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Garrett Eastman

Lifespan - 0 views

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    Abstract: "Lifespan is an Interactive Media and Game Development Major Qualifying P roject developed in the Unity game engine over the course of one year by six students. Lifespan is a first - person puzzle game in which the player affects objects in the environment by using a time - manipulation device. Designed with a unique spin on standar d puzzle games, Lifespan seeks to add realism, science, and nature to the environment with new and interesting mechanics."
Garrett Eastman

What Can 135 Million Video Gamers Add to Our Collective IQ? | MindShift - 0 views

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    In a new book, Howard Rheingold describes crowdsourcing efforts such as FoldIt involving gamers as "supercollaborators"
Garrett Eastman

PLATO: A Coordination Framework for Designers of Multi-Player Real-Time Games - 0 views

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    Abstract: "Player coordination is a key element in many multi-player real-time digital games and cooperative real-time multi-player modes are now common in many digital-game genres. Coordination is an important part of the design of these games for several reasons: coordination can change the game balance and the level of difficulty as different types and degrees of coordination can make the game easier or more difficult; coordination is an important part of 'playing like a team' which affects the quality of play; and coordination as a shared activity is a key to sociality that can add to the sociability of the game. Being able to exercise control over the design of these coordination requirements is an important part of developing successful games. However, it is currently difficult to understand, describe, analyze or design coordination requirements in game situations, because current frameworks and theories do not mesh with the realities of video game design. I developed a new framework (called PLATO) that can help game designers to understand, describe, design and manipulate coordination episodes. The framework deals with five atomic aspects of coordinated activity: Players, Locations, Actions, Time, and Objects. PLATO provides a vocabulary, methodology and diagram notation for describing and analyzing coordination. I demonstrate the framework's utility by describing coordination situations from existing games, and by showing how PLATO can be used to understand and redesign coordination requirements."
Garrett Eastman

Reification and Real Life Goals as Facilitators of Progression in Digital Games - 0 views

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    from the abstract: "This paper investigates how real life goals may add benefits to games much like when contemporary games offer an alternative of monetary payment, to unlock novel features and facilitate progression in the game. For such an optional currency to be meaningful, there is a need for a discussion on how to determine, assign value of and validate these real life achievements. This paper aims to discuss the use of known activities from social media and ubiquitous gaming to evaluate and describe the value for real life activities and provide a balanced discernible outcome that can be used as an alternative to payment or mundane tasks which has to be performed in order to progress in games."
Garrett Eastman

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

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    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

Targeting Gamification Applications to Increase User Participation - 0 views

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    Abstract: "More and more (IT-)suppliers of- fer services to implement gami cation in their customers' organizations [2]. What should be considered when start- ing such a project? What are critical success factors to get users involved? This paper is aimed at identifying ways to improve user involvement, speci cally by target- ing a target audience by its demographics. It aims to do so through literature research and interviews about com- pleted projects. The goal of this research is to add an overview of not only the aforementioned success factors but also a view on if and how they are applied."
Garrett Eastman

Water Simulation Methods for Games: a Comparison - 0 views

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    "Physics engines have created a whole new source of emergence and fun for digital games. Water simulation could add another similar emergent interaction element, but it is currently only rarely used as a part of gameplay. The reasons for this are analysed and different water simulation methods are compared, focusing on actual game usage. Based on this, we suggest using the extremely simple but fast pipe model. The simplicity of the underlying simulation can be masked in many ways using modern shader effects and other tricks. An example of the pipe method in action is given and compared to more sophisticated fluid solvers."
Garrett Eastman

Development of cognitive video games for children with attention and memory impairment - 0 views

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    Abstract: Children with Fetal Alcohol Spectrum Disorder (FASD) may suffer numerous cognitive impairments, including significant problems with executive functioning, language, attention, and memory [40]. It is estimated that two to five percent of children born in the U.S. are affected by FASD [34]. It has been shown that training improvements can be made in working memory and attention in children with ADHD [25]. Computerized training with game elements enhances not only motivation but training efficacy of these interventions [38]. This thesis examines the creation of two suites of serious games, Cognitive Carnival and Caribbean Quest, intended to improve working memory aspects of attention with the assistance of a trained psychology interventionist in a therapeutic setting. A game-based approach is chosen to provide motivation to children for sustained cognitive challenges presented by cognitive exercises built into the gameplay. Cognitive Carnival was shown by interventionists to have positive effects in neuropsychological studies of populations of children with epilepsy and FASD [33, 30].
Garrett Eastman

ACHIEVING REAL-TIME SOFT SHADOWS USING LAYERED VARIANCE SHADOW MAPS (LVSM) IN A REAL-TI... - 0 views

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    "Abstract. While building a game engine in Microsoft XNA 4 that pow- ered a RTS (real-time strategy) tower defense type game, we were faced with the issue of increasing the amount of visual feedback received by the player and adding value to the gameplay by creating a more immersive atmosphere. This is a common goal shared by all games, and with the recent advancements in graphics hardware (namely OpenGL, DirectX and the advent of programmable shaders) it has become a necessity. In this pa- per we will build upon the shadowing techniques known as VSM (variance shadow map) and LVSM (layered variance shadow map) and discuss some of the issues and optimizations we employed in order to add real-time soft shadowing capabilities to our game engine."
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