Skip to main content

Home/ Becker Video Game Design/ Group items tagged computing

Rss Feed Group items tagged

Garrett Eastman

Reciprocal Collision Avoidance and Multi-Agent Navigation for Video Games - 0 views

  •  
    Abstract: "Collision avoidance and multi-agent navigation is an important component of modern video games. Recent developments in commodity hardware, in particular the utilization of multi-core and many-core architectures in personal computers and consoles are allowing large numbers of virtual agents to be incorporated into game levels in increasing numbers. We present the hybrid reciprocal velocity obstacle and optimal reciprocal collision avoidance methods for reciprocal collision avoidance and navigation in video games and described their implementations in C++ as HRVO Library and RVO2 Library. The libraries can efficiently simulate groups of twenty-five to one thousand virtual agents in dense conditions and around moving and static obstacles."
Garrett Eastman

Philosophy of Universal Games Design - 1 views

  •  
    Abstract: "The philosophy of information is the area of research that studies conceptual issues arising at the intersection of computer science, information technology and philosophy. Universal design is a concept that emphasizes the importance of non-specialized features in things and environments. As participation in gaming increases around the world and across a larger part of the population, the path towards achieving universal design and change of attitude in our mind is clear but requires that we think globally and frame the issues a little differently. This article aims to see universal design concept; its principles, uses, design processes, from a philosophical view point in terms of games design. It concludes by arguing that universal design of games is not a style but an attitude of accepting the difference and responsibility of ours and also proposes what needs to be done for upholding universal game design concept. "
Garrett Eastman

The Artist Is Present - 0 views

  •  
    video game created by Pippin Barr, Center for Computer Game Research at IT University of Copenhagen in Denmark of an exhibit hosted at MOMA
Garrett Eastman

Gamers succeed where scientists fail - 0 views

  •  
    Collaboration between gamers and scientists solves retrovirus enzyme structure, attributed to spatial reasoning inaccessible to computers alone, using game Fold-It, reported in NMSB
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

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

A Cross-disciplinary Approach to Degree Programs in Video Games - 0 views

  •  
    Abstract: "Macquarie University, in 2012, introduced two undergraduate coursework programs in the area of video games. These programs are a joint initiative of the Departments of Computing and Media, Music, Communication and Cultural Studies. The programs represent an innovative approach to curriculum structure in this area, combining technical, design and reflective critical practice to produce rounded graduates with a wide knowledge of issues and practices in interactive media. This paper describes the process of designing these programs, the aims and rationales guiding their design and their detailed structure. The central guiding principle behind the programs was that accomplished designers of interactive media, particularly video games, need both a sound technical background and an appreciation of the relationship between users, society and their designs. This is reflected in both the structure of the programs and the pedagogical approaches in the specialist units."
Garrett Eastman

COMPARING VIDEO GAME SALES BY GAMING PLATFORM - 0 views

  •  
    abstract: "This paper examines video game sales by platform in the North American market from a period spanning 2006 through 2011. As the home video game industry has rapidly matured and become established as a forefront facet of interactive entertainment in the home, we seek to determine what aspects of the video game market seem to most impact sales. This question is particularly poignant as the maturation of the video game industry has witnessed efforts at both vertical integration and horizontal expansion on the part of the top game publishers and developers in hopes of solidly grounding the industry. This study employs a Kruskal-Wallis test to compare eight different gaming platforms. The results indicate Nintendo's Wii and DS are the top selling game platforms, Xbox 360 is in a second tier, multiple Sony PlayStation platforms are in the third tier, personal computer games are in tier four, and the retired sixth generation Nintendo GameCube is the lowest sales tier."
Garrett Eastman

Bubble Popper: Body Contact in Digital Games - 0 views

  •  
    From the abstract: "we present Bubble Popper, an exertion game that considers and facilitates body contact. Bubble Popper, which uses very simple technology, also demonstrates that considering and facilitating body contact can be achieved without t he need to sense body contact. Through reflecting on our design and analyzing observations of play , we are able to articulate what impact physical space layout in relation to digital game elements, and physical disparity between input and digital display c an have on body contact. Our results aid game designers in creat ing engaging exertion game s by guiding them when considering body contact, ultimately helping players benef it more from engaging exertion games."
Garrett Eastman

