use AR content marketing experiences. https://www.youtube.
and VR (Webb 2016). com/watch?v¼Go9rf9GmYpM (2017). Accessed
20 Nov 2017
Gaudiosi, J.: How augmented reality and virtual reality
will generate $150 billion in revenue by 2020. http://
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▶ Accessibility of Virtual Reality for Persons Giardina, C.: Tux? Check. Virtual reality goggles? Got’em.
with Disabilities The Hollywood Reporter, 70 (2017)
Gartner’s.: Hype Cycle Special Report Evaluates Maturity
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Gaming Out of the Box room/id/1447613 (2010). Accessed 12 Dec 2017
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▶ Interaction with Mobile Augmented Reality New York (1998)
Heine, C.: Apple’s new animojis are the latest sign that
Environments brands need to embrace augmented reality. AdWeek.
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Integrating Virtual Reality and Augmented Reality into Advertising Campaigns 969
Intelligent Virtual
Environment
Intellectual Disability
▶ Emotion-Based 3D CG Character Behaviors
▶ Computer Games for People with Disability
Synonyms
Definitions
targets) by solving a quadratic program kinematic skeleton (KS) typically used in game
constrained to match dynamics and ground reac- engines and motion authoring software such as
tion forces (Abe et al. 2007; Da Silva et al. 2008; Maya. It is first required to define which type of
Macchietto et al. 2009; Mordatch et al. 2010; de ARBS our transfer algorithm supports. The naive
Lasa et al. 2010; Levine et al. 2012; Rabbani et al. approach to building an ARBS from a KS is to
2014). In practice, this controller requires param- associate joints together. However, this leads to an
eter fine-tuning and feasible objectives. Recently, excess freedom problem. In other words, the
there has been a renewed interest in using rein- ARBS can reach configurations the KS cannot,
forcement learning to learn robust feedback poli- thus preventing from directly transferring the
cies for a great class of motions (Tan et al. 2014; transforms from the former to the later, as shown
Peng et al. 2016; Peng et al. 2017) or guided in Fig. 2. The solution to this problem is to asso-
learning by alternating between open-loop control ciate the KS joints to a rigid body, as shown below
optimization and feedback fitting through regres- in Fig. 3.
sion (Liu et al. 2016). With a suitable ARBS, it is possible to tackle
While physics-based controllers are an excit- the problem of transferring the motion from the
ing approach to character animation, they remain ARBS to the KS. Since animation systems in
out of reach to casual users and interaction game engines typically allow to only set relative
designers that operate in high-level game engines. rotations to the joints, it is required to recover
By providing a familiar interface – the kinematic relative transforms. Note this cannot be simply
skeleton – around these controllers, the possibility computed directly from one and applied to the
to use them in many applications is greatly other, as the parent coordinate systems differ in
increased. each model, as shown in Fig. 1. The main insight
behind this solution is to compute the absolute
world transform, relative to the initial transform
Fast Pose Transfer and transfer this quantity to the KS, and then
recover the local relative joint transforms.
This section describes how to transfer the motion More formally, the root position for the ARBS
from an articulated rigid system (ARBS) to a is denoted as u, the local rotation as q, and the
974 Interacting with a Fully Simulated Self-Balancing Bipedal Character
Root off set : Dxð0Þ ¼ uð0Þ uð0Þ ð1Þ uðtÞ ¼ uðtÞ Dxð0Þ ð4Þ
Interacting with a Fully Simulated Self-Balancing on the left here with cardboard in the shape of a bridge. On
Bipedal Character in Augmented and Virtual Reality, the right, we see a balancing game in VR where the user
Fig. 5 Character can walk over real world terrain, as show controls a ground with two vive controllers
seeing the character’s ability to self-balance is fun, cone, which would then be applied as the new force.
the reactions to the perturbations became visually This resulted in more variate behaviors.
repetitive even though they are being generated
online through the simulator. It could be due to the
simple collision primitives used to model the char- Balancing the Character
acter’s mechanics. To have more variations in the A self-balancing mechanism can be quite an
reactions, without increasing the complexity of amusing feature to watch and interact with.
the model, it is possible to detect the collisions A small game was devised where the user controls
with objects, recover the contact force, and the plane below the character. The character
slightly deviate its direction within a cone radius. moves towards the steepest point on the plane.
This allows the user to guide the character towards
objectives (milestones) by tilting the plane. The
player has to carefully tilt the plane such that the
inclination does not exceed the characters capa-
bilities, which would make the character fall. Fig-
ure 5 shows a screenshot of the balance game.
Conclusion
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▶ Interactive Augmented Reality to Support Z.: Motion fields for interactive character locomotion.
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ASIA ’10, pp. 138:1–138:8. ACM (2010)
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978 Interaction
State-of-the-Art Work
Overview
Interaction with Mobile Augmented Reality Environ-
We developed a new interaction technique for ments, Fig. 2 Dynamic constraints
mobile AR systems with following three charac-
teristics: (1) combining constrained and
unconstrained interaction techniques, (2) using
relations between real objects and a smart mobile
device, and (3) combining a way to manipulate
real objects and a touch interface of a smart
mobile device. The proposed interaction tech-
nique aims at providing intuitive and effective
interaction when a user manipulates virtual
objects in mobile AR world.
3D Interaction in Mobile AR
Environments
A and B in Fig. 2 are projected onto the coordi- B along the E0 direction using the 2D motion E on
nates of a cube object as plane A0 and plane B0 the display.
passing through the origin of the selected object The moving distance of the object is dependent
coordinate, respectively. A user can translate the on the distance of the mobile device as shown in
object along the projected plane, which is the Fig. 3. When the mobile device is located at loca-
constraint plane, by a simple drag motion shown tion A, the drag motion translates the virtual object
in Fig. 4. By changing the constraint plane, a user C to the location CA. The same drag motion on the
can translate the object to any location with simple display of the mobile device at B will translate the
drag motions on the display. Figure 5 shows the C to the location CB. The distance between C and
mapping between the translations on the AR CA is twice as long as the distance between C and
world and motions on the display. The 2D motion CB since the distance between C and A is twice as
E on the display is projected onto the constraint long as the distance between C and B. This map-
plane D as E0 . A user can move the selected object ping is represented in Eq. 1 where α is the
Interaction with Mobile Augmented Reality Environments, Fig. 4 The setting of the usability test
5
7 Likert Scale
0
1 2 3 4 5 6 7 8 9 10 11 12 13
Question Number
mapping ratio between dp, the distance of the drag trained until their performance improvements
motion, and do, the translated distance of the vir- were saturated or they felt comfortable with the
tual object C. test. Participants generally took 30–45 min for the
training period. The number of trials and the
do ¼ dp l a ð1Þ learning time were measured during the training
period. The numbers of translation, rotation, and
The tapping on a mode-changing button is used to scaling operations and the task completion time
change the interaction mode between translation were measured for each trial. Before the usability
and rotation. In the rotation mode, the axis of the test, we asked participants to fill up the question-
rotation is defined as the axis orthogonal to the naires to understand participants’ backgrounds.
direction of the drag motion on the constraint The numbers of translation, rotation, and scaling
plane created by the orientation of a mobile operations and the task completion time were also
device. The axis b is orthogonal to the drag measured during the final test. After the training
motion a. The scaling is done with pinch and and the final test period, participants were asked to
spreading motions. The scaling is also constrained fill up the questionnaires shown in Table 1 to
by the projection plane defined by the orientation measure the preference of interaction techniques
of a mobile device. The ratio of the scaling is and the opinions about interaction techniques.
determined dynamically based on the distance Ten participants (four males and six females)
between the mobile device and the selected object with normal or corrected vision took part in the
similar to the translation. experiment. They were volunteers coming for the
experiment and we gave them a small gift. All
Experiments participants owned smart phones and seven
We designed and performed a user study to eval-
uate the presented interaction technique. We
Interaction with Mobile Augmented Reality Environ-
examined the subjective intuitiveness such as ments, Table 1 Questionnaires to measure the partici-
ease of use, ease to learn, naturalness, preference, pants’ preferences of the interaction techniques (7 Likert
and fun. scale)
We developed a docking task, manipulated No. Questions
virtual objects (indicated by the dotted lines), Q1 The interaction technique was easy to use
and arranged them along the real objects Q2 The interaction technique was easy to learn
(indicated by the filled rectangular) on table Q3 The interaction technique was natural to use
T (Fig. 4). We asked participants to put five virtual Q4 The interaction technique was easy to remember
characters on the top of the same real characters as Q5 It was easy to view the pattern required for using
shown in Fig. 4. Five virtual characters randomly the augmented reality system
appeared at the starting location, the lower center Q6 The augmented object was lost few times, but
they did not cause a big problem to complete the
of T. To enforce 3D manipulation, the position, the given task
orientation, and the size of each virtual character Q7 The interaction technique was generally
were randomly assigned. If each virtual object satisfactory
was closely posed with a similar size to the Q8 The interaction technique was fun
corresponding real object, it was considered as Q9 It was easy to move the augmented object to the
successfully docked and the virtual object target location
disappeared, and the next virtual one appeared at Q10 It was easy to rotate the augmented object to the
target orientation
the starting location again (see the right part of
Q11 There wasn’t a major problem to complete the
Fig. 4). The rectangular with the character M was given task
the location of a pattern used for tracking the Q12 The size of the display was suitable for the
camera of a smart phone. interaction technique
The usability test consisted of two periods: Q13 It was easy to use one hand for the interaction
training and final test periods. Participants were technique
Interaction with Mobile Augmented Reality Environments 983
participants have heard about AR. Three partici- experiment. We would fix all real objects for
pants have used AR apps before, but they only the next user experiment to understand the
used them few times. We selected young partici- behaviors of the participants better in an AR
pants for the experiment since they were generally environment.
more familiar with new technologies and more
willing to learn new technologies. In addition, our experience suggests that we
Average ratings are summarized in Fig. 5. have to modify the rotation interaction of the
Overall, the presented interaction technique presented interaction technique to provide users
achieved good ratings in all questions except with better user interactions. Participants had the
Q10 and Q13. The interaction technique was con- most difficult time when they had to rotate the
sidered easy to learn, easy to remember, and fun. augmented objects in the desired direction. Partic-
Users had difficulty applying rotation motion to ipants also provided useful comments. During the
the selected object and using the mobile device training period, they complained about discomfort
with one hand. in their arms caused by holding the smart phone
for a long period of time. This aspect regarding
discomfort should also be considered while devel-
Conclusion and Discussion oping mobile AR applications if they are to be
I
truly user-friendly.
Understanding the characteristics of mobile AR
systems can lead to the development of more
effective 3D interaction schemes in the mobile Cross-References
AR applications. Important findings from the
usability study with the presented interaction tech- ▶ Interactive Virtual Reality Navigation Using
nique can be summarized as: Cave Automatic Virtual Environment
Technology
1. The hybrid touch-based interface, combining ▶ Integrating Virtual Reality and Augmented
constrained and unconstrained interaction Reality into Advertising Campaigns: History,
techniques, is easy to learn and easy to remem- Technology, and Future Trends
ber for the given task. The participants’ famil-
iarities to the touch-based interface could affect
the results. References and Further Reading
2. Users have to view the given pattern through
their cameras for AR applications using com- Au, O.K., Tai, C.L., Fu, H.: Multitouch gestures for
constrained transformation of 3D objects. J. Comput.
puter vision techniques. Participants were not
Graph. Forum. 31(2), 651–660 (2012)
bothered much by this requirement for the pre- Cohé, A., Decle, F., Hachet, M.: tbox: A 3D transformation
sented interface. This is an encouraging result widget designed for touch-screens. In: Proceedings of
because computer vision techniques are used the 2011 Annual Conference on Human Factors in
Computing Systems, pp. 3005–3008 (2011)
often to create mobile AR applications. Partic-
Hancock, M., Cate Ten, T., Carpendale, S.: Sticky tools:
ipants also responded positively to the losses of Full 6DOF force-based interaction for multi-touch
augmented objects due to tracking failures. tables. In: Proceedings ITS’09, pp. 145–152 (2009)
3. Users do not want to move around the AR Henrysson, A., Billinghurst, M.: Using a mobile phone for
6 DOF mesh editing. In: Proceedings of CHINZ 2007,
environment yet. The geometrical relations
pp. 9–16 (2007)
between augmented virtual objects and real Henrysson, A., Billinghurst, M., Ollila, M.: Virtual object
objects are important in an AR environment, manipulation using a mobile phone. In: Proceedings of
so users have to move around the AR environ- the 2005 International Conference on Augmented Tele-
Existence (ICAT’05), pp. 164–171 (2005)
ment. In the experiment, participants preferred
Katzakis, N., Hori, M., Kiyokawa, K., Takemura, H.:
to rotate the real environment, which is the Smartphone game controller. In: Proceedings of 75th
board that contains all real objects used in the HIS SigVR Workshop, pp. 55–60 (2011)
984 Interactive Art
Martinet, A., Casiez, G., Grisoni, L.: Integrality and sepa- not fully support natural interaction, and the
rability of multi-touch interaction techniques in 3D existing 3D pop-up book has used touch-based
manipulation tasks. IEEE Trans. Vis. Comput.
Graphics. 18(3), 369–380 (2012) to interact with 3D content. Therefore, this entry
Reisman, J., Davidson, P.L., Han, J.Y.: A screen-space describes a fundamental to design an interactive
formulation for 2D and 3D direct manipulation. In: AR pop-up book with natural gesture interaction
Proceedings of UIST’09, pp. 69–78 (2009) using real hand. Subsequently, the real hand ges-
Schmidt, R., Singh, K., Balakrishnan, R.: Sketching and
composing widgets for 3D manipulation. Comput. ture tracking in handheld AR is explored to exam-
Graph Forum. 27(2), 301–310 (2008) ine how it can track user’s hands in real time.
Thus, this entry describes about gesture interac-
tion to allow the user to directly interact with the
virtual objects. The user feels more realistic to
Interactive Art interact with 3D objects using their bare hands
on 3D pop-up book.
▶ Biosensing in Interactive Art: A User-Centered
Taxonomy
Introduction
The level of immersion for both elements of and animated content registered on real book
virtual and real objects in AR application refers to pages, mimicking a traditional “pop-up book”
the merging of real and virtual worlds to produce (Markouzis and Fessakis 2015). AR pop-up
AR environments and visualizations where real book is a book that involves the process of over-
and digital objects coexist and interact in real laying a virtual content onto the pages of a phys-
time (Azuma et al. 2001). According to Ismail ical pop-up book. The current existing AR book
and Sunar 2013, a tracking process is very impor- that uses similar metaphor is MagicBook
tant in developing AR application and in running (Billinghurst et al. 2001). MagicBook offers the
it in real time. The main requirements for trackers user the ability to experience the full reality-
are high accuracy and little latency at a reasonable virtuality continuum. This is because the
cost. The tracking of objects in the scene amounts MagicBook itself is capable of changing the
to calculating the pose between the camera and the mode between AR and VR. Through AR display,
objects. Virtual objects can then be projected into the user is able to see a scene alike, and they could
the scene using the pose. change the view mode to an immersive virtual
environment. Another application that adopted
the AR book metaphor is AR coloring book
Augmented Reality Handheld Interface (Clark et al. 2011). The AR coloring book aims
I
at augmenting an educational coloring book with
There are three main fundamentals that can be user-generated AR virtual content.
found: tracking, display technology, and interac- Handheld interfaces have four interaction tech-
tion (Billinghurst et al. 2008). Tracking is one of niques that have been recently explored: touch-
the fundamental parts in enabling technologies in based interaction (Kim and Lee 2016), midair
AR, and it still have many problems that are gesture-based interaction (Vuibert et al. 2015),
unsolved (Ismail and Sunar 2013). Interaction device-based interaction (Samini and Palmerius
technique issues in mobile AR and multimodal 2016), and direct interaction (Hilliges et al. 2018).
AR are becoming more popular. In vision-based The traditional touch-based interaction methods for
interaction, hand and fingertip tracking and hand handheld AR cannot provide intuitive 3D interac-
gesture recognition method are widely used to tion due to a lack of natural gesture input with real-
provide an easy way to interact with virtual object time depth information (as agreed by Bai et al.
in AR (Chun and Lee 2012). A real-time vision- 2013). Therefore, this entry aims to illustrate the
based approach was introduced to manipulate the design of natural interaction techniques in 3D spaces
overlaid virtual objects dynamically in a marker- by handheld AR devices. Positions and movements
less AR system using bare hand with a single of the user’s fingertips are corresponding to the
camera (Cohen et al. 1989). It is natural that the manipulations of the virtual objects in the AR
collision between the human hand and the aug- scene (as recommended in Bai et al. 2013).
mented object can occur during manipulation of
the virtual 3D object. In AR, however, the colli-
sion happened between a virtual object and a real Augmented Reality Pop-Up Book
object; thus, the collision detection approach may
be different compared with the ways in the real There are three phases carried out to develop AR
world. Most AR-handheld applications are not pop-up book that are described in the following
applying a natural interaction, and the user inter- subsections.
actions mostly are using touch-based (Kim and
Lee 2016). Therefore, this entry describes the Phase 1: Defining Interactivity and
interaction in an interactive pop-up book with Storytelling for AR Pop-Up Book
natural gesture interaction using real hand in The interactivity for an interactive book happens
handheld interface. when it contains story and activities which
The existing AR book which is generally required the user to perform and interact. The
known as the magic book contains 3D virtual real pop-up book does offer a lot of advantages,
986 Interactive Augmented Reality Pop-Up Book with Natural Gesture Interaction for Handheld
but in the transformation to more digital and inter- pop-up book into AR transitional and tangible in
active experience, the book offers a lot more than order to measure the AR experience.
just a pile of heavy paper. Digital books recently
have been widely restructured and recycled, yet it Phase 2: Setting Up AR-Handheld User
enhances the reading experience and more inter- Interface
active than the conventional printed books. The The phase is carried out that includes determining
main advantages of a digital book are that it can be the display technique, tracking technique, and
customized to meet the reader’s prospect interaction method. This stage focuses on setting
(Markouzis and Fessakis 2015). This phase is up the handheld AR interface as shown in Fig. 1.
conducted to design and construct the 3D contents The user interface for AR application that uses the
for AR pop-up book. The 3D object built with “pop-up book” metaphor has been designed. In
animation is developed during this phase since the order to create a good AR presentation, ensuring
physical pop-up book does not in a digital mode. the virtual environment was displayed in a correct
It was a fully printed copy. alignment to merge with real environment. This
An interactive storytelling enables user to take stage is the crucial part. Next, the display tech-
part and affects the plot of the story, creating a new nique that was chosen is a handheld display
genre of narrations that is much more engaging device. The tracking technique that has been
and adaptive. Several levels of interactive story- applied in this project is a feature-based. Feature-
telling start from a simple branching plot to fully based tracking technique involves the registration
dynamic narration models. Interactive storytelling of the virtual element on top of the real marker.
constitutes a new genre of literature which prom- Sensor-based was used in this project since it
ises considerable learning effectiveness. This required the depth data to recognize the user’s
stage also defined that the appropriate 3D anima- real hand gesture features. These elements have
tion could be applied on the virtual object so the been prepared and examined to proceed with the
visual is more appealing and interesting. How- next stage, the development of the AR pop-up
ever, the storytelling has been chosen based on book.
the current available conventional pop-up book As illustrated in the diagram, it can be seen the
which is entitled Beauty and the Beast. The phys- hardware configuration. In order to overlay the
ical fairytale pop-up book is being used to provide virtual element on the top of real environment,
pop-up book with the storytelling. Therefore, we the data of 3D object are loaded binding with 2D
were transforming the existing format for real textures. In order to display the AR interface,
Interactive Augmented
Reality Pop-Up Book
with Natural Gesture
Interaction for
Handheld, Fig. 1 Setting
up of the AR-handheld
interface
Interactive Augmented Reality Pop-Up Book with Natural Gesture Interaction for Handheld 987
Interactive Augmented Reality Pop-Up Book with Natural Gesture Interaction for Handheld, Fig. 2 Natural
feature tracking process. (a) RGB image. (b) Gray-scale image. (c) Feature points
handheld device is chosen as AR display technol- image in Fig. 2a shows the original state of the
ogy. The standard vision-based tracking system marker. The marker then will be converted into
works to recognize the input, marker, and user gray scale using image processing to gray-scale
hand. It recognizes the registered marker before format as shown in Fig. 2b before it is being
it was loaded with the appropriate 3D object onto processed as image target in the form of features
I
the scene. The user’s hand required to be captured as shown in Fig. 2c. The features were recognized
by the leap motion device (Guna et al. 2014). User by the system as a unique identification. The sys-
interacts with the AR environment by using their tem will detect the marker and register the marker
bare hand as an interaction tool. The application is with a virtual element. The virtual cube, for exam-
able to recognize user’s one hand to interact with ple, will appear on the top of the marker after the
the virtual object, and the other hand holds the camera recognizes the marker. The AR user inter-
handheld device. Users can interact with the vir- face was using this tracking process to display
tual animation by performing a define gesture that animation on the top of pop-up book. The edges
is recognized by the system. of real pop-up book are being converted into
features for this project.
Phase 3: Pop-Up Book Feature Tracking
This phase is conducted to design and construct Phase 4: Developing Hand Gesture Interaction
the 3D contents for AR pop-up book. The 3D This phase focuses on exploring the gesture inter-
object built with animation is developed during action for the user to interact with AR pop-up
this phase since the physical pop-up book does not book. The study of the pop-up book concept and
in a digital mode. It was a fully printed copy. The its interactivity processes has been carried out in
phase is carried out that includes determining the Phase 3. In order to enhance the realism in AR
display technique, tracking technique, and inter- environment for conventional pop-up book, we
action method. merge the AR pop-up book with the live character,
The main challenge in AR pop-up book appli- and the story elements of the pop-up book come
cation is to ensure the registrations and hand alive. The character will follow user’s hand move-
tracking problem are effectively solved. AR pop- ment, and the story elements will activate the
up book utilizes the benefit of hand gesture rec- animation effects once user’s hands touch them.
ognition technique as an interaction tool in the AR To actualize this realism effects, user interaction is
environment. The tracking library is used to track crucial to precisely hit the characters. To look
the page of the pop-up book that utilizes a feature- more natural, the user can use their bare hands to
based tracking technique. directly contact with the virtual elements.
Figure 2 shows the natural feature tracking Therefore, hand gesture recognition method is
process. The original RGB image is captured one of the crucial parts in this project as it acts as
and converted to features so it will be recognized the input metaphor for the user to interact with the
by the camera as the target image. Printed-colored virtual object in AR environment. Sensor-based
988 Interactive Augmented Reality Pop-Up Book with Natural Gesture Interaction for Handheld
Interactive Augmented
Reality Pop-Up Book
with Natural Gesture
Interaction for
Handheld, Fig. 3 Hand
gesture recognition method
tracking device, leap motion, allows the applica- Phase 1: Acquiring Gesture Inputs
tion to read depth data and is able to track the There are three gesture inputs that have been
position of user’s hand in real world and mapping defined such as TouchGesture, SwipeGesture,
it into the virtual world (Guna et al. 2014). 3D and CircleGesture. TouchGesture represents a
hand skeleton-based interaction uses a leap virtual object that will call an appropriate anima-
motion sensor attached in front or back of a tion as a feedback once it is being touched.
mobile device to provide simultaneous manipula- SwipeGesture represents a virtual object that is
tions of 3D AR objects. By capturing the hand being swiped, while CircleGesture is being
skeleton and identifying 3D finger positions and retrieved and updated whenever user performed
orientations, we can support a more natural hand a circling gesture at designated position in the AR
gesture-based interaction in an AR scene. In addi- environment and call appropriate animation.
tion to the 3D translation-only tasks in the previ- Figure 4 shows the flow of acquiring gesture
ous works, simultaneous 3D translation and 3D inputs. The process starts when a leap motion
rotation are possible to alter the location, pose, device detects the hand interaction from the user
and size of virtual objects with hand gestures. As using the sensor, and the gestures are identified in
shown in Fig. 3, sensor-based tracking device, the pose detection. Then, the signal is sent to start
leap motion, allows the application to read depth the skeleton calibration that later leads to skeleton
data during recognition. Then, the device pro- tracking. In this project, gestures used are grab-
duces positions and orientations. It runs to track bing to grasp object, pointing to select menu, palm
the position of user’s hand in real world and to up gesture to activate menu, and pinch to rescale
map it into the virtual world. To display virtual the 3D object. The next process is to develop the
hand skeleton, the modeling process is required, natural gesture to interact with virtual object in
and to enable interaction cues, the rigid body was AR pop-up book. In the next section, the real hand
applied to the 3D model of virtual hands. Once human gestures were captured by leap motion
this process was completed, the gesture inputs are device, and recognition process was executed to
created. obtain depth data from leap motion sensor-based
tracking system.
The SwipeGesture is a gesture input where the
Natural Gesture Interaction user swipes their index finger to interact with the
virtual object of the AR environment. The gesture
This section explains on natural gesture interac- is defined in this particular project by calculating
tion which was divided into the following process. the velocity and speed of the tip of the index finger
Interactive Augmented Reality Pop-Up Book with Natural Gesture Interaction for Handheld 989
Interactive Augmented
Reality Pop-Up Book
with Natural Gesture
Interaction for
Handheld, Fig. 4 Flow of
acquiring gesture inputs
the actual gameplay is done on a game server. All The virtual hand is the representative of the real
servers run on dedicated machines. hand. Each gesture that is detected by the leap
motion sensor can be seen in the monitor. Thus,
Phase 3: Executing Gesture Interaction in AR every hand gesture such as swiping, pinching, or
Pop-Up Book pointing in the real world is replaced by the virtual
The leap motion is attached at the back of the hand. This is done to ease the system development
smartphone, and the leap motion needs to be and give the user an immersive feeling or realism.
triggered and well-connected. It is necessary to Handheld device captures the user’s bare hand to
enable the hand tracking and gesture interaction. work with real hand gesture in handheld AR scene
Gesture recognition can be achieved by using the as presented in Fig. 8.
leap motion controller. It detects the hand gesture The handheld device’s camera has synchro-
or hand signal as shown in Fig. 7. The hand nized the video input (720 HD pixel resolutions,
gesture in the real world is recognized by the 25 frames per second). It was placed in single
controller as shown in Fig. 7a, while the hand alignment with the physical pop-up book (image
gesture in the virtual world is produced as shown of the marker) and the leap motion device which is
in Fig. 7b. attached to the handheld device (Android
Server
Interactive Augmented Reality Pop-Up Book with Natural Gesture Interaction for Handheld, Fig. 6 Flow of
data transmitting using PUN
Interactive Augmented Reality Pop-Up Book with Natural Gesture Interaction for Handheld, Fig. 7 Gesture
signal transferred to handheld device. (a) Real hand gesture. (b) Virtual gesture inputs
Interactive Augmented Reality Pop-Up Book with Natural Gesture Interaction for Handheld 991
Interactive Augmented
Reality Pop-Up Book
with Natural Gesture
Interaction for
Handheld, Fig. 8 Gesture
signal transferred to
handheld device
Interactive Augmented
Reality Pop-Up Book
with Natural Gesture
Interaction for
Handheld, Fig. 9 AR
pop-up book in handheld
screen. (a) User interacts
with AR pop-up book.
(b) Swipe the gesture, it will
bring character alive
992 Interactive Augmented Reality Pop-Up Book with Natural Gesture Interaction for Handheld
realistic to interact with 3D objects using their bare Sunar 2014; Piumsomboon et al. 2014). Handheld
hands, and the realism of the 3D objects appears on AR has been widely used with smart and portable
the top of the pop-up book in the real world. Hence, device in the applications such as education,
there are several problems that arise regarding the games, visual experience, and information visuali-
real-time 3D gesture sensing in AR pop-up book. zation. However, most of the handheld applications
The first problem is the accuracy of the hand’s have used touch-based to interact. Subsequently,
detection because when the hands move into a the real hand gesture tracking in handheld AR is
certain position, it loses the accuracy. Accuracy in explored to examine how it tracks user’s hands in
tracking is vital to ensure intuitive user interaction real time. This entry describes the gesture interac-
with the virtual elements (Lv et al. 2015). tion that allows the user to directly interact with the
The second problem is that the user feels detached virtual objects. Thus, the user feels more realistic to
from the AR environment because of the indirect interact with 3D objects using their bare hands.
interaction method. However, these problems still
persist especially when involving the precision
of the hand’s detection which can cause problem References
in the performance. It is natural that collision
between the human hand and the augmented object Azuma, R., Behringer, R., Feiner, S., Julier, S.,
can occur when manipulating the virtual 3D object. Macintyre, B.: Recent advances. In EEE Computer
Graphics and Applications, 2011(December), 1–27
In AR, however, the collision happened between a (2001)
virtual object and a real object; thus, the collision Bai, H., Gao, L., El-Sana, J., Billinghurst, M.: Markerless
detection approach may be different compared 3D gesture-based interaction for handheld augmented
with the ways in the real world. In the user’s reality interfaces. In Mixed and Augmented Reality
(ISMAR), 2013 IEEE International Symposium on,
observation, with a handheld, the screens are pp. 1–6. IEEE (2013)
often restricted and sometimes can be rotated Billinghurst, M., Kato, H., Poupyrev, I. Tangible
between portrait and landscape. Handheld is small Augmented Reality. ACM SIGGRAPH ASIA 2008
enough to hold and operate in the hand; neverthe- Courses, 7, pp. 1–10 (2008)
Billinghurst, M., Kato, H., Poupyrev, I.: The MagicBook: a
less the user cannot use their both hands since the transitional AR interface. Comput. Graph. 25(5),
other hand needs to hold the device. 745–753 (2001)
Based on the development stages described in Chun, J., Lee, S.: A vision-based 3D hand interaction for
the previous section, the standard guidelines marker-based AR. Int J Multimed Ubiquit Eng. 7(3),
51–58 (2012)
emphasize on developing the handheld AR inter- Clark, A., Dünser, A., Grasset, R.: An interactive augmented
face for AR pop-up book application that applies reality coloring book. In: Mixed and Augmented Reality
natural gesture interaction instead of touchscreen. (ISMAR), 2011 10th IEEE International Symposium on,
The AR pop-up book development is explained in pp. 259–260. IEEE (2011)
Cohen, P.R., Dalrymple, M., Moran, D.B., Pereira, F.C.,
this entry but does not study the education peda- Sullivan, J.W., Cohen, P.R., Sullivan, J.W.: Synergistic
gogy and the development stresses on AR use of direct manipulation and natural language.
technology to bring the physical book into In: Proceedings of the SIGCHI Conference on Human
more appealing and interesting handheld AR appli- Factors in Computing Systems Wings for the Mind –
CHI ’89, vol. 20, pp. 227–233. ACM Press, New York
cation. On the physical book, the virtual environ- (1989)
ment was overlaid in real time. The study on Guna, J., Jakus, G., Pogačnik, M., Tomažič, S., Sodnik, J.:
education purposes can be further explored the An analysis of the precision and reliability of the leap
potentials and future work. Also, more future motion sensor and its suitability for static and dynamic
tracking. Sensors. 14(2), 3702–3720 (2014)
work in user’s interaction for usability aspect can Hilliges, O., Kim D., Izadi S., Molyneaux D., Hodges S.E.,
be carried out such as invoking the multimodal Butler D.A.: Augmented reality with direct user inter-
interaction that may bring AR pop-up book to be action. U.S. Patent 9,891,704, issued February
more interactive when speech input complements 13 (2018)
Ismail, A.W., Sunar, M.S.: Intuitiveness 3D objects inter-
the gesture. Multimodal interaction is seen to action in augmented reality using S-PI algorithm.
advance interaction technique in AR which can Indones J Electr Eng Comput Sci. 11(7), 3561–3567
improve user’s experience in AR (Ismail and (2013)
Interactive Augmented Reality to Support Education 993
integrates art appreciation instruction with children to gain historical knowledge about
augmented reality (AR) that was designed as Medieval Amsterdam (Nincareana et al. 2013).
an auxiliary tool for painting appreciation. 9. Language
After the experiment, they made the discovery Rose and Billinghurst (1995), Barreira et al.
that most of the visitors using the mobile (2012), Miyosawa et al. (2012), and Li, S. and
AR-guide system elicited positive responses Chen, Y. (2015) developed AR tools for teach-
and acceptance attitudes (Clark and Dünser ing Japanese and English language to non-
2012). In 2016, an AR app for iOS named native speakers.
ARart could turn figures in painting works
into animating portraits with vividly expres-
sion and posture. Interfaces and Interactions in AR for
6. Early Childhood Education Education
In 2015, Rabia M. Yilmaz developed edu-
cational magic toys (EMT) with augmented Image/Marker Recognition Based e-Books
reality technology. EMT has included puzzles,
flash cards, and match cards to teach animals, Augmented Reality Books
fruits, vegetables, vehicles, objects, profes- Mark Billinghurst introduced augmented books
I
sions, colors, numbers, and shapes for children resembling print books except that their pages
5–6 years of age in early childhood education have virtual graphics superimposed on them.
(Yilmaz 2016). The virtual content can provide an animated
7. Physical Spaces scene that complements print content and, in
Sara Price and Yvonne Rogers described an some cases, supports simple interactivity
approach for developing digitally augmented (Billinghurst and Dunser 2012).
physical spaces. They claim that getting chil-
dren to interact with the physical world, Mixed Reality Book
resulting in relevant augmented digital infor- Raphael Grasset, Andreas Dunser, and Mark
mation appearing and which can subsequently Billinghurst focused creating a mixed reality
be interacted with, is what can facilitate active book based on an already published book. With
learning (Price and Rogers 2004). a mixed reality book, they propose to combine and
8. History and Archeology seamlessly merge physical and virtual content in
Martín, Díaz, Cáceres, Gago, and Gibert more meaningful ways. The representation of
presented an educational application called content can be either real or virtual or a mixture
EnredaMadrid to cope with this complexity. of both (Grasset et al. 2007).
The objective of EnredaMadrid is to teach the Adrian Clark and Andreas Dünser present a
history of the city in the seventeenth century to new experience utilizing augmented reality-
students in the activity through previous online enhanced books. Users are able to color in the
training and a later physical technological pages, and these pages are then recognized by
gymkhana (Martin et al. 2011). the system and used to produce three-dimensional
Ardito, Buono, Costabile, Lanzilotti, and scenes and textured models reflecting the artwork
Piccinno presented a MAR game called created by the users. This three-dimensional vir-
Explore! with the aim to support during a visit tual content is then overlaid on the real book
and explorations of middle school students to pages, providing a three-dimensional experience
archeological sites in Italy. Huizenga, Admiraal, using the users own content (Clark et al. 2011).
Akkerman, and Dam have conducted a research
by integrating the MAR games called Fre- Multi-Marker-Based Interaction
quency 1550. This hybrid reality game was Different from the single marker-based AR, the
developed by the Waag Society to facilitate multi-marker-based AR could allow marks to
996 Interactive Augmented Reality to Support Education
cooperate or interact with each other, one of which Head-Mounted Displays (HMDs)
can be used as a trigger, when it is scanned, can Head-mounted display is a kind of display which
trigger some interactive behavior, or can be used is worn on the head or as part of a helmet. It has a
for experiment or game. small display optic in front of one or each eye
Su Cai, Xu Wang, and Feng-Kuang Chiang use (Kesim and Ozarslan 2012).
the position of markers to present different phase In 2007, Arvanitis, Petrou, Knight, Savas,
of a structure and various combinations of atoms. Sotiriou, and Gargalakos developed a project
The markers’ behavior can be consistent with real that is CONNECT; the CONNECT concept
particle behaviors in some cases while inconsis- required student to wear a head-mounted dis-
tent in other cases. For example, when two play (HMD) and related computer-mediated
markers get closer, a new molecule can be formu- learning platform in order to visualize and
lated, which is what really happens in microworld interact physically and intellectually with
(Cai et al. 2014). learning environment that deals with instruc-
Zhang et al. (2017) developed tangible user tional materials, through “hands on” experi-
interface elements based on multi-marker recog- mentation and “minds on” reflection. In
nition for a scientific educational AR book, addition, student can also perform experiments
including virtual buttons, virtual rotate, and vir- that are not possible in school. To evaluate the
tual hotspot. The user elements were integrated usability and effectiveness of the CONNECT
into various kinds of digital presentation systems project, a study has been conducted with
by optimizing the logistic structure and interaction learners with physical disabilities (Arvanitis
design of the user interface system to realize con- et al. 2009).
venient spatial interactions.
Handheld Displays
The Markerless AR In 2009, Dunleavy, Dede, and Mitchell designed
Tai-Wei Kao and Huang-Chia Shih developed a Alien Contact!, a MAR game that focus to teach
markerless augmented reality (AR) applying for math, language arts, and scientific literacy skills to
the picture books. They used the scale-invariant middle and high school students. Alien Contact!
feature transform (SIFT) (Zhao and Ngo 2013; was designed based on Massachusetts state stan-
Zhao and Ngo 2013) to realize the markerless dards and nurtures multiple higher-order thinking
augmented reality application. skills. When the students move around to their
In order to reach the markerless mechanism, spot fields by using the Alien Contact! (Nincarean
they identify the image contours using the point- et al. 2013).
matching algorithm: scale-invariant feature trans-
form (SIFT) to deal with the black rectangular Location-Based Educational AR
framing. The ARtoolkit is used to recognize the The location-based AR systems use the position
object from database and fetch the animations data of mobile devices, determined by the Global
of the corresponding 3D objects. We collect Positioning System (GPS) or WiFi-based posi-
images from the Internet to build the database tioning systems. The location-based AR systems
and extract the SIFT features in advance (Kao enable users moving around with mobile devices
and Shih 2013). in the real environment. Users can observe
computer-generated information on the screens
Mobile Device-Based Interactive AR for of mobile devices, while the information is trig-
Education gered by the current location of the users in an
Due to the rising popularity of mobile devices environment.
globally, the widespread use of AR on mobile CityViewAR is an example of unique experi-
devices such as smartphones and tablets has ential learning. Students can use this mobile
become a growing phenomenon (Nincarean phone application to walk through the city of
et al. 2013). Christchurch and “see” buildings as they were
Interactive Augmented Reality to Support Education 997
Interactive Augmented Reality to Support Education, Fig. 1 Gesture-based interaction for classroom teaching
(Source: Zhang and Zhu (2016). With permission from Springer)
before the 2011 earthquake made it necessary to on transparent screen by using his hands or
demolish them. feet and achieve highly attractive performance.
Figure 1 shows the process of a user interacting
Interact with Virtual Objects by Gesture with a virtual object, zoom in or zoom out, move,
It will also be very wonderful to allow teacher to and rotate them. Here, different gestures will be
interact with virtual objects spatially, which could used to realize different manipulations.
bring much more real feel and deeper immersive
experience to the students also for the teacher. Tangible Augmented Reality (TAR)
Tangible augmented reality (TAR) technology
Gesture-Based Interaction opens a novel realm which integrates the
It provides the teachers with a more effective computer-generated elements into the real word.
way to communicating knowledge to the students Its applications into design education have been
by allowing the teachers to present the educational explored with a limitation to this entire area (Chen
3D contents interactively with spatial AR technol- and Wang 2008). In TAR systems, markers/tags
ogy (Bimber and Raskar 2005). In this scenario, 3D can be added to the text to identify information
virtual objects is displayed on a transparent projec- related to the descriptions in the text and are
tion screen that arranged in front of the podium, detected with an image-processing tool, such as
while students will see their teacher is interacting ARToolkit (Kato et al. 2000).
with the 3D virtual objects just like in the air, so the In 2008, Rui Chen and Xiangyu Wang pre-
students could get much deeper immersive experi- sented and evaluated one TAR system to improve
ence than that in traditional mode. the pedagogical effectiveness of experiential and
Zhang and Zhu (2016) build interaction collaborative learning process in urban design edu-
between Kinect skeleton and virtual objects, cation. For TAR systems, the initial mental image/
which allow teacher to interact with virtual objects model can be gained from reflective observation
998 Interactive Augmented Reality to Support Education
With the rapid development of AR technology Billinghurst, M., Kato, H., Poupyrev, I.: The MagicBook –
and the popularization of AR device, AR could Moving seamlessly between reality and virtuality.
IEEE Comput. Graph. Appl. 21(3), 6–8 (2001a)
bring very wide space for education, the possibil- Billinghurst, M., Kato, H., Poupyrev, I.: The MagicBook:
ities of AR interactions for education will be A transitional AR interface. Comput. Graph. 25(5),
explored more and more, and also the utilization 745–753 (2001b)
of AR in different disciplines will be deeper and Billinghurst, M., Grasset, R., Looser, J.: Designing aug-
mented reality interfaces. Comput. Graph. 39(1), 17–22
deeper. (2005)
However, compared to other more mature Bimber, O., Raskar, R.: Spatial Augmented Reality Merg-
technologies that were applied in education, it ing Real and Virtual Worlds. A K Peters Ltd, Natick
is still not so easy to use AR in education; AR (2005)
Bressler, D.M., Bodzin, A.M.: A mixed methods assess-
creation usually needs many technical abilities ment of students’ flow experiences during a mobile
such as programming and 3D modeling and augmented reality science game. J. Comput. Assist.
more, but it is very difficult for normal teachers Learn. 29(6), 505–517 (2013)
to utilize so many technologies, while program- Bujak, K.R., Radu, I., Catrambone, R., MacIntyre, B.,
Zheng, R., Golubski, G.: A psychological perspective
mers are usually not familiar with educational on augmented reality in the mathematics classroom.
contents and the needs of interaction design Comput. Educ. 68, 536–544 (2013)
from educational principles. So an excellent AR Cai, S., Wang, X., Chiang, F.K.: A case study of Aug-
mented Reality simulation system application in a I
educational application should be the result of
chemistry course (vol 37, pg 31, 2014). Comput.
convergence team works of teachers, educational Hum. Behav. 39, 424–424 (2014)
researchers, and technical experts and Chen, R., Wang, X.: An empirical study on tangible aug-
programmers. mented reality learning space for design skill transfer.
Tsinghua Sci. Technol. 13(s1), 13–18 (2008)
Chien, C.H., Chen, C.H., Jeng, T.S.: An interactive
augmented reality system for learning anatomy
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Teleop. Virt. 6(4), 355–385 (1997) Cuendet, S., Bonnard, Q., Do-Lenh, S., Dillenbourg, P.:
Barreira, J., Bessa, M., Pereira, L.C., Ado, T., Peres, E., Designing augmented reality for the classroom.
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words in different languages: case study: learning Dalim, C.C., Dey, A., Piumsomboon, T., Billinghurst, M.,
English names of animals in elementary school. In: Sunar, S.: TeachAR: an interactive augmented reality
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Bazzaza, M. W., Al Delail, B., Zemerly, M. J., Ng, J. W. P.: Augmented Reality (ISMAR-Adjunct), Merida pp. 82–
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education. In: Teaching, Assessment and Learning Grasset, R., Duenser, A., Seichter, H., Billinghurst, M.:
(TALE), 2014 International Conference on. IEEE, pp. The mixed reality book: a new multimedia reading
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classroom. Computer. 45(7), 56–63 (2012) Key emerging technologies for elementary and sec-
Billinghurst, M., Kato, H.: Collaborative augmented real- ondary education. The Education Digest, 76(1): 36
ity. Commun. ACM. 45(7), 64–70 (2002) (2010)
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Kao, T.W., Shih, H.C.: A study on the markerless aug- Symposium on Mixed and Augmented Reality
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top AR environment. IEEE and ACM International
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Comput. Graph. 27(3), 339–345 (2003)
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Controller Architecture
Current technologies and the potential for education.
Procedia Soc. Behav. Sci. 47, 297–302 (2012) Aaron Hitchcock and Kelvin Sung
Martin, S., Diaz, G., Sancristobal, E., Gil, R., Castro, M., Computing and Software Systems, University of
Peire, J.: New technology trends in education: Seven
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Educ. 57(3), 1893–1906 (2011)
Miyosawa, T., Akahane, M., Hara, K., Shinohara, K.:
Applying augmented reality to e-learning for foreign Synonyms
language study and its evaluation. In: Proceeding of
the 2012 International Conference on E-learning,
E-Business, Enterprise Information Systems, & Model-view-controller (MVC); MVC architec-
EGovernment, pp. 310–316 (2012) ture; MVC design pattern
Nincarean, D., Alia, M.B., Halim, N.D.A., Rahman, M.
H.A.: Mobile augmented reality: The potential for
education. Procedia Soc. Behav Sci. 103, 657–664
(2013) Definition
Price, S., Rogers, Y.: Let’s get physical: The learning
benefits of interacting in digitally augmented physical Interactive graphics applications are a class of
spaces. Comput. Educ. 43(1–2), 137–151 (2004)
Rose, H., Billinghurst, M.: Zengo sayu: An immersive
application that allows users to interactively
educational environment for learning japanese. Univer- update their internal states. These applications
sity of Washington, Human Interface Technology Lab- provide real-time visualization of their internal
oratory, Report No. r-95-4 (1995) states with computer graphics. The model-view-
Santoso, Y., Vignakaran, N., Goldstraw, P.: The value of
geriatric functional syndromes for targeting services.
controller (MVC) architecture is effective for
Australas J Ageing, 31, 48–49 (2012) presenting, discussing, understanding, and
Sommerauer, P., Muller, O.: Augmented reality in implementing this type of application.
informal learning environments: A field experiment in As illustrated in Fig. 1, the Model contains the
a mathematics exhibition. Comput. Educ. 79, 59–68
(2014)
application state, the View renders the model
Tarng, W., Yu, C.S., Liou, F.L., Liou, H.H.: Development graphically, and the Controller modifies the
of a virtual butterfly ecological system based on model. A User interacts with the MVC system
augmented reality and mobile learning technologies. by observing the content of the view and manip-
2013 9th International Wireless Communications
and Mobile Computing Conference (IWCMC),
ulating the controller to alter the state of the
pp. 674–679 (2013) application.
Yilmaz, R.M.: Educational magic toys developed with
augmented reality technology for early childhood
education. Comput. Hum. Behav. 54, 240–248
(2016)
Implementation Considerations
Zhang, Y., Zhu, Z.: Interactive spatial AR for classroom
teaching. In: De Paolis L., Mongelli A. (eds.) Aug- The model defines the persistent application state
mented reality, virtual reality, and computer graphics. and implements interface functions which allow it
AVR 2016. Lecture Notes in Computer Science, vol.
