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Garrett Eastman

Guess Who?: A game to crowdsource the labeling of affective facial expressions is compa... - 0 views

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    Abstract: "This paper demonstrates the use of a crowdsourced human computation game to accumulate annotations from non-experts as a means to provide labels for an affective facial expression database. To do so, a human computation game is played, in which players are encouraged to ask each other related facial expression questions. These questions are based on the Facial Action Coding System. Emphasis is placed on the participant's overall understanding of the task and on the ease-of-use of the game so that labeling accuracy is reinforced. Additional game mechanics can be used in future work to encourage players to keep playing the game. This crowdsourced labeling of an affective facial expressions database is important because the manual labeling of an affective database can be relatively expensive and time consuming. Our game shows that non-experts are comparable in labeling our affective database based on the ground truth."
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

A Slower Speed of Light - 0 views

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    "A Slower Speed of Light is a first-person game prototype in which players navigate a 3D space while picking up orbs that reduce the speed of light in increments. Custom-built, open-source relativistic graphics code allows the speed of light in the game to approach the player's own maximum walking speed. Visual effects of special relativity gradually become apparent to the player, increasing the challenge of gameplay. These effects, rendered in realtime to vertex accuracy, include the Doppler effect (red- and blue-shifting of visible light, and the shifting of infrared and ultraviolet light into the visible spectrum); the searchlight effect (increased brightness in the direction of travel); time dilation (differences in the perceived passage of time from the player and the outside world); Lorentz transformation (warping of space at near-light speeds); and the runtime effect (the ability to see objects as they were in the past, due to the travel time of light). Players can choose to share their mastery and experience of the game through Twitter. A Slower Speed of Light combines accessible gameplay and a fantasy setting with theoretical and computational physics research to deliver an engaging and pedagogically rich experience."
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

Bytown Lumberjack HTML5: Behind the scenes « luminance - 0 views

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    Reverse engineering an XBox Live game with HTML5 for internet play
Garrett Eastman

Combinations and Cultural Content: Catch-up in the Chinese Gaming Industry - 1 views

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    "In the space of several years, the Chinese games industry to reverse its market share with regards to Korean incumbents in China. We analyze the catch-up process that allowed this to happen by separately analyzing the core constituents of games (design, technology (code), content, and in a broader fashion, elements of the business model) as layered components."
Garrett Eastman

WebGL GTA - 0 views

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    "This experiment parses the game files (in their original format) and builds the maps and some of the game objects from the game through WebGL. Some very basic game mechanics and physics are implemented, but there isn't really anything else than pedestrian movement possible in this version."
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

Programming 2D Games - 0 views

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    "A First Course in Game ProgrammingMost of today's commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Gamesprovides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++."
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

NESTA - Educated gamers (12 predictions for 2012) - 0 views

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    In the next twelve months more schools will be setting homework assignments for their students to play computer games. This will be because schools, expecting more of their students, will be looking for ways to support them to develop a deep level of understanding in, say, science, maths, or in being effective creators and consumers of the digital world (how to code, mash-up websites, design apps and so on).
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

Super Fish Quest: A Video Game - 1 views

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    "Video game design isn't just coding and random number generators. It is a complex process involving art, music, writing, programming, and caffeine, that should be approached holistically. The entire process can be intimidating to the uninitiated programmer, which is why I've written an all-inclusive guide to game design. With the creation of my own original video game, Super Fish Quest, as a model, I analyze each part of the design process, discuss the technical side of programming, and research how to raise money and publish a game as an independent game developer."
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