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Published since 1998
ISSN 1562-5419
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Varieties of Video Lectures

116-156
Abstract:

The article is devoted to the typology of the main variants of video lectures (https://vimeo.com/showcase/6184718), which differ in didactic value and laboriousness of creation. For each option of video lectures, the key conditions for effective formation and use are determined. Particular attention is paid to the optimization of hardware for the creation of various options for video lectures in full-time and distance learning.


As a basic option, a video recording of a PowerPoint presentation with speech and graphic comments on the slides is considered. The screen (electronic board) videorecording on the left with the lecturer in profile, named ad standard profile version, is recommended for use when there is a shortage of space in the classroom. In the presence of a video camera with optics that ensure the preservation of the detail of images of visual materials, the preferred option for video lecture is a standard frontal one, filmed from the far end of the audience. Didactically optimized editing of video lectures allows you to combine high-quality recording of visual materials of the basic version with mediocre video recordings of the teacher's actions.


Integrative versions of video lectures are created by overlaying the video recording of the teacher's actions over a specially designated invariant place in the design of the slides of the basic version of the video lecture. The options for adapting the design of PowerPoint presentations to form a basic and integrative version of video lectures are proposed. The highest ratio of "didactic quality / labor costs" is achieved when creating integrative video lectures directly in the process of face-to-face and distance teaching.

Keywords: video lecture , integrative video lecture , training video creation, distance learning , face-to-face training, work environment , Microsoft PowerPoint, HyperCam.

Framework for cloud-video monitoring via IP-cameras with easily accessible control for users

Анастасия Сергеевна Гришина, Влада Владимировна Кугуракова
225-238
Abstract:

The article describes the main points of the process of creating a system that allows you to manage several cameras simultaneously while saving data on the server. The system has the ability to connect IP cameras and cameras on mobile devices, provide access to other users, and also allows you to watch video online. Hotspots in the architecture of the system have been identified and described. A separate Angular module was developed and design patterns were used. The interaction of the system with the user is described. The stages of further development of cloud video monitoring through ip-cameras with easily accessible control for the end-user are offered.

Keywords: IP-camera, system, server, application, video surveillance.

The Concept of Automatic Creation Tool for Computer Game Scenario Prototype

533-552
Abstract:

The experience of game studios shows that classical methodologies of software development are poorly implemented in video game development because of the interactive component of this area, related to the correct creation of feedback between the game and the user. In addition, video game development involves a large number of developers from different areas, whose activities must be coordinated in the project.


Despite these differences, video games, like any other developed software, need a development team organization process. In this article we reviewed traditional software development methodologies, as well as modifications specializing specifically in video game development. The most popular methodologies were compared and the quality of their implementation in video game development studios was determined.

Keywords: video game, software engineering, game design.

Development of a system for detecting video duplicates based on their color maps

Gulshat Atalasovna Nurieva, Alexander Andreevich Ferenets
214-227
Abstract: This article describes the development of a system for detecting duplicate video files based on the method of obtaining and analyzing the color map of a video sequence, as an approach that does not require large computational resources, is applicable to a wide range of types of video clips and has small distortions relatively to the original.
Keywords: video file, color map, duplicate detection.

A New Approach to Creating a Corpus of Video Game Texts

Nikita Ramilevich Nurlygaianov, Vlada Vladimirovna Kugurakova
578-597
Abstract:

The problem of high and increasing cost of video game development is considered, and to solve it is proposed to apply procedural content generation, which will reduce development costs.


The work is a part of a large-scale research on automatic prototyping of video games and is devoted to the processing of game scenarios, i.e. natural language texts. It is proposed to extract the necessary entities from the scripts and pass them to further steps of the algorithm, which will generate game resources based on the textual descriptions.


There are several publications devoted to game text processing, in which several different structures for storing the extracted information are proposed. In this paper we propose a universal format that is suitable for processing the text of any video game and allows to create a corpus of texts for use in further research and automatic generation of game prototypes.

Keywords: PCG, NLP, game development.

An Approach to Individualization and Control of Students’ Activities During Wathing a Video Lecture

Maxim Yurevich Novikov
64-74
Abstract:

The article is devoted to the issue of the use of digital educational services in the process of teaching students of higher educational institutions. Based on the experience of using various teaching methods and digital resources in teaching students, new digital solutions are proposed that solve some of the didactic tasks and provide new opportunities for organizing the learning process. The main issue under discussion is the possibility of individualization and control of the learning process in the case of the use of teaching video materials by the teacher. By comparing the traditional face-to-face lecture and the training video, the positive and negative effects of each of the approaches to the delivery of lecture material are described. Based on the results of such a comparison, a video lecture model is proposed that includes interactive feedback elements.

