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Garrett Eastman

Exploring social play in a shared hybrid space enabled by handheld augmented reality - 0 views

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    Abstract: "Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it? In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociologic
Garrett Eastman

Hybrid Biological-Digital Systems in Artistic and Entertainment Computing - 0 views

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    Abstract: "The authors give an overview of existing incorporations of biological systems for behavior generation within digital systems. The authors investigate digital systems that have artistic and/or entertainment goals, including computer games. The overview concludes with a reflection on the overall state of this hybrid approach."
Garrett Eastman

Game Performance as a Measure of Comprehension and Skill Transfer - 0 views

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    Abstract: "Intelligent Tutoring Systems (ITSs) have begun to develop hybrid systems that balance the learning benefits of ITSs with the motivational benefits of games. iSTART-ME (Motivationally Enhanced) is a new game-based learning environment developed on top of an existing ITS for reading comprehension (iSTART). In an 11 session labbased study, 40 high school students interacted with the full iSTART-ME system and completed comprehension measures at multiple time points (pretest, posttest, retention, and transfer). The current work examined students' comprehension outcomes and how they were related to performance within three integrated practice methods: Coached Practice (non-game), Showdown (game-based), and Map Conquest (game-based). Results indicate that performance within the game-based practice environments was positively related to comprehension outcomes, whereas performance within the non-game environment had no relation to subsequent comprehension measures."
Garrett Eastman

Visual Communicators Made Through Play: A Game for Learning in Graphic Design - 0 views

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    Abstract: "This paper explores the possibilities of game-based learning within the context of a graphic design education. A global network now exists that puts all professionals in competition with one-another, and in order to stay competitive as educators, we must be able to produce professionals that can solve problems creatively. However, traditional teaching methods may in some contexts be unable to provide the kind of education students need, and initial research suggests that game-based learning may be a viable solution. This study establishes a framework of good game-based learning principles and a design for a video game to be used in a teaching environment. Primarily target audiences are teenage students, roughly ages 10 - 14, and college level undergraduate students, ages 18 - 25, of all genders. This video game is intended to teach players situated meanings for key visual communication concepts of grid and modularity, in a way that allows them to create high level relationships between these and their creative work."
Garrett Eastman

A Discussion of Interactive Storytelling Techniques for Use in a Serious Game - 0 views

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    "construction of a social cues and training demonstrator (a serious game) that enables its users to improve their social behaviour. In this report, a distinction is made between strong story and strong autonomy approaches to narrative management. The former rely on central management of the narrative through drama managers, not giving their agents much freedom. Inversely, the latter focus on the autonomy of agents, without explicit top-down control over the narrative. The autonomy of such agents allows an unscripted narrative to emerge from the user's interaction with the system. The trade-off between a strict storyline and freedom of action in these approaches is called the narrative paradox. It is concluded that a strong autonomy approach can feature social behaviour of agents more easily than a strong story one, because it is inherent with this approach that its agents have more complex models. For the demonstrator, some control over the narrative is required to let its users reach given goals in the created scenarios. Therefore, our future work will focus on creating a hybrid approach that enables agents to direct the story autonomously."
Garrett Eastman

Play in a Mixed Reality: Alternative Approaches into Game Design - 0 views

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    form the introduction: "we will discuss the cultural role of mixed reality gaming, and introduce some findings from an experimental game design project carried out by our research team. The chapter aims to bring together theories of play and practices of game design, and to make the nature of digital play more concrete while also discussing future opportunities. The focus of discussion will be on the construction of playful reality through experiences derived from experimental, hybrid reality game design."
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."
Garrett Eastman

The Player as Author: Exploring the Effects of Mobile Gaming and the Location-Aware Int... - 0 views

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    "we theorize the unique storytelling potential of mobile games while describing our experience attempting to harness that potential through the design and implementation of our hybrid-reality game University of Death."
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