The Influence Of Eyes And Brain Behind "Arterma Tool" In First Person Point Of View Interface Of Games

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internalnotes [1] Ahmad Fauzi Mohd Ayub.,(2008).“Pengajaran Dan Pembelajaran Matematik Kalkulus Menggunakan Model Pengajaran Terus dan Model Pembelajaran Masteri : Pakej TEMACCC.” Tesis Dr. Falsafah Teknologi Maklumat. Fakulti Teknologi Dan Sains Maklumat : UKM Bangi, Selangor D. E. [2] Azizah Jaafar, Halimah Badioze Zaman & Tengku Mohd Tengku Sembok., (2006). “Penilaian Kepenggunaan Reka Bentuk Interface Perisian Kursus Matematik Sekolah Bestari”. Jurnal Teknologi Maklumat & Multimedia 3,: 89-106. UKM Bangi, Selangor D. E. [3] Bleecker, J., (2007).“Vis-a-Vis: A physical user interface for mobile games ( focus point of view in a first person )”. Los Angeles: CA .[Internet sources] 2 Januari 2010, from http://notalion.com/documents/honors.pdf. [4] Carvalho, L., Dong, A., (2010). Bringing a social realist approach into the design of computer-supported learning environments: The Design Studio case study. 6th International Basil Bernstein Symposium: Philosophy and sociology of knowledge and its transmission, Brisbane. [5] Cason II, R ., Larson, E., Robertson, J ., Frisch, J., Trice III,G., and Prayaga, L., (2009). “First Person Shooter Game , Journal Of Object Technology,” Vol. 8. No. 1, Online at www.jot.fm., Chair of Software Engineering ©JOT, Published by ETH Zurich. [6] Choi, D. Konik, T., Nejati, N., Park, C. & Langley, P., (2007).“A Believable Agent for First-Person Perspective Games.” American Association for Artificial Intelligence, Internet sources 8 November 2009 from http://logic.stanford.edu/~konik/Research/Papers/2007_AIIDE/aiide07.pdf [7] Choi, D., Konik, T., Nejati, N., Park ,C & Langley. P., (2007).“A Believable Agent for First-Person Shooter Games.” American Association for Artificial Intelligence, [internet sources] 8 November 2009, from http://www.aaai.org/Papers/AIIDE/2007/AIIDE07-013.pdf. [8] Courtier, R.,(2008) “Eyes and Mouse: A Study of Multi-Modal Human-Computer Interaction”. [9] Irma Shayana Bt Samaden, Azizah Bt Jaafar., (2012). Kerangka Kerja Pembangunan Montaj Interaktif, Pandangan Orang Pertama (POV) Permainan Elektronik (PE) yang Berkonsepkan Peperangan. Proceedings of the 2nd. International Conference on Arts, Social Sciences & Technology, Penang, Malaysia. [10] Jacob, R. J. K., & Karn, K. S.,( 2003). “Eye Tracking in Human-Computer Interaction and Usability Research: Ready to Deliver the Promises.” In Hyönä, J., Radach, R., & Deubel, H. (Eds.).The mind's eye: cognitive and applied aspects of eye movement research. Amsterdam: Elzevier . [11] Jones,S.,“Intelligent User Interfaces.,(1999).” 0657.425/525 Human Computer Interaction. Slaid, t.tp:t.pt. [12] Kieras, D.,(1994).“GOMS Models for Task Analysis”, [internet source] 19 Nov 2009, from http://ai.eecs.umich.edu/people/kieras/docs/TA_Modeling/GOMSforTA.pdf. [13] Kumar, M., (2007)“Gaze-Enhanced User Interface Design”,[internet sources] 20 Jun 2011, from (http://hci.stanford.edu/research/GUIDe/publications/Manu%20Kumar%20Dissertation%20%20Gaze enhanced%20User%20Interface%20Design.pdf). [14] Lankoski ,P., & Björk, S ., (2007). “Gameplay Design Patterns for Social Networks and Conflicts, [Internet sources] http://www.cse.chalmers.se/research/group/idc/ituniv/kurser/09/idproj/papers/lankoski_bjork_GDTW 2007_FINAL.pdf. )[ 8 Nov. 2009] [15] Laurie N. T.,(2002).“Video games: Perspective, Point-of View and Immersion.” Tesis sarjana,t.tp: Universiti Florida. [16] Lee,S.M.,Remington, R., Ravinder, U. & Matessa, M.(2010)”Developing human performance models using Apex /CPM-GOMS for Agent-based modeling and simulation.” Military goverment and aerospace simulation symposium. CA : Moffett Field. [17] Lin, J.,(2010) “How to Design a Professional Page Layout. “ Thesis Of Bachelor of Science degree in the English Technical Communication & Media Arts, Southern Polytechnic State University: t.pt [18] Molenda, M.,(2003).“The ADDIE Model.“A. Kovalchick & K. Dawson, Ed's, Educational Technology: AnEncyclopedia. Copyright by ABC-Clio, 2003, Santa Barbara : CA. [19] Saunders .K, Novak .J.,(2007).“Game Development Essentials: Game Interface Design.” 2007.United States: Amerika. [20] Taylor .L. N. (2002).“Video games: Perspective, Point-Of-View And Immersion”. [internet sources] 11 November 2009 from http://www.purl.fcla.edu/fcla/etd/UFE1000166. [21] Wan Nurnadiah Wan Mohd Puzi, Faaizah Shahbodin Dan Burairah Hussin,(2010).”Development Of Research Framework for PBL Problem Scenario Using Linear & Non-Linear Multimedia”.Proceedings of regional Confrence on knowledge integration in ICT 2010. Melaka. [22] Zhai, S.,(2003).”What's in the Eyes for Attentive Input.” Communications of the ACM, vol. 46(3): pp. 34-39. 2003,t.tp:t.pt. [23] Zuraidah Baharin.,(2010).“Perisian Multimedia Pendidikan Sains Komputer Matrikulasi,” 2010. Tesis Sarjana Teknologi Maklumat. Fakulti Teknologi Dan Sains Maklumat : Universiti Kebangsaan Malaysia.