Keywords: digital services, digital educational environment, teaching methods, video tutorials, instructional video.

Software Tool for Videoproduction Optimisation

Rustem Faridovich Davletshin, Irina Sergeevna Shakhova
478-502
Abstract:

The paper proposes software mechanisms aimed at enhancing video production processes for the authors of artistic video materials. We propose a mechanism for creating animated three-dimensional shooting plans (storyboards) using augmented reality to position and animate the movement of actors. In order to overcome the limitations of the iOS operating system related to access to sensors, we developed a mechanism for separately capturing audio and video streams from device sensors for recording and their subsequent synchronization by timestamps for saving to device memory. Computer vision technologies are used to ensure compliance with the rules of compositional construction and image quality analysis. The paper also presents mechanisms for working with the script, including text processing algorithms for displaying subtitles on the screen, and speech recognition algorithms for comparing speech recognition of actors with the text of the script.

Keywords: video production, movie making, mobile cinema, augmented reality, storyboard, video recordings, automation, software solution.

The Typology of Cooperative Mechanics in Multiplayer Videogames

Danil Azatovich Khamatnurov, Aleksey Vitalevich Shubin
328-345
Abstract:

Cooperative mechanics of multiplayer video games are typified. Cooperative game mechanics are the key elements of gameplay design that determine the ways of interaction between players in cooperative gameplay. Existing research in this area is analyzed and the main principles influencing the success of cooperative interaction are identified. Eight types of cooperative mechanics were identified and classified: cooperative, cooperative-emergent, altruistic, socio-economic, complementary, simultaneous control, penalty, and chain mechanics.


The authors concluded that successful cooperative mechanics are built on the principles of complementary roles, the combination of different abilities, and the need to distribute tasks for the sake of achieving a common goal. The proposed classification contributes to the systematization of knowledge in the field of game design and can be useful for developers of multiplayer video games. In the future, the classification can be refined and expanded taking into account the evolution of the industry and the emergence of new forms of cooperation.

Keywords: cooperative mechanics, multiplayer video games, game design, classification.

Tula Online Tool for Balancing Video Games

Valeria Rashidovna Rakhmankulova, Vlada Vladimirovna Kugurakova
903-930
Abstract:

This paper presents the development of Tula, a tool for video game balancing. The necessity for such a tool is substantiated by the growing requirements for quality and cost-effectiveness in the video game industry, particularly in managing in-game economy and game world logic. The study analyzes existing tools and approaches to game balancing, identifying their limitations, which informed the design of the new tool's functionality. The presented tool integrates features of contemporary solutions while providing enhanced capabilities for game parameter analysis and testing, including prototype generation via class descriptions and real-time simulation. The technological foundation and architecture of the tool are described in detail. Key implementation aspects are discussed: interface responsiveness, continuous data synchronization, and security. Comparative analysis with Machinations revealed advantages in data processing correctness, interface convenience, and prototype modification flexibility.

Keywords: video games, gameplay, game mechanics, game balance, game design, Machinations.

The Research of Gaming Experience and the Formation of a Cognitive Model of User Interaction with a New Video Game

Marianna Vladimirovna Shmatko, Andrey Andreevich Kutuzov, Lev Romanovich Ponomarev
544-572
Abstract:

The article is devoted to the study of the gaming experience of users and the formation of a cognitive model of their interaction with the new video game "Koshchejskie prodelki", which is at an early stage of development. The UX research methodology proposed by the authors, as well as the results obtained during it, demonstrate how qualitative data on the perception, emotions, feelings, behavior patterns and achievements of players help optimize the process of creating video games, making them not only entertaining, but also psychologically effective. The results of the work have practical value for indie developers who, with limited resources, strive to create high-quality gaming products.

Keywords: video game, game design, game experience, user experience, cognitive interaction, cognitive model, UX research.

Automation of Footages Sorting by Screenplay Text for Video Editing

Andrey Dmitrievich Nemanov, Irina Sergeevna Shakhova
533-557
Abstract:

The video editing process involves numerous labor-intensive operations for sorting and preparing footages, requiring significant time investment. This article describes the development of a software solution that uses machine learning technology to automate these processes.


