In most modern video games, content (e.g. models, levels, weapons, etc.) shipped with the game is static and unchanging, or at best, randomized within a narrow set of parameters. ...
Erin J. Hastings, Ratan K. Guha, Kenneth O. Stanle...
Neuroevolution is a promising learning method in tasks with extremely large state and action spaces and hidden states. Recent advances allow neuroevolution to take place in real t...
Chern Han Yong, Kenneth O. Stanley, Risto Miikkula...
A video game application was developed using SmartSkin, a body shape sensing device. The video game uses a table-sized SmartSkin that can recognize players’ arms on the tabletop....
This paper describes our research on integrating emotion aspects into characters of video games. Motivation for this is the significant absence of emotive expression in most charac...
New Technologies have been incorporated to schools as learning tools some time ago. In this paper we remark some advantages of video games as educational systems and how we can us...
The development of video games is a complex software engineering activity bringing together large multidisciplinary teams under stringent constraints. While much has been written a...
Computer users have tasks they need to perform, and are therefore motivated to overcome poorly designed interfaces. With video games, there is no external motivation for the task ...
A vision based technique for nonrigid control is presented that can be used for animation and video game applications. The user grasps a soft, squishable object in front of a came...
The Sonictroller was originally conceived as a means of introducing competition into an improvisatory musical performance. By reverse-engineering a popular video game console, we ...
This paper will investigate a variety of alternate controllers that are making an impact in interactive entertainment, particularly in the video game industry. Since the late 1990...