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spelling 11166 https://intelek.unisza.edu.my/intelek/pages/view.php?ref=11166 https://intelek.unisza.edu.my/intelek/pages/search.php?search=!collection407072 Restricted Document Article Journal application/pdf 13 1.6 Adobe Acrobat Pro DC 20 Paper Capture Plug-in sys14 2014-06-30 14:41:37 5368-01-FH02-FIK-14-00797.pdf UniSZA Private Access The Influence Of Eyes And Brain Behind "Arterma Tool" In First Person Point Of View Interface Of Games The International Journal of Multimedia & Its Applications (IJMA) The application of point of view (POV) in electronic games has been vastly applied and fast becoming a favorite among electronic games (EG) players particularly in games of action genre like warfare games. While allowing the users to experience the character first-hand, POV has its limitations for users. One example of the problems is the difficulty to anticipate the direction an attack by the enemy from a POV blindspot. Another problem is the difficulty to prepare a strategy. Some players become “somewhat dizzy” and eventually give up the game. This paper elaborates on the development of a framework for interactive montage on EG software interface using ArTerma tools and how the ArTerma tool works in the POV interface. Therefore, to accomplish the development of ArTerma tools, (A1(DDI)2E3) model is used. In (A1(DDI)2E3) model usage, ADDIE model is combined with other model concept such as “Diegesis-Spatiality” concept Model, Frame concept model, and Mental concept model has been employed along side an elaboration on case studies. The study hopes that the developed a new model as well as support tool can help improve future EGs. 6 3 21-33 [1] Ahmad Fauzi Mohd Ayub.,(2008).“Pengajaran Dan Pembelajaran Matematik Kalkulus Menggunakan Model Pengajaran Terus dan Model Pembelajaran Masteri : Pakej TEMACCC.” Tesis Dr. Falsafah Teknologi Maklumat. Fakulti Teknologi Dan Sains Maklumat : UKM Bangi, Selangor D. E. [2] Azizah Jaafar, Halimah Badioze Zaman & Tengku Mohd Tengku Sembok., (2006). “Penilaian Kepenggunaan Reka Bentuk Interface Perisian Kursus Matematik Sekolah Bestari”. Jurnal Teknologi Maklumat & Multimedia 3,: 89-106. UKM Bangi, Selangor D. E. [3] Bleecker, J., (2007).“Vis-a-Vis: A physical user interface for mobile games ( focus point of view in a first person )”. Los Angeles: CA .[Internet sources] 2 Januari 2010, from http://notalion.com/documents/honors.pdf. [4] Carvalho, L., Dong, A., (2010). Bringing a social realist approach into the design of computer-supported learning environments: The Design Studio case study. 6th International Basil Bernstein Symposium: Philosophy and sociology of knowledge and its transmission, Brisbane. [5] Cason II, R ., Larson, E., Robertson, J ., Frisch, J., Trice III,G., and Prayaga, L., (2009). “First Person Shooter Game , Journal Of Object Technology,” Vol. 8. No. 1, Online at www.jot.fm., Chair of Software Engineering ©JOT, Published by ETH Zurich. [6] Choi, D. Konik, T., Nejati, N., Park, C. & Langley, P., (2007).“A Believable Agent for First-Person Perspective Games.” American Association for Artificial Intelligence, Internet sources 8 November 2009 from http://logic.stanford.edu/~konik/Research/Papers/2007_AIIDE/aiide07.pdf [7] Choi, D., Konik, T., Nejati, N., Park ,C & Langley. P., (2007).“A Believable Agent for First-Person Shooter Games.” American Association for Artificial Intelligence, [internet sources] 8 November 2009, from http://www.aaai.org/Papers/AIIDE/2007/AIIDE07-013.pdf. [8] Courtier, R.,(2008) “Eyes and Mouse: A Study of Multi-Modal Human-Computer Interaction”. [9] Irma Shayana Bt Samaden, Azizah Bt Jaafar., (2012). Kerangka Kerja Pembangunan Montaj Interaktif, Pandangan Orang Pertama (POV) Permainan Elektronik (PE) yang Berkonsepkan Peperangan. Proceedings of the 2nd. International Conference on Arts, Social Sciences & Technology, Penang, Malaysia. [10] Jacob, R. J. K., & Karn, K. S.,( 2003). “Eye Tracking in Human-Computer Interaction and Usability Research: Ready to Deliver the Promises.” In Hyönä, J., Radach, R., & Deubel, H. (Eds.).The mind's eye: cognitive and applied aspects of eye movement research. Amsterdam: Elzevier . [11] Jones,S.,“Intelligent User Interfaces.,(1999).” 