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Garrett Eastman

An Online Multiplayer Game for Collaborative Problem Solving - 0 views

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    Abstract: "Teaching computer programming to novices has always posed a major challenge to educators, most novices acquire basic programming skills but they are unable to utilize them in a meaningful way to solve many of the non-routine problems which are presented to them. As a result, they do not achieve any level of programming fluency. Collaboration has been identified as a useful tool to help overcome this problem if utilized at the right times during the programming/problem solving process. This paper presents a review of computer supported collaborative learning (CSCL) concepts, collaboration in programming and the problem solving domain. Finally, a design for a gaming application of CSCL (COPS) to help improve the problem solving ability of novice programmers is presented."
Garrett Eastman

Game Design as a Game - 0 views

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    Abstract: "The software engineering process for games has enough special structure that it can be formulated as a kind of game itself. This, in turn, p ermits the teaching of game construction in a unique way with new potential to motivate students. We present a new game design client program for an existing collaborative problem-solving website known as CoSolve. The client was built with an emphasis on increased interaction and fine control over a problem's state. With this comes the opportunity to more easily design and test games in the CoSolve space. It is our hope that this will teach and inspire student users to learn more about game design, problem posing, and programming in general."
Garrett Eastman

The 24 Hour Knowledge Factory in Video Game Development - 0 views

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    "Abstract Video game developers have a tough road ahead as they try to out-do their competitors and develop the next blockbuster video game. The problem they face is that the cost of developing a video game is rising. The pressure mounts as economic uncertainty has led many consumers to cut spending on lucrative video game titles that publishers are tossing out up to $100 million (in rare cases) to develop, and the publishers are already beginning to feel the heat. Recent years have seen a number of publishers close up shop and even more publishers cutting jobs to save on spending. Despite the need for producing a product more efficiently and within a time restriction, the video game industry bases most of the production phases in-house instead of adopting a 24-hour business model in co-located sites around the world. Implementation of the 24 hour knowledge factory can help to solve some of the problems developers face in the numerous phases of video game development. However, publishers have yet to take advantage of this efficient business model."
Garrett Eastman

Video games are officially difficult - 0 views

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    Video games are hard, and that's official Super Mario, Donkey Kong and other classic games belong to class of hard mathematical puzzles, and could be used to solve real-world problems IF YOU have ever struggled to complete classic Nintendo games, don't feel bad?- they are officially difficult.
Garrett Eastman

Blog - Dr. Pamela Rutledge - 0 views

Garrett Eastman

Design patterns for learning games - 0 views

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    "This article concerns the design of self-contained digital games for the life-long learning context. Although the potential of games for teaching and learning is undisputed, two main barriers hamper its wide introduction. First, the design of such games tends to be complex, laborious and costly. Second, the requirements for a sensible game do not necessarily coincide with the requirements for effective learning. To solve this problem, we propose a methodology to the design of learning games by using game design patterns and matching these with corresponding learning functions, which is expected to reduce design effort and help determining the right balance between game elements and learning. First empirical results indicate that such a methodology actually can work."
Garrett Eastman

From 38 Studios Layoffs, A Social Problem Solving Community Arises | BostInno - 0 views

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    Using social media, hashtags and collaboration to find employment for recently laid-off game company employees.
Garrett Eastman

Bringing Online Gaming to the Cloud: a Case Study - 0 views

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    Abstract: "the boom of Cloud Computing services in the recent years has created new opportunities and removed many of the limitations that are typically tied to software deployed on the Internet. It has been shown that the development of online games can benefit from the integration of Cloud services into their design in order to solve many of the problems that plague their development and maintenance. In this paper, we first discuss the current designs of online gaming architectures and present their limits. The solutions offered by using Cloud services in respect to these video games are then explored and the new problems that arise from this combination are addressed. We also present a case study by deploying an online First Person Shooter multiplayer video game on currently available Cloud infrastructures (using Amazon Elastic Compute Cloud) and detailing our architecture specifically designed for this purpose. We show that, where once entering the market of online games was solely affordable by big companies due to the high infrastructure costs, a single person could now create and deploy an online game."
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

Games Win Big in Education Grants Competition - 0 views

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    "Today, the U.S. Department of Education announced the final winners of this year's Small Business Innovation Research (SBIR) contract awards-funds that are reserved for entrepreneurial small businesses using cutting-edge R&D to develop commercially viable technologies to solve tough problems. And there's something that may surprise you about the winning contracts: More than half-or 12 in all-are for games and game-related projects, more than in any previous year. That says a lot about the increasingly creative field of educational games, and the growing base of evidence indicating that games can be an important and effective component of our strategy to prepare a highly skilled 21st century American workforce."
Garrett Eastman

Strategies for real-time video games - 0 views

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    Abstract: "Abstract Game developers spend a large portion of their time developing and tweaking the arti cial intelligence in video games. Problems related to productivity in the development of AI have been solved using various modeling techniques in the eld of AI, language design and easier to use editors. Using a domain speci c language to assist in describing AI can increase productivity in this area. In addition to this, game developers can be relieved from irrelevant tasks such as worrying about performance, correctness of the implementation, memory management and optimiza- tion data structures and focus on the high level description of the game play. In this thesis, we focus on real-time video games and we investigate the development of a domain-speci c language containing the necessary elements to describe and execute strategies to achieve goals in a real-time video game. We develop a domain-speci c language to express strategies for computer controlled actors using techniques commonly found in em- bedded domain-speci c languages, and in particular embedded domain- speci c languages in Haskell. To demonstrate this language we have developed a prototype of a real-time strategy game that uses strategies implemented using the domain-speci c language developed in this thesis"
Garrett Eastman

