Related papers: PacMap: Transferring PacMan to the Physical Realm
This paper describes the design, implementation, and initial testing of a reusable platform for the creation of pervasive games with geo-localization services. We concentrate on role-playing games built by combining several types of simpler…
Localization and mapping is a key technology for bridging the virtual and physical worlds in augmented reality (AR). Localization and mapping works by creating and querying maps made of anchor points that enable the overlay of these two…
In this paper we examine methods for taking game-related information provided in one sensory modality and transforming it to another sensor modality in order to more effectively accommodate sensory-constrained players. We then consider…
In virtual reality games, players dive into fictional environments and can experience a compelling and immersive world. State-of-the-art VR systems allow for natural and intuitive navigation through physical walking. However, the tracking…
Existing research on non-verbal cues, e.g., eye gaze or arm movement, may not accurately present a robot's internal states such as perception results and action intent. Projecting the states directly onto a robot's operating environment has…
Designing pacing for video games presents a unique set of challenges. Due to their interactivity, non-linearity, and narrative nature, many aspects must be coordinated and considered simultaneously. In addition, games are often developed in…
This paper summarizes current notes about a new mixed-reality paradigm that we named as "pervasive virtuality". This paradigm has emerged recently in industry and academia through different initiatives. In this paper we intend to explore…
To enable automated software testing, the ability to automatically navigate to a state of interest and to explore all, or at least sufficient number of, instances of such a state is fundamental. When testing a computer game the problem has…
This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that…
Walking in a Virtual Environment is a bounded task. It is challenging for a subject to navigate a large virtual environment designed in a limited physical space. External hardware support may be required to achieve such an act in a concise…
The most commonly used interface between a video game and the human user is a handheld "game controller", "game pad", or in some occasions an "arcade stick." Directional pads, analog sticks and buttons - both digital and analog - are linked…
Multi-agent path finding (MAPF) is a well-studied problem in artificial intelligence, where one needs to find collision-free paths for agents with given start and goal locations. In video games, agents of different types often form teams.…
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…
We address the problem of applying Task and Motion Planning (TAMP) in real world environments. TAMP combines symbolic and geometric reasoning to produce sequential manipulation plans, typically specified as joint-space trajectories, which…
Mapping is a time-consuming process for deploying robotic systems to new environments. The handling of maps is also risk-adverse when not managed effectively. We propose here, a standardised approach to handling such maps in a manner which…
The swift evolution of Large-scale Models (LMs), either language-focused or multi-modal, has garnered extensive attention in both academy and industry. But despite the surge in interest in this rapidly evolving area, there are scarce…
Recent advances in deep reinforcement learning in the paradigm of locomotion using continuous control have raised the interest of game makers for the potential of digital actors using active ragdoll. Currently, the available options to…
With the arrival of digital maps, the ubiquity of maps has increased sharply and new map functionalities have become available such as changing the scale on the fly or displaying/hiding layers. Users can now interact with maps on multiple…
Generating competitive strategies and performing continuous motion planning simultaneously in an adversarial setting is a challenging problem. In addition, understanding the intent of other agents is crucial to deploying autonomous systems…
Cities are becoming very congested. There is a need to reduce the number of private cars on the roads, by maximising the potential for local public transport. With the increasing awareness of transport that is sustainable in the sense of…