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Garrett Eastman

Adaptive Game Level Creation through Rank-based Interactive Evolution - 1 views

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    Abstract: "This paper introduces Rank-based Interactive Evo- lution (RIE) which is an alternative to interactive evolution driven by computational models of user preferences to generate personalized content. In RIE, the computational models are adapted to the preferences of users which, in turn, are used as fitness functions for the optimization of the generated content. The preference models are built via ranking-based preference learning, while the content is generated via evolutionary search. The proposed method is evaluated on the creation of strategy game maps, and its performance is tested using artificial agents. Results suggest that RIE is both faster and more robust than standard interactive evolution and outperforms other state-of- the-art interactive evolution approaches"
Garrett Eastman

Interacting with Objects in Games Through RFID Technology - 0 views

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    From the introduction::"The main objective of this chapter is focused on how to exploit the evolution of technology to improve user interaction in game environments through digitalized objects with identifi‐ cation technology (such as RFID or Near Field Communication). Digitalized objects are used as interaction resources. They are used in conjunction with mobile devices providing the performance of tasks with a simple and intuitive gesture. In the first place, mobile devices offer sophisticated methods to provide users with services to make use of information and to interact with objects in the real world. In the second place, physical objects are associated with digital information through identification technologies such as RFID. In this context, physical mobile interactions allow users to play games through natural interaction with ob‐ jects in the real world. This chapter has six sections. Section 2 describes some concepts such as: Ubiquitous Computing, the Internet of Things and the types of interaction used in games. Section 3 presents the general infrastructure of RFID systems. In section 4, we de‐ scribe the development of two RFID games. In section 5 their advantages and disadvantages are presented. Finally, conclusions are set out in Section 6."
Garrett Eastman

Creating Meaningful Agency through Spatial Exploration in Digital Interactive Storyworlds - 0 views

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    Abstract: "Amongst the highly interactive media of modern times, video-games are the highlight of digital interactive story- worlds. With a push towards ever increasing player free- dom, video-games have started o ering large explorable worlds for the player to delve into. However exploring the digital space in itself often has no meaningful bear- ing on the story. What could be done to make exploring these vast digital worlds itself the catalyst for unfolding a story? Within my research paper, I will investigate what techniques allow for a story-immersive reason to explore, and how a story may be born from exploring."
Garrett Eastman

Crowdsourcing Interactive Fiction Games - 0 views

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    Abstract: "Procedural generation of games has become an active re- search eld. We present a system that automatically gen- erates an interactive ction (IF) by learning from crowd- sourced corpora of example stories. We ask crowd workers from Amazon Mechanical Turk to write short stories about a given situation with simple language, from which a plot graph is learned, containing plot events, temporal prece- dence and mutual exclusion relations between the events. The plot graph describes an IF where players and non-player characters choose from executable events as determined by the plot graph. We demonstrate an IF learned from the domain of bank robbery"
Garrett Eastman

Multi S ensor I nteracti ve S ystems for Embodied Learning Games - 0 views

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    Abstract: "This paper explores the use of modern sensor technologies for physical interaction on educati onal games and interactive spaces. More specifically the thesis studies the potential effect of motion capture and wearable body sensors on educational interactive games, on two aspects: i) on the involvement of human body and motion in the process of lear ning, and recall of knowledge (embodied learning), ii) on assisting the development of basic social emotional competencies, through the enhanced social affordances of embodied games. The paper presents a prototype of an educational game developed using a m otion capture controller and two bio feedback sensors, proposing a generic architecture for multi sensor interactive spaces. Finally the paper provides a review of previously studied modalities for emotion recognition, and examines their application on gam e mechanics and AI game agents."
Garrett Eastman

Collective Artificial Intelligence: Simulated Role-Playing from Crowdsourced Data - 0 views

