A comparison of two sigmoidal-type activation functions in video game controller evolution

Author(s):  
Tse Guan Tan ◽  
Jason Teo ◽  
Patricia Anthony
Author(s):  
Sarika Chaudhary ◽  
Shalini Bhaskar Bajaj ◽  
Aman Jatain ◽  
Pooja Nagpal

Game controllers have been planned and improved throughout the years to be as easy to understand as could reasonably be expected. A game controller is a gadget utilized with games or theatre setups to give contribution to a computer game, commonly to control an item or character in the game. Information gadgets that have been named game controllers incorporate consoles, mice, gamepads, joysticks, and so on. A few controllers are intended to be purposely best for one sort of game, for example, guiding wheels for driving games, move cushions for moving games, and light firearms for firing games. The aim here is to create a virtual environment, where the user is appealed by various gesture controls in a gaming application. A Gesture is an action that has to be seen or felt by someone else (here a PC) and has to convey some piece of information. Now obviously, to create a virtual gaming environment, we need to create a real-time gaming application first. We’ll be designing our 2D and 3D gaming applications through Unity 3D video game engine. The data used in this project is primarily from the Ego Hands dataset. After an input has been taken, and the consequent action has been performed, we’ll use this activity for future development of the model by using Tensor-Flow. The input will be taken through the webcam of the PC which will be accessed and combined to the gaming application and hands dataset by WebGL. WebGL is a JavaScript API for rendering interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins.


Author(s):  
Miguel Garcia-Ruiz ◽  
Vivian Jimenez Estrada ◽  
Deborah Woodman

Interactive whiteboards (IWBs) can be a great asset to teachers trying to help students visualize what they are trying to teach, especially for supporting instructors and teams of students in class. However, commercial IWBs can be costly and difficult to operate. This paper describes the development of a low-cost IWB using a video game controller and “homebrew” infrared pens, and how its usability and technology acceptance will be tested in the context of sociology courses. We propose that the use of low-cost and highly-usable technologies in sociology courses may enhance student learning outcomes and retention rates as a way to fit the learning needs of students and supporting them in the engagement of critical thinking.


Author(s):  
William Ellick ◽  
Pejman Mirza-Babaei ◽  
Sharon Wood ◽  
Duncan Smith ◽  
Lennart E. Nacke

Author(s):  
Erika Abe ◽  
Koichi Fujiwara ◽  
Manabu Kano ◽  
Hiroshi Chigira ◽  
Toshitaka Yamakawa
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