Implementing a gesture-based matchmaking system in an audio exercise game
Many games utilize matchmaking to improve the gaming experience for the players of the game. In this research, the use of skill-based versus style-based matchmaking is explored under the context of a Boxing Audio Exercise Game. Player actions, which are retrieved through the Kinect Sensor, are used...
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oai:animorepository.dlsu.edu.ph:etd_masteral-126422021-02-09T02:10:46Z Implementing a gesture-based matchmaking system in an audio exercise game Cruz, Ian Lazaruz Many games utilize matchmaking to improve the gaming experience for the players of the game. In this research, the use of skill-based versus style-based matchmaking is explored under the context of a Boxing Audio Exercise Game. Player actions, which are retrieved through the Kinect Sensor, are used to determine how each player plays the Boxing Audio Exercise Game. An 82.5% detection rate was achieved for the gesture recognition using the Hidden Markov Model. These gestures were then used to extract four clusters that describe the playing styles possible for the Shadow Boxing Game. The four clusters include players that focus primarily on attack (Aggressive Type), players that focus on determining the appropriate response to the opponents attack (Counter Punchers), players who beat all the objectives of the game (Completionists), and players who perform the least when compared with the other participants (Strugglers). 2017-01-01T08:00:00Z text https://animorepository.dlsu.edu.ph/etd_masteral/5804 Master's Theses English Animo Repository Computer games Internet games Video games Electronic games |
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Computer games Internet games Video games Electronic games Cruz, Ian Lazaruz Implementing a gesture-based matchmaking system in an audio exercise game |
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Many games utilize matchmaking to improve the gaming experience for the players of the game. In this research, the use of skill-based versus style-based matchmaking is explored under the context of a Boxing Audio Exercise Game. Player actions, which are retrieved through the Kinect Sensor, are used to determine how each player plays the Boxing Audio Exercise Game.
An 82.5% detection rate was achieved for the gesture recognition using the Hidden Markov Model. These gestures were then used to extract four clusters that describe the playing styles possible for the Shadow Boxing Game. The four clusters include players that focus primarily on attack (Aggressive Type), players that focus on determining the appropriate response to the opponents attack (Counter Punchers), players who beat all the objectives of the game (Completionists), and players who perform the least when compared with the other participants (Strugglers). |
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text |
author |
Cruz, Ian Lazaruz |
author_facet |
Cruz, Ian Lazaruz |
author_sort |
Cruz, Ian Lazaruz |
title |
Implementing a gesture-based matchmaking system in an audio exercise game |
title_short |
Implementing a gesture-based matchmaking system in an audio exercise game |
title_full |
Implementing a gesture-based matchmaking system in an audio exercise game |
title_fullStr |
Implementing a gesture-based matchmaking system in an audio exercise game |
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Implementing a gesture-based matchmaking system in an audio exercise game |
title_sort |
implementing a gesture-based matchmaking system in an audio exercise game |
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Animo Repository |
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2017 |
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https://animorepository.dlsu.edu.ph/etd_masteral/5804 |
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