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Garrett Eastman

A Discussion of Interactive Storytelling Techniques for Use in a Serious Game - 0 views

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    "construction of a social cues and training demonstrator (a serious game) that enables its users to improve their social behaviour. In this report, a distinction is made between strong story and strong autonomy approaches to narrative management. The former rely on central management of the narrative through drama managers, not giving their agents much freedom. Inversely, the latter focus on the autonomy of agents, without explicit top-down control over the narrative. The autonomy of such agents allows an unscripted narrative to emerge from the user's interaction with the system. The trade-off between a strict storyline and freedom of action in these approaches is called the narrative paradox. It is concluded that a strong autonomy approach can feature social behaviour of agents more easily than a strong story one, because it is inherent with this approach that its agents have more complex models. For the demonstrator, some control over the narrative is required to let its users reach given goals in the created scenarios. Therefore, our future work will focus on creating a hybrid approach that enables agents to direct the story autonomously."
Garrett Eastman

U California Santa Barbara Launches Multidisciplinary Game Research Center -- Campus Te... - 0 views

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    "The University of California, Santa Barbara (UCSB) has launched the Center for Digital Games Research to study digital media and games from a multidisciplinary approach. Launched with seed funding from the Robert Wood Johnson Foundation, the center brings together 30 faculty members with expertise in "human-computer interaction, virtual environments, simulations, social networks, data mining, interactive storytelling and narrative, media neuroscience and behavioral health," among others, according to a news release."
Garrett Eastman

Investigating the Solution Space of an Open - Ended Educational Game Using Conceptual F... - 0 views

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    Abstract: "The rich interaction space of man y educational games presents a challenge for designers and researchers who strive to help players achieve specific learning outcomes. Giving players a large amount of freedom over how they perform a complex game task makes it difficult to anticipate what t hey will do. In order to ad dress this issue designers must ask : what are students do ing in my game? And does it embody what I intended them to learn? To answer these questions, designers need methods to expose the details of student play. We describe our a pproach for automatic extract ion of conceptu al features from logs of student play sessions within an open educational game utilizing a two - dimensional context - free grammar. We demonstrate how these features can be used to clu s- ter student solutions in the e ducational game RumbleBlocks . U s- ing these clusters , we explore the range of solutions and measure how many students use the designers' envisioned solution . Equipped with this information, designers and researchers can focus redesign efforts to areas in the game where discrepancies exist between the designer s' intention s and player experience s."
Garrett Eastman

Game Performance as a Measure of Comprehension and Skill Transfer - 0 views

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    Abstract: "Intelligent Tutoring Systems (ITSs) have begun to develop hybrid systems that balance the learning benefits of ITSs with the motivational benefits of games. iSTART-ME (Motivationally Enhanced) is a new game-based learning environment developed on top of an existing ITS for reading comprehension (iSTART). In an 11 session labbased study, 40 high school students interacted with the full iSTART-ME system and completed comprehension measures at multiple time points (pretest, posttest, retention, and transfer). The current work examined students' comprehension outcomes and how they were related to performance within three integrated practice methods: Coached Practice (non-game), Showdown (game-based), and Map Conquest (game-based). Results indicate that performance within the game-based practice environments was positively related to comprehension outcomes, whereas performance within the non-game environment had no relation to subsequent comprehension measures."
Garrett Eastman

Virtual shooting games may improve real-world accuracy, won't make you a sniper - 0 views

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    This seems the takeaway: ""We don't have a lot of control over how people interpret our findings," Bushman told Ars. ... Still, Bushamn suggests that the basic idea that virtual shooting can help improve real-world shooting performance shouldn't be that controversial at its core. "If you want to learn how to fly an airplane and you want to use the media to help you learn, what would be the best way: read a book about it, watch a TV program about it, or play a flight simulator video game?" he asked rhetorically. "Clearly the more interactive the media, the more you're going to learn. Does that mean by playing flight simulator you're going to be good enough to fly a real plane? I don't know, that's a relative decision, but better than if you'd watched a TV program or read a book about it, I would say.""
Garrett Eastman

Getting Serious About Games: Using Video Game-based Learning to Enhance Nuclear Terrori... - 0 views

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    "This thesis proposes the development of a video game platform to increase the publics knowledge of required protective actions in the event of a nuclear terrorism attack. Current scientific analyses have identified elementary steps the public should take to increase the likelihood of survival in the event of a nuclear terrorism incident; however, a knowledge gap currently exists with regard to the publics understanding of these required actions. Unfortunately, todays preparedness initiatives do not have the efficacy required to impact significant improvements in this area. Video games, more specifically a sub-genre of games known as serious games, are uniquely postured to address this knowledge gap. Not only do video games provide a motivating, enriching and engaging educational medium, but also they are unique in that they address the emerging educational needs of todays games generation, which desires more interactive educational environments since they have been immersed in technology for the majority of their lives. As such, leveraging this technology can help close the current knowledge gap and increase the nations resilience to nuclear terrorism."
Garrett Eastman

Values in Play: Interactional Life with the Sims - 0 views

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    "Video recordings of 19 play sessions in home environments generated the empirical data. The study comprises 39 players in groups of two or three, aged 10 to 14, as they were playing The Sims or The Sims 2 for one hour. The theoretical tools in the analysis were assembled within a sociocultural perspective on learning and communication, and also by using Vygotsky's ideas on fantasy and creativity and Goffman's ideas on social interaction. ....
Garrett Eastman

Instructional Strategies for Autistic Adults Learning Video Game Design - 0 views