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    From the abstract: "Collective Artificial Intelligence (CAI) simulates human intelligence from data contributed by many humans, mined for inter-related patterns. This thesis applies CAI to social role-playing, introducing an end-to-end process for compositing recorded performances from thousands of humans, and simulating open-ended interaction from this data. The CAI process combines crowdsourcing, pattern discovery, and case-based planning. Content creation is crowdsourced by recording role-players online. Browser-based tools allow non-experts to annotate data, organizing content into a hierarchical narrative structure. Patterns discovered from data power a novel system combining plan recognition with case-based planning. The combination of this process and structure produces a new medium, which exploits a massive corpus to realize characters who interact and converse with humans. This medium enables new experiences in videogames, and new classes of training simulations, therapeutic applications, and social robots. .... As a proof of concept, a CAI system has been evaluated by recording over 10,000 performances in The Restaurant Game, automating an AI-controlled waitress who interacts in the world, and converses with a human via text or speech. Quantitative results demonstrate CAI supports significantly open-ended interaction with humans, while focus groups reveal factors for improving engagement."
Garrett Eastman

Interactive Narrative: A Novel Application of Artificial Intelligence for Computer Games - 0 views

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    Abstract: "Game Artificial Intelligence (Game AI) is a subdiscipline of Artificial Intelligence (AI) and Machine Learning (ML) that explores the ways in which AI and ML can augment player experiences in computer games. Storytelling is an integral part of many modern computer games; within games stories create context, motivate the player, and move the action forward. Interactive Narrative is the use of AI to create and manage stories within games, creating the perception that the player is a character in a dynamically unfolding and responsive story. This paper introduces Game AI and focuses on the open research problems of Interactive Narrative."
Garrett Eastman

Archicraft: video game, architecture, Electronic entertainment research center - 0 views

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    Abstract: Video games are no longer a means of simple entertainment that serve as a form of escapism. They are perceived not simply as free time distractions, but as logic of engagement and platforms of creative thinking. Furthermore, online video games have taken the idea of interaction to a level no any other media has ever achieved. Online video games known as virtual world or MMO (massively multiplayer online) are a mega interaction platform that attract millions of players across the globe. They are the ultimate goal that all architects have ever dreamed of, i.e. to create an interactive space that satis es the needs of users. This thesis research will tend to examine a variety of video games from 3 perspectives: space, structure and interactivity, with a view to understanding and exploring the behaviour of players in video games, as known as, virtual stages. In recognizing and articulating such behaviour, followed by exploring the relationship between architects, users and spaces, the interpretation of architectural languages can then be translated into physical spatial form. This research then questions the possibilities of promoting the gaming industry in South Africa. In the current digital era, the IT (information and technology) industry is a main stream profession that helps with the growth of a country as a whole. The role of the gaming industry therefore cannot be ignored in this instance. The gaming industry is a rapid growing profession that comprises a lot of speci c professionals. SA does not offer nor focus on the video game eld and as a result, we are experiencing a shortage of professionals in this eld. This thesis proposes a facility to facilitate current and future game industry related professionals, on the same time, providing a playful environment that integrates the building and local context, allowing deeper engagement for those who haven t been exposed to the real meaning behind video games.
Garrett Eastman

UGA research team receives $500K NIH grant to develop interactive learning tools | Ge... - 0 views

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    Athens, Ga. - A team of University of Georgia researchers has been awarded a $500,000 small business grant from the National Institute of Mental Health to develop interactive educational software aimed at teaching high school students how the five senses work in the context of the brain and how neurons work.IS3D LLC, a partnership founded in 2010 by eight UGA faculty and staff members, will develop the software with input from high school teachers and students in Atlanta and northeast Georgia.IS3D will design a game based on the five senses, along with a series of interactive case studies that will allow students to explore how neurons work. The software will be tested in classrooms to gauge their effectiveness in helping students learn and whether they improve the students' engagement in science curriculum
Garrett Eastman

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

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    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

A Video Game Description Language for Model-based or Interactive Learning - 0 views

