SECTION: Features
Given the rising amount of fake news on the web, it is imperative to understand whether people can become immune to fake news and what steps can help achieve this goal. This interview presents insights into the definition of fake news, current research, and the future of fake news education.
By Diane Golay, September 2020
PDF | HTML | In the Digital Library
SECTION: Features
Understanding how to develop technologies that make exercise more accessible to people with visual impairments, particularly in the form of body-based movement and public spaces.
By Kyle Rector, July 2019
PDF | HTML | In the Digital Library
This article reviews recent developments in superhuman sports with regard to extending the human body and augmenting the playing field, and gives an outlook on future research directions.
By Kai Kunze, Stephan Lukosch, July 2019
PDF | HTML | In the Digital Library
SECTION: Features: Motivating Participation
Video games inspire new tools for creating engaging user experiences.
By Lennart E. Nacke, September 2017
PDF | HTML | In the Digital Library
Gameful elements and persuasive strategies can motivate and encourage people to take charge of their health and achieve their ultimate wellness goal.
By Dennis L. Kappen, Rita Orji, September 2017
PDF | HTML | In the Digital Library
Gamification is manipulation; at least that is what many people think. Because gamification is a powerful tool for modifying behaviors, how we should consider ethics specifically for gamification?
By Andrzej Marczewski, September 2017
PDF | HTML | In the Digital Library
SECTION: Features
Mediums such as fine art and poetry are common subjects in computational creativity---but what about something closer to home? Can computers be as creative in programming as they are in poetry?
By Michael Cook, June 2013
PDF | HTML | In the Digital Library
Fans of PC role-playing games need no introduction to Bioware-the Edmonton, Alberta based developer of Baldur's Gate, Neverwinter Nights, and Jade Empire, among others. The company recently opened a studio in Austin, Texas to develop a massively multiplayer online role-playing game (MMORPG, or simply MMO) for an unannounced intellectual property. Ben Earhart, client technology lead on the new project, took a few hours out of his busy schedule to discuss with Crossroads the future of real-time rendering-3-D graphics that render fast enough to respond to user input, such as those required for video games.
By James Stewart, December 2007
PDF | HTML | In the Digital Library
The increasing demands of 3D game realism - in terms of both scene complexity and speed of animation - are placing excessive strain on the current low-level, computationally expensive graphics drawing operations. Despite these routines being highly optimized, specialized, and often being implemented in assembly language or even in hardware, the ever-increasing number of drawing requests for a single frame of animation causes even these systems to become overloaded, degrading the overall performance. To offset these demands and dramatically reduce the load on the graphics subsystem, we present a system that quickly and efficiently finds a large portion of the game world that is not visible to the viewer for each frame of animation, and simply prevents it from being sent to the graphics system. We build this searching mechanism for unseen parts from common and easily implemented graphics algorithms.
By Kenneth E. Hoff, May 1997
PDF | HTML | In the Digital Library