Aims and scope International Journal of Computer Games Technology is a peer-reviewed, Open Access journal that publishes original research and review articles on both the research and development aspects of games technology covering the whole range of entertainment computing and interactive digital media.
Acknowledgements International Journal of Computer Games Technology was founded in by Professor Edmond Prakash who served as the Editor-in-Chief of the journal between and Contact Editorial enquiries should be directed to ijcgt hindawi. General enquiries should be directed to help hindawi. Journal metrics. Submission to final decision 54 days.
Acceptance to publication 26 days. CiteScore 3. Journal Citation Indicator 0. Impact Factor -. Author guidelines Editorial board Databases and indexing Sign up for content alerts Sign up.
International Journal of Computer Games Technology publishes original research and review articles on both the research and development aspects of games technology covering the whole range of entertainment computing and interactive digital media.
International Journal of Computer Games Technology maintains an Editorial Board of practicing researchers from around the world, to ensure manuscripts are handled by editors who are experts in the field of study. In China, there is a crisis of rural cultural heritage inheritance due to urbanization. The traditional cultural inheritance modes such as building museums may not satisfy the needs of wide and fast culture transmission, communication, and inheritance.
However, the virtual museum may provide new solutions. Nowadays, China has essential social-economic conditions for virtual museum construction but lacks sustainable modes for virtual museums supporting rural cultural heritage inheritance. We built a demonstrational virtual museum for the Mt. Mogan government according to this mode, adopted a comparative analysis and questionnaire survey to verify, and assess the application effects of the mode. The inheritance crisis of rural cultural heritage needs reasonable solutions, and our results can be a guideline for building virtual museums in rural areas to promote wide, fast, and sustainable cultural inheritance.
This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i. Remote rendering for VR is a technology that enables high-quality VR on low-powered devices.
This is realized by offloading heavy computation and rendering to high-powered servers that stream VR as video to the clients. This article focuses on one specific issue in remote rendering when imperfect frame timing between client and server may cause recurring frame drops. We propose a system design that executes synchronously and eliminates the aforementioned problem. The design is presented, and an implementation is tested using various networks and hardware.
The design cannot drop frames due to synchronization issues but may on the other hand stall if temporal disturbances occur, e. However, experiments confirm that such events can remain rare given an appropriate environment.
In a LAN without extra latency setting, i. Software process improvement programs are partly founded on software measurement. However, despite their importance, it has been pointed out in the literature that many students are leaving the academic world without the necessary skills to conduct this kind of process. In light of this, the application of serious games or gamification can show useful alternative ways of meeting this need, because the strategies they involve are well accepted by students and have a motivational and engaging effect on them.
The objective of this work is to discover different approaches to the teaching of software measurement and software process improvement through gamification projects and serious games. This involves carrying out a systematic review of the literature, which is aimed at characterizing the state-of-the-art on the use of methods related to gamification and serious games in the abovementioned subjects.
We conducted a systematic review of the literature to identify primary studies that address the use, planning, or evaluation of gamification, serious games, their features, and game mechanics in software engineering. We located primary studies, published between and Although the use of serious games and gamification in software engineering is not recent, there still remains a large area to be explored, especially in software process improvement and software measurement.
The study expands and advances the research on how serious games and gamification proposals can be used for teaching software measurement in the context of software process improvement programs by conducting a systematic review of the literature. Sport games are among the oldest and best established genres of computer games. Sport-inspired environments, such as RoboCup, have been used for AI benchmarking for years. We argue that, in spite of the rise of increasingly more sophisticated game genres, team sport games will remain an important testbed for AI benchmarking due to two primary factors.
First, there are several genre-specific challenges for AI systems that are neither present nor emphasized in other types of games, such as team AI and frequent replanning. Second, there are unmistakable nonskill-related goals of AI systems, contributing to player enjoyment, that are most easily observed and addressed within a context of a team sport, such as showing creative and emotional traits. We analyze these factors in detail and outline promising directions for future research for game AI benchmarking, within a team sport context.
Virtual Reality VR technology has advanced forward in everyday life where virtual fitness is possible through physically moving around in the real world.
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