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    From the abstract: "This poster describes instructional strategies that match the information processing needs of adults with ASD. The poster is based on findings from a qualitative pilot study designed to identify best practices for teaching adults with ASD video game design. Data from semi-structured interviews with adult learners revealed direct, interactive, and experiential learning as instructional preferences along with the elimination of stressors (competition with others, limited time, and test taking)."
Garrett Eastman

Game-based Forensics Course For First Year Students - 0 views

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    "This paper focuses on the design and development of a gamebased forensics course using the game-based learning (GBL) approach building the game in a real computing environment that has direct access to actual forensics tools from a forensics machine and the evidence from a suspect machine. Interactive visualizations will be used to help students to understand the intangible and inaccessible abstract concepts such as deleted/hidden/encrypted/over-written digital evidence."
Garrett Eastman

Dynamically Adapting Training Systems Based on User Interactions - 0 views

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    "Game-based simulation systems are increasingly being used to train users in several applications across government, in- dustry, and academia. Designing game-based training sys- tems that can measurably improve learning while providing an engaging training experience is a challenging problem. In this paper, we describe a novel framework that tightly inte- grates game-based training systems with instructional com- ponents using data analysis to address this problem. Intelli- gent training systems based on this framework dynamically adapt both the training and the instructional components to measurably improve learning in play sessions. We propose a three phase approach to automatically identify points in a play session to predict high-value future scenarios, validate predictions, and prescribe actions. A case study using the KDD Cup 2010 educational data set is described illustrating the e®ectiveness of the proposed approach."
Garrett Eastman

Method for Transferring Knowledge and Building Content in Serious Games - 0 views

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    "Abstract. Sophisticated Technology Enhanced Learning (TEL) instruments as training simulations and Serious Games (SG) do not provide knowledge content in an explicit form, but propose interactive solutions for learners to build their own skills and competences in close to real situations. The present research makes an overview of the processes of knowledge transfer and content development in SG. In the first place, there will be analyzed and proposed methods how to elicit and embed expert knowledge into design of SG and training simulations. Therefore in the first place we will discuss the problem of expert knowledge elicitation for building SG. In the second place we will review how learning content can be integrated in SG design, and will identify various SG elements and components that can transfer knowledge to the players. Finally, some practical implications will be discussed, derived from the experience in TARGET FP7 EU funded project."
Garrett Eastman

Design of an interactive game-based application for improving the resolution of common ... - 0 views

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    abstract: "This paper shows the design of an interactive game-based application developed with Blender 2.49b tool to be implemented in the area of computer networks."
Garrett Eastman

ZooU: A Stealth Approach to Social Skills Assessment in Schools - 0 views

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    Abstract: "This paper describes the design and evaluation of Zoo U, a novel computer game to assess children's social skills development. Zoo U is an innovative product that combines theory-driven content and customized game mechanics. The game-like play creates the opportunity for stealth assessment, in which dynamic evidence of social skills is collected in real time and players' choices during gameplay provide the needed data. To ensure the development of an engaging and valid game, we utilized an iterative datadriven validation process in which the game was created, tested, revised based on student performance and feedback, and retested until game play was statistically matched to independent ratings of social skills. We first investigated whether the data collected through extensive logging of student actions provided information that could be used to improve the assessment. We found that detailed game logs of socially relevant player behavior combined with external measures of player social skills provided an efficient vector to incrementally improve the accuracy of the embedded assessments. Next, we investigated whether the game performance correlated with teachers' assessments of students' social skills competencies. An evaluation of the final game showed (a) significant correlations between in-game social skills assessments and independently obtained standard psychological assessments of the same students and (b) high levels of engagement and likeability for students. These findings support the use of the interactive and engaging computer game format for the stealth assessment of children's social skills. The created innovative design methodologies should prove useful in the design and improvement of computer games in education."
Garrett Eastman

An Introduction to Interactive Programming in Python - 1 views

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    "This course is designed to be a fun introduction to the basics of programming in Python. Our main focus will be on building simple interactive games such as Pong, Blackjack and Asteroids."
Garrett Eastman

PlayExpo, a juried show of games and other interactive digital entertainment - 0 views

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    Excitement is building on the campus of LIU Post, as the university prepares to host PlayExpo, a juried show of games and other interactive digital entertainment, on Sunday, April 15, 2012.
Garrett Eastman

Generating game content from open data - 0 views

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    "A data game is a game that allows the player(s) to explore data that is derived from outside the game, by transforming the data into something that can be played with. In other words, games as a form of interactive data visualisation."
Garrett Eastman

Modular Digital Game System: An experiment in game design platforms - 0 views

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    "This project created an Application Programming Interface (API) for a simulated modular digital game system. Each module consists of a triangle that displays colors at the center and edges, monitors an input and signals from the surrounding modules, and communicates with a computer controller. The API allows users to develop game programs for the system. The simulation runs the game files and displays the results. The focus was on practical coding and design of an instructional game system. The challenges in creating such a system provided a valuable learning environment for us in the areas of user interface design, system tool management and design, human computer interaction, and designing educational platforms"
Garrett Eastman

Queen's University computing professor sparks gamers' creativity at world renowned conf... - 0 views

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    "Gamers don't just play Nicholas Graham's new video game, Liberi Live – they design it. While one player is rolling and bouncing a ball over obstacles and collecting coins another player can control the course design. The two interact together and with a touch of a button, obstacles or ramps can be added to completely change the game."
Garrett Eastman

THE CUBE - A145 megapixel interactive AV experience at QUT - 3 views

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    An interactive sci tech oriented video project at Queensland University of Technology
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/."
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