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Garrett Eastman

Interacting with Objects in Games Through RFID Technology - 0 views

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    From the introduction::"The main objective of this chapter is focused on how to exploit the evolution of technology to improve user interaction in game environments through digitalized objects with identifi‐ cation technology (such as RFID or Near Field Communication). Digitalized objects are used as interaction resources. They are used in conjunction with mobile devices providing the performance of tasks with a simple and intuitive gesture. In the first place, mobile devices offer sophisticated methods to provide users with services to make use of information and to interact with objects in the real world. In the second place, physical objects are associated with digital information through identification technologies such as RFID. In this context, physical mobile interactions allow users to play games through natural interaction with ob‐ jects in the real world. This chapter has six sections. Section 2 describes some concepts such as: Ubiquitous Computing, the Internet of Things and the types of interaction used in games. Section 3 presents the general infrastructure of RFID systems. In section 4, we de‐ scribe the development of two RFID games. In section 5 their advantages and disadvantages are presented. Finally, conclusions are set out in Section 6."
Garrett Eastman

Foundations of Digital Games - 0 views

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    Information on the Foundations of Digital Games conference to be held in Raleigh, NC, May 29 - June 1, 2012. "a focal point for academic efforts in all areas of research and education involving games, game technologies, gameplay, and game design. The goal of the conference is the advancement of the study of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play"
Garrett Eastman

From information consuming to participating: game-design supporting learning experience... - 0 views

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    "we analyze two different trends that have informed technology for learning in cultural institutions during recent years: one more established trend, supporting the information consumption metaphor and the other one, emerging recently, that invites visitors to participate in the process of culture creation. We discuss then game design as an example of participatory activity and we identify its learning dimensions. In particular, we elaborate on the role of technology in providing a scaffold that can help museum audience to construct games which can function as "public artefacts" and can be added to the museum's assets, enhancing audience engagement and community building."
Garrett Eastman

The Development and Effect of Serious Games - 0 views

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    From the abstract: "In this thesis we present the development of this mobile multi-platform serious game intended to teach the basic information about asthma to teenagers and young adults. We review the design of the game and the mobile technologies used to create the game. We present conclusions based on observations made while interviewees played the game, and detail the changes made to the game based on these observations. Each interviewee also provided feedback on the game, and completed several assessments to measure their knowledge of asthma before and after playing the game. We review the knowledge each interviewee gained from the interaction with the game, and draw and present conclusions based on the background each subject comes from"
Garrett Eastman

Exploring the Use of Audio-Visual Feedback within 3D Virtual Environments to Provide Co... - 0 views

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    "The continuous quest for ever increasing fidelity in 3D virtual worlds is running parallel to the emergence and adoption of low-cost technologies to implement such environments. In education and training, complex simulations can now be implemented on standard desktop technologies. However, such tools lack the means to represent multisensory data beyond audio-visual feedback. This paper reports on a study that involved the design, development and implementation of a 3D learning environment for underground mine evacuation. The requirements of the environment are discussed in terms of the sensory information that needs to be conveyed and techniques are described to achieve this using multiple modes of representation, appropriate levels of abstraction and synesthesia to make up for the lack of tactile and olfactory sensory cues. The study found that audio-visual cues that used such techniques were effective in communicating complex sensory information for novice miners."
Garrett Eastman

Designing Hypercontextualized Games: A Case Study with LieksaMyst - 0 views

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    "Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game design process, HCG builds on the resources available on-site (context) and transfers them beyond their origin (hyper). A successful example is the HCG stories in LieksaMyst, an application developed for the Pielinen Museum, in which the player is guided through a series of activities by a virtual host from the historic past. It took three years of extensive work and research for the LieksaMyst HCG stories to mature from brainstorming concepts to a fully-fledged museum service. Curators, educational technology experts and a total of 476 visitors (from 6 to 77 years old) contributed to the design process. The analysis of the context and feedback from the visitors enabled us to choose media, content and activities suitable to the Pielinen Museum. Our findings indicate that quality time, sincere reflection and communication between local experts and potential players, are indispensable when designing a HCG based game. The analysis benefits researchers and practitioners who are interested in the ways in which a game can bridge the gap between people and relevant on-site information"
Garrett Eastman

Philosophy of Universal Games Design - 1 views

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    Abstract: "The philosophy of information is the area of research that studies conceptual issues arising at the intersection of computer science, information technology and philosophy. Universal design is a concept that emphasizes the importance of non-specialized features in things and environments. As participation in gaming increases around the world and across a larger part of the population, the path towards achieving universal design and change of attitude in our mind is clear but requires that we think globally and frame the issues a little differently. This article aims to see universal design concept; its principles, uses, design processes, from a philosophical view point in terms of games design. It concludes by arguing that universal design of games is not a style but an attitude of accepting the difference and responsibility of ours and also proposes what needs to be done for upholding universal game design concept. "
Garrett Eastman

