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Yıl 2019, Cilt: 5 Sayı: 1, 105 - 113, 30.06.2019
https://doi.org/10.22531/muglajsci.521585

Öz

Kaynakça

  • [1] Newzoo. “Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018”. https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/ (14.09.2018).
  • [2] Newzoo. “China’s Games Market”. https://newzoo.com/insights/infographics/china-games-market-2018/ (14.09.2018).
  • [3] Newzoo. “U.S.’ Games Market”. https://newzoo.com/insights/infographics/us-games-market-2018/ (14.09.2018).
  • [4] Newzoo. “Japan’s Games Market”. https://newzoo.com/insights/infographics/japan-games-market-2018/ (14.09.2018).
  • [5] Newzoo. “The Turkish Gamer”. https://newzoo.com/insights/infographics/the-turkish-gamer-2017/ (14.09.2018).
  • [6] Zynga. “Zynga Acquires Leading Global Mobile Game Developer Gram Games; Team Behind Hit Titles Merge Dragons! and 1010!”. http://investor.zynga.com/news-releases/news-release-details/zynga-acquires-leading-global-mobile-game-developer-gram-games (14.09.2018).
  • [7] Ankara Development Agency. “Dijital Oyun Sektörü Raporu”. Ankara, Türkiye, 01.12.2016.
  • [8] Landerholm, M. Motion Controllers for Game Consoles. MSc Thesis. KTH CSC Royal Institute of Technology. Stockholm, Sweden, 2011.
  • [9] Dove, E., Astell, AJ. “The Use of Motion-Based Technology for People Living With Dementia or Mild Cognitive Impairment: A Literature Review“. Journal of Medical Internet Research. 19(1), 2017.
  • [10] Brown, JS. Pilot Study of a Kinect-Based Video Game to Improve Physical Therapy Treatment. MSc Thesis. Purdue University, West Lafayette, U.S.A, 2013.
  • [11] Popolizio, SD., Loman, J., Cordes, CC. “Comparing Outcomes of Kinect Videogame-Based Occupational/Physical Therapy Versus Usual Care“. GAMES FOR HEALTH JOURNAL: Research, Development, and Clinical Applications. 3(3), 157-161, 2014.
  • [12] Kvalbein, M. The Use of a 3D sensor (Kinect) for Robot Motion Compensation. MSc Thesis. University of Oslo, Oslo, Norway, 2012.
  • [13] El-laithy, RA., Huang, J., Yeh, M. “Study on the Use of Microsoft Kinect for Robotics Applications“. Proceedings of the 2012 IEEE/ION Position, Location and Navigation Symposium, Fullerton, U.S.A., 2012.
  • [14] Han, J., Shao, L., Xu, D., Shotton, J. “Enhanced Computer Vision with Microsoft Kinect Sensor: A Review“. IEEE Transactions on Cybernatics, 43(5), 1318-1334, 2013.
  • [15] Maiga, C., Denis, L., Fuhua, L., Farook, A., Nian-Shing, C.. “Enhancing Orbital Physics Learning Performance through a Hands-on Kinect Game“. TED EĞİTİM VE BİLİM. 40(180), 2015.
  • [16] Hsu, HMJ. “The Potential of Kinect in Education“. International Journal of Information and Education Technology. 1(5), 2011.
  • [17] Xu, X., Ke, F., Huang, D. “Exploring the Embodied Interactive Learning Effects – Designing an Instructional Scenario with Unity3D and Kinect V2 Sensor”. In Proceedings of EdMedia World Conference on Educational Media and Technology. Vancouver, BC, Canada: Association for the Advancement of Computing in Education (AACE). 1618-1623, 2016.
  • [18] Paschali, EP, Ampatzoglou, A., Chatzigeorgiou, A., Stamelos, I. “Non-functional requirements that influence gaming experience: a survey on gamers satisfaction factors”. AcademicMindTrek '14 Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services, Tampere, Finland. 04-06 November 2014.
  • [19] Sáenz-de-Urturi, Z., Zapirain, BG., Zorrilla, AM. “Elderly user experience to improve a Kinect-based game playability“. Behaviour & Information Technology. 34(11), 1040-1051, 2015.
