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    Animation–based Gamification of Children

    , M.Sc. Thesis Sharif University of Technology Farzinnejad, Forouzan (Author) ; Habibi, Jafar (Supervisor) ; Hemmatyar, Ali Mohammad Afshin (Supervisor)
    Abstract
    Creative play is both engaging and educational. Finger painting, building with blocks, drawing, or dressing up – all such activities intimately link imagination and self expression with exploration and problem solving. With creative play, children have fun while learning new skills and enhancing their understanding of the world. However, with the popularity and ubiquity of digital devices, an increasing amount of play time happens in the digital world, such as with video games where the link to creativity is sometimes questionable. Instead of creative play, children simply play. In this thesis, we describe the design, development and preliminary evaluation of a novel animation tool for... 

    Investigation of a Computer Game Based on Electroencephalogram and Eye Tracker Signals

    , M.Sc. Thesis Sharif University of Technology Nemati, Mohammad (Author) ; Taheri, Alireza (Supervisor) ; Ghazizadeh, Ali (Co-Supervisor)
    Abstract
    Video games, as a form of entertainment, have gained widespread attention and usage among all age groups, especially children and adolescents. With a wide variety of game genres and difficulty levels, they offer the opportunity to assess cognitive performance in individuals based on inter-individual differences and variable characteristics such as age, gender, and literacy level. The aim of this research is to study the brain response and gaze dynamics of individuals in a computer game (endless runner) based on electroencephalogram (EEG) signals and eye tracker data. The research process consists of two phases: "Brain Signal Processing in Motor Imagery Tasks" and "Reward and Punishment... 

    Predicting Opponent’s Movement in Dota 2

    , M.Sc. Thesis Sharif University of Technology Bashiri, Vahid (Author) ; Fazli, Mohammad Amin (Supervisor)
    Abstract
    Video games with respect to an ever Increasing player pool and Industry growth, have attracted a lot of attention in recent years. Dota 2, as one of the most successful games both in casual gamers’ community and E-sport community, is considered as a proper case study, however, most of the research done was limited to predicting games’ outcome. Despite The popularity, the rather unintelligent AI of the game has made quite a frustrating experience for new players. In this research, with a novel approach, hero features are used to predict their future positions. For this purpose, 35 professional games are collected and analyzed and 601 features are extracted. Then, suitable features are... 

    Accuracy of Kinect's skeleton tracking for upper body rehabilitation applications

    , Article Disability and Rehabilitation: Assistive Technology ; Vol. 9, issue. 4 , 2014 , pp. 344-352 ; ISSN: 17483107 Mobini, A ; Behzadipour, S ; Saadat Foumani, M ; Sharif University of Technology
    Abstract
    Games and their use in rehabilitation have formed a new and rapidly growing area of research. A critical hardware component of rehabilitation programs is the input device that measures the patients' movements. After Microsoft released Kinect, extensive research has been initiated on its applications as an input device for rehabilitation. However, since most of the works in this area rely on a qualitative determination of the joints' movements rather than an accurate quantitative one, detailed analysis of patients' movements is hindered. The aim of this article is to determine the accuracy of the Kinect's joint tracking. To fulfill this task, a model of upper body was fabricated. The... 

    Video Game Testing using Rendering Information and Pattern Recognition

    , M.Sc. Thesis Sharif University of Technology Taesiri, Mohammad Reza (Author) ; Habibi, Jafar (Supervisor)
    Abstract
    After passing many iterations of tests, video games still suffers from major bugs after they’ve been released. One of these problems is the incompatibility between the video game and target audience’s computers. In this thesis, we have proposed a testing strategy by utilizing Cloud Computing infrastructure for video games and Deep Convolutional Neural Networks. We used a simple algorithm to make the graphical output of a video game partially deterministic and thus it’s possible for us to compare different instances of the game in Draw Call level. We’ve used two separate Deep Convolutional Neural Networks for 1. detecting visual artifacts in frames and 2. comparing pairs of Draw Calls for...