Developer releases source of HTML5 mobile game, sheds light on challenges | Ars Technica - 0 views

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    "Inspired by the buzz around HTML5, game development studio Wooga recently attempted to build a complete mobile game with standards-based Web technologies. To share the results of its year-long experiment, the company has published the game's source code on GitHub under an open source software license."
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

PLOS ONE: Teaching the Blind to Find Their Way by Playing Video Games - 0 views

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    Abstract: "Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world."
Garrett Eastman

Applying Serious Games to Assess Driver Information System Ergonomics - 0 views

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    from the abstract: "In this dissertation, a study of the serious games' validity for assessing the in-vehicle information systems ergonomics is presented. Results show that by using low-cost serious game it is possible to successfully predict the interactions' impact on driving performance. Moreover, the developed serious game obtained very promising driving performance approximations to a high fidelity driving simulator. This simulator was used, along with the serious game, to study the impact of two elementary tasks in the current in-vehicle information systems: read text and navigate menus manually. Both tasks affected significantly the vehicle's lateral control, and less significantly the longitudinal control. A final experiment was conducted to confirm the existence of the serious game influence over the behaviour of subjects. It was possible to observe that the game applied a positive impact to drivers' behaviour by improving their lateral and longitudinal control over the vehicle."
Garrett Eastman

Peer-to-Peer Architectures for Massively Multiplayer Online Games: A Survey - 0 views

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    Abstract: "Scalability, fast response time, and low cost are of utmost importance in designing a successful massively multiplayer online game. The underlying architecture plays an important role in meeting these conditions. Peer-to-peer architectures, due to their distributed and collaborative nature, have low infrastructure costs and can achieve high scalability. They can also achieve fast response times by creating direct connections between players. However, these architectures face many challenges. Distributing a game among peers makes maintaining control over the game more complex. Peer-to-peer architectures also tend to be vulnerable to churn and cheating. Moreover, different genres of games have different requirements that should be met by the underlying architecture, rendering the task of designing a general purpose architecture harder. Many peer-to-peer gaming solutions have been proposed that utilize a range of techniques while using somewhat different and confusing terminologies. This paper presents a comprehensive overview of current peer-to-peer solutions for massively multiplayer games using a uniform terminology"
Garrett Eastman

Archicraft: video game, architecture, Electronic entertainment research center - 0 views

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    Abstract: Video games are no longer a means of simple entertainment that serve as a form of escapism. They are perceived not simply as free time distractions, but as logic of engagement and platforms of creative thinking. Furthermore, online video games have taken the idea of interaction to a level no any other media has ever achieved. Online video games known as virtual world or MMO (massively multiplayer online) are a mega interaction platform that attract millions of players across the globe. They are the ultimate goal that all architects have ever dreamed of, i.e. to create an interactive space that satis es the needs of users. This thesis research will tend to examine a variety of video games from 3 perspectives: space, structure and interactivity, with a view to understanding and exploring the behaviour of players in video games, as known as, virtual stages. In recognizing and articulating such behaviour, followed by exploring the relationship between architects, users and spaces, the interpretation of architectural languages can then be translated into physical spatial form. This research then questions the possibilities of promoting the gaming industry in South Africa. In the current digital era, the IT (information and technology) industry is a main stream profession that helps with the growth of a country as a whole. The role of the gaming industry therefore cannot be ignored in this instance. The gaming industry is a rapid growing profession that comprises a lot of speci c professionals. SA does not offer nor focus on the video game eld and as a result, we are experiencing a shortage of professionals in this eld. This thesis proposes a facility to facilitate current and future game industry related professionals, on the same time, providing a playful environment that integrates the building and local context, allowing deeper engagement for those who haven t been exposed to the real meaning behind video games.
Garrett Eastman

A STUDY OF THE VIDEO GAME INDUSTRY IN U.S METROPOLITAN AREAS USING OCCUPATIONAL ANALYSIS - 0 views

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    Abstract: "The video game industry is a billion dollar industry with an ever-growing fan base. Massachusetts, along with other states, has begun to take an interest in further developing this dynamic industry. A problem facing many policy makers and economic developers is accurately defining the video game industry, determining the types of workers that form of human capital within its workforce and where these businesses are located. This study helps to solve this problem by converting video game credits, found in all video games, into Standard Occupational Codes to identify the types of workers who comprise the industry and by conducting spatial analysis using Public Use Microdata Samples (PUMS). It also uses the Occupational Information Network to evaluate what forms of human capital comprises the video game industry. The results show the video game workforce comprises both creative workers such as artists and musicians, but also computer programmers, engineers, and business management and marketing professionals. This workforce tends to be concentrated not only in larger U.S. metropolitan areas but also in regions with a significant high-technology workforce, college towns, and government laboratories. Also, as this diverse workforce contains a wide variety of skills and abilities, a common theme is being able to work together as a team to develop a product. This study is part of a growing body of research and initiatives to identify and to locate new, creative industries within metropolitan regions. This research will contribute to future research using occupational analysis to identify new and growing industries."
Garrett Eastman

