MadMen in the world of Mario: Advertising in Videogames

Jorge Huarte Fernández, Jhf1g13@soton.ac.uk

Advertising is a reality we deal in most mediums, a necessary evil that helps pay for the content we love to consume, a model that has worked on the TV market for years, but as eyes of the consumer are moving away from the TV so are the advertisers’ targets. Logically, this attention will turn to other less saturated markets, especially those with rising popularity which in the advertising companies’ eyes are an ideal target for their adverts, and among the industries that share these traits few represent an opportunity as good as videogames for advertisers to explore. Will these events will disrupt this market as they did with television, is the influx of advertising money going to change the medium or how advertisers are using it. This paper will explore how advertising is currently being applied in videogames as well as modern examples of its use and some cases of success.

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A brief overview of Microsoft Kinect and its applications

Matheus Giovanni Soares Beleboni, mgsb1g13@soton.ac.uk

Originally designed by Microsoft as an add-on for the Xbox 360 video game console, Kinect has proven to be an incredible piece of technology outside of the gaming scope. Its relatively low cost depth sensor, able to interpret full-body 3D movements, and even recognize gestures and voices, has provided a plethora of new opportunities, especially in the area of multimedia computing. This paper initially presents a succinct overview of Microsoft Kinect itself, introducing the basic ideas behind this powerful technology, and later, discusses some of the current studies that have been conducted, focusing on areas such as robotics and medicine, for example. Finally, a conclusion about the effectiveness of Kinect is presented and some considerations are made about the potential future of this remarkable technology.

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Comparison between client-server, peer-to-peer and hybrid architectures for MMOGs

Vítor de Albuquerque Torreão, vdat1g13@soton.ac.uk

Massively Multiplayer Online Games have become very pop- ular among the player community, the game industry and the researchers. As the traditional client-server architec- ture started to show its limitations, researchers started to develop new architectures that could potentially substitute the client-server model. The peer-to-peer architecture was proposed, but it also had its drawbacks. Researches, then, proposed hybrid approaches that combined the best of both other architectures. However, there are still many issues to be overcome before the industry can implement any of these proposed architectures. Meanwhile, the research in MMOGs is in constant growth.

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How has HMD device evolved within a half of the century?

Saltanat Aimakhanova, sa15g11@soton.ac.uk

Virtual Reality became popular within 50 years. It is now being used in a lot spheres such as medicine but there are still issues such as lag time, update rate image quality. This could all cause problems with user health as well as making usage of HMD devices not preferable. Resolution, perception, image quality, update rate are the problem that VR is currently facing. Future solutions that are proposed in a work are presented by various authors.

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Biometrics: The Future of Mobile Phones

Lauren Long, ll20g11@soton.ac.uk

Traditionally the use of codes or passwords have been used to authenticate access to mobile devices, but now th e use of biometrics is increasingly being implemented. However is the use of biometrics a secure way to authenticate access to mobile devices . This paper provides insight into the different areas of biometrics, how they are now implemented on mobile device s as well as their advantages and disadvantages.

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Impact of Video Games on Children

Sergio Januario, sjcj1g11@ecs.soton.ac.uk

Video games are ingrained in our culture and society and with this come the multitude of studies and reports on how they are either bad for our health or good for it . However few try to make a balanced argu ment between the good and the bad. One of the most popular and successfu l video game franchise’s Grand Theft Auto has sold some one hundred and twenty five million copies of its video games over its history with the first being released in 1997 [21] and its latest addition sold over eleven million on its first day while being the fastest to the one billion dollars in video games sold [19] . G iven the high level of interactivity available with video games over any other medium it has been the subject of various studies on what they do us . These effects go from how detrimental they are to our health and education causing aggressive mood swings and a p reference to playing video games over studying. However in contrast, they can be tools for the rehabilitation of various conditions and promote learn ing. In conclusion , these effects are all possible be it the positive or the negative effects however video games are not the single or biggest instigator of these effects. Simply removing the use of video games will not remove these effects from the realm of possibility but only reduce th e risk of them occurring . The message to take away from this paper is a balanced, structured and well thought out plan is more important than the mediums used.

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Second Screens: Socializing with your Telly

Elliot Rosemeyer, ecjr1g11@ecs.soton.ac.uk

This paper gives an overview of the use of second screens during television viewing with an emphasis on socializing. It aims to paint a picture of the current state of the technology, emerging innovations, and the public's feelings toward it. It goes into detail on how the second screen can connect itself to the primary screen, as well as defining the means in which the user can interact with the device. Important features of a second screen social system are discussed, as well as results from various studies into the views of the public.