9768. Springer, pp. 463–470 (2016)
to be modified. The model implementation should
Zhang, Y.X., Zhu, Z., Yun, Z.: Empower VR art and AR be independent from the technologies that build
book with spatial interaction. In: 2016 I.E. International the view and controller components. For example,
Interactive Computer Graphics and Model-View-Controller Architecture 1001
the model of an image editing application should application state should be read-only and should
consist only of data structures and algorithms for not be changed.
defining and maintaining the abstract content of Figure 2 illustrates understanding GIMP, an image
images. In this way, different views and control- editor, as an MVC application. In this case, the Model
lers based on distinct libraries can be defined and (in orange), or the application state, is simply the
implemented for the same model. For example, image and information about the image. The view
view/controller implementations for a PC-version (in blue) renders and visualizes the application state as
and a Mac-version are based on the same model. different panes in the application window, and the
One important benefit of the MVC architecture controller (in green) provides the interface for the user
is the clear enforcement of separation between to manipulate and update the image.
state modification and visualization. During state
modification, the controller receives user input
and triggers the model to modify the application Context of Video Games
state. The MVC architecture ensures that the
application state rendering is a completely sepa- Modern video games are examples of interactive
rate process involving the model triggering the graphical applications. Typically, games are built
view. During this visualization stage, the based on specific game engines. As illustrated in
I
Renders View
Output Observes
Display User
Model
Application
State
Controller Manipulates
Model
Image and info
about the image
Controller
Menu System
View
Interactive Computer Graphics and Model-View-Controller Architecture, Fig. 2 GIMP (an image editor) as an
example MVC application
1002 Interactive Design
Interactive Computer
Graphics and Model- Game Engine
View-Controller
Architecture, Update/Draw Game Loop
Fig. 3 Modern video
games and the MVC The Game
architecture (Model)
Game State Camera (View)
Input (Controller)
Interactive Displays
Interactive Multimedia
▶ Experiential Media: Using Machine Vision and Scenarios
Sensor-Input to Create Dynamic Real-Time Gen-
erated Media ▶ Timed Automata for Video Games and
Interaction
Interactive Game
I
Interactive Music
▶ King of Fighters, a Brief History
▶ Adaptive Music
Hologram
Synonyms A light source originated from the top of the
CAVE illuminates a contained reflective object.
CAVE; Cave automatic virtual environment The diffraction generated from the interaction
between the light and the object produces a
computer-generated 3D holographic animation.
Definition
Tracking System
Although interactive systems already exist in the A tracking system captures the user’s movement.
animation industry, nowadays there is not a sys- The gestures generated with this system stimulate
tem that combines an animated story and a vir- and put in action the holographic animation and
tual reality system complemented by the the graphic elements inside the CAVE environ-
spectator’s interaction, in order to tell that story ment (Fig. 1).
properly. The possibilities of how a story can be told are
infinite, since there are lots of combinations that
can be done between the use of the CAVE, the
Introduction hologram, and the user’s interaction.
Interactive Virtual
Reality Navigation Using
Cave Automatic Virtual
Environment
Technology,
Fig. 1 Diagram that
illustrates the project
Interactive Virtual
Reality Navigation Using I
Cave Automatic Virtual
Environment
Technology,
Fig. 2 CAVE prototype
Three 18.500 * 11.600 Monitors When the user makes a movement with his
These monitors are used to simulate the CAVE hand, the leap motion catches it and both, the
(Fig. 2). animal and the environment, answer with an ani-
mation. The animal moves in its individual way
One 18.500 * 11.600 Monitor according to which animal is being used (duck,
This monitor is used as a light source above the firefly, or elephant). The user can change the ani-
CAVE to project the hologram. mal by making another gesture. Since each animal
has its unique voxelized environment, when the
Reflection System
animal is changed, also thus the environment
A reflective pyramid used to simulate the holo-
(Fig. 5).
graphic projection (Fig. 3).
Interactive Virtual
Reality Navigation Using
Cave Automatic Virtual
Environment
Technology,
Fig. 3 Holographic
projection
Interactive Virtual
Reality Navigation Using
Cave Automatic Virtual
Environment
Technology, Fig. 4 The
Unity project
Interactive Virtual Reality Navigation Using Cave Automatic Virtual Environment Technology, Fig. 5 Models
used for the prototype
Ninety-five percent of the testers liked to be the The average time that testers took to under-
directors of the actions that were projected in the stand the functioning of the holographic and
CAVE (Fig. 6). CAVE system was 1.67 min. Moreover, users
Eighty-five percent of the testers expressed that were allowed to interact with the prototype for as
the interaction system was easy to understand and long as they liked, and the average time was
to learn (Figs. 7 and 8). 9.3 min.
Interactive Virtual Reality Navigation 1007
Interactive Virtual
16%
Reality Navigation Using
Cave Automatic Virtual
Environment
Easy to understand and to
Technology,
learn
Fig. 6 Interactive design
graph 84% Difficult to understand and
to learn
0.5
0
User 1
User 4
User 7
User 10
User 13
User 16
User 19
User 22
User 25
User 28
User 31
User 34
User 37
User 40
User 43
User 46
User 49
Time (minutes)
Interactive Virtual 18
Reality Navigation Using 16
Cave Automatic Virtual
14
Environment
Technology, Fig. 8 Time 12
that users liked to interact 10
with the prototype 8
6
4
2
0
User 1
User 4
User 7
User 10
User 13
User 16
User 19
User 22
User 25
User 28
User 31
User 34
User 37
User 40
User 43
User 46
User 49
Time (minutes)
Eighty percent of the testers considered that the Data indicates that the system was an easy one
aspects of the prototype that could be improved are to understand and followed the interactive design;
the number of actions that the user can make. This and very importantly, it proved to be entertaining
change would increase the possible stories or results, for them.
giving an illusion closer to the role of a storyteller.
1008 Interior Design
Further Work
Intrusion Detection System
To create a whole animated story that uses the
holographic projection and the CAVE in its narra- ▶ IPv6 Common Security Vulnerabilities and
tive structure, then test the simulation with a real Tools: Overview of IPv6 with Respect to Online
holographic projection in a real-scale CAVE with Games
several users at the same time. This test will
include:
The use of new technologies can contribute a lot ▶ IPv6 Common Security Vulnerabilities and
to storytelling. They provide to the artists different Tools: Overview of IPv6 with Respect to Online
perspectives of how to push an animated project, Games
in order to come up with more interactive and
interesting results.
IPv6 Common Security
References Vulnerabilities and Tools:
Overview of IPv6 with Respect
Craig, A.B.., Sherman, W.R., Will, J.D.: Developing Vir-
tual Reality Applications – Foundations of Effective
to Online Games
Design. Elsevier, Burlington (2009)
Durlanch, N.I., Mavor, A.S.: Virtual Reality: Scientific and Mostafa Tajdini1 and Hoshang Kolivand2
Technological Challenges. National Academy of Sci- 1
Staffordshire University, Stoke on Trent, UK
ences, Washington, DC (1995) 2
Department of Computer Science, Faculty of
Elmorshidy, P. A.: The holographic projection technology.
Gulf Univ. Sci. Technol. J. Telecommun. (2010, May) Engineering and Technology, Liverpool John
First International Conference, AVR 2014: Augmented and Moores University (LJMU), Liverpool, UK
Virtual Reality – Selected Papers. First International
Conference, AVR 2014, Lecce. (2014, Sept 20)
Giglio, V. S.: Sensory Interactive Multimedia Entertain-
ment Theater. US (1996, Oct 3) Synonyms
Hariharan, P.: Basics of Holography. University Press,
Cambridge, UK (2002) Intrusion detection system; IPv6; Network secu-
The Agency for Science, Technology and Research
rity; Vulnerabilities
(A*STAR): Full-color moving holograms in high reso-
lution. ScienceDaily. Retrieved September 26, 2015
from www.sciencedaily.com/releases/2015/02/15020
4090101.htm (2015, Feb 4) Definition
A Network Intrusion Detection Systems (NIDS) of IPv4 and covers the biggest limitation of IPv4
is a system that analyzes incoming network traffic. which is the lack of enough addresses for all
Internet users. In recent years, the major service
providers have started to offer IPv6 addresses to
Introduction their users (Icann 2011). Based on a report from
Google on 16 Aug 2018, 23.91% of the users that
Our world has become a big network where every- access Google are over IPv6. This report shows
one connects to it by the Internet. Most people how usage of IPv6 has grown during the last
living on the earth rely on this network. They are couple of years. With IP being the Internet’s
reading news, transferring money, and checking main protocol, many constitutive Internet technol-
their emails and much more in their daily basic ogies are heavily tied to it and the change to
life. The goal of the new modern world is the version 6 resulted in updates of related protocols
availability, integrity, and confidentiality of this (Fig. 1).
network. The rapid growth and widespread use of The major changes between IPv4 and IPv6 can
electronic devices and data processing (cloud described as:
computing, web application, Internet network,
wireless networks, and private network) will • IPv6 large address:
I
raise the need for a solution that can provide a
safe and secure infrastructure for a safe commu- IPv6 is 128bit, this mean, it can provide 340
nication. To use the Internet, each device needs to trillion, trillion, trillion IPv6 addresses. That
have an Internet Protocol (IP) address. An IP means IPv6 uses 128bit address space.
address is a unique number that is assigned to
every device that is connected to the network or • IPv6 fragmentation:
Internet. The IP address enables devices to com-
municate with each other. There are two different IPv6 is no longer required to be fragmented by
versions of IPs, Internet Protocol Version 4 (IPv4) the router. All fragmentation and reassembly are
and Internet Protocol Version 6 (IPv6). IPv4 was performed by sender and receiver host(s).
developed in the early 1980s, but because of the
rapid growth of the Internet, IPv4 has been fully • Addressing:
allocated to Internet Services Providers and Inter-
net users, and then there was a shortage of IPv4 IPv6 uses three types of addresses which are
available address (Icann 2011). IPv6 was stan- unicast, multicast, and anycast. Unicast is only
dardized in 1996 to replace the current version assigned to a single node of IPv6; however, a
Source IP Address
Destination IP Address
1010 IPv6 Common Security Vulnerabilities and Tools
multicast is assigned to multiple nodes in a single dropped to reduce the cost of packet handling and
multicast group. processing. However, this has been changed in IPv6
where the Extension Headers function is added. The
• Auto-configuration: Extension Headers are placed between IPv6 header
and the upper layer header in a packet, and each of
New capabilities of IPv6 that allow a new node the Extension Headers is identified by a distinct next
automatically configure IP addresses. header value. As this is an optional field, each IPv6
packet can have zero, one, or more extension
• Extension headers: headers. Each Extension Headers have multiple of
8 octets long Fig. 2.
Referring to RFC 2460 (Deering and Hinden
1998), a full implementation must include support Internet Control Message Protocol
for six extension headers, which are Hop-by-Hop Version 6 (ICMPv6)
Options, Routing (Type 0), Fragment, Destination Unlike ICMP for IPv4, ICMP for IPv6 (Conta and
Options, Authentication Headers, and Encapsulat- Deering 2006) play an important role in IPv6
ing Security Payload. network. ICMPv4 is not required in IPv4, but
ICMPv6 is a required element and therefore it
Extension Headers cannot be filtered completely. ICMPv6 has a
Apart from expanded addressing capabilities, one next header value of 58. The main reason that
of the most important and significant changes in ICMP was developed as a protocol was to be
IPv6 is the improvement of supporting extension used for tests and diagnosis on IPv4 networks.
header with the options (Deering and Hinden1998). The most important features that ICMP provides
In IPv4, some of the header fields have been are to enable the utilities such as ping and trace
route to help verify end-to-end IP communication the default gateway, and other information that
and connectivity and provide information about can help them communicate.
any errors on the connection back to nodes • Echo Request and Echo Reply support the
(Davies and Mohacsi 2007). ICMPv6 messages Ping6 utility.
can be categorized into two categories (Davies • PMTUD determines the proper MTU size for
and Mohacsi 2007): communications.
Error messages: • Multicast Listener Discovery (MLD) provides
IGMP-like functionality for communicating IP
• 1 Destination Unreachable multicast join and leave.
• 2 Packet Too Big • Multicast Router Discovery (MRD) discovers
• 3 Time Exceeded multicast routers.
• 4 Parameter Problem • Node Information Query (NIQ) shares infor-
• 100 Private experimentation mation about nodes between nodes.
• 101 Private experimentation • Secure Neighbor Discovery (SEND) helps
• 127 Reserved for expansion of ICMPv6 error secure communications between neighbors.
messages • Mobile IPv6 is used for mobile communications.
I
Informational messages: Neighbor Discovery Protocol (NDP)
As defined in RFC2461, Neighbor Discovery is a
• 128 Echo Request protocol for IPv6. Since Address Resolution Pro-
• 29 Echo Reply tocol (ARP) has been removed in IPv6, both hosts
and routers use Neighbor Discovery messages to
Error messages will generate a report of any determine the link layer addresses of nodes on the
errors that occur during the message delivery. local link. When a host is connected to an IPv6
Informational messages will allow sharing of network, it sends Router Solicitation messages to
required information between nodes. As in other routers on the same link to get network information
features, attackers may use ICMP for exploitation, such as network prefix, default router, and other
and therefore sys-admin has no choice but to network parameters. Stateless Auto-Configuration
completely filter the protocol to prevent such is another feature based on Neighbor Discovery
attacks (DoS/DDoS, Evasion, Scan, Man in the Protocol which allows new hosts on the local link
Middle) (Davies and Mohacsi 2007). However, to get and configure their IPv6 address (Thomson
unlike ICMPv4, ICMPv6 cannot be filtered/ and Narten 2007) (Table 1).
blocked completely due to the important role that The transition from IPv4 to IPv6 should have
it plays in the IPv6 network. According to RFC eliminated any related security issue to the new
4890, filtering ICMPv6 on routers and firewalls is protocol. The security mechanisms for network
different from on a host. ICMPv6 is a required layer protocol should be examined in many dif-
protocol on every IPv6 network. ICMPv6 provides ferent areas. One of these areas is how Operating
the following functions (Davies and Mohacsi Systems handle the IPv6 fragmented packet and
2007): how Network Intrusion Detection Systems can
detect an attack on the IPv6 network. If used
• Neighbor Discovery Protocol (NDP), Neigh- properly by an attacker, this feature in IPv6 can
bor Advertisements (NA), and Neighbor Solic- lead to Network Intrusion Detection System
itations (NS) provide the IPv6 equivalent of (NIDS) evasion, Firewall evasion, Operating Sys-
IPv4 Address Resolution Protocol (ARP) tem fingerprint, Network Mapping, Denial of Ser-
functionality. vice (DoS)/Distributed Denial of Service (DDoS)
• Router Advertisements (RA) and Router Solic- attack, and Remote code execution attack (Ptacek
itations (RS) help nodes determine information and Newsham 1998; Erickson 2007; Chen 2014;
about their LAN, such as the network prefix, Reese 2009).
1012 IPv6 Common Security Vulnerabilities and Tools
IPv6 Common Security Vulnerabilities and Tools: Overview of IPv6 with Respect to Online Games,
Table 1 Neighbor Discovery Protocol (NDP) messages
ICMPv6 Source
type Message name address Receiver address Used for
133 Router Nodes FF02::2 (multicast Sent by hosts to locate routers on attached
Solicitation (routers link address) link
(RS) local
address)
134 Router Routers Sender of RS or Routers advertise their presence and link
Advertisement FF02::1 prefixes, MTU, and hop limits
(RA)
135 Neighbor Nodes Solicited node To query for other nodes link layer address
Solicitation multicast address or and also used for duplicate address
(NS) the target node’s detection and to verify neighbor
address reachability
136 Neighbor Nodes In response to NS In response to NS query
Advertisement sender or to FF02::1
(NA)
137 Redirect Routers Link local address To inform other nodes for better next hop
routers
IPv6 Common Security Vulnerabilities and Tools: Overview of IPv6 with Respect to Online Games, Fig. 3 IPv6
fragmentation process
I
Operating System Fingerprint informational messages such as ECHO (request
This method is used for identification of the victim and reply), Router Advertisement, Neighbor Adver-
host. In human life, fingerprints can be used to tisement, Neighbor Solicitation (NS), and Multicast
identify a person. Similarly, an OS has its unique Listener Discovery messages for a successful attack
implementation of communication protocols by (Chen 2014).
which it can be identified. In order to identify the
OS and its version remotely and without having a ICMPv6 Amplification
direct access to that system, the attacker uses The amplification attack is considered as one of
fingerprinting to analyze certain characteristic the common security challenges in IPv4 and still
and network behavior communication (Eckstein exists in IPv6. The amplification attack allows the
and Atlasis 2011). By using such a method, the attackers to generate huge numbers of packets
attacker can easily discover the live host on the using a small number of packets and amplify it
network and identify their OS, and furthermore by to a large number of packets based on the multi-
using this method, the attacker could even reveal cast address feature.
the victim host’s missing security patches or ser- Broadcast Amplification attack also known as
vice packs. As a result, the attacker can easily use Smurf (Fig. 4) is the most well-known amplifica-
the related vulnerability to gain access to and tion attack, which is based on ICMPv6 multicast
control the end host easily (Allen 2007). address function. The attacker uses Smurf attack
to launch a DoS attack by sending an ECHO
ICMPv6 Flooding Attack request packet to a multicast address with spoofed
ICMPv6 flooding attack is one of the most com- source address of victim machine. Once all nodes
mon attacks in both IP versions. The aim of using of the targeted multicast address have received a
ICMPv6 attack is to use all of a victim’s resources packet, all nodes start to reply to the source, which
(bandwidth, CPU, and RAM) by sending a large is the victim, and flood it with a large number of
amount of traffic. The packet can contain any ECHO reply attacks. The victim will be over-
ICMPv6 type with source address referring to whelmed and cannot respond to genuine requests
another node on the network (Martin and Dunn (Martin and Dunn 2007). In addition, there is
2007). another version of Smurf attack which is called
To disturb the communications between routers rSmurf (Remote Smurf) attack that has stronger
and hosts, an attacker can use ICMPv6 error or amplification, because each packet generated by
1014 IPv6 Common Security Vulnerabilities and Tools
IPv6 Common Security Vulnerabilities and Tools: Overview of IPv6 with Respect to Online Games,
Fig. 4 Smurf attack
rsmurf6 can generate a large number of packets on parameter (Tripathi and Mehtre 2013). An
the remote LAN. As a result, one malicious packet attacker can misuse Router Solicitation and
will generate a storm of traffic on victim network. Router Advertisement packet and perform the
following attacks:
ICMPv6 Protocol Exploitation
By sending a Router Advertisement (RA) packet, • Default router is “killed”: By default, every
any node on a network can claim that they are a node has a router table to list all routers on
router. An attacker can use this feature of ICMPv6 the network. When a node does not have any
to perform a Man in the Middle (MitM) attack by record in the table, it will consider that all
presenting themselves as a router. The first destinations are on link (Narten et al. 2007).
method an attacker can use to launch a Dos/DDoS Now an attacker can send a Router Advertise-
attack is by using Router Discovery packets, ment packet with router lifetime equal to zero
which are Router Solicitation (ICMPv6 type and spoofed address. When the host receives
133) and Router Advertisement (ICMPv6 134). the Router Advertisement packet, it will delete
The second method will be using Neighbor Dis- the router record because of the lifetime, and
covery (ICMPv6 types 135 and 136) packets. The then it will redirect all packets to the destina-
third method will be using Redirect furcation tion without a router address. If the traffic is
(ICMPv6 type 137) packets. going outside of network, all packets will be
The Router Discovery process is responsible lost, and therefore an attack has occurred
for packet routing. On the IPv6 network, a host (Tripathi and Mehtre 2013).
will find a router by sending a Router Solicitation • Bogus address configuration prefix attack: As
packet to router multicast address (FF02::2). Once mentioned earlier, one feature of IPv6 is that in
the Router Solicitation packet is received by the absence of DHCP server, a node will generate
default router, in response to that packet, the their own IPv6 using Stateless Auto-Con-
router will send Router Advertisement to the figuration with subnet prefixes of Router Adver-
host. The Router Advertisement packet contains tisement messages that are received from a default
the information needed by the host such as router router (Kempf and Nordmark 2004). The router
specification, onlink prefix, and network sends Router Advertisement messages
IPv6 Common Security Vulnerabilities and Tools 1015
accordingly to all nodes to update their routing Duplicate address detection DoS attack:
table information. By sending a Router Advertise- Another feature on IPv6 network is Duplicate
ment message with invalid subnet prefix to multi- Address Detection (DAD). When a node needs a
cast address (FF02::1), an attacker can launch an new IPv6 address, it will send Neighbor Solicita-
attack. Now all nodes will generate an invoice tion to all-nodes multicast address “FF02::1” to
IPv6 address based on the invalid prefix that was check whether that IP is in use or not. If the sender
received, and all communication between hosts did not receive a reply, that means the IPv6
will be disrupted. address is free and the new node can use it. An
• Parameter spoofing: As mentioned earlier, attacker can use this as an advantage and send a
Router Advertisement messages contain net- spoofed Neighbor Advertisement packet claiming
work parameter information, and they are that the address is in use every time that node
very useful to the host to send IPv6 packets sends a request. By using such an attack, the
later. An attacker can send a Router Advertise- new nodes will not get an IPv6 address, and there-
ment message (e.g., with a small hob limit), fore there is not any connectivity (Fig. 5) (Zhao-
which contains false network parameters that Wen et al. 2007).
can disturb the packet transmission and host’s Neighbor Unreachability Detection failure:
communications. Neighbor Unreachability Detection (NUD) process
I
detects when a neighbor is unreachable. Once this
Neighbor Discovery Attack has happened, the node starts to send a Neighbor
Neighbor Solicitation and Neighbor Advertise- Solicitation packet to lost node address and waits
ment are two ICMPv6 messages that Neighbor for a Neighbor Advertisement reply for a short
Discovery Protocol (non-routing one) uses. Two period. If no Neighbor Advertisement is received,
of the most important jobs that NDP is responsible the node will delete the peer node from its Neigh-
for are neighbor unreachability and Duplicate bor Cache Entry table. An attacker can send a
Address Detection (DAD). An attacker can use malicious Neighbor Advertisement reply to a
these functions as an advantage and launch an Neighbor Solicitation request to show that the
attack. node is still alive and on the network which it is not.
IPv6 Common Security Vulnerabilities and Tools: Overview of IPv6 with Respect to Online Games,
Fig. 5 DAD attack
1016 IPv6 Common Security Vulnerabilities and Tools
IPv6 Common Security Vulnerabilities and Tools: Overview of IPv6 with Respect to Online Games,
Table 2 Evasion and Insertion attack tools
Tools name Developer(s) Evasion attack
Fragrouter Dug sing Most techniques described by Ptacek & Newsham
thc-ipv6 Van Hauser Multiple attacking tools including DoS, DDoS, Evasion and Insertion attack
Havij IT Sec team SQL injection and web app evasion
Acunetix Acunetix team Web app analyser and evasion test attack
Mendax Min G. Kang TCP overlapping
change their method, and therefore the detection • Not support the upper layer
method could not be useful for such attack. • Because it needs key exchange, it will use IKE
Anbar et al. (Saad et al. 2016) proposed An management, which requires a valid IPv6
Intelligent ICMPv6 DDoS Flooding attack Detec- address. So it cannot work when a new host
tion Framework (v6IIDS) Using Backpropagation joins a network and therefore is not able to
Neural Network. Their aim is to detect ICMPv6 protect Network Discovery Protocol.
Flooding attack using an Intelligent Intrusion
Detection System in an IPv6 Network (v6IIDS). Because of the complex configuration, most of
I
The proposed system detection has four pro- the users do not implement IPsec for link local
cesses. These processes are data collection and addresses.
pre-processing, traffic analysis, anomaly-based Kempf et al. (Kempf et al. 2005) proposed
detection, and ICMPv6 flooding detection. SEcure Neighbor Discovery (SEND) protocol to
Rafiee et al. (Rafiee and Meinel 2013) pro- mitigate the issue of IPsec for link local commi-
posed a new algorithm to tackle the issue with nution. SEND is an extension of NDP that adds
Cryptographically Generated Addresses (CGA) several options such as Cryptographically Gener-
[3972] and Privacy Extension [4941] in IPv6 ated Addresses (CGA), RSA Signature and
state-less configuration. The proposed method Timestamp, and Nonce Options. In addition,
uses a new way to generate Interface Identifier they introduce four new Authorization Delegation
(IID) to reduce the computing cost and prevent Discovery, Certification Path Solicitation Mes-
security theatres related to state-less configuration sage Format, Certification Path Advertisement
such as IP spoofing. However, it seems the pro- Message Format, Router Authorization Certificate
posed algorithm cannot detect Duplicated Profile and Suitability of Standard Identity Certif-
Address Detection attack on IPv6. icates (Kempf et al. 2005; Securing IPv6 2002).
Kent et al. (Kent and Seo 2005) provided Secu- A review of SEND done by Meinel et al.
rity Architecture for the Internet Protocol. In IPv6 (Alsa’Deh and Meinel 2012). They are
unlike IPv4, Internet Protocol Security (IPSec) is challenging SEND as it is not provided link
mandatory. IPSec draws a line between protected layer security and cover NDP communication
and unprotected interfaces for host or network. If confidentiality. The Cryptographically Generated
traffic want to cross the boundary, they are subject Addresses cannot assure the real node identity.
to the access control list that is specified by the Because of the structure of SEND, it will use
system admin who is responsible for IPSec con- more CPU of nodes and bandwidth to process.
figuration. These controls indicate whether In addition, if Router Authorization and Standard
packets cross the boundary unimpeded, are Identity Certificates implement into routers, It will
afforded security services via AH or ESP, or are put an extra workload on them.
discarded. Hussain et al. (Hussain et al. 2016) proposed a
IPSec provide an end-to-end security between two-stage hybrid classification (Fig. 6) method
end hosts and all intermediate nodes. IPsec has the using Support Vector Machine (SVM) as anomaly
following weaknesses (Yang et al. 2010; Arkko detection in the first stage and Artificial Neural
and Nikander 2005): Network (ANN) as misuse detection in the
1018 IPv6 Common Security Vulnerabilities and Tools
Normal
Traffic Stage-2
ANN
Network
(Misuse)
Traffic
(Normal +
Attack)
Alarm
module
second. The advantages of using SVM and ANN vulnerabilities arise as well. There are many fea-
are better classification accuracy and a low prob- tures which are new and unique to IPv6. One of
ability of false positive. The proposed system them is the improved support of headers
classifies the type of attack into four classes: (extensions and options) which were not existing
Denial of Service (DOS), Remote to Local before in IPv4.This entry reviewed an overview of
(R2L), User to Root (U2R), and Probe. The first Internet Protocol Version 6 (IPv6), IPv6 new fea-
stage is looking for any abnormal activities that tures, and some of the most common vulnerabil-
could be an intrusion, while the second stage does ities; also, a review was discussed for existing
the future analysis, and if there are any known solutions and how those solutions can mitigate
attacks, it will classify them into the four catego- the vulnerability discussed in this entry. By
ries that were already mentioned. adopting IPv6, gaming industries will become an
Data Preprocess will prepare and pre-process net- attractive target for attackers to launch an attack
work traffic in the data pre-process module. Once data such as ICMPv6 and DDoS to game companies.
has been received and pre-processed, it will be sent to These sorts of attacks already launched to Sony,
the next process, which is “Detection and Classifica- EA, and Steam really affected the gaming industry
tion.” The detection and classification process has two in terms of availability. In addition, the customer
stages: NIDS using SVM for anomaly and ANN for data on gaming companies could be in danger, as
misuse detection. The data then passes to the Alarm attackers could use IPv6 new features to bypass
module, which interprets event results on both stages the detection on NIDSs and do malicious activi-
and reports the intrusion detection activity. ties on gaming server.
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97277_-_ronak_sanghvi_-_may_1_2015_1212_am_-_
research_paper_final_team5.pdf ▶ Healthcare Robots with Islamic Practices
1020 Islamic Calendar
Mason Bates1 and Sercan Şengün2,3 Prior to its creation, the original concept for Itch.io
1
Creative Technologies Program, Illinois State was to create an online interface for making a
University, Normal, IL, USA customizable video game page where indie devel-
2
Wonsook Kim School of Art, Illinois State opers could quickly post their content online for
University, Normal, IL, USA the world to see. However, the service expanded
3
Massachusetts Institute of Technology CSAIL, both prior to, and in the early years of the website.
Cambridge, MA, USA These services continued to expand as the com-
munity of the site gained prominence within the
indie development community.
Synonyms By 2015, Itch.io has grown to a more dedicated
and well-established indie development platform,
Publishing; Web Games with support for both participating in and hosting
game jams, dedicated servers to dealing with
issues, communities following developers, or
Definitions indie groups on the site; at the time, they hosted
over 15,000 games and applications, according to
Indie game: short for independent game, a game their released site statistics. Similarly, in early
typically created by a small team of developers 2016, the official release of the Itch App created
without the financial or labor backing of major a desktop application interface for the previously
production/publication studios. solely web-based site.
Indie developer: short for independent devel- From 2016 onward, a great effort to expand,
oper studio, a team of game developers working polish, and enhance existing services and plat-
without assistance from major production/publi- forms can be seen, much of which can be seen
cation studios. by the enhancing of their desktop application and
expansion of their community on their site,
including additions in customization options for
Introduction game pages and analytics for developer postings.
▶ Augmented Learning Experience for School Augmented reality (AR) augments real world
Education with virtualized contents (i.e., objects and/or
supporting information) which appears to coexist
in the same space as the real world (Palmarini
et al. 2018). Its predecessor, i.e., virtual reality
(VR), on the contrary, generates a completely
Kaizo
artificial environment of the reality.
▶ Underground Design of Kaizo Games
Key Early Verticals for Augmented
Reality
for the monitoring and solving of pain points by visualizing rearrangements by incorporating
experienced on the shop floors, i.e., pain points digital representations of envisaged future settings
along with key performance indicators (KPIs) in the current warehouse environment, and in the
could be directly projected to the engineers and freight transportation as loaders could have access
maintenance teams in order to analyze and resolve to the real-time digital data about the next pallet to
the issues in real time. This is also efficient in case be loaded and its placement in the vehicle along
of production downtime due to a broken part of a with the pertinent loading instructions thus saving
machine, as teams equipped with AR capabilities the tedious process of paper-based cargo lists and
can quickly respond to the hardware problems in speeding up the freight loading process (Stoltz
almost no time. AR could further assist the pro- et al. 2017; Glockner et al. 2014).
duction teams in the physical asset-based logistics Design and Architecture: Over the past few
and status of the physical stock on the shop floor, decades, one of the key challenges confronting
and the same can be superimposed in the form of designers was to dive deep into physical space of
digital content to augment the real-time views a structure or an object that they are conceiving.
(Caricato et al. 2014; Uva et al. 2018; Chang Traditionally, 3D objects were conceived over the
et al. 2017). 2D screens. However, as of late, more meaningful
Healthcare: Healthcare is one of the most and lucrative ways have transpired and AR expe-
dominant sectors impacted by AR in numerous riences undoubtedly lies at heart of the same, i.e.,
ways, i.e., from training medical students about from the powerful 3D printing facilitating the
the human anatomy to counseling mothers strug- companies and firms to rapidly transform their
gling with breastfeeding by effectively allowing concepts into implementation thus ultimately
the counselors to see through the eyes of mothers leading to reduction in costs and securing of
via an AR wearable device, to assisting the more clients to a collaborative design process for
patients to accurately describe their past and sourcing of innovative ideas, variants, and its
existing medical conditions to their doctors, to feedbacks from the geographically distributed
enabling nurses to locate human veins conve- consumers during the product’s planning stage,
niently during intravenous injections, to facilitat- to equipping the architectural project teams and
ing the curious consumers of the pharmaceutical their clients to immerse in an interactive AR expe-
industry with the 3D views of drug actions and rience for monitoring progress of ongoing pro-
effects in the human body, to practicing minimally jects via a real-time digital modeling of a
invasive surgeries by enabling the surgeons to construction site, thus avoiding the tedious task
see through the patient (without the need for of walking clients on the construction sites and
opening them up) during the surgical planning preventing any unwanted accidents, to the spatial
and image-guided surgery, etc. (Herron 2016; augmented reality revolutionizing the automotive
Chen et al. 2017). industry by enabling the designers to assess
Logistics: One of the biggest waves of change curves and geometries more efficaciously by pro-
anticipated in logistics industry is in the form of jecting virtual data on a real vehicle model during
AR technology, i.e., in the warehouse operations, its development process (i.e., typical virtual data
wherein, notion of pick-by-vision for providing a is often being displayed on monitors and its size is
hands-free digital approach could be employed often scaled down and is not a precise reflection of
instead of a slow and error-prone pick-by-paper the reality), etc. (Chi et al. 2013; Elia et al. 2016;
approach in order to optimize picking process (the Behzadan et al. 2015).
software employed for pick-by-vision could have Military: AR has been making its stronghold
features like the barcode reading, indoor naviga- in the battlefield, i.e., from projecting precise
tion, real-time object recognition, seamless inte- maps, navigation way points, friends or foe dis-
gration with centralized warehouse management crimination, and pertinent information to a sol-
systems, etc.), in the warehouse planning to dier’s field of vision, to integrating specialized
accommodate a number of value-added services AR gadgets to a weapon control system for
Key Early Verticals: Challenges and Limitations in Implementation of Augmented Reality 1027
enhancing the mission’s effectiveness, to train- objects and people surrounding him/her, and
ing of the combat personnel for complex condi- more interestingly, what actions are being carried
tions arising in the battlefield through injecting out through their eyes, hands, and voice and all in
of virtual threats into a realistic environment for few milliseconds so as to ensure that the precise
ensuring that the troops are skilled enough to contextual information gets layered on the actual
quickly respond and operate the equipment in environment via an AR device. Hence, the
every possible scenario, to training fighter pilots design of a state-of-the-art real sense cameras
for diverse battle scenarios and certain special- (possessing the full five-finger integration),
ized cockpit operations, i.e., aerial refueling and diverse sensors, and microphones for an AR
missile deployment, as most of their trainings are device still poses a daunting challenge yet to be
conducted over flight simulators and setting up fully realized.
live combat operations could be very expensive Seamless Optical Displays: A seamless optical
(You et al. 2018; Karlsson 2016). display blending (both) physical and digital world
Data Centers: AR is anticipated to bring tre- adds another layer of complexity in the early
mendous benefits to data center planning and to a realization of AR. It is pertinent to note that VR
wide range of its operations and processes, i.e., is already utilizing high-resolution innovative
from remote management of the data centers to screens, in whose production, the smartphone
spatial tours via the 3D real-time imaging super- industry has been actively involved over the past
imposed with pertinent contextual information so few decades. In case of VR, the user typically
as to have a better understanding of local pre- glances on the screen; however, in AR, it is essen-
vailing circumstances, to the navigational guid- tial to look through the screen so as to still expe- K
ance in a data center for better identification of rience the real-world environment.
error-prone devices or installation of a new device Computing Power: Power is one of the serious
along with installation instructions, to the color challenges currently being faced by the AR indus-
labeling of identical-looking racks and cabinets try. Today, with the continuous evolution of stron-
within a datacenter to reflect status messages ger yet ever smallest processors, there would
(i.e., notifications, alarms, or warnings) or opera- certainly be (in the near future) powerful enough
tional analyses along with troubleshooting processors specifically for AR. Thus, powerful
instructions if any, to the identification of a device processors require powerful batteries and espe-
and device-related specific virtual information cially with characteristics, i.e., low consumption,
and real-time datasets by employing the QR scan- high capacity, and small enough to be compatible
ner and many more (Deffeyes 2011; Emeis et al. with lightweight AR wearable displays. Complex-
2017). ity versus implementation is an issue and balance
is still to be determined.
Scaling: Interpreting (or rendering) of the dig-
Challenges and Limitations in ital data into meaningful graphics and subse-
Implementation of Augmented Reality quently scaling it down to suit the perspective of
individual’s visual field adds a significant chal-
Despite a number of potential applications of AR lenge in the vast implementation of AR.
in modern-day industries, there are still several AR Software: One of the indispensable com-
challenges and limitations that hinders its true ponents of AR software is its competence to effi-
realization (Akayra and Akayra 2017; Zhang ciently accumulate, process, and analyze
et al. 2017). Some of these challenges and limita- potentially diverse range of inputs simultaneously
tions are discussed as follows. and transform them accordingly based on new
Low Latency Monitoring and Tracking: In digital information so as to provide the high-end
order to have an essential AR experience, it is AR experiences. For realizing the same, high-
indispensable to precisely track and subse- speed connections would thus be required to tie
quently monitor an individual’s location, the the AR software to the back-end services, thus
1028 Key Early Verticals: Challenges and Limitations in Implementation of Augmented Reality
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Uva, A.E., Gattullo, M., Manghisi, V.M., Spagnulo, D., the e-Sports scene.
Cascella, G.L., Fiorentino, M.: Evaluating the effec-
tiveness of spatial augmented reality in smart
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40–41 (2017). https://doi.org/10.1109/MCE.2016.
2614411 with the King of Fighters ‘94 for the Neo Geo,
You, X., Zhang, W., Ma, M., Deng, C., Yang, J.: Survey on which was followed with yearly releases up until
urban warfare augmented reality. ISPRS Int. J. Geo-Inf. 2003, where SNK started taking more time to
7(2), 46, 1–16 (2018) make the new editions of the game series. KoF
Zhang, W., Han, B., Hui, P.: On the networking challenges
of mobile augmented reality. In: Workshop on virtual XI released in 2005, KoF XII alongside 2002
reality and augmented reality network, New York, Unlimited Match in 2009, KoF XIII in 2010, and
24–29 (2017). https://doi.org/10.1145/3097895. KoF XIV in 2016 (Mendoza 2020).
3097900 The King of Fighters series differentiates itself
from its peers with its 3-on-3 team battle setup.
Traditionally, fighting games ask players to select
a single character to use against their opponent, K
King of Fighters, a Brief but in the KoF series players select a team of three
History characters to challenge their opponent’s three
characters. After one of the characters is downed,
Brody Corenflos2, Sam Romershausen2 and the next character in line will tag in. Characters
Newton Lee1,2 standing in the backlines can sometimes perform
1
Institute for Education, Research, and support attacks to help.
Scholarships, Los Angeles, CA, USA Along with previously discussed mechanics,
2
Vincennes University, Vincennes, IN, USA KoF employs its own set of mechanics, such as
the many jump options (short hop, short jump,
hyper hop, hyper jump, etc.) as well as the MAX
Synonyms Mode which could open up Death Combos in
certain iterations. King of Fighters has no pre-
Fighting game; Interactive game; Video games determined combos, and players have to make
up their own using basic, unique, and special
moves.
Definition
SNK: A Japanese video game hardware and soft- Spinoffs and Other Media
ware company.
KoF: The King of Fighters is a series of fight- The King of Fighters have inspired spin-off titles
ing games by SNK. such as the Maximum Impact series, which offered
KoF in a 3D environment in 2004 (Maximum
Impact), 2006 (Maximum Impact 2), and 2007
Introduction (Maximum Impact Regulation-A). Other spin-off
titles include The King of Fighters ‘94 Re-Bout
The King of Fighters (KoF) is a series that started (2004), The King of Fighters Neowave (2004),
in arcades on SNK’s own game system. Starting in The King of Fighters XI (2005), The King of
1030 Kingdom Hearts (2002): An Analysis
Fighters ‘98 Ultimate Match (2008), and The King 2013 involved a 2-0 comeback followed by a
of Fighters 2002 Unlimited Match (2009). reverse 3-0. However, the lack of documented
There are also a ton of manga for the main e-sports tournaments for The King of Fighters
series from 1994 to 2000, and more recently, one makes it difficult to expound on the KoF
for XIV. For example, The King of Fighters: e-sports scene.
A New Beginning is a Japanese shōnen manga
authored by Kyōtarō Azuma as an adaptation of
SNK’s 2016 fighting game The King of Fighters Conclusion
XIV. There are also quite a few drama CDs as well
as some animations. One of those animations is a The King of Fighters is a fighting game series that
complete retelling of KoF ‘94, called The King of has existed for 27 years as of 2021, and that has
Fighters: Destiny. There was also a movie adap- survived through the bankruptcy of its game pub-
tation The King of Fighters in 2010 starring Sean lisher SNK. Over the years, the game has run on
Faris as Kyo Kusanagi, Maggie Q as Mai many platforms including Neo Geo arcade,
Shiranui, Will Yun Lee as Iori Yagami, and Ray Atomiswave arcade, Taito Type X arcade, Sega
Park as Rugal Bernstein. However, it was none Saturn, Dreamcast, PlayStation, Game Boy, Wii,
too faithful to the source material and was panned Nintendo Switch, iOS, Android, Microsoft Win-
by critics and audiences alike (The King of dows, and Xbox. King of Fighters differentiates
Fighters). itself using its unique 3-on-3 combat and many
ways to execute attacks to such a degree that it has
received widespread appeal.
SNK Company Turmoil
However, the system parameterization (e.g., vis- spatial term, giving us the following approxima-
cosity) is difficult to do in LGCA models, and tion of the diffusion equation in a given node i:
the dynamics obtained is less realistic than for
the LBM. T nþ1 T ni T n 2T ni þ T ni1
i
¼ a iþ1 , ð2Þ
This article will demonstrate how to use the Dt Dx2
advantages of lattice Boltzmann method to solve
diffusion-reaction problems. where T ni corresponds to the amount that is being
diffused at node i at time step n, Δt is the discrete
time step, and Δx is the discrete spatial step.
Theoretical Foundations Isolating the term of interest from Eq. (2), we
have
Diffusion is an example of a matter transport phe-
nomenon where the particles of a set move ran- aD t n
T nþ1 ¼ T ni þ T 2T ni þ T ni1 : ð3Þ
domly and spread in the medium containing them. i
Dx2 iþ1
For example, we can smell perfume because it
diffuses into the air and makes its way into Equation (3) can be rearranged as follows:
our nose. From macroscopic point of view, these
movements cause the set to move from the higher- 2aDt 2aDt
T nþ1 ¼ T ni 1 þ
concentration zones to the low-concentration
i
Dx2 Dx2
zones. Diffusion-reaction equations arise naturally T niþ1 þ T ni1
: ð4Þ
in systems consisting of many interacting compo- 2
nents, like chemical reactions, and are widely used
to describe pattern formation phenomena in a vari- Defining
ety of biological, chemical, and physical systems.
The diffusion equation is given by 2aD t
t¼ ,
Dx2
@f @2f
¼ a 2 þ F, ð1Þ we have then
@t @x
method is able to simulate the dynamics of fluids relaxation term toward the local equilibrium
on a macroscopic scale (Chen and Doolen 1998). (Bhatnagar et al. 1954).
In the LBM, the fluid is represented by a set of The collision operator can be represented by
particles which reside in a regular lattice with the BGK approximation:
certain properties of symmetry. The dynamics
that governs the simulation involves steps of col- 1
Oi ¼ f ðx, tÞ f eq
i ðx, tÞ , ð8Þ
lision and scattering of these particles through o i
the lattice directions, following simple rules that
satisfy the laws of conservation of mass (number where o represents a temporal relaxation on the
of particles) and momentum. The macroscopic equilibrium distribution function, related to the
behavior of the fluid is obtained through statistical diffusion coefficient on the macroscopic scale.
results on the data at the microscale. This section Equation (7) with the BGK approximation can
shows the formulation of the LBM for solving be discretized as follows:
diffusion problems.
The kinetic equation for the distribution func- f i ðx, t þ D tÞ f i ðx, tÞ
tion fi(x,t) can be written as follows (Mohamad Dt
2011): f ðx þ Dx, t þ D tÞ f i ðx, t þ D tÞ
þ ci i
Dx
@f i ðx, tÞ @f ðx, tÞ 1 eq
þ ci i ¼ Oi ð7Þ ¼ f i ðx, tÞ f i ðx, tÞ : ð9Þ
@t @x o
Chopard et al. (2002), the most natural way to fðx, tÞ ¼ f i ðx, tÞ: ð12Þ
i¼0
define the collision term is by averaging the
micro-dynamics and factoring it into a product The relationship between the diffusion coeffi-
of average quantities. However, for more sophis- cient α and the temporal relaxation term t can be
ticated fluids, the collision term requires a large deduced by a multi-scale expansion (Mohamad
number of floating point operations at each node 2011), providing
of the lattice at each instant of time, which would
increase the computational cost. One solution is
Dx2 1 1
to use the BGK approximation, which uses a a¼ , ð13Þ
DtD t 2
1036 Lattice Boltzmann Method for Diffusion-Reaction Problems
where D corresponds to the dimension of the term can be treated as a source term in the LBM
problem. formulation. Thus, the LBM formula for reaction-
For diffusion problems, assume constant the diffusion problems is given by (Mohamad 2011)
equilibrium distribution functions, not having
macroscopic velocity action: f i ðx þ Dx, t þ D tÞ ¼ f i ðx, tÞ½1 t
þ tf eqi ðx, tÞ
f eq
i ¼ Ai : ð14Þ þ D twi R, ð20Þ
The equilibrium distribution function must sat- where R is the reaction term. In the
isfy mass conservation and momentum: formulation, fi corresponds to the quantity being
diffused. In this case, we want to apply the diffu-
8 sion in a two-dimensional vector field:
f eq
i ¼ Y ð15Þ f i ðx, tÞ ¼ f ui ðx, tÞ, f vi ðx, tÞ .
i¼0
In practical terms, this implies a duplicate
and structure, that is, we will now have a lattice for
the component x and a lattice for the component y,
8 and apply the LBM separately as follows:
f eq
i ci ¼ 0: ð16Þ
i¼0 f ui ðx þ Dx, t þ DtÞ ¼ f ui ðx, tÞ½1 t
þ tf u,eq
i ðx, tÞ
In general, Ai ¼ wiΘ, which implies f eq
i ¼ wi Y. þ Dtwi Ru , ð21Þ
The equilibrium distribution function for the dif-
fusion problem can be chosen as follows f vi ðx þ Dx, t þ DtÞ ¼ f vi ðx, tÞ½1 t
(Mohamad 2011): þ tf v,eq
i ðx, tÞ
þ D twi Rv : ð22Þ
f eq
i ¼ wi fðx, tÞ, ð17Þ
The reaction term will be treated as the source
with f given by Eq. (12) and wi are weight factors term in the LBM (Mohamad 2011). In this way,
relative to each direction of movement. The fac- the dynamics in (20) is rewritten as follows:
tors wi shall meet the following criteria:
f i ðx þ Dx, t þ DtÞ ¼ f i ðx, tÞ½1 t
8
þ tf eqi ðx, tÞ þ DtRi , ð23Þ
wi ¼ 1: ð18Þ
i¼0
where:
In this way, the equilibrium distribution
wi R ci
functions can be summed in all directions, Ri ¼ , ð24Þ
providing c2s
p
8 8 where cs ¼ 1= 3 is called speed of sound and wi
f eq
i ðx, tÞ ¼ wi fðx, tÞ ¼ fðx, tÞ: ð19Þ are weighting factors related to each of the i’s
i¼0 i¼0 directions.
