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Garrett Eastman

Designscape - A Suggested Game Design Prototyping Process Tool | Manker | Eludamos. Jou... - 0 views

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    "This paper is a part of the game studies field from a design perspective. It investigates the computer game design process, focusing primarily on prototyping, as it is being performed in game development today. ... Potential users of prototypes and prototyping methods range from the designer and the design team, to beta testers and publishers. The focus in this paper is on internal use of prototypes, where the design team is the target audience. The prototype functions as a tool for getting the team on the same track and to introduce new members to the work. Prototypes and visualizations also tend to replace the game design document more and more. The work presented here is based on analysis of interviews with game designers. By applying perspectives from rhetoric, the aim is to investigate how the communication around the prototyping process within a design team can be improved."
Garrett Eastman

"Game Challenge: A Factorial Analysis Approach" by Ian J. Fraser - 0 views

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    Abstract: "Video games that customize to a player's experience level and abilities have the potential to allow a broader range of players to become engaged and maintain interest as they progress in experience level. A game that uniquely customizes the player's experience could attract additional demographics to gaming, which will result in a distinct edge in marketability and potential revenue. This thesis examines a subsection of adaptive gaming systems from the perspective of identifying game factors that alter the level of difficulty. Our focus is to provide a solution useful to both research and commercial gaming communities by developing a system that simulates results offline yet can be integrated into online play. While online performance is the main goal of an adaptive system, the offline simulation provides several benefits. Offline simulation allows the elimination of insignificant factors from inclusion in the training and evolution phase of machine learning algorithms. In addition it provides commercial games with a useful tool or method for performing game balancing and level tuning. To test our approach we designed a test-bed version of the game Pac-Man. The experimental testbed alters environment variables to evaluate their effect on a set of selected response variables. Observing the results of several response variables provides the potential to represent multiple player states, though our focus is on controlling the difficulty for a player. The testbed will simulate the actions of both Pac-Man and the ghosts over a variety of different settings and strategies. The evaluation of a factor's significance and its effect size are calculated using a factorial analysis approach. This method allows the identification of factors relevant to both individual strategies, and the set of all player strategies. Finally, as a proof of concept for both the online and adaptation prospects of this method, we developed a prototype adaptive system. Utilizing the releva
Garrett Eastman

Prototyping Kant-inspired Reflexive Game Mechanics - 0 views

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    Abstract: "Immanuel Kant's categorical imperative, stating (in one for- mulation) that one ought to always act according to a maxim that can be made universal law, is tempting to procedural- ize, in the form of a game that literally turns actions into universal laws. This paper explores diculties that initially arise in translating that idea to a game design: some of which been covered in the philosophy literature, and others of which relate to the diculties in de ning what constitutes a proper rule induction. Then, it discusses several much less lofty, but ppractical, prototypes that explore what I take to be the formal game mechanics underpinning the idea: re ex- ive game mechanics where breaking a rule implies the free breaking of that rule for the rest of the game. By analyzing these prototypes, I attempt to determine if these prototypes result in either an interesting game mechanics (taken on its own) on the one hand, or a compelling representation of Kantian morality on the other hand, reaching mixed con- clusions."
Garrett Eastman

Feedback in Low vs. High Fidelity Visuals for Game Prototypes - 0 views

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    "Prototypes have proven to be a good practice in different areas. In the gaming industry, they help identify usability and gameplay issues, among others. The earlier these issues are identified, the less effort is required fixing them. But game assets like graphics are often expensive and are available later on, or even after game functionality has been implemented. Game prototypes are in this case created using lower fidelity visuals. While this technique makes it possible to perform usability tests, it may bias the feedback provided by usability testers. In this paper we investigate how the fidelity of the prototypes used for usability testing influence the feedback provided by testers."
Garrett Eastman

Model Driven Game Development - Case Study A MTC for maze game prototyping - 0 views

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    "In this paper we present an ap- proach for serious game development, based on the model-driven game development techniques. Our approach aims at reducing the complexity of game design and implementation by separating the conceptual envi- ronment of the game and its concrete implementation.We rst de ne the abstract models that characterize the structure and behavior of the game. Then, with the software architecture model and the platform-speci c model, we transform the abstract models into concrete implementations. The resulting prototypes are generated completely (100%)."
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

A Video Game Design Experiment about Lucid Dreaming - 0 views

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    Abstract :"This thesis deals with the analysis, design, implementation and testing of a video game prototype , which is intended for practicing lucid dreaming induction . R esearch i ndicates the potential of the video game medium in this end and the experimental game design has been the result of examining various study case s covering both video gam es and dreams , besides multiple lucid dreaming induction techniques . The design approach was more focused on creatively modif yin g existing techniques , in order to take advantage of the potential of the video game medium, than to simply copy them. This has led to establishi ng a set of formal design goals , with an emphasis on creating a game world simulating a dream, in which rehearsing can take place prior to sleep . The video game prototype is inasmuch an interactive training tool as it is an artistic video game experiment . With the aim of also tak ing the player experience into account, a set of aesthetic goals was also established , approached by the use of the MDA framework ( Hunicke , LeBlanc & Zubek, 2004) and the player involvement model - related to the concept of incorporation (Calleja, 2011)"
Garrett Eastman