Movers and Shakers : Conversation and Conflict in a Serious Game for Tablets - 0 views

  •  
    Abstract: "Movers and Shakers is a tablet - based serious game that explores how subversive game design can foster meaningful conversational conflict beyond outside the game's digital screens . This two - player strategy puzzle was developed at the Singapore - MIT GAMBIT Game Lab and is used as a research tool to ex plore novel challenges in multi player serious games. The project provides insights into the affordances and challenges of mobile serious games for co - located players."
Garrett Eastman

OPENGL BASED 3D FIRS T PERSON SHOOTING GA MES - DESIGN CONCERN S - 0 views

  •  
    Abstract: "D video games are getting popular in the world with the availability of advanced graphic cards, high processing p ower computers, high speed internet and smart sensing devices ranging from general mouse to Microsoft Kinect. OpenGL is a popular graphics processing framework and it is being used by many famous 3D video game design software as the back end framework. In this paper we present our experience with OpenGL based C++ implementation of a 3D first person shooting game. 3D environment building, navigating, character animation, lighting, sound and shooting is described. Specially OpenGL based concepts are discussed for clear understanding of the concepts."
Garrett Eastman

Developing a Digital Game to Support Cultural Learning amongst Immigrants - 0 views

  •  
    Abstract :"Immigrants entering the European Community face a range of challenges in adapting to and understanding the culture of their host nation. Failure to address these challenges can lead to isolation and difficulties integrating into the society of the host country, leading to fragmented communities and a range of social issues . As part of a comprehensive suit e of services for immigrants , the European - funded M obile Assistance for Social Inclusion and Empowerment of Immigrants with Persuasive Learning Technologies and Social Network Services (MASELTOV) project seeks to provide both practical tools and le arning services via mobile devices, providing a readily usable resource for immigrants . In this workshop paper, the game - based learning aspect of the MASELTOV project is introduced, with the rationale behind its design presented. In doing so, the b enefits and implications of mobile platforms and emergent dat a capture techniques for game - based learning are discussed, as are methods for putting engaging gameplay at the forefront of the experience whilst relying on rich data capture and analysis to pro vide an effective learning solution. Through comparison to several other projects, a number of recommendations are put forward for games deployed in contexts similar to that of MASELTOV: a focus on establishing a significant audience with which to conduct ethical research into efficacy, the need for robust pedagogical frameworks suited to the learning context, and the evolution of methods for data capture and analysis of player activity."
Garrett Eastman

Using Biometric Measurement in Real - Time as a Sympathetic System in Computer Games - 0 views

  •  
    Abstract: "With the increasing potential for gaming hardware and peripherals to support biometrics, their application within the games industry for software and design should be considered. This pa per assesses the ability to use a form of biometric measurement, heart rate, in real - time to improve the challenge and enjoyment of a game by catering it to individuals of varying ability . While the findings of this study are valuable to game developers in terested in providing additional dimensions to gameplay and testing, they may also be useful for those researching medical or the rapeutic applications for games . The results suggest that although the tested game was inherently challenging and enjoyable, t he adaptive affective gameplay was not altering the game enough to induce strong physiological or emotional responses from participants. Biofeedback games lend themselves to medical applications, but adaptive affective games can be used to respond sympathe tically to the player without requiring direct control of physiological responses as a form of input."
Garrett Eastman

Cassino Musical : A Game with a Purpose for Social Recruitment and Measurement of Music... - 0 views

  •  
    Abstract: "Identifying and measuring a musical talent is not a simple task that could be performed by computers. In addition to the technical challenges, it also involves social, emotional and cultural issues. This problem is aggravated when the task needs to be performed taking as input the huge amount of music content available on the Internet today. In this paper we report work in progress on a social interactive Game with a Purpose using fun as a key motivational factor to assist in recruitment and measurement of musical talent. "
Garrett Eastman

