Skip to main content

Home/ Becker Video Game Design/ Group items tagged virtual environment

Rss Feed Group items tagged

Garrett Eastman

Enhancing Adaptive Learning and Assessment in Virtual Learning Environments with Educat... - 0 views

  •  
    Abstract: "The rising acceptance of Virtual Learning Environments (VLE) in the e- Learning field poses new challenges such as producing student-centered courses which can be automatically tailored to each student's needs. For this purpose digital games can be used, taking advantage of their flexibility (good video games always try to adapt to different players) and capabilities to stealthily track players' activity, either for producing an accurate user model or enhancing the overall assessment capabilities of the system. In this chapter we discuss the integration of digital games in Virtual Learning Environments and the need of standards that allow the interoperable communication of games and VLE. We also present a middle-ware architecture to integrate video games in VLEs that addresses the technical barriers posed by the integration. We present a case study with the implementation of the architecture in the game authoring platform, along with three examples of video game integration in educational settings"
Garrett Eastman

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

  •  
    "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

Democracy has arrived! A Model for Ethical Decision Making of Players in MMOs - 1 views

  •  
    Abstract: "In digital games and virtual worlds, like in other digital media, the structure of the medium, its code, influences the emerging interaction and culture. A deliberate modification of this code to facilitate democratic decision making might thus lead to more meaningful interaction in games. If we see virtual worlds as learning environments this might even help players to understand and question real-world power structures. A way to modify the code of a virtual world is by extending its interface with an add-on that interacts with the application programming interface of the game. In this paper we present the design vision and theoretical framework of a digital tool for ethical decision making that will be implemented in the virtual world World of Warcraft. Its purpose will be to supply players with means to modify the power structure built into the code of this virtual world and to support more ethical and democratic decision making in the game."
Garrett Eastman

A Farmville for job seekers? - Fortune Tech - 0 views

  •  
    Novel, a virtual world that simulates the job search process; job seekers can determine a good workplace environment through exploring virtual alternatives
Garrett Eastman

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

  •  
    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

AmbiLearn: Enhancing the Learning Environment for Primary School Education - 0 views

  •  
    From the abstract: "In Northern Ireland a Virtual Learning Environment (VLE) infrastructure is in place. However, statistics and government reports suggest that VLE use amongst the primary school sector is quite limited. In an attempt to redress the limited use of VLEs in the primary school sector this research investigates the potential of serious games and how they may compliment the National Curriculum with the development of AmbiLearn, an enhanced learning environment with a content neutral game-based approach and content creation and reporting modules. This paper presents the design and implementation of AmbiLearn. Preliminary analysis of data from evaluation of AmbiLearn shows promising results and directions for future work are discussed."
Garrett Eastman

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

  •  
    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

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

  •  
    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

THE EVOLUTIONARY PSYCHOLOGY OF VIDEO GAMES: THE DIGITAL GAME AS SUPERNORMAL STIMULUS - 0 views

  •  
    Abstract : "This paper explores how supernormal stimuli may have contributed to the remarkable popularity of several types of video games: first-person shooters (FPSs), massively multiplayer online role-playing games (MMORPGs), and Minecraft. Human culture, technology, and environments have advanced so rapidly in the last 10,000 years that the brains of Homo sapiens have not been able to keep up. Humans survive in the modern world, but still retain a mind stuck in the Pleistocene. Supercharged representations of ancient stimuli, which appealed to prehistoric human ancestors in the environment of evolutionary adaptedness (EEA), appear in many video games and may be hyper-stimulating humans' adaptive instincts. These supernormal stimuli appear to correlate with the remarkably engaging, pleasurable, and satisfying experiences human players derive from playing these games. This paper goes on to propose that greater recognition of the potential of supernormal stimuli, and experimentation with the creation of virtual worlds stand to improve not only digital games, but the way in which humans live, work, and play in the real world."
Garrett Eastman

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

  •  
    "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

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

  •  
    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

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

  •  
    "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

Fashion Diary: Designers look to the virtual world - 0 views

  •  
    CCP Games partners with the fashion industry to design virtual fashion environments and avatars and recently hired a fashion consultant to design outfits for one its games
Garrett Eastman

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

  •  
    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

DROPS - Data-Driven Sound Track Generation - 0 views

  •  
    Abstract "Background music is often used to generate a specific atmosphere or to draw our attention to specific events. For example in movies or computer games it is often the accompanying music that conveys the emotional state of a scene and plays an important role for immersing the viewer or player into the virtual environment."
Garrett Eastman

Virtual environment to quantify the influence of colour stimuli on the performance of t... - 0 views

  •  
    An interactive computer game "to detect and quantify the influence of color on the performance of people executing tasks that require attention and showed to be attractive for people with ADHD. "
Garrett Eastman

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

  •  
    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

Killing for Girls: Predation Play and Female Empowerment - 0 views

  •  
    Abstract: "Predation games--games in which the player is actively encouraged and often required to hunt and kill in order to survive-have historically been the purview of male players. Females, though now much more involved in digital games than before, are generally encouraged to play games that stress traditionally feminine values such as socializing with others, shopping and nurturing. This paper argues that playing games that virtually simulate predation (which is true of most violent videogames) has many benefits for female players. Predation play teaches participants how to survive and excel in stressful, competitive, aggressive environments. To remain in the game, players have to sharpen their wits, learn to face fear, accept challenges and come back from defeat to play again. Negative effects are also discussed."
Garrett Eastman

Energy-Aware Adaptations in Mobile 3D Graphics - 0 views

  •  
    "Smartphone devices are becoming the de facto personal com- puting platform, rivaling the desktop, as the number of smartphone users is projected to reach 1.1 billion by 2013. Unlike the desktop, smartphones have a constrained energy budget, which is further challenged by increasingly sophisti- cated applications. Amongst the most popular applications on smartphone devices are games and virtual environments that rely on 3D graphics. Due to the computational inten- sity of geometry and rasterization, as well as the perpetually illuminated display, these applications are extremely power- hungry. To prolong the battery life of devices running these applications, we propose two new energy-aware adaptation schemes that can be employed in 3D graphics applications: lighting limitation and textural transformation. Our results show that we can conserve between 20% and 33% of energy with acceptable sacri ces to a user's visual experience."
1 - 20 of 20
Showing 20 items per page