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Medical 3D Printing: Printing a New Face for the Future

Rachel Ranaldi, rsr2g11@ecs.soton.ac.uk

This report outlines the basic fundamentals of 3D printing and how the technology behin d it works. A more in - depth exploration of how 3D printers could be utilized within the medical industry is investigated, along with multiple real - life examples. It covers the concept of using the typical 3D printing materials and techniques to produce med ical assistances and equipment, as well as the possibility to utilise living cells to print engineered human tissue. I t then evaluates the advantages that come with the growing technology, whilst also examining the potential ethical and legal implications that could result from improper or illegal usage. I t explores the likely imp act the technology could have if used throughout the medical sector and how it could affect the entire world

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Location, Location, Location - A Review Of Location Based Gaming

Maria Lynch, ml26g11@ecs.soton.ac.uk

New games are constantly being developed and new genres are emerging. Location based games are now coming into the market beginning with adapting traditional games such as monopoly and battleships. These games use location technology such as GPS, and use data sets to access information to change the scenario faced by the avatars in the game. In this paper, the technology used is reviewed and the problems facing the progression of this genre of games are discussed.

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Identifying the Addictive Qualities of Multimedia and User Predisposition

Robin Johnson, rpaj1g11@ecs.soton.ac.uk

Pervasive multimedia is an ever increasing phenomenon in the daily proceedings of many users’ lives, with the further development of mobile technologies now frequently being attributed in popular media to a rise in its consumption. Indeed, the call to recognize excessive use as an ‘addiction’ has put pressure on governing bodies within the mental health sector to officially recognize it as such, despite them recently clarifying their stance that insufficient evidence exists to do so. By reviewing the available literature and research in the field, this paper examines the psychological impact of characteristics which may induce a user to become addicted, in addition to the design factors which may make a form of multimedia appear to induce this state, reaching the conclusion that users’ motivations and personalities remain the main influences of attaining what we understand by the term ‘addiction’ in a multimedia context, despite a growing trend of user personality exploitation through designers’ ingenuous applications of theories of behaviourism.

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Emerging Environments for Interactive Art Creation

David Brewis, db8g11@ecs.soton.ac.uk

Recently there has been increased interest in using computers for artistic purposes, specifically interactive works of art. This has led to demand for programming environments specifically for creative use. Several of these have been developed at once. It is therefore important to judge the values of each of these in order to determine which would most suit the needs of artists interested in computer based artworks.

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Research Issues in Intelligent Vehicles

Kostadin Stoilov, ks2g11@soton.ac.uk

The automobile has transformed the world by offering mobility and autonomy. However, this great power has come at an enormous cost in human lives and resources due to accidents occurring every day. Intelligent Transportation Systems (ITS) are an attempt to improve transport safety and efficiency by leveraging state-of-the-art technologies in computer vision, algorithms, sensors and wireless communication. As in conventional transportation systems, vehicles are the key participants in Intelligent Transportation Systems. However, unlike most commercial vehicles today, Intelligent Vehicles must be able to accurately perceive the environment and make correct decisions based on the scenario they find themselves in. A lot of research in Intelligent Vehicles has focussed on solutions tailored for very specific scenarios when the on-road environment is diverse and constantly changing. An Intelligent Vehicle should be able to act accordingly in all situations, which presents a serious of challenges and issues to solve. This paper examines the research issues involved with developing Intelligent Vehicles and evaluates an autonomous vehicle designed to handle an urban environment challenge.

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Social Media and Business Success

Joe Hart, jh19g11@ecs.soton.ac.uk

Use of social networks has grown exponentially since their emergence in the late 2000s, they provide a new unprecedented way for companies to interact with their consumer. However there is very little evidence detailing the exact ways social media affects business. While the knowledge about social media and business interaction may be very small, the effects of that interaction are massive. Entire brands are destroyed and made, stock markets predicted and fortunes poured away on untested marketing strategies.

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In-Vehicle Technologies – More Harm Than Help? A Review of Driver Distraction Literature

Benjamin Jesty, bj1g11@soton.ac.uk

In-vehicle technology (IVT) use has increased dramatically in the past ten to fifteen years. While the majority of this technology is very useful and can add significantly to the driving experience, almost all of the technology poses some level of risk to the driver by way of distraction. This paper summarises the current research literature looking into how severe this distraction can be with different technologies, what impact it is having on road safety and what is being done to combat the issue.