Creating MindGamersTM: Building Communication, Design and Development Process with Clin... - 0 views

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    Abstract: "In 2010, the authors (Jacobs, a game design professor, Sugarman, a pediatrician, and Rice, a psychotherapist ) started meeting to brainstorm design and play concepts for a therapeutic, physiologically-controlled videogame intended for use by people diagnosed with anxiety and/or autism spectrum disorder (ASD). The goal was to combine cognitive behavioral therapy (CBT), narrative therapy (NT) and biofeedback supported psychophysiological selfregulation (PSR) into a game that would engage adolescents and provide hard data on a player's physical and emotional states during a therapy session. The game concept that emerged is "MindGamersTM in School" (MG), a therapeutic game prototype being developed and tested across two 6-month sessions by the authors and two teams of undergraduate game design and development students at the Rochester Institute of Technology. Pursuing the design required half the team to learn principles, terms and methods of strength-based, client-centered psychotherapy and their application to psychophysiological selfregulation and biofeedback theory and practice. The other half of the team needed to engage in understanding the current state of role-playing videogames, avatar creation systems and game design/development processes. This paper will describe the current game prototype and then focus on MG's design and development process by looking at how the initial design period brought the game design to its current state and how it has continued to influence the production process."
Garrett Eastman

Data Games - 0 views

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    Abstract: "We define data games as games where gameplay and/or game content is based on real-world data external to the game, and where gameplay supports the exploration of and learning from this data. This concept is discussed in rela- tion to open data, procedural content generation and serious games, and research challenges are outlined. To illustrate the concept, we present six prototype games and content generators of our own making. We also present a tentative taxonomy of actual and potential data games, and situate the described games within this taxonomy."
Garrett Eastman

PhysOrg Mobile: A new direction for game controllers: Prototypes tug at thumb tips to e... - 0 views

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    The University of Utah's latest prototype of a new kind of video game controller features typical thumb joysticks (white) but also has a round, red "tactor" in the center of each joystick to tug gently at the thumb tips.
Garrett Eastman

Defining Usability Quality Metric for Game Prototype Using Software Attributes - 0 views

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    From the abstract: "This study presents the defining usability quality metric for game prototype using software attributes by referring to ISO Standards 9126 - 3: Software Engineering - Product Quality, with the adaptation for the quality as surance and measurement during game p rototyping period. In order to be fully utilized and optimized the effectiveness of the proposed quality metric, it is best to define the development process environment and its application simultaneously."
Garrett Eastman

Creating an Online Game for Farm Safety - 0 views

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    From the abstract: "New York Center for Agricultural Medicine and Healt h (NYCAMH) has a need for a web-based educational game to educate families on farm saf ety. This project demonstrates a proposed game design that combines the elements of gaming th at enhance learning with the feedback received from NYCAMH. Feedback was solicited th rough a series of prototypes delivered to NYCAMH through an agile software development process. The proposed design follows a constructivist approach to place the learner in a context based on reality. The aspects of the game design that engage and motivate students by blend ing entertainment with learning are discussed."
Garrett Eastman

Game Conceptualization and Development Processes in the Global Game Jam - 0 views

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    Abstract: "The Global Game Jam provides a unique opportunity to study time-constrained game development at a massive scale. We administered a free-response survey to 2013 Global Game Jam participants about their game development process. Categorized responses show: (a) participants use diverse in- spirations; (b) set goals for their personal bene t, the im- pact on game players, and structure of the game system; (c) rarely employ traditional prototyping; and (d) evolve their games by scoping down many ideas, grounding a vague idea through implementation, and iteratively expanding a sim- ple core game. We discuss next steps to gain more in-depth information about design processes"
Garrett Eastman

Multi S ensor I nteracti ve S ystems for Embodied Learning Games - 0 views

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    Abstract: "This paper explores the use of modern sensor technologies for physical interaction on educati onal games and interactive spaces. More specifically the thesis studies the potential effect of motion capture and wearable body sensors on educational interactive games, on two aspects: i) on the involvement of human body and motion in the process of lear ning, and recall of knowledge (embodied learning), ii) on assisting the development of basic social emotional competencies, through the enhanced social affordances of embodied games. The paper presents a prototype of an educational game developed using a m otion capture controller and two bio feedback sensors, proposing a generic architecture for multi sensor interactive spaces. Finally the paper provides a review of previously studied modalities for emotion recognition, and examines their application on gam e mechanics and AI game agents."
Garrett Eastman

