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Garrett Eastman

Monitoring Student Activity in Collaborative Software Development Emerging Patterns of ... - 0 views

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    Abstract: "This paper presents data analysis from a course on Software Engineeri ng in an effort to identify metric s and techniques that would allow instructor to act proactively and identify patterns of low engagement and inefficient peer collaboration . Over the last two terms, 106 students in their second year of studies formed 20 groups and worked collaboratively to develop video games. Throughout the lab, students have to use a variety of tools for managing and developing their projects, such as software version control , static analysis tools , wikis, mailing lists, etc . The students are also supported by weekly meet ings with teaching assistants and instructors regarding group progress, code quality, and management issues. Through these meeting s and their interactions with the software tools, students leave a detailed trace of data related to their individual engageme nt and their collaboration behavior in their groups . The paper provides discussion on the different source of data that can be monitored , and present preliminary results on how the s e data can be used to analyze students' activity."
Garrett Eastman

Reusable Components for Artificial Intelligence in Computer Games - 0 views

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    "Abstract-While component reuse is a common concept in software engineering, it does not yet have a strong foothold in Computer Game development, in particular the development of computer-controlled game characters. In this work, we take a modular Statechart-based game AI modelling approach and develop a reuse strategy to enable fast development of new AIs. This is aided through the creation of a standardized interface for Statechart modules in a layered architecture. Reuse is enabled at a high-level through functional groups that encapsulate behaviour. These concepts are solidified with the development of the SkyAI tool. SkyAI enables a developer to build and work with a library of modular components to develop new AIs by composing modules, and then output the resulting product to an existing game. Efficacy is demonstrated by reusing AI components from a tank to quickly make a much different AI for a simple animal."
Garrett Eastman

Academic Game Development: Practices and Design Strategies for Creating STEM Games - 0 views

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    from the abstract: "The Meta!Blast project was developed to provide a medium that lends itself to the com- prehension of cell and metabolic biology by placing the student into a virtual plant cell and allowing them to experience plant biology rst-hand (Wurtele, 2011). By taking advantage of existing agile development methodologies, Meta!Blast has been designed to meet many of the challenges of developing video games in an academic environment. Using a special editor, educators and researchers can also modify in-game content in an e ort to tailor the game to their speci c curriculum needs. Due to the massive, explorative environment in which the game places players, Meta!Blast provides an ideal environment for a variety of other STEM-related mini-games. By leveraging existing methods of current software used to teach computer science, the initial development stage of a mini-game within Meta!Blast called TALUS (Technology Assisted Learning Using Sandbox) has been designed to let players experience di erent computer programming con- ix cepts. The rst iteration has shown that an environment can be created that allows players to interact with actual computer code in a fail-safe and non-violent manner; furthermore, it has the potential to augment a player's existing knowledge of computer programming."
Garrett Eastman

UGA research team receives $500K NIH grant to develop interactive learning tools | Ge... - 0 views

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    Athens, Ga. - A team of University of Georgia researchers has been awarded a $500,000 small business grant from the National Institute of Mental Health to develop interactive educational software aimed at teaching high school students how the five senses work in the context of the brain and how neurons work.IS3D LLC, a partnership founded in 2010 by eight UGA faculty and staff members, will develop the software with input from high school teachers and students in Atlanta and northeast Georgia.IS3D will design a game based on the five senses, along with a series of interactive case studies that will allow students to explore how neurons work. The software will be tested in classrooms to gauge their effectiveness in helping students learn and whether they improve the students' engagement in science curriculum
Garrett Eastman

A Platform Independent Game Technology Model for Model Driven Serious Games Development - 0 views

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    From the abstract: "Model Driven Engineering (MDE) goes some way to provide the techniques required to generate a wide variety of interoperable serious games software solutions whilst encapsulating and shielding the technicality of the full software development process. In this paper, we present our Game Technology Model (GTM) which models serious game software in a manner independent of any hardware or operating platform specifications for use in our Model Driven Serious Game Development Framework."
Garrett Eastman

Competitive Game Development: Software Engineering as a Team Sport* - 1 views

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    "Presented at the 2nd. Games and Software Engineering Workshop, 34th. Intern. Conf. Software Engineering, Zurich, 9 June 2012"
Garrett Eastman

Early Usability Evaluation in Model-Driven Video Game Development | ResearchGate - 0 views

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    "07/2012; In proceeding of: The 11th International Conference on Software Engineering Research and Practice (SERP 2012), At Las Vegas, USA ABSTRACT Usability is considered a relevant quality factor in video games. However, usability evaluations are usually performed too late in the game development lifecycle. We present a usability evaluation strategy that can be used in early stages of model-driven video game development approaches. The usability evaluation is based on a Video Game Usability Model, which extends the usability characteristic of the ISO/IEC 25010 (SQuaRE) standard by incorporating measurable attributes and measures related to the video game domain. The traceability established between the models that are produced in a modeldriven development process and the corresponding source code allows performing usability evaluations on these models, facilitating the early detection/correction of usability problems that may appear in the final video game application. To show the feasibility of this approach, we have performed an early usability evaluation of a video game for the XBOX360 platform."
Garrett Eastman

Iterative Software Design of Computer Games through FCA - 0 views

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    "Abstract. If iteration is the rule in modern software development practices, this is more the case in game development. While the secret recipe for fun in games remains hidden, game development will remain a highly iterative trial-and-error design process. In this paper we present a semi-automatic process that, through FCA, can assist in the software design of modern videogames. Through FCA we can identify candidate distributions of responsibilities among components, and let the users edit such distributions. We support iteration by facilitating the application of past edits when going through a new iteration of identifying candidate components to accommodate for new version of the game requirements."
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