The temporal relaxation parameter t is related to
LBM Diffusion-Reaction to Vector Field the diffusion coefficient through Eq. (13). Finally,
So far we have shown the general formulation of the equilibrium distribution will then be given by
the LBM for diffusion problems. In this section,
we will apply this formulation to the problem of
diffusion-reaction in vector fields. The reaction f u,eq
i ¼ wi uðx, tÞ, ð25Þ
Lattice Boltzmann Method for Fluid Simulation 1037
f v,eq
i ¼ wi vðx, tÞ, ð26Þ
Lattice Boltzmann Method for
where: Fluid Simulation
appearance of artifacts in the characteristic direc- ni ðx þ ci , t þ drÞ ¼ ni ðx, tÞ þ Di ðnðx, tÞÞ, ð1Þ
tions of the lattice and little flexibility to adjust
physical parameters and initial conditions where ni(x, t) can assume the values 0 or
(Adilson Vicente Xavier 2006; Chen and Doolen 1 representing the absence or presence of particle
1998). It was later demonstrated that the dynam- moving from the cell in the position x to the
ics of the LBM can be derived through the neighboring cell x + ci at time step t (ci are the
Boltzmann equation (He and Luo 1997a; Phi- directions of movement). The function Δi is a
lippi et al. 2006). collision operator representing the influence of
Cellular automata is a mathematical model particle collisions. The index i represents the
based on simple and local rules capable of gener- z possible directions of movement of the lattice,
ating complex behaviors. It was originally intro- that is, i ¼ 1, . . . z.
duced by John von Neumann, under the name of Conditions of mass conservation and moment
cellular spaces, as an idealization of biological conservation are imposed on the collision opera-
systems, with the particular goal to model systems tor, respectively, given by:
capable of self-reproduction (Wolfram 1994). The
LGCA is a specific cellular automaton, whose Di ðnÞ ¼ 0 and ci Di ðnÞ ¼ 0: ð2Þ
proposal is to simulate fluids using simple and i i
local rules that imitate a particle dynamics. The
essential characteristics of the microscopic inter- The physical quantities of interest are the mac-
actions that are taken into account are the laws of roscopic quantities, such as the specific mass
conservation of linear momentum and conserva- and linear momentum at a point in the system
tion of the number of particles (Chopard and Droz (Chopard and Droz 1998). The distribution
1998). which corresponds to the probability of having a
The LBM was introduced by McNamara and particle in the node x, at time step t is defined as
Zanetti (1988), where the authors show the advan- (Chopard et al. 2002):
tage of extending the Boolean dynamic of cellular
automaton to work directly with floating point N i ðx, tÞ ¼ hni ðx, tÞi, i ¼ 1, . . . , z: ð3Þ
numbers representing probabilities of particle
presence. Following the usual definition of statistical
mechanics (Chopard and Droz 1998), the local
density of particles is the sum of the probabilities
Theoretical Foundations of the microscopic variables of occupation
(Expression 3):
The LGCAs are cellular automata that simulate
fluids through simple models. In the LGCA, the z
rðx, tÞ ¼ N i ðx, tÞ: ð4Þ
fluid is represented by a set of particles which
i¼1
reside in a regular lattice with certain properties
of symmetry. The dynamics that governs the sim- Similarly, the linear momentum (ru) is given
ulation involves steps of collision and scattering by Chopard and Droz (1998):
of these particles through the lattice directions,
following simple rules that satisfy the laws of z
conservation of mass (number of particles) and rðx, tÞuðx, tÞ ¼ vi N i ðx, tÞ, ð5Þ
momentum. The macroscopic behavior of the i¼1
fluid is obtained through statistical results on the
data at the microscale. where vi are the speeds related to each direction
The dynamics of microparticles in the LGCA of movement. The time step is defined as δt and
model is described by the equation given below the displacement between the nodes of the lattice
(Daniel Reis Golbert 2009): as δx. Thus, the six possible velocities vi of the
Lattice Boltzmann Method for Fluid Simulation 1039
particles are related to their directions of motion The collision term can be simplified by consid-
by: ering that the particles motion is not correlated
before the collision step (principle of molecular
dx chaos). Thus, the collision operator can be applied
vi ¼ c: ð6Þ
dt i directly to the quantity representing the mean of
the distribution of microparticles in the region of
From LGCA to LBM Dynamics the lattice:
The dynamics of the LGCA method are related to N i ðx þ ci Dx, t þ DtÞ N i ðx, tÞ ¼ Di ðNÞ: ð8Þ
quantities present on the microscale. In the case of
LBM, this dynamics occurs in the mesoscale Thus, we arrive at an equation similar to the
(particle distributions), where the individual lattice Boltzmann equation in the mesoscale,
movements of each particle are not visible. In defined as (Daniel Reis Golbert 2009):
the mesoscale we will work with averages taken
on regions of the lattice, so that these averages f i ðx þ ci Dx, t þ DtÞ f i ðx, tÞ
vary smoothly in both space and time (Guo and ¼ Oi ðf ðx, tÞÞ, i ¼ 1, . . . , z, ð9Þ
Shu 2013). Thus, we will use the (3) distribution
covering an area of the lattice, rather than just a where fi is called the particle distribution function
node. The Ni value will represent mean values of (which assumes floating point values) and Ωi the
the distribution of microparticles described by the collision operator.
Boolean variables ni over a region of the lattice, as The macroscopic quantities of interest are cal-
shown in Fig. 1 (Daniel Reis Golbert 2009). culated analogously to the process given in the
Applying the calculation of the averages on the LGCA (Eqs. (4) and (5)), where the density of L
LGCA equation of motion (1) we will arrive at the particles is given by:
equation:
z
N i ðx þ ci Dx, t þ DtÞ ¼ N i ðx, tÞ þ hDi ðnÞi, ð7Þ rðx, tÞ ¼ f i ðx, tÞ, ð10Þ
i¼1
BGK Approximation
operations at each node of the lattice at each Navier-Stokes Equations (Daniel Reis Golbert
instant of time, which would increase the compu- 2009).
tational cost. One solution is to use the BGK The LBGK models are the most used among
approximation. the LBM models for fluid simulation. Among
The BGK approach for the collision operator the available models, those that represent the
uses a relaxation term toward the local equilib- Navier-Stokes equations are called DnQb (where
rium (Bhatnagar et al. 1954). Thus, the collision n refers to the dimension and b the number of
operator through the BGK approximation is given lattice directions), proposed by Quian et al.
by: (1992), whose parameter values are shown in
Table 1.
1
Oi ðf ðx, tÞÞ ¼ f ðx, tÞ f eq
i ðx, tÞ , ð12Þ
t i
Incompressible Equilibrium Distribution
where t is the relaxation term, which is related to Function
the diffusive phenomena in the problem (viscosity
of the fluid), and f eq
i is the local equilibrium Applying a Chapman-Enskog multiscale asymp-
distribution function, which can be given by totic expansion in the lattice Boltzmann equation
Eq. (14) forward. Thus, the lattice Boltzmann and assuming that the velocity of the fluid is less
equation with BGK approximation is given by: than the velocity of sound, it can be shown that
it is possible to derive the incompressible Navier-
f i ðx þ ci Dx, t þ DtÞ f i ðx, tÞ Stokes Equations (Chopard et al. 2002). There-
fore, it is necessary to use an incompressible equi-
1
¼ f ðx, tÞ f eq
i ðx, tÞ : ð13Þ librium distribution function, which reduces the
t i
inherent compressibility effects of the LBM.
In this model called lattice BGK (LBGK), the
local equilibrium distribution was chosen so that
the Navier-Stokes equations can be recovered Lattice Boltzmann Method for Fluid Simulation,
asymptotically (Chen and Doolen 1998). The gen- Table 1 Parameters of some models DnQb
eral form of this equilibrium distribution is given Weights
by Chopard and Droz (1998), Guo and Shu Model Direction vector ci oi c2s
(2013): D1Q3 0, 2/3, 1/3
1 1/6
f eq
i ðx, tÞ
D1Q5 0, 6/12, 1
1, 2/12,
ð ci u Þ ðci uÞ2 ðu uÞ 2 1/12
¼ roi A þ B 2
þ C 4
þD ,
cs 2cs 2c2s D2Q7 (0,0),
p
1/2, 1/4
(l/2, 3=2) 1/12
ð14Þ
D2Q9 (0,0), 4/9, 1/3
(1,0),(0,1), 1/9,
where oi are weight factors related to the direc- (1,1) 1/36
tions of the lattice, r and u are the macroscopic D3Q15 (0,0,0), 2/9, 1/3
quantities of particle density and velocity (given, (1,0,0),(0,1,0), 1/9,
respectively, by Eqs. (10) and (11)), cs is called the (0,0,1), 1/72
(1,1,1)
sound velocity, and A, B, C, and D are constant,
D3Q19 (0,0,0), 1/3, 1/3
whose values depend on the model used. These (1,0,0),(0,1,0), 1/18,
constants of the equilibrium distribution are (0,0,1), 1/36
related to the symmetry imposed on the mesh (1,1,0),(1,0,1),
models used, which are necessary to recover the (0,1,1)
Lattice Boltzmann Method for Fluid Simulation 1041
where P ¼ c2s r=r0 is the normalized pressure and • The slow velocities with module given by
v is the kinematic viscosity of the fluid, described v ¼ Δx/Δt in the vertical and horizontal direc-
by: tions (c1, c3, c5, c7)
p
• Fast velocities with module 2v in the diago-
2t 1 Dx2
v¼ : ð18Þ nal directions (c2, c4, c6, c8)
6 Dt
This occurs due to the different distances that
It is noted that a value equal to 0.5 for the
distributions must travel, in the same time inter-
parameter t implies in viscosity of the fluid iden-
val, to reach the neighboring nodes.
tically null, situation not contemplated in the
model. Values less than 0.5 indicate negative vis-
cosities, which would be in disagreement with the
laws of thermodynamics. From Eq. (18), we have:
Dt 1
t ¼ 3v þ : ð19Þ
Dx2 2
Lattice Boltzmann Method for Fluid Simulation, Fig. 3 Steps of LBM dynamics
Lattice Boltzmann Method for Fluid Simulation 1043
centers of the border nodes. The basic idea is to walls (Fig. 5a) and frontier nodes present in the
introduce a step, between the collision step (21) corners of lattice (Fig. 5b).
and propagation step (22), to calculate the distri- The first situation shows the case of a border
butions in some directions of the boundary nodes. node present in the bottom wall. After the propa-
After the propagation, the fis from the interior gation (22), the distributions f1, f5, f6, f7, and f8 are
and from the border itself are known at the border known, because they come from the neighboring
nodes. The unknown fis as well as the density (r) nodes. According to the boundary condition pro-
of the boundary node are calculated from the mass posed by Zou and He (1997), we will impose a
conservation Eq. (24), of the linear momentum velocity value (u) on the border nodes present on
conservation Eq. (25), where boundary velocity the bottom wall. To determine the four unknown
is imposed, and through the reflection of the variables (f2, f3, f4, and r), we will use the mass
so-called non-equilibrium part (Zou and He conservation Eq. (24):
1997):
f2 þ f3 þ f4 ¼ r
f i f eq eq
i ¼ f iþz=2 f iþz=2 , ð26Þ ðf 0 þ f 1 þ f 5 þ f 6 þ f 7 þ f 8 Þ,
ð27Þ
where z represents the number of nonzero direc-
tions of the lattice. The D2Q9 model has z ¼ 8. the conservation equations of linear momentum
To exemplify the abovementioned boundary (25) in x direction:
condition, we show two-boundary situations in
the D2Q9 model: boundary nodes present on the f 2 f 4 ¼ rux f 1 þ f 5 þ f 6 f 8 , ð28Þ
L
Lattice Boltzmann
Method for Fluid
Simulation,
Fig. 4 Periodic boundary
for one direction (left) and
two directions (right)
Lattice Boltzmann Method for Fluid Simulation, Fig. 5 Boundary of D2Q9 model. (a) An example of a node present
on the bottom wall. (b) An example of a node in the corner of the lattice
1044 Lattice Boltzmann Method for Fluid Simulation
2
From Eqs. (27, 28, 29, 30, and 31) we can f 3 ¼ f 7 þ ruy ð40Þ
calculate the unknown variables: 3
2
2 f 5 ¼ f 1 rux ð41Þ
f 3 ¼ f 7 þ ruy ð32Þ 3
3
1 1
1 1 1 f 4 ¼ f 8 rux þ ruy ð42Þ
f 4 ¼ f 8 þ ðf 1 f 5 Þ rux þ ruy ð33Þ 6 6
2 2 6
1 1
1 1 1 f 6 ¼ ðr f 0 Þ ðf 1 þ f 7 þ f 8 Þ þ rux
f 2 ¼ f 6 ðf 1 f 5 Þ þ rux þ ruy : ð34Þ 2 3
2 2 6
1
uuy ð43Þ
An analogous procedure is applied to the nodes 2
that are present in the corners of the lattice. As an 1 1
example, let’s look at the node in the lower-right f 2 ¼ ðr f 0 Þ ðf 1 þ f 7 þ f 8 Þ þ rux
2 2
corner, as shown in Fig. 5b. After propagation (22), 1
the distributions f0, f1, f7, and f8 are known. We will ruy : ð44Þ
3
impose them a velocity value (u), and to determine
the six unknown variables (f2, f3, f4, f5, f6, and r), Algorithm 1 shows all the steps of the LBM
we will use the mass conservation Eq. (24): methodology for the D2Q9 model.
end for Chopard, B., Dupuis, A., Masselot, A., Luthi, P.: Cellular
// SOLVER automata and lattice Boltzmann techniques: an
repeat approach to model and simulate complex systems.
// SAVE VELOCITY FIELD FOR STOP Adv. Complex Syst. 05, 103–246 (2002)
CONDITION Daniel Reis Golbert.: Modelos de lattice-Boltzmann
for each x in [0, Dx 1] do aplicados a simulac¸a~o computacional do escoamento
for each y in [0, Dy 1] do de fluidos incompresśıveis. Master’s thesis, LNCC –
old[x][y] ¼ velocity[x][y] Laboratório Nacional de Computac¸a~o Cient́ıfica
end for (2009)
end for Guo, Z., Shu, C.: Lattice Boltzmann Method and its Appli-
// INNER LATTICE DYNAMICS cations in Engineering Advances in Computational
for each x in [1, Dx 2] do Fluid Dynamics, vol. 3. World Scientific Publishing,
for each y in [1, Dy 2] do Singapore (2013)
Scattering of node [x][y] for He, X., Luo, L.-S.: A priori derivation of the lattice
its neighbors Boltzmann equation. Phys. Rev. E. 55(6), R6333–
Collision at node [x][y] R6336 (1997a)
end for He, X., Luo, L.-S.: Lattice Boltzmann model for the incom-
end for pressible Navier-stokes equation. J. Stat. Phys. 88,
Treats boundary conditions 927–944 (1997b)
// STOP CONDITION McNamara, G.R., Zanetti, G.: Use of the Boltzmann equa-
max ¼ 0 tion to simulate lattice-gas automata. Phys. Rev. Lett.
for each x in [1, Dx 2] do 61(20), 2332–2335 (1988)
for each y in [1, Dy 2] do Philippi, P.C., Hegele, L.A., dos Santos, L.O.E.,
norm ¼ |velocity[x][y] old Surmas, R.: From the continuous to the lattice
[x][y]| Boltzmann equation: the discretization problem and
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▶ Cellular Automata Methods ditions for the lattice Boltzmann bgk model. Phys.
▶ Fluid Simulation Fluids. 9(6), 1591–1598 (1997)
▶ Lattice Gas Cellular Automata for Fluid
Simulation
models to simulate complex systems, for which lattice node, at a given instant, in a given direc-
traditional techniques are difficult to apply tion. Such a constraint is called the exclusion
(Chopard et al. 1998), such as porous media principle, which ensures that six Boolean vari-
(Chen et al. 1991) and granular media (Krolyi ables for each lattice node are sufficient to repre-
and Kertsz 1994), among others (Boghosian sent the microdynamics.
et al. 1996). In addition, from the analysis of Each particle moves at a constant velocity in
FHP microdynamics, through multiscale tech- modulus, in such a way that, in each interaction it
niques, it is possible to obtain the traditional traverses one edge of the lattice and reaches the
fluid dynamics equations (Appendix A) on a mac- neighboring node. In the absence of collisions, the
roscopic scale (Frisch et al. 1986). These facts particles keep moving along the direction speci-
motivate the study of FHP as an alternative meth- fied by their velocity vector. Collisions occur
odology for fluid simulation. when particles enter the same node at the same
FHP is a two-dimensional model and can be instant, resulting in a new local distribution of
seen as an abstraction, on a microscopic scale, of a particle velocities.
fluid. The FHP describes the motion/interaction of When exactly two particles are incident on the
particles in a discretized space in a hexagonal same node with opposite velocities, both are
lattice, as seen in Fig. 1. deflected by an angle of 60 so that after the
The microdynamics of FHP are given in terms collision a new configuration is also made with
of Boolean variables that describe the number of zero momentum. Such a deviation may occur
occupancy at each node of the lattice at each clockwise or counterclockwise, as shown in
interaction step (i.e., the presence or not of parti- Fig. 2. For reasons of symmetry, the two possibil-
cle). The particles move in discrete time steps, ities are chosen randomly, with equal probability.
with a constant velocity in modulus, pointing When exactly three particles with velocities at an L
along one of the six directions of the lattice. No angle of 120 collide, each of them returns,
more than one particle can move to the same toward the initial edge, as shown in Fig. 2. In
this way, the moment remains null and is therefore
preserved. For other configurations, the particles
continue their movement as if there was no
collision.
2pði 1Þ 2pði 1Þ
ci ¼ cos , sin ,
6 6
ð1Þ
z
where Ωi is the collision term, defined from rðx, tÞuðx, tÞ ¼ vi N i ðx, tÞ: ð12Þ
expressions (5) and (7): i¼1
1050 Lattice Gas Cellular Automata for Fluid Simulation
From these definitions and conservation laws, law for the scalar quantity U can be written as
it is possible to estimate the macroscopic behavior (Hirsch 1988):
of the system. For this, the multiscale expansion
of Chapman-Enskog is used. The details of this @
UdO þ F dS ¼ QV dO þ QS dS: ð13Þ
technique can be found in the work of (Frisch et al. @t
O O S
1986). The result is the obtaining of mass and
Navier-Stokes conservation equations from the
microscopic dynamics of the FHP described in In Eq. 13, the first term to the left of the equal-
this section. ity sign represents the U variation within the vol-
ume Ω per unit time. Such variation must be equal
to the contribution of external medium due to the
Cross-References flow through the surface S, given by:
Conservation Laws for Scalar Fields Conservation Laws for Vector Fields
Let U be a scalar quantity per unit volume, For the case where the conserved amount is
defined in an arbitrary volume Ω, fixed in described by a vector quantity U, then the flow
space, and bounded by a closed surface S. The and the term relative to the surface sources
variation of the local intensity of U occurs due become tensors, F and QS , respectively, and the
to the flow acting which expresses the contribu- term corresponding to the volumetric sources
tion of the external medium to Ω and the becomes a vector QV. Equations 15 and 16,
Q sources. The general form of the conservation respectively, assume the form (Hirsch 1988):
Lattice Gas Cellular Automata for Fluid Simulation 1051
@ ðrvÞ Dv @v
dO þ ∇ ðrv vÞdO r ¼ r þ rðv ∇ Þv ¼ ∇ p þ rf e : ð33Þ
@t Dt @t
O O
Therefore, we find the equations of mass con-
¼ rf e dO þ sdS: ð27Þ servation and Navier-Stokes, given, respectively,
O S by:
r
Dv
¼ ∇ p þ ∇ t þ rf e , ð29Þ ▶ Fluid Simulation
Dt
Lattice Methods
Definition
Length of View
Telepresence technology refers to using a commu-
▶ 3D-Rendered Images and Their Application in nication medium to give the impression of being
the Interior Design present in an environment. Advancements in
modern communication, media, and Internet
have allowed for the widespread adoption of this
Lens technology. Using this technology can help to
save both time and money while also reducing
▶ 3D-Rendered Images and Their Application in environmental damage because it can be used as
the Interior Design an alternative to traveling to present at confer-
ences or other meetings. Telepresence systems
have the potential to make it easier for individuals
who are separated by distance to communicate
Life Simulation Game with one another.
It can be helpful in the world of business,
▶ Animal Crossing: New Horizons and Its Popu- education, and medicine, for example, allowing
larity During COVID-19 Pandemic nonexperts to perform complicated tasks under
▶ The Sims Franchise, a Retrospective of Racial the guidance of professionals. A user’s size has
Representation and Skin Tones been found to significantly influence the outcomes
of human communication aspects. If the user is
displayed in life size, there is a good chance that
Life-Size Telepresence social relationships, for example, power or domi- L
nance and persuasiveness, will be more evenly
▶ Life-Size Telepresence and Technologies distributed and natural. Therefore, this entry dis-
cusses life-size telepresence and other technolo-
gies such as videoconferencing and holographic
telepresence.
Life-Size Telepresence and
Technologies
Introduction
Fazliaty Edora Fadzli1,2 and Ajune Wanis Ismail3
1
School of Computing, Faculty of Engineering, Telepresence is a technology that allows the user
Universiti Teknologi Malaysia (UTM), Johor, to feel present at a specific location when he
Malaysia remotely transfers himself through digital repre-
2
Mixed and Virtual Environment Research Lab sentation (Fadzli et al. 2020). It uses a technique
(mivielab), ViCubeLab, Universiti Teknologi that utilizes necessary multimedia such as sounds,
Malaysia, Johor, Malaysia visions, and touch to create a sense of physical
3
Mixed and Virtual Reality Research Lab, presence at remote locations (Shen and
Vicubelab, School of Computing, Faculty of Shirmohammadi 2006). Telepresence is also
Engineering, Universiti Teknologi Malaysia, known as virtual representation, where the term
Johor Bahru, Malaysia “tele” in telepresence refers to telecommunication
technology (Kittler 2021), and the term “pres-
ence” in telepresence refers to the experience of
Synonyms existing in one place or environment (Witmer and
Singer 1998).
Digital communication; Life-size telepresence; Figure 1 shows the timeline progress of the
Telepresence telepresence system from Fadzli et al. (2020)).
1056 Life-Size Telepresence and Technologies
Life-Size Telepresence and Technologies, Fig. 1 Chronological progress of telepresence (Fadzli et al. 2020)
According to the timeline, the early phase of tele- facial expression because it has a free viewpoint
presence is the virtual space teleconferencing video combined with immersive projection tech-
using a lot of cameras to acquire the photometric nology (Fairchild et al. 2016). Besides that, it
and depth information (Fuchs et al. 1994). Three allows users to do so in such a way that users
years after, Kanade et al. (1997)) constructed a have the same transparent sense of appropriate-
virtual world from real scenes for the viewer to ness of space to activity. One of the examples of
view continuous motion in a virtual sequence. telepresence space by Beck et al. (2013) is in
However, there are discontinuities in virtual which there is a telepresence space where two
image motion. Thus, Mulligan and Daniilidis groups of users meet virtually in a life-size 3D
(2000)) proposed view-independent scene acqui- representation of the remote user. Figure 2 shows
sition for telepresence. Furthermore, Towles et al. an example of a remote user in telepresence space.
(2002)) provided the 3D telecollaboration over One of the issues of concern is telepresence
Internet2 because the view-independent scene using holoportation technology (Orts-Escolano
acquisition required transmission of rendered 3D et al. 2016) requires the user to wear HMD in
world. However, there is a hardware restriction telepresence space. The use of cumbersome hard-
and limitation on the display setup, making ware such as HMD limits face-to-face communi-
Tanikawa et al. (2005) introduce real-time and cations (Regenbrecht et al. 2004). The small
real-size transmission and presentation of a display optic in front of each eye in HMD and
human figure. In this the person’s image is cap- narrow field of view (FOV) make the device have
tured by multiple cameras, transmitted through a limitation for gaze input in face-to-face commu-
the network, and displayed on a revolving flat nications. Besides that, wearing HMD can be very
panel (Tanikawa et al. 2005). However, the issues uncomfortable for participants. According to
did not stop here. There are overlapped between Kooi et al. (Kooi and Toet 2004), binocular dis-
the viewer and the display system. Hence, Kurillo play systems such as HMD shows a different
et al. (2008) produced an immersive 3D environ- image to the left and right eye, which can affect
ment for remote collaboration and training of viewing comfort. Users feel discomfort and have
physical activities that are able to perform real- motion sickness. Figure 3 shows an example of
time 3D construction of users. telepresence space using HMD and performing
remote collaboration.
The uncanny valley (MacDorman and
Life-Size Telepresence Chattopadhyay 2016) is a phenomenon that
occurs when human replicas stimulate unintended
Telepresence space can support nonverbal com- cold, eerie emotional responses in viewers. The
munication such as body language, eye gaze, and effect was first proposed in 1970 by Masahiro
Life-Size Telepresence and Technologies 1057
Life-Size Telepresence and Technologies, Fig. 3 3D teleportation remote collaboration in real time
1058 Life-Size Telepresence and Technologies
Yu et al. (2021) propose a different interpretation the interaction for both sites. When the interaction
of uncanny valley related to telepresence, claiming between each side is supported, both participants
that the level of coherence may have influenced the have a better experience in communication
perception of the remote participants perceiving the through the projection of holograms based on
presented avatar. For example, MacDorman and the experiment that has been conducted where
Chattopadhyay (2016) claim that decreasing con- there are two groups of people; group A sat in
sistency in human realism in avatar images Room A and watched the projection of group B in
increases the perception of uncanny valley catego- Room B. Besides that, Pejsa et al. (2016) have
ries. A similar aspect could be argued for their claimed that life-size telepresence makes the par-
study; while the 3D virtual character avatar was ticipants appear as if they are inhabiting the same
not entirely out of consistency with the environ- space. This facilitates more natural interaction
ment, it is clear that the point cloud representation since people can fully see each other and improve
avatar was exactly fitting the style and presentation nonverbal signals such as gaze, body language,
of the environment reconstruction, as the same sys- and gestures. The life-size virtual copies of remote
tem was used for the avatar and for the environ- participants are projected into physical space, as
ment. The result shows that in order to choose the shown in Fig. 4.
representation of the user, we need to consider the
way the environment was represented as well.
Telepresence can be projected in many sizes, Comparison Between Telepresence and
either small or large. In order to achieve a great Videoconference
augmented reality collaboration environment,
life-size telepresence can be considered the per- This section shows the difference between
fect size. Life-size telepresence has the same mea- audioconferencing, videoconferencing, and tele-
surement as a real-life size. This will help the presence. Videoconferencing began in 1964 when
participants to feel more realistic and feel pres- AT&T unveiled the picturephone at the New York
ence in the remote location as according to Pejsa World’s Fair, the world’s first videoconferencing
et al. (2016). endpoint. In the year 2000, telepresence systems
Based on Mark and DeFlorio (2001) research, hit the market, bringing a more realistic approach
the large ratio of life-size telepresence supports to face-to-face meetings. However, they are not
called hologram (Elmorshidy 2010), and Fig. 6 technology has the potential for remote individ-
shows the example of holographic projection. uals to view each other’s environment and also
Other than that, the projector camera is also communicate by overlaying the user’s virtual
another type of telepresence technology. This copy image in new ways into the remote location,
Life-Size Telepresence
and Technologies,
Fig. 5 Example of
videoconferencing
Life-Size Telepresence and Technologies, Fig. 6 Holographic telepresence using projector-based images
Life-Size Telepresence and Technologies 1061
without wearing any specialized device on the Jones, B., Zhang, Y., Wong, P.N., Rintel, S.: Belonging
user (Pinhanez and Pingali 2004). Projector- there: VROOM-ing into the Uncanny Valley of XR
telepresence. Proc. ACM Hum.-Comput. Interact.
camera-based technology by Pinhanez et al. 5(CSCW1), 1–31 (2021)
(Pinhanez and Pingali 2004) is much more simple Kanade, T., Rander, P., Narayanan, P.J.: Virtualized reality:
than holographic. The cost required for applica- Constructing virtual worlds from real scenes. IEEE
tion setup is also low and suitable for telepresence. Multimedia. 4(1), 34–47 (1997)
Kittler, W.: Tele (Τῆlε). In: Information, pp. 199–212.
Table 2 shows the advantages and disadvan- Columbia University Press (2021)
tages between high-definition, 3D displays, and Kooi, F.L., Toet, A.: Visual comfort of binocular and 3D
3D holographic display. Based on the table, 3D displays. Displays. 25(2–3), 99–108 (2004)
holographic displays have a lot of advantages Kurillo, G., Bajcsy, R., Nahrsted, K., Kreylos, O.:
Immersive 3d environment for remote collaboration
compared to other technology. However, the pro- and training of physical activities. In: 2008 IEEE
duction cost to set up a holographic is expensive. Virtual Reality Conference, pp. 269–270. IEEE
(2008) L
Luevano, L., de Lara, E.L., Quintero, H.: Professor Avatar
holographic telepresence model. In: Holographic Mate-
References rials and Applications, vol. 91 (2019)
MacDorman, K.F., Chattopadhyay, D.: Reducing consis-
Beck, S., Kunert, A., Kulik, A., Froehlich, B.: Immersive tency in human realism increases the uncanny valley
group-to-group telepresence. IEEE Trans. Vis. effect; Increasing category uncertainty does not. Cog-
Comput. Graph. 19(4), 616–625 (2013) nition. 146, 190–205 (2016)
Davis, A.W., Kelly, E.B.: Telepresence Mark, G., DeFlorio, P. (2001). An experiment using life-
vs. Videoconferencing: Resolving the cost/benefit size hdtv. In: Proceedings of the IEEE Workshop on
conundrum (2008) http://www.wainhouse.com/files/ Advanced Collaborative Environments. Mori, M.:
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Elmorshidy, A.: Holographic projection technology: The 35 (1970)
world is changing. arXiv preprint arXiv:1006. Mori, M.: Bukimi no tani [the uncanny valley]. Energy. 7,
0846 (2010) 33–35 (1970)
Fadzli, F.E., Ismail, A.W., Aladin, M.Y.F., Othman, N.Z. Mulligan, J., Daniilidis, K.: View-independent scene
S.: A review of mixed reality telepresence. In: IOP acquisition for tele-presence. In: Proceedings IEEE
Conference Series: Materials Science and Engineering, and ACM International Symposium on Augmented
vol. 864(1), p. 012081. IOP Publishing (2020) Reality (ISAR 2000), pp. 105–108. IEEE (2000)
Fairchild, A.J., Campion, S.P., García, A.S., Wolff, R., Orts-Escolano, S., Rhemann, C., Fanello, S., Chang, W.,
Fernando, T., Roberts, D.J.: A mixed reality tele- Kowdle, A., Degtyarev, Y., . . . Izadi, S.:
presence system for collaborative space operation. Holoportation: Virtual 3d teleportation in real-time.
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814–827 (2016) interface software and technology (pp. 741–754)
Fuchs, H., Bishop, G., Arthur, K., McMillan, L., Bajcsy, (October 2016)
R., Lee, S., . . . Kanade, T.: Virtual space teleconferenc- Pejsa, T., Kantor, J., Benko, H., Ofek, E., Wilson, A.:
ing using a sea of cameras. In: Proceedings of the First Room2room: Enabling life-size telepresence in a pro-
International Conference on Medical Robotics and jected augmented reality environment. In: Proceedings
Computer Assisted Surgery, vol. 26 (September 1994) of the 19th ACM Conference on Computer-Supported
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1062 Lifestyle Brand
Definition
Lifestyle Brand
Nowadays, many coloring books have been
▶ Professional Call of Duty Player Matthew using augmented reality (AR) as the enabler
“Nadeshot” Haag: An e-Sports Case Study to display virtual objects in the real world.
Real-time texture mapping is an essential ele-
ment that brings AR coloring more advanced.
The augmented 3D character is textured
according to the video stream coloring. Act
Linear Solving of Apollonius as a guideline to deliver real-time texturing
problem mapping for augmented reality coloring appli-
cations. This entry explains the live texturing
▶ Minkowski-Lorentz Spaces Applications: Res- process in AR, the live texture mapping for the
olution of Apollonius and Dupin Problems AR coloring book.
Live Texture Mapping in Handheld Augmented Reality Coloring Book 1063
Live Texture Mapping in Handheld Augmented Reality Coloring Book, Fig. 1 3D content on top of the page
Live Texture Mapping in Handheld Augmented Reality Coloring Book, Fig. 2 Live texturing pipeline in AR
Color Book
• Template selection. It shows the content pipe- what has been drawn. Here it is called a real-
line where the UV mapping has been time painting.
implemented to quickly patch the image into • Surface tracking. The template that has been
characters so their textures will correspond to selected needs to retrieve the reference images,
Live Texture Mapping in Handheld Augmented Reality Coloring Book 1065
Live Texture Mapping in Handheld Augmented Reality Coloring Book, Fig. 3 Image processing: (a) Colored
image. (b) Marker texture color for image processing. (c) 3D AR object with colored texture
and this surface tracking will align the camera onward, this will be converted into various local
with the captured image to render the reference or global priors to have an inpainted image as
image. physically logical and visually satisfying as
• Texture creation and mesh rendering. Used expected (Guillemot and Le Meur 2013). The L
when to open the camera, there will be a real diffusion-based inpainting method denotes the
live environment as a background image for image’s unknown part and fills in with the source
AR scene, and pose estimation to render the 3D from the known region. These methods are gen-
scene with the live texture mapping in real- erally relevant for accomplishing straight lines
time. and curves and inpainting small areas conceivable
(Guillemot and Le Meur 2013).
The term diffusion comes from using the
Image Inpainting Technique smoothness priors, which come from proliferating
nearby data by analogue with physical marvels
Image inpainting is defined as a process to restore like warmth proliferation in physical structures
the damaged area of the image. Several kinds of and smoothness constraints. Inpainting utilizing
research have been done to reconstruct images dispersion easily spreads nearby picture structures
from message overlay or scratches, loss conceal- from the outside to the inside of the gap, “emulat-
ment in an image, and occlusion problem when ing” the motion of expert painting restorators
rendered after the camera captured the image (Guillemot and Le Meur 2013). It then uses the
(Casas et al. 2017). Marker hiding has been stud- considered data to assume smoothness limitation
ied to hide markers when the camera tracked the and iteratively regularized and creates a smoother
marker (Korkalo et al. 2010). image in an endless array. However, diffusion-
In image inpainting, there are still some prob- based is not suitable for the recovery texture of
lems concerning ill-posed inverse issues with no large areas, and it also tends to be a blur. The
well-defined unique solution. It is necessary to inpainting process is used only in the first frame
define image priors to solve the problem. This to generate the texture instead of inpainting for
method assumes the pixel from the known and every frame to ensure consistency, and then the
unknown parts to have the same measurable prop- generated texture is overlaid on the marker area
erties or geometrical complexes. From that point according to the camera pose. Multisensory has
1066 Live Texturing
References Locomotion
Casas, L., Kosek, M., Mitchell, K.: Props alive: ▶ Locomotion and Human Tracking in
A framework for augmented reality stop motion ani-
mation. In: 2017 IEEE 10th Workshop on Software
Healthcare Robots
Engineering and Architectures for Realtime Interactive ▶ Navigation Artificial Intelligence
Systems (SEARIS), pp. 1–4. IEEE (2017)
Cho, K., Kim, H., Lee, Y.: Augmented reality coloring
book with transitional user interface. Indian J. Sci.
Technol. 9(20), 1–5 (2016)
Clark, A., Dunser, A., Grasset, R.: An interactive aug- Locomotion and Human
mented reality coloring book. In: IEEE Symposium Tracking in Healthcare Robots
on 3D User Interface (March 2012)
Guillemot, C., Le Meur, O.: Image inpainting: Overview
and recent advances. IEEE Signal Process. Mag. 31(1),
Patrick C. K. Hung, Inon Wiratsin and
127–144 (2013) Nannapat Meemongkolkiat
Kämper, N., Weickert, J.: Domain decomposition algo- Faculty of Business and IT, Ontario Tech
rithms for real-time homogeneous diffusion inpainting University, Oshawa, ON, Canada
in 4K. arXiv preprint arXiv:2110.03946 (2021)
Korkalo, O., Aittala, M., Siltanen, S.: Light-weight marker
hiding for augmented reality. In: 2010 IEEE Interna-
tional Symposium on Mixed and Augmented Reality, Synonyms
pp. 247–248. IEEE (2010)
Magnenat, S., Ngo, D.T., Zünd, F., Ryffel, M., Noris, G.,
Rothlin, G., ... Sumner, R.W.: Live texturing of aug-
Healthcare robots; Human tracking; Locomotion;
mented reality characters from colored drawings. IEEE Robot navigation; Route planning
Trans. Vis. Comput. Graph. 21(11), 1201–1210 (2015)
Meesuwan, W.: The development of a drawing and color-
ing application by augmented reality technology based
on the concepts of multisensory. J. Educ. Naresuan
Definition
Univ. 23(2), 295–309 (2021)
Nor’a, M.N.A., Ismail, A.W., Aladin, M.Y.F.: Interactive Computer Computer vision is the Artificial
augmented reality pop-up book with natural gesture Vision Intelligence (AI) system
interaction for handheld. In: Lee, N. (ed.) Encyclopedia
of Computer Graphics and Games. Springer, Cham
incorporated with other scientific
(2019). https://doi.org/10.1007/978-3-319-08234-9_ fields, such as signal processing
365-1 and neurobiology, to interpret and
Zhao, H., Huang, P., Yao, J.: Texturing of augmented gain high-level understanding from
reality character based on colored drawing. In: 2017
IEEE Virtual Reality (VR), pp. 355–356. IEEE (2017)
digital images or videos.
Healthcare Healthcare robot refers to a
Robot machine programmed by a
computer capable of assisting
Live Texturing humans in the medical field. In
addition, it is able to provide care
▶ Live Texture Mapping in Handheld Augmented and support to disabled patients
Reality Coloring Book and the elderly.
Locomotion and Human Tracking in Healthcare Robots 1067
Medicine Medicine dispenser refers to the record, can be integrated into the healthcare robot
dispenser item that releases medications at a for enhancing its capabilities.
specific time and assists elderly Beyond the conventional purview of surgical
persons and those who may have and rehabilitative robots, robots perform different
impaired abilities to comply with activities and purposes in the medical/health and
their recommended medication. social care sectors. In this scenario, the robot may
navigate to search for patients inside a specific
Introduction location. However, inefficient navigation in a
socio-physical environment may cause the search
A platform with multi-terrain navigation capabil- to be delayed, identifying emergencies. Thus, com-
ities is necessary for a healthcare robot to move puter vision techniques can aid the navigation sys-
through varied geographical landscapes. The tem in healthcare robots, such as placing the
locomotion feature plays a significant role. This patient, evading obstacles, and detecting dangerous
feature allows the robot to navigate the areas, objects. For example, a visual-based robot naviga-
especially inside a house with many rooms. Fur- tion method for the catadioptric optical system was
thermore, another significant function in proposed by Winters et al. (2000). They presented a
healthcare is human tracking. A healthcare robot method for converting images from a catadioptric
should have both locomotion and human tracking camera to bird’s-eye view. These images are used
abilities to navigate an area (e.g., a house) and to control the orientation of the robot movement. In
look for the target person or patient when it is the addition, a teaching and replay approach was pro-
right time for medication. posed to train the robot to navigate indoor and
outdoor environments (Chen and Birchfield
2006). In the teaching phase, the robot is manually L
Motivation and Background guided along the desired path, and then in the
playback phase the robot follows that course inde-
The World Health Organization (WHO) reported pendently. This method allows the robot to auto-
that the number of disabled persons is dramati- matically extract the feature points along the
cally increasing (WHO 2011). It is related to trajectory during the training phase. The advantage
demographic changes and a rise in chronic health of this technique is it does not require any calibra-
problems, among other factors. Therefore, scaling tion on the robot’s camera. However, the change in
up disability services in primary healthcare, par- the environment can affect the robot navigation
ticularly rehabilitation therapies, is urgently process since the feature points are also changed.
required. These disabled persons require contin- Obstacle avoidance is another issue for mobile
ual supervision to complete simple tasks, such as robots. The neuro-fuzzy technique is used to con-
eating and drinking. Moreover, a constant moni- struct an intelligent obstacle-avoidance approach
toring process is also necessary to avoid any to autonomous navigation of a mobile robot in
emergencies. As a result, it is prudent to encour- unfamiliar surroundings (Wang et al. 2004). The
age technology that aids in detecting and robot is integrated with four infrared sensors to
responding to emergency circumstances. Many detect the distance from the obstacles to the robot
camera monitoring systems for patient behavior itself. The neuro-fuzzy model then processes this
detection are available in the market today. How- distance information to determine the optimal
ever, these systems could invade in-house privacy, actions to avoid the obstacles. Estimating slip
but they also lack the function of aiding patients. angle is also a prominent issue for wheel-based
Another solution is to create mobile healthcare robots since there are some situations where the
robots to assist the patients. Healthcare robots robots need to travel through rough terrain envi-
can track the behavior of the targeted patient. ronments. Hough transform incorporated with
The auxiliary programs, such as time scheduling, fuzzy logic was applied to estimate the angle of
medicine detection, and digital patient’s medical inclination of the wheel trace with respect to the
1068 Locomotion and Human Tracking in Healthcare Robots
vehicle reference frame (Reina et al. 2008). It between corresponding picture points’ horizontal
detects the deviation in the wheel trace in real coordinates from the acquired image pair (Kadri
time. This deviation implies that the terrain has a et al. 2019). The output disparity map presents the
change of inclination angle. estimation of the position of features in the image
pair. Then, the disparity map will be processed by
a segmentation algorithm for distinguishing
Structure of Learning System objects that appear in the image (Yoon et al.
2017). The disparity map segmentation image
The architecture of the locomotion and human represents different objects at different distances
tracking system is shown in Fig. 1. to the robot’s cameras. Next, feature extraction is
The architecture consists of four modules: applied to the disparity map segmentation to
image acquisition module, vision module, deci- extract 2D and 3D features (Tiwari et al. 2013).
sion module, and robot control module. The These features are then used to object detection
details are presented in the following subsections. algorithms. Finally, the object detection algorithm
will identify objects in the image pair (Redmon
et al. 2016).
Image Acquisition Module
The vision module is the process for extracting 3D The robot control module controls the robot’s
information from the set of digital images taken hardware to perform the action given by the deci-
from two cameras. The process is illustrated in sion module. Note that the robot can contain more
Fig. 2. than one control module for various purposes
Block matching algorithm is applied to gener- (Brooks 1986). The list of control modules essen-
ate a disparity map that encodes the difference tial for healthcare robots are as follows:
Locomotion and Human Tracking in Healthcare Robots, Fig. 2 Vision module process L
limitation for game design. For VR games or “Freeze-Turn,” “2:1-Turn” (Williams et al.
applications with larger virtual environments, 2007), and “virtual distracters” (Kohli et al.
this 1:1 mapping technique would not work, 2005; Peck et al. 2010). The aim of these accom-
since users will eventually go outside the real panying methods is to make the user walk
tracking space. To overcome this problem, several towards the center of the tracked area.
different locomotion techniques have been pro- Another approach that aimed to enable real
posed in the literature. This entry reviews VR walking in virtual environments was known
locomotion techniques that have been widely as “environment change.” In this approach, the
researched or used in commercial VR systems. virtual environment’s architecture was changed
according to the user’s navigation. In one tech-
nique, orientation of virtual doors was changed
Virtual Reality Locomotion Techniques (Suma et al. 2011). In another technique, self-
overlapping virtual spaces were used, which
Algorithm-Based Techniques were referred to as “impossible spaces” (Suma
These locomotion techniques are constructed on et al. 2012) and “flexible spaces” (Vasylevska
algorithms without depending on any specific et al. 2013). In parallel lines, some portal door
hardware. This category includes real walking techniques emerged to minimize the need for real
(redirected walking) and gesture-based locomo- walking: “Arch-Explore” (Bruder et al. 2009) and
tion techniques (walking-in-place and flying/ barrier tape (Freitag et al. 2014).
leaning).
Gesture-Based Techniques
Real Walking These techniques aim to utilize body gestures,
Although it is shown to be the most presence- instead of making users really walk. Walking-in- L
enhancing (Usoh et al. 1999) and less cognitively place, flying, and leaning are among the most
demanding (Marsh et al. 2013; Ruddle et al. commonly used ones. In walking-in-place, users
2011) locomotion technique, the real walking perform marching gesture but do not actually
technique has the physical limitation of the track- move in any direction in real-world (Slater et al.
ing area (Whitton et al. 2005), which can make it 1995a, b). Important attributes of walking-in-
impossible to utilize in small-sized physical place method are as follows: step detection ges-
spaces. In order to work around this limitation, ture (Feasel et al. 2008; Nilsson et al. 2013a, b;
redirected walking was introduced. Redirection Templeman et al. 1999; Terziman et al. 2010;
can be described as altering the visual cues in Wendt et al. 2010); step detection device (Feasel
virtual reality to keep the users inside the tracked et al. 2008; Kim et al. 2012; Wendt et al. 2010;
area (Razzaque et al. 2001). This technique Williams et al. 2011; Zielinski et al. 2011); start
makes it possible to map large virtual environ- and stop latency (Feasel et al. 2008); smooth
ments to smaller tracked areas. In this technique, speed control (Whitton and Peck 2013); visual
gains are applied to the locomotion data to alter gain range, which was reported as 1.65–2.44
user’s visual cues. Keeping these gain values (Nilsson et al. 2014).
within the unnoticeable range is critical in order Another gesture-based locomotion technique
not to break user’s immersion. The range for which have been commonly used in VR is flying
unnoticeable gain values were reported as fol- (Guy et al. 2015; Robinett and Holloway 1992;
lows: Translation 14% and 26%; Rotation Ware and Osborne 1990). In this flying method,
20% and 49%; and Curvature Radius 22 m user automatically moves the virtual view through
(Steinicke et al. 2008, 2009, 2010). Although some gestures. This technique offers easy imple-
the virtual viewpoint of the user is altered, they mentation and ease of use; however, it was
can still reach to the edge of the physical tracked reported to be less realistic and less presence-
area. For such cases, accompanying methods enhancing as compared to other locomotion tech-
were developed such as “Freeze Backup,” niques (Usoh et al. 1999). The main issues
1072 Locomotion in Virtual Reality Video Games
associated with flying were low degree of control Sibert 1996; Zhixin and Lindeman 2015). Main
in speed and low resemblance to real life walking advantages are affordability in terms of price,
interaction. A similar locomotion technique is simplicity, and familiarity from real-life experi-
leaning, in which users utilize their torso to con- ences. Some studies resulted in findings of joy-
trol speed and rotation of locomotion. Different stick providing better user experience in terms of
methods or tools have been utilized for detecting locomotion as compared to other techniques
shifts in body weight such as “Nintendo Wii (Cirio et al. 2009; Nabiyouni et al. 2015), whereas
Balance Board” (Valkov et al. 2010) and other studies reported findings that indicate
“Human Joystick” (Harris et al. 2014). Leaning joystick provided worse user experience in terms
method was reported to provide higher degree of of locomotion (Peck et al. 2011, 2012; Riecke
control; however, it requires more balance and et al. 2010; Ruddle and Lessels 2006; Whitton
body control skills. A recently popularized VR et al. 2005).
locomotion technique is referred as “Point and
Teleport” that enables users to point to a place Mobile Tools
and instantly get teleported there (Bozgeyikli Mobile tools are those that can be worn on user’s
et al. 2016). body or moved around. Due to their complex
nature, these tools are not widely available for
Tool-Based Techniques typical consumers; however, these have been
These locomotion techniques rely on tools utilized in some experimental studies. For virtual
that give accurate position and rotation data. reality locomotion, wearable tools such as “Cyber
These tools can be stationary (walkers and Boots” that included pressure foot sensors (Insook
standard controllers) or mobile (wearables and Ricci 1997); “Waraji” that included a sandal
and robots). with rotary sensors (Barrera et al. 2004); a shoe
with six pressure sensors (Matthies et al. 2013);
Stationary Tools and “Powered Shoes” that included roller skates
Stationary tools are fixed to a surface, which is (Iwata et al. 2006) are used. In an experimental
usually the ground, and users climb on them for study referred to as “CirculaFloor,” mobile robots
locomotion. They can work with physical effort were utilized as locomotion tools on which users
exerted by user or through a triggering method. could freely walk while not actually moving in
Physical exercise tools such as treadmills and any direction in the real-world (Iwata et al. 2005).
stationary bicycles have been used for VR loco- As a drawback, all of these mobile tools require
motion (Brooks 1987). In this approach, user body-movement coordination and balancing
wears a head-mounted display and uses these skills from user’s end.
tools for moving in the virtual world. In the recent
years, several different treadmills have been uti-
lized for VR locomotion: unicycle; unidirectional Conclusion
and omnidirectional treadmills (Darken et al.
