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Sandbox '10: Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
ACM2010 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
SIGGRAPH '10: Special Interest Group on Computer Graphics and Interactive Techniques Conference Los Angeles California July 28 - 29, 2010
ISBN:
978-1-4503-0097-1
Published:
28 July 2010
Sponsors:
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research-article
Designing entertaining educational games using procedural rhetoric: a case study

In the paper we describe the design and development of a video game about sustainable energy use that effectively unites fun with learning. We also present results from an initial study of the educational impact of the game. Many educational games do ...

research-article
Can "Gaming 2.0" help design "Serious Games"?: a comparative study

The "Serious Games" field raises a specific need. People without professional game design skills, such as teachers, corporate trainers, therapists and advertising professionals, request tools that could allow them to create or modify such games. This ...

research-article
A narrative-driven design approach for casual games with children

This paper proposes a design approach to build casual games by children for children. Children understand game narratives with previously acquired schemata that is different from adults. Hence, integrating narrative developed by children themselves into ...

research-article
Using semiotic grammars for the rapid design of evolving video game mechanics

In prior work, we proposed the model of cardboard semiotics. The model applies the use of semiotics (the study of signs and symbols and their interpretations) as a conceptual prototyping tool for game story development. In this paper we adapt the ...

research-article
PADS: enhancing gaming experience using profile-based adaptive difficulty system

In this paper, we present a novel methodology to improve gaming experiences by automatically adjusting the game difficulty throughout the game play using a Profile-based Adaptive Difficulty System (PADS). We utilize a player's gaming experience and ...

research-article
Design patterns to guide player movement in 3D games

Video games today increasingly situate play in imaginative 3D worlds. As a result, the industry devotes much time and effort to level design. However, this subject has received very little research. Documentation on the process of level design or how ...

research-article
3PI experiment: immersion in third-person view

In this paper, we present the results of the "3PI Experiment" project. The objective of this project is to propose and evaluate an immersive interface based on a third-person view from a video camera, that can be used in augmented reality games. Since ...

research-article
Correlation between heart rate, electrodermal activity and player experience in first-person shooter games

Psychophysiological methods are becoming more popular in game research as covert and reliable measures of affective player experience, emotions, and cognition. Since player experience is not well understood, correlations between self-reports from ...

research-article
Exergame effectiveness: what the numbers can tell us

A sedentary lifestyle is linked to many diseases, including diabetes and heart disease, as well as ailments such as obesity, which is becoming the major root cause of early death in most industrialized countries. The advent of the television, computers ...

research-article
Jogging over a distance: the influence of design in parallel exertion games

"Exertion games" are gaming interactions with technology in which users invest significant physical effort. They form part of an emerging phenomenon with many physical and social health benefits, and we believe that the social and exertion interactions ...

research-article
NeuroRehab + the "Fun" factor

Rehabilitation processes for neurological traumas have traditionally relied on physical therapy that involves repetitive exercises. While proven to be effective, these processes can become monotonous for patients and labor-intensive for therapists. ...

research-article
Vibraudio pose: an investigation of non-visual feedback roles for body controlled video games

Current video games operate on the assumption of the player continuously facing the screen, which limits the possibilities in full-body gaming. Using commodity game controllers to capture full-body poses, we investigate player performance and experience ...

Contributors
  • University of Southern California

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