  • [20] Mayer, I., Bekebrede, G., Harteveld, C., Warmelink, H., Zhou, Q., van Rujiven, T., Lo, J., Kortmann, R, Wenzler, I. “The research and evaluation of serious games: Toward a comprehensive methodology“. British Journal of Educational Technology. 45(3), 502-527, 2014.
  • [21] El-Nasr, MS., Yan, S. “Visual Attention in 3D Video Games“. ACM SIGCHI international Conference on Advances in Computer Entertainment Technology. Hollywood, USA. 14-16 June 2016.
  • [22] Simor, FW., Brum, MR., Ebertz, Schmidt. JD, Rieder, R, Bertoletti De Marchi, AC. “Usability Evaluation Methods for Gesture-Based Games: A Systematic Review“. JMIR Serious Games. 4(2), 2016.
  • [23] Bampatzia, S, Antoniu, A, Lepouras, G. “Comparing Game Input Modalities: A Study for the Evaluation of Player Experience by Measuring Self Reported Emotional States and Learning Outcomes“. 4th International Conference on Games and Learning Alliance. Rome, Italy. 09 – 11 December 2015.
  • [24] Liao, H, Long, X. “Study on virtual assembly system based on Kinect somatosensory interaction“. International Conference on Information Science and Cloud Computing. Guangzhou, China, 7-8 December 2013.
  • [25] Lee, DI, Baek, KY, Lee, JH, Lim, H. “Game Development Utilizing Several Input Devices”. Advanced Science and Technology Letters. 113, 134-139, 2015.
  • [26] Lee, DI, Baek, KY, Lee, JH, Lim, H. “A Development of Virtual Reality Game utilizing Kinect, Oculus Rift and Smartphone”. International Journal of Applied Engineering Research. 11(2), 829-833, 2016.
  • [27] Leap. “Leap Motion”. https://www.leapmotion.com/ (15.09.2018).
  • [28] Pirker, J, Pojer, M, Holzinger, A, Guetl C. “Gesture-Based Interactions in Video Games with the Leap Motion Controller”. Conference: International Conference on Human-Computer Interaction, May, 2017.
  • [29] Krastev, G, Voinohovska, V, Tsankov, S, Dineva, V. “Controlling a 2D computer game with a Leap Motion”. IOSR Journal of Computer Engineering (IOSR-JCE). 19(6) 81-93, 2017.
  • [30] Panat, A, Pandit, S, Inchanale, O, Pandey, V. “3D Game Based Learning by Using Leap Motion”. International Journal of Innovative Research in Science, Engineering and Technology. 6(3), 3415- 3419, 2017.
  • [31] Virtuix. “Virtuix Omni”. http://www.virtuix.com/products (08.09.2018).
  • [32] Hilfert T, König M. “Low-cost virtual reality environment for engineering and construction”. Visualization in Engineering. 4(2), 2016.
  • [33] Ryse. “Ryse – Son of Rome”. https://www.crytek.com/games/ryse (10.09.2018).
  • [34] Crytek. “Crytek”. https://www.crytek.com/ (10.09.2018).
  • [35] Ryse. “Ryse: Son of Rome”. https://en.wikipedia.org/wiki/Ryse:_Son_of_Rome (10.09.2018).
  • [36] Ampatzoglou, A, Stamelos, I. “Software engineering research for computer games: A systematic review”. Journal Information and Software Technology. 52(9), 888-901, 2010.
  • [37] Bates, B. Game Design 2nd ed. Thomson Course Technology. ISBN 1-59200-493-8 2004.
  • [38] Unity. “Unity Asset Store”. https://assetstore.unity.com/ (10.09.2018).
  • [39] Goldstone, W. Unity 3.x Game Development Essentials. Packt Publishing. Kindle Edition. (10.03.2017).
  • [40] Filkov, R. “Kinect Mocap Animator.” https://rfilkov.com/2015/12/26/kinect-v2-mocap-animator/ (18.12.2017)
  • [41] Choubik, Y., Mahmoudi, A. “Machine Learning for Real Time Poses Classification Using Kinect Skeleton Data”. Conference: 2016 13th International Conference on Computer Graphics, Imaging and Visualization (CGiV), 2016.
  • [42] Bhattacharya, A, Czejdo, B., Perez, N, “Gesture classification with machine learning using Kinect sensor data”. Third International Conference on Emerging Applications of Information Technology, 2012.

AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME

Yıl 2019, Cilt: 5 Sayı: 1, 105 - 113, 30.06.2019
https://doi.org/10.22531/muglajsci.521585

Öz

Playing
video games has been gaining increased interest over the last two decades
regardless of age, gender and any kind of status. Video games are generally
controlled via frequently used input devices such as game controllers or mouse
and keyboard. However, there are also newer technologies which can detect human
motion through sensors. This technology enhances the game-play experience due
to its interactivity level and therefore, such an experience embraces many
players more than traditional controllers. The term “Hybrid” is used for both
the multi-genre games and for games integrating conventional controllers
together with new technology devices, e.g. motion-sensitive devices.  In this paper, we use the term for the
latter. Our aim is to provide the game developers a roadmap to generate a 3D
hybrid game in order to enhance the game-play experience where we mainly
control the game with keyboard but also integrate Kinect to sense human motion
and solve interactive puzzles at the end of each level. Besides, we also
suggest to enable the multiplayer mode for some interactive puzzles to
challenge the players and observe their contentedness in terms of game-play.
After this experience, we named this game model as MultipId game-model as it
combines the features of both multiplayer and hybrid modes. We developed a game
employing this model which is discussed in the Results section. We believe that
increasing the number of MultipId games gives a competitive edge over existing
single-player games employing only traditional controllers.