1997; Iwata 1999a, b); torus design-based tread- Locomotion is an important part of virtual real-
mill (Schwaiger et al. 2007; Souman et al. 2008); ity systems that may affect many factors related
low-friction surface (Jiung-Yao 2003; Suryajaya to user experience. Although there are several
et al. 2009), ball bearings and belt combination locomotion techniques that have been widely
referred to as “CyberCarpet” (De Luca used in VR, each has its limitations or draw-
et al. 2013). backs. There is still need for exploration and
Another type of stationary locomotion tools is improvement in this area. The introduction of
standard controllers. Among the most commonly the new generation VR devices in late 2010s
used ones are joysticks, joypads, and keyboards. It can make it easier to explore locomotion and
was reported that standard controllers are the most make it possible to introduce new locomotion
prevalent VR locomotion devices (Darken and ideas.
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walking: an unencumbered locomotion technique for games that provide the player with randomized
systems with under-floor projection. In: Proceedings of virtual rewards. Some loot boxes can be paid for
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tural and psychological similarities with
gambling.
▶ Locomotion in Virtual Reality Video Games “Loot boxes” is a colloquial catch-all terminology
used to describe software features, typically found
in video games, that provide the player with ran-
domized virtual rewards (Drummond and Sauer
Loot Box 2018). The player must satisfy an “eligibility con-
dition” to engage with (or “open”) the loot box:
▶ Counter-Strike Global Offensive, an Analysis This could be by defeating a certain in-game L
enemy, by obtaining a certain virtual item, by
watching embedded commercials, or (more
importantly) through purchasing using fiat cur-
Loot Boxes: Gambling-Like rency (or real-world money) (Nielsen and
Mechanics in Video Games Grabarczyk 2019). Once the player engages with
the loot box, a “random procedure,” of potentially
Leon Y. Xiao1,3,4, Laura L. Henderson1,2, Rune K. varying degrees of complexity (Ballou et al.
L. Nielsen4, Paweł Grabarczyk4 and Philip W. S. 2020), is used to determine what virtual rewards
Newall5 the player will obtain. The virtual “rewards” that
1
The Honourable Society of Lincoln’s Inn, the player obtains may be merely cosmetic items
London, UK that, e.g., change the color of the player’s armor,
2
The City Law School, City, University of or may, alternatively, influence gameplay more
London, London, UK significantly by, e.g., unlocking additional game
3
School of Law, Queen Mary University of content or increasing the player’s in-game power
London, London, UK (Xiao 2021). These “rewards” may be transferable
4
Center for Computer Games Research, IT (or “sold”) to other players, in exchange for real-
University of Copenhagen, København, Denmark world money (Drummond et al. 2020b), or may be
5
Experimental Gambling Research Laboratory, restricted by the video game company for use only
School of Health, Medical and Applied Sciences, inside the in-game economy by the original player
CQUniversity, Sydney, NSW, Australia who engaged with the loot box (Xiao 2020a). The
act of engaging with a loot box may be
represented in-game as the player literally open-
Synonyms ing a box containing loot; however, the loot box
mechanic can also be visually represented in other
Blind bags; Blind boxes; Booster packs; Gachas; forms, e.g., as tearing open a card pack, spinning a
Gatchas; Loot crates; Prize crates; Random prize wheel, or receiving a capsule from a “gacha”
1076 Loot Boxes: Gambling-Like Mechanics in Video Games
Loot Boxes: Gambling-Like Mechanics in Video Games, Table 1 Four categories of loot boxes proposed by Nielsen
and Grabarczyk (2019)
Category Description Regulatory positions
Embedded- Costs real-world money to engage, and its Regulated as gambling in Belgium (Belgische
Embedded reward does have real-world value Kansspelcommissie [Belgian Gaming Commission]
2018), the Netherlands (Kansspelautoriteit [The
Netherlands Gambling Authority] 2018), the UK
(UK Gambling Commission 2017), and most other
countries that regulate gambling as a licensable activity
Banned as gambling in most countries that more heavily
prohibit gambling
Embedded- Costs real-world money to engage, but its Regulated as gambling in Belgium (Belgische
Isolated reward does not have real-world value Kansspelcommissie [Belgian Gaming Commission]
2018)
Unregulated in most other countries
Isolated- Does not cost real-world money to engage, Unregulated in most countries
Embedded but its reward does have real-world value
Isolated- Does not cost real-world money to engage, Unregulated in most countries
Isolated and its reward does not have real-world
value
vending machine. Regardless of their visual rep- Global Offensive) generated US$528,000 in 1 day
resentation, all loot boxes share the structural in one country alone, thus hinting at the immense
characteristics of being triggered by satisfying an size of the global loot box market (Zendle et al.
“eligibility condition,” involve a “random proce- 2020b).
dure,” and provide “rewards,” as described above. In terms of the historical context and develop-
Nielsen and Grabarczyk (2019) proposed a ment of loot boxes, it has been suggested that
framework for classifying various implementations using loot boxes to monetize video games was
of loot boxes into four categories which focuses on inspired by how collectible sports cards and fan-
whether the “eligibility condition” requires spend- tasy trading cards (e.g., Magic: The Gathering)
ing real-world money to satisfy, and whether the are sold in blind, randomized packs in order to
“rewards” can be transferred to other players in encourage players to buy more packs and increase
exchange for legal tender, and therefore possesses revenue (Nielsen and Grabarczyk 2019; Švelch
real-world value, as shown in Table 1. 2020; Xiao 2021). These randomized packs were
designed to contain rare cards, known as “chase
cards,” that were less likely to be included in
Paid Loot Boxes in Context packs than other cards and were therefore more
sought-after and monetarily valuable. The con-
Loot boxes that players have to purchase with sumer was thereby encouraged to purchase more
real-world money to engage with are packs in order to obtain such rare “chase cards,”
implemented by companies as monetization but they would more often only obtain less valu-
methods in video games, known as “micro- able, duplicate cards that they already possessed
transactions,” which represent an alternative, or when they try to “chase” rare cards.
complementary, business model to selling copies Loot boxes are implemented in highly popular
of the software or providing subscription-based home console games, e.g., the Ultimate Team
services (Petrovskaya and Zendle 2020). Analysis Packs in Electronic Art’s FIFA games (Electronic
of loot box-spending data has revealed that the Arts 2019). Presently, loot boxes are prevalent in
loot boxes of one single game (Counter-Strike: video games, particularly on mobile platforms,
Loot Boxes: Gambling-Like Mechanics in Video Games 1077
e.g., Android and iOS: In 2019, 59% of the online slot machines, and not correlated with more
highest-grossing iPhone games in the UK traditional gambling formats, e.g., playing bingo
contained loot boxes, while 36% of the 50 Highest or the lottery in person (Zendle 2020). The rela-
grossing PC games on Steam contained loot boxes tionship between loot boxes and gambling may be
(Zendle et al. 2020a). Compared to in the UK, weaker in non-Western countries where gambling
which represents the Western video game market, is more heavily prohibited, rather than regulated
loot boxes are significantly more prevalent in as a licensable activity, e.g., China, where lottery
China: In 2020, 91% of the 100 highest-grossing products represent the only legally available com-
iPhone games contained loot boxes (Xiao et al. mercial gambling opportunity (Xiao et al. 2021a).
2021b). This reflects that video game markets in Cultural differences and legal differences in gam-
different countries may implement loot boxes to bling product availability may affect the relation-
different degrees. Video games containing loot ship between loot boxes and gambling and remain
boxes are also generally given low age ratings: a direction for future research.
95% of the highest-grossing iPhone games Further, as in gambling contexts (Deng et al.
containing loot boxes were deemed suitable for 2021; Muggleton et al. 2021), the vast majority of
children aged 12+ (Zendle et al. 2020a). This loot box revenue is generated by a small minority
suggests that children are regularly exposed to of players spending significant amounts of money
loot boxes and can readily purchase them. The (Zendle et al. 2020b). This small minority of
UK Gambling Commission’s survey (2019) players have been identified as generally being
found that 23% of 11- to 16-year-olds reported players with problem gambling issues, rather
paying real-world money for loot boxes. than players with high personal incomes, thus
suggesting that video game companies may be
disproportionally profiting from potentially vul- L
Potential Harms: Links with Problem nerable consumers (Close et al. 2021).
Gambling Researchers have also suggested that cognitive
biases that are present in gambling contexts, e.g.,
Paid loot boxes, because of the fact that players the gambler’s fallacy and loss chasing, which lead
spend real-world money to engage with them and to maladaptive gambling, may also apply to loot
because of their randomized nature, are structur- box purchasing behavior and lead to maladaptive
ally and psychologically similar to gambling loot box overspending (King and Delfabbro 2018;
(Drummond and Sauer 2018). This encompasses Nielsen and Grabarczyk 2019; Xiao 2021).
Embedded-Embedded and Embedded-Isolated Finally, it has yet to be determined whether
loot boxes under Nielsen and Grabarczyk’s cate- engagement with loot boxes in childhood affects
gorization (2019). Further, loot box purchasing a person’s risk of developing gambling problems
has been found to be positively correlated with later in life.
problem gambling severity in more than a dozen
empirical studies in Western countries (Garea
et al. 2021), e.g., the USA (Zendle and Cairns Regulation by Law and Industry
2019), Australasia (Drummond et al. 2020a), Self-Regulation
Denmark (Kristiansen and Severin 2019), and
Germany (von Meduna et al. 2020). Players with Paid loot boxes have been the subject of regula-
higher problem gambling severity tend to spend tory scrutiny by gambling regulators and
more money purchasing loot boxes (Zendle and policymakers in many countries because of their
Cairns 2018). In Western countries, loot box similarities with gambling and because of the link
spending appears to be more strongly correlated between loot box purchasing and problem gam-
with relatively “gamified” gambling games, e.g., bling severity (Cerulli-Harms et al. 2020). In
1078 Loot Boxes: Gambling-Like Mechanics in Video Games
particular, concerns about children engaging with affects video game companies’ commercial inter-
loot boxes have been raised because they may be ests. Conversely, nonregulation would continue to
more susceptible to overspending money and expose players, including vulnerable consumers,
more in need of consumer protection measures to potential loot box harms, and is arguably inad-
(Wardle and Zendle 2021; Zendle et al. 2019). equate and unsatisfactory because of the
Different jurisdictions are regulating the various precautionary principle of public health (Digital,
categories of loot boxes to varying extents (Xiao Culture, Media and Sport Committee of the House
2021), as shown in Table 1. Applying existing of Commons (UK) 2019), which states that the
gambling law has been how loot boxes have lack of scientific certainty cannot justify regula-
become regulated in nearly all countries: Various tory inaction in a situation of high potential risk.
countries diverge as to which of the two categories Middle ground approaches that lie between a
of paid loot boxes (i.e., Embedded-Embedded and blanket ban and nonregulation have also been
Embedded-Isolated loot boxes as defined by Niel- proposed and adopted in certain countries, e.g.,
sen and Grabarczyk) constitutes gambling and is restricting loot box purchasing only when a player
therefore regulated: Nearly all countries agree that attempts to go above a certain maximum spending
Embedded-Embedded loot boxes constitute gam- limit (Drummond et al. 2019; Xiao 2020b, 2021).
bling, but only a small minority of countries (e.g., Other consumer protection measures, which
Belgium) have taken the position that Embedded- have been applied in gambling contexts
Isolated loot boxes also constitute gambling. It is (Livingstone et al. 2019), have also been identi-
rather paradoxical that randomized physical fied as being potentially applicable to loot boxes
sports and trading card packs, which arguably (King and Delfabbro 2019; Xiao and Henderson
inspired loot boxes, are generally not considered 2021). The most prominent nonrestrictive regula-
to be a form of gambling and have thereby evaded tory measure is the disclosure of “winning” prob-
regulatory scrutiny. Such physical packs legally abilities, which reveals how likely a player is to
constitute gambling in most countries because: obtain a particular reward, as implemented in
They are bought with real-world money; their Mario Kart Tour (2019). This would require
content is randomized; and the content has real- video game companies to reveal and publish the
world monetary value because it can be sold to exact probabilities of obtaining each randomized
other people. Future research should consider loot box reward. The video game industry has
why such physical Embedded-Embedded loot increasingly imposed this requirement as
boxes are not considered to be gambling (Zendle self-regulation, e.g., by Apple (Kuchera 2017),
et al. 2021). Google (Gach 2019), and the major hardware pro-
The simplest regulatory solution is to ban the viders and game publishers (Entertainment Soft-
sale of loot boxes. This has effectively been done ware Association (ESA) 2019). This measure has
in Belgium where all paid loot boxes have been also been adopted as law in China (presently the
determined to be gambling and where no gam- only country to do so), which has led to wide-
bling licenses have been granted to video game spread compliance; however, the prominence and
companies for the sale of loot boxes (Belgische accessibility of disclosure have been identified as
Kansspelcommissie [Belgian Gaming Commis- being suboptimal (Xiao et al. 2021b). A survey of
sion] 2018). This prevents Belgian players from Chinese video game players found that 85% of
purchasing loot boxes and thus shields them from loot box purchasers reported seeing probability
potential harms. However, this ban in Belgium disclosures (meaning that they have been reason-
has led to the removal of many video games that ably widely seen by players); however, only 19%
rely on loot boxes to generate revenue and which of this group reported spending less money on
can no longer be profitably operated in that coun- loot boxes as a result of seeing the disclosures
try (Xiao 2021). A blanket ban does not offer (Xiao et al. 2021a). This suggests that loot box
players freedom to play the video games they probability disclosures may be of limited effec-
want or to engage with loot boxes and negatively tiveness at reducing loot box spending even if
Loot Boxes: Gambling-Like Mechanics in Video Games 1079
they are accessibly and prominently displayed 2019; Xiao and Henderson 2021; Xiao and
such that all players can see them (Xiao and Newall 2021).
Newall 2021). The video game industry has been
widely supportive of loot box probability disclo-
sure as an industry self-regulatory measure aimed Conclusion: Directions for Future
at ensuring consumer protection (Entertainment Research
Software Association (ESA) 2019), but whether
self-regulation is effective remains to be assessed Loot boxes, and paid loot boxes in particular,
by future research. represent a relatively novel mechanic in video
Loot boxes and gambling may share many games. Despite increasing research attention
structural similarities; however, they are dissimi- being paid to the issue, further research is
lar in at least one regard: how the company makes required to fill in the existing knowledge gaps.
money. Gambling operators lose money when the Future correlational research between loot boxes
player wins money, which is why gambling oper- and gambling should examine whether loot box
ators must ensure that the gambling games are purchasing is more strongly correlated with
designed such that the operator is more likely engagement with specific gambling products,
than the player to win. In contrast, a video game rather than engagement with gambling in gen-
company does not directly lose money when the eral. Existing research has largely utilized self-
player wins a reward, valuable or otherwise, as it reported data: Transparent collaboration with the
does not directly cost money to give players these video game industry may provide more reliable
virtual rewards. However, it should also be noted data. Indeed, qualitative methods may assist in
that a video game company would face an indirect better understanding individual players’ experi-
loss when a player wins a valuable reward (Xiao ences with loot boxes (Nicklin et al. 2021), and L
2020c): A player may stop purchasing a loot box gauging players’ views as to the implementation
after receiving their desired reward, meaning that and regulation of loot boxes (Petrovskaya and
the video game company may stop making money Zendle 2021): This is especially relevant for
from that player after the valuable reward is given Embedded-Isolated loot boxes because, although
out. In order to be sustainable, many loot box this category represents the vast majority of paid
systems rely on frequent updates with new loot boxes implemented in video games, these
rewards, but each new reward costs money for mechanics have no obvious counterparts in
the video game company to develop, meaning nondigital contexts, and therefore there is no
that companies would have to expend more costs translatable literature from other fields. Further,
to develop more new content if players are able to cross-cultural perspectives would clarify
more easily obtain desirable rewards. Further, the whether players in various countries are
value and desirability of a reward would decrease experiencing loot boxes differently. Addition-
if all players managed to obtain it: It would no ally, neuroscience perspectives may shed light
longer be a “rare” reward with which players on how player’s cognition is affected when
could impress others. However, despite the poten- engaging with loot boxes: Such perspectives are
tial for indirect loss, video game companies are prominent in research on gambling disorder;
still financially able to give out their most valuable however, as of yet, they are missing from the
rewards more frequently than traditional gam- loot box literature. Finally, the prevalence of
bling operators. This means that loot box con- serious problems with loot box spending has
sumer protection methods do not have to be never been assessed, and it is not known whether
limited to what has been done in gambling con- such problems are caused by exposure to loot
texts, and that loot box consumers could be addi- boxes or are instead symptoms of preexisting
tionally protected by novel features of ethical underlying issues. In conclusion, despite recent
game design, e.g., allowing players to win valu- advances made by the literature, loot boxes
able rewards more often (King and Delfabbro remain an area deserving of further research.
1080 Loot Boxes: Gambling-Like Mechanics in Video Games
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liams, M.N.: Meta-analysis of the relationship between
Ballou, N., Gbadamosi, C.T.T., Zendle, D.: The hidden problem gambling, excessive gaming and loot box
intricacy of loot box design: a granular description of spending. Intern. Gambl. Stud. Advance Online Publi-
random monetized reward features. (2020). https://doi. cation, 1–20 (2021). https://doi.org/10.1080/
org/10.31234/osf.io/xeckb 14459795.2021.1914705
Belgische Kansspelcommissie [Belgian Gaming Commis- Kansspelautoriteit [The Netherlands Gambling Authority]:
sion]: Onderzoeksrapport loot boxen [Research Report Onderzoek naar loot boxes: Een buit of een last? [Study
on Loot Boxes]. (2018) into Loot Boxes: A Treasure or a Burden?] (2018)
Cerulli-Harms, A., Münsch, M., Thorun, C., Michaelsen, King, D.L., Delfabbro, P.H.: Predatory monetization
F., Hausemer, P.: Loot Boxes in Online Games and schemes in video games (e.g. ‘loot boxes’) and internet
Their Effect on Consumers, in Particular Young Con- gaming disorder. Addiction. 113, 1967–1969 (2018).
sumers. Policy Department for Economic, Scientific https://doi.org/10.1111/add.14286
and Quality of Life Policies (EU) (2020) King, D.L., Delfabbro, P.H.: Video game monetization
Close, J., Spicer, S.G., Nicklin, L.L., Uther, M., Lloyd, J., (e.g., ‘loot boxes’): a blueprint for practical social
Lloyd, H.: Secondary analysis of loot box data: are responsibility measures. Int. J. Ment. Health Addiction.
high-spending “whales” wealthy gamers or problem 17, 166–179 (2019). https://doi.org/10.1007/s11469-
gamblers? Addict. Behav. 117, 106851 (2021). https:// 018-0009-3
doi.org/10.1016/j.addbeh.2021.106851 Kristiansen, S., Severin, M.C.: Loot box engagement and
Deng, X., Lesch, T., Clark, L.: Pareto distributions in problem gambling among adolescent gamers: findings
online casino gambling: Sensitivity to timeframe and from a national survey. Addict. Behav. 103,
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106968 Kuchera, B.: Apple Adds New Rules for Loot Boxes,
Digital, Culture, Media and Sport Committee of the House Requires Disclosure of Probabilities. (2017). https://
of Commons (UK): Immersive and Addictive Technol- web.archive.org/web/20200821095535/https://www.
ogies: Fifteenth Report of Session 2017–19. (2019) polygon.com/2017/12/21/16805392/loot-box-odds-
Drummond, A., Sauer, J.D.: Video game loot boxes are rules-apple-app-store
psychologically akin to gambling. Nat. Hum. Behav. 2, Livingstone, C., Rintoul, A., de Lacy-Vawdon, C.,
530–532 (2018). https://doi.org/10.1038/s41562-018- Borland, R., Dietze, P., Jenkinson, R., Livingston, M.,
0360-1 Room, R., Smith, B., Stoove, M., Winter, R., Hill, P.:
Drummond, A., Sauer, J.D., Hall, L.C.: Loot box limit- Identifying Effective Policy Interventions to Prevent
setting: a potential policy to protect video game users Gambling-Related Harm. Victorian Responsible Gam-
with gambling problems? Addiction. 114, bling Foundation, Melbourne (2019)
935–936 (2019). https://doi.org/10.1111/add.14583 Muggleton, N., Parpart, P., Newall, P., Leake, D.,
Drummond, A., Sauer, J.D., Ferguson, C.J., Hall, L.C.: The Gathergood, J., Stewart, N.: The association between
relationship between problem gambling, excessive gambling and financial, social and health outcomes in
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15, e0230378 (2020a). https://doi.org/10.1371/jour- Nicklin, L.L., Spicer, S.G., Close, J., Parke, J., Smith, O.,
nal.pone.0230378 Raymen, T., Lloyd, H., Lloyd, J.: “It’s the attraction of
Drummond, A., Sauer, J.D., Hall, L.C., Zendle, D., winning that draws you in” – a qualitative investigation
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Industry Commitments to Further Inform Consumer Petrovskaya, E., Zendle, D.: The Battle Pass: A Mixed-
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inform-consumer-purchases/ osf.io/vnmeq
Gach, E.: Google Now Requires App Makers to Disclose Petrovskaya, E., Zendle, D.: Predatory monetisation?
Loot Box Odds. (2019). kotaku.com/google-now- A categorisation of unfair, misleading, and aggressive
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1835134642 spective of players. J. Bus. Ethics. Advance Online
Lowest% 1081
Ludii General Game System for Modeling, Analyzing, and Designing Board Games, Fig. 1 Architecture
overview of the Ludii general game system
• Players: provides the information about the • Mode: corresponds to the game control and
players (number of players, direction of each describes if the game is played alternatingly
player, ...). or simultaneously.
Ludii General Game System for Modeling, Analyzing, and Designing Board Games 1085
• Equipment: describes all the information • who[l]: The index of the owner of the compo-
about the containers used in the game (boards nent at l, or 0 if there is no component.
and hands) as well as the components (i.e., the • count[l]: The number components (of a single
game pieces). type) at l.
• Rules: describes the initial state, how different • state[l]: The local state of the component at l, or
components interact with each other, what 0 if there is no component.
moves can be made, and the conditions to • value[l]: The value of the component at l, or
reach a terminal state. 0 if there is no component.
• rotation[l]: The rotation index of the compo-
Figure 2 shows the components of a game in nent at l, or 0 if there is no component.
Ludii.
Different representations are implemented to
State Representation minimize the memory footprint and to optimize
A Ludii game state s encodes which player is to the time needed to access necessary data for
move in s as well as which player was moving in reasoning on any game. These representations
the previous state and which player is going to are:
move in the next state.
Each container of a game is modeled as a • Flat state: For games played on one single site
graph defined by a set of cells C, a set of type without stacking.
vertices V, and a set of edges E. Each playable • Graph state: For games played on multiple site
location l ¼ hci, ti, si, lii is specified by its con- types without stacking.
tainer c ¼ hC, V, Ei, a site type ti . • Stack state: For stacking games played on one
∈ {Cell, Vertex, Edge}, a site index si 0, and single site type. L
a level li 0. Every location specifies a type of site • Graph Stack state: For stacking games played
in a specific container at a specific level. Each on multiple site types.
container of the game has its state representation • Deduction Puzzle state: For puzzles
called container state. corresponding to a Constraint Satisfaction
A container state cs is implemented as a col- Problem (Piette et al. 2019).
lection of data vectors for each playable site. The
different data vectors are: Figure 3 shows the relations between the dif-
ferent state representations. Thanks to these dif-
• what[l]: The index of the component at l, or 0 if ferent state representations, Ludii is able to model
there is no component. a very large set of various games. Figure 4 shows
an overview of the Ludii games library (1019
games in version 1.3.0).
Players Mode
Ludii General Game System for Modeling, Analyzing, and Designing Board Games, Fig. 4 Some example
visualizations of games from the Ludii Library
• The played action list Ai is legal for the mover moves of si þ 1 and stores them in the trial for
(si 1). any caller to access them quickly without needing
• States are updated: si ¼ T ðsi1 , Ai Þ. to compute them again.
• Only sf may be terminal: A trial is over when all players are inactive and
s0 , . . . , sf 1 \ S ter ¼ ;. associated with a rank. The outcome of the game
corresponds to the ranking of the players.
When a new state si þ 1 is reached after apply- In short, a trial t provides a complete record of
ing Ai selected from the list of legal moves for a a game played from start to end, including all the
state si, Ludii computes the new list of legal moves made stored in a list. Any reasoning on any
Ludii General Game System for Modeling, Analyzing, and Designing Board Games 1087
game can be parallelized using separate trials per For example, Fig. 5a shows a game with pieces
thread. All the data members of a game are con- played on the vertices, edges, and cells of the board
stant and can therefore be shared between threads. graph. Figure 5b shows a board game played only
A thread will be able to use a trial t to compute on the cells but in which pieces may stack.
any playout from any state. In any given game, a component (or a stack of
In Ludii, a single object called Context is used components) can be placed on any location
to store references to the game, the state represen- corresponding to a graph element and a level.
tation s, and the trial t. For any operation such as Two different graph elements can have differ-
computing the graph of a container, computing the ent relations: Adjacent, Orthogonal, Diagonal,
initial state s0, or computing the legal moves for a Off Diagonal, or All. The complete definition of
state s, Ludii evaluates a tree of ludemes by call- each of these relations is provided in Browne et al.
ing a method eval(context) to evaluate it (2021). These relationships are summarized for
according to the current state. The Context also the regular tilings in Table 1.
contains the random number generator used for Ludii supports the following direction types:
any stochastic operations in the corresponding
trial and the value of the model – alternating or • Intercardinal directions: N, NNE, NE,
simultaneous – used to apply moves or compute ENE, E, ESE, SE, SSE, S, SSW, SW,
the legal moves in a specific game state. WSW, W, WNW, NW, and NNW.
Alternating-move models expect only a single • Rotational directions: In, Out, CW
player to select a move at a time, whereas (clockwise), and CCW (counterclockwise).
simultaneous-move models expect all active • Spatial directions for 3D games: D, DN,
players to select a move at every time step, and DNE, DE, DSE, DS, DSW, DW, DNW
simulations simply apply all legal moves automat- and U, UN, UNE, UE, USE, US, USW, L
ically. More details about the internal model can UW, and UNW.
be found in Piette et al. (2021). • Axial directions subset (for convenience):
N, E, S, and W.
Board Representation • Angled directions subset (for convenience):
In Ludii, the board shared by all players is NE, SE, SW, and NW.
represented internally as a finite graph defined
by a triple of sets G ¼ hV, E, Ci in which V is a Each graph element has a corresponding
set of vertices, E a set of edges, and C a set of cells. set of absolute directions and relative
Ludii General Game System for Modeling, Analyzing, and Designing Board Games, Fig. 5 A game played on
vertices, edges, and cells (a) and a game played only on cells (b)
1088 Ludii General Game System for Modeling, Analyzing, and Designing Board Games
Ludii General Game System for Modeling, Analyzing, and Designing Board Games, Table 1 Relations for the
regular tilings
All
Adjacent
Orthogonal
Diagonal
Off-Diagonal
sequence is modeled as a move m : ha1, . . ., ai, . . ., effect Moves ludeme (moveAgain) is evalu-
ani, where n is the number of actions in Ai.. ated when a slide move is decided, setting the
An atomic action a is the only operator able to next player be the current mover.
modify the state after its creation. Consequently, • Arithmetic functions return one or many
when a player selects their move m from the list of numerical values. The arithmetic functions
legal moves available in the trial for the state si, are composed of many different functions
this state is updated by applying successively each according to the type of numerical values
atomic action in the list of actions composing the returned (array, integer, range, or real). As
move m. examples, the ludemes (count Sites “Board”)
and (count Players) return the number of sites
Ending Rules and Terminal States in the board, and the number of players,
The ending rules describe when and how play can respectively.
terminate for one or more of the players. In the • Logic functions return a Boolean value. The
Game of the Amazons, the ending rule (lines most common logic functions start by (is ...),
27–32) checks whether the next player has no such as (is Even (count Moves)), which returns
legal moves; if this is the case, the game is over true if the number of moves played so far
and the current player wins. is even.
In Ludii, any conditions to reach an ending • Region functions return one or many playable
state are described in the ending rules, followed sites. The most common region functions start
by the description of the outcome of at least one by (sites ...), such as (sites Board), which
player. In games with two players or fewer, an returns a list of all the sites on the board.
ending rule describes a terminal state ster, but for • Direction functions return one or many abso-
games with more players, the game can continue lute directions. For example, (directions
if play did not yet terminate for at least two of the {Rightward, Leftward}) is returning the abso-
players. lute directions corresponding to the right and
left of the current direction of a piece.
Functions
All the ludemes defining the rules are functions Ludii Player
that are evaluated according to a state s returning a The Ludii Player provides the graphical user inter-
specific type of data. Five types of functions exist face (GUI) aspect of Ludii. This includes both the
in Ludii: visuals and controls for playing games, as well as
additional software options to improve the user/
• Moves functions return a list of moves. The developer experience (e.g., remote online games,
Moves ludemes starting by (move ...) describes a built-in editor, game analysis tools, advanced
a decision move, all the other Moves ludemes graphical settings, etc.). This is something that is
are effect moves. To make the computation of either missing or severely lacking in most other
the legal moves efficient, the effect moves general game systems.
which have to be applied before the decision An example screenshot of the main Ludii
action ad are distinguished from those that Player GUI is shown in Fig. 1. This example
have to be applied after, corresponding to the demonstrates an in progress game of Shogi. The
consequences of the decision and described left side of the player shows the current state of the
using the ludeme (then ...). Due to that distinc- game board. The top right area of the player
tion, only the non-consequence moves are fully displays details about each player, including who
evaluated during the computation of the legal is controlling them and the contents of their hand.
moves, and the consequences are evaluated The bottom right area provides supplementary
only when a specific move has been selected information about the game, such as the moves
to be applied by the player. In the context of the that have been made, ludeme description, agent
slide movement of the Game of Amazons, the analysis results, etc. A range of menu options at
Ludii General Game System for Modeling, Analyzing, and Designing Board Games 1091
the top of the Ludii Player also provides many User Interface
other alternative features. The Ludii Player provides the graphical user inter-
A few of the user-friendly features offered face (GUI) aspect of Ludii, including both the
by the Ludii Player, and their uses for research, visuals and controls for playing games. There
are now described. Firstly, being able to visu- are currently two different version of the Ludii
ally see and play the games described using the Player: the Desktop Player, which is used when
L-GDL makes testing and verifying the correct- running Ludii locally on any standard PC, and the
ness of game descriptions much easier. The Web Player, which is used when interacting via
benefit of this point should not be understated, the Ludii Portal Website.
as there have been several cases of games being
described for alternative systems which were Ludii Desktop Player
later found to be incorrect. Secondly, the heu- An example screenshot of the Ludii Desktop
ristics and strategies of agents can be easily Player GUI is shown in Fig. 6. The left side of the
viewed to see their current performance and if player shows the current state of the game board.
there are any obvious weaknesses in their The top right area of the player displays details
behavior. Humans can also play directly against about each player, including who is controlling
agents to help determine if they are at a human- them and the contents of their hand. The bottom
level playing strength. Lastly, providing a user- right area provides supplementary information
friendly interface is more inviting to the general about the game, such as the moves that have been
public and encourages other game design made, ludeme description, agent analysis results,
enthusiasts to create their own games, leading etc. A range of menu options at the top of the Ludii
to a larger range of games for research pur- Desktop Player also provides many other addi-
poses. Ludii currently includes over 1000 tional features, including but not limited to: L
games which were created by members of the
general public, with new games being added • The ability to play remote games and tourna-
frequently. ments with other Ludii users online.
Ludii General Game System for Modeling, Analyzing, and Designing Board Games, Fig. 6 The graphical user
interface (GUI) of the Ludii Desktop Player for an in progress game of Shogi
1092 Ludii General Game System for Modeling, Analyzing, and Designing Board Games
• A built-in editor for creating, modifying, and benefit of the web version, however, is that it
saving Ludii game descriptions. can be played on almost any device with an
• Game analysis tools for evaluating and com- internet connection and does not require the
paring games across a variety of metrics. user to install Java beforehand.
• Multiple graphical settings, such as anima-
tions, move highlighting, cell coordinates, etc. Ludii Portal
• The ability to select different game options and Both the Ludii Web Player and the download link
rule sets. for the Ludii Desktop Player can be accessed via
the Ludii Portal (ludii.games). This portal also
provides additional information about Ludii and
the games within it. Some of main web pages that
Ludii Web Player can be accessed from this portal include:
An example screenshot of the Ludii Web
Player GUI is shown in Fig. 7. This picture • The Ludii Game Library (ludii.games/library),
was taken from a mobile smartphone device in which displays images and category informa-
portrait mode. Other devices may arrange cer- tion for all games within Ludii. Selecting a
tain elements such as the player hands differ- game from this library will open a Web Player
ently, but are otherwise functionally identical. instance of that game.
As can be seen, the Web Player contains less • The Ludii Downloads Page (ludii.games/
features that the Desktop Player, essentially download), which contains links for down-
only allowing the user to play the game loading the Ludii Desktop Player, as well as
against other AI or human opponents. The other Ludii documentation.
• The Game Concepts Search Page (ludii.games/ 2012), GRAVE (Cazenave 2015), MAST
searchConcepts), which can be used to search (Finnsson and Björnsson 2008), Progressive His-
for games with a specific combination of over tory (Nijssen and Winands 2011), and NST (Tak
700 defined concepts. et al. 2012). It also includes training techniques and
• The Ludeme Tree Page (ludii.games/ variants of MCTS that are guided by trained fea-
ludemeTree), which displays an interactive tures, which are described in other publications
hierarchy tree for all the ludemes within the (Browne et al. 2019a; Soemers et al. 2020).
L-GDL. Another search technique implemented in
Ludii is αβ-search (Knuth and Moore 1975),
Artificial Intelligence with MaxN (Luckhardt and Irani 1986), Paranoid
Ludii provides an API for game-playing agents search (Sturtevant and Korf 2000), and BRS+
using any artificial intelligence (AI) techniques to (Esser et al. 2014) extensions for games with
be developed and used to play any of Ludii’s more than two players. Unlike MCTS, these tech-
games from within its GUI-based player as well niques require heuristic evaluation functions –
as command-line programs and competitions generally based on domain knowledge – to com-
(Stephenson et al. 2019). The API for agents pro- pare the “desirability” of various states. A variety
vides them with a forward model; given any of heuristics, most of which were found to be
(current) game state, this may be used to generate fairly generally useful across multiple games
lists of legal moves, generate successor states (Browne 2009), are included in Ludii for this
resulting from the application of moves, query purpose. Typical examples include a material
whether or not a game state is terminal or any heuristic to count weighted sums of types of
rankings have already been determined, and so pieces owned by players or terms that compute
on. This is similar to the API provided by the proximity to board centers, corners, sides, and L
General Video Game AI (GVGAI) framework so on.
(Perez-Liebana et al. 2019) for its collection of
video games. This interface is sufficient for typi- Ludii Database
cal tree search algorithms as commonly used for All relevant information about each official Ludii
GGP, such as Monte-Carlo Tree Search (MCTS) game (i.e., those which are included within the
(Kocsis and Szepesvári 2006; Browne et al. 2012; code Ludii software and repository) is stored
Coulom 2007). There is also support for tensor inside the Ludii Game Database (LGD). This
representations of states and actions to be gener- data can be decomposed into two main types,
ated, the use of which has been demonstrated in a game-related and evidence-related. The
bridge between Ludii and the Polygames evidence-related data is primarily stored only for
(Cazenave et al. 2020) framework of deep learn- games that are relevant to the goals of the DLP. As
ing approaches for games. Various types of con- such, a large portion of games in the LGD does
straints can be specified for agents, such as not have any evidence-related information. As
processing time per move, maximum iteration this information is unlikely to be useful outside
count, and maximum search depth; different con- of this archaeological context, this section will
straints may be more or less suitable for different focus primarily on the game-related data. This
experiments or use cases. game-related data can further be split into three
Based on this interface, several standard algo- subsections: games, rulesets, and ludemes. Each
rithms have already been implemented and game can be thought of as being composed of one
included directly in Ludii, as well as new tech- or more rulesets, with each rulesets being made up
niques developed and proposed specifically in the of multiple ludemes.
context of DLP and Ludii. In GGP, one of the most While the distinction between a game and a
commonly used search algorithms is MCTS. Ludii ruleset is not exact, two sets of rules/equipment
includes implementations of several variants and can be considered different games if they come
common extensions, such as UCT (Browne et al. from different places or existed in different time
1094 Ludii General Game System for Modeling, Analyzing, and Designing Board Games
Line
Evidence
periods. If they cannot be separated, however, then provide the complete opposite. As a result of this
they are considered different rulesets of the same change, it is these rulesets that are evaluated and
base game. This can lead to two rulesets of the analyzed when it comes to gameplay, rather than
same game with very different rules/equipment, the game itself.
such as two different sets of rules that have been
suggested for a historical game with largely Ludemes
unknown rules. It can also lead to two distinct A ludeme is single elemental building block of a
games with very similar rules/equipment, to con- game. Multiple ludemes can be combined
sider the possibility that these games were created together to create a description of a specific
independently in different places and times. piece of equipment or rule that a game uses.
A rough outline of the LGD structure is shown Each ludeme is stored in the LGD and is associ-
in Fig. 8. ated with the rulesets which use it. If a game has
any ruleset that uses a particular ludeme, then by
Games extension, that game will also be considered as
Each game entry in the LGD describes a specific using that ludeme.
game (i.e., a single .lud game description) in
Ludii. Each of these game entries will also have
at least one ruleset associated with it, although it
Cross-References
can have more. Auxiliary metadata information
▶ Monte-Carlo Tree Search
about each game is also stored, such as plain
English descriptions of the game and its rules,
any aliases, publication details, and so on.
References
Rulesets
Browne, C.B.: Automatic generation and evaluation of
A ruleset is a defined set of ludemes which recombination games. Phd thesis, Faculty of Informa-
describe the specific rules and equipment that is tion Technology, Queensland University of Technol-
used to play a certain game. These rulesets could ogy, Queensland, Australia (2009)
Browne, C.: A class grammar for general games. In:
be speculative in nature or can simply be a known Advances in Computer Games, vol. 10068 of Lecture
variant of an established game (e.g., the different Notes in Computer Science, pp. 167–182, Leiden
scoring systems for the game Go). Playing the (2016)
same game with a different ruleset can often lead Browne, C.: Everything’s a ludeme: well, almost every-
thing. In: Proceedings of the XIIIrd Board Game Stud-
to different gameplay experiences. One ruleset
ies Colloquium (BGS 2021), Paris (2021)
could make a game long and biased, with little Browne, C., Powley, E., Whitehouse, D., Lucas, S., Cowl-
room for strategic play while another could ing, P.I., Rohlfshagen, P., Tavener, S., Perez, D.,
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Samothrakis, S., Colton, S.: A survey of Monte Carlo Nijssen, J.A.M., Winands, M.H.M.: Enhancements for
tree search methods. IEEE Trans. Comput. Intell. AI multi-player Monte-Carlo tree search. In: van den
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Browne, C., Soemers, D.J.N.J., Piette, E.: Strategic fea- Games (CG 2010), vol. 6515 of Lecture Notes in Com-
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Workshop on Knowledge Extraction from Games Japan (2011)
(KEG), pp. 70–75 (2019a) Perez-Liebana, D., Liu, J., Khalifa, A., Gaina, R.D.,
Browne, C., Soemers, D.J.N.J., Piette, È., Stephenson, M., Togelius, J., Lucas, S.M.: General video game AI: a
Conrad, M., Crist, W., Depaulis, T., Duggan, E., Horn, multitrack framework for evaluating agents, games,
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M
▶ Computer Games and Artificial Intelligence Video game modding: It is the process of modifi-
cation of a video game by players or fans, for
changing the gaming experience by allowing
others to get and use these modifications, which
Machine Learning are referred to as “mods.”
Ensemble learning: Use of multiple learning
▶ Audio and Facial Recognition CAPTCHAs for algorithms to obtain better performance than that
Visually Impaired Users obtained by using any of these algorithms in
▶ Classical Learning Method in Digital Games isolation
▶ Fall Risk Detection in Computer Vision Transfer learning: It is the process of reusing
▶ Human Interaction in Machine Learning (ML) knowledge from previously learned source tasks
for Healthcare to bootstrap learning of target tasks (Braylan
et al. 2016).
and others have co-authored such a survey DEEP SPECTRUM features using Bag-of-
(Justesen et al. 2020). Machine-learning frame- Audio-Words. They considered recognition of
works, representations, architectures, and algo- the following six genres: Action or Shooter,
rithms covered in their survey include Deep Arcade or Platform, Fighting, Racing, Sports,
Q-network (DQN), Distributional DQN, Deep and Simulation or World Building. They trained
recurrent Q-learning (DRQN), Hierarchical a linear SVM (support vector machine) classifier.
DQN (h-DQN), LSTM (long short-term memory) They found that Racing games were the easiest to
network, hierarchical deep reinforcement- recognize due to automotive noises and Simula-
learning network (H-DRLN), Neural Turing tion and World Building games were the most
Machines (NTMs), recurrent memory Q-network difficult to recognize.
(RMQN), feedback recurrent memory Q-network
(FRMQN), teacher-student curriculum learning
(TSCL) framework, Independent Q-learning Game Balancing
(IQL), multiagent bidirectionally coordinated
network (BiC-Net), convolutional neural- A game is unbalanced when it is too easy or too
network-fitted Q-learning (CNNFQ), LSTM- hard for the human player. This imbalance can
DQN architecture, deep reinforcement relevance cause the player to lose interest in playing the
net (DRRN), deep distributed recurrent game. According to Andrade and others (2005),
Q-network (DDRQN), Double DQN, dueling dynamically balancing a game using reinforce-
DQN, and Prioritized DQN. Q-learning is a ment learning by giving a negative reward to the
reinforcement-learning algorithm. computer-controlled agent when the game is too
One can survey genre-independent applica- easy or too hard is not a good solution to the
tions of one machine-learning paradigm in com- game-balancing problem, as this solution can
puter games. One can survey genre-independent result in unbelievable behaviors like the
applications of multiple machine-learning para- computer-controlled agent not using defense at
digms in computer games. A survey can also be all after hitting the character controlled by the
driven by tasks related to computer games and human player. Their challenge-sensitive action-
machine learning. So one can survey uses of selection mechanism requires the computer-
machine learning to solve tasks related to com- controlled agent to periodically use the challenge
puter games. This chapter is a survey that covers function to evaluate if it is at the same level as the
some of the important applications of different player. According to the challenge function pro-
machine-learning paradigms to computer games posed by them for a fighting game, whether the
such that the methodology in these applications is game is easy, moderately hard, or difficult,
either genre-independent or can be generalized to depends on the difference in the lives of the
make it applicable to additional genres. This computer-controlled character and the human-
survey is organized by the abstract computer- controlled character. They used modified rein-
game-related tasks addressed by one or more forcement learning. According to their approach,
machine-learning paradigms. the computer-controlled agent progressively
chooses sub-optimal actions if the game is too
hard. Their modification to reinforcement learn-
Recognizing Genre Based on Audio ing resulted in the computer-controlled agent
exhibiting win-loss balance.
Amiriparian and others (2020) introduce game-
audio-based genre recognition and present an
approach to solve this problem. They extract the Testing Hypotheses
following three feature representations from
game-audio files: knowledge-based acoustic fea- Akbar and others (2021) used ensemble learning
tures, DEEP SPECTRUM features, and quantized to test if inclusion of adult content allows a mod to
Machine Learning for Computer Games 1099
get more endorsements. The ensemble included in (Dey and Child 2013). Their approach priori-
recurrent neural networks (RNNs) and decision tizes the behaviors in a behavior tree based on
forest models. They found that adult content their utilities.
played an important role in determining the
endorsement count of a mod.
Behavior Cloning
Transferring Learning for Fulfilling Since playing against superhuman opponents can
New Tasks be frustrating to human players, Diels and Kazmi
(2021) propose cloning behavior of human
Braylan and others (2016) propose GRUSM players to create realistic opponents. They evalu-
(General ReUse of Static Modules) for transfer ate a behavioral clone of a game-playing agent by
learning. A GRUSM network is a 3-tuple G’ ¼ comparing action distributions and by comparing
(M’, S0 , T’) where M’ is a traditional neural play-style data. They tried to clone a
network (feedforward or recurrent) containing reinforcement-learning agent that was not allowed
the new nodes and connections unique to the to improve after the training phase, a random
target task, with input and output nodes agent sampling actions uniformly, and a human
corresponding to inputs and outputs defined by player. They show that cloning the behavior of a
the target domain; S0 is a (possibly empty) set of human player is more difficult than cloning the
pointers to recruited source networks; and T’ is a behavior of other agents since humans play least
set of weighted transfer connections between consistently.
nodes in M’ and nodes in source networks
(Braylan et al. 2016). Each source network can
be a traditional neural network or a GRUSM Learning from Visual Game Display
network. Source networks are existing neural
M
modules. NPCs (non-playing characters) are broadly
defined as visible components of a game that are
under the control of the computer, and that either
Improving Behavior Trees work with or against the human player (Fink et al.
2007). Fink and others use machine learning to
A behavior tree represents behaviors at multiple learn the behavior of NPCs from just the graphical
levels of abstraction such that the behaviors at output of the game generated during game play.
the lowest level are executable. Behavior trees They claim that this can be useful for knowing
can be used in computer games for controlling what the human player may learn during game
computer-controlled characters (non-playing play. The learnt behavior can be compared with
characters). The root of a behavior tree for the implemented behavior to know how well the
preys in (Dey and Child 2013) is the selector human player can learn the implemented behav-
node. Its children are Retreat, Idle, and Attack. ior. They claim that their method can be used to
The children of Retreat are Flee and SeekSafety. re-engineer the game if game code is not avail-
The children of Idle are Graze and Explore. The able. They use a similarity function and nearest-
children of Graze are Forage and Eat. The chil- neighbor rule.
dren of Explore are Flock and Wander. The chil-
dren of Attack are Charge and Assist. Assist
means attacking the nearest predator agent Personalizing Challenges
targeting a neighboring prey agent. The main
goal in (Dey and Child 2013) is development of The framework (Georgiou and Demiris 2016) for
an approach for suggesting changes to a behavior altering the segments of a racing track according
tree, to assist game designers. Q-learning is used to model of the user uses linear regression for
1100 Machine Learning for Computer Games
finding weights of physiological and non- computer games, and simulations. It is much eas-
physiological metrics. Physiological metrics ier to create diverse and unforeseen roads and
include metrics based on eye tracking and head surroundings fast at a much lower cost in virtual
pose. Non-physiological metrics include metrics world, to get a large amount of data for machine
obtained from player inputs and game outputs. learning for autonomous driving.