0657.425/525 Human Computer Interaction. Slaid, t.tp:t.pt. [12] Kieras, D.,(1994).“GOMS Models for Task Analysis”, [internet source] 19 Nov 2009, from http://ai.eecs.umich.edu/people/kieras/docs/TA_Modeling/GOMSforTA.pdf. [13] Kumar, M., (2007)“Gaze-Enhanced User Interface Design”,[internet sources] 20 Jun 2011, from (http://hci.stanford.edu/research/GUIDe/publications/Manu%20Kumar%20Dissertation%20%20Gaze enhanced%20User%20Interface%20Design.pdf). [14] Lankoski ,P., & Björk, S ., (2007). “Gameplay Design Patterns for Social Networks and Conflicts, [Internet sources] http://www.cse.chalmers.se/research/group/idc/ituniv/kurser/09/idproj/papers/lankoski_bjork_GDTW 2007_FINAL.pdf. )[ 8 Nov. 2009] [15] Laurie N. T.,(2002).“Video games: Perspective, Point-of View and Immersion.” Tesis sarjana,t.tp: Universiti Florida. [16] Lee,S.M.,Remington, R., Ravinder, U. & Matessa, M.(2010)”Developing human performance models using Apex /CPM-GOMS for Agent-based modeling and simulation.” Military goverment and aerospace simulation symposium. CA : Moffett Field. [17] Lin, J.,(2010) “How to Design a Professional Page Layout. “ Thesis Of Bachelor of Science degree in the English Technical Communication & Media Arts, Southern Polytechnic State University: t.pt [18] Molenda, M.,(2003).“The ADDIE Model.“A. Kovalchick & K. Dawson, Ed's, Educational Technology: AnEncyclopedia. Copyright by ABC-Clio, 2003, Santa Barbara : CA. [19] Saunders .K, Novak .J.,(2007).“Game Development Essentials: Game Interface Design.” 2007.United States: Amerika. [20] Taylor .L. N. (2002).“Video games: Perspective, Point-Of-View And Immersion”. [internet sources] 11 November 2009 from http://www.purl.fcla.edu/fcla/etd/UFE1000166. [21] Wan Nurnadiah Wan Mohd Puzi, Faaizah Shahbodin Dan Burairah Hussin,(2010).”Development Of Research Framework for PBL Problem Scenario Using Linear & Non-Linear Multimedia”.Proceedings of regional Confrence on knowledge integration in ICT 2010. Melaka. [22] Zhai, S.,(2003).”What's in the Eyes for Attentive Input.” Communications of the ACM, vol. 46(3): pp. 34-39. 2003,t.tp:t.pt. [23] Zuraidah Baharin.,(2010).“Perisian Multimedia Pendidikan Sains Komputer Matrikulasi,” 2010. Tesis Sarjana Teknologi Maklumat. Fakulti Teknologi Dan Sains Maklumat : Universiti Kebangsaan Malaysia.
spellingShingle The Influence Of Eyes And Brain Behind "Arterma Tool" In First Person Point Of View Interface Of Games
summary The application of point of view (POV) in electronic games has been vastly applied and fast becoming a favorite among electronic games (EG) players particularly in games of action genre like warfare games. While allowing the users to experience the character first-hand, POV has its limitations for users. One example of the problems is the difficulty to anticipate the direction an attack by the enemy from a POV blindspot. Another problem is the difficulty to prepare a strategy. Some players become “somewhat dizzy” and eventually give up the game. This paper elaborates on the development of a framework for interactive montage on EG software interface using ArTerma tools and how the ArTerma tool works in the POV interface. Therefore, to accomplish the development of ArTerma tools, (A1(DDI)2E3) model is used. In (A1(DDI)2E3) model usage, ADDIE model is combined with other model concept such as “Diegesis-Spatiality” concept Model, Frame concept model, and Mental concept model has been employed along side an elaboration on case studies. The study hopes that the developed a new model as well as support tool can help improve future EGs.
title The Influence Of Eyes And Brain Behind "Arterma Tool" In First Person Point Of View Interface Of Games
title_full The Influence Of Eyes And Brain Behind "Arterma Tool" In First Person Point Of View Interface Of Games
title_fullStr The Influence Of Eyes And Brain Behind "Arterma Tool" In First Person Point Of View Interface Of Games
title_full_unstemmed The Influence Of Eyes And Brain Behind "Arterma Tool" In First Person Point Of View Interface Of Games
title_short The Influence Of Eyes And Brain Behind "Arterma Tool" In First Person Point Of View Interface Of Games
title_sort influence of eyes and brain behind "arterma tool" in first person point of view interface of games