Kaynakça

  • [1] Newzoo. “Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018”. https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/ (14.09.2018).
  • [2] Newzoo. “China’s Games Market”. https://newzoo.com/insights/infographics/china-games-market-2018/ (14.09.2018).
  • [3] Newzoo. “U.S.’ Games Market”. https://newzoo.com/insights/infographics/us-games-market-2018/ (14.09.2018).
  • [4] Newzoo. “Japan’s Games Market”. https://newzoo.com/insights/infographics/japan-games-market-2018/ (14.09.2018).
  • [5] Newzoo. “The Turkish Gamer”. https://newzoo.com/insights/infographics/the-turkish-gamer-2017/ (14.09.2018).
  • [6] Zynga. “Zynga Acquires Leading Global Mobile Game Developer Gram Games; Team Behind Hit Titles Merge Dragons! and 1010!”. http://investor.zynga.com/news-releases/news-release-details/zynga-acquires-leading-global-mobile-game-developer-gram-games (14.09.2018).
  • [7] Ankara Development Agency. “Dijital Oyun Sektörü Raporu”. Ankara, Türkiye, 01.12.2016.
  • [8] Landerholm, M. Motion Controllers for Game Consoles. MSc Thesis. KTH CSC Royal Institute of Technology. Stockholm, Sweden, 2011.
  • [9] Dove, E., Astell, AJ. “The Use of Motion-Based Technology for People Living With Dementia or Mild Cognitive Impairment: A Literature Review“. Journal of Medical Internet Research. 19(1), 2017.
  • [10] Brown, JS. Pilot Study of a Kinect-Based Video Game to Improve Physical Therapy Treatment. MSc Thesis. Purdue University, West Lafayette, U.S.A, 2013.
  • [11] Popolizio, SD., Loman, J., Cordes, CC. “Comparing Outcomes of Kinect Videogame-Based Occupational/Physical Therapy Versus Usual Care“. GAMES FOR HEALTH JOURNAL: Research, Development, and Clinical Applications. 3(3), 157-161, 2014.
  • [12] Kvalbein, M. The Use of a 3D sensor (Kinect) for Robot Motion Compensation. MSc Thesis. University of Oslo, Oslo, Norway, 2012.
  • [13] El-laithy, RA., Huang, J., Yeh, M. “Study on the Use of Microsoft Kinect for Robotics Applications“. Proceedings of the 2012 IEEE/ION Position, Location and Navigation Symposium, Fullerton, U.S.A., 2012.
  • [14] Han, J., Shao, L., Xu, D., Shotton, J. “Enhanced Computer Vision with Microsoft Kinect Sensor: A Review“. IEEE Transactions on Cybernatics, 43(5), 1318-1334, 2013.
  • [15] Maiga, C., Denis, L., Fuhua, L., Farook, A., Nian-Shing, C.. “Enhancing Orbital Physics Learning Performance through a Hands-on Kinect Game“. TED EĞİTİM VE BİLİM. 40(180), 2015.
  • [16] Hsu, HMJ. “The Potential of Kinect in Education“. International Journal of Information and Education Technology. 1(5), 2011.
  • [17] Xu, X., Ke, F., Huang, D. “Exploring the Embodied Interactive Learning Effects – Designing an Instructional Scenario with Unity3D and Kinect V2 Sensor”. In Proceedings of EdMedia World Conference on Educational Media and Technology. Vancouver, BC, Canada: Association for the Advancement of Computing in Education (AACE). 1618-1623, 2016.
  • [18] Paschali, EP, Ampatzoglou, A., Chatzigeorgiou, A., Stamelos, I. “Non-functional requirements that influence gaming experience: a survey on gamers satisfaction factors”. AcademicMindTrek '14 Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services, Tampere, Finland. 04-06 November 2014.
  • [19] Sáenz-de-Urturi, Z., Zapirain, BG., Zorrilla, AM. “Elderly user experience to improve a Kinect-based game playability“. Behaviour & Information Technology. 34(11), 1040-1051, 2015.
  • [20] Mayer, I., Bekebrede, G., Harteveld, C., Warmelink, H., Zhou, Q., van Rujiven, T., Lo, J., Kortmann, R, Wenzler, I. “The research and evaluation of serious games: Toward a comprehensive methodology“. British Journal of Educational Technology. 45(3), 502-527, 2014.
  • [21] El-Nasr, MS., Yan, S. “Visual Attention in 3D Video Games“. ACM SIGCHI international Conference on Advances in Computer Entertainment Technology. Hollywood, USA. 14-16 June 2016.
  • [22] Simor, FW., Brum, MR., Ebertz, Schmidt. JD, Rieder, R, Bertoletti De Marchi, AC. “Usability Evaluation Methods for Gesture-Based Games: A Systematic Review“. JMIR Serious Games. 4(2), 2016.
  • [23] Bampatzia, S, Antoniu, A, Lepouras, G. “Comparing Game Input Modalities: A Study for the Evaluation of Player Experience by Measuring Self Reported Emotional States and Learning Outcomes“. 4th International Conference on Games and Learning Alliance. Rome, Italy. 09 – 11 December 2015.
  • [24] Liao, H, Long, X. “Study on virtual assembly system based on Kinect somatosensory interaction“. International Conference on Information Science and Cloud Computing. Guangzhou, China, 7-8 December 2013.
  • [25] Lee, DI, Baek, KY, Lee, JH, Lim, H. “Game Development Utilizing Several Input Devices”. Advanced Science and Technology Letters. 113, 134-139, 2015.
  • [26] Lee, DI, Baek, KY, Lee, JH, Lim, H. “A Development of Virtual Reality Game utilizing Kinect, Oculus Rift and Smartphone”. International Journal of Applied Engineering Research. 11(2), 829-833, 2016.
  • [27] Leap. “Leap Motion”. https://www.leapmotion.com/ (15.09.2018).
  • [28] Pirker, J, Pojer, M, Holzinger, A, Guetl C. “Gesture-Based Interactions in Video Games with the Leap Motion Controller”. Conference: International Conference on Human-Computer Interaction, May, 2017.
  • [29] Krastev, G, Voinohovska, V, Tsankov, S, Dineva, V. “Controlling a 2D computer game with a Leap Motion”. IOSR Journal of Computer Engineering (IOSR-JCE). 19(6) 81-93, 2017.
  • [30] Panat, A, Pandit, S, Inchanale, O, Pandey, V. “3D Game Based Learning by Using Leap Motion”. International Journal of Innovative Research in Science, Engineering and Technology. 6(3), 3415- 3419, 2017.
  • [31] Virtuix. “Virtuix Omni”. http://www.virtuix.com/products (08.09.2018).
  • [32] Hilfert T, König M. “Low-cost virtual reality environment for engineering and construction”. Visualization in Engineering. 4(2), 2016.
  • [33] Ryse. “Ryse – Son of Rome”. https://www.crytek.com/games/ryse (10.09.2018).
  • [34] Crytek. “Crytek”. https://www.crytek.com/ (10.09.2018).
  • [35] Ryse. “Ryse: Son of Rome”. https://en.wikipedia.org/wiki/Ryse:_Son_of_Rome (10.09.2018).
  • [36] Ampatzoglou, A, Stamelos, I. “Software engineering research for computer games: A systematic review”. Journal Information and Software Technology. 52(9), 888-901, 2010.
  • [37] Bates, B. Game Design 2nd ed. Thomson Course Technology. ISBN 1-59200-493-8 2004.
  • [38] Unity. “Unity Asset Store”. https://assetstore.unity.com/ (10.09.2018).
  • [39] Goldstone, W. Unity 3.x Game Development Essentials. Packt Publishing. Kindle Edition. (10.03.2017).
  • [40] Filkov, R. “Kinect Mocap Animator.” https://rfilkov.com/2015/12/26/kinect-v2-mocap-animator/ (18.12.2017)
  • [41] Choubik, Y., Mahmoudi, A. “Machine Learning for Real Time Poses Classification Using Kinect Skeleton Data”. Conference: 2016 13th International Conference on Computer Graphics, Imaging and Visualization (CGiV), 2016.
  • [42] Bhattacharya, A, Czejdo, B., Perez, N, “Gesture classification with machine learning using Kinect sensor data”. Third International Conference on Emerging Applications of Information Technology, 2012.
Toplam 42 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Mühendislik
Bölüm Makaleler
Yazarlar