Gillies (2009) points out that the individuality of a Li and others (2010) introduce a multiplayer, col-
real actor’s performance should be reflected not laborative version of Tetris. Each of the two
only in the appearance and animation of the char- players can control one of the two falling pieces.
acter, but also in the AI that controls the character’s Each player played on a separate computer sepa-
behavior and interactions, in games containing rated by a shelf in their experiments. They
characters based on real actors. I-O HMM (input- recorded the players’ eye movements. The four
output hidden Markov model) is used in this work social contexts considered by them were NN
to learn the transition probabilities for the finite- (a novice playing with another novice), NE
state machine and the function that selects edges of (a novice playing with an expert), EN (an expert
the motion graph based on the current state. playing with a novice), and EE (an expert playing
A motion graph allows animations to be generated with another expert). EN and NE are different
by sequencing preexisting animations. Each edge categories since the type of the first player in
of this graph is associated with an animation clip. these combinations is different, and this matters
There is a probability for each edge of the motion in interpretation of the statistical information
graph. A node of the motion graph is a point at found for the first player in a pair. They found
which an animation clip can be selected. that gaze on self was strongest for players in NN
pairs. They found that gaze on self was weakest
for expert players when playing with novice
Making Agents Human-Like players. Action features they used were intended
to capture playing style. Action features were
To make computer-controlled characters believ- found using type of moves (rotations, translations,
able by having them move like human-controlled drops, and downs) and distances associated with
characters, Gorman and Humphrys (2006) these moves on the grid. They used SVM (support
recorded locations of the character controlled by vector machine) classifiers. They show that it is
the human player and clustered these locations. possible to recognize social context based on gaze
Each of these clusters is a node in the directed and action features.
graph which has an edge from node i’ to node j’ if
the human-controlled character was observed to
move from i’ to j’. They used reinforcement learn- Relating Game-Related Preferences to
ing. The rewards were designed to encourage the Social-Network Data
computer-controlled character to follow the routes
of the human-controlled character. Lim and Harrell (2013) used social-networking
information to predict the likelihood of players
customizing their profile in several ways associ-
Using Games to Improve Machine ated with the monetary values of the players’
Learning avatar. They used clustering and SVMs. They
show that a strong relationship exists between a
Greengard (2017) is a brief review of work relat- player’s real-world identity and virtual identity
ing autonomous driving, machine learning, within games.
Machine Learning for Computer Games 1101
Automated Story Generation There can be multiple cameras, e.g., chasing cam-
era, front camera, and high-view camera. The
Martin and others (2018) define automated story camera used affects what the human player sees
generation as the problem of automatically on the screen, and this affects gaming experience
selecting a sequence of events, actions, or words, considerably. The approach in (Passos et al. 2009)
that can be told as a story. They formalize auto- uses a neural network for each camera and decides
mated story generation as sampling from the prob- which camera to use in the current situation based
ability distribution over successor events when a on the classifications provided by the neural
sequence of events is given. They use a recurrent networks.
encoder-decoder network to produce the probabil-
ity distribution. They introduce event2sentence,
which is a neural network for translating an Detecting and Adapting to Novelty
event into natural language. in Games
Detecting Player Burnout follows: dribbling (one player possesses the ball
and the other player follows), given-and-go (the
Smerdov and others (2021) point out that phys- ball is passed back and forth between two
iological data may provide new insights into a players), ball retrieval (one player runs toward
player’s behavior. They assert that though the resting ball and passes it to the other player
in-game data can be useful in player-skill assess- right away), long pass (the ball is passed over a
ment, match analysis, match-outcome predic- longer distance and not returned), and solo (the
tion, and post-match analysis, models trained player with the ball does not pass the ball but
on in-game data can become obsolete because constantly moves in one direction, and the other
of new patches or changes in game mechanics. player runs alongside).
They collected sensor data from humans playing
eSports. This data is about pulse, saccades (rapid
eye movements between fixation points), muscle References
activity, galvanic skin response (GSR), mouse
activity, keyboard activity, facial-skin tempera- Akbar, G., Tandra, V., Qomariyah, N.: Skyrim game mods
ture, electroencephalogram (EEG), environmen- endorsement prediction with machine learning. In: Pro-
tal temperature, relative humidity, carbon- ceedings of International Seminar on Machine Learn-
ing, Optimization, and Data Science (ISMODE),
dioxide level, pulse-oximeter data, and move-
pp. 157–162 (2021)
ments of chair, hand, and head. They used this Amiriparian, S., Cummins, N., Gerczuk, M.,
data and machine learning to predict outcomes of Pugachevskiy, S., Ottl, S., Schuller, B.: “Are you
encounters extracted from in-game logs. They playing a shooter again?!” Deep representation learn-
ing for audio-based video game genre recognition.
used logistic regression, KNN (k-nearest neigh- IEEE Trans. Games. 12(2), 145–154 (2020)
bors algorithm), GRU (gated recurrent unit) neu- Andrade, G., Ramalho, G., Santana, H., Corruble, V.:
ral network, and transformer neural network. Challenge-sensitive action selection: an application in
Their observations include the following: game balancing. In: Proceedings of the IEEE/WIC/
ACM International Conference on Intelligent Agent
(i) The feature indicating good in-game activity
Technology (IAT), pp. 194–200 (2005)
the most is the intensity of gamma waves for the Braylan, A., Hollenbeck, M., Meyerson, E., Miikkulainen,
T7 electrode located near the left temple. R.: Reuse of neural modules for general video game
(ii) Higher heart rate and eye activity increase playing. In: Proceedings of the 30th AAAI (American
Association for Advancement of Artificial Intelligence)
the player’s performance. (iii) The feature most Conference, pp. 353–359 (2016)
important in predicting that the player is likely to Dey, R., Child, C.: QL-BT: enhancing behavior tree design
lose the next fight is vertical movement of the and implementation with Q-learning. In: Proceedings
chair. (iv) Higher environmental temperature, of the IEEE Conference on Computational Intelligence
in Games (CIG) (2013)
humidity, and carbon-dioxide level decrease the Diels, L., Kazmi, H.: Behaviorally cloning river raid
player’s performance. (v) Higher facial-skin tem- agents. In: Proceedings of AAAI (Association for
perature, GSR, and pupil diameter lower the Advancement of Artificial Intelligence) Conference
probability of winning the next fight, as these (2021)
Fink, A., Denzinger, J., Aycock, J.: Extracting NPC behav-
are related to a lower concentration, higher men- ior from computer games using computer vision and
tal load, and stress. machine learning techniques. In: Proceedings of the
IEEE Symposium on Computational Intelligence and
Games (CIG), pp. 24–31 (2007)
Georgiou, T., Demiris, Y.: Personalized track design in car
Classification of Team Behaviors racing games. In: Proceedings of IEEE Conference on
Computational Intelligence in Games (CIG),
A Hidden Markov Model (HMM) is trained for pp. 1–8 (2016)
each team behavior (Thurau et al. 2006). They Gillies, M.: Learning finite-state machine controllers from
motion capture data. IEEE Trans. Comput. Intell. AI
classified observation data into one of five behav- Games. 1(1), 63–72 (2009)
iors. The names of these behaviors followed by Gorman, B., Humphrys, M.: Towards integrated imitation
their descriptions from (Thurau et al. 2006) are as of strategic planning and motion modeling in
Madden NFL and Infinite Inspiration 1103
they had with other people (Madden NFL 19, willing to create new technology to allow for a
2018). better experience.
The next part of the lens of infinite expression To make a game something special, it needs to
is conveying an experience into the game. In what have an inspiration, such as personal experience.
ways can an experience in the game match the Imitating other people’s inspiration can lead to a
experience the players will feel? The four ele- game that lacks emotion. Use an experience and
ments that need to be conveyed are mechanics, the four basic elements to create a game from a
story, esthetic, and technology. unique inspiration.
Mechanics are rules and controls that the game
will have; its what makes a game feel real. Mad-
den NFL 19 uses many mechanics to enrich the
References
gameplay. The game has a mechanic the allows
players to perform skill moves. Skill moves are Madden NFL 19 New Features – EA SPORTS. Retrieved
things like hurdling over a defender or attempting September 9, 2018, from https://www.easports.com/
to knock the ball out of the offender’s hands. madden-nfl/features
These mechanics give the player a glimpse of Schell, J.: The Art of Game Design: A Book of Lenses. A K
Peters (2019)
what it is like to play in a professional football
game. Using mechanics to imitate real life expe-
riences makes a game interesting and unique.
The next element that is used to capture the
experience is the story. This can enhance the Making Virtual Reality
experience by allowing the player to make (VR) Accessible for People
choices throughout the game that will determine with Disabilities
the ending. In Madden NFL 19, there is a story
mode that has a young man fighting his way up Marco Antonio Martínez Cano, Carolina Padilla
the ladder to play in the professional league. The Velasco and Steve Bakos
player gets a feel on the experience many young Ontario Tech University, Oshawa, ON, Canada
men have as they struggle to play professional
football. The story is about the life of the game
that is portrayed. Synonyms
The esthetic is how a game looks and sounds.
The art and soundtrack will immerse the player Accessibility; Augmented reality; Blindness;
into the setting of the game to bring out the expe- Cognitive disabilities; Learning disabilities;
rience through their senses. Madden NFL 19 Mixed reality; Physical disabilities; Sensory
makes the art as realistic as possible. The devel- disabilities; Virtual reality; Visual impairment
opers scanned the players to make the in-game
models nearly identical to the real players. They
made realistic stadiums with a soundtrack that Definition
enhances the experience. If the games’ art and
sound match the experience, the game will Virtual reality (VR) is a simulated digital environ-
stand out. ment that obstructs the real world, creating an
The technology is anything that makes the immersive experience that can imitate real-world
game possible. Inspiration can allow for new tech- physical properties.
nology for a game to be developed. In Accessibility in technology refers to the prac-
Madden NFL 19, the developers made use of tice of making technology and digital environ-
microphones to allow the play to give voice com- ments usable by as many people as possible.
mands to the game. An example of this is saying Physical disabilities are medical conditions
time-out so the game will call time-out for you. that diminish an individual’s capacity for physical
Technology can make a game very unique if one is movement.
Making Virtual Reality (VR) Accessible for People with Disabilities 1105
Cognitive disabilities or disorders are medical will experience a disability in some form or
conditions that affect an individual’s brain func- another at some point of their life. Disabilities
tion by limiting the brain’s capacity to collect, can take various forms, physical, cognitive, sen-
process, understand, or store information. sory, or other. Each disability brings its challenges
Sensory disabilities are neurological disorders to the individual’s life and unique accessibility
that affect the human brain’s ability to process needs for the user to engage with VR. Headsets
sensory information, that is, sight, hearing, are often bulky, causing accessibility issues for
touch, taste, and smell. users with weak neck and shoulder strength.
According to The 360 Guy (2022), VR headsets
range in weight from 468 grams (1 lb, 0.5 oz) to
Introduction 644 g (1 lb, 6.7 oz). Users who cannot support this
weight while performing actions required by the
Virtual reality (VR) requires the use of special- VR application have few options.
ized hardware to allow the user to partake in an Motion controllers often require the user to
interactive virtual experience. Examples of this hold them at specific positions, point them in a
hardware include headsets and motion control- direction, and make mid-air motions (Heilemann
lers to interact with the virtual environment. et al. 2021). Disabilities that prevent someone
Handling a headset requires the usage of the from raising their arms and moving their hands
user’s body parts, like neck and shoulders, and can prevent them from using motion controllers
upper body strength to support it while being and many VR applications that depend on these
susceptible to movement. These headsets rely controllers for input. An implicit assumption of
on the user’s eyes, often leaving little-to-no these motion controllers is that the user has one or
room for glasses. In addition, motion controllers both hands available and has fine and gross motor
require the use of the user’s hands and arms to control to perform precise and large movements
take part in most VR gaming experiences, imme- (Mott et al. 2020). This may not always be the
M
diately excluding disabled users who may not be case, as many physical disabilities can severely
able to use this hardware as intended, keeping limit an individual’s ability to perform these
people with disabilities from participating in required motions, thus preventing them from
most VR experiences. However, as VR technol- engaging with VR and presenting a significant
ogy becomes more popular and its development barrier to entry.
and techniques are further explored, some alter- Sensory disabilities can also impact the user’s
natives have been proposed to make sure people ability to partake in VR. Users with visual disabil-
with disabilities can experience VR. Through the ities may find text instructions difficult to read,
article, examples of accessible approaches for the requiring the application to support descriptive
development of VR gaming will be presented, audio or additional audio cues to guide them.
focusing on people living with physical impair- However, including these additional accessibility
ments, visual impairments, and cognitive features is a choice made by the developers of the
disabilities. application. Conversely, users with auditory dis-
abilities can experience difficulty hearing impor-
tant sounds or speech and may depend on the
Disabilities and Their Impact application’s developers, including subtitles as
an accessibility aid.
According to the World Health Organization in Each manufacturer of VR equipment has their
World Health Organization (2021), over one bil- standards, locking games to specific hardware that
lion people (15% of the world’s population) are may not support the accessibility features a dis-
living with some form of disability. This number abled user requires (W3C Working Group 2021).
is growing because of demographic trends, the This presents an additional barrier to entry as not
increasing rate of chronic health conditions, and having the accessibility of VR hardware standard-
other causes. Therefore, it is likely that everyone ized across different manufacturers leaves the
1106 Making Virtual Reality (VR) Accessible for People with Disabilities
inclusion of accessibility features to each manu- environments. People with disabilities that cannot
facturer’s discretion. hold motion controllers can now engage with VR
by using their hands as the controller to a limited
degree. Integrating a Microsoft Kinect 2.0 or
VR Gaming for People with Physical Kinect 360 allows a user’s hands to act as a
Impairment motion controller for environments requiring a
player “touching” something within them. The
Physical disabilities can prevent individuals from VR environment now uses the position of the
using VR for a variety of reasons. Depending on user’s hands in place of the controller, thus
the disability, different actions required by the enabling people with disabilities that prevent
virtual environment can be difficult to impossible them from holding or grasping a motion controller
for a disabled person to perform. Because the VR to engage with VR (WalkinVRDriver 2022d).
headset tracks the position of the user’s head in 3D The VR game Half-Life: Alyx, developed by
space and various applications expect the user to Valve Corporation, is an example of a game with
stand, people who cannot stand negatively impact many accessibility options for physically disabled
their experience. users. Players can choose their dominant hand to
WalkinVR is an assistive tool that enables a wield weapons and play in a seated mode where
third party to alter the position of the VR user in crouching and standing are done with the control-
3D space, use action buttons on the controller, or ler instead of physical movements (Rad 2020).
grip game objects (WalkinVRDriver 2022a). For The game provides additional accessibility fea-
individuals that cannot perform actions such as tures such as subtitles and closed captions, reduc-
standing, crouching, or lying prone, WalkinVR ing the strength and flickering of lights in-game,
also provides assistive functionality that enables and disabling “Barnacle Lift” (i.e., preventing an
users to create additional controller bindings that in-game enemy from lifting the player character
mimic these actions. By adding this functionality, off the ground. Instead, the player takes damage
users with disabilities that prevent these actions and remains in place).
can partake in environments that require them Half-Life: Alyx also lets users change how
(WalkinVRDriver 2022b). they select their weapons from the in-game con-
Another accessibility feature WalkinVR text menu. Instead of using their hand to point at
provides is adjusting the position of a motion con- and select a weapon, the user can do this using
troller in VR. Environments can have physical their head. Disabled users with difficulty with fine
expectations of the user, such as raising the motion motor skills have other options that may be more
controller to a specific height (e.g., eye or shoulder accessible to them.
level) or extending the motion controller a distance
away from their body, which a disabled user may
find difficult or impossible. The user can also VR Gaming for People with Learning
change the scaling of real-world movements to Disabilities
virtual movements (i.e., an 8 cm movement on the
real controller can translate to a 30 cm movement The approach of adopting video games as a way
within the virtual environment). WalkinVR’s for people with cognitive disabilities to develop or
functionality of adjusting the motion controller’s improve learning skills has been around for a
position and increasing the scaling of real-world couple of years, and this approach has been
to virtual moments enables disabled users to over- applied to different types of disabilities such as
come these barriers to entry (WalkinVRDriver Autism, Dyslexia, Dyscalculia, Dysgraphia,
2022c). etc. In addition, some video games and mobile
And finally, another accessibility issue that applications have been developed with the inten-
WalkinVR addresses is the requirement of using tion of identifying whether a user might have
motion controllers to engage with virtual some type of learning disability rather than
Making Virtual Reality (VR) Accessible for People with Disabilities 1107
immediately addressing a specific type. Results in visual-motor integration, the second editions of
have shown improvements in the different areas the Bruininks-Oseretsky Test of Motor Profi-
where it has been applied. However, with the ciency and Developmental Test of Visual Percep-
recent spread and popularity of VR, specifically tion were implemented to analyze changes in
in the gaming sector, the development of VR function for visual-motor integration and to iden-
games directed to address cognitive disabilities tify changes in visual perception.
constitutes the next step for further gaming devel- Results showed the effectiveness of VR and
opers. The possible advantages of a fully computer game-based therapy to approach cogni-
immersive gaming experience to enhance and tive disabilities by appealing to visual perception
facilitate learning in different areas should be and motor function in children with these types of
explored to create a more inclusive gaming com- disabilities, demonstrating a considerable
munity and to take advantage of new technologies improvement of scores for both examination
as a helping tool for people with cognitive methods after exposure to VR gaming therapy
disabilities. for specific elements such as visual motor integra-
A project was founded in 2018 by the US tion and general visual perception.
Department of Education, aiming to use VR to Research conducted by Kim et al. (2019)
help students with learning disabilities in schools focused on VR intervention’s effectiveness as a
all over the country. The University of Kansas therapy method for people with mild cognitive
developed the “VOISS: Virtual Reality Opportu- impairment or dementia, gathering results from
nities to Implement Social Skills” project to 11 different studies highly focused on VR. Kim
address the challenges in the development of et al. compared the results from studies that used
social skills for students with disabilities. VOISS a full-immersive VR experience to studies using
uses a VR Head-mounted Display (HMD) set that semi-immersive technology and found a small-
allows subjects to enter a controlled virtual envi- to-medium effect ratio in patients exposed to
ronment where they can walk around in different VR intervention techniques, especially in fac-
M
locations like hallways, locker rooms, classrooms, tors such as physical fitness, cognition, and
etc. Recreating interaction scenarios with emotion. Aiming to set boundaries for a stan-
computer-driven avatars allows the user to evalu- dardized guideline for VR intervention in
ate an interaction’s positive or negative conse- patients, the research intended to summarize
quences. The fundamental goal is to use VR to evidence to validate the use of VR in this
explicitly teach students social skills and the healthcare area.
proper way to apply them in natural environments
(Gera 2018).
According to cognitive science, virtual experi- VR Gaming for People with Visual
ences can enhance cognitive flexibility in non- Impairment
digital environments. To become an adequate
learning tool, digital environments must keep a Most video games rely on visual elements to
sense of realism. This realism creates a relation- guide the user, leading to unintended exclusion
ship between the consequences of learned actions for people with some degree of visual impairment.
in a virtual environment and the real world. Even though some features like screen reading
Ahn’s work intended to elaborate on the effects and options for size adjustment exist in some
of combining VR and a computer video game for games, these approaches do not ensure people
cognitive-based therapy with a group of 13 chil- with sight loss can experience gaming to its full
dren between the ages of 7 and 13 years and the extent. The lack of inclusive options increases
capacity to play a game for 20 min and follow with emerging technology, which is the case
verbal instructions (Ahn 2021). Subjects took part with VR gaming. However, it is important to
in four sports games using a Wii console and a point out that blind individuals develop other
motion-based VR game. To study the differences senses to a larger extent, such as hearing,
1108 Making Virtual Reality (VR) Accessible for People with Disabilities
smelling, and touching. That is why VR gaming is to the blind community, as it takes advantage of
an excellent area of opportunity to enhance the the elements built into the Oculus Quest VR head-
user’s experience while gaming without the use of set. With its haptics, tracking, auditory, and voice
visual stimuli. Making the most of other elements systems, a nonvisual experience is provided to the
like audio and haptics can ensure an entertaining user. The game consists of a car race against four
gaming experience. Recent developments were artificial intelligence opponents on a three-and-a-
made to create VR gaming options for the blind half-mile virtual track. The first one to complete
community. However, mainstream VR games are three laps over the track wins. Haptic feedback is
not designed to adapt to the needs of people with the primary source for providing the player with
sight loss. information about the racetrack without any
One game prototype is The Enclosing Dark, visual input. Also, with the controllers’ hand ges-
created by Gluck and Brinkley in 2020. It is a VR tures tracking, the player can provide input to the
adventure game that was designed as a game game. In addition, vocal input is used to commu-
option for the visually impaired. Pre-game train- nicate with the artificial intelligence pit crew.
ing teaches the user how to understand the audio Finally, audio output is used to create a more
and haptics and interact with the virtual environ- immersive experience, as it was not suitable for
ment. Audio and haptics are combined to provide information transmission because it was too slow
feedback about the invisible landscape where the to create a fast-paced experience (Gluck
game takes place. Audio is mainly used to com- et al. 2021).
municate with the user and describe the actions of
the player’s avatar, from footsteps to rotation.
Spatial audio is applied to create a simulation of Conclusion and Discussion
the natural environment, allowing the user to
build a mental map through the auditory output. It is important to consider the area of opportu-
Haptics is a medium to deliver supplemental nity within the design of inclusive VR video
information about the virtual environment games. Nowadays, mainstream VR games are
through three different vibration patterns. The usually not accessible to people with disabil-
first one is used to aid in the location of obstacles, ities. However, headsets expand possibilities
the second one provides feedback when hitting an and allow those types of games to have a lot of
enemy, and the third one gives additional infor- potential for making the most of their features
mation about the surroundings (Gluck and and creating an accessible experience for every-
Brinkley 2020). one. Elements like haptics, controllers, visual
In 2021, a VR archery game that had no output, and audio output should be considered
visual elements was created. The main purpose when designing a VR game. There are a few
behind it was to assess if early blind adults developments and adaptations of video games
would show less developed head-trunk coordi- to make them accessible. However, the work
nation, as sensory disabilities have a direct done is not enough to ensure that VR gaming
impact on motor development. It was tested by is accessible for people with disabilities. In
letting early blind and sighted individuals play it addition, the advantages obtained from the use
and compare the results. The hardware used was of VR gaming in different therapy techniques
the game engine Unity 3D, BOSE over-ear head- have been shown in recent research, highlight-
phones, and a LG Google Nexus 4 smartphone. ing the importance of pushing VR gaming to
The user had to lead an arrow to hit the center of become more accessible for people with disabil-
a target by a combination of head and trunk ities. Aiming for a more inclusive society and
rotations around the vertical axis (Esposito gaming community, people with disabilities can
et al. 2021). benefit from entertainment improving the state
Also, in 2021, Racing in the Dark was devel- of their condition through VR therapy in some
oped. It is a fast-paced VR racing game accessible cases.
Mario Kart, an Analysis of Its Absence from Esports 1109
Four Positive Factors However, there are four factors that negatively
hurt Mario Kart in the esports world. Chris
William Collis, author of “Book of Esports: The Blain, a writer for Esportstalk.com, listed several
Definitive Guide to Competitive Video Games,” reasons the game is missing from professional
states four main factors that make a game an esports. His first point was the lack of tourna-
esports: the player’s skills, the community sur- ments. Mario Kart tournaments do not have offi-
rounding the game, how accessible the game is cial leagues, unlike many other popular games.
to players, and how rewarding the game is to play The tournaments are mostly fan run, so the prize
(Collis, 2020 p.5). Another source from the pools are too low for players to spend the time
esports-news.co.uk article titled “What Factors getting skilled at the game. His second point was
Help Create a Successful Esports Games” states the RNG factor. He stated the game has too much
that “Providing a game that is easy to learn yet randomness and luck, but the game is quite boring
hard to master, delivering quality audience expe- without having at least some items available. His
riences with spectator modes, title must have third point was that many of the courses are
widespread appeal, and having simple goals set designed to allow players to cheat and take short-
for players to achieve” (esports-news.co.uk) cuts, which can present an unfair advantage. His
(Esports News UK, 2021). final point was the lack of team elements in the
In short, the most important factors for an game – a feature that is common in almost all
esports game are: popular esports games (Blain). It should be
noted that his fourth point is no longer valid
1. Simple to learn but requires skills to master because Nintendo has added team races in a
2. Has a large community game update.
3. Has a simple goal to achieve Blain made some good points in his article.
4. Must be rewarding to become skilled The game relies heavily on RNG. Many of the
races could end because another player got lucky.
How does this relate to Mario Kart 8? As However, luck is a factor that is common in most
stated in the introduction, it is currently games. For example, a player could draw a good
Nintendo’s highest selling switch game. It would card right when they need it in Hearthstone. The
be reasonable to say that it has a large community cheating on tracks is a big factor, but this could be
backing (factor #2). The game is also quite easy to alleviated by either banning the cheatable tracks
learn for new players but requires a large amount in official tournaments or adding rules to disqual-
of skills to use items and drift abilities at the right ify players who cheat. From his points, the only
time (factor #1). The goal of the game is to com- negative factor that cannot be easily removed is
plete four races and earn points to be crowned the the lack of official tournaments.
MCG 1111
MCTS MEEGA+
Synonyms
Introduction
Medical Education In the last years, games have also been used
for different purposes than entertainment, being
▶ Virtual Reality Proton Beam Therapy Unit: more and more used in educational contexts (Abt
Case Study on the Development 2002; Connolly et al. 2012; Battistella and Gresse
von Wangenheim 2016). Educational games are
supposed to be an effective and efficient instruc-
tional strategy for teaching and learning in diverse
Medical Robot knowledge areas such as mathematics, health,
computing, and nutrition (Connolly et al. 2012;
▶ Healthcare Robots with Islamic Practices Calderón and Ruiz 2015). Especially in
MEEGA+, Systematic Model to Evaluate Educational Games 1113
computing education, there is a vast variety of user experience, and learning (Savi et al. 2011).
educational games to teach computing competen- Yet, although demonstrating an acceptable valid-
cies mainly in higher education (Battistella and ity and reliability, a more comprehensive analy-
Gresse von Wangenheim 2016). The majority are sis of the initial version of the MEEGA model
digital games, principally PC (Personal Com- has identified improvement opportunities mainly
puter) games, with a considerable trend also to related to an overlap of theoretical concepts of
nondigital ones (paper and pencil, board games, the factors motivation and user experience (Petri
etc.). Predominant are simulation games, which et al. 2017b). Consequently, the model has been
allow students to practice competencies through revised resulting in a new version, the MEEGA+
the simulation of real-life situations in a realistic model, which evaluates educational games in
environment while keeping them engaged in terms of usability and player experience. Thus,
the game (Battistella and Gresse von Wangenheim this article presents the design and evaluation of
2016). On the other hand, there also are several the MEEGA+ model, as an evolution of the
games designed to teach computing aiming MEEGA model proposed by Savi et al. (2011).
at learning objectives at lower cognitive levels.
Typically, these games are used to review and
reinforce knowledge taught beforehand using dif- The MEEGA+ Evaluation Model
ferent instructional strategies (Battistella and
Gresse von Wangenheim 2016). These games The objective of the MEEGA+ model is to ana-
are expected to be an effective and efficient strat- lyze educational (digital and nondigital) games in
egy for computing education (Backlund and order to evaluate their perceived quality from the
Hendrix 2013). However, these claims seem not students’ perspective in the context of computing
rigorously established as most evaluations of edu- education (Petri et al. 2016, 2017a).
cational games are performed in an ad hoc manner
in terms of research design, measurement, data Evaluation Dimensions
M
collection, and analysis (Calderón and Ruiz With respect to this objective, the perceived qual-
2015; Petri and Gresse von Wangenheim 2017) ity is evaluated in terms of quality factors and
due to the absence of models that provide a more dimensions. Based on a literature review (Petri
systematic support for the evaluation of educa- and Gresse von Wangenheim 2017) and a system-
tional games (Petri and Gresse von Wangenheim atic analysis of the initial version of the MEEGA
2016). Existing models for the evaluation of model (Petri et al. 2017b), a set of dimensions
games typically focus only on specific quality was defined to be measured by the MEEGA+
factors, such as usability (Omar and Jaafar model: focused attention, fun, challenge, social
2008), engagement (Brockmayer et al. 2009; interaction, confidence, relevance, satisfaction,
Norman 2013), or player experience (Denisova usability, and perceived learning (Table 1). The
et al. 2016; Abeele et al. 2016), not providing a dimension usability is further fragmented into
more comprehensive analysis of the games’ qual- five subdimensions: learnability, operability, aes-
ity, and, in particular, not evaluating their impact thetics, accessibility, and user error protection.
on learning, being one of the main objectives of A detailed description of the definition of dimen-
educational games. In this context, the MEEGA sions can be found in Petri et al. (2016, 2017a).
model (Savi et al. 2011) being developed since
2011 seems to be the most widely used evaluation Measurement Instrument Items
model in practice (Calderón and Ruiz 2015; Petri Data collection is operationalized through a mea-
and Gresse von Wangenheim 2017). MEEGA is a surement instrument (questionnaire). The mea-
model developed for the evaluation of the quality surement instrument items were derived based
of educational games in terms of motivation, on the defined dimensions, improving the initial
1114 MEEGA+, Systematic Model to Evaluate Educational Games
MEEGA+, Systematic Model to Evaluate Educational Games, Table 1 MEEGA+ measurement instrument items
Item
Dimension/Subdimension No. Description
Usability Aesthetics 1 The game design is attractive (interface, graphics, cards, boards, etc.)
2 The text font and colors are well blended and consistent
Learnability 3 I needed to learn a few things before I could play the game
4 Learning to play this game was easy for me
5 I think that most people would learn to play this game very quickly
Operability 6 I think that the game is easy to play
7 The game rules are clear and easy to understand
Accessibility 8 The fonts (size and style) used in the game are easy to read
9 The colors used in the game are meaningful
10 The game allows customizing the appearance (font and/or color) according to
my preferences
User error 11 The game prevents me from making mistakes
protection 12 When I make a mistake, it is easy to recover from it quickly
Confidence 13 When I first looked at the game, I had the impression that it would be easy for
me
14 The contents and structure helped me to become confident that I would learn
with this game
Challenge 15 This game is appropriately challenging for me
16 The game provides new challenges (offers new obstacles, situations, or
variations) at an appropriate pace
17 The game does not become monotonous as it progresses (repetitive or boring
tasks)
Satisfaction 18 Completing the game tasks gave me a satisfying feeling of accomplishment
19 It is due to my personal effort that I managed to advance in the game
20 I feel satisfied with the things that I learned from the game
21 I would recommend this game to my colleagues
Social interaction 22 I was able to interact with other players during the game
23 The game promotes cooperation and/or competition among the players
24 I felt good interacting with other players during the game
Fun 25 I had fun with the game
26 Something happened during the game (game elements, competition, etc.)
which made me smile
Focused attention 27 There was something interesting at the beginning of the game that captured my
attention
28 I was so involved in my gaming task that I lost track of time
29 I forgot about my immediate surroundings while playing this game
Relevance 30 The game contents are relevant to my interests
31 It is clear to me how the contents of the game are related to the course
32 This game is an adequate teaching method for this course
33 I prefer learning with this game to learning through other ways (e.g., other
teaching methods)
Perceived learning 34 The game contributed to my learning in this course
35 The game allowed for efficient learning compared with other activities in the
course
version of the MEEGA questionnaire, and cus- Keller 1987; Tullis and Albert 2008; Sindre and
tomizing and unifying existing standardized ques- Moody 2003; Sweetser and Wyeth 2005; Poels
tionnaires found in literature (Savi et al. 2011; et al. 2007; Gámez 2009; Takatalo et al. 2010;
MEEGA+, Systematic Model to Evaluate Educational Games 1115
O’Brien and Toms 2010; Wiebe et al. 2014; Fu and Spanish at: http://www.gqs.ufsc.br/meega-a-
et al. 2009; Mohamed and Jaafar 2010; Zaibon model-for-evaluating-educational-games/ under
and Shiratuddin 2010; Zaibon 2015; Brooke the Creative Commons License.
1996; Davis 1989). Table 1 shows the defined
items for the MEEGA+ measurement instrument
for each dimension/subdimension. Evaluation of the MEEGA+ Model
MEEGA+, Systematic Model to Evaluate Educational Games, Fig. 1 Example of data analysis graph provided by the MEEGA+ model
MEEGA+, Systematic Model to Evaluate Educational Games
MEEGA+, Systematic Model to Evaluate Educational Games 1117
Focused Attention
Fun
Challenge
Player
Experience
Social Interaction
Cronbach’s
alpha α=.856
Confidence
Relevance
Quality of
Educational
Satisfaction
Games
Learnability
Accessibility M
MEEGA+, Systematic Model to Evaluate Educational Games, Fig. 2 Decomposition of the quality of educational
games in the MEEGA+ model
model is valid for evaluating the quality of edu- order to evaluate the quality of educational
cational games. games as a basis for their improvement and effec-
tive and efficient adoption in practice. And,
although it has been originally developed for
Conclusions the evaluation of games for computing educa-
tion, the MEEGA+ model can be used and
The MEEGA+ model, an evolution of the adapted for the evaluation of games to teach
MEEGA model, aims at evaluating the perceived other knowledge areas.
quality of educational games focusing on usabil-
ity and player experience from the students’ per-
spective in the context of computing
education. Results of a statistical evaluation of Cross-References
the MEEGA+ measurement instrument demon-
strate satisfactory reliability and construct valid- ▶ Augmented Learning Experience for School
ity. Thus, the MEEGA+ model can provide a Education
reliable and valid measurement instrument for ▶ Game Player Modeling
game creators, instructors, and researchers in ▶ Games and the Magic Circle
1118 MEEGA+, Systematic Model to Evaluate Educational Games
Memory Synonyms
M
▶ Preserving the Collective Memory and Re-cre- Dynamic difficulty adjustment; Dynamic game
ating Identity Through Animation balancing; Pacing
Definition
Mental Disorder
Meta Artificial Intelligence (Meta AI, as known as
▶ Virtual Reality Therapy AI Director) is the set of processes used to control
a whole game from a meta perspective.
Meta Artificial
Intelligence and
Artificial Intelligence
Director, Fig. 1 The basic
idea of Meta AI. Character
AI and Navigation AI work
inside the game world. On
the other hand, Meta AI
controls the whole game
from the meta perspective
pacing Meta AI, and tactical Meta AI, that is more adequate in speed of the tension
respectively. than others by using two events. Such game
Application of many of the methods intro- design techniques are widely known as pacing
duced in this section is envisaged in situations (Schell 2014; Rogers 2014).
where players and NPCs battle in the game, such
as first-person shooter (FPS) fighting games or Dynamic Difficulty Adjustment
role-playing games (RPG). However, they are In many games, the pace and difficulty of the
widely applicable to games that are designed to game is predetermined by the game designer and
make players challenge the game system or NPC does not change dynamically during play. The
in some way, such as puzzle games, card games, game designer carefully adjusts the parameters
board games, and other game parameters. such that most players (or a representative player)
experiences enjoyment. As a result, ten enemies
Pacing Meta AI appear in the first minute, and there is a 5-s break
When and in what number should enemies make before a boss. However, as the skills of players
an appearance in a game where the enemies and the game situations are diverse, it is not easy
appear and are defeated one after another, such for every player to enjoy exactly the same content.
as in Space Invaders (Nishikado 1978)? For Depending on the person, the game may be too
example: easy or boring or it may be too difficult and make
the player abandon the game. The basic idea of
(a) Ten enemies appear per minute and continue pacing Meta AI is to dynamically control the
to do so thereafter. contents of the game according to the skill of the
(b) Ten enemies appear in the first minute, 20 ene- player and the game situation, such that various
mies appear in the next 1 min, and the number players experience a more interesting game.
of enemies that appear continues to increase at Within pacing Meta AI, the particular function
the same pace. that dynamically adjusts the difficulty level is
M
(c) Ten enemies appear in the first minute, 20 ene- called dynamic difficulty adjustment (DDA).
mies appear in the next 1 min, and after a 5-s Various approaches are proposed for the
break, the boss appears. method of creating a pacing Meta AI. The most
classical method is to make difficulty adjustment
Of these cases, the third is an adequate pace for rules in a form integrated with the game system.
the flow of the game and would probably be found For example, Xevious (Endo et al. 1983) imple-
interesting. Figure 2 shows the player’s expected ments a simple Meta AI (Miller 2004; Cerny et al.
chart of tension or intensity (called “interest 2005; Miyake 2017). The player’s hidden “diffi-
curve”) for each cases. Case (c) makes change culty” evaluation score defines the enemy
Meta Artificial Intelligence and Artificial Intelligence increases in a constant pace. (c) Using the pacing technique
Director, Fig. 2 Examples of the interest curve. (a) Ene- with the “Start a break” and “Boss appears” events
mies appear in a constant pace. (b) Number of enemies
1122 Meta Artificial Intelligence and Artificial Intelligence Director
appearance pattern like “if the difficulty is 10 then where beginners continue to fight strong enemies
three Type-A enemies appear” and “if the diffi- or advanced players are matched with weak ene-
culty is 20 then four Type-A and five Type-B mies. Such a concept is modeled as flow theory
enemies appear.” As long as the player proceeds and the state where the skill and the challenge are
in the game, increasingly stronger enemies balanced is called a flow state (Csikszentmihalyi
appear, but when the player is defeated, the ene- 1990). Flow theory has influenced game design
mies return to weakness. This dynamically real- theory and the DDA method (Salen and
izes a degree of difficulty that is just right for the Zimmerman 2003; Hunicke and Chapman 2004;
player. Chen 2007). Additionally, a framework for
designing games to facilitate the achievement of
Emotion-Based Methods a flow state has been proposed (Cruz and Uresti
In recent years, methods of separating the Meta AI 2017).
from the game system and indirectly controlling it The balance between the skill of the player
by digitizing the player and the game situation and the challenge is considered to be particularly
have been developed. In Left 4 Dead, Meta AI important in games where pacing cannot be
carries out pacing based on “emotional intensity” based on the number of enemies spawned and
in order to realize repeated game playability and the outcome of the game greatly depends on
maintain interest (Booth 2009a, b). For example, player skill, such as in fighting games. There-
if a player is damaged by an enemy, the evaluation fore, several techniques for dynamically
value of emotional intensity increases in propor- adjusting the behavior patterns of enemy char-
tion to the amount of damage. The game flow is acters in fighting games have been proposed in
divided into four phases (build up, sustain peak, order to match enemy characters with players
peak fade, and relax) in order to pace the emo- such that beginners and intermediate players
tional intensity throughout the game and the can improve their skill while enjoying gameplay
phases shift according to a player’s behavior and more. Demediuk et al. proposed an enemy AI
emotional intensity. A similar Meta AI has been that realizes DDA by trying to bring the differ-
introduced in Warframe (Sinclair and McGregor ence in health points (HP) between the player
2013), where the speed of increasing intensity and the enemy close to zero by changing the
changes according to the growth of the player action selection policy and the Monte Carlo
character (Brewer et al. 2013; Brewer 2014). Tree Search (MCTS) evaluation function
Satoi and Mizuno proposed a Meta AI using a (Demediuk et al. 2017). In addition, Ishihara
two-dimensional emotion model composed of et al. introduced a term for reliability of behavior
“hope of winning” and “fear of losing” to measure into the MCTS evaluation function and adjusted
and influence the player’s various emotions (Satoi parameters according to the game situation,
and Mizuno 2019). For example, in an action thereby realizing an enemy AI that can play
game, if the battle becomes deadlocked, Meta AI with skills similar to that of the player and
estimates the player’s current emotion as bored which seems natural (Ishihara et al. 2018).
and then tries to change it toward the opposite side
of the emotion map by adjusting the enemies’ Focusing on the Overall Engagement
behavior. Xue et al. proposed a method for increasing the
overall engagement of a level-progression game
Balancing the Skills and Challenges such as a puzzle game. This method increases the
In the cases mentioned so far, the authors have cumulative number of levels played until the
focused on the pattern of change in difficulty and player leaves the game and the total duration of
intensity according to the game progression, but it gameplay time. This was implemented it in a
is also important to balance the skills of players match three game released by Electronic Arts
and challenges. If players are to enjoy the game (Xue et al. 2017). The game progress is modeled
over a long period, situations should be avoided as a stochastic graph composed of level up
Meta Artificial Intelligence and Artificial Intelligence Director 1123
transition, retry transition, and churn transition. NPC according to the position of the character or
The optimum degree of difficulty in each state is battle situation.
calculated by dynamic programming.
Deciding Spawning Position
Tactical Meta AI In Left 4 Dead (Booth 2009a, b), players move
In the previous section, the authors discussed a towards the exit while fighting enemy NPC within
method of deciding when and by how much to a level of intricate terrain. However, Meta AI
adjust the contents of a game. In action games, dynamically spawns several kinds of enemy
real time strategy (RTS) games, and FPS, in which NPC and weapon items in order to realize unex-
a battle develops in a vast virtual space, it is pected game play that can be repeated many
necessary to take into account “where” the game times. For example, the majority of enemies,
contents are to be adjusted, that is, the spatial which are called mob, spawn in areas close behind
element. For example, when you want to make the player and are not directly visible. Meanwhile,
an enemy NPC appear (spawn) to increase the boss enemies are spawned in areas that are close to
intensity for a player, it makes no sense if it the player and are not directly visible on the
spawns at a distant location the player passed player’s predicted path of travel (referred to as
some time ago. Conversely, if the NPC spawns “Golden path”) (Fig. 3) (Jack and Vehkala
suddenly in front of the player, it probably causes 2013). In order to realize such spawning, it is
a sense of discomfort or unnatural. Therefore, in necessary to dynamically analyze the positional
game design it is necessary to calculate a “suitable relationship between the terrain and the player.
location” at which to spawn the enemy NPC. Left 4 Dead models terrain information for the
There are a great number of methods for Meta AI. First, the terrain is divided into a number
constructing tactics and strategies in game AI of subareas. Then information for each subarea for
(Robertson and Watson 2014; Rabin 2017). In the remaining distance (flow distance) to the exit
this section, the authors introduce some examples is embedded using a navigation mesh. Next, the
M
of tactical Meta AI that dynamically adjust the subarea around the player is dynamically calcu-
behavior, placement, and other characteristics of lated. This is called an active area set (AAS) and
Meta Artificial Intelligence and Artificial Intelligence Director, Fig. 3 An example of enemy spawning by Meta
AI. Spawning areas are close to the Golden path and invisible by the player
1124 Meta Artificial Intelligence and Artificial Intelligence Director
signifies the entire area to be handled by the Meta things occur as emergent events based on “loca-
AI. Combining AAS and flow distance makes it tion and area,” “time of day and weather,” “fre-
possible to easily and dynamically calculate quency,” “priority and probability,” and other
places suitable for spawning enemies and items. factors (Varnier 2014). As a result, events such
as a soldier and an elephant starting to battle and
Combination with Procedural Level the elephant overturning a jeep occur irrespective
Generation of the player’s behavior. Moreover, objects such
A similar mechanism is introduced in Warframe as prisons and animals are dispersed to have a
(Brewer et al. 2013; Brewer 2014), but in contrast density that results in players encountering events
to Left 4 Dead, levels are automatically generated. at an appropriate frequency. In addition, by world
Therefore, an influence map is used to analyze the profiling and adaptive spawning, the number of
movement status of players instead of flow dis- scavenger animals is increased when there is a big
tance. Using the position of a player as a heat battle.
source, the temperature of the areas surrounding In Assassin’s Creed: Origins (Guesdon and
the player are matched to that heat source produc- Ismail 2017), Meta AI was utilized in order to
ing areas where the temperature rises or falls as the make maximum use of limited resources in a
player moves. The area where the temperature vast terrain and at the same time to make the
rises is regarded as the destination to which the characters feel as realistic as possible (Lefebvre
player is heading and in which enemies spawn and 2018). Objects in games are broadly divided into
the area where the temperature falls is regarded as two types, moving objects (dynamic objects) such
the place from which the player moves away and as animals and vehicles and nonmoving objects
enemies there are stopped or deleted. (static objects) such as bases and garages. For
efficient searching, in Assassin’s Creed: Origins,
Natural Cooperating dynamic objects can be optimally arranged by
Meanwhile, in the Meta AI of Final Fantasy XV dividing the game environment according to
(Tabata 2016) attention is given to the behavior of invisible destination objects called “station” and
ally NPCs (Miyake 2018). When a player and “child position.” Stations own some child posi-
three ally NPCs fight together, the Meta AI ana- tions, and unoccupied stations are selected by a
lyzes the battle situation and directs an appropriate dynamic object such as a character. At this time,
ally NPC to help the player when in a difficult the density of objects is controlled with uniformly
situation or to follow when the player is running sized cells dividing the level. The numbers of
away. This avoids unnatural behaviors such as dynamic objects existing in one cell are managed
three allies suddenly coming to help the player simultaneously by Meta AI.
all at once and realizes a more natural cooperative
behavior.
Conclusion and Discussion
the direction of the future development of possible component in the game, such as game
Meta AI. rules, stories, quests, terrain, music, and others.
Important functions of Meta AI include (Shaker et al. 2016; Short and Adams 2017). In
(1) understanding the player and the game situa- addition, in the game industry, the proliferation of
tion and (2) controlling the contents of the game. procedural techniques is proceeding in many
For understanding the player and the game titles, including Warframe and Far Cry 4 as was
situation, algorithms to calculate the state previously discussed, and No Man’s Sky (Murray
(intensity) of the player from the data obtained et al. 2016). By combining Meta AI and proce-
from the game controller input are built ad hoc; dural technology, it is possible to realize a differ-
however, it is costly to construct the model this ent procedural generation of the gaming
way and difficult to ensure accuracy. In recent experience for each player.
years, there have been many extensive collections In this way, the capabilities of Meta AI to
of large-scale game play data using telemetry and realize more interesting games are dramatically
their utilization is progressing in visualization of increasing. Designing interesting games by utiliz-
data (Pascale 2016), game balance adjustment ing these technologies will be a challenging future
(Mouret and Athanassoff 2018), and cheat detec- work. Additionally, the importance of developing
tion by deep learning (McDonald 2018). Further- Meta AI technology in both theory and practice is
more, approaches to measure the physiological likely to increase further.
information of players (biofeedback with respect
to the game) and more direct estimation of the
player’s psychological state are promising. For Cross-References
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Minkowski-Lorentz Spaces Applications: Resolution of Apollonius and Dupin Problems 1129
space Λ3 in the Minkowski-Lorentz space L3,1. Bécar 2017; entry “▶ Theory of Minkowski-
The Dupin problem is the determination of a Lorentz Spaces”; Garnier et al. 2017, 2018;
surface tangent to three given oriented spheres in Garnier and Druoton 2013)
E 3. The surface is called a Dupin Cyclide
(Darboux 1873, 1887, 1917; Dupin 1822; Dutta
et al. 1993; Forsyth 1912; Garnier 2007; Pratt n1-Spheres Tangent to Three Given
1990, 1995); its degree is at most 4. To determine n1-Spheres
the Dupin cyclide, the computation of the two
Dupin cyclide principal circles in a plane is nec- In this section, the authors consider three oriented
essary. Then, to solve Dupin problem leads to n1-spheres, and the goal is to determine the
solve the Apollonius problem. One can define a oriented n – 1-spheres tangent to the three afore-
Dupin cyclide as a canal surface in two different mentioned oriented n1-spheres. If n ¼ 2 (resp.
equivalent ways. A Dupin cyclide is the envelop n ¼ 3), this problem is known as Apollonius
of a one-parameter family of oriented spheres problem (resp. Dupin problem). Using
centered on a conic (Druoton 2013; Druoton Minkoswki-Lorentz space, the Algorithm 1 per-
et al. 2013a, 2014; Forsyth 1912; Langevin et al. mits to resolve these problems.