Agile Game Development - 0 views

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    From the introduction: "With the sudden and massive influx of mobile technologies, the need for efficient agile techniques in the video game de- velopment industry has amplified further. With relatively short lifecycles and unique input, size, and performance constraints, as well as dealing with a wide range of device hardware, the industrys development process as a whole has had to adapt in order to survive. We present a subset of these adopted methods and technologies as they pertain to agile development in the video game industry."
Garrett Eastman

Serious Game Development as an Iterative User-Centered Agile Software Project - 0 views

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    Abstract: "Commissioned by the campus Office of Admissions, we have built a series of three campus tour and orientation games over the past academic year with undergraduate student project teams. Based on well-established game industry practices we followed an iterative agile process with Scrum and managed to avoid many classical pitfalls in game development. While we achieved some measure of success, in post-project analysis, it becomes obvious that our process would have benefited from the heavy emphasis of "users" in the User-Centered Design (UCD) methods. In this position paper, we propose that the serious game development community continue to critically analyze the results from the UCD projects to benefit from its lessons, well-understood good practices, and development paradigms."
Garrett Eastman

Heuristics and Ballistics: Past, Present, and Future of Usability Testing in the Gaming... - 0 views

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    "more research and development still needs to be done to set game usability testing methods apart from usability methods used for productivity software or web site development. In this paper, I will detail the history of video games and video game usability, including the qualitative and quantitative importance of the subject; some of the current methods being utilized by game developers to test game usability; and some methods being researched and developed now to impact game usability testing in the future."
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

Irrlicht3d.org - Postmortem of my Android Game App - 0 views

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    Considers the Google OS not worthwhile for commercial projects but for "hobby" development
Garrett Eastman

4 ways developers will use SmartGlass to enhance Xbox 360 experiences - 1 views

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    "SmartGlass, a software-based application that extends Xbox 360 experiences onto smartphones and tablets, does shine best when paired with television or movie entertainment. That's where programmers have fleshed out the most whiz-bang features at this time, but game designers have clever plans for this tech, too."
Garrett Eastman

Ars Technicast Episode 19: Video games of the FUTURE Future future… | Ars Tec... - 0 views

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    "In this episode of the Ars Technicast, we talk about where we think the industry is headed and which new players might have real impact. Senior Apple Editor Jacqui Cheng, Social Editor Cesar Torres, and Senior Reviews Editor Lee Hutchinson join Kyle in a discussion about hardware, software, and indie development issues."
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

3D GAME-BASED LEARNING SYSTEM FOR IMPROVING LEARNING ACHIEVEMENT IN SOFTWARE ENGINEERIN... - 0 views

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    Abstract: "The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A quasi-experimental design is based on the ARCS Theory (Attention, Relevance, Confidence, and Satisfaction) to investigate the effectiveness of game-based learning strategy in 3-dimension virtual reality scenario. The students are randomly assigned into two groups for quasi-experimental design. In game-based learning, the curriculum content is mapped into the game to provide a scenario learning environment. After implementation of quasi-experimental design, the pre-test and post-test results shown that 3D game-based learning system with software engineering curriculum could achieve a better learning achievement and motivation than using traditional instruction. The statistical test displayed that learning motivations of students have significant impact on learning achievement, and learning achievements of students with game-based learning are better than those who use traditional face-to-face teaching. After re-checked the questionnaire, this paper finds that game-based learning challenging and attractiveness can lead to learners' curiosity and immersion in learning activity. And the results show that 80% students are satisfaction, and 83% students are confidence for the course learning after use the game-based learning system. Lastly, the research results could provide to related educators as references"
Garrett Eastman

InsuOnline, a Serious Game to Teach Insulin Therapy to Primary Care Physicians: Design ... - 0 views

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    From the abstract: "Objective: We report the design of a trial to assess the educational efficacy of InsuOnline, a game for education of primary care physicians (PCPs). The goal of InsuOnline was to improve appropriate initiation and adjustment of insulin for the treatment of DM. InsuOnline was designed to be educationally adequate, self-motivating, and attractive. Methods: A multidisciplinary team of endocrinologists, experts in medical education, and programmers, was assembled for the design and development of InsuOnline. Currently, we are conducting usability and playability tests, with PCPs and medical students playing the game on a desktop computer. Adjustments will be made based on these results. An unblinded randomized controlled trial with PCPs who work in the city of Londrina, Brazil, will be conducted to assess the educational validity of InsuOnline on the Web. In this trial, 64 PCPs will play InsuOnline, and 64 PCPs will undergo traditional instructional activities (lecture and group discussion). Knowledge on how to initiate and adjust insulin will be assessed by a Web-based multiple choice questionnaire, and attitudes regarding diabetes/insulin will be assessed by Diabetes Attitude Scale 3 at 3 time points-before, immediately after, and 6 months after the intervention. Subjects´ general impressions on the interventions will be assessed by a questionnaire. Software logs will be reviewed. Results: To our knowledge, this is the first research with the aim of assessing the educational efficacy of a computer game for teaching PCPs about insulin therapy in DM. We describe the development criteria used for creating InsuOnline. Evaluation of the game using a randomized controlled trial design will be done in future studies. Conclusions: We demonstrated that the design and development of a game for PCPs education on insulin is possible with a multidisciplinary team. InsuOnline can be an attractive option for large-scale continuous medical education to help imp
Garrett Eastman

Aspects of Replayability: Towards a Methodology of Developing Games - 0 views

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    Abstract- "What keeps a player in the game? What makes a game fun? In this paper, we present the results of our studies which may help answer these questions. We will discuss aspects of replayability and the possible existence of ecological effects within our data. Towards a game design methodology, we apply our results by proposing a mapping between core and casual levels in games and replayability aspects. We believe these results can aid software developers produce entertaining games with a long lasting appeal."
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