Gizem Kayar 0000-0002-7811-9357

Yayımlanma Tarihi 30 Haziran 2019
Yayımlandığı Sayı Yıl 2019 Cilt: 5 Sayı: 1

Kaynak Göster

APA Kayar, G. (2019). AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME. Mugla Journal of Science and Technology, 5(1), 105-113. https://doi.org/10.22531/muglajsci.521585
AMA Kayar G. AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME. Mugla Journal of Science and Technology. Haziran 2019;5(1):105-113. doi:10.22531/muglajsci.521585
Chicago Kayar, Gizem. “AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME”. Mugla Journal of Science and Technology 5, sy. 1 (Haziran 2019): 105-13. https://doi.org/10.22531/muglajsci.521585.
EndNote Kayar G (01 Haziran 2019) AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME. Mugla Journal of Science and Technology 5 1 105–113.
IEEE G. Kayar, “AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME”, Mugla Journal of Science and Technology, c. 5, sy. 1, ss. 105–113, 2019, doi: 10.22531/muglajsci.521585.
ISNAD Kayar, Gizem. “AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME”. Mugla Journal of Science and Technology 5/1 (Haziran 2019), 105-113. https://doi.org/10.22531/muglajsci.521585.
JAMA Kayar G. AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME. Mugla Journal of Science and Technology. 2019;5:105–113.
MLA Kayar, Gizem. “AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME”. Mugla Journal of Science and Technology, c. 5, sy. 1, 2019, ss. 105-13, doi:10.22531/muglajsci.521585.
Vancouver Kayar G. AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME. Mugla Journal of Science and Technology. 2019;5(1):105-13.

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