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From colored pixels to hyper-realistic 3D landscapes of virtual reality, video games have evolved immensely over the last few decades. However, video game input still requires two-handed dexterous finger manipulations for simultaneous joystick and trigger or mouse and keyboard presses. In this work, we explore the design of a hands-free game control method using realtime facial expression recognition for individuals with neurological and neuromuscular diseases who are unable to use traditional game controllers. Similar to other Assistive Technologies (AT), our facial input technique is also designed and tested in collaboration with a graduate student who has Spinal Muscular Atrophy. Our preliminary evaluation shows the potential of facial expression recognition for augmenting the lives of quadriplegic individuals by enabling them to accomplish things like walking, running, flying or other adventures that may not be so attainable otherwise.
Research and development in computer science and statistics have produced increasingly sophisticated software interfaces for interactive and exploratory analysis, optimized for easy pattern finding and data exposure. But design philosophies that emph
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards the purpo
Many visual analytics systems allow users to interact with machine learning models towards the goals of data exploration and insight generation on a given dataset. However, in some situations, insights may be less important than the production of an
SimDialog is a visual editor for dialog in computer games. This paper presents the design of SimDialog, illustrating how script writers and non-programmers can easily create dialog for video games with complex branching structures and dynamic respons
The topic of this paper is to use an intuitive model-based approach to design a networked controller for a recent benchmark scenario. The benchmark problem is to remotely control a two-wheeled inverted pendulum robot via W-LAN communication. The robo