The Experts below are selected from a list of 15243 Experts worldwide ranked by ideXlab platform
Ralf Steinmetz - One of the best experts on this subject based on the ideXlab platform.
-
designing collaborative Multiplayer serious Games
Education and Information Technologies, 2013Co-Authors: Viktor Wendel, Stefan Gobel, Michael Gutjahr, Ralf SteinmetzAbstract:The idea of Computer Supported Collaborative Learning (CSCL) is being investigated for more than twenty years. Since a few years, Game-based approaches like video Games for learning (Serious Games) offer new fields of application. The combination of Game-based learning concepts and collaborative learning may enable new, Game-based application areas of CSCL, like collaborative Multiplayer Serious Games. Designing such Games, however, is very challenging as it requires to take into account traditional single player Game design concepts, concepts for Multiplayer Game design, and concepts for Serious Game design simultaneously. Only very few examples of such Games exist today. In this paper we describe an approach for the design of Game-based collaborative learning scenarios using Multiplayer Serious Games. Our approach aims at combining design concepts from the fields of collaborative learning and (Multiplayer) Game design. Our approach takes into account the requirements of traditional single player Games (fun, narration, immersion, graphics, sound), challenges of Multiplayer Games (concurrent gaming, interaction) and Serious Game design (seamless inclusion of learning content, adaptation and personalization). Furthermore, requirements of collaborative learning are considered, like group goals, positive interdependence, and individual accountability. Our design concept was used to create a collaborative 3D Multiplayer Game fostering collaborative behavior as a foundation for Game-based collaborative learning in small teams. We performed a user study with eight gaming sessions and a total of 23 participants. Results showed that the Game enables a collaborative Gameplay and fosters collaborative behavior. This may allow us to use a Game-based CSCL approach to combine the advantages of Game-based learning with those of collaborative learning in future.
Ekrem Serin - One of the best experts on this subject based on the ideXlab platform.
-
design and test of the cross format schema protocol xfsp for networked virtual environments
2003Co-Authors: Ekrem SerinAbstract:Abstract : A Networked Virtual Environment (Net-VE) is a distributed software system in which multiple users interact with each other in real time even though these users may be located around the world Zyda 99. Net-VEs gained first attention through a variety of DOD and Academic research projects. After release of the Multiplayer Game DOOM, the gaming industry captured the idea of interactive Multiplayer Games. Today there are many popular Internet-based Multiplayer Games available. Effective networking of diverse entities and systems is a common problem for Networked Virtual Environments. In order to communicate with other entities a variety of communication protocols are used. Historically these communication protocols are "hard coded" into the software system and all nodes that participate in the environment must identically implement the protocols to interact with others. These communication protocols require authoring and compiling by a trained programmer. When the compiling process is introduced to the networked virtual environment, it detracts the extensibility and dynamicism of the system.
-
4. TITLE AND SUBTITLE: Design and Test of The Cross-Format Schema For Networked Virtual Environments
2003Co-Authors: Co Advisor, Joseph Sullivan, Second Reader, Curt Blais, Ekrem SerinAbstract:A Networked Virtual Environment (Net-VE) is a distributed software system in which multiple users interact with each other in real time even though these users may be located around the world [Zyda 99]. Net-VEs gained first attention through a variety of DOD and Academic research projects. After release of the Multiplayer Game DOOM, the gaming industry captured the idea of interactive Multiplayer Games. Today there are many popular Internet-based Multiplayer Games available. Effective networking of diverse entities and systems is a common problem for Networked Virtual Environments. In order to communicate with other entities a variety of communication protocols are used. Historically these communication protocols are "hard coded" into the software system and all nodes that participate in the environment must identically implement the protocols to interact with others. These communication protocols require authoring and compiling by a trained programmer. When the compiling process is introduced to the networked virtual environment, it detracts the extensibility and dynamicism of the system. This thesis presents the design and development of a Networked Virtual Environment model that uses Cross Format Schema Protocol (XFSP). With this work we show that a networked simulation can work for 24 hours a day and 7 days a week with an extensible schema based networking protocol and it is not necessary to hard code and compile the protocols into the networked virtual environments. Furthermore, this thesis presents a general automatic protocol handler for schema-defined XML document or message. Additionally, this work concludes with idea that protocols can be loaded and extended at runtime, and can be created with different-fidelity resolutions, resulting in swapping at runtime ba..
Mateo Valero - One of the best experts on this subject based on the ideXlab platform.
-
atomic quake using transactional memory in an interactive Multiplayer Game server
ACM SIGPLAN Symposium on Principles and Practice of Parallel Programming, 2009Co-Authors: Ferad Zyulkyarov, Vladimir Gajinov, Osman Unsal, Adrian Cristal, Eduard Ayguade, Tim Harris, Mateo ValeroAbstract:Transactional Memory (TM) is being studied widely as a new technique for synchronizing concurrent accesses to shared memory data structures for use in multi-core systems. Much of the initial work on TM has been evaluated using microbenchmarks and application kernels; it is not clear whether conclusions drawn from these workloads will apply to larger systems. In this work we make the first attempt to develop a large, complex, application that uses TM for all of its synchronization. We describe how we have taken an existing parallel implementation of the Quake Game server and restructured it to use transactions. In doing so we have encountered examples where transactions simplify the structure of the program. We have also encountered cases where using transactions occludes the structure of the existing code. Compared with existing TM benchmarks, our workload exhibits non-block-structured transactions within which there are I/Ooperations and system call invocations. There are long and short running transactions (200-1.3M cycles) with small and large read and write sets (a few bytes to 1.5MB). There are nested transactions reaching up to 9 levels at runtime. There are examples where error handling and recovery occurs inside transactions. There are also examples where data changes between being accessed transactionally and accessed non-transactionally. However, we did not see examples where the kind of access to one piece of data depended on the value of another.
Viktor Wendel - One of the best experts on this subject based on the ideXlab platform.
-
designing collaborative Multiplayer serious Games
Education and Information Technologies, 2013Co-Authors: Viktor Wendel, Stefan Gobel, Michael Gutjahr, Ralf SteinmetzAbstract:The idea of Computer Supported Collaborative Learning (CSCL) is being investigated for more than twenty years. Since a few years, Game-based approaches like video Games for learning (Serious Games) offer new fields of application. The combination of Game-based learning concepts and collaborative learning may enable new, Game-based application areas of CSCL, like collaborative Multiplayer Serious Games. Designing such Games, however, is very challenging as it requires to take into account traditional single player Game design concepts, concepts for Multiplayer Game design, and concepts for Serious Game design simultaneously. Only very few examples of such Games exist today. In this paper we describe an approach for the design of Game-based collaborative learning scenarios using Multiplayer Serious Games. Our approach aims at combining design concepts from the fields of collaborative learning and (Multiplayer) Game design. Our approach takes into account the requirements of traditional single player Games (fun, narration, immersion, graphics, sound), challenges of Multiplayer Games (concurrent gaming, interaction) and Serious Game design (seamless inclusion of learning content, adaptation and personalization). Furthermore, requirements of collaborative learning are considered, like group goals, positive interdependence, and individual accountability. Our design concept was used to create a collaborative 3D Multiplayer Game fostering collaborative behavior as a foundation for Game-based collaborative learning in small teams. We performed a user study with eight gaming sessions and a total of 23 participants. Results showed that the Game enables a collaborative Gameplay and fosters collaborative behavior. This may allow us to use a Game-based CSCL approach to combine the advantages of Game-based learning with those of collaborative learning in future.
Laurent Gautier - One of the best experts on this subject based on the ideXlab platform.
-
a distributed architecture for Multiplayer interactive applications on the internet
IEEE Network, 1999Co-Authors: Christophe Diot, Laurent GautierAbstract:This article describes the design, implementation, and evaluation of MiMaze, a distributed Multiplayer Game on the Internet, and, more precisely, it describes the design of dedicated transmission control mechanisms. MiMaze is implemented on a completely distributed communication architecture based on the IP multicast protocol suite (RTP/UDP/IP). This is the first work to analyze a distributed interactive Game on the multicast Internet. The major element of the MiMaze architecture is a distributed synchronization mechanism that guarantees the consistency of the Game regardless of network delay. This article provides on evaluation of the MiMaze Game on the MBone, and discusses approaches to monitor and evaluate this new type of application. The main contribution of this work is to show, based on on example, the feasibility of this new family of applications on a best-effort network. It is shown that real-time interactivity can be maintained, provided that some level of inconsistency can be tolerated by the application. This work also highlights the role of multicast as an enabling technology for a real-time Internet.
-
End-to-end transmission control mechanisms for multiparty interactive applications on the Internet
IEEE INFOCOM, 1999Co-Authors: Laurent Gautier, Christophe Diot, Jim KuroseAbstract:This paper reports on the design and the evaluation of transmission control mechanisms specifically designed for Multiplayer, distributed (serverless), interactive Internet applications. Distributed synchronization and dead reckoning are the main elements of this transmission control infrastructure. These mechanisms have been implemented in a fully distributed, Multiplayer Game application, i.e., one in which each entity in a Game session computes its own local view of the session. The role of each entity is consequently to periodically send its own state to all other session participants (using RTP/UDP/IP multicast) and to periodically compute its own local view of the global Game state using information received from the other participants. A detailed experimental analysis is provided using MBone and LAN experiments. We investigate how the “quality” of the Game is influenced by the frequency at which players exchange state information, as well as by network impairments such as packet loss and transmission delay