
Computer game has become one part of our life. Past decade has witness significant and fast advance in computer game technology. This book contains the proceedings of The Fourth International Conference on Games Research and Development 2008 (CyberGames 2008), hold at Beijing Normal University from October 27 to 30, 2008. This is an annual international conference series to provide an international forum for researchers and developers in computer game technology field to exchange new ideas and share up\|to\|date development.
The book contains a collection of wide topics in computer game field, like computer graphics and imaging fundamentals for games, computer game individuality, applications of computer game technology, etc, which reflect the newest development and potential directions of computer game technology. This book is intended for students who are studying a course in computer game technology. It is suitable as a reference book for researchers and developers who are working in the area.
We wish to thank all authors and keynote speakers for their contributions. We thank the advisory committee, program committee, and all BNU staff and the student volunteers for their effort in one way or other. We are special grateful to National Science Foundation of China and Beijing Normal University for their financial support to make the conference successful. We would like to express our deep appreciation to ACM SIGGRAPH and SIGCHI for their sponsoring.
Online Adaptive Agent for Connect Four.................................................................................................................................................1
An Evolutionary Decision Making Process for Affective Virtual Entities........................................................................9
Player profile management on NFC Smart Card for Multiplayer Ubiquitous Games ..........................................................16
A Methodology for Incorporating Personality Modeling in Believable Game Characters.....................................................24
A Smart and Realistic Chatting Interface for Gaming Agents in 3-D Virtual Space............................................................32
Investigating Gestures as an Input Method for Games..............................................................................................39
Fast and Reliable Mouse Picking using Graphics Hardware......................................................................................44
A Platform for Real Time 3-D Human-computer Interaction Using Virtual Hand..........................................................50
A New 3D Model Retrieval Method with Building Blocks........................................................................................54
Interactive Multi-Style Abstract Video.............................................................................................................59
GPU-Oriented JPEG-Like Texture Compression...................................................................................................67
Graph Cuts Based Background Subtraction to Eliminate Illumination Changes...............................................................74
A GPU based realization of Geometry Clipmap.....................................................................................................79
Gingko - A Real Time 3D Graphics Engine.....................................................................................................85
A Dense Point-to-Point Alignment Method for Realistic 3D Face Morphing and Animation...........................................91
Animation of Trees Based on BBSC in Computer Games.........................................................................................97
Detail-Preserving Characters.......................................................................................................................103
Dynamic Goal Tracing Algorithm based on Continuum..........................................................................................107
Construction Algorithm for 3D Rubik Cube and its Implementation based on DirectX.....................................................111
Interactively Learning Chinese Calligraphy with Computer.....................................................................................115
The Framework and Implementation of Virtual Network Marathon.............................................................................121
Solution and Realization of Chinese AoMu by Computer......................................................................................127
AAnet: A Scalable Peer-to-Peer Player Discovery Scheme in Multiplayer Games............................................................134
The Effect of Video Games on the Players' Cognitive Processing...........................................................................139
The Social Effects of Video Games: Focusing on the Negative Aspects on Players..........................................................144
Content Strategies of the Future: Between Games and Stories-Crossroads for the Video Game Industry.................................150
Computer Game Evaluation: A Designers Checklist..............................................................................................157
An Analysis of Constructing the web2.0-based Virtual Traveling Game.......................................................................165
A new scheme of the educational online game design.............................................................................................170
Path Planning Methods in Evacuation Environments and Entertainment Environments.....................................................174
Modeling Pedestrian Navigational Behavior...................................................................................................178
Implementing Inverse kinematics on GPU..... ....................................................................................................184
Face Shop: Interactive Modeling of 3D Faces Using Anthropometrics.......................................................................191
Online Adaptive Agent for Connect Four.................................................................................................................................................1
An Evolutionary Decision Making Process for Affective Virtual Entities........................................................................9
Player profile management on NFC Smart Card for Multiplayer Ubiquitous Games ..........................................................16
A Methodology for Incorporating Personality Modeling in Believable Game Characters.....................................................24
A Smart and Realistic Chatting Interface for Gaming Agents in 3-D Virtual Space............................................................32
Investigating Gestures as an Input Method for Games..............................................................................................39
Fast and Reliable Mouse Picking using Graphics Hardware......................................................................................44
A Platform for Real Time 3-D Human-computer Interaction Using Virtual Hand..........................................................50
A New 3D Model Retrieval Method with Building Blocks........................................................................................54
Interactive Multi-Style Abstract Video.............................................................................................................59
GPU-Oriented JPEG-Like Texture Compression...................................................................................................67
Graph Cuts Based Background Subtraction to Eliminate Illumination Changes...............................................................74
A GPU based realization of Geometry Clipmap.....................................................................................................79
Gingko - A Real Time 3D Graphics Engine.....................................................................................................85
A Dense Point-to-Point Alignment Method for Realistic 3D Face Morphing and Animation...........................................91
Animation of Trees Based on BBSC in Computer Games.........................................................................................97
Detail-Preserving Characters.......................................................................................................................103
Dynamic Goal Tracing Algorithm based on Continuum..........................................................................................107
Construction Algorithm for 3D Rubik Cube and its Implementation based on DirectX.....................................................111
Interactively Learning Chinese Calligraphy with Computer.....................................................................................115
The Framework and Implementation of Virtual Network Marathon.............................................................................121
Solution and Realization of Chinese AoMu by Computer......................................................................................127
AAnet: A Scalable Peer-to-Peer Player Discovery Scheme in Multiplayer Games............................................................134
The Effect of Video Games on the Players' Cognitive Processing...........................................................................139
The Social Effects of Video Games: Focusing on the Negative Aspects on Players..........................................................144
Content Strategies of the Future: Between Games and Stories-Crossroads for the Video Game Industry.................................150
Computer Game Evaluation: A Designers Checklist..............................................................................................157
An Analysis of Constructing the web2.0-based Virtual Traveling Game.......................................................................165
A new scheme of the educational online game design.............................................................................................170
Path Planning Methods in Evacuation Environments and Entertainment Environments.....................................................174
Modeling Pedestrian Navigational Behavior...................................................................................................178
Implementing Inverse kinematics on GPU..... ....................................................................................................184
Face Shop: Interactive Modeling of 3D Faces Using Anthropometrics.......................................................................191