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    Abstract: "We propose a powerful new tool for conducting research on computational intelligence and games. 'PyVGDL' is a simple, high-level description language for 2D video games, and the accompanying software library permits parsing and instantly playing those games. The streamlined design of the language is based on defining locations and dynamics for simple building blocks, and the interaction effects when such objects collide, all of which are provided in a rich ontology. It can be used to quickly design games, without needing to deal with control structures, and the concise language is also accessible to generative approaches. We show how the dynamics of many classical games can be generated from a few lines of PyVGDL."
Garrett Eastman

A Quantitative Approach for Modeling and Personalizing Player Experience in First-Perso... - 0 views

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    Abstract: "In this paper, we describe a methodology for capturing player experience while interacting with a game and we present a data-driven approach for modeling this interaction. We believe the best way to adapt games to a speci c player is to use quantitative models of player ex- perience derived from the in-game interaction. Therefore, we rely on crowd-sourced data collected about game context, players behavior and players self-reports of di erent a ective states. Based on this informa- tion, we construct estimators of player experience using neuroevolution- ary preference learning. We present the experimental setup and the re- sults obtained from a recent case study where accurate estimators were constructed based on information collected from players playing a rst- person shooter game. The framework presented is part of a bigger picture where the generated models are utilized to tailor content generation to particular player's needs and playing characteristics."
Garrett Eastman

Democracy has arrived! A Model for Ethical Decision Making of Players in MMOs - 1 views

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    Abstract: "In digital games and virtual worlds, like in other digital media, the structure of the medium, its code, influences the emerging interaction and culture. A deliberate modification of this code to facilitate democratic decision making might thus lead to more meaningful interaction in games. If we see virtual worlds as learning environments this might even help players to understand and question real-world power structures. A way to modify the code of a virtual world is by extending its interface with an add-on that interacts with the application programming interface of the game. In this paper we present the design vision and theoretical framework of a digital tool for ethical decision making that will be implemented in the virtual world World of Warcraft. Its purpose will be to supply players with means to modify the power structure built into the code of this virtual world and to support more ethical and democratic decision making in the game."
Garrett Eastman

Making Gamers Cry: Mirror Neurons and Embodied Interaction with Game Sound. more - 0 views

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    Abstract: :In this paper, I draw on an embodied cognition approach todescribe how sound mediates our identification with andempathy for video game characters. This identification isdiscussed in terms of mirror neurons and body schema, drawingon theoretical and empirical research to explore ways in whichidentity is created from our embodied interaction with sound. Iconclude by suggesting ways in which sound designers andcomposers can use this information to create more empathy andidentification between players and their game characters."
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

Full Body Motion-Based Game Interaction for Older Adults - 0 views

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    study of games used to increase mobility for elderly as well as "seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life."
Garrett Eastman

U California Santa Barbara Launches Multidisciplinary Game Research Center -- Campus Te... - 0 views

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    "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

Machinations Framework - Draft Paper - 0 views

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    From the introduction "The method described in this review is based on the Machinations tool, written based on the book by Dormans (2012) and the accompanying paper, also by Dormans (20 11). After having researched the necessary elements to create this tool and created the first iterations (Dormans, 2008; 2009), Dormans created Machinations as a response to the call of Doug Church (Dormans, 2012, 21) for "formal abstract design tools" whi ch Church (1999) posted on Gamasutra, a game developer website. Machinations is a framework that uses automated, interactive diagrams to simulate and test the gameplay of a game before development, to see if there are any serious flaws in the design and if the game would have plausible (and more importantly, entertaining) progression and emergence. The diagrams represent the flow of resources in a game during, and the feedback structures that exist in, the gameplay, which can be interacted with during the d iagram's runtime."
Garrett Eastman

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

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    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

Trace Effects | American English - 0 views

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    "A collaborative English language video game experience for students ages 12-16. Learn English and explore American culture through puzzles, games, and adventures in an interactive world. "
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