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Garrett Eastman

Programming 2D Games - 0 views

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    "A First Course in Game ProgrammingMost of today's commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Gamesprovides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++."
Garrett Eastman

Improving Literacy in Developing Countries Using Speech Recognition-Supported Games on ... - 0 views

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    "first, we give empirical evidence that shows the extent to which productive training (i.e. vocalizing words) is superior to receptive vocabulary training, and discuss the use of scaffolding hints to "unpack" factors in the learner‟s linguistic knowledge that may impact reading. Second, we discuss what our results suggest for future research in HCI."
Garrett Eastman

Donburi: Social Game Creation for Non-coders - 2 views

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    Abstract: "There are a number of existing game frameworks that make use of simplified programming languages with the goal of lowering the barrier of entry into content creation for noncoders. However, existing tools do not support the creation of social, multiplayer games that creators can easily deploy among their family and friends. To address this, we conducted formative interviews to determine the design goals for a tool that would allow non-coders to create such games. We then created Donburi, a web application that enables anyone to design and publish a mobile, social board game."
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

Learning Foreign Sounds in an Alien World: Videogame Training Improves Non-Native Speec... - 0 views

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    "Training was accomplished using a videogame paradigm that emphasizes associations among sound categories, visual information, and players' responses to videogame characters"
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