Enhancements to Constrained Novelty Search - 0 views

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    "Two-Population Novelty Search for Generating Game Content"
Garrett Eastman

Visual Communicators Made Through Play: A Game for Learning in Graphic Design - 0 views

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    Abstract: "This paper explores the possibilities of game-based learning within the context of a graphic design education. A global network now exists that puts all professionals in competition with one-another, and in order to stay competitive as educators, we must be able to produce professionals that can solve problems creatively. However, traditional teaching methods may in some contexts be unable to provide the kind of education students need, and initial research suggests that game-based learning may be a viable solution. This study establishes a framework of good game-based learning principles and a design for a video game to be used in a teaching environment. Primarily target audiences are teenage students, roughly ages 10 - 14, and college level undergraduate students, ages 18 - 25, of all genders. This video game is intended to teach players situated meanings for key visual communication concepts of grid and modularity, in a way that allows them to create high level relationships between these and their creative work."
Garrett Eastman

The Scientific Community Game - 0 views

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    "The key contribution of this paper is a simple protocol language which is at the heart of defining constructive claims through games. Our protocol language generalizes the class of claims that can be expressed in predicate logic. We build on the long tradition in logic and games of imperfect information: our protocol language can also express indeterminate claims, such as "I am better than you at solving this problem." The purpose of SCG is to provide a helpful framework to develop and disseminate the world's constructive claims in formal scientific domains. The development of claims is both collaborative and selfevaluating using the global brain."
Garrett Eastman

1.2 Billion People Live in Poverty - Rockefeller Foundation and Institute for the Futur... - 0 views

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    "Impact Game Launches to Find Solutions to Solve Global Poverty" designed by Jane McGonigal called "Catalysts for Change"
Garrett Eastman

The place of game-based learning in an age of austerity - 0 views

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    "Abstract: Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and they can motivate users, using challenges and rewards, competition and mystery. Above all, computer games provide safe spaces in which learners can play, explore, experiment, and have fun. However, finding appropriate games for specific educational contexts is often problematic. Commercial entertainment games are designed for enjoyment, and may not map closely to desired learning outcomes, and the majority of educators do not have the time or specialist expertise to create their own games. Computer games are expensive to purchase or produce, and learners, particularly busy adult learners, need to be convinced of their effectiveness. So while there are many theoretical benefits to the use of computer games for learning, it given the increasing economic constraints in education, their use may simply not be practical. This paper presents three alternative ways in which the theory and practice of computer games can be applied to education, without the expense. First, the option of developing simple and cost-effective games with low technical specifications, such as alternate reality games, or using virtual worlds or one of the growing number of accessible game-builder toolkits to create educational games, will be explored. Second, learning from games rather than with them is discussed, examining game techniques that naturally enhance learning, and embedding those elements in traditional teaching practices. Third, the paper presents the option of giving learners agency as game creators rather than simply players, so that it becomes the process, not the product, which facilitates learning. The advantages and drawbacks
Garrett Eastman

Solving the Balance Problem of On-Line Role-Playing Games Using Evolutionary Algorithms - 1 views

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    Abstract: "In on-line role-playing games (RPG), each race holds some attributes and skills. Each skill contains several abilities such as physical damage, hit rate, etc. Parts of the attributes and all the abilities are a function of the character's level, which are called Ability-Increasing Functions (AIFs). A well-balanced on-line RPG is characterized by having a set of well-balanced AIFs. In this paper, we propose an evolutionary design method, including integration with an improved Probabilistic Incremental Program Evolution (PIPE) and a Cooperative Coevolutionary Algorithm (CCEA), for on-line RPGs to maintain the game balance. Moreover, we construct a simplest turn-based game model and perform a series of experiments based on it. The results indicate that the proposed method is able to obtain a set of well-balanced AIFs effi-ciently. They also show that in this case the CCEA outperforms the simple genetic algorithm, and that the capability of PIPE has been significantly improved through the improvement work."
Garrett Eastman

Gamers on 3-D mission to save world, just don't tell them they are learning cell biology - 1 views

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    From Iowa State University students, Metalblast : "The game takes place in the year 2052. Plants are dying, and there is a developing ecological crisis. At the same time, an expert team of plant scientists has disappeared. The player, represented by a novice undergraduate student in the research lab, must shrink to microscopic size, enter the plant cell, rescue the lost scientists, discover what is killing the plants, and save the world - all in the game's virtual, 3-D environment. Along the way, players must solve problems and answer questions about the cell and metabolic biology. "
Garrett Eastman

Genome Biology | Full text | Games with a scientific purpose - 0 views

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    The protein folding game Foldit shows that games are an effective way to recruit, engage and organize ordinary citizens to help solve difficult scientific problems. Modern science is filled with challenges of massive scale.
Garrett Eastman

When Scientists Fail, It's Time To Call In The Gamers - 0 views

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    All Things Considered interview with scientists and makers of FoldIt used to solve protein structure problem
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