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."
"Last Halloween, while his friends were out reveling, Otavio Good stayed home to design a computer program to reconstruct shredded documents. The military's research arm had issued a call for people to decipher messages that had been torn to bits, much the way someone might destroy evidence of a paper trail."
"This article is about the learning that occurs from making games, rather than from playing games. In this paper, we describe the use of Rapid Digital Game Creation (RDGC) for learning and teaching Object-Oriented (O-O) concepts. RDGC involves the rapid building of digital games with high-level software that requires little or no programming knowledge. We examine how RDGC supports the understanding of various O-O concepts. Using a theoretical framework of constructionism, we discuss pedagogical guidelines for RDGC-based learning. We suggest that RDGC is a useful pedagogic tool that complements formal programming languages and can help flatten the steep learning curve needed to learn O-O computer programming (or OOP)."
"The high cost of launching resources from the Earth's surface is a significant barrier to future long-
duration human space exploration. A future resource economy in space may allow resource production,
processing, storage, and transportation at distributed locations, but will have many stakeholders with var-
ied and potentially competing objectives. Simulation games provide a medium for communication and
learning richer than papers or linear presentations by combining the technical capabilities of simulation
models with human interaction. Building on technology powering military wargames, federated simulation
architectures such as HLA-Evolved use independently-developed simulation models connected over a dis-
tributed network of computers. This paper presents an approach for developing a multi-player simulation
gaming environment where human players take on roles of organizations or government agencies within
scenarios designed to address the design and operation of a resource economy in space. The game design
addresses the number of players, time advancement, level of abstraction, scenario selection, and other de-
cisions based on past simulation games in the domains of military-political, educational, disaster response,
and business-management games. Future research will focus on evaluating game executions to analyze
human decision-making under various scenarios. Quantitative analysis of decisions using game logs com-
bined with qualitative analysis of interviews and surveys will contribute to strategies for a future resource
economy in space."
"Video games are a real revolution in the world of computers, programming and amusement. It all started from a small experiment of a programmer and has exploded into a great unstoppable industry producing even video games addicts. Basics: A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device."
Abstract: "To improve
musical auditory habilitation for children post cochlear im-
plantation, we developed MOGAT: MObile Games with Au-
ditory Training. The system includes three musical games
built with o-the-shelf mobile devices to train their pitch
perception and intonation skills respectively, and a cloud-
based web service which allows music therapists to monitor
and design individual training for children. The design of the
games and web service was informed by a pilot survey (N=60
children). To ensure widespread use with low-cost mobile
devices, we minimized the computation load while retaining
highly accurate audio analysis. A 6-week user study (N=15
children) showed that the music habilitation with MOGAT
was intuitive, enjoyable and motivating. It has improved
most children's pitch discrimination and production, and
several children's improvement was statistically signicant
(p < 0:05)."
"This paper focuses on the design and development of a gamebased
forensics course using the game-based learning (GBL)
approach building the game in a real computing environment that
has direct access to actual forensics tools from a forensics
machine and the evidence from a suspect machine. Interactive
visualizations will be used to help students to understand the
intangible and inaccessible abstract concepts such as
deleted/hidden/encrypted/over-written digital evidence."
abstract: "Game development is one of the fastest growing
industries today. The demand for popular games is impressive
and the prospects for employment are promising. However,
many recent college graduates do not specialize in this field.
A generic computer science degree is adequate, but it could be
improved with more relevant training. We propose a dedicated
minor that emphasizes software development to prepare students
for future study or employment in the game industry. We
anticipate that this minor will distinguish students from other
recent graduates, increase enrollment, and improve feedback
from existing students."
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."
Student game showcasing project "first jointly planned effort between USC's School of Cinematic Arts' interactive media division and its Viterbi School of Engineering's department of computer science. The two schools have offered an advanced games class together since 2007."
Selected contributions from the meeting 11/17-18/11 "field of gamebased
learning. This is a refereed scientific conference acting as a forum for scientists, teachers / trainers, and
practitioners to present their latest research, results, ideas and developments on games and learning. The focus is on the
use of educational games in creative teaching methodologies."
"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."
From the abstract: "This paper presents a design project of a computer game for integration in multisensory stimulation environments, to be played by children with intellectual disability. The LED-ME prototype is based on accessible technological solutions and dispenses the manipulation of peripheral devices resorting to Camspace® software. The different stages of the project are presented, from the design problem, to the definition of design guidelines, the pilot test and discussion of results. The LED-ME game is suitable for use in multisensory environments, enabling moments of play that require basic cognitive and motor skills."