2015). As a cubic Dupin cyclide is the envelop of One can note that all formulas in (1) are linear
one-parameter family of oriented spheres centered and force that the n – 1-spheres to have the same
on a parabola, the authors generalize and solve orientation at the tangency points. Formula (2)
this problem in E 2 and E 3 in section “Family of permits to find the representation of the n1-
n1-Spheres Centered onto a Parabola of E n”. To spheres on Λn + 1.
simplify the solving of these problems, the Each equation given in Formula (1) defines a
authors use the Minkowski-Lorentz space (Bécar hyperplane in the Minkoswki-Lorentz space. The
et al. 2016; Druoton et al. 2013b; Garnier and dimension of each hyperplane is n + 1, and the
Minkowski-Lorentz 4
Spaces Applications:
Resolution of Apollonius 3 M1a
and Dupin Problems,
Fig. 1 Solution of the Ω1
2
Apollonius problem in E 2 M1b
when all the radius r0, r1, 1 C1
and r2 are nonnegative. The
radii of the circles which are M0a Ωb
0 M0b
solutions of our problem Ω0
have not the same sign; ra
(resp. rb) is nonnegative
-1 C0 Ωa Cb
(resp. nonpositive)
-2 C2
M2b
-3
Ω2
-4
-5
M2a
-6 Ca
-7
-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7
Minkowski-Lorentz Spaces Applications: Resolution of Apollonius and Dupin Problems 1131
and
p p p p
M
32 6061 1058 12 6061 203 6 6061 286 8 6061 278
sa , , ,
6975 2325 2325 465
p p p p
32 6061 1058 12 6061 203 6 6061 286 8 6061 278
sb , , ,
6975 2325 2325 465
Minkowski-Lorentz 6
Spaces Applications:
Resolution of Apollonius 5
and Dupin Problems,
Fig. 2 Solution of the 4
Apollonius problem in E 2,
the radius r2 used in Fig. 1,
3 C1
is changed into its opposite
Ωa Ω1
2 M1a
M1b
C0
1
Ω0
0
M0a M0b
-1 Ca
M2b
-2
C2
-3
Ω2 Ωb
-4
M2a
-5
-6
-7 Cb
-8
-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7
p p p p
32 319 þ 34 12 319 181 6 319 þ 478 8 319 86
sa , , ,
2325
p 775
p p775 p 155
32 319 þ 34 12 319 181 6 319 þ 478 8 319 86
sb , , ,
2325 775 775 155
C O r !
2 2 ð0, 4Þ 2 ¼ 2 O s ¼ 1 e þ 2e 3 e!
4 2
!
2 o
!
2 1
Figure 2
Figure 3 shows the solution of the Apollo- Formulas (1) and (2) lead to
nius problem in E 2 when a circle is a hyper-
plane defined by the point P 0 (3,0) and the 40 7 20 66
sa , , ,
normal unit vector !
e1 ð1, 0Þ and the radius of C1 141 47 47 47
has changed into its opposite, i.e., r1 ¼ 1; Cþ2 sb ð0, 1, 0, 2Þ
is kept. The representation of the line is given
by which define the circle Ca of center Ωa and of
radius ra and the hyperplane Cb defined by the
! point Ωb (2,0) and the unit vector !
e1 . The coordi-
O4 s0 ¼ e!1 þ 3 e!
1
nates of Ωa are
whereas the representation of the circle C1 is
21 3
, ’ ð0:525, 1:5Þ
40 2
! ! 3e! 2e
! 6 e!
O4 s0 ¼ e o 1 2 1 and the radius of Ca is
1134 Minkowski-Lorentz Spaces Applications: Resolution of Apollonius and Dupin Problems
Minkowski-Lorentz 6
Spaces Applications:
Resolution of Apollonius 5
and Dupin Problems,
Fig. 3 Solution of the 4
Apollonius problem in E 2,
the authors change the circle C1
3
S0 used in Fig. 1 into a
hyperplane (a line) M1b Ω1 M1a
2 Ωa
M0a
1
P0 →
e1 Ωb →
e1
0
-1
Ca
-2
C2 M2a
-3
C0
Ω2
-4 M2b
-5 Cb
-6
-7
-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7
The light-like vectors which define the points Linear Solving of Dupin Problem
of tangency are given in Table 4. One can note that The authors replace the circles given in Table 1
if the authors change the orientation of the line C0, by spheres, and the authors add a zero as last
the solution is two circles with nonnegative component: the centers of the spheres belong to
Minkowski-Lorentz Spaces Applications: Resolution of Apollonius and Dupin Problems 1135
the plane of equation z ¼ 0 in E 3. The represen- cyclides (Cayley 1873; Darboux 1887, 1917;
tations of these spheres on Λ4 are given in Druoton 2013; Druoton et al. 2014; Dupin
Table 1; the expressions on Λ3 and Λ4 are the 1822; Garnier and Bécar 2017; Pratt 1990,
same. The solution of the Dupin problem leads 1995). These surfaces are canal surfaces in
to a cylinder of revolution or a cone of revolu- two ways: the centers of the spheres which
tion or cubic or quartic surface: the Dupin define a quartic Dupin cyclide belong to an
Minkowski-Lorentz Spaces Applications: Resolution two spheres Ss,1 and Ss,2 tangent to the previous spheres, M
of Apollonius and Dupin Problems, Fig. 4 Solution of and two characteristic circles. (b) The three initial spheres
Dupin problem in E 3 from the Apollonius problem in E 2 S0, S1, and S2, the quartic ring Dupin cyclide, and two
given in Fig. 1. (a) The three initial spheres S0, S1, and S2, characteristic circles
Minkowski-Lorentz Spaces Applications: Resolution two spheres Ss,1 and Ss,2 tangent to the previous spheres,
of Apollonius and Dupin Problems, Fig. 5 Solution of and two characteristic circles. (b) The three initial spheres
Dupin problem in E 3 from the Apollonius problem in E 2 S0, S1, and S2, the quartic horned Dupin cyclide, and two
given in Fig. 2. (a) The three initial spheres S0, S1, and S2, characteristic circles
1136 Minkowski-Lorentz Spaces Applications: Resolution of Apollonius and Dupin Problems
12
11
10
9
8
7
6
5
4
3
2
1
0
-1
-2
-3
-4
-5
-6
-7
-8
-9
-10
-11
-12
-12-11-10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8
Minkowski-Lorentz Spaces Applications: Resolution circles have been drawn for the values
of Apollonius and Dupin Problems, Fig. 6 The 0, 14 , 12 , 34 , 0:85, 0:95, and 1 in For-
parabola P and some circles (n – 1-spheres) of the one- mulas (3) and (4)
parameter family F in E 2, p ¼ 1, and q ¼ 5. These
ellipse and a hyperbola; and the centers of the ða, c, mÞ ’ ð3:416, 0:766, 1:451Þ
spheres which define a cubic Dupin cyclide
belong to two parabolas. Moreover, each and figure shows the solution of this Dupin prob-
sphere of a family of spheres which generates lem (Fig. 4).
the Dupin cyclide is tangent to the all spheres of From Fig. 2, the parameters of the quartic
the other family. horned Dupin cyclide are
The circles computed in Figs. 1, 2, and 3 are
called principal circles and permit the determina- ða, c, mÞ ’ ð4:082, 2:748, 0:243Þ
tion of Dupin cyclides parameters.
From Fig. 1, the parameters of the quartic ring and figure shows the solution of this Dupin prob-
Dupin cyclide are lem (Fig. 5).
Minkowski-Lorentz Spaces Applications: Resolution of Apollonius and Dupin Problems 1137
Minkowski-Lorentz 12
Spaces Applications: Δ
Resolution of Apollonius 11
and Dupin Problems, 10
Fig. 7 The parabola P and
9
some circles (n – 1-spheres)
of the one-parameter family 8
F and their orthogonal 7
n1-spheres in E 2, p ¼ 1
and q ¼ 5 and the envelope 6
of F which is the union 5
between a circle C and a
line Δ. These circles have 4
been drawn for the values 0, 3
12, and 1 in Formulas (3) 2
and (4)
1
0
C
-1
-2
-3
-4
-5
-6
-7
-8
M
-9
-10
-11
-12
-7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12
pq < 0
q ðp qÞt2
rðtÞ ¼ , t∈ℝ ð4Þ
2
The parabola P is defined as the set of Ω(t)
defined like this
and the envelope defined by the family F is com-
puted. Figure 6 shows an example in E 2 with
! q ðp qÞ 2 !
O n OðtÞ ¼ þ t e1 p ¼ 1 and q ¼ 5.
2 2
The representation of the family F in the
þ ðp qÞt !
e 2 ð3Þ Minkowski-Lorentz space is
1138 Minkowski-Lorentz Spaces Applications: Resolution of Apollonius and Dupin Problems
Minkowski-Lorentz Spaces Applications: Resolution spheres (n1-spheres) of the one-parameter family. (b)
of Apollonius and Dupin Problems, Fig. 8 Generation The cubic Dupin cyclide and three characteristic circles
of a cubic Dupin cyclide in E 3. (a) The parabola P and three
•
! 2 ! t2 pðp qÞ ! and s ð0Þ is the representation of the hyperplane
Onþ2 sðtÞ ¼ e þ e
q ðp qÞt2 o
q ðp qÞt2 1 defined by the point O n and the unit normal vector
q þ ðp qÞt2 ! 2ðp qÞt ! sign ðqðp qÞÞ !e2 . Figure 7 shows an example in
þ e þ e E 2 with p ¼ 1 and q ¼ 5; the envelope is the
q ðp qÞt2 1 q ðp qÞt2 2
circle C and the line Δ.
and the derivative sphere (15) is Figure 8 shows an example in E 3 with p ¼ 1
and q ¼ 5; the canal surface is a cubic Dupin
! 2t ðp qÞ cyclide. Using the construction in the plane of
• !
Onþ2 s ðt Þ ¼ eo equation z ¼ 0, the two principal circles which
ðp qÞ2 t 2 þ qðq pÞ
permit the computation of the Dupin cyclide
pqðp qÞt
þ e!
1
parameter are calculated. Moreover, in this
ðp qÞ2 t 2 þ qðq pÞ plane, the Figs. 6 and 7 are obtained.
2t q ðp qÞ !
þ e1
ðp qÞ2 t 2 þ qðq pÞ
ðp qÞ ððp qÞt 2 þ qÞ ! Conclusion
þ e2
ðp qÞ2 t 2 þ qðq pÞ
This article presents some applications of the
which generates, it t 6¼ 0, the n1-sphere of center Minkowski-Lorentz space and its interest for
• computer graphics. In section “n – 1-Spheres Tan-
OðtÞ defined by gent to Three Given n – 1-Spheres,” the represen-
! tation of spheres in the Minkowski-Lorentz space
2
•
! þ ðp qÞt þ q !
O n OðtÞ ¼ qe e2 permits to solve classical geometric problems like
1
2t Apollonius problems or Dupin problems. First, as
the point at infinity is seen as any point, we get a
and of radius
more general solution including spheres and
hyperplane. Second, a lot of quadratic computa-
• ðp qÞ2 t2 þ qðq pÞ tions in the Euclidean space become linear in this
r ðt Þ ¼
2tðp qÞ space. In section “Family of n–1-Spheres
Mixed Reality 1139
Centered onto a Parabola of E n,” an envelope of a tangents at a vertex. In: XIV Mathematics of Surfaces,
family of oriented circles or spheres is computed. pp. 237–276, Birmingham, Royaume-Uni, 11–13 sep-
tember (2013)
Garnier, L., Bécar, J.-P., Druoton, L.: Canal surfaces as
Bézier curves using mass points. Comput. Aided
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d’images. Ellipses, Paris (2007). ISBN: 978-2-7298- tual Environments; Virtual Reality; Virtuality
3412-8 Continuum
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vertices on a given circle and two perpendicular which extends from the completely Real
1140 Mixed Reality
Environment (RE) to the completely Virtual Envi- virtual elements, based on the location of the
ronment (VE) with Mixed Reality (MR) laying in fiducial marker (Azuma et al. 2001). Figure 2a
between. MR refers to environments anywhere shows an example of marker-based AR, using
between the extremes of the Virtuality Contin- the popular AR development framework Vuforia
uum, wherein real world and virtual world objects (https://www.vuforia.com/), where the RE is pro-
are presented together in a single display. Aug- jected to the user through a web-camera feed and
mented Reality (AR) superimposes computer- augmented by a 3D model based on the location of
generated objects upon the RE, while Augmented a fiducial marker.
Virtuality (AV) blends real-world elements into Marker-less AR is based on computer vision
the VE. Virtual Reality (VR) refers to entirely and motion tracking technology, to accurately
synthetic worlds, which may mimic the physical place 3D objects on top of the RE which the user
properties of the real world, wherein the user can sees through the device’s camera feed (Azuma
be totally immersed. et al. 2001). A popular framework for marker-
less AR development is ARCore (https://devel
opers.google.com/ar/discover/). ARCore blends
Introduction virtual objects with the RE, employing
(a) motion tracking, to estimate the phone’s posi-
The Virtuality Continuum encompasses all possi- tion and orientation in relation to the world and
ble variations of blending real and virtual ele- ensure accurate projection of virtual objects;
ments into a single environment, with the RE (b) perception of the environment, to detect the
and VE laying at the ends of the scale. MR spans dimensions and positioning of flat horizontal sur-
between RE and VE, referring to environments faces so as to place virtual objects on them;
which integrate virtual and physical elements (c) light estimation, to properly estimate the
within a coherent space (see Fig. 1), with the RE’s light conditions, thus overlay the virtual
two most popular MR paradigms being AR and objects upon the RE with appropriate shadows
AV (Milgram and Kishino 1994). and lighting (see Fig. 2b).
The third method for realizing AR applications
is sensor-based AR, wherein multiple commodity
Augmented Reality (AR) sensors are utilized to extract device’s rotation and
direction. This information allows the appropriate
AR applications may be implemented through positioning of virtual elements on top of the RE,
three different methods. Marker-based AR is which the user sees using the camera feed or see-
based on vision tracking and relies upon the place- through capability of the device. Typically,
ment of fiducial markers into the RE, which are sensor-based AR utilizes GPS to acquire user
then tracked via a camera feed, projected onto location, providing accurate outdoors positioning
displays of devices such as smartphones, Head- with respect to virtual elements, which are often
Mounted Displays (HMDs), or Personal Com- bound to real locations (Zhou et al. 2008).
puters (PC). In marker-based, the RE is streamed Figure 2c illustrates an example of sensor-based
through the camera feed and superimposed by AR with GPS integration, created with the AR
Mixed Reality 1141
Mixed Reality, Fig. 2 (a) Marker-based AR; (b) marker-less AR; (c) sensor-based AR with GPS integration
M
Mixed Reality, Fig. 3 (a) Using real hands and objects into the VE; (b) full body representation into VE using motion
capture
application development framework Wikitude embedding real-world camera feeds and a few user
(https://www.wikitude.com/), where the RE is movements into the VE (Regenbrecht et al. 2004).
superimposed with virtual elements based on the However, recent technological advances, such
device’s rotation, direction, and location. as data gloves (Silva et al. 2013) and motion
The outspread of camera- and sensor-enabled capture (Chan et al. 2011), fueled the develop-
smartphones and HMDs has resulted in the estab- ment of AV worlds, facilitating the integration of
lishment of AR as the most widespread type of real elements into the VE. Figure 3a demonstrates
MR, with numerous applications in a variety of an AV example where a data-glove, powered by
fields, such as gaming, tourism, military, and med- Arduino (https://www.arduino.cc/), provides
icine (Azuma et al. 2001). information of the user’s finger position and rota-
tion, while the hand’s overall position, along with
the one of another real object, is tracked using a
Augmented Virtuality (AV) motion capture system by Vicon (https://www.
vicon.com/). This implementation enables con-
AV refers to the augmentation of the VE with real current interaction with both real and virtual
elements, aiming at enriching the overall user expe- objects. Figure 3b illustrates another example of
rience (Schnabel et al. 2007). AV allows users to AV, wherein the motion capture system by Vicon
navigate within a completely synthetic world, is integrated with an Oculus Rift (https://www.
enabling interaction with either fictional or real oculus.com/rift/) HMD to transfer the full body
objects (Ternier et al. 2012). AV projects developed movement of a user from the RE to the VE in real
in the past are scarce and have mostly focused on time.
1142 Mixed Reality and Immersive Data Visualization
information and facilitating the understanding of From such concepts, the MR works with
correlated data, thus allowing the recognition of virtual objects (VR) inserted in real scenes
patterns and facilitating inferences about different (AR) as part of this universe (holography), allo-
concepts. wing the direct interaction of the user with
virtual objects with or without the use of spe-
cific devices for this purpose, such as HMD or
Introduction VR/AR glasses.
Besides MR, data (or information) visualiza-
Currently, the visualization of information and tion is another important emergent technology.
data can be improved by the use of techniques Considering which the amount of data in the
related to the concepts of mixed reality (MR) and world is growing faster than ever before, data
immersive user experience. While the MR is visualization techniques help people make sense
related to the merging of real and virtual worlds of the data and turn it into insights (Card et al.
to produce new environments and visualizations, 1999; Mazza 2009). In this context, the idea of
the immersive user experience refers to the quality immersive data visualization is to offer full inter-
that an interaction offers to the user, allowing action with the data, allowing easier recognition
him/her to feel connected to the system and and retention of patterns (Kreylos et al. 2008;
being part of the presented data visualization. Manning et al. 2008; Han et al. 2012; Donalek
MR combines characteristics of virtual reality et al. 2014; Geryk 2015; Olshannikova
(VR), augmented reality (AR), and holography. et al. 2015).
The VR deals with the virtual environment inter- In this context, this article presents and dis-
action, generated by computer, that allow people cusses concepts of MR applied to data visualiza-
to visualize, manipulate, and interact with repre- tion field in order to improve the analysis by users
sentations of a three-dimensional (3D) scenario through an immersive interaction.
and objects in real time. For this, the user interacts
M
with the VR through specific devices such as the
head-mounted display (HMD) or VR glasses, in Background
order to improve the feeling of immersion during
the interaction (Milgram and Kishino 1994; According Kim (2005), the VR consists of
Burdea and Coiffet 2003; Bowman et al. 2004; reproducing a synthetic experience representing
Krevelen and Poelman 2010). a context of virtual simulation to the user. The VR
The AR, on the other hand, allows the visual- system has three essential components: one or
ization of virtual objects combined with scenes more screens, a set of sensors that detect the
from real environments with mobile devices such movements and stimulate the user, and a mobile
as smartphones and tablets or AR glasses and device, console, or computer, which controls the
head-mounted display. whole experience (Fig. 1).
So the real and virtual environments are However, one of the major problems of the
connected, enriching the real world with current VR devices is the motion sickness related
computer-generated virtual objects or other to the user’s movement in the virtual world and
technological devices that seem to coexist in the the monitoring of the image displayed on the
same space and run in real time in an interactive screen (Hettinger and Riccio 1992). This problem
way (Azuma 1997; Azuma et al. 2001; Milgram occurs due to the need to generate stereoscopic
et al. 1994). images (Fig. 2), that is, two scenes being one for
Another way of visualizing and interacting each eye in order to produce a high degree of
with 3D images is through the concept of holo- realism in the sensation of depth, which can
graphy (Leith 1972; Schnars et al. 2015). cause a drop in performance. If the update time
A hologram is a 3D image obtained from the is too long, this will cause nausea and/or
projection of light on two-dimensional figures. discomfort.
1144 Mixed Reality and Immersive Data Visualization
While VR deals with user immersion in a vir- software modeling, particle model, and optical
tual world, the AR allows the visualization of reflection (Collier et al. 1971). Figure 4 presents
virtual objects combined with scenes from real the optical reflection hologram, a common tech-
environments with mobile devices such as nique based on a plane screen that reflects the 2D
smartphones, tablets, or AR glasses (Fig. 3). AR images in a translucent and reflective material in
provides the user an interaction natural and direct an inverted pyramid format, where the hologra-
with the environment. phy forms at its center.
Both VR and AR technologies need These concepts related to MR are possible to
headwear, eyewear, or mobile device in order to apply to data visualization by promoting such an
allow the user interaction. The holography, immersive experience for the user. In this context,
instead, presents the scene or object in real visualization is a form of communication that
space (floating in midair) without the need for transcends application and technological bound-
3D glasses or similar, allowing the viewer to look aries because it offers a way to data discovery
around objects and see them from a slightly dif- (Defanti et al. 1989). According to Ware (2008),
ferent perspective, as they would in real life. visualization used to be mental images that people
Then, this leads to a more comfortable and natu- formed while they thought about something, but
ralistic viewing experience. Examples of tech- now the term is related to a graphical representa-
niques for generating holograms include tion of some data or concept.
Mixed Reality and Immersive Data Visualization 1145
The immersive data visualization should allow The next section discusses the contribution of
the user to analyze the dataset and/or information the concepts related to MR in order to extract
in order to identify patterns growing, which may value from the data by increasing the user under-
be indicative of trends, and the discovery and standing and improving decision-making capabil-
extraction of new, useful, and interesting knowl- ity through immersive interaction.
edge from databases (mainly nonconventional
databases) (Marr 2017).
Data Visualization and Immersive User
Experience with Mixed Reality
Mixed Reality and Immersive Data Visualization, Fig. 4 3D hologram obtained from a video (Hologram Project by
Kiste 2014) of 2D images projected over a translucent and reflective material in pyramid format
1146 Mixed Reality and Immersive Data Visualization
Mixed Reality and Immersive Data Visualization, Fig. 5 MR generated with Linq mixed-reality headset (Stereolabs
2017; Steele 2016)
the real world through actions on these; and • How many dimensions are involved?
(3) involvement that is the degree of user motiva- • What are the data structures?
tion with certain activity. These concepts can aid • What kind of interaction is required?
the analysis of data, since they amplify the process
of insight, transforming the data and/or amplify- Moreover, the classical Shneiderman’s visual
ing the data as images (Card et al. 1999; Spence information-seeking “mantra” (Shneiderman
2007). 1996) gives more directions about important
When an image is analyzed, a cognitive pro- features in a visualization: “First, overview, then,
cess begins and perceptual mechanisms are acti- zoom and filtering, and finally, details on
vated to identify patterns and segment elements. demand.”
The correct mapping of data to visualization is Graphs are the most intuitive form of data
crucial, since one can discard relevant information visualization by their both hierarchical and
or exceed the amount of irrelevant information relational characteristics. An interactive
(Ware 2004, 2008). Thus, the image should limit graph or tree solves part of the problem, allo-
the amount of information that the user receives wing the user to highlight the information in
while keeping him/her aware of the total informa- focus through selection, but the overlapping
tion space and reducing the cognitive effort (Ward edges are still a problem. Moreover, as the
et al. 2015; Silva 2017). dataset grows, incorporating new concepts
Regarding the common visualization tech- (and their relationships) increases the visuali-
niques, there are two main problems: defining zation complexity. Although one can add
which visual structures should be used to repre- interaction to solve part of the problem, allo-
sent the data and defining the location of such wing the user to select the information he/she
visual structures in the display area (Silva 2017). wants to put into focus, overlapping edges
These problems involve the proposition of ade- remain a problem.
quate visual structures with visual attributes and Besides, data representation in a three-
their location, and reaching a solution involves dimensional (3D) space allows the user to navi-
responding to the following questions: gate through in-depth visual representations,
rotating, expanding, and selecting the desired
• What is the problem? items. However, 3D charts on flat screen can
• What is the nature of the data? make information difficult to understand and
Mixed Reality and Immersive Data Visualization 1147
Mixed Reality and Immersive Data Visualization, Fig. 6 3D hologram obtained from “Holostruction” project
generated with HoloLens (Microsoft Asia News Center 2017; Microsoft HoloLens 2017)
compare because these views require the user semiautomatic means for driving the visual explo-
immersion and depth perception. ration in a immersive way and replacing tradi-
In this context, stereo visualization improves tional 2D charts by interactive and immersive
user immersion through perception related to 3D colorful visualizations where the user can M
the shapes and proportions. The natural inter- “dive into” data and see patterns that are not
action with data enhances the intuitive user discernible on 2D charts.
experience from an extra dimension of informa- Figure 7 presents an image from the
tion. According Marr (2017), by presenting Virtualitics (Donalek 2017), an immersive and
data that wraps around the user, more than the collaborative data exploration platform that
traditional 3D become available. As well as merges artificial intelligence, big data, and
placement on X, Y, or Z coordinates, data MR. In this image, it is possible to visualize a
points can be distinguished by size, color, collaborative and customizable shared space to
transparency, as well as direction and velocity analyze data, build virtual dashboards, and pre-
of movement. sent and discuss insights.
Figure 6 presents an image that applies MR to Besides data visualization and analysis, the
data visualization through the exhibition of inter- possibilities of MR applications are extensive as,
active overlaying holograms and enables the user for example, military drills based on MR will give
to view and manipulate these within a visible, the army capabilities beyond what the human
real-world context. being possesses today (Fig. 8). They will be able
In relation to data analytics visualization, if the to view information in real time, share it with
MR techniques are combined with visual analyt- other comrades, if necessary share their field of
ics, it is possible to amplify the cognition and vision, add virtual objects to the training combat
reduce exploration time of a dataset, allowing field, etc.
the recognition of patterns and facilitating infer- Education, health, arts and entertainment,
ences about different concepts. MR and visual architecture and design, and security are areas
analytics can improve both quality and efficiency that will also benefit from MR technology applied
of data visualization systems, providing to data visualization.
1148 Mixed Reality and Immersive Data Visualization
Mixed Reality and Immersive Data Visualization, Fig. 7 3D dashboard of Virtualitics Immersive Platform (Donalek
2017)
Mixed Reality and Immersive Data Visualization, Fig. 8 3D visualization simulations of a Royal Australian Air
Force (RAAF) and Department of Defense project that uses HoloLens (Odom 2017)
the information and, at the same time, allows opportunities. Computer. 22(8), 12–25 (1989).
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Synonyms
Definition
presence are identified as key elements for defin- collections-centered models, museums have
ing the next generation of virtual museums. changed.
Museums can act as primus inter pares (first
among equals) and create a direct communication
Introduction with the visitors, in which museum is the commu-
nicator and the visitor is the receiver and vice
Storytelling, presence, and gamification are three versa, providing the visitor the opportunity to
basic fields that need to be taken into account actively participate in the story. Museums can
when developing novel mixed reality applications have a conversation with the visitor, which can
for cultural heritage, based on the recent renais- share her/his experiences and personal views. To
sance of commercial VR and AR hardware. This this end, recent AR/VR commercial h/w techno-
survey aims to cover a gap in the bibliography and logical advances enable the use of sophisticated
the last relevant surveys of Papagiannakis et al. tools to deliver virtual museum stories and infor-
(2008), Jung et al. (2011), Foni et al. (2010), and mation in a number of ways for experience
Anderson et al. (2009) which are more than enhancement, knowledge construction, and
7 years old, whereas some of these topics are meaning making (Sylaiou et al. 2009).
mentioned in several different chapters within
Ioannides et al. (2017) but not in single, compar- Storytelling Using AR and MR (Merging AMI
ative study. Section “The Role of Storytelling in Installations with Mobile Devices and Physical
Cultural Heritage” of this survey covers the state Artifacts Through Stories)
of the art in storytelling for cultural heritage and
virtual museums, section “The Role of Presence in Storytelling in Mixed Reality
Cultural Heritage” the role of presence, and sec- Static visualizations have been traditionally
tion “The Role of Gamification in Cultural Heri- employed to support storytelling in the form of
tage” the usage of gamification principles. In the text, diagrams, and images. The adoption of
M
last section “Survey of Recent MR Methods for dynamic approaches utilizing state-of-the-art 2D
Virtual Museums,” a comparison among latest and 3D graphics is emerging in an effort to
methods in the above areas is presented. explore the full potential of interactive narration.
Rather than simply constituting an additional
layer to exhibitions, the enhancement of CH insti-
The Role of Storytelling in Cultural tutions through interactive MR exhibits added
Heritage value to the overall user experience (Marshall
et al. 2016), especially if combined with person-
Storytelling in Museums alization to each user’s interests (Partarakis et al.
Museums have realized the value of storytelling 2016). Interactive storytelling in MR environ-
the second half of the twentieth century. Nowa- ments bridges digital and physical information,
days museums find themselves competing with augmenting the real world and offering interaction
the large offer of cultural products coming not which corresponds to the user’s actions in the
only from the cultural sector but also from the physical space. Storytelling can be employed for
entertainment industry. Therefore, museums associating tangible and intangible information;
need to differentiate and make their products such an example is Huang and Huang (2013),
more appealing and attractive to a variety of audi- where the authors compound information for the
ences. Influenced by the “new museology” con- promotion of indigenous cultural heritage.
cept and the transformation of the museological
practice, which refers to a shift in the social roles Storytelling Authoring
of museums encouraging new styles of commu- Authoring refers to the process of creating narra-
nication and expression, in contrast to the “cul- tions that form a digital story. In terms of
tural authority” of museums based on classic, authoring, the most common story types are
1152 Mixed Reality, Gamified Presence, and Storytelling for Virtual Museums
character-based stories (Cavazza et al. 2002), lin- environment needs to recreate this dynamic
ear timeline-based stories (Bimber et al. 2003; range of a scene. Where this is not possible
Drossis et al. 2013b), and ontology-based stories using existing technology, techniques such as
(Casillo et al. 2016). In terms of authoring virtual tone mapping need to be used.
worlds, Lu et al. (2008) present an editing envi-
ronment for facilitating the construction of 3D High-Dynamic-Range (HDR) Environments
museums. Additionally, narratives description The dynamic range in a scene is defined as the
and structuring is also performed using authoring ratio between the darkest part of the scene and the
tools. Ardito et al. (2017) create a similar tool for brightest. While the human visual system is able
storytelling creation and customization, focusing to adapt to the full range of light in a scene,
on the aspects of smart objects integrated in CH traditional (also known as low-dynamic-range
installations. Modern cameras are equipped with (LDR)) imaging is not able to capture or display
depth sensing capabilities allowing the real-time a dynamic range of more than 256 to 1 (8 stops).
scanning of surroundings with sufficient detail. High-dynamic-range (HDR) imaging, on the
Such cameras are increasingly being adopted by other hand, by using 32 bit IEEE floating point
consumer smartphones, such as the Google Tango values to represent each color channel, can cap-
compatible devices (Klingensmith et al. 2015). ture and display all the visual data in a scene.
Therefore, such approaches can facilitate aug- Failure to capture the full range of visual data
mented reality environment rapid prototyping can lead to important information being missed
and authoring in a straightforward manner with- due to under- or overexposed regions in the
out requiring user expertise on computer science. image. Even if a scene has been captured, or
created in HDR, detail can still be lost when the
image is subsequently displayed on a device
The Role of Presence in Cultural Heritage which is not HDR. In such a case, the HDR
images need to be tone mapped in order to attempt
“Presence” refers to the phenomenon of people to preserve the perception of the real scene on the
behaving and feeling as if they “are there” in the LDR device. Many tone mapping operators
virtual world created by computer displays (TMOs) have been presented over the years.
(Ioannides et al. 2017). It is an incredibly power- More recently new TMOs have needed to be
ful sensation, which is unique to MR, as it is not developed specifically for displaying 360o HDR
possible to recreate it in any other medium. images on head-mounted displays (HMDs) which
are not yet HDR display devices. This is because
The Role of Illumination in MR Presence for the lighting in a full environment can vary signif-
Cultural Heritage icantly depending where the person is looking.
HDR imaging is especially important in MR envi-
Introduction ronments to ensure the virtual objects are relit with
There are two key components that are necessary the same levels of lighting as in the real scene. As
in order to achieve the right illumination and such, HDR is increasingly being been used within
thereby a high sense of presence in a MR cultural CH applications to improve their authenticity.
heritage environment: authentic appearance of
the light and the correct dynamic range. Prior to The Impact of Virtual Narrators to Presence in
the introduction of electricity, past societies relied Virtual Museums
entirely on daylight and lighting from flames for One of the important aspects which enhance the
illumination. Any MR cultural heritage environ- feeling of presence in CH (Papaefthymiou and
ment which is lit by modern lighting would thus Papagiannakis 2017) is the interaction with and
not be authentic. In addition, the real world con- behavior of the virtual narrators. These narrators
tains a wide range of lighting conditions, from should have humanlike behaviors, so that the vis-
dark shadows to bright sunshine. The MR itors will feel like the virtual narrator that is
Mixed Reality, Gamified Presence, and Storytelling for Virtual Museums 1153
speaking to them is real and that he/she is in the Mobile AR Interactive Applications for Virtual
same room with them. An issue that rises at this Museums
point is how a virtual narrator can be as realistic as Mobile augmented reality systems (MARs) are
possible, with humanlike behavior and character- increasingly currently being tested in rich content
istics. For a virtual character to look as real as heritage environments by both creative profes-
possible, it is not enough just to create him/her sionals and laymen. Recent mobile hardware
programmatically with code. It would be more such as GPU-enhanced, multicore smartphones
realistic if that character could be reconstructed and novel untethered AR headsets (e.g., HoloLens
out of a real human. That way, the appearance of by Microsoft) pave the way for a new breed of AR
the character would resemble the appearance of services and applications; however there are a
the real person based on whom this character was number of issues to consider which regard the
reconstructed. This can be realized by scanning a aspects of information presentation and physical
real person with the Occipital™ depth sensor, interaction (Papaefthymiou and Papagiannakis
specially designed for this task. The photogram- 2017; Papagiannakis 2017; Ioannides et al.
metric method is one of the best methods yet to 2017; Kateros et al. 2015; Li and Duh 2013).
reconstruct the texture of a real person. By scan- With respect to direct hand interaction, there are
ning the person with the special sensor mentioned limitations in handheld devices where the free
before and applying the texture, a 3D model of hand is used for interaction with the 3D objects
that person can be created. That way, a 3D model (e.g., small screen size, unsuitability of point and
of a real person will be able to be used in computer click gestures for manipulation, finger occlusion),
graphics and mixed reality applications, in order whereas in HMDs hands are an intuitive input
to tell a story and communicate with the people channel although bimanual interaction cannot
that will use the specific mixed reality application, ensure better performance than single-hand inter-
as shown in Figs. 1 and 2 (Papaefthymiou and action, and it is important to optimally assign
Papagiannakis 2017). functions to two hands. For example, in recently
M
Mixed Reality, Gamified Presence, and Storytelling gestures through Microsoft HoloLens, in the ITN-DCH
for Virtual Museums, Fig. 1 The hologram of the priest project (Papaefthymiou and Papagiannakis 2017)
of the Asinou Church and the viewer interacting via
1154 Mixed Reality, Gamified Presence, and Storytelling for Virtual Museums
Mixed Reality, Gamified Presence, and Storytelling narrator) using the Structure Sensor (Papaefthymiou and
for Virtual Museums, Fig. 2 Digitization of the priest of Papagiannakis 2017)
Asinou Church (to reconstruct his 3D model as a virtual
introduced ARKit by Apple, which represents a providing an enjoyable experience, mixed reality
commercial tipping point in terms of mass-market installations can facilitate cultural awareness, his-
adoption of AR technology, interactions are kept torical reconstruction, and heritage awareness.
simple with object’s movements restricted on a State-of-the-art approaches are not limited to
plane, and the possibility of recognition of installations in indoor spaces (Grammenos et al.
conflicting gestures. On the HMD side Microsoft 2012), but can also involve vehicles that act as
HoloLens, although it has promised a hands-free portable kiosks (Zidianakis et al. 2016).
experience, interaction can be frustrating given
the limited field of view and the misreading of Setups and Interaction
gestures. Although the promise of MARs is turn- Interactive installations in public spaces such as in
ing into reality, the technical challenges with CH institutions have certain requirements in terms
respect to computational efficiency, information of interaction and setup. The installations need to
retrieval from different data sources, markerless adapt to fit to the space available, provide content
detection, and hand gesture recognition perfor- which interests both domain experts and non-
mance still affect the overall user experience expert users, and also present thorough informa-
when interacting with MARs. tion on demand (Mortara et al. 2014). At the same
time, the system design should provide informa-
Immersive Experiences for Interaction with tion immediately and support straightforward
Cultural Heritage interaction techniques. Multiuser interaction with
public displays is an open issue and constitutes an
Mixed Reality Installations active area of research. Once people approach the
Mixed reality has the potential not only to increase interactive display, they decide their actions with
motivation to learn but also to raise interest on regard to the system. Especially in the context of
CH. Thus, CH institutions can increase their MR applications, the establishment of interaction
appeal and enhance visitor engagement through with a public display involves transitioning from
interactive installations that include public dis- implicit to explicit interaction (Vogel and
plays (Partarakis et al. 2017). In addition to Balakrishnan 2004) as the users become engaged
improving the aesthetic experience, mixed reality to the pervasive display.
environments have influence on visitor experi- Tangible interaction is a form of interaction
ence, thus favoring the probability of revisiting a with mixed reality installations in which physical
specific attraction (Jung et al. 2016). Apart from items act as mediators between the users and the
Mixed Reality, Gamified Presence, and Storytelling for Virtual Museums 1155
and haptic feedback (Bowman and McMahan accurate reconstructed 3D models, the Re-Play
2007). Haptic feedback (Ott et al. 2007) is exam- platform computes the displacement map and
ined in literature as an additional means of assigns weights to each coordinate in the dis-
enhancing immersion. Kosmalla et al. (2017) placement map based on EMG measurements.
combine tactile feedback from physical worlds To increase the feeling of immersion, photo-
with a virtual rock climbing environment in com- realistic 3D models acquired using a 3D scanner
bination with full body movement and exertion. have been employed to animate and render the
Immersion is also strongly related to the interac- virtual sports heroes.
tion process: in addition to perceiving a mixed
reality (MR) application with human senses, the Gamification Applications for Folklore Dance
interaction modality employed constitutes a Intangible cultural heritage (ICH) includes frag-
decisive factor in feeling of immersion and the ile expressions mainly transmitted orally or by
overall user experience. Contrary to mission- gestures from one generation to the next. In
critical domains such as a working environment, order to support the learning and transmission
CH applications belong to a field in which users of ICH expressions, gamification can also be
are more open to novel alternate interaction used. Based on the theory of “experiential learn-
modalities. Requirements such as precision and ing” (Kolb, D.A., 1984, Experiential learning:
efficiency are not fundamental in such a context, Experience as the source of learning and devel-
as users may be willing to sacrifice precision and opment, Englewood.), one of the main pillars of
overrule tiredness for entertainment and playful game-based learning, the acquisition of learning
user experience (Drossis et al. 2013a). Playful- is achieved by observing, reflecting, mentally
ness encourages exploration, fosters creativity, representing, and enacting movements. In accor-
and stimulates social interaction by entertaining dance with this theory, within the i-Treasures
users and allowing them to escape from the real- (Dimitropoulos et al. 2018) project, a number
ity (Tsekleves and Darby 2017). Playful interac- of game-like applications for sensorimotor
tion is employed for attracting users toward learning of specific dance types and other activ-
public installations and therefore facilitating ities involving full body gestures were designed
user engagement (Williamson and Sundén and developed to support the learning and trans-
2015). mission of a number of ICH expressions. Spe-
cifically, a serious game application for
Re-Play: A Cultural Heritage Project that transmitting ICH knowledge concerning the
Allows to Replay Ancient Games Greek traditional dance “Tsamiko” was devel-
In Europe only, there are over 3000 Traditional oped (Kitsikidis et al. 2015) and shown in the
Sports and Games (TSG). The EU project figure below. The game was structured as a set of
Re-Play has focused on two families of TSG activities, aiming to teach different variations of
(Gaelic and Basque) that are integral to the fabric the dance allowing users to learn by either
of their communities of origin and have success- observing experts’ prerecorded movements in
fully staved off this trend of convergence. The the Observe mode or by starting practicing the
group at MIRALab, University of Geneva, has dance step sequences respectively in the Practice
focused on the development of a realistic real- mode (Fig. 3).
time animation and rendering platform that During the Practice mode the learner is
enabled the visualization of the virtual national expected to imitate the moves of the expert
sports heroes as well as the visualization of ava- avatar displayed on the screen. The addition
tars representing the local heroes (Tisserand et al. of a virtual tutor to correct/manipulate/guide
2017). This state-of-the-art animation-rendering the user by providing visual and audio feed-
system includes dynamic muscle effects, which back was also supported in order to encour-
are modeled over the skin using a novel GPU age the learners’ “participation” and
approach. Based on existing MRI datasets and engagement.
Mixed Reality, Gamified Presence, and Storytelling for Virtual Museums 1157
Mixed Reality, Gamified Presence, and Storytelling for Virtual Museums, Fig. 3 Observe and Practice screen of
Tsamiko’s gamified application within the i-Treasures EU project (Kitsikidis et al. 2015)
Survey of Recent MR Methods for Virtual partial one. Moreover, some applications that run
Museums tethered with a computer and do not support VR
or AR provided no immersion at all. The majority
In Table 1, a summary of key papers in the last of these key papers use mobile AR or holographic
7 years, after the last relevant survey paper from AR, and that explains the majority of the partial
Anderson et al. (2009), is presented. Although immersion entries on Table 1. A recommendation
there is no specific MR method that features at this point would be that there should be more
gamified storytelling with heightened interaction MR applications that support desktop or mobile
that still maintains full immersion and the feeling VR with full immersion, as it creates a more
of presence, several conclusions and recommen- realistic experience for the viewers because they
dations for next lines of research can be drawn and do not have access to the real world and the
summarized. feeling of presence is respectably higher than it
M
The MR technologies that are used in the key is with partial immersion. These technologies can
papers (located in Table 1) contribute to the pres- also be categorized in two additional categories,
ervation of cultural heritage, each one with its own tethered and untethered, according to if an instal-
level of storytelling, presence, gamification, inter- lation needs to be connected to a PC or not
action, and tracking methods. Since all of the (standalone device), respectively. An example of
installations below are MR applications, many of an untethered MR technology, which can be found
them take into account the gamification field, in in the table below, is the Papaefthymiou and
order for those applications to be interesting and Papagiannakis (2017), which uses the Apple
fun for the viewers. Some of them include story- iPad Pro device in order to run. It uses Apple’s
telling elements (e.g., Papaefthymiou and ARKit for camera tracking. The viewers’ move-
Papagiannakis 2017; Pedersen et al. 2017), ments are not limited by cables (since no cables
which are used to inform the viewers about the are used), which enhances the feeling of presence
story of a monument, for instance, thus contribut- as their movements would not be limited if they
ing in cultural heritage curation. Furthermore, it were exploring the real monument. Also,
can be noted that most of the MR methods below gamification and storytelling elements are
support partial immersion and few of them sup- supported, and along with the feeling of presence
port full immersion. The term “immersion” is and freedom of movements, all those elements
included in purpose as it can be easily quantified create the perfect experience for the viewers.
based on the display, whereas “presence” is elu- Another version of this work runs on the Micro-
sive and depends on many parameters and thus soft HoloLens holographic AR HMD, which is
difficult to provide that holds true throughout a also an example of untethered AR.
simulation. VR HMDs thus support full immer- On the other hand, there are some great MR
sion, whereas AR and holographic AR support applications (e.g., Pedersen et al. 2017; Drossis
Mixed Reality, Gamified Presence, and Storytelling for Virtual Museums, Table 1 Comparison of recent MR methods for virtual museums
1158
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Mobile Cloud Gaming 1163
▶ World of Tanks, MMO Strategy Freemium Di Wu1, Yihao Ke1, Jian He2, Yong Li3 and
Game Min Chen4
1
Department of Computer Science, Sun Yat-sen
University, Guangzhou, China
2
Department of Computer Science, University of
MMORPG Texas at Austin, Austin, TX, USA
3
Department of Electronic Engineering, Tsinghua
▶ Detecting and Preventing Online Game Bots in University, Beijing, China
4
MMORPGs School of Computer Science and Technology,
▶ Disney Toontown Online, a Massively Multi- Huazhong University of Science and Technology,
player Online Role-Playing Game Wuhan, China
▶ Fantasy XVI Online, a Massively Multiplayer
Online Role-Playing Game
▶ World of Warcraft, a MMORPG with Synonyms
Expansions
MCG
▶ Indigenous Language Revitalization with Mobile cloud gaming (MCG) is a new type of
Stories and Games mobile gaming, in which games are stored, syn-
M
chronized, and rendered in the remote cloud plat-
form and delivered to mobile users using video
streaming technology.
Mobile Applications for
Behavior Change
devices can be significantly augmented (Wei Cai nature of wireless channels, it is necessary to
et al. 2013; Zhang et al. 2013; Wen et al. 2014). ensure that game video streaming can adapt to
Unlike traditional mobile gaming, mobile the changes of wireless network conditions.
cloud gaming offers many novel features: Firstly, 4. Limited Battery Life: In addition to providing
with mobile cloud gaming, there is no need for sufficiently short latency for real-time gaming
mobile users to constantly upgrade their mobile and reacting to user inputs timely, it is neces-
devices; secondly, mobile users are allowed to sary to take energy efficiency of mobile
start game playing instantly, without downloading devices into account. It is critical to reduce
and installing mobile game apps; thirdly, mobile energy consumption of computation, commu-
games can be platform-independent under the nication, and display for mobile cloud gaming.
mode of mobile cloud gaming. There is no need
for game developers to build a separate game The above challenges raise a number of ques-
app for each mobile platform (e.g., iOS, Android). tions that should be addressed. Among them, the
first critical question is how to better evaluate the
QoE of mobile gamers. Only when the QoE target
Technical Challenges and Problems is clear can the MCG service provider know how to
provision and configure its cloud resources in a
Compared to common cloud gaming, the features reasonable way. The QoE of game players in
of mobile devices pose some additional chal- MCG systems can be generally modeled by a set
lenges for mobile cloud gaming. The main chal- of objective and subjective factors. Wang and Dey
lenges of delivering MCG services to mobile (2009) characterized user QoE by video settings,
devices include the following aspects: network factors, image quality, etc. Game Mean
Opinion Score (GMOS) (Schaefer et al. 2002) has
1. Heterogeneity of Mobile Devices: There exists been widely used to map these factors to the value
significant diversity among hardware configu- of QoE. However, these QoE models often assume
rations of mobile devices (including screen that players are in the same physical context when
size, resolution, bandwidth, and CPU/GPU). playing games. When using mobile devices to play
The MCG service provider should consider games, the physical context can be highly dynamic
the heterogeneity of mobile devices when since the mobility of users will incur certain
delivering video game streams to mobile changes of their surrounding environment (e.g.,
devices. where the player is, what the player is doing, and
2. Diversity of Mobile Games: Different game so on) (Benford et al. 2005). Mobile devices pro-
genres have different QoE (Quality of Experi- vide an opportunity to sense the physical context
ence) requirements. For example, a slight by analyzing information from multiple sensors
increase of interaction delay is intolerable for such as motion sensors, light sensors, and acoustic
the first-person shooter (FPS) games, while it sensors. It is important to integrate the availability
may not be observable for the war strategy of context sensing when designing a more realistic
games. Therefore, the decision on MCG QoE model of mobile cloud gaming.
resource provisioning should consider the dif- The provisioning of MCG resources also
ference on QoE requirements among different should be able to maximize the QoE of gamers
game genres. (including latency, video quality, etc.). In the
3. Unreliable Wireless Transmission: The mobile meanwhile, due to the cost of delivering high
devices are connected with the MCG platform QoE, the MCG service provider also needs to
via wireless channels. However, the conditions take service cost into account during optimization.
of wireless channels are intrinsically unreliable To achieve the tradeoff between the monetary
and vary with time. It makes the transmission cost incurred by provisioning cloud resources
of video game streams easy to violate the strict (e.g., CPU, GPU, bandwidth) and service quality
latency requirements. Due to the stochastic (e.g., delay, frame rate, resolution) experienced by
Mobile Cloud Gaming 1165
mobile game players (Gao et al. 2016; Hu et al. are computed on cloud gaming servers, they have
2016), the MCG service provider should dynam- to be compressed before being streamed. This can
ically adjust the amount of provisioned cloud be done in one of the three data compression
resources according to the variations of user schemes: (i) video compression, which encodes
demand. Chuah et al. (2014) provided a compre- 2D rendered videos, (ii) graphics compress, which
hensive survey on how to efficiently leverage encodes 3D structures and 2D textures, and (iii)
hardware resources to satisfy the demand of hybrid compression, which combines both video
graphics rendering and video coding in cloud and graphics compress.
gaming. It is of more interests to analyze the
complexities of scheduling cloud resources from
a broader perspective. As the difference among Architecture and Design of MCG Systems
game genres affects the demand pattern of cloud
resources, the resource efficiency can be It is challenging to architect a cost-effective MCG
improved by optimizing resource allocation platform that can provide users with high QoE. As
among different game genres jointly. However, a delay-sensitive service, game players are sensi-
as indicated by Chen et al. (2014), it requires tive to interaction delay during game playing. The
further effects to solve the problem of consolidat- MCG platform should be able to adjust resource
ing multiple MCG tasks (e.g., rendering, video allocation for mobile users dynamically in order
coding and transmission) on cloud servers. to meet the delay constraint. According to the
Streaming gaming video in such a stringent distance to mobile devices, the authors briefly
time-constrained scenario is also a major chal- classify existing MCG architectures into two cat-
lenge in MCG. One solution to cope with this egories, namely, Remote Cloud and Edge Cloud
problem is data compression. After game scenes (as shown in Fig. 1).
