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Garrett Eastman

3D Modeling Optimization for Multimedia Production - 0 views

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    Abstract :"This thesis is a research project on the similarities and difference in 3D modeling and op- timizations for different sectors of multimedia. The purpose of this project is to analyse three different areas , an d carry out a project for practical comparison purpose s with the creation of a 3D model using different methods of modeling and optimization . The methods used in this project is a workflow step by step process of production , for later comparison and analysis. The result of this project was the creation of an optimized model for game production, the methods used at modeling pipeline and the comparison between different sectors of Mul- timedia illustrate the similarities and di fferen ces in modeling optimization between these sectors. This project is created to illustrate paths taken for modeling optimization in the biggest sectors of 3D production, with comparative results and analysis. "
Garrett Eastman

Model Driven Game Development - Case Study A MTC for maze game prototyping - 0 views

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    "In this paper we present an ap- proach for serious game development, based on the model-driven game development techniques. Our approach aims at reducing the complexity of game design and implementation by separating the conceptual envi- ronment of the game and its concrete implementation.We rst de ne the abstract models that characterize the structure and behavior of the game. Then, with the software architecture model and the platform-speci c model, we transform the abstract models into concrete implementations. The resulting prototypes are generated completely (100%)."
Garrett Eastman

A Platform Independent Game Technology Model for Model Driven Serious Games Development - 0 views

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    From the abstract: "Model Driven Engineering (MDE) goes some way to provide the techniques required to generate a wide variety of interoperable serious games software solutions whilst encapsulating and shielding the technicality of the full software development process. In this paper, we present our Game Technology Model (GTM) which models serious game software in a manner independent of any hardware or operating platform specifications for use in our Model Driven Serious Game Development Framework."
Garrett Eastman

Developing Business Models in the Video Game Industry: An evaluation to strategic choic... - 1 views

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    Abstract: "Digitalization has given rise to new opportunities for small and medium-sized video game development studios. No longer bound by physical products and creative restrains, the de-veloper has been empowered with independency. This qualitative study is aimed to under-stand how a development studio develops their business model and how underlying strate-gy is formulated. Additionally we evaluate the degree of innovativeness of the business model in terms of radical and incremental innovation according to Damanpour (1991). To achieve this we present a comprehensive literature review as to gain a more theoretical un-derstanding of industry mechanics and to be able to comprehend reasoning behind existing business models. We structure the dynamics of the business model by analyzing nine busi-ness model aspects as suggested by Osterwalder, Pigneur and Clark (2010). Following our theoretical framework we gain practical input from four separate case studies. An interpret-ative research method is used to gain better understanding of reasoning and choices made. We interpret our findings following a narrative approach which shows that the digitaliza-tion has preluded a paradigm shift in the sense that development studios have started to adopt activities otherwise performed by key partners. As barriers dissipate small and me-dium-sized development studios try to make sense of the current industry, but struggle in doing so. Having to reinvent themselves we conclude that a focus towards creating thicker customer relationships is considered and the idea of seeing games as a service is acknowl-edged to depict the future of the industry. The conclusions of this study contribute to both academic science and industry practice."
Garrett Eastman

A serious gaming approach to content elicitation for FCO-IM - 0 views

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    From the introduction: "We introduce the FCO-IM modelling methodology and some of the short comings we perceive. Next we introduce some theories. First we introduce the notion of serious gaming. Then we move on to the Game Design Theory as proposed by Järvinen, augmented by a view on goals for serious gaming. These theories helped us generating the framework for a serious game. Next we introduce the concept of Focused Conceptualisation. This theory helped us shaping the contents of the game. In the final section of this chapter we will discuss some previous attempts by students to design a serious game for FCO-IM and how we want to make a new contribution towards this field. In chapter 3 we unified the theories by creating a first design. We do not exhaustively describe these first designs, but only the genesis and design choices made at the start and during the process. This work culminates into a final design in chapter 4. The final design consists of a global description of the game, a more detailed description and an abbreviated "rulebook". The rulebook can be compared to the rulebook of a board game. It is intended for someone already familiar with the game. The detailed description can be viewed as a thorough reference guide for first time players or players seeking clarification. This final design was subjected three test sessions. We realize this is not a whole lot. But the objective was to see whether the approach is workable. Exhaustive testing was not part of the scope. We gained some valuable insights nonetheless. In chapter 5 we derived a generic conceptual model for dialogue games. We present a framework that can be used to create dialogue games for a number of different purposes. We hand one the basic tools, make one's own game. This can be viewed as a basic game engine as it is found in the video gaming industry. Chapter 6 will recap our design question and discuss if and how this design question has been answered. This includes insights gaine
Garrett Eastman

Early Usability Evaluation in Model-Driven Video Game Development | ResearchGate - 0 views

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    "07/2012; In proceeding of: The 11th International Conference on Software Engineering Research and Practice (SERP 2012), At Las Vegas, USA ABSTRACT Usability is considered a relevant quality factor in video games. However, usability evaluations are usually performed too late in the game development lifecycle. We present a usability evaluation strategy that can be used in early stages of model-driven video game development approaches. The usability evaluation is based on a Video Game Usability Model, which extends the usability characteristic of the ISO/IEC 25010 (SQuaRE) standard by incorporating measurable attributes and measures related to the video game domain. The traceability established between the models that are produced in a modeldriven development process and the corresponding source code allows performing usability evaluations on these models, facilitating the early detection/correction of usability problems that may appear in the final video game application. To show the feasibility of this approach, we have performed an early usability evaluation of a video game for the XBOX360 platform."
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

Model-Driven Development of Game AI: Research Plan - 0 views

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    "As research for a Ph.D. thesis, we propose to show that a layered Statechart-based AI is a suitable formalism for Game AI, enabling the use of model-driven development techniques such as reuse and high-level analysis including model-checking. The fundamentally modular nature of this approach leads naturally to reuse as a fundamental component of the design process. Supported by a clearly defined formalism, useful behavioural analyses become possible, such as testing reactions to various inputs at design time. We also explore transformations at the modelling level to enable procedural generation, allowing rapid deployment of varying AIs. Additionally, such a model allows for the generation of efficient code that can be directly inserted into games. Tool support for reuse, generation, and analysis will be developed, then employed in creating an industrial scale AI, proving that this formalