An overview of research projects in the domain of gaming – cloud, health (exergaming) and culture and history (edugaming).10/14/2019
Speaker(s) : Pr. Magda El Zarki
Cloud gaming. A flexible framework that tradeoffs bandwidth usage and device computing power. Applying cloud technology to 3D interactive multimedia applications is a promising way to provide flexible and cost-efficient online high-bandwidth immersive services to a large population of end users. One main reason cloud systems are popular among users is the fact that it relaxes the hardware requirements for high-end interactive visual applications. As most of the computational tasks are done on cloud servers, users no longer need to upgrade their hardware as frequently to keep up with the ever-increasing high-end computing requirements of the latest applications. Moreover, cloud systems make it easier for a user to enjoy applications on different platforms, including mobile devices that are usually not powerful enough to run high-end, memory-intensive services. In short, applying cloud technology to high-end immersive applications has advantages in cost-efficiency and flexibility both for the end users and the service providers. However, there are two main drawbacks to applying cloud technology to 3D interactive multimedia services: 1) high-bandwidth utilization and 2) latency. We propose a framework that addresses the two problems for single player cloud gaming by using a combination of collaborative rendering, progressive meshes, and 3D image warping techniques. The experimental results show that the proposed system can reduce the bandwidth usage and improve the visual quality by utilizing local computing power on the client. iXercise. Exergaming for pediatric rehabilitation. Platform development, game design and testing, assessment. Going forward – Multi Agents for intelligent intervention and control? The iXercise (Immersice Exercise) project, consists of an exergaming platform implemented on an exercise bike that aims to provide an adjusted intervention fitness program targeted for rehabilitation. We created an exergame MineBike (modded Minecraft). It is a gaming environment created with specific design goals geared to encourage users to exercise and achieve a target heart rate for a given period of time. The main objective is to attain the necessary activity levels for each rehab session. As such we developed creative in-game quests/puzzles/challenges and characters that induce the patients to exercise at the desired activity levels and encourage continued play over multiple sessions. Sankofa and Elmina. From concept to development and production of edugames in an academic setting. Sankofa, a game about West Africa geared to middle school children. Sankofa provides an introduction to the culture and history of the Asante of Ghana, one of the most important African empires in the early modern era. The game narrative is based on West African tales, folklore and myths. Elmina, The Elmina project consists of a digital representation of Africa’s oldest and longest-standing fort, Elmina. The building that remains standing has been completely stripped of historical content, it is bare. The Elmina project allows people to view the interior of the fort as a virtual museum, with rooms containing long abandoned objects. In addition to adding augmented “virtuality”, the 3D interactive virtual model allows a user to choose between free exploration and customized tours, that allow a user to view the most important aspects of the castle.
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