Carroll and MATC will offer joint major in video game development - 0 views

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    Carroll and MATC will offer joint major in video game development WAUKESHA, WIS.- On Tuesday, Nov. 1, 2011, representatives from Carroll University and Milwaukee Area Technical College will meet on Carroll's campus to sign an articulation agreement for a joint program in information technology with an emphasis on computer game development.
Garrett Eastman

Preliminary Experiments with EVA-Serious Games Virtual Fire Drill Simulator - 0 views

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    From the abstract: "The proposed methodology aims to study the viability of using a game that recreates a fire drill in a 3D environment using Serious Games. The information acquired through the player's performance is very valuable and will be later used to implement an artificial population. A sample of 20 subjects was selected to test the application. Preliminary results are promising, showing that the exercise had a positive impact on users. Moreover, the data acquired is of great important and will be later used to demonstrate the possibility of creating an artificial population based on human behaviour."
Garrett Eastman

Harnessing manpower for creating semantics - 0 views

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    "Abstract The e ective information processing (e.g. search, organi- zation) of the heterogeneous information spaces requires metadata layer above the resources. However, the acqui- sition of resource metadata and domain models are chal- lenging tasks. Here, the crowdsourcing has emerged as an alternative to expert-based and automated semantics acquisition approaches. One of its branches are the games with a purpose (GWAPs) which encapsulate the seman- tics acquisition tasks into the game processes. We analyze existing GWAPs and propose their classi cation. Fur- thermore we devised our own GWAP-based approaches. For acquisition of lightweight term relationship network, we devised a search query formulation game, usable also for speci c domain models. For acquisition of (personal) image tags, we devised a card game, where players mem- orize positions of concealed cards and identify identical pairs. For validation of music metadata, we devised a multi-choice question-based game, where players identify tag sets that are characteristic to music tracks they hear. We also looked at the GWAPs from their design per- spectives. We present a design oriented classi cation sys- tem for GWAPs, adress several design issues recurring in GWAPs and present new design patterns to solve them"
Garrett Eastman

A serious gaming approach to content elicitation for FCO-IM - 0 views

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    From the introduction: "We introduce the FCO-IM modelling methodology and some of the short comings we perceive. Next we introduce some theories. First we introduce the notion of serious gaming. Then we move on to the Game Design Theory as proposed by Järvinen, augmented by a view on goals for serious gaming. These theories helped us generating the framework for a serious game. Next we introduce the concept of Focused Conceptualisation. This theory helped us shaping the contents of the game. In the final section of this chapter we will discuss some previous attempts by students to design a serious game for FCO-IM and how we want to make a new contribution towards this field. In chapter 3 we unified the theories by creating a first design. We do not exhaustively describe these first designs, but only the genesis and design choices made at the start and during the process. This work culminates into a final design in chapter 4. The final design consists of a global description of the game, a more detailed description and an abbreviated "rulebook". The rulebook can be compared to the rulebook of a board game. It is intended for someone already familiar with the game. The detailed description can be viewed as a thorough reference guide for first time players or players seeking clarification. This final design was subjected three test sessions. We realize this is not a whole lot. But the objective was to see whether the approach is workable. Exhaustive testing was not part of the scope. We gained some valuable insights nonetheless. In chapter 5 we derived a generic conceptual model for dialogue games. We present a framework that can be used to create dialogue games for a number of different purposes. We hand one the basic tools, make one's own game. This can be viewed as a basic game engine as it is found in the video gaming industry. Chapter 6 will recap our design question and discuss if and how this design question has been answered. This includes insights gaine
Garrett Eastman

ARTigo: an Art Tagging Ecosystem - 0 views

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    Abstract: "ARTigo is a Game with a Purpose platform whose goal is to collect tags for artworks, which can be used for retrieval. The ARTigo gam es form a tagging ecosystem, where the games cooperate in order to gather a wide range of information. Description games create initial tags, in order to enable other games to be played and collect semantically shallow surface tags. Dissemination games sp read existing data to other artworks or languages, and do not create new information. Diversification games feed on data produced by other games and guide the players to entering more specific tags. Finally, integration games create higher - order tags with deep semantic meanings, describing emotions for example. All these different types of tags have different semantic depths, and are present in different quantities. Together, they create a pool of complementary tags accurately describing artworks, which can be processed for data mining."
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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