Machine learning technology and its application to computer games for health education - 0 views

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    "Driven by an initiative of the Adult & Paediatric Diabetes Psychology Service of New Zealand, research has been performed to develop new mechanisms, in the form of computer games, to educate children and teenagers about living with diabetes. Aimed at achieving maximum education effectiveness, the ultimate goal of our research is to develop innovative machine learning algorithms that can be used in games to improve their ability to learn about the changing needs of children and to incorporate this intelligence into the game interface. We also plan to collect and report on the information collected from testing our computer games within a small group of children who have been diagnosed with type I diabetics. "
Garrett Eastman

Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization C... - 0 views

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    Abstract: "The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/."
Garrett Eastman

What You Draw Is What You Play: a natural approach to participatory game creation - 0 views

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    Abstract: "Game design and development still needs complex technical skills that only some people master. This can be a huge barrier to game creation by end-users limiting the emergence of a participatory culture around games - similar to the one we have seen with Web 2.0. While there have been approaches to lessen that problem, such as level editors and content creation tools, we think we could go further. We propose that considering and developing design interfaces that make use of common natural skills such as drawing could be a key step to achieve that phenomenon. Therefore we describe and present the Playsketch concept, and it's current implementation, a game creation approach based on the Paper Prototyping concept which invites the users to create simple personalized games."
Garrett Eastman

A Slower Speed of Light - 0 views

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    "A Slower Speed of Light is a first-person game prototype in which players navigate a 3D space while picking up orbs that reduce the speed of light in increments. Custom-built, open-source relativistic graphics code allows the speed of light in the game to approach the player's own maximum walking speed. Visual effects of special relativity gradually become apparent to the player, increasing the challenge of gameplay. These effects, rendered in realtime to vertex accuracy, include the Doppler effect (red- and blue-shifting of visible light, and the shifting of infrared and ultraviolet light into the visible spectrum); the searchlight effect (increased brightness in the direction of travel); time dilation (differences in the perceived passage of time from the player and the outside world); Lorentz transformation (warping of space at near-light speeds); and the runtime effect (the ability to see objects as they were in the past, due to the travel time of light). Players can choose to share their mastery and experience of the game through Twitter. A Slower Speed of Light combines accessible gameplay and a fantasy setting with theoretical and computational physics research to deliver an engaging and pedagogically rich experience."
Garrett Eastman

Design and Implementation of Mobile Educational Games: Networks for Innovation - 0 views

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    P. 158 in a long document. Abstract: " 157 Chapter 8Design and Implementation of Mobile Educational Games: Networks for Innovation Rob Harrap 1 , Sylvie Daniel 2 , Michael Power 3 , Joshua Pearce 4 , Nicholas Hedley 5 1 Queen's University, Department of Geological Sciences and Geological Engineeringharrap@geol.queensu.ca 2 Université Laval, Department of Geomaticssylvie.daniel@scg.ulaval.ca 3 Université Laval, Faculty of Educationmichael.power@fse.ulaval.ca 4 Michigan Technological University, Department of Materials Science & Engineering and theDepartment of Electrical & Computer Engineering, USApearce@mtu.edu 5 Simon Fraser University, Department of Geographyhedley@sfu.ca Abstract :" Research networks foster creativity and break down institutional bar-riers, but introduce geographic barriers to communication and collaboration. Indesigning mobile educational games, our distributed team took advantage of di-verse talent pools and differing perspectives to drive forward a core vision of our design targets. Our strategies included intense design workshops, use of online meeting rooms, group paper and software prototyping, and disseminationof prototypes to other teams for refinement and repurposing. Our group showedstrong activity at the university-centered nodes with periods of highly effectivedissemination between these nodes and to outside groups; we used workshopinvitations to gather new ideas and perspectives, to refine the core vision, toforge inter-project links, and to stay current on what was happening in othernetworks. Important aspects of our final deliverables came from loosely-associated network members who engaged via collaborative design exercises inworkshops, emphasizing the need to bring the network together and the im-portance of outside influences as ideas evolve. Our final deliverable, a mobileeducational game and a series of parallel technology demonstrations, reflect themix of influences and the focus on iterated development that our net
Garrett Eastman

Designing a Mobile Game to Teach Conceptual Knowledge of Avoiding "Phishing Attacks" - 0 views

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    Abstract: "Phishing is a form of online identity theft, which attempts to appropriate confidential and sensitive information such as usernames and passwords from its victims. To facilitate cyberspace as a secure environment, phishing education needs to be made accessible to home computer users and mobile games enable embedded learning in a natural environment. Previously, we have introduced a mobile game design that aimed to enhance avoidance motivation and behavior to protect against phishing threats. This paper focuses on a design that develops the conceptual knowledge that is necessary to combat phishing threats, home computer teaching users about phishing emails and web addresses. The prototype game design is presented on Google App Inventor Emulator."
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