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Garrett Eastman

Game Art Preserves Cultural Aesthetics and Implications - 0 views

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    "The goal of this Interactive Qualifying Project is to examine game art's influence on people and its aesthetic implication. The video game industry was brought to its prosperity by improvement in technology and the introduction of digital medias. It has developed to be a source of communication from one generation to the next. Game art is a prominent representation of digital art, an art form made possible by current technology. This report discusses how much game art has evolved over the years and how similar game art have or have not become."
Garrett Eastman

DIGITAL ARTS LEADER COGSWELL COLLEGE TO HOLD OPEN HOUSE FOR NEXT-GENERATION OF 'BLACK C... - 0 views

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    Silicon Valley's 'Best Kept Secret' Prepares Digital Art Students to Enter In-Demand Animation, Gaming, Audio and Engineering Career Fields SUNNYVALE, CA - February 21, 2010 - Cogswell College, one of the world's leading regionally-accredited institutions offering a unique curriculum that fuses digital arts, engineering and entrepreneurship, is holding an Open House on March 10, 2012 from 10:00 AM to 1:00 PM at its Sunnyvale campus. (Had not heard expression "black collar" before)
Garrett Eastman

Digital Games and the Hero's Journey in Management Workshops and Tertiary Education - 0 views

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    Abstract: Joseph Campbell's Monomyth not only provides a well-proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin Gameslab, part of the University of Applied Sciences HTW-Berlin, team up to examine the applicability of the Hero's Journey to change management using an adaptation of Campbell's pattern called „Heldenprinzip®". The project's goal is not to teach the stages of the Monomyth as mere facts but to enable participants of training courses and interventions to actually experience its concepts using a portfolio of creative and aesthetic methods. While a pool of aesthetic methods - like drawing, performing or role-playing - is already being used, the Gameslab subproject qualitatively researches the potentials for enriching and complementing these methods with interactive digital media and games. This paper discusses three types of game based learning treatments to be used in training and intervention sessions as well as teaching the Monomyth in a game based learning university course. The first option is providing participants with a game that follows the Hero's Journey and inducing them to reflect on the experience and its relation to the learning goal. An alternative strategy is to make participants go through a game sequence broaching issues that are relevant for a stage or the journey of change in general. Last but not least, digital equivalents of the non-digital aesthetic methods can be constructed using digital games or digitally enhanced set-ups for playful interactions. All three treatments have their merits and pitfalls, which are discussed in relation to the identified game-based learning scenarios: self-study, blended game-based learning and face-to-face sessions"
Garrett Eastman

Press Start to Continue: Toward a New Video Game Studies | HASTAC - 0 views

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    A forum from HASTAC (Humanities, Arts, Science, and Technology Advanced Collaboratory) inviting commentary on questions including games for digital humanities, video game pedagogy and gamification
Garrett Eastman

Exploring social play in a shared hybrid space enabled by handheld augmented reality - 0 views

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    Abstract: "Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it? In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociologic
Garrett Eastman

Toward a Methodology for Writing Dynamically Immersive Branching Dialogue in Digital Ga... - 0 views

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    From the abstract: "This paper examines the state of the art in narrative creation and writing for video games and simulations, and proposes a methodology for writing dynamically immersive branching dialogue. Conclusions reached are based upon the author's research and development as head writer for the First Person Cultural Trainer (FPCT), UTD Arts and Technology's multi-award winning training simulation."
Garrett Eastman

PromaxBDA Announces 2012 Game Marketing Summit Keynotes and Speaker Roster - 0 views

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    "April 17 in San Francisco, CA at the Yerba Buena Center for the Arts. AOL's Digital Prophet David Shing will be the Marketing Keynote speaker and Electronic Arts Digital EVP Kristian Segerstrale will be the Innovation Keynote speaker. Additionally, Activision Publishing, Inc. Vice President John Coyne and LifeCourse Associates Founding Partner and President Neil Howe will be among a number of highlight speakers at the Game Marketing Summit, a full day event that brings together the leading companies and industry brand and marketing executives for discussion, deliberation and debate around the issues and opportunities in the video game entertainment industry."
Garrett Eastman

Leveling Up: Game Enjoyment Threshold Model and Player Feedback on the Design of a Seri... - 0 views

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    "The game enjoyment threshold model was used to evaluate player feedback in the feasibility study of a serious game, Wellness Partners. This game was purposefully developed as a web-based application that combines digital gaming and social networking to promote physical activity and a healthy lifestyle. The game design team led by the second author consisted of current students and alumni at the Interactive Media Division at the School of Cinematic Arts, University of Southern California. The primary participants were middle-aged university staff (egos) and they were asked to invite at least one family member or friend to enroll in the game as their wellness partners (alters). Players can accumulate points by sending status updates about their physical activities or setbacks. They can redeem their points to collect virtual objects or play animations of a virtual character related to healthy activities. A tag cloud is generated based the frequency of physical activities reported by members in a playgroup."
Garrett Eastman

A Review of Film Editing Techniques for Digital Games - 0 views

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    "Automated lm editing involves the generation of the position, orientation, motion and selection of virtual cameras in interactive 3D graphics applications. There is a pressing demand for techniques to assist and automate the control of virtual cameras in the computer games industry where the rapid development of personal computers and high performance consoles has led to substantial improvements in the visual delity of games. The goal of this survey is to characterize the spectrum of applications that require automated lm editing, present a summary of state-of-the-art models and techniques, and identify both promising avenues and hot topics for future research"
Garrett Eastman

Becker College Online Game Design Certificate Program - 0 views

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    Certificate program "aimed at professionals with a degree in computer science, information technology, or art who seek entre into the growing digital games industry."
Garrett Eastman

Video Game Accessibility: A Legal Approach | Powers | Disability Studies Quarterly - 1 views

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    "Video game accessibility may not seem of significance to some, and it may sound trivial to anyone who does not play video games. This assumption is false. With the digitalization of our culture, video games are an ever increasing part of our life. They contribute to peer to peer interactions, education, music and the arts. A video game can be created by hundreds of musicians and artists, and they can have production budgets that exceed modern blockbuster films. Inaccessible video games are analogous to movie theaters without closed captioning or accessible facilities. The movement to have accessible video games is small, unorganized and misdirected. Just like the other battles to make society accessible were accomplished through legislation and law, the battle for video game accessibility must be focused toward the law and not the market."
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