M
Mobile Devices MCG Platform
Edge Cloud
Fixed Cloudlets
Mobile Cloudlets
WiFi AP
Remote Cloud
3G/4G BS
3G/4G BS
Remote Cloud refers to the architecture in the remote cloud, researchers have performed
which a MCG service provider relies on a remote quite a few research studies on video codec opti-
cloud platform to deliver the mobile cloud gaming mization, network transmission, and QoE adapta-
service to mobile users. The architecture of tion jointly. As stated in Jarschel et al. (2011), the
Remote Cloud has been widely adopted by lead- QoE of cloud gaming is highly related to down-
ing MCG service providers, such as Ubitus and stream packet loss and downstream delay, which
G-Cluster. Physically, the remote cloud can be indicates the necessity of connecting the nearest
provisioned on a set of geographically distributed and fastest server.
data centers in order to serve mobile users in Edge Cloud is another attractive architecture
different regions. proposed to address the latency problem of remote
As the MCG service provider can directly rent cloud, in which cloudlets (Satyanarayanan et al.
cloud resources (e.g., VM, bandwidth, storage) 2009) close to the mobile device are responsible
from the third-party cloud service providers for task offloading in order to meet the strict
(e.g., Amazon, Microsoft), the construction and latency requirement. Generally, a cloudlet is a
maintenance of the remote cloud infrastructure kind of resource-rich computing entity with a
can benefit significantly from mature services of broadband network connection in the proximity
cloud service providers. Remote cloud could be of mobile devices. There are two kinds of cloud-
very reliable and powerful. It is also easy to lets: fixed cloudlets (e.g., desktop PC, gateway,
expand the scale of provisioned resources and set-top-box) and mobile cloudlets (e.g., tab-
according to dynamic user demands. lets, pads). As a mobile device is well connected
The major issue with the mode of the remote with nearby cloudlets, the intensive computation
cloud is network latency, as most large cloud tasks (e.g., frame rendering, video encoding) can
service providers only deploy their data centers be completely migrated to the nearby cloudlets.
at a limited number of locations. For players who In spite that edge cloud is a promising
are far away from any cloud data center, network approach, several intrinsic problems should be
latency will deteriorate their gaming experience addressed before its successful deployment in
significantly. Figure 2 shows the response delay reality. First, the MCG service provided by cloud-
when selecting different data centers when using lets is not reliable and depends on the existence of
the remote cloud. The requirements on high video cloudlets in the proximity. The problem is even
quality and high frame rate will further exacerbate worsened for the case of mobile cloudlets. Sec-
the latency problem. To achieve real-time trans- ond, the decentralized nature of cloudlets makes it
mission of game video streams under the mode of hard to be operated and managed. For an edge
600
500
400
300
200
cloud with many volunteer cloudlets, the cost of resources to deliver a smooth gaming experience
cloudlet management and maintenance will be for mobile game players.
nontrivial for a MCG service provider. Third, However, the architecture of hybrid cloud will
effective incentive mechanisms should be adopted also complicate the system design. In the real
to encourage individuals to deploy more cloud- scenario, task partitioning among mobile devices,
lets. To provide MCG services, a cloudlet should cloudlets, and remote cloud servers will become
contribute its own resources (including CPU very sophisticated. The decision on task
cycles, battery energy, and disk space). Without partitioning needs to take the constraints on
monetary incentives, it is difficult if not impossi- response delay, resource availability, energy con-
ble to stimulate resource sharing between cloud- sumption, and bandwidth conditions into account.
lets and mobile devices. In addition, the issues of In the current stage, the research on hybrid cloud
security and privacy caused by task offloading is still in its infancy.
should also be considered.
In the spectrum of architectural design of MCG
platforms, Remote Cloud can be regarded as one Potential Directions and Opportunities
end and Edge Cloud could be the other end. Either
of them has its own pros and cons as the authors In this section, the authors discuss a few directions
have explained in the above. The authors believe and opportunities for future research on mobile
that, Hybrid Cloud, which is a combination of cloud gaming. Figure 3 provides an illustrative
edge cloud and remote cloud, is a better architec- example on the directions covered here, which
ture to support mobile cloud gaming. It can seam- will be explained one by one in the following
lessly integrate both proximate and remote cloud parts.
Multi-Screen Teleportation
M
Social Switching
Community A
WiFi
Augmented mobile UI /3G
/4G
MCG
Resource
Optimizer
Social
Community B
Context Sensing
Mobile Cloud Gaming, Fig. 3 An illustrative example on potential opportunities on mobile cloud gaming
1168 Mobile Cloud Gaming
Augmented User Interface for Mobile Devices experiences. Social mobile cloud gaming creates
User interface plays an important role for user QoE a virtual living-room experience, by allowing
of mobile cloud gaming. Particularly, many mobile remote mobile gamers to play games together,
devices (e.g., smartphones, pads) cannot support watch game playing of other friends, and com-
the traditional physical keyboard and mouse as the municate via various communication modalities
input, and only touch screen is available as the (such as text, graphics, audio, video, and so on).
gaming control. Therefore, it is critical to augment For example, twitch-like live video game broad-
the current user interface of mobile devices to casting (Hamilton et al. 2014) has already
better support mobile cloud gaming. The tracking attracted significant attention from game players.
of a mobile device can be realized by analyzing A gaming broadcaster often belongs to the same
received signals such as RF signals and acoustic social community with his viewers. As the
signals. By combining the arrival sequences of exchange of information flows between mobile
measured signal angles from two or more receivers players is supported by the MCG platform, the
(e.g., antennas, speakers), the movement of a abundant resources in the cloud can better sup-
mobile device can be precisely sensed (Vasisht port the increasing number of mobile players.
et al. 2014; Agrawal et al. 2011). The augmented The MCG system can be highly scalable with
interaction techniques will significantly enhance the support of cloud infrastructure.
gaming experiences on mobile devices.
Multiscreen Teleportation of MCG Sessions
Environment-Aware Mobile Game Playing Nowadays, mobile gamers normally interact
Different from fixed game consoles (e.g., desktop with multiple screens in their daily living envi-
PCs, gaming boxes), mobile cloud gaming ronment (Hu et al. 2014). The sizes of these
enables gamers to play games anywhere at any- screens range from large (e.g., TV screen) to
time. Such high mobility implies that the sur- small (e.g., smartphone screen). To enjoy a better
rounding environment of a gamer may keep gaming experience, gamers are willing to tele-
changing during game playing. With a rich set of port ongoing gaming sessions from a small
sensors (e.g., microphone, light sensor, camera, screen to a large screen if without any interrup-
GPS, accelerometer) available on today’s mobile tion, and vice versa. Imagine that a user is
devices, it is possible for mobile devices to sense playing a game on his smartphone when taking
the physical context of their surrounding environ- the subway back to home. Upon arriving at
ment (e.g., indoor or outdoor, fixed or moving, home, he can teleport his gaming session to the
light or dark). Moreover, the emergence of wear- TV screen and play the game with a joystick.
able devices (e.g., smartwatches, smartglasses) After leaving his apartment for dinner, he can
shows a bright future to sense fine-grained phys- switch the gaming session back to his
ical context. By adaptively generating game con- smartphone. Such seamless teleportation among
tents according to the changing physical context, multiple screens will surely enhance the gaming
mobile game players can enjoy enriched gaming experience of players. With the MCG platform,
experiences. As an example, the MCG platform gaming session migration can be easily
can adapt the quality, frame-rate, and contents of supported by the back-end cloud infrastructure.
game video streams according to the light condi- As a promising solution to enable high-end
tion and moving speed of a mobile user. Such video games to be played on resource-constrained
environment-aware adaptation can improve the mobile devices, the authors believe that mobile
user QoE significantly. cloud gaming will definitely have a bright future
in the coming era.
Integration of Social Networks with MCG
By integrating social links among gamers with
the MCG system, mobile cloud gaming can pro- Cross-References
vide a user-centric gaming environment, which
dramatically transforms the traditional gaming ▶ Cloud for Gaming
Mobile Persuasive Applications 1169
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media: reflections and outlook. IEEE Trans. Multime-
Agrawal, S., Constandache, I., Gaonkar, S., Roy dia 16, 885–902 (2014)
Choudhury, R., Caves, K., DeRuyter, F.: Using mobile Zhang, W., Wen, Y., Guan, K., Kilper, D., Luo, H., Wu, D.:
phones to write in air. In: Proceedings of the 9th Energy-optimal mobile cloud computing under sto-
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Gao, G., Hu, H., Wen, Y., Westphal, C.: Resource provi-
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1170 Mobile Persuasive Applications
Mobile Persuasive Applications, Fig. 1 (a) Fabulous – (c) Home Workout app badge rewards (image courtesy of
Self-Care app, health goal setting (image courtesy of Leap Fitness Group); (d) QuitNow! Quit Smoking, social
TheFabulous); (b) Runtastic Running, self-monitoring of interaction with other users performing alike tasks. (Image
running performance (image courtesy of runtastic GmbH); courtesy of Fewlaps)
Mobile Persuasive Applications 1173
Mobile Persuasive Applications, Table 1 Methods employed by popular persuasive applications for addressing the
persuasive design principles of the PSD model
QuitNow! Quit
Title Fabulous – Self-Care Runtastic Running Home Workout smoking
Scope Supporting users in Motivating users to Persuading users to Supporting users to
adopting healthy exercise (running/ exercise (gymnastics) quit smoking
habits jogging)
Primary Collection of user data Collection of user data Collection of user data Collection of user data
task (e.g., sleep and (e.g., age, weight, (e.g., age, weight, (e.g., number of
support training habits); height); provision of height); provision of cigarettes smoked per
illustration of detailed custom training plans training plans day); illustration of
progress charts based according to user goals according to user goals detailed progress
on user goals (e.g., weight loss (e.g., full body charts
plan); illustration of exercise plan);
detailed progress illustration of detailed
charts progress charts
Dialogue Task reminders via Voice coach guidance Voice coach guidance Badge/achievements
support notifications/alarms; throughout training throughout training rewards; task
voice coach messages sessions; leaderboard sessions; badge/ reminders via
support; task achievements rewards; notifications/alarms;
reminders via task reminders via provision of an
notifications/alarms notifications/alarms automated chat bot
which supports users
with scientific facts
relevant to quitting
smoking
Credibility Provision of verified Usage of GPS for The application can be Provision of an
support scientific data via accurate running/ linked and transfer automated chat bot
personalized messages jogging distance data to Google Fit which supports users M
about the importance measurement; (https://www.google. with scientific facts
of each healthy habit integration with com/fit/), the official relevant to quitting
wearable fitness fitness tracker app of smoking; provision of
trackers to further Google a FAQ section with
increase the accuracy verified methods for
of measurements quitting smoking
Social Users can share and Users can share and – Users can share and
support compare their progress compare their progress compare their progress
with friends through a with friends through a with friends through a
dedicated service and dedicated service and dedicated service and
popular social media popular social media popular social media
platforms platforms platforms
• Primary task support, which involves support words, images, symbols, or sounds based on
of the user to carry out her primary task user behaviors), providing virtual rewards (as a
through reduction (decomposition of complex credit for performing the target behavior), and
behaviors into simple tasks), guidance along reminding users of their tasks.
the attitude change process, and provision of • Credibility support, which relates with
information tailored to users’ potential needs designing systems so that they are more
or interests, allowing users to self-monitor their credible through inculcating trustworthiness
own performance. (providing information that is truthful, fair,
• Dialogue support, namely, enabling users to and unbiased), offering content incorporating
receive feedback while moving toward their expertise (i.e., knowledge, experience, and
target behavior through offering praise (via competence), highlighting the real people or
1174 Mobile Persuasive Applications
Mobile Persuasive Applications, Fig. 2 (a) Zombies, Run! story missions and training plans; (b) Zombies, Run!
progress charts and mission details shared in ZombieLink
organizations behind the system’s content or most successful examples of gamification for
services, and providing means to verify the persuasive systems is Zombies, Run! (https://
accuracy of content. play.google.com/store/apps/details?id¼com.sixto
• Social support which relates with fostering start.zombiesrunclient). In effect, users are
user motivation through social learning immersed in running game sessions, being
(observing other users who perform similar provided voice guidance to achieve exercise
target behaviors), social comparison goals while also trying to survive the “zombie
(comparing performance with the performance apocalypse.” Also, users can share and compare
of other users), and normative influence their progress with other users via the
(means for gathering together people who aim complementary community website ZombieLink
at the same goal). (https://zombiesrungame.com/zombielink/home/,
see Fig. 2).
Table 1 provides an overview on the methods
employed by the example applications illustrated
in Fig. 1 to address the basic design principles of Conclusions and Research Prospects
the PSD model
Further to the persuasive design principles of Sufficient evidence already exists that smartphone
the PSD, gamification (i.e., the use of game design applications may effectively support people in
elements in non-gaming contexts) is increasingly pursuing behavior change goals. Nevertheless,
used as a design strategy in the development of despite the recent conceptualization of generic
persuasive systems (Cugelman 2013; Gardeli methodologies and guidelines for designing
et al. 2017). The design of gamified applications persuasive systems (Oinas-Kukkonen and
entails the incorporation of appropriate Harjumaa 2009), the selection and combination
motivational and playful elements in the core of of design elements and technologies that effec-
interactive systems in order to attract and retain tively support behavioral change represent an
users’ interest while achieving their goals open research issue. There is a growing need
(Papagiannakis 2018). Thus, the gamification for field studies (involving real users for relative
approach is particularly relevant to the design of prolonged time periods) in a variety of usage
mobile persuasive applications. One of the situations and persuasion contexts that will allow
Modeling and Mesh Processing for Games 1175
deeper understanding of the persuasion context 8th International Conference on Persuasive Technol-
and will eventually provide rich feedback on ogy (Persuasive 2013), pp. 7–13 (2013)
Langrial, S., Karppinen, P., Lehto, T., Harjumaa, M.,
various design choices with respect to the target Oinas-Kukkonen, H.: Evaluating mobile-based
group and the desired outcomes (Langrial behavior change support systems for health and well-
et al. 2017). being. In: Behavior Change Research and Theory.
Although the PSD model represents a solid Academic Press. pp. 69–85 (2017)
Oinas-Kukkonen, H., Harjumaa, M.: Persuasive systems
framework that suggests must-have design ele- design: key issues, process model, and system features.
ments of persuasive applications, the formulation Commun. Assoc. Inf. Syst. 24(1), 28 (2009)
of design strategies that specifically suit the unique Papagiannakis, G.: Gamification and serious games.
characteristics of mobile applications is still in In: Lee, N. (ed.) Encyclopedia of Computer Graphics
and Games. Springer, Cham (2018)
need. For instance, the effect of contextual factors
easily captured by mobile devices (e.g., location,
activity, environmental and social context, etc.)
could be considered in a revised PSD model.
Potential revisions of PSD should also include the
Mobile-Based Behavior
incorporation of selected gamification principles.
Change Support Systems
Modeling and Mesh Processing for Games, Fig. 1 starting from a cube (left), use split (middle) and extrude (right)
operations to model a shape
M
Modeling and Mesh Processing for Games, Fig. 2 Simplify (left) and subdivide (right) an input mesh (middle)
1998), Doo and Sabin (1978), and Loop (1987). change the detail of the mesh but roughly keep its
The above subdivision schemes refine the mesh in shape. Such operations view the shape represented
a whole and may introduce too many elements by mesh as a signal and modify the high frequency
unnecessarily. The adaptive subdivision strategy part. Such types of mesh processing are usually
only refines part of the model that needs more related to Laplacian-based methods and tightly
elements. Modern graphics processing unit related to spectral analysis (Taubin 1995). For
(GPU) is able to perform subdivision very effi- example, the smoothing operation reduces high
ciently. Therefore, to render a high quality surface, frequency details from the input mesh (left of the
one can just send a simplified mesh with a small inset), which is similar to a low-pass filter and
number of faces into GPU, and let GPU tessellate results in a mesh with smoother shape (right of
it into a high-quality mesh with a large number of the inset). On the contrary, some of the mesh pro-
faces. Integrating simplification and subdivision cessing, such as deformation and animation, keep
does not only help rendering, but can also be the detail but change the overall shape. Many state-
helpful in network environment. of-the-art deformation and animation methods also
Mesh processing also includes a lot of other found the base on Laplacian of the mesh and adopt
operations, which does not change the topology many differential geometry concepts to character-
but only changes the vertex positions, such as ize the “detail” to be preserved (Huang et al. 2006)
smoothing and enhancement. These two operations (Fig. 3).
1178 Model-View-Controller (MVC)
Modeling and Mesh Processing for Games, Fig. 3 parameterization turns a 3D surface mesh (left) to a 2D planar one
(middle), which helps to map a texture image back to the mesh (right)
References
Synonyms Selection
Selection chooses a child to be searched based on
MCTS; UCT previous information. It controls the balance
between exploitation and exploration. On the
one hand, the task consists of selecting the move
Definition that leads to the best results so far (exploitation).
On the other hand, the less promising moves still
Monte-Carlo Tree Search (MCTS) (Coulom have to be tried, due to the uncertainty of the
2007; Kocsis et al. 2006) is a best-first search simulations (exploration).
method that does not require a positional evalua- Several selection strategies (Browne
tion function. It is based on a randomized explo- et al. 2012) have been suggested for MCTS such
ration of the search space. Using the results of as BAST, EXP3, and UCB1-Tuned, but the most
previous explorations, the algorithm gradually popular one is based on the UCB1 algorithm
builds up a game tree in memory and successively (Auer et al. 2002), called UCT (Upper Confidence
becomes better at accurately estimating the values Bounds applied to Trees) (Kocsis et al. 2006).
of the most promising moves. MCTS consists of UCT works as follows. Let I be the set of nodes
M
four strategic steps, repeated as long as there is immediately reachable from the current node p.
time left (Chaslot et al. 2008b). The steps, The selection strategy selects the child b of node
outlined in Fig. 1, are as follows: p that satisfies Formula 1:
Repeated X times
A selection strategy is One simulated One or more nodes The result is propagated
used to traverse the tree game is played are created back in the tree
Monte-Carlo Tree Search, Fig. 1 Outline of Monte-Carlo Tree Search (adapted from Chaslot et al. 2008b; Winands
et al. 2010)
game is reached. This task might consist of result is backpropagated as a tuple of size N,
playing plain random moves or – better – semi- where N is the number of players. For instance,
random moves chosen according to a simulation if Player 1 and Player 3 both reach a winning
strategy. Smart simulation strategies have the condition in a 3-player game, then the result r is
potential to improve the level of play significantly. returned as the tuple 12 , 0, 12 . Propagating the
The main idea is to play interesting moves based values back in the tree is performed similar to
on heuristics. In the literature this play-out step is maxn (Sturtevant 2008).
sometimes called the roll-out or simulation. To compute the value vi of a node i, a back-
propagation strategy is applied. Usually, it is cal-
culated by taking the average of the results of all
Expansion
simulated games made through this node (Coulom
Expansion is the procedure that decides whether
2007), i.e., vi Ri,j/ni, where j is the player to
nodes are added to the tree. Standard the follow-
move in its parent node p and Ri,j r the
t t,j
ing expansion strategy is sufficient in most cases:
one node is added per simulation (Coulom 2007). cumulative score of all the simulations.
The added leaf node L corresponds to the first
state encountered during the traversal that was
not already stored. This allows to save memory MCTS Enhancements
and reduces only slightly the level of play.
Over the past years, several enhancements have
Backpropagation been developed to improve the performance of
Backpropagation is the procedure that propa- MCTS (Browne et al. 2012). First, there are
gates the result r of a simulated game t back many ways to improve the selection step of MCT-
from the leaf node L, through the previously S. The major challenge is how to choose a prom-
traversed nodes, all the way up to the root. If a ising node when the number of simulations is still
game is won, the result of a player j is scored as rt, low. Domain-independent techniques that only
j ¼ 1, in the case of a loss as rt,j ¼ 0, and a draw as use information gathered during the simulations
rt,j ¼ 0.5. To deal with multiplayer games, the are Transposition Tables, Rapid Action Value
Monte-Carlo Tree Search 1181
Estimation (RAVE), and Progressive History MCTS tree. When the allotted search time is up,
(Childs et al. 2008; Gelly et al. 2012; Nijssen the results of the different trees are combined. In
and Winands 2011). Techniques that rely on leaf parallelization, one tree is traversed using a
hand-coded domain knowledge are, for instance, single thread. Subsequently, starting from the leaf
Move Groups, Prior Knowledge, Progressive node, play-outs are executed in parallel for each
Bias, and Progressive Widening/Unpruning available thread. Once all threads have finished,
(Chaslot et al. 2008b; Childs et al. 2008; Gelly the results are backpropagated. When using tree
et al. 2012). The used heuristic knowledge may parallelization, one tree is shared, in which all
consist of move patterns and even static board threads operate independently. For shared mem-
evaluators. When a couple of these enhancements ory systems, tree parallelization is the natural
are successfully incorporated, the C parameter of approach that takes full advantage of the available
UCT becomes usually very small or even zero. bandwidth to communicate simulation results
Next, the play-outs require a simulation strategy (Enzenberger and Müller 2010).
in order to be accurate. Moves are chosen based on
only computationally light knowledge (Gelly
et al. 2012) (e.g., patterns, capture potential, and Historical Background
proximity to the last move). Adding computation-
ally intensive heavy heuristic knowledge in the Classic search algorithms such as A*, αβ search,
play-outs (such as a 1- or 2-ply search using a full or Expectimax require an evaluator that assigns
board evaluator) has been beneficial in a few games heuristic values to the leaf nodes in the tree. The
such as Chinese Checkers and Lines of Action. 15-puzzle and the board games backgammon,
When domain knowledge is not readily available, chess, and checkers are instances where this
there exist various domain-independent techniques approach has led to world-class performance.
to enhance the quality of the play-outs, including However, for some domains constructing a strong
the Move-Average Sampling Technique (MAST), static heuristic evaluation function has been a
M
Last-Good-Reply Policy, and N-Grams (Tak rather difficult or an even infeasible task.
et al. 2012). The principle of these techniques is Replacing such an evaluation function with
that moves good in one situation are likely to be Monte-Carlo sampling was proposed in the early
good in other situations as well. 1990s. Abramson (1990) experimented with these
The basic version of MCTS converges to the so-called Monte-Carlo evaluations in the games
game-theoretic value, but is unable to prove it. of tic-tac-toe, Othello, and chess. In 1993 Bernd
The MCTS-Solver technique (Winands et al. Brügmann was the first to use Monte-Carlo eval-
2010) is able to prove the game-theoretic value uations in his 9 9 Go program Gobble. The
of a state with a binary outcome (i.e., win or loss). following years, the technique was incorporated
It labels terminal states in the search tree as a win in stochastic games such as backgammon
or loss and backpropagates the game-theoretic (Tesauro et al. 1997) and imperfect-information
result in a maxn way (Nijssen and Winands games such as bridge (Ginsberg 1999), poker
2011). For games with multiple outcomes (e.g., (Billings et al. 1999), and Scrabble (Sheppard
win, loss, or draw), the technique has been 2002).
extended to Score Bounded Monte-Carlo Tree In the early 2000s, the Monte-Carlo approach
Search (Cazenave and Saffidine 2011). received new interest in the Computer Go domain
Finally, to utilize the full potential of a multi- (Bouzy and Helmstetter 2004). Bruno Bouzy’s
core machine, parallelization has to be applied in Monte-Carlo Go engine Indigo had some limited
an MCTS program. There exist three different success as the main challenge was to effectively
parallelization techniques for MCTS: (1) root combine Monte-Carlo evaluations with game-tree
parallelization, (2) leaf parallelization, and search. The breakthrough came when Coulom
(3) tree parallelization (Chaslot et al. 2008a). In presented the MCTS approach at the 2006 Com-
root parallelization, each thread has its own puters and Games Conference (Coulom 2007). He
1182 Monte-Carlo Tree Search
subsequently demonstrated its strength by win- based strategy game Total War: Rome II and for
ning the 9 9 Go tournament at the 12th ICGA tactical assault planning in the real-time strategy
Computer Olympiad with his MCTS engine game Wargus (Balla et al. 2009). The MCTS
Crazy Stone. Simultaneously Kocsis and framework has also shown promise in the General
Szepesvári (Kocsis et al. 2006) introduced the Video Game AI Competition (Perez et al. 2014),
MCTS variant UCT. Its selection strategy became where the goal is to build an agent that is capable
the standard for many MCTS engines (Browne of playing a wide range of (simple) video games.
et al. 2012). Techniques such as RAVE, Prior MCTS has also been applied in puzzle games
Knowledge, Progressive Bias, and Progressive such as SameGame (Schadd et al. 2012) where it
Widening (Chaslot et al. 2008b; Gelly is hard to design an admissible evaluation func-
et al. 2012) were needed to make MCTS effective tion for A* or IDA*. As these games are close to
in many challenging domains such as 19 19 Go. scheduling and optimization problems, MCTS
Parallelization (Enzenberger et al. 2010; Gelly has been introduced in real-life applications.
et al. 2012) has enabled MCTS to compete with They are, for instance, high energy physics
human Go Grandmasters. As of 2014, an MCTS (Ruijl et al. 2014), patient admission scheduling
engine can beat a 9-dan professional player with (Zhu et al. 2014), and interplanetary trajectory
only a four-stone handicap, whereas a decade ago planning (Hennes et al. 2015).
20 stones could be given.
Future Directions
Applications
MCTS does not require a positional evaluation
In the past few years, MCTS has substantially function, overcoming partially the knowledge
advanced the state of the art in several abstract acquisition bottleneck. It is therefore a promising
games (Browne et al. 2012), in particular Go method when an agent has to play a wide range of
(Gelly et al. 2012), but other two-player deter- games as is fostered in the General (Video) Game
ministic perfect-information games include Ama- Playing competitions. However, for MCTS to
zons (Lorentz 2008), Hex (Arneson et al. 2010), work effectively, search-control knowledge is
and Lines of Action (Winands et al. 2010). required to guide the simulations. Domain-
MCTS has even increased the level in multi- independent techniques are able to boost the deci-
player games such as Chinese checkers sion quality of an MCTS engine, but for achieving
(Sturtevant 2008) and games with stochasticity expert level hand-coded domain knowledge is
and/or imperfect information such as Kriegspiel incorporated to grasp high-level context. Instead
(Ciancarini and Favini 2010), Lord of the Rings: of being hand-coded by the programmer, a future
The Confrontation (Cowling et al. 2012), and research direction is to automatically discover,
Scotland Yard (Nijssen and Winands 2012). In extract, represent, and tune this control knowl-
the General Game Playing competition, where an edge during online search.
agent has to play many different abstract games MCTS has been quite successful in abstract
without any human intervention, MCTS has games; however, the number of successful appli-
become the dominant approach as well cations in modern video games with high fidelity
(Björnsson and Finnsson 2009). is rather limited. There are three challenges for
Besides application to abstract games, MCTS applying MCTS in these games. (1) In these video
has made inroads in the video game domain. It has games, the action space is large if not infinite, and
been applied in the arcade game Ms. Pac-Man for the state space is often continuous. For MCTS to
controlling either the Ghosts or the Pac-Man work effectively, the game world has to be
(Nguyen and Thawonmas 2013; Pepels abstracted automatically in such a way that
et al. 2014). The technique has been used for (i) the number of possible moves is limited and
resource allocation and coordination in the turn- (ii) the number of moves required to finish the
Monte-Carlo Tree Search 1183
game is reduced as well. (2) These games have a Samothrakis, S., Colton, S.: A survey of Monte Carlo
high degree of uncertainty, not only due to Tree Search methods. IEEE Trans. Comput. Intell. AI
Games 4(1), 1–43 (2012)
non-determinism (the outcome of a move cannot Cazenave, T., Saffidine, A.: Score bounded Monte-Carlo
be predicted) or imperfect information (certain Tree Search. In: van den Herik, H.J., Iida, H., Plaat,
information is hidden for a player) but also A. (eds.) Computers and Games (CG 2010). Lecture
because of incomplete information (the behavior Notes in Computer Science, vol. 6515, pp. 93–104.
Springer, Berlin (2011)
of the physics engine may be unknown). For Chaslot, G.M.J.-B., Winands, M.H.M., van den Herik, H.
non-determinism and imperfect information, J.: Parallel Monte-Carlo Tree Search. In: van den Herik,
MCTS enhancements have been investigated to H.J., Xu, X., Ma, Z., Winands, M.H.M. (eds.) Com-
a limited number of abstract games (Cowling puters and Games (CG 2008). Lecture Notes in Com-
puter Science, vol. 5131, pp. 60–71. Springer, Berlin
et al. 2012), but even less for video games. Deal- (2008a)
ing with incomplete information in the MCTS Chaslot, G.M.J.-B., Winands, M.H.M., van den Herik, H.
framework is a largely unexplored terrain. J., Uiterwijk, J.W.H.M., Bouzy, B.: Progressive strate-
(3) Due to the real-time property the amount of gies for Monte-Carlo Tree Search. New Math. Nat.
Comput. 4(3), 343–357 (2008b)
deliberation time is limited. MCTS has to generate Childs, B.E., Brodeur, J.H., Kocsis, L.: Transpositions and
a sufficient number of simulations in a short time move groups in Monte Carlo Tree Search. In: Hingston,
as otherwise the decision quality is quite low P., Barone, L. (eds.) Proceedings of the
(Björnsson and Finnsson 2009). 2008 IEEE Symposium on Computational Intelligence
and Games, pp. 389–395. IEEE, Piscataway, NJ, USA
(2008)
Ciancarini, P., Favini, G.P.: Monte Carlo Tree Search in
Kriegspiel. AI J. 174(11), 670–684 (2010)
References and Further Reading Coulom, R.: Efficient selectivity and backup operators in
Monte-Carlo Tree Search. In: van den Herik, H.J.,
Abramson, B.: Expected-outcome: A general model of Ciancarini, P., Donkers, H.H.L.M. (eds.) Computers
and Games (CG 2006). Lecture Notes in Computer
static evaluation. IEEE Trans. Pattern Anal. Mach.
Intell. 12(2), 182–193 (1990) Science, vol. 4630, pp. 72–83. Springer, Berlin
M
Arneson, B., Hayward, R.B., Henderson, P.: Monte Carlo (2007)
Tree Search in Hex. IEEE Trans. Comput. Intell. AI Cowling, P.I., Powley, E.J., Whitehouse, D.: Information
Games 2(4), 251–258 (2010) set Monte Carlo Tree Search. IEEE Trans. Comput.
Auer, P., Cesa-Bianchi, N., Fischer, P.: Finite-time analysis Intell. AI Games 4(2), 120–143 (2012)
of the multiarmed bandit problem. Mach. Learn. Enzenberger, M., Müller, M.: A lock-free multithreaded
47(2–3), 235–256 (2002) Monte-Carlo Tree Search algorithm. In: van den
Balla, R.K., Fern A.: UCT for tactical assault planning in Herik, H.J., Spronck, P. (eds.) Advances in Computer
real-time strategy games. In: Boutilier, C. (ed.) Pro- Games (ACG 2009). Lecture Notes in Computer Sci-
ceedings of the Twenty-First International Joint Con- ence (LNCS), vol. 6048, pp. 14–20. Springer, Berlin
ference on Artificial Intelligence (IJCAI-09), (2010)
pp. 40–45. AAAI Press, Menlo Park, CA, USA (2009) Enzenberger, M., Müller, M., Arneson, B., Segal, R.: Fuego –
Billings, D., Peña, L., Schaeffer, J., Szafron, D.: Using an open-source framework for board games and Go engine
probabilistic knowledge and simulation to play poker. based on Monte Carlo Tree Search. IEEE Trans. Comput.
In: Hendler, J., Subramanian, D. (eds) Proceedings of Intell AI Games 2(4), 259–270 (2010)
the Sixteenth National Conference on Artificial Intelli- Gelly, S., Kocsis, L., Schoenauer, M., Sebag, M., Silver,
gence and Eleventh Conference on Innovative Appli- D., Szepesvári, C., Teytaud, O.: The grand challenge of
cations of Artificial Intelligence, pp. 697–703. AAAI computer Go: Monte Carlo Tree Search and extensions.
Press/The MIT Press, Menlo Park, CA, USA (1999) Commun. ACM 55(3), 106–113 (2012)
Björnsson, Y., Finnsson, H.: CadiaPlayer: A simulation- Ginsberg, M.L.: GIB: Steps toward an expert-level bridge-
based General Game Player. IEEE Trans. Comput. playing program. In: Dean, T. (ed.) Proceedings of the
Intell. AI Games 1(l), 4–15 (2009) Sixteenth International Joint Conference on Artificial
Bouzy, B., Helmstetter, B.: Monte-Carlo Go develop- Intelligence (IJCAI-99), vol. 1, pp. 584–589. Morgan
ments. In: van den Herik, H.J., Iida, H., Heinz, Kaufmann, San Francisco, CA, USA (1999)
E.A. (eds.) Advances in Computer Games 10: Many Hennes, D., Izzo, D.: Interplanetary trajectory planning
Games, Many Challenges. IFIP Advances in Informa- with Monte Carlo Tree Search. In: Yang, Q.,
tion and Communication Technology, vol. Wooldridge, M. (eds.) Proceedings of the Twenty-
135, pp. 159–174. Kluwer, Boston (2004) Fourth International Joint Conference on Artificial
Browne, C.B., Powley, E., Whitehouse, D., Lucas, S.M., Intelligence (IJCAI 2015), pp. 769–775. AAAI Press,
Cowling, P.I., Rohlfshagen, P., Tavener, S., Perez, D., Menlo Park, CA, USA (2015)
1184 Motion and Posture Analysis
Motion and Posture Analysis Video games and other interactive applications are
constantly striving for higher levels of graphical
▶ Data Gloves for Hand and Finger Motion fidelity and immersion. While visuals are
Interactions certainly important, the realism of the dynamic
Motion Matching: Data-Driven Character Animation Systems 1185
interactions between characters and their virtual length, this component is typically assumed to be
worlds may be even more crucial to achieving a equal to one. For cartoony characters, the scale
sense of immersion. Therefore, animation systems component could vary.
play a vital role in modern game development. As Equation 1 is used to compose an affine trans-
graphics continue to evolve and become more formations A0 over A1. This equation first translates
detailed, there is a corresponding need for equally A1 by rotating it with the q component of A0 and
detailed world dynamics and animations. An adding the p component of A0. It then computes the
effective animation system must be able to handle new orientation of A1 by composing q0 with q1,
an increasing number of interactions and support effectively applying the two rotations in order.
the creation of rich virtual worlds.
p ¼ q0 p 1 þ p 0 :
Conventional animation systems, which rely ð1Þ
heavily on hand-crafted state machines and para- q ¼ q0 q 1 :
metric blending of animations, are not suitable for
many scenarios because they do not scale well. Skeletal Mesh Animation
Manually modeling every potential interaction Virtual characters are typically represented using
with a state machine is impractical as the number skeletal meshes, which consist of a set of poly-
of possible state transitions increases combinato- gons that make up the character’s surface and a
rially. To address this issue, motion matching hierarchy of interconnected bones used to deform
(Büttner and Clavet 2015) was developed as a the polygons. The polygons are composed of ver-
data-driven animation technique that does not tices, and the way in which each bone influences
explicitly model every possible interaction. the movement of the polygons it is associated with
Instead, it searches an animation database for the is determined by skin weights, which are assigned
most suitable short sequence for a given set of to each vertex of the mesh. This process, known as
circumstances. mesh skinning, is used to bind the character’s
Motion matching has been widely adopted by surface to its bones. However, the specifics of M
game studios, including For Honor (Clavet 2016), mesh skinning are not covered here.
EA Sports UFC 3 (Harrower 2018), The Last of It is useful to model a chain of bones such that
Us 2 (Michal and Zhuravlov 2021), and Control rotating a bone automatically applies the same
(Ilkka and Ville 2021). rotation to its children. To do this, each bone i is
I ðiÞ
modeled using an affine transformation Ai that
is defined relative to the affine space of its parent
I ðIðiÞÞ
Character Animation AIðiÞ , where I(i) is a function that maps bone i to
its parent. This is achieved by applying the inverse
In order to create an animation system, a mathe- transformation of the parent, AI(i)i ¼ A1I(i) Ai.
matical model of the character and its movements The pose of a character at frame k is then
over time must be developed. This includes defin- represented as an ordered set of N affine trans-
ing the foundational concepts and data structures I ð1Þ I ðN Þ
formations, Pk ¼ AW 0,k , A1,k , . . . , AN,k : The
used to represent character animations. Typically,
animations are made up of discrete character root bone’s affine transformation, AW 0 , is special
poses that are stored and interpolated through as and is defined relative to the coordinate system of
time progresses. the game world, as indicated by the W superscript.
The central element in character animation is The above construction has the property that
the affine transformation, which concisely translating the whole set of bones in the game
describes a position and direction in an affine world only involves translating AW 0 : However,
space. An affine transformation A is defined by a when rendering the character, converting every
translation p ∈ ℝ3 and a rotation q∈3 , both relative transformations to the game world coor-
relative to an affine space. Affine transformations dinate system is necessary. Each bone has exactly
can also include a scale component, but in the case one parent, meaning that one can compute every
of human bones, which are rigid and of constant world space affine transformations in a single
1186 Motion Matching: Data-Driven Character Animation Systems
ordered pass starting from the root bone using values such as the desired character position in
forward kinematics. For example, if the bones 60 frames or the foot starting position at the start
with indices 1 and 2 have parents indexed as of the sought short sequence. This obtained pose
0 and 1, respectively, the calculations will be sequence is then intelligently blended into the
0
A 1 ¼ AW0 A1 followed by A2 ¼ A1 A12 : already playing animation. When the goals of
(Fig. 1). the animation system are updated or a fixed inter-
A skeletal mesh animation is therefore a val of time has passed, a new search is performed
sequence of character poses: to find an appropriate short pose sequence and
blend it in. This continuous blending, coupled
s ¼ ½P0 , P1 , . . . :, Pn ð2Þ with the goal of minimizing the new sequence’s
disparity through the search process, is key to
where n is the number of frames in the animation. synthesizing smooth character motion.
For simplicity, it is assumed that the animations To enable the search, the poses Pk of each
are densely sampled at each frame and that the animation sequence s are concatenated to form
sample rate is equal to the application frame rate. K consecutive frames. An algorithm is then used
Playing back an animation in this context is equiv- to search for a frame k⁎ ∈ ℕ : k⁎ < K from which to
alent to flipping through the pages of a flipbook. start playing back a pose sequence. Figure 2 illus-
trates the database structure that contains a global
index mapping to each existing pose. During the
Motion Matching search, the selected frame k⁎ best conforms to the
animation system’s goals. To find the most similar
Motion matching is a technique that works by frame, a set of numerical features that characterize
defining the high-level goals of the animation the situation at each frame k is extracted and
system and searching a database for the short compared to query features, which encode the
subset of an animation that best matches those desired properties of the wanted sequence. Choos-
goals. The system defines goals with concrete ing the appropriate information to put in the
Motion Matching: Data-Driven Character Animation Systems 1187
Motion Matching: Data-Driven Character Animation frame. Also, a mapping per action in the dataset is
Systems, Fig. 2 Schematic of a motion database. All maintained to search only a relevant subset of the data.
pose sequences are concatenated, forming K frames Frames at the end of sequences are invalid as they have no
indexing an array of poses. Each frame is associated with defined future and therefore are not valid candidates to start
a numerical feature vector that describes the situation at the playing back the animation
features, which consists of designing a query see how each frame of data forms a smooth trajec-
space, is fundamental to a working implementa- tory in an hypothetical feature space.
tion of motion matching. Motion matching is essentially making search
Section “Query Space” introduces concrete queries, and the design of the possible queries
M
feature definition and usage, section “Search” pre- impacts the quality of the generated motion. It is
sents the search algorithm, section “Blending” necessary to have simple and general queries. To
describes the motion blending procedure, section improve the generality of spatial features, they are
“Procedural Adjustments” introduce post- encoded in a relative coordinate system based on
processing steps, and section “Making Queries” the character’s facing direction projected to the
touches upon how to create the query features. ground, which is called the character reference
frame. The character reference frame is described
Query Space with an affine transform r which can be applied to
The features reflect the high-level goals of the search any transform as r1 A encoding A in the
because they specify the values that the searched character reference frame. By applying r1, spa-
motion sequence should approach. For example, by tial features and pose sequences are made invari-
considering a character’s in-game right foot position ant to translations and rotations in the plane
as a feature during the search, the system prioritizes relative to the character. For example, the pose
motion that starts with the same right foot position. sequence and spatial features of a character walk-
Similarly, by adding the in-game character’s desired ing forward in any cardinal direction are the same
future right foot position as a feature, the search is in the character reference frame since it is forward
steered toward selecting a motion that will move the with respect to the character’s direction. Thanks to
right foot to that position. The first example is a the invariance provided by the character reference
pose-conserving feature, while the second example frame, it is not necessary to record a separate
is a controlling feature. It is important to balance the walking forward animation for every possible
influence of pose-conserving and controlling fea- direction.
tures to achieve an acceptable trade-off between Each frame k in the database is associated with
responsiveness and smoothness. In Fig. 3, one can a pose and a set of numerical features. The j-th
1188 Motion Matching: Data-Driven Character Animation Systems
frame 71
frame 72
frame 73
frame 74
frame 75
or
g hb
n ei
st
se
clo frame 76
frame 77
frame 78
query frame 79
frame 80 frame 81
Motion Matching: Data-Driven Character Animation query point. The frames form a discretized trajectory in the
Systems, Fig. 3 An hypothetical 2D query space made feature space and the distance between the query and each
from the features of multiple frames of motion data and a frame can be computed
Trajectory J
2
ck ¼ dj,q dj,k ð6Þ
j¼0
Procedural Adjustments the gaps. Finally, designers can mark valid frame
Motion matching is often limited by issues such as sequences in the data to remove duplicates, fix
foot sliding due to the blending of dissimilar poses poor acting, and customize the system’s runtime
or the feet going through the ground in complex behavior.
terrain. Adjusting the pose data of a found In addition to having high-quality data, it is
sequence to mitigate these artifacts and add other also important to generate query features that
effects depends on the specific requirements of correspond to the recorded features, or the
a game. matches will be of poor correspondence. Pose-
One approach to addressing issues with the conserving features can be used as-is, since they
feet is to mark each frame index k with two are already derived from previously played back
boolean values indicating whether the right or data. Control features, on the other hand, can be
left foot is in contact with the ground. When more challenging to craft, as they must approx-
playing a sequence in which a foot should be in imate natural human locomotion while being
contact, the system can use this information to generated from a game controller. One common
ensure that the foot reaches the ground and does approach is to simulate the evolution of a spring
not move too much horizontally (on non-slippery to generate natural and parameterized future
surfaces). To accomplish this, the system can trajectories. Holden (2021b) presents live exam-
adjust the position of the foot to stay on top of ples and rigorous derivations of such spring
the ground geometry beneath it. This can be simulation for games. The spring behavior can
achieved by performing a raycast, which be tuned through multiple parameters to match
involves shooting a virtual ray to detect the ter- the desired control scheme and generate appro-
rain geometry by finding the closest collisions. priate queries.
For a typical foot-knee-hip bone chain, the
adjustment can be made by finding the knee and
hip rotations that allow the foot to reach the Conclusion M
desired location. In general, this problem of find-
ing such rotations is known as Inverse Kinemat- This entry delves into the use of motion matching
ics (Aristidou et al. 2018). There is an efficient techniques in character animation systems for
closed-form solution for a two-joint kinematic video games. It presents a mathematical descrip-
chain in a fixed plane, and readers can refer to tion of motion matching, the main components of
Holden (2017) for an intuitive derivation. a motion matching-based animation system, and
practical guidelines followed by industry
Making Queries practitioners.
To be effective, the animations played back by Motion matching synthesizes responsive,
motion matching must be of high quality and smooth motion by selecting the most appropriate
include sufficient variations to cover a wide animation subsequence for the current game situ-
range of gameplay scenarios. Traditionally, ation and blending it with the currently playing
motion clips are recorded through motion capture, animation. The construction of the query space, a
either by having the actor perform a precisely retrieval space that separates potential starting
orchestrated choreography or by allowing them points of animation subsequences through
to move freely and randomly. Structured and featurization at each frame, is a key element of
unstructured motion clips can both be useful in the algorithm. By comparing recorded frame fea-
this context. Because of the vertical symmetry of tures with features constructed at runtime, it is
the human body, the data can be mirrored to possible to find the closest frame of animation
reduce the number of necessary takes by half in from which to start blending. Forming queries
well-planned sessions. However, it is difficult to that match the data and the prepared query space
anticipate and capture every possible transition, so is crucial to achieve satisfactory motion smooth-
unstructured takes can also be useful in filling in ness and responsiveness.
1192 Motion Planning in Computer Games
Those interested in learning more about Holden, D.: Code vs data driven displacement (2021a).
motion matching techniques can refer to https://theorangeduck.com/page/code-vs-data-driven-
displacement
(Bergamin 2021) for a thorough mathematical Holden, D.: Spring-it-on: The game developer’s spring-
definition, (Häfliger and Kurabayashi 2022) and roll-call (2021b). https://theorangeduck.com/page/
(Holden et al. 2020) for implementation details, spring-roll-call
and (Holden 2021a) for a standalone open-source Holden, D., Kanoun, O., Perepichka, M., Popa, T.: Learned
motion matching. ACM Transactions on Graphics.
implementation. 39(4), 1–13 (2020). https://doi.org/10.1145/3386569.
