A low-altitude endoatmospheric interceptor, which is steered by aerodynamic lift and divert thruster, is investigated in this paper. The divert thrust is provided by a solid rocket engine with a ...single public combustion chamber and a group of nozzles around the missile. As a result, it can be used only once. To utilize the divert thruster effectively and to determine the width of the divert thruster pulse, a logic-based guidance strategy is proposed. Moreover, the decomposition of the game space is employed to analyze the appropriate initiating time of the divert thruster. Finally, the validity of the guidance strategy is tested using a realistic 2-D ballistic missile defense scenario. It is shown that, due to the sufficient utilization of the divert thruster, there is a significant improvement in the homing performance.
In this article I describe and discuss the ontology of pervasive gaming, paying special attention to gameplay, rules and space. Taking rules as my starting point I initially discuss the term gameplay ...and divide it into two levels. One has to do with the more or less successful blend of rules and tactics, while the other hinges on the balance between free, exploration-based play and fixed, level-oriented gaming. Then I define the act of playing and being in play-mode as opposed to the act of gaming and being in game-mode in order to reflect on how these two simultaneous activities-in game-play-profoundly influence the possibility space of current and future pervasive games. The second part of the article comments on the interplay of tangible and computational spatiality in pervasive gaming, and it all concludes in a number of concrete 'design heuristics' aimed at pervasive gamers and entrepreneurs.
A differential game guidance law for an endoatmospheric interceptor missile steered by aero fins and reaction jets is developed in this paper with bounded controls. For a low-altitude endoatmospheric ...interceptor, the propellant of the reaction-jet control system (RCS) is restricted by the missile configuration. Considering propellant limits, the effect of the RCS thrust on homing performance is investigated through game space structures. Also, to use the RCS at an appropriate timing, game space decomposition is used to determine the initiating time of the RCS. Finally, the effectiveness of the guidance law is demonstrated by a realistic ballistic missile defense scenario. It is shown that the proposed guidance law provides a significant improvement in homing accuracy compared to the conditional one. Furthermore, under propellant limits, a bigger RCS thrust cannot guarantee a higher homing accuracy.
In this article I describe and discuss the ontology of new pervasive interfaces emphasising in particular so-called pervasive gaming. First, I examine the term gameplay in terms of rules and divide ...it into two levels. One has to do with the (more or less successful) amalgamation of rules and tactics, while the other one hinges on the balance between exploration based play and level-oriented gaming. Second, I scrutinise the act of playing (play-mode) and the act of gaming (game-mode). Thirdly, I reflect on the Deleuzian claim that the virtual is not opposed to the real but rather must be understood as the condition for actuality. I then use this conception of virtuality as a means to explain the relational structure of play that connects and yet is irreducible to gaming. As a whole, the article is an attempt to further legitimise the field of pervasive gaming theory: pervasive ludology; and, moreover, to lay out the foundation for what could be coined the meta-ludic architecture of pervasive games, i.e. that which constitutes the playability and epistemology of the post-screen paradigm.
This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the real-world environment as essential elements of the game play, whilst also ...maintaining the exciting fantasy features of traditional computer entertainment. Our system called 'Touch-Space' is an embodied (ubiquitous, tangible, and social) computing based Mixed Reality (MR) game space which regains the physical and social aspects of traditional game play. In this novel game space, the real-world environment is an essential and intrinsic game element, and the human's physical context influences the game play. It also provides the full spectrum of game interaction experience ranging from the real physical environment (human to human and human to physical world interaction), to augmented reality, to the virtual environment. It allows tangible interactions between players and virtual objects, and collaborations between players in different levels of reality. Thus, the system re-invigorates computer entertainment systems with social human-to-human and human-to-physical touch interactions. PUBLICATION ABSTRACT
A guidance law for an interceptor missile with a time-varying lateral acceleration limit is developed using differential games formulation with bounded controls. If an interceptor has axial ...acceleration and its lateral acceleration is generated by the aerodynamic lift, its lateral acceleration limit will vary with time due to its time-varying speed and the air density varying with altitude. This time-varying lateral acceleration limit property can also be obtained by designs of the time-varying sum of jets’ thrust when the interceptor is steered by divert reaction jets. The effect of this time-varying limit is investigated in this paper. The results indicate that the time-varying design of this limit leads to cooperation between the mid-course and terminal homing phase, and yields an improvement in homing accuracy. The effectiveness of this guidance law is demonstrated in a realistic ballistic missile defense scenario. It is shown that the proposed guidance law guarantees admissible accuracy, and is robust for the target maneuver commands and the delay in the estimation process of the target maneuvers. Furthermore, it provides better homing performance compared to the conventional law if the estimation delay is longer than a certain degree.
The paper introduces four axes of pervasive gaming (PG): mobility, distribution, persistence, and transmediality. Further, it describes and analyses three key units of PG (rules, entities, and ...mechanics) as well as discusses the role of space in PG by differentiating between tangible space, information embedded space, and accessibility space.
Categories and Subject Descriptors: H.5.1 Multimedia Information Systems: Artificial, augmented, and virtual realities.
General Terms: Performance, Human Factors, Theory.
Following Tom Gunning’s assertion that each change in film history implies a change in its address to the spectator, this article closely analyses The Polar Express (Robert Zemeckis, 2004) in order ...to interrogate what kinds of changes are at stake for the contemporary spectator of the wholly computer-generated blockbuster. The article also considers the extent to which the immersive, video game-like visual aesthetic and mode of address present in The Polar Express strive to naturalize viewer relations with digital spaces and characters such as those inherent to both computer-generated films and the ‘invisible’ virtual realm of cyberspace. Finally, the article argues that The Polar Express functions as a compelling historical document of an era when cinema and video games have never been more intertwined in terms of aesthetics, character construction, and narrative, and raises compelling questions about whether video games have begun to exert the type of formative influence upon cinema that cinema previously exerted on video games.
Este artículo recorre los orígenes de las ludotecas como instituciones de juego y su particular desarrollo en la década de los80 en el Estado Español. Las transformaciones sociales que ha vivido ...España a lo largo de las últimas décadas ha hecho más que necesario la irrupción de estos espacios ya presentes en otros países. Tras treinta años desde que las primeras ludotecas abrieron sus puertas, podemos acercarnos a esos momentos iniciales para conocer la esencia de esta institución educativa que se integra en el día a día de muchas familias, de la infancia actual.