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Garrett Eastman

Consolation Prize: The Game Console Is Dead. What Will Replace It? | Game|Life | Wired.com - 0 views

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    "In November, Nintendo will release Wii U, the first update to the groundbreaking motion-controlled gaming console that took the industry by storm in 2006. Pundits and developers presume Sony and Microsoft will quickly follow suit with their own updated game consoles - also the first in years - though neither have confirmed it."
Garrett Eastman

COMBIFORM: A CONSOLE FOR THE NEW COMMUNAL CASUAL GAME GENRE - 0 views

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    Abstract: "Combiform is a novel digital gaming console featuring four combinable handheld controllers. It is a new and unique tangible gaming interface that stresses the importance of co-located, co-attentive social interactions among players. In particular, multiple players may freely combine and lock together their handheld game controllers, thereby creating a very flexible collective and transformable tangible interface. Combiform emphasizes social interaction through controller-to-controller contact. The platform and its 10 games introduce novel, tangible and physical co-attentive experiences that are not found in traditional co-located gaming platforms using mimetic interfaces (e.g. Nintendo Wii and Microsoft Kinect). The project is the first game console especially designed for a new emerging digital game genre - Communal Casual Game. The new game genre captures a perspective of integrating classical folk game design approach with digital elements"
Garrett Eastman

Homeland Security hacking into gaming consoles to obtain user data | The Hacker News (T... - 0 views

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    "The U.S. government has hired a California-based company to hack into video game consoles, such as Xbox 360 and PlayStation 3, to watch criminals, especially child predators, and learn how to collect evidence against them."
Garrett Eastman

Social Gaming: The Game Changer? | BostInno - 0 views

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    Comparison of mobile gaming with traditional console games and industry figures
Garrett Eastman

BINX: An XNA/XBox 360 Educational Game for Electrical and Computer Engineers - 0 views

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    abstract: "This work focuses on the design and implementation of an educational game for deployment on the Xbox 360 commercial game console. Video games can be extremely powerful and effective learning tools when deployed with methodical precision. Currently, no learning tools are available for commercial consoles that focus on teaching core concepts in Engineering. This work presents an overall design for an educational game to address Number Systems in the scope of the Electrical and Computer Engineering curricula. BINX is an educational adventure game designed to address Number Systems and their arithmetic operations in Digital Logic Design, a core course is Electrical and Computer Engineering programs. Object Oriented Design Principles were used in the development of this game. This work presents one sublevel implemented using the XNA framework - a Microsoft Software Development Kit (SDK).The BINX gameplay takes place inside a computer where a malicious virus is threatening the computer's operability. The player has to find the virus and eradicate it by disconnecting the terminals of the graphics processor. The player has the opportunity to practice before taking on the Boss Challenge. In the practice phase, the player practices number conversions without fear of penalties. In the Challenge phase, the player is timed and has to perform the number conversions before the allotted time expires. The combination of practice and challenge provides players with the ability to practice number conversions and, when ready, to take on the challenge task where assessment is conducted to provide the player with the knowledge of how well he/she has performed on the challenge. The number conversion level of BINX was implemented and formally evaluated showing improvement in student scores after using BINX."
Garrett Eastman

Apps shake up video game industry - 0 views

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    "The swift migration of gamers such as Ingegneri from costly consoles to smartphones and tablets, where games are often free or 99 cents, is causing a tectonic shift in the video game industry that has hit a burgeoning sector of the Massachusetts economy especially hard. Two Massachusetts game makers abruptly closed in October, sales of console-based games are plummeting, and game makers are struggling to resize games designed for large screens so they will perform as well on a smaller window. "
Garrett Eastman

Making Great Games: An Insider's Guide to Designing and Developing the World ... - Mich... - 0 views

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    Excerpted in Google Books, Published November 2012."Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made."
Garrett Eastman

The Vita game guide: impressions of 14 launch titles - 0 views

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    14 of 25 titles launched on Sony's new Vita console are reviewed here
Garrett Eastman

A Q&A with Nintendo's Shgeru Miyamoto - 0 views

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    Trying to build on the success of the Wii, Nintendo game designer Shgeru Miyamoto talks about new directions for his company's games, the next console, 3D and competition from smartphones and mobile games
Garrett Eastman

Video: Nintendo Wii U - what you need to know | News | TechRadar UK - 1 views

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    next generation Wii - "motion control, touchscreen, analogue joysticks and an accelerometer," described in a video
Garrett Eastman

COMPARING VIDEO GAME SALES BY GAMING PLATFORM - 0 views

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    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

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

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    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

2d Graphics Programming for Games - 0 views

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    Published 2013 and excerpted in Google Books. "The book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics and then covers topics pertaining to motion and depth, such as cel animation, tiling, and layering. The text also describes advanced graphics, including the use of particle systems, shaders, and splines. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code."
Garrett Eastman

Patterns as Objectives for Level Generation - 0 views

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    Abstract: "This paper discusses how to use design patterns in procedural level generation, with particular reference to the classic console game Super Mario Bros. In a previous paper, we analyzed the levels in this game to nd a set of recurring level design patterns, and discussed an implementation where levels were produced from concatenation of these patterns. In this paper, we instead propose using patterns as design objectives. An implementation of this based on evolutionary computation is presented. In this implementation, levels are represented as a set of vertical slices from the original game, and the tness function count the number of patterns found. Qualitative analysis of generated levels is performed in order to identify strengths and challenges of this method"
Garrett Eastman

Ars Technicast Episode 19: Video games of the FUTURE Future futureā€¦ | Ars Tec... - 0 views

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    "In this episode of the Ars Technicast, we talk about where we think the industry is headed and which new players might have real impact. Senior Apple Editor Jacqui Cheng, Social Editor Cesar Torres, and Senior Reviews Editor Lee Hutchinson join Kyle in a discussion about hardware, software, and indie development issues."
Garrett Eastman

For the Win: How Game Thinking Can Revolutionize Your Business - 0 views

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    "Millions flock to their computers, consoles, mobile phones, tablets, and social networks each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking?addressing problems like a game designer?can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more."
Garrett Eastman

The Digital Doctor is in ... your phone - 0 views

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    "Alan Price had a successful career in the video game industry as chief technology officer for EA Games in Canada. But a desire to create games that would do more than simply entertain, combined with a transformation in his industry that has seen video games shift from consoles to smartphones and social networks, prompted Price join the burgeoning digital health sector where he's creating wellness apps for kids."
Garrett Eastman

A Review of Film Editing Techniques for Digital Games - 0 views

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    "Automated lm editing involves the generation of the position, orientation, motion and selection of virtual cameras in interactive 3D graphics applications. There is a pressing demand for techniques to assist and automate the control of virtual cameras in the computer games industry where the rapid development of personal computers and high performance consoles has led to substantial improvements in the visual delity of games. The goal of this survey is to characterize the spectrum of applications that require automated lm editing, present a summary of state-of-the-art models and techniques, and identify both promising avenues and hot topics for future research"
Garrett Eastman

Subjective Measures of the Influence of Music Customization on the Video Game Play Expe... - 0 views

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    "Many games and consoles today allow for a player to substitute a personal music playlist into the video game. We examined the influence that a player's choice of music has on the player's experience in one particular game, Fallout 3: Operation Anchorage. "
Garrett Eastman

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

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    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."
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