TY - GEN
T1 - Socially relevant simulation games
T2 - 19th ACM International Conference on Multimedia ACM Multimedia 2011, MM'11
AU - Tadayon, Ramin
AU - Amresh, Ashish
AU - Burleson, Winslow
PY - 2011
Y1 - 2011
N2 - Socially Relevant Simulation Games (SRSG), a new medium for social interaction, based on real-world skills and skill development, creates a single gaming framework that connects both serious and casual players. Through a detailed case study this paper presents a design process and framework for SRSG, in the context of mixed-reality golf swing simulations. The SRSG, entitled "World of Golf", utilizes a realtime expert system to capture, analyze, and evaluate golf swing metrics. The game combines swing data with players'backgrounds, e.g., handicaps, to form individual profiles. These profiles are then used to implement a golf simulation game using artificially controlled agents who inherit the skill levels of their corresponding human users. The simulation and assessment modules provide the serious player with tools to build golf skills while allowing casual players to engage within a simulated social world. A framework that incorporates simulated golf competitions among these social agents is presented and validated by comparing the usage statistics of 10 PGA Golf Management (PGM) students with 10 non-professional students.
AB - Socially Relevant Simulation Games (SRSG), a new medium for social interaction, based on real-world skills and skill development, creates a single gaming framework that connects both serious and casual players. Through a detailed case study this paper presents a design process and framework for SRSG, in the context of mixed-reality golf swing simulations. The SRSG, entitled "World of Golf", utilizes a realtime expert system to capture, analyze, and evaluate golf swing metrics. The game combines swing data with players'backgrounds, e.g., handicaps, to form individual profiles. These profiles are then used to implement a golf simulation game using artificially controlled agents who inherit the skill levels of their corresponding human users. The simulation and assessment modules provide the serious player with tools to build golf skills while allowing casual players to engage within a simulated social world. A framework that incorporates simulated golf competitions among these social agents is presented and validated by comparing the usage statistics of 10 PGA Golf Management (PGM) students with 10 non-professional students.
KW - Background assessment
KW - Golf swing analysis
KW - Real-time motion capture
KW - Simulation
KW - Social gaming
UR - http://www.scopus.com/inward/record.url?scp=84455185021&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84455185021&partnerID=8YFLogxK
U2 - 10.1145/2072298.2071908
DO - 10.1145/2072298.2071908
M3 - Conference contribution
AN - SCOPUS:84455185021
SN - 9781450306164
T3 - MM'11 - Proceedings of the 2011 ACM Multimedia Conference and Co-Located Workshops
SP - 941
EP - 944
BT - MM'11 - Proceedings of the 2011 ACM Multimedia Conference and Co-Located Workshops
Y2 - 28 November 2011 through 1 December 2011
ER -