The primary focus is on creating a system capable of classifying and sorting media files according to the screenplay text, thereby increasing the efficiency of material preparation for editing. The system includes modules for speech recognition, audio and video classification, and algorithms for determining screenplay compliance.


Testing showed that the proposed system correctly classifies media files in most cases, significantly reducing rough-cut editing time.

Keywords: video editing, automation, machine learning, speech recognition, audio classification, video classification, coreml, parallel computing, screenplay, soundex, tf-idf, cosine similarity, natural language processing.

Domestic Videoconferencing Systems

Gury Mickailovich Mikhailov, Michail Alekseevich Zhizhchenko , Andrey Mikhailovich Chernetsov
946-961
Abstract:

This paper provides an overview of some of the existing domestic video conferencing systems, and compares them with each other, with foreign analogues, as well as with freely distributed tools. The features of freely distributed systems are considered, their characteristics and disadvantages are analyzed.

Keywords: videoconferencing system, Zoom, Mind, VirtualRoom, Sber Jazz, Yandex Telemost.

Designing a Tool for Creating Gameplay through the Systematization of Game Mechanics

Aleksey Vitalevich Shubin, Vlada Vladimirovna Kugurakova
774-795
Abstract:

A new approach to the development of a tool aimed at simplifying the workflow of a game designer is presented. The requirements are elaborated, the work scenario is developed and the main parameters for the developed tool are specified. The main objective of the tool is to speed up and facilitate the selection of proper game mechanics without the need to spend valuable time on lengthy analysis of other videogame projects.


To provide more effective work of game designers in the selection of game mechanics, we analyzed a variety of approaches to the classification of game mechanics. In the process of the research various methods of classification of game mechanics were considered, the analysis revealed which classifications are more suitable for decomposition of game mechanics. The results of the research allowed us to identify key aspects of game mechanics, which will serve as a foundation for the development of the tool.


This research represents an important step in creating a tool that will optimize the game design process and increase the speed of videogame development.

Keywords: game design, classification, game mechanics, automatization, videogame.

Tool for Real-Time Sign Language Recognition from a Video Stream

Iskander Ilgizarovich Zakiryanov, Izida Zufarovna Khayaleeva, Iskander Airatovich Valishin, Egor Dmitrievich Kurito, Azat Nafisovich Faskhutdinov
760-777
Abstract:

A tool has been developed that recognizes words or individual letters from a video stream in real time. The possibilities and prospects for its application in modern society are considered. The results of experiments to test the performance of this tool using the example of English words and Latin letters are presented.

Keywords: gesture recognition, neural networks, computer vision, YOLO.

Comparative Analysis of Libraries for Human Pose Detection in Mobile Device Environments

Egor Igorevich Yarko
573-600
Abstract:

Human Pose Estimation (HPE) has become one of the most relevant topics in computer vision research. This technology can be applied in various fields such as video surveillance, medical care, and sports motion analysis. Due to the increasing demand for HPE, many libraries for this technology have been developed in the last 20 years. Since 2017, many HPE algorithms based on skeletal model have been published and packaged into libraries for easy use by researchers.


These libraries are important for researchers who want to integrate them into real-world applications for video surveillance, medical care, and sports motion analysis.


This paper investigates the strengths and weaknesses of four popular HPE advanced human pose recognition libraries that can run on mobile devices: Lightweight OpenPose, PoseNet, MoveNet, and Blase Pose.

Keywords: Human pose, Human Pose Estimation, HPE, pose detection, computer vision, mobile devices, augmented reality, Lightweight OpenPose, PoseNet, MoveNet, BlazePose, skeletal model.

The Educational Video Game for the Promotion of Traditional Cuban Music Among Children and Teenagers

Abraham de Jesús Parada Figueroa, Omar Correa Madrigal
532-543
Abstract:

This article presents the design and development of the educational video game, conceived as a tool for the promotion and preservation of traditional Cuban music of the Son genre among children and adolescents. The proposal combines cultural content with contemporary game mechanics, generating an immersive and didactic experience. Its pedagogical foundations, playful structure, and potential impact on the formation of cultural awareness from an early age are described.

Keywords: video game, educational video game, gamification, culture, traditional Cuban music, Cuba, interactive technologies, playful teaching.

