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Skill-mirroring control systems

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paper

Published

Standard

Skill-mirroring control systems. / Dempster, Paul.
CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security. 2009. p. 337-343 (CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security).

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paper

Harvard

Dempster, P 2009, Skill-mirroring control systems. in CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security. CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security, pp. 337-343, Computer Games, Multimedia and Allied Technology 09, CGAT '09 -2nd Annual International Conference on Computer Games; Animation, Multimedia, IPTV, Edutainment and IT Security, Singapore, Singapore, 11/05/09. <http://dl4.globalstf.org/?wpsc-product=skill-mirroring-control-systems>

APA

Dempster, P. (2009). Skill-mirroring control systems. In CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security (pp. 337-343). (CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security). http://dl4.globalstf.org/?wpsc-product=skill-mirroring-control-systems

Vancouver

Dempster P. Skill-mirroring control systems. In CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security. 2009. p. 337-343. (CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security).

Author

Dempster, Paul. / Skill-mirroring control systems. CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security. 2009. pp. 337-343 (CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security).

Bibtex

@inproceedings{53760d989506457394b4b223d280b93f,
title = "Skill-mirroring control systems",
abstract = "Most current input systems for games rely on mechanistic iconographic based interactions such as an {"}attack{"} button, in hardware or software, which encompasses the whole sequence of preparation, timing, execution, and recovery from the action. The few systems which differ mostly involve hardware analogues of physical equipment and movements. These often capture the movement of the real action but not the primary skill required; capturing secondary skills are almost never even attempted. I propose a series of software-based approaches which capture primary and secondary skills required to mirror a player's character's abilities in the player themselves. For example in the role-playing games, if the player has the skills a designer thinks a wizard or warrior would have, the player's character will be better at that class. Comparisons with existing popular systems are made and the implications of this system for cheating, bots, leveling, class selection and experience levels are discussed.",
keywords = "Games, HCI, Input, Interface, RPG, Skill",
author = "Paul Dempster",
year = "2009",
month = dec,
day = "1",
language = "English",
isbn = "9789810831905",
series = "CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security",
pages = "337--343",
booktitle = "CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security",
note = "Computer Games, Multimedia and Allied Technology 09, CGAT '09 -2nd Annual International Conference on Computer Games; Animation, Multimedia, IPTV, Edutainment and IT Security ; Conference date: 11-05-2009 Through 12-05-2009",

}

RIS

TY - GEN

T1 - Skill-mirroring control systems

AU - Dempster, Paul

PY - 2009/12/1

Y1 - 2009/12/1

N2 - Most current input systems for games rely on mechanistic iconographic based interactions such as an "attack" button, in hardware or software, which encompasses the whole sequence of preparation, timing, execution, and recovery from the action. The few systems which differ mostly involve hardware analogues of physical equipment and movements. These often capture the movement of the real action but not the primary skill required; capturing secondary skills are almost never even attempted. I propose a series of software-based approaches which capture primary and secondary skills required to mirror a player's character's abilities in the player themselves. For example in the role-playing games, if the player has the skills a designer thinks a wizard or warrior would have, the player's character will be better at that class. Comparisons with existing popular systems are made and the implications of this system for cheating, bots, leveling, class selection and experience levels are discussed.

AB - Most current input systems for games rely on mechanistic iconographic based interactions such as an "attack" button, in hardware or software, which encompasses the whole sequence of preparation, timing, execution, and recovery from the action. The few systems which differ mostly involve hardware analogues of physical equipment and movements. These often capture the movement of the real action but not the primary skill required; capturing secondary skills are almost never even attempted. I propose a series of software-based approaches which capture primary and secondary skills required to mirror a player's character's abilities in the player themselves. For example in the role-playing games, if the player has the skills a designer thinks a wizard or warrior would have, the player's character will be better at that class. Comparisons with existing popular systems are made and the implications of this system for cheating, bots, leveling, class selection and experience levels are discussed.

KW - Games

KW - HCI

KW - Input

KW - Interface

KW - RPG

KW - Skill

M3 - Conference contribution/Paper

AN - SCOPUS:84857074058

SN - 9789810831905

T3 - CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security

SP - 337

EP - 343

BT - CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security

T2 - Computer Games, Multimedia and Allied Technology 09, CGAT '09 -2nd Annual International Conference on Computer Games; Animation, Multimedia, IPTV, Edutainment and IT Security

Y2 - 11 May 2009 through 12 May 2009

ER -