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Effective Delivery of Mobile Multimedia: Challenges and Solutions

Onatobome O.Okposo, OOO1G10@Soton.ac.uk

Developments in computer science and technology have enabled the production of various forms of multimedia and increase in the use of smartphones have placed a demand on mobile multimedia delivery While operators are able to offer a variety of sophisticat- ed services including high quality and high definition 3D video, audio and data, and interactive applications, users expect high Quality of Service (QOS) in multimedia delivery. The heterogene- ity of user devices and the vulnerability of wireless networks to free-riding, packet loss, delay, interference and the management of networks contribute to the challenges which content-service pro- viders and ultimately users face. Challenges in video streaming and video sharing, video chat, security issues in social networking are major focus areas. The challenges of designing of robust archi- tectures to deal with technicalities on mobility, bandwidth re- quirements, location management, content management, scalabil- ity, nomadism, high performance and availability are also dis- cussed. Solutions which have been proposed in the course of re- search work of various authors are presented.

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Gaming in the cloud: one of the future entertainment

Zhenfeng Wu, zfw2g10@ecs.soton.ac.uk

Since the rapid growth of the cloud computing, data collection and info rmation sharing are led to a higher level and are replacing the traditional computation. Several technologies using cloud in all areas are developing to adapt the revolution of information technology and one of them is cloud gaming. Th is paper aims to expl ain what cloud gaming is, and look at some detail of its overview and general architecture. After that, changes arisen due to the development on cloud gaming are indicated and analysed. In addition, the impacts to society and individuals and QoS of the on - demand gaming will be introduced in the next stage. Finally, the paper concludes that the advancements in cloud computing will turn the future of gaming industry into cloud gaming. However, challenges and negative effects need to be considered during the d evelopment to make entire industry move forward smoothly.

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Internet of Things (IoT) and Human Computer Interaction

Olja Rastic-Dulborough, ord1c08@ecs.soton.ac.uk

This paper outlines the current state of the Intern et of Things from the human-computer interaction point of view.

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Touchless Vs direct-touch interface: Technical and Applications

Sakinah Y. Salim, ss17g08@soton.ac.uk

In this paper I will briefly discuss the technical views of both touchless gesture control and direct-touch (touch screen) control interfaces. As well as the characteristics of each interface that it provides. Moreover using the known characteristics a discuss how each interfaces is best fit with some applications and not others. The main purpose of the paper is to generate an overview of both technologies and gives the user enough judgment to decide which best interface is better fit for some applications.

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Creating Dynamic Role - Playing Game Experiences: Getting off the Railroad

Fabrice Clarke, fc1g11@soton.ac.uk

Computer based role - playing games (CRPGs) have frequently been increasing in complexity over the years. Many of these games have been based on more traditional pen and paper role playing games (PnP RPGs) , and while they often capture many of the core mechanics around the games (e . g. combat) some of the more nuanced sides of pen and paper games can be lost. When a game is being run by a human, it is possible for the core story to be adjusted ad hoc or be entirely freeform compared to the relatively rigid structure found in many games. Similarly dia logues and interactions with non - player characters (NPCs) can adapt and adjust to their surroundings or previous experiences. Removing this rigidity in game flow can be seen as goal for many game designers wishing to produce a more free flowing and rewardi ng experience. This paper will aim to explore some of the various technologies being discussed to improve the way CRPGs can adapt themselves to personalise the playing experience to each player; an d try to summarise the benefits and disadvantages of imple menting them.

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Autostereoscopy: Where Have We Been, Where Are We Now, and Where Are We Going?

Andy Davies, aed1g10@ecs.soton.ac.uk

Autostereoscopic, or ‘glassless-3D’, displays have been around conceptually since the times of Euclid in 280 BC, but are now emerging as a hyper-realistic, high-quality alternative to traditional ‘two-dimensional’ displays. However, multiple drawbacks are preventing them from becoming commonplace and aiding the many applications that could truly benefit from such technology, such as science, medicine, and entertainment. This paper evaluates the history, current state, and research of autostereoscopy and attempts an informed prediction of when and where the technology will begin to see greater use. This forecast helps shed light on previous trends and gives insight for researchers and manufacturers looking to invest time and money into autostereoscopy.

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