Development of a Visual Perception System for Game Agents in Video Games

Artyom Mikhailovich Primachenko, Murad Rustemovich Khafizov
506-531
Abstract:

The developed algorithm of the visual perception system for game agents, implemented in the Unity game engine, is presented. The proposed method is based on the comparison of images from two cameras, taking into account complex visual effects (lighting, shadows, camouflage), and supplemented with line-of-sight verification, taking into account the speed of the object, and the mechanics of gradual detection. Testing of the system has shown a significant increase in realistic detection compared to traditional methods, while maintaining performance within a small additional load on the processor. The algorithm was optimized using Unity Job System and dynamic camera activation. The scientific literature on similar solutions has also been analyzed and their strengths and weaknesses have been identified. The results can be applied in video game development to create realistic behavior of non-player characters, especially in games with stealth elements.

Keywords: video games, artificial intelligence, perception system, NPC, non-player characters, game agents, stealth mechanics, Unity, rendering, computer vision, optimization, game design.

Intelligent Multimodal Neural Network Monitoring Service for the Surveillance Area

Razil Rustemovich Minneakhmetov
123-144
Abstract:

The article presents an approach to the development of an intelligent multimodal monitoring service for the surveillance area using large neural network models. The proposed solution is capable of analyzing heterogeneous data – video streams, environmental sensor signals (temperature, humidity, etc.), and event logs – to obtain a complete picture of what is happening. The main tools used are large language and visual models (for example, LLaMA, MiniCPM‑V, etc.) deployed locally using the Ollama platform, which provides autonomous and secure information processing without the need to transfer data to the cloud. A prototype system has been developed that works offline and is capable of detecting critical situations, abnormal deviations from the norm and contextually significant events in the observed area. The method of forming test scenarios and conducting a qualitative assessment of the model's performance using the metrics F1-measure, Precision, Recall on a set of various situations is described. The experimental results confirm the applicability of multimodal models for monitoring tasks: the prototype successfully recognizes complex patterns of behavior and demonstrates the potential of large models in building adaptive and scalable surveillance systems.

Keywords: intelligent service, multimodal monitoring, Ollama, Large Language Models, activity tracking, video analytics, artificial intelligence.

On the Approach to Detecting Pedestrian Movement using the Method of Histograms of Oriented Gradients

Maxim Vladimirovich Bobyr, Natalya Anatol'evna Milostnaya, Natalia Igorevna Khrapova
429-447
Abstract:

An approach to automatically recognizing the movement of people at a pedestrian crossing presented in the article. This approach includes two main procedures, for each of which program code commands are given in the C# programming language using the EMGU computer vision library. In the first procedure, pedestrian detection is carried out using a combination of directional gradient histogram and support vector methods. The second procedure allows you to read frames from a video sequence and process them. This approach allows detecting the movements of people at a pedestrian crossing without using specialized neural networks. At the same time, the method proposed in the article demonstrated sufficient reliability of human movement recognition, which indicates its applicability in real conditions.

Keywords: Pedestrian Motion Recognition, EMGU, Histogram of Oriented Gradients, Support Vector Machine.

A Mobile System for Collecting a Digital Trace for the Task of Accounting and Analyzing Horizontal Learning in the Learning Process without using a Cellular Connection

Robert Rinatovich Alimbekov, Airat Faridovich Khasyanov
104-120
Abstract:

Today, users of mobile applications in different areas leave a huge amount of digital footprint. The main types of digital footprints are text, photos, videos, audio, and current location. To assist the teacher in horizontal learning, a mobile application that collects all of the above types of digital footprint was developed as well as web application that analyzes it.

Keywords: cellular communication, mobile application, digital footprint, digital footprint collection, accounting, analysis.

Storyboard as One of the Representations of the Scenario Prototype of Computer Games

Vlada Vladimirovna Kugurakova, Gulnara Faritovna Sahibgareeva , Oleg Aleksandrovich Bedrin
408-444
Abstract:

The work is devoted to the study and improvement of the design, development, and testing of video game storytelling. The existing practices of writing and keeping up-to-date scripts for interactive works have been studied. The definition of a scenario prototype and requirements for its form are formulated. An idea was put forward about the efficiency of automating the creation of a scenario prototype in the form of a generator tool. A vision of such a tool has been drawn up. The impact of such a tool on development order is presented. Implemented a tool component and conducted an experiment that proves its effectiveness with an example such as generating storyboards from the text. Plans for future development have been formulated.

Keywords: computer games, video game development, interactive storytelling, scenario prototype, narrative design, screenwriting, game documentation, storyboarding, storyboard generation, interactive storyboarding.