3392440
Hotelling, H.: Analysis of a complex of statistical variables
Cross-References into principal components. J Educ Psychol. 24(6),
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Häfliger, A., Kurabayashi, S.: Dynamic motion matching:
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Neural-Networks change, making predefined paths unsuitable.
Motion Planning in Computer Games 1193
New obstacles may be introduced in the gaming indirect or delayed or immediate reward and
environment unpredictably, making motion plan- punishment.
ning necessary. Position of goal, like the treasure Navigation mesh: A navigation mesh is
to be seized, may change unpredictably, making obtained by partitioning the free space into con-
motion planning indispensable. Even if it is pos- vex polygons or polyhedrons, commonly referred
sible to predefine paths that are guaranteed to to as cells. A collision-free path can then be found
remain collision-free in some games, motion plan- by searching a graph capturing connectivity of
ning is needed to synthesize diverse paths to avoid these cells and joining subpaths contained in
predictability and unnatural motion. Some games these cells.
have too many moving characters to predefine Roadmap: In the context of motion planning,
paths for, and motion planning is important for a roadmap is a graph such that each of its vertices
them even if they are nonplaying characters is a configuration of a moving agent like a point
because they enhance player experience. Even if robot and each edge represents transition from one
there are very few moving characters, there may configuration to another through movement. If a
be too many combinations of motion constraints roadmap is connected and is stored for future use,
to be satisfied at different times, making pre- a path from an initial configuration to goal con-
computation of motion plans infeasible. Other figuration can be found by connecting each of
reasons for motion planning include expansion them to some vertex in the roadmap, instead of
of the gaming environment enabled by portals, finding from scratch.
different speeds of characters, and multiple loco- Waypoints: They are points between start and
motion modes of characters. In some computer goal configurations used to guide an agent’s
games, the challenge lies in deciding where to navigation.
move next and not how to move there. In some Voronoi diagram: Given a two-dimensional
computer games, the challenge lies in finding how shape and a set of n points called seeds or sites, its
to move to goal and not selecting goal. Some of Voronoi diagram is a collection of points
M
the references in this article do not describe a partitioning the shape into n regions such that all
computer game, but some ideas in them are usable points in each region are at least as close to one
in computer games. The emphasis of this article is seed as any other seed.
on representative heuristics, strategies, tactics, Generalized Voronoi diagram (GVD): Given
challenges, geometric and logical representations, a shape S with shapes inside it, like a polygonal
types of constraints to be satisfied, and evaluation boundary with polygons within it, the GVD of S is
metrics in motion planning in computer games the collection of points such that each of these
and not on physics of motion and algorithmic points is equidistant from at least two shapes in
details. S closest to it.
Medial axis: The medial axis of a shape is the
set of centers of largest balls that can fit inside the
Terminology shape such that each ball meets the boundary of
the shape only tangentially at least two points.
Degrees of freedom: The number of degrees of The medial axis changes if the object is
freedom (DOFs) of a moving agent is the mini- deformed.
mum number of parameters whose values need to Motion clip: It is a short video containing
be specified to completely specify the position and motion of one or more objects.
orientation of each part of the agent with respect to Motion graph: A vertex of a motion graph is a
a fixed coordinate system. motion clip or component of a motion clip. An
Desirability map: It shows the desirability of edge of this graph represents that a transition from
visiting individual locations in a gaming world. one clip to another is possible, making compound
The desirability is usually computed by combin- motion possible by joining motion clips
ing the values of attributes related to direct or connected by the edge. The graph can have cycles.
1194 Motion Planning in Computer Games
Motion database: A motion database used for connected by 18 joints. The object carried by the
computer animation contains motion clips. mannequin has 6 degrees of freedom. Since it is
Inverse kinematics: It is a process which finds extremely hard to find a collision-free path for a
positions and orientations of parts of a moving system with 59 degrees of freedom, the system is
agent which ensure that a specific subsystem of first treated as a 9-DOF system by constraining the
the agent (usually the end effector like a gripper) configurations of the mannequin and the object.
is in the desired configuration. Once a collision-free path is found, the frozen
Sampling-based motion planning: It is a par- parts of the system are animated in a collision-
adigm which involves creating samples free manner to create a natural motion.
(geometric configurations) of the moving agent, The path planning approach in (Juarez-Perez
randomly or with a bias, and connecting them to and Kallmann 2018) associates a clearance, pref-
create a roadmap which is used for finding a erence, and cost with each behavior. They con-
collision-free path. sider three behaviors – (i) frontal walking,
(ii) constrained frontal walking, and (iii) lateral
walking or sidestepping. Arms are relaxed during
Motion Planning for One Agent frontal walking, but this behavior needs higher
torso clearance. Frontal walking is the most pre-
Motion planning for one agent is relevant when ferred behavior and costs the least. Constrained
there is only one moving agent or there are mul- frontal walking needs lower torso clearance, costs
tiple agents that move fully independent of each more, and is less preferred. Lateral walking is the
other without having to worry about collisions least preferred behavior among the three, costs the
among them, but collisions with nonmoving most, but needs the least clearance, making it
objects are to be avoided. Kovar and others indispensable for navigation through narrow pas-
(Kovar et al. 2002) introduced motion graphs for sages. For efficiency, their approach doesn’t check
efficient composition of motions to create com- for collisions between certain obstacles (like short
pound motions. Rahim and others (Rahim et al. obstacles) and torso of the moving character since
2009) report on creation of motions for animated such collisions are impossible. Their layered
characters using motion graphs derived from approach initially finds a collision-free path
motion clips from a motion database. These using the costliest behavior (sidestepping) which
motion clips contain running, walking, jumping, is also the least preferred behavior and needs the
and other types of movement. They review dis- least clearance. The layered approach then tries to
tance metrics used to find similar poses in clips to reduce the path cost by improving the initial path
find transitions possible between motion clips or using more preferred behaviors which also cost
their components, to establish the edges of a less and need higher clearance. The path planning
motion graph. The virtual agent in (Rashidian approach in (Kapadia et al. 2013) handles hard
et al. 2014) has to visit at least one goal from and soft constraints. Each soft constraint has a
each of the k groups of goals, starting from the weight showing how important its satisfaction
given initial configuration in presence of static is. Satisfaction of hard constraints is mandatory.
obstacles. This is referred to as multigroup motion Satisfaction of soft constraints is optional. Some
planning in (Rashidian et al. 2014). Their of the nodes and edges in their hybrid state-
approach includes finding a tour for the virtual transition graph are obtained by partitioning the
agent without considering obstacles and using free space into triangles in a specific way. Some
sampling-based motion planning to consider nodes and edges in this graph are obtained by
obstacles. Their experiments included a ground laying a uniform grid over the free space such
vehicle and an aerial vehicle. The digital manne- that a node in the grid has up to eight neighbors.
quin in (Arechavaleta et al. 2004) has 53 degrees Some nodes and edges in this graph are obtained
of freedom. It is composed of 20 rigid bodies by laying triangles over the free space for
Motion Planning in Computer Games 1195
the attacking robot. The number of strategies for The crowd simulation model in (Liu and Chen
each player in this reach-avoid game is the num- 2008) allows different types of agents. Their imple-
ber of cells it can move to next. The payoff for the mentation has many birds, deer, and tigers. Besides
defender for strategy combination (i,j) is e(ai, t)/e having different speed and acceleration, they exhibit
(ai, dj) where function e is the Euclidean distance different behaviors. Birds fly or rest. Deer wander,
between its arguments, ai is the cell in which the march toward goal, or evade tigers. Tigers wander,
attacker will end up by following strategy i (same trace deer, and attack. There is a finite-state machine
as moving to cell i), t is the target cell the attacker (FSM) for each kind of animal. The FSMs specify
is trying to reach, and dj is the cell in which the conditions for transition between behaviors.
defender will end up by following strategy j (same The main objective of the crowd simulation
as moving to cell j). The attacker wants to move to approach in (Chang and Li 2008) is maintaining
minimize this payoff. The defender wants to move the shape of the crowd, e.g., a square or convex
to maximize this payoff. This model can be real- nonagon. Opposing troops in a battle can form
ized in computer games in multiple ways, e.g., different shapes. Their approach first generates a
having one attacker and one defendant with mul- path for the shape representing the crowd. If
tiple target cells that vanish if not reached in cell- needed, the shape is deformed to avoid obstacles.
dependent time, having multiple attackers and one Individual agents exhibit different behaviors
defendant, having one attacker and multiple within the shape, e.g., changing or maintaining
defendants, and allowing an attacker to be cap- speed or orientation or staying still. A gamified
tured a certain number of times. Instead of gener- approach to crowdsourced design of floor plans is
ating the payoff matrix with all strategy presented in (Chakraborty et al. 2017). Human
combinations to guide the movement of players don’t plan motions of characters. They
computer-controlled characters, a partial payoff design floor plans by choosing the locations and
matrix with randomly chosen strategy combina- numbers of doorways, walls, and pillars, starting
tions can be used. This will not only be computa- with the layout provided by an architect or
tionally efficient, but it will also often result in designer. A player can change density of crowd
suboptimal choices for computer-controlled char- and distribution of agent speed, acceleration, and
acters which will make them more believable and agent width and height. After designing the floor
boost the morale of the human player by increas- plan, a human player can run simulation which
ing his/her chance of winning. ends after evacuation of the environment is com-
plete. Players are ranked based on evacuation
time. This work can be viewed as a way to verify
Motion Planning for Crowds that motion planning and execution meeting cer-
tain constraints is possible in the given environ-
Li and others (Li et al. 2017) present an ment. By running simulations with different
implemented and evaluated hybrid approach to parameters, one can find how motion-friendly an
model motions of agents in a crowd. In an agent- environment is. Some approaches to crowd simu-
based approach to crowd simulation, each agent is lation involve guiding the moving characters
autonomous. In cellular-automaton approach to along medial axis or the edges of a Voronoi dia-
crowd simulation, agents have no autonomy at all. gram or a GVD or some other type of roadmap.
In the hybrid approach in (Li et al. 2017), each agent Though this can result in slow movement of
is autonomous and has a positive tolerance value characters due to waiting and make motion
which is the number of time steps for which it can look unnatural and predictable, it makes
wait in its current cell before moving to the next cell. collision avoidance easier. The approach in
When multiple agents want to move to the same (Oliva and Pelechano 2013) dynamically gener-
cell, the agent which waited the longest in its current ates waypoints for characters with different radii
cell has the highest probability of moving to the cell. to avoid these problems.
Motor Disability 1197
Introduction
Movie-Making of
Spatiotemporal Dynamics in This entry describes the development and use of
Complex Systems the art of movie-making in order to display spa-
tiotemporal dynamics in complex systems such
Jeffery Jonathan Joshua ( )ישועDavis1 and as brains. This qualitative tool has been used in
Robert Kozma2 visualizing, analyzing, and understanding brain
1
The Embassy of Peace, Whitianga, New Zealand dynamics as a new form of the art of encephalog-
2
CLION, Department Mathematical Sciences, raphy (Davis et al. 2015; Davis and Kozma 2013).
University of Memphis, Memphis, TN, USA This tool has also been applied in order to visual-
ize individual heart rate variability (HRV) in
group dynamics in the study of psychophysiolog-
Synonyms ical coherence and its relationship to inner peace
and social harmony (Davis et al. 2018; Heart
The art of electroencephalography Coherence Ratio per Participant 2018). It would
be possible, in principle, to apply this method to
study any complex system that can be described as
Definitions an array of signals that comprises a region of a
system, which can be described as a whole in
Electroencephalography, or EEG, is an electro- itself, for example, regions of the visual cortex.
physiological monitoring device comprised of This comes as a new and more advanced way to
multiple electrodes (small, flat, metal discs with display images with the purpose of visual discrim-
thin wires) placed on the scalp that send signals to ination associated with the different brain cogni-
a computer in order to noninvasively measure and tive states or heart coherent states, for example, in
record electrical activity on the scalp. EEG can be order to better understand and formulate theories
used in cognitive research or to diagnose condi- of different stages of cognitive processes related to
tions such as epilepsy and sleep disorders. the creation of knowledge and meaning, inten-
Biofeedback systems are computerized tional action, and value-based decision making
devices that provide information about the activ- (Davis and Kozma 2013; Davis et al. 2015a;
ity of physiological measures, such as heart rate Kozma and Davis 2018). The movies allow us to
variability, in order to learn how to modulate at visualize different patterns of behavior in different
will specific body functions to improve energy conditions produced by different stimuli based
management, health, self-mastery, and general on experimental data. By careful observation of
well-being. Biofeedback systems may include each of these movies, the researcher learns to
EMG machines, ECG, heart rate variability, res- identify different structures and visual patterns
piration, and EEG among others. where, for example, large-scale synchronizations
Heart rate variability (HRV) is a measure of and desynchronizations can be observed across
the patterns prescribed by inter-beat intervals of different frequency bands (Davis et al. 2013;
time and the functioning of the heart. HRV has Myers et al. 2014).
been described as a psychophysiological bio-
marker to assess coherent or stressful states asso-
ciated with respiration, cognition, and emotions Overview of the Methodology
(McCraty et al. 2009).
Psychophysiological coherence has been A thorough description of this methodology, par-
widely described as a state conducive to optimal ticularly applied to brain data, has been presented
cognitive performance, improved health and also in previous work (Davis et al. 2015) together with
associated to inner balance, peace, and harmony an introduction to the different costs and benefits
(McCraty et al. 2009). associated to it in terms of time consumption (hours
Movie-Making of Spatiotemporal Dynamics in Complex Systems 1199
Time (hours)
from brain data, for example, the more man and
computer power is required. However, with a fair 600
amount of people, like a team of two (2), and two 400
(2) relatively powerful laptops, a considerable 200
amount of movies can be made. It is important to 0
note that in “The Art of Encephalography to 1 2 3 4 5 6 7 8 9 10
Understand and Discriminate Higher Cognitive Steps
Functions Visualizing Big Data Imaging Using
Movie-Making of Spatiotemporal Dynamics in Com-
Brain Dynamics Movies” (Davis et al. 2015), plex Systems, Graph 1 Working time per step in the
39 experiments (runs) in 4 bands for 4 indices movie-making methodology
(signals), for a total of 624 individual movies,
were produced for a total work time of around identify, in the case of brain dynamics, the different
1623 h, which equates to around 10 or 5 months stages in the manifestation of, for example, a
(1623 h) with 1 or 2 fulltime analysts, respectively, hypothesized cycle of creation of knowledge and
each working 5 days a week for 8 h a day. To meaning. These types of studies have been
illustrate this, it is important to note that the meth- conducted both in animals and humans to capture
odology is comprised of ten (10) steps as follows: brain dynamics in response to salient stimuli (Davis
and Kozma 2012; Kozma et al. 2012), as well as the
Step 1: Signal preprocessing and movie genera- study of brain dynamics in different cognitive states
tion (~52 h) (Davis et al. 2016; Davis et al. 2017).
Step 2: Movie downloads to computer (~4 h)
Step 3: Organization and editing of projects Movie-Watching and Pattern Recognition
(~13.3 h) It is conjectured that movie viewing will allow a
M
Step 4: Synchronization of different runs or better understanding of learning, adaptation, and
experiments into one movie that displays cognition in general, by allowing researchers to
them all at the same time (~960 h) familiarize themselves with very distinct patterns
Step 5: Corrections and art editing (~96 h) of the behavior of a complex system, like, for
Step 6: Rendering and further editing (~224 h) example, group coherence and synchronization
Step 7: Exporting edited movie (~128 h) between individuals in different group activities
Step 8: Finalizing corrections and speed calibra- (McCraty 2017; McCraty et al. 2017; Timofejeva
tion (~8 h) et al. 2017). In the case of cognition and con-
Step 9: Final rendering (~42 h) sciousness, many of the philosophical implica-
Step 10: Exporting and publishing final movie to tions associated with intentional behavior and
website (~96 h) value-based decision-making that have been
published (Davis et al. 2015a; Davis et al. 2017;
The distribution of the workload across all steps Kozma and Davis 2018) highlighted the value of
is presented in Graph 1. Note that, Step 4 together using brain dynamics movies in the uncovering of
with Step 6 are the major time-consuming activities different cognitive states and the cycle of creation
requiring manpower skills, and therefore, in order of knowledge and meaning.
to cut that time, more people, computers, software,
and working space are needed. Further Comments on the Art of
Encephalography
Movie-Making and the Art of In summary, it can be said that viewing brain
Encephalography via EEG Measurements dynamics movies will allow a significant impres-
These movies allow researchers to explore the tem- sion of brain events for different measurements,
poral evolution of spatial patterns where they can brain events across bands and the different stages
1200 Movie-Making of Spatiotemporal Dynamics in Complex Systems
of the cycle of creation of knowledge and mean- One can imagine every element of this matrix
ing, as well as the design of better monitors and to be a pixel or a point to be displayed in a surface
biofeedback systems that will have to meet the plot. If one assigns a color to each point and
challenge of efficiently processing large amounts displays the surface in each time step (t), then
of data online. With that in mind, many the color patterns may reveal an orderly move-
researchers interested in the study of conscious- ment. When this set of surface plots is captured as
ness and cognition, for example, will be able to frames of a movie and they are played at a certain
discuss their insights after watching brain dynam- speed, then the emergence of a spatiotemporal
ics movies in a set of iterative brainstorming ses- pattern may be observed. An example could be a
sions. One can imagine and be positive that this simulated set of signals that could represent elec-
kind of activity and approach will allow the emer- trodes implanted on the cortex of an epileptic
gence of better theories about brain functions, patient, in order to measure brain activity via
cognition, and consciousness in general. It is ECoG. The following fictional example portrays
important to note that this way of visualizing a square array of 1212 as if it was placed
brain dynamics has been inspired by the work of on the cortex of a patient with epilepsy, similar
Walter J. Freeman who was a great pioneer and to the ones described in recent studies (Heck
luminary of systems neuroscience. et al. 2016). The simulated patterns that emerge
could look like the following sequence of surface
plots in different moments of simulated data
Methodology and Applications plotting amplitude values in the range of [0,10],
as in Fig. 1.
Usually complex systems are represented as a set Similar to the above simulated signals, recent
of signals or time series which share a certain studies using this methodology have shown that
correlational or causal structure, and when viewed spatiotemporal brain dynamics could be tracked
independently as a collection of plots over the in terms of amplitude modulation patterns that
same time axes, a substantial amount of informa- could reveal responses to stimuli (Davis and
tion related to the spatial configurations and pat- Kozma 2013; Davis et al. 2013). This same meth-
terns that arise in each moment or time step (t) is odology could be applied to brain dynamics mea-
lost. In order to capture the spatiotemporal sured on the scalp of a human, where the
dynamics, the need arises to display the signals, electrodes are placed all over the scalp and their
xi(t) with i ¼ 1,2,. . .N2 in a new configuration, as associated signals are displayed for each point in
follows: the matrix, in each time step (t). In recent studies,
the dominant frequency band (theta, alpha, beta,
or gamma) has been studied under different cog-
nitive modalities and these kinds of movies were
used to track changes in the dominant frequency
band (representing brain dynamics) for each part
of the cortex (Davis et al. 2016, 2017). Figure 2
depicts two (2) moments where the change in the
dominant frequency band can easily be appreci-
ated for the arrangement of electrodes placed on
the scalp that were obtained in the study just cited
before (Davis et al. 2017). The displays show a
spatiotemporal landscape related to one partici-
pant, in one particular time, in one particular
modality (EEG Dunedin Movies 2018).
Similar movies can be developed based on
studies of group dynamics using the heart rate
Movie-Making of Spatiotemporal Dynamics in Complex Systems 1201
Movie-Making of Spatiotemporal Dynamics in Com- 4 different consecutive times and the evolution of the
plex Systems, Fig. 1 Simulated signal amplitudes system for t ¼ 0 (top left), t ¼ 1 (top right), t ¼ 2 (bottom
(144) placed in an imaginary 1212 array showing left) and t ¼ 3 (bottom right)
variability (HRV) or a coherence ratio measure of Davis and Kozma 2018). Studies conducted in
each participant as the signal to be displayed in recent years using this methodology have shown
each time step (t), showing a group spatiotemporal that brain dynamics associated with intentional
landscape as shown in (Davis et al. 2018; Heart behavior have their foundation and are deeply
Coherence Ratio per Participant 2018) (Fig. 3). rooted in the creation of knowledge and meaning
It is important to note that these kinds of stud- that takes place in mind-brain dynamics (Davis
ies with the aid of complex systems movies, like et al. 2015a; Davis 2018; Kozma and Davis 2018).
brain dynamics movies, could assist in the under-
standing of consciousness associated to different
cognitive states, as in meditation and relaxation, Conclusions and Future Perspectives
or energy-consuming activities like reading diffi-
cult material, revealing different patterns in both A methodology has been presented for displaying
brain and HRV dynamics (Davis et al. 2017; signals related to complex systems like brains and
1202 Movie-Making of Spatiotemporal Dynamics in Complex Systems
EEG Frequency per channel in 1s window EEG Frequency per channel in 1s window
second: 51 second: 57
45 45
40 40
45 45
40 35 40 35
35 35
30 30 30 30
25 25
20 25 20 25
15 15
20 20
10 10
5 15 5 15
0 0
ch 1 ch 1
10 10
ch 6 ch 25 ch 6 ch 25
ch 11 ch 24 5 ch 11 ch 24 5
ch 23 ch 23
ch 16 ch 22 ch 16
0 ch 22 0
Left side channels ch 21 ch 21 Back channels Left side channels ch 21 ch 21 Back channels
Movie-Making of Spatiotemporal Dynamics in Com- electrodes are anchored in zero (red), showing two (2) dif-
plex Systems, Fig. 2 Displays of the dominant fre- ferent moments in the evolution of human brain dynamics
quency band for 19 electrodes that cover the scalp and for t ¼ 51 s (left) and t ¼ 57 s (right)
are arranged in a 55 array where six (6) dummy
Movie-Making of Spatiotemporal Dynamics in Com- (23, 24 and 25) are left in zero (0). Left: Baseline activity
plex Systems, Fig. 3 Display of the HRV coherence around 8:36 a.m. (low group coherence) and Right:
ratio for twenty two (22) participants in two (2) different A group meditation activity around 6:20 p.m. (high group
activities over an array of 55 where three (3) positions coherence)
communities among others, where the displays quality movies, very close to online times biofeed-
are turned into movies based on sequential frames, back system displays. These kinds of new tech-
where the evolution and dynamics of the system nologies could facilitate an efficient and
can be qualitatively studied in space and time. The comfortable qualitative interaction between com-
challenges associated with the production of puters and humans through brain-computer inter-
these movies are various, requiring efficient big- faces, where humans can presumably learn to
data processing algorithms and computer tech- modulate their own internal cognitive and psycho-
nologies that minimize the latencies between physiological states and in so doing, minimize
frame displays. This will ideally allow good stress and improve well-being. The use of this
Movie-Making of Spatiotemporal Dynamics in Complex Systems 1203
methodology can be foreseen in the study of cog- Davis, J.J., Kozma, R., Freeman, W.J.: Neurophysiological
nition and consciousness by increasing the exper- evidence of the cognitive cycle and the emergence of
awareness. Paper presented at International Joint Con-
imental database that is derived from EEG ference on Awareness Science and Technology and
measurements on the scalp of human participants Ubi-Media Computing (iCAST-UMEDIA), Aizu-
under different modalities presumably leading to Wakamatsu, Japan, 2–4 Nov 2013
different cognitive states. It also can be Davis, J.J.J., Kozma, R., Freeman, W.J.: The art of enceph-
alography to understand and discriminate higher cog-
conjectured that with a careful visual and statisti- nitive functions visualizing big data imaging using
cal analysis (qualitative and quantitative), brain dynamics movies. Procedia Comp. Sci. 53(1),
researchers will be able to uncover the intrinsic 56–63 (2015)
relationship between signals associated to respi- Davis, J.J, Kozma, R., Lin, C-T, Freeman, W.J.: Spatio-
temporal EEG pattern extraction using high-density
ration and brain-heart dynamics. It has been scalp arrays. Paper presented at The 2016 International
shown that human beings can generate psycho- Joint Conference on Neural Networks (IJCNN), Van-
physiological states which are reflected in HRV couver, 24–29 July 2016
and that are conducive to cognitive clarity and Davis, J.J.J., Lin, C.-T., Gillett, G., Kozma, R.: An integra-
tive approach to analyze EEG signals and human brain
stress reduction (Heck et al. 2017). It is likely dynamics in different cognitive states. J. Artif. Intell.
that in the future, the use of this methodology in Soft Comput. Re. 7(4), 287–299 (2017)
the implementation of biofeedback systems will Davis, J.J.J., Schübeler, F. Kozma R.: Heart rate variability
assist human beings in the mastery of inner peace, dynamics and its implications for individual psycho-
physiological coherence in community dynamics while
general well-being, and social harmony, where in Meditation or other presumably beneficial activities.
ideally one will be able to self-monitor heart- Open Science Framework. https://osf.io/rywq4/
brain-respiration and other physiological signals (2018). Accessed 06 Apr 2018
almost in online time (minimal latency) and all EEG Dunedin Movies. The Science of Peace website.
https://thescienceofpeace.weebly.com/experiments%
signals at the same time. 2D%2Dresearch1.html. Accessed 01 Apr 2018
Heart Coherence Ratio per Participant (First HRV Paper).
The Science of Peace website. https://thescien
M
ceofpeace.weebly.com/experiments%2D%2Dresearch.
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Heck, D.H., McAfee, S.S., Liu, Y., Babajani-Feremi, A.,
Davis, J.J.: Pragmatic information, Intentionality & Con- Rezaie, R., Freeman, W.J., Wheless, J.W.,
sciousness. J. Conscious. Explor. Res. 9(2), 113–123 Papanicolaou, A.C., Ruszinkó, M., Kozma, R.: Corti-
(2018) cal rhythms are modulated by respiration. BioRxiv.
Davis, J.J.J., Gillett, G., Kozma, R.: Revisiting Brentano https://www.biorxiv.org/content/early/2016/04/16/
on consciousness: striking correlations with Electrocor- 049007 (2016). Accessed 28 Mar 2018
ticogram findings about the action-perception cycle and Heck, D.H., McAfee, S.S., Liu, Y., Babajani-Feremi, A.,
the emergence of knowledge and meaning. Mind Mat- Rezaie, R., Freeman, W.J., Wheless, J.W.,
ter. 13(1), 45–69 (2015a) Papanicolaou, A.C., Ruszinkó, M., Sokolov, Y.,
Davis, J.J., Kozma, R.: Analysis of Phase Relationship in Kozma, R.: Breathing as a fundamental rhythm of
ECoG using Hilbert Transform and Information Theo- brain function. Front. Neural Circuits. 10(115),
retic Measures. Paper presented at The 2012 Interna- (2017). https://doi.org/10.3389/fncir.2016.00115
tional Joint Conference on Neural Networks (IJCNN), Kozma, R., Davis, J.J.J.: Why do phase transitions matter
Brisbane, 10–15 June 2012 in minds. J. Conscious. Stud. 25(1–2), 131–150 (2018)
Davis, J.J., Kozma, R.: Creation of Knowledge & Meaning Kozma, R., Davis, J.J., Freeman, W.J.: Synchronized min-
Manifested via Cortical Singularities in Cognition. ima in ECoG power at frequencies between Beta-
Paper presented at The 2013 I.E. Symposium Series gamma oscillations disclose cortical singularities in
on Computational Intelligence (SSCI) Cognitive Algo- cognition. J. Neurosci. Neuroeng. 1(1), 13–23 (2012)
rithms, Mind, and Brain (CCMB), Singapore, 16–19 McCraty, R.: New Frontiers in heart rate variability and
Apr 2013 social coherence research: techniques, technologies,
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Paper presented at The 3rd International Neural Net- https://doi.org/10.3389/fpubh.2017.00267
work Society Conference on Big Data and Deep Learn- McCraty, R., Atkinson, M., Stolc, V., Alabdulgader, A.A.,
ing (INNS BDDL), Sanur – Bali, Indonesia, 17–19 Apr Vainoras, A., Ragulskis, M.: Synchronization of human
2018 [in press] autonomic nervous system rhythms with geomagnetic
1204 MR
▶ Peer-to-Peer Gaming
Multicolor Rainbow Hologram
Multiplayers
Multi-user Virtual Environments for Education, Fig. 1 Avatar examples for 3D MUVEs
learning, inquiry-based learning, game-based • It opens up new learning spaces and custom-
learning, role-playing, virtual quests, collabora- ized environments for rehearsal and explora-
tive simulations, collaborative construction, tion, experimentation and design, production,
design courses, language teaching and learning, and user-generated content.
virtual laboratories, virtual fieldwork, and attend- • It provides broader capabilities for learner-led
ing classes (Duncan et al. 2012). activity as well as problem-based and explor-
These environments’ educational potential is atory learning.
summarized as follows (Kluge and Riley 2008; • It provides learners with interaction via text,
Freitas and Veletsianos 2010; González et al. voice chat, or some animation movements.
2013; Papachristos et al. 2014; Antonio et al. • It offers remote access.
2015; Dad et al. 2016): • It allows creation of a parallel world without
limits to creativity and possibilities as the
financial, spatial, and material constraints and
• It reorganizes and extends social interactions
the laws of physics are not applicable.
and collaborations.
• It provides a free environment for learning.
• It supports active participation or “learning by Three-Dimensional Multi-user Virtual
doing” via authentic learning activities. Environments for Authentic Learning
• It increases learner engagement, motivation,
collaboration, and communication. 3D MUVEs can be used for pedagogical
• It presents new opportunities and additional classroom activities that are costly, complex,
scope for creativity in learning such as role- and even dangerous for learners and educa-
playing and mentoring. tors. 3D MUVEs offer opportunities to design
• It supports deeper learning by embedding sim- authentic learning environments that focus on
ulations that are difficult to replicate in the real real-world complex problems and their solu-
world including buying, selling, constructing tions, using role-playing exercises, problem-
buildings, dancing, clubbing, and even learn- based activities, case studies, and participat-
ing and training. ing in virtual communities of practice
Multi-user Virtual Environments for Education 1207
(Lombardi 2007). Herrington et al. (2002) Users utilize these environments for different pur-
identified ten characteristics of authentic poses such as education, business, and entertain-
learning environments: ment. They may not always be appropriate for
education because of user safety concerns, and
• Authentic activities have real-world relevance. authorization is limited to a user’s land and avatar.
• Authentic activities are ill-defined, requiring In addition, there is a fee to customize some
students to define the tasks and sub-tasks of these environments. In these cases, the open
needed to complete the activity. source platform called OpenSimulator can be
• Authentic activities comprise complex tasks to used to create custom 3D MUVEs without fees
be investigated by students over a sustained or limitations.
period.
• Authentic activities provide the opportunity for
students to examine the task from different OpenSimulator
perspectives, using a variety of resources.
• Authentic activities provide the opportunity to OpenSimulator (OpenSim) written in C# is not a
collaborate. virtual world. It is an open source multi-platform,
• Authentic activities provide the opportunity to multi-user 3D application server to create your
reflect. own virtual world (OpenSimulator 2017a)
• Authentic activities can be integrated and released under the BSD License. It provides the
applied across different subject areas and lead ability to customize and design virtual worlds for
beyond domain-specific outcomes. developers. OpenSim has features to support
• Authentic activities are seamlessly integrated developers and users including:
with assessment.
• Authentic activities create polished products • It runs on both a localhost and server using the
valuable in their own right rather than as prep- Windows and Unix/Linux operating systems.
M
aration for something else. • It supports personal computers as a server.
• Authentic activities allow competing solutions • It supports online, multi-user 3D environments
and diverse outcomes. from one to thousands of simulators.
• It supports different sizes of 3D virtual spaces.
3D MUVEs represent a powerful media for • Users access the same world at the same time.
instruction and have the ability to adapt to differ- • It supports real-time Physics Simulations.
ent learner needs (Mascitti et al. 2012). In addi- • It supports users creating or modifying
tion, they can provide innovative ways to create 3D content in real time.
challenging tasks in context (Iqbal et al. 2010). • It supports using scripting including LSL
Thus, they can act as venues for authentic learn- (Linden Script Language)/OSSL and C#.
ing. Learners are part of a constructed environ- • It supports different database engines such
ment and are engaging with the simulated as SQLite, MySQL, and MSSQL to store all
environment, which is similar to real-life interac- content.
tions (Farley 2016). There are some 3D MUVEs • It supports instant messaging by friends or
that allow designers and users to design a virtual groups.
environment such as Worlds.com (1994), Active • It supports loading different modules for con-
Worlds (1995), Traveler (1996), Whyville (1999), figuration settings.
Moove (2000), Second Life (2003), There (2003), • It supports using external or internal VoIP
IMVU (2004), Kaneva (2004), vSide (2006), services such as Freeswitch or Vivox.
OsGrid (2007), Smeet (2007), Smallworlds
(2007), PlayStation Home (2008), Twinity The latest version of OpenSim was released on
(2008), Blue Mars (2009), and Onverse (2009) August 15, 2017 to users. However, some public
(Pearce et al. 2015; Tüzün and Özdinç 2016). distributors, such as diva distribution, add their own
1208 Multi-user Virtual Environments for Education
modules and configurations and later share their scene plug-in modules, although it is a highly
repackaged OpenSim with users through the BSD complex system (OpenSimulator 2017c). Some
license. It contains the standard OpenSim plus add- of these plug-ins are for the startup of virtual
ons that support more features and tools that make worlds such as the region management plug-in.
the process of running and upgrading the virtual Other plug-ins are responsible for extending the
world easier (Diva 2013). Running in diva distribu- functions of the virtual worlds such as voice or the
tion is easier than OpenSim binary packages. effect of clouds and fog (Sun et al. 2010).
OpenSim can be started in stand-alone or grid After the installation process, a viewer must
mode. Stand-alone mode refers to operating all the be install as a user interface that allows users
data services in a single process when run as one to modify or add connection settings to grids.
or many regions. On the other hand, grid mode The most popular of these viewers are Firestorm,
refers to using separate machines when multiple Singularity, Cool VL, Kokua, Alchemy, and
OpenSim instances run on different machines. Radegast Metaverse Client (OpenSimulator
Running in grid mode is more complicated than 2017d). Most of these viewers are available for
running in stand-alone mode (OpenSimulator Windows, Linux, and MacOSX systems.
2017b). According to the number of users and A default avatar and an empty island will be
intended use of the virtual worlds, the technical displayed in the viewer in the first uploaded envi-
specifications for computers and servers will be ronment (Fig. 2).
different. For example, if a server is used for After installation, OpenSim offers unlimited
20–25 users who perform tasks in virtual worlds, possibilities for users and designers based on
the following specifications will be sufficient: their level. User powers are determined by User
Level and Title (OpenSimulator 2017e).
• CPU: 4 Dual-core
• RAM: 8GB • If a user’s level is 0, the user is defined as
• Bandwidth: If 20 users log in simultaneously, default without any permissions.
10 MB/sec is necessary because each avatar or • If a user’s level is 1, the user may rename
a user will use a minimum of 500 KB. objects without modifying permissions.
• Network Latency: Pings between the client and • If a user’s level is 100, the user may toggle
server should be better than 350 ms. It is impor- character geometry, take copy, set to linden
tant and critical on both upload and download content, claim public land, and take ownership
to the simulator. It will affect avatar movement of an object.
and object or avatar position changes. • If a user’s level is 150, the user can enable land
auctions.
If a server is used for 30–34 users who design • If a user’s level is 200 or 250, the user has full
in virtual worlds at the same time with VoIP, the powers in the virtual world.
technical specifications for the computers and
servers must be improved. In addition, the number Initially, users’ characters, called avatars, are
of objects used is a critical issue for these envi- displayed in the default view. However, they have
ronments so storage capacity is important for an inventory and appearance options. Users can
designers. According to this example, the follow- customize their avatars’ shape, skin, hair, eyes,
ing specifications will be sufficient: clothes, etc. and design their avatars’ outfit.
OpenSim supports file formats and extensions
• CPU: 20 GHz as follows:
• RAM: 32 GB
• HDD: 300 GB SAS 10 K • Video: Flash (.swf), QuickTime (.mov), AVI
• Bandwidth: Unlimited, 1000 Mbps Uplink (.avi), Mpeg (.mpeg), and RealNetworks
Stream (.smil)
OpenSim provides an unlimited ability to • Audio: MP3 (.mp3), WAV (.wav)
customize virtual world applications easily with • Text: Text (.txt)
Multi-user Virtual Environments for Education 1209
Multi-user Virtual Environments for Education, Fig. 2 OpenSimulator default context on viewer
• Image: Bitmap (.bmp), Jpeg (.jpeg), Mpeg • Content: All objects have the ability to store
(.mpg, .mpeg), Portable Networks Graphics script or animation files.
(.png), Macintosh PICT (.pict), Silicon
Graphics (.sgi), Graphics Interchange Format Avatars interact with 3D objects and other ava-
(.gif), Targa (.tga), and Tagged Image File tars by touching them or script triggered behav-
M
Format (.tiff, .tif) iors. In addition, Head-Up Displays (HUDs) are
• 3D Model: Digital Asset Exchange (.dae), useful objects for interaction. These objects can be
COLLADA (COLLAborative Design Activ- attached to an avatar to create custom interfaces
ity), and Extensible Markup Language (.xml) on a user’s screen. Some interactions, messages,
• Compressed files: Compressed TAR Archive or textures can be added in the 2D view on HUDs.
file (.tgz), OpenSimulator Archive (OAR), and OpenSim provides many opportunities for
Inventory Archives (.iar) authentic learning utilizing customized virtual
• Animation: Biovision Hierarchy Animation environments. The National Aeronautics and
File (.bvh, .anim) Space Administration (NASA) sponsored one of
the largest projects with OpenSim, Virtual Mis-
3D objects are designed using basic objects sions, and Exoplanets (vMAX), between 2014
called prims such as a cube or cylinder. Autho- and 2017. vMAX developed a 3D virtual world
rized users create prims, determine their position, using OpenSim to engage middle school students
scale, movement, and rotation, and combine them. and educators. The overall project goal was to
Prims have different features: create a comprehensive NASA resource to engage
students, educators, and the public in the search
• General: Object’s name and description, for worlds beyond Earth. In addition, it aimed to
owner, and permissions. increase student engagement in STEM (Science,
• Object: Object’s x-y-z location, rotation, size, Technology, Engineering, and Mathematics),
type, and physical features. knowledge of exoplanet missions, and awareness
• Features: Object’s light cast and flexible path. of NASA-related careers (NASA n.d.). In this
• Texture: Textures can be 2D images or web project, STEM includes astronomy and physics,
contents on 3D objects. technology such as telescopes and satellites, and
1210 Multi-user Virtual Environments for Education
Opportunities and challenges in the 21st century. Pro- Tüzün, H., Özdinç, F.: The effects of 3D multi-user virtual
cedia Comput. Sci. 25, 330–337 (2013) environments on freshmen university students’ concep-
Herrington, J., Oliver, R., Reeves, T.: Patterns of engage- tual and spatial learning and presence in departmental
ment in authentic online learning environments. Aust. orientation. Comput. Educ. 94, 228–240 (2016)
J. Educ. Technol. 19(1), 59–71 (2002)
Iqbal, A., Kankaanranta, M., Neittaanmaki, P.: Engaging
learners through virtual worlds. Procedia Soc. Behav.
Sci. 2, 3198–3205 (2010)
Kluge, S., Riley, L.: Teaching in virtual worlds: opportu- Multivariate Visualization
nities and challenges. Issues Inform. Sci. Inf. Technol. Using Scatterplots
5, 127–135 (2008)
Lombardi, M.M.: Authentic learning for the 21st century:
an overview. In: Educase Learning Initiative- Advanc- Fabrizio Lamberti1, Federico Manuri2 and
ing Learning Through IT Innovation. Available online Andrea Sanna2
at http://www.lmi.ub.edu/cursos/s21/REPOSITORIO/ 1
Dipartimento di Automatica e Informatica,
documents/Lombardi_2007_Authentic_learning.pdf
(2007). Retrieved on 18 Sept 2017
Politecnico di Torino, Torino, Italy
2
Mascitti, I., Fasciani, M., Stefanellil, C.: Virtual worlds in Dipartimento di Automatica e Informatica,
education: Avatar St.Art and euroversity action- Politecnico di Torino, Turin, Italy
research initiatives. Highlight. 1(2), 253–265 (2012)
NASA: Virtual Missions and Exoplanets (vMAX). Avail-
able online at https://informal.jpl.nasa.gov/museum/
CP4SMP/virtual-missions-and-exoplanets-vmax Synonyms
(n.d.). Retrieved on 18 Sept 2017
OpenSimulator: What is OpenSimulator? Available online Scatter chart; Scatter diagram; Scatter graph; Scat-
at http://opensimulator.org/wiki/Main_Page (2017a).
Retrieved on 27 Oct 2017
tergram; Scatterplot
OpenSimulator: OpenSimulator simulator configuration
file. Available online at http://opensimulator.org/wiki/
Configuration (2017b). Retrieved on 27 Oct 2017
OpenSimulator: 0.9.0.0 Release notes. Available online at
Definition M
http://opensimulator.org/wiki/0.9.0.0_Release (2017c).
Retrieved on 27 Oct 2017 Multivariate visualization by scatterplots is the
OpenSimulator: Compatible viewers. Available online at usage of diagrams to visualize sets of data that
http://opensimulator.org/wiki/Compatible_Viewers have more than three variables.
(2017d). Retrieved on 27 Oct 2017
OpenSimulator: UserLevel. Available online at http://
A scatterplot is a chart or mathematical dia-
opensimulator.org/wiki/Userlevel (2017e). Retrieved gram displaying a set of data as a collection of
on 27 Oct 2017 points using Cartesian coordinates, usually
Papachristos, N.M., Vrellis, I., Natsis, A., Mikropoulos, T.A.: defined by horizontal and vertical axes. Each
The role of environment design in an educational multi-
user virtual environment. Br. J. Educ. Technol. 45(4),
point on the chart represents two variables, x and
636–646 (2014) y, calculated independently to form bivariate pairs
Pearce, C., Blackburn, B.R., Symborski, C.: Virtual worlds (xi, yi). A functional relation between x and y is
survey report. Available online at http://cpandfriends. not necessary. The purpose of a scatterplot is to
com/wp-content/uploads/2015/03/vwsurveyreport_
final_publicationedition1.pdf (2015). Retrieved on
reveal (if existing) the relation between the
27 Oct 2017 displayed variables.
Shield, L.: MOO as a language learning tool. In:
Felix, U. (ed.) Language Learning Online: Towards
Best Practice, pp. 97–122. Swets and zeitlinger, Lisse
(2003)
Introduction
Sun, B., Wu, H., Zhao, H., Hu, X.:. Research and applica-
tion on plug-in technology in OpenSim. In: 2010 Inter- Multivariate visualizations deal with the chal-
national Conference on Audio Language and Image lenge of displaying sets of data with three or
Processing (ICALIP), 23–25 Nov 2010, Shanghai
(2010)
more variables: this peculiar feature poses two
Tüzün, H.: Educational computer games and a case: Quest kinds of problems. First, most of the charts and
Atlantis [in Turkish]. Hacettepe Univ. J. Educ. 30, diagrams usually adopted to visualize data cannot
220–229 (2006) display more than three dimensions adequately.
1212 Multivariate Visualization Using Scatterplots
Multivariate
Visualization Using
Scatterplots, Fig. 1 An
example of scatterplot
diagram
Second, the effectiveness of the visual effects out relationships, patterns, or outliers, a
adopted to represent different variables deterio- scatterplot provides a suitable visualization tool
rates when the number of variables increases. for multivariate data due to its intrinsic features.
Scatterplots may be considered, among the
different types of data visual representations, as
one of the most useful and versatile, especially in Usage
statistics. According to (Miller 1995), the term
first appeared as Scatter Diagram in a 1906 article Different scenarios lead to different tasks when
in Biometrika, “On the Relation Between the dealing with multidimensional visualization tech-
Symmetry of the Egg and the Symmetry of the niques. As defined by Valiati (2005) and further
Embryo in the Frog (Rana temporaria)” by J. W. described by Pillat et al. (2005), five major tasks
Jenkinson. However, the term only came into can be considered as objectives a user might want
wide use in the 1920s when it began to appear in to fulfill when using a visualization tool to display
textbooks, e.g., F. C. Mills, Statistical Methods of or analyze multivariate data: identify, determine,
1925. The Oxford English Dictionary gives the compare, infer, and locate. Scatterplots can be
following quotation from Mills: “The equation to used to assess all these different tasks and have
a straight line, fitted by the method of least squares been applied to data in many different fields of
to the points on the scatter diagram, will express use, such as automotive, finance, pharmacology,
mathematically the average relationship between environment, weather forecast, telecommunica-
these two variables.” Fig. 1 provides an example tion, food, and many others.
of scatterplot diagram.
Scatterplots are mainly appreciated for their Identify
ability to reveal nonlinear relationships between This task refers to any action of finding, discover-
variables. Moreover, scatterplots are typically ing, or estimating visually:
used to identify correlations between variables,
with a certain confidence interval. Another usage • Properties like symmetrical or asymmetrical
for the scatterplot is to compare similar data sets. distribution, values or dispersion
Since the main problem of multivariate data is to • Correlation, data dependency or independency
correctly understand and analyze them, pointing • Similarities or differences
Multivariate Visualization Using Scatterplots 1213
Multivariate
Visualization Using
Scatterplots, Fig. 2 This
scatterplot suggests a
correlation between the two
displayed variables
Multivariate
Visualization Using
Scatterplots, Fig. 3 A
scatterplot visualization that
simplify the computation of
the mean
Multivariate
Visualization Using
Scatterplots, Fig. 4 A
scatterplot configuration
that enhances comparison
properties, or other visual characteristics. The task difficult to correctly visualize and analyze all the
begins when the user starts examining the visual data. In order to overcome this problem, different
representation and finishes when he/she recog- solutions have been proposed through the years to
nizes the desired information. Figure 5 shows a enhance the scatterplot.
scatterplot visualization that enhances the identi-
fication of outliers. Adding Dimensions
Even if the basic scatterplot may display only two
variables, various techniques have been
Dimensions researched and adopted through the decades to
increase the dimensionality of scatterplots by
The main problem when using the scatterplot to one, two, or even several additional dimensions.
visualize multivariate data is that its basic version A bidimensional planar scatterplot of two vari-
is limited to only two variables, thus making it ables X and Y can display additional variables
Multivariate Visualization Using Scatterplots 1215
Multivariate
Visualization Using
Scatterplots, Fig. 5 A
scatterplot visualization that
enhances the identification
of outliers
Multivariate
Visualization Using
Scatterplots, Fig. 6 A
scatterplot with an
additional variable
visualized as color
M
Multivariate
Visualization Using
Scatterplots, Fig. 7 A
scatterplot with a variable
mapped on the size of the
points
Multivariate Visualization Using Scatterplots 1217
Multivariate
Visualization Using
Scatterplots, Fig. 8 A
scatterplot that uses the
shape of the points to
display additional
information
Multivariate
Visualization Using
Scatterplots, Fig. 9 A
scatterplot that displays an
additional variable through
orientation
M
Multivariate
Visualization Using
Scatterplots, Fig. 11 A
scatterplot that displays
multiple variables through
different effects
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FACULTY STUDENT SCORE CITATIONS PER FACUALTY SCORE
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