A Serious Game for EVAcuation Training - 0 views

  •  
    Abstract: "Serious Games are increasingly used as a training and educational tool. Fire keeps claiming a high number of victims. Some authors allege failures during the evacuation process as the main cause that contributes for that number. Fire drills are used to train buildings' occupants for emergency situations. However, fire drills' participants often have prior knowledge of their schedule and as result they are not as focused as they should. Moreover, fire drills require the mobilization of some resources, leading to financial costs. Performing a fire drill will always affect the normal functioning of the place where they take place; for this reason, sometimes they are not performed at all. In some special locations, like hospitals, fire drills are unsuitable. Emergency planning is crucial to prevent and minimize damage and victims. Albeit the improvement on safety measures, many occupants and employers in this type of buildings still lack adequate knowledge and training on how to behave in such hazardous situations. EVA is presented as a possible solution, which is based on the concept of Serious Game that can be used as a training tool for healthcare professionals. A preliminary prototype was developed. A sample of 20 subjects was selected to test it giving promising results. Results also showed that users who had training in fire prevention appear to perform better in the course. Moreover, participants who regularly play computer games overcame easily the game challenges. Further research and development are still to be explored, which are discussed in the concluding part of this paper."
Garrett Eastman

Local and Global Planning for Collision-Free Navigation in Video Games - 0 views

  •  
    from the introduction: "Collision avoidance and navigation among virtual agents is an important component of modern video games. Recent de- velopments in commodity hardware, in particular the utiliza- tion of multi-core and many-core architectures in personal computers and consoles are allowing large numbers of vir- tual agents to be incorporated into game levels in increasing numbers and with increasing fidelity. As a result, there is a need for efficient techniques to automatically generate real- istic behaviors for such groups of virtual agents"
Garrett Eastman

Getting Real About Games: Using Ethnography to Give Direction to Big Data - 0 views

  •  
    Abstract: "HCI scholars have been among those attracted to the study of online, computer-supported gaming. "Big Data" approaches, which analyze electronic traces left by game play, are an increasingly popular way to study it. This paper identifies basic epistemological problems in some such approaches, focusing on those that implicitly depend on the assumption that game play is fundamentally the same as other social activity. The paper explains why this and related assumptions are questionable, and why these Big Data approaches cannot establish their validity on their own. The paper then reports some results of a preliminary ethnographic study of Massive Multiplayer Online Games (MMOGs), in order to illustrate a way that ethnography can provide an initial purchase on how the underlying similarity/dissimilarity issue can be studied. It concludes by explaining how methodological triangulation, involving a dialectical discourse between ethnography, on the one hand, and Big Data and similar approaches, on the other, may be able to place Game Studies on a firmer epistemological foundation. It is the attempt to achieve such significant objectives, in particular to justify a foundational critique of a major new development in Game Studies, and to do so in a single paper, that justify inclusion of the paper in alt.chi. "
Garrett Eastman

Data Quality In Purposeful Games - 0 views

  •  
    Abstract: "A key problem for crowd - sourced systems is motivating contributions from participants and ensuring the quality of these contributions. Games have been suggested as a motivational approach but there are concerns about data quality , particularly when the data are to be used for scientific research . To address these concerns, w e compare the quality of data obtained from two citizen science games, one a "gamified" version of a species classificatio n task and one a fantasy game that used the classification task only as a way to advance in the game play. Surprisingly, though we did observe cheating in the fantasy game, data quality from the two games was not significantly different . As well, the quali ty of data from short - time contributors was at a usable level. These findings suggest that games can be a useful way to motivate contributions to citizen science projects. "
Garrett Eastman

Strategies for real-time video games - 0 views

  •  
    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

AI as game producer - 0 views

  •  
    Abstract: "A number of changes are occurring in the field of computer game development: persistent online games, digital distribution platforms, social and mobile games, and the emer- gence of new business models have pushed game development to put heavier emphasis on the live operation of games. Artificial intelligence has long been an important part of game development practices. The forces of change in the industry present an opportunity for Game AI to have new and profound impact on game development practices. Specifically, Game AI agents should act as "producers" responsible for managing a long-running set of live games, their player communities, and real-world context. We characterize a confluence of four major forces at play in the games industry today, together producing a wealth of data that opens unique research opportunities and challenges for Game AI as producers. We enumerate 12 new research areas spawned by these forces and steps toward how they can be addressed by data-driven Game AI Producers"
« First ‹ Previous 61 - 80 of 153 Next › Last »
Showing 20 items per page