Development of an Adaptive System for Generating Game Quests and Dialogues Based on Large Language Models

Vsevolod Tarasovich Trofimchuk, Vlada Vladimirovna Kugurakova
953-993
Abstract:

This article addresses the problem of creating dynamic narrative systems for video games with real-time interactivity. It presents the development and testing of a GPT integration component for dialogue generation, which revealed a critical limitation of cloud-based solutions – a 30-second latency unacceptable for gameplay. A hybrid architecture of an adaptive system is proposed, combining LLMs with reinforcement learning mechanisms. Particular attention is given to solving the problems of game world consistency and managing long-term context of NPC interactions through a RAG approach. The transition to the Edge AI paradigm with the application of quantization methods to achieve a target latency of 200–500 ms is substantiated. Metrics for evaluating personalization and dynamic content adaptation have been developed.

Keywords: video games, large language models, LLM, dialogue generation, quest generation, adaptive quests, procedural content generation, agent behavior, game AI, machine learning in games.

Our experience in creating non-player characters in virtual worlds

Амир Ринатович Бакиров, Даниил Иванович Костюк, Евгений Николаевич Лазарев, Алина Робертовна Хафизова
502-520
Abstract: The rapid development of complex virtual worlds (most notably, in 3D computer and video games) introduces new challenges for the creation of virtual agents, controlled by artificial intelligence (AI) systems. Two important subproblems in this topic area which need to be addressed are (a) believability and (b) effectiveness of agents' behavior, i.e. human-likeness of the characters and high ability to achieving their own goals. In this paper, we study current approaches to believability and effectiveness of AI behavior in virtual worlds. We examine the concepts of believability and effectiveness and analyze several successful attempts to address these challenges. In conclusion, we suggest that believable and effective behavior can be achieved through learning behavioral patterns from observation with subsequent automatic selection of winning acting strategies.
Keywords: Bolgar, content generation, virtual reconstruction, non-player characters, 3d models, artificial intelligence.

MetaHuman Synthetic Dataset for Optimizing 3D Model Skinning

Rim Radikovich Gazizov, Makar Dmitrievich Belov
244-279
Abstract:

In this study, we present a method for creating a synthetic dataset using the MetaHuman framework to optimize the skinning of 3D models. The research focuses on improving the quality of skeletal deformation (skinning) by leveraging a diverse array of high-fidelity virtual human models. Using MetaHuman, we generated an extensive dataset comprising dozens of virtual characters with varied anthropometric fea-tures and precisely defined skinning weight parameters. This data was used to train an algorithm that optimizes the distribution of skinning weights between bones and the character mesh.


The proposed approach automates the weight rigging process, significantly reducing manual effort for riggers and increasing the accuracy of deformations during animation. Experimental results show that leveraging synthetic data reduces skinning errors and produces smoother character movements compared to traditional methods. The outcomes have direct applications in the video game, animation, virtual reality, and simulation industries, where rapid and high-quality rigging of numerous characters is required. The method can be integrated into existing graphics engines and development pipelines (such as Unreal Engine or Unity) as a plugin or tool, facilitating the adoption of this technology in practical projects.

Keywords: synthetic dataset, Metahuman, neural networks, 3D model skinning, computer animation, machine learning.

Ontological Model for Operator Hand Gesture Recognition

Maksim Vladimirovich Bobyr, Artem Andreevich Aseev
1858-1879
Abstract:

The article presents an ontological model for operator hand gesture recognition based on hand skeletonization using the MediaPipe Hands library and an original method for cognitive transformation of finger states from skeleton keypoints into binary code with its subsequent conversion into a digital control signal. Improvement in the technical and methodological characteristics of the system is achieved through explicit definition of cause-and-effect relationships between objects and processes within the ontology, as well as the application of clear binary encoding rules. The mathematical model of the system includes the following stages: video frame preprocessing, hand skeletonization, coordinate analysis of keypoints, binary encoding of finger states, and generation of the final decimal control signal. The developed gesture recognition interface ensures an accuracy of 98% under normal conditions and no less than 94% under noisy and low-light conditions (50 lux or less), with an average response time of 0.5 seconds, outperforming baseline methods based on widely used libraries such as OpenCV and TensorFlow.

Keywords: gesture recognition, ontology, MediaPipe, skeletonization algorithm, binary code, graphical user interface, cognitivity.
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Russian Digital Libraries Journal

ISSN 1562-5419

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