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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…

Human-Computer Interaction · Computer Science 2020-10-06 Laurent Prevost , Olivier Liechti , Michael J. Lyons

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…

Cryptography and Security · Computer Science 2022-03-28 Shaowei Zhu , Hyo Jin Kim , Maurizio Monge , G. Edward Suh , Armin Alaghi , Brandon Reagen , Vincent Lee

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…

Human-Computer Interaction · Computer Science 2021-06-21 Jeffrey Uhlmann

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…

Human-Computer Interaction · Computer Science 2024-03-08 Sebastian Cmentowski , Andrey Krekhov , Jens Krüger

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…

Robotics · Computer Science 2020-11-05 Zhao Han , Alexander Wilkinson , Jenna Parrillo , Jordan Allspaw , Holly A. Yanco

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…

Human-Computer Interaction · Computer Science 2024-08-28 Julian Geheeb , Daniel Dyrda , Sebastian Geheeb

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…

Human-Computer Interaction · Computer Science 2016-05-27 Luis Valente , Bruno Feijo , Alexandre Ribeiro Silva , Esteban Clua

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…

Human-Computer Interaction · Computer Science 2016-04-21 Jenna Gavin , Andy M. Connor

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…

Human-Computer Interaction · Computer Science 2021-05-25 Raghav Mittal , Sai Anirudh Karre , Y. Raghu Reddy

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…

Human-Computer Interaction · Computer Science 2021-05-04 Florian Mihola

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.…

Artificial Intelligence · Computer Science 2017-10-05 Hang Ma , Jingxing Yang , Liron Cohen , T. K. Satish Kumar , Sven Koenig

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,…

Artificial Intelligence · Computer Science 2016-04-21 Jan Kruse , Ricardo Sosa , Andy M. Connor

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…

Robotics · Computer Science 2020-05-06 Toki Migimatsu , Jeannette Bohg

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…

Robotics · Computer Science 2024-04-23 James R. Heselden , Gautham P. Das

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…

Artificial Intelligence · Computer Science 2024-03-18 Xinrun Xu , Yuxin Wang , Chaoyi Xu , Ziluo Ding , Jiechuan Jiang , Zhiming Ding , Börje F. Karlsson

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…

Artificial Intelligence · Computer Science 2019-02-26 Joe Booth , Jackson Booth

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…

Human-Computer Interaction · Computer Science 2019-09-05 Christian Kray , Auriol Degbelo

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…

Robotics · Computer Science 2025-06-17 Hongrui Zheng , Zhijun Zhuang , Stephanie Wu , Shuo Yang , Rahul Mangharam

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…

Human-Computer Interaction · Computer Science 2020-07-07 Bruno Cardoso , Miguel Ribeiro , Catia Prandi , Nuno Nunes
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