2016
Autores
Cardoso, JMP; Weinhardt, M;
Publicação
FPGAs for Software Programmers
Abstract
The compilation of high-level languages, such as software programming languages, to FPGAs is of paramount importance for the mainstream adoption of FPGAs. An efficient compilation process will improve designer productivity and will make the use of FPGA technology viable for software programmers. When targeting the hardware resources provided by FPGAs, a compilation process usually requires a stage known as High-Level Synthesis (HLS) which is responsible for generating application specific hardware architectures from the input source code or from an intermediate representation of the input application. This chapter briefly describes HLS and its main processing stages. The chapter provides the indispensable knowledge for readers who want to follow the remaining chapters of this book. © Springer International Publishing Switzerland 2016.
2016
Autores
Hannig, F; Cardoso, JMP; Pionteck, T; Fey, D; Preikschat, WS; Teich, J;
Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Abstract
2016
Autores
Silvano, C; Cardoso, JMP; Agosta, G; Hübner, M;
Publicação
PARMA-DITAM@HiPEAC
Abstract
2016
Autores
de Oliveira, CB; Menotti, R; Cardoso, JMP; Marques, E;
Publicação
LANGUAGES, DESIGN METHODS, AND TOOLS FOR ELECTRONIC SYSTEM DESIGN
Abstract
2016
Autores
Silvano, C; Cardoso, JMP; Agosta, G; Huebner, M;
Publicação
ACM International Conference Proceeding Series
Abstract
2016
Autores
Nogueira, PA; Torres, V; Rodrigues, R; Oliveira, E; Nacke, LE;
Publicação
JOURNAL ON MULTIMODAL USER INTERFACES
Abstract
To understand the impact of emotionally driven games on player experience, we developed a procedural horror game (Vanish) capable of run-time level, asset, and event generation. Vanish was augmented to interpret players' physiological data as a simplified emotional state, mapping it to a set of adaptation rules that modify the player experience. To explore the effects of adaptation mechanisms on player experience, we conducted a mixed-methods study on three different versions of the game, two of which integrated varying biofeedback mechanisms. Players' affective experiences were objectively measured by analysing physiological data. Additionally, subjective experience was recorded through the use of the Game Experience Questionnaire. Our study confirmed that biofeedback functionality had a statistically significant effect on the ratings of player experience dimensions: immersion, tension, positive affect, and negative affect. Furthermore, participants reported noticeable differences in player experience, favouring the added depth present in the biofeedback-enabled iterations of the game. In the future, these conclusions will help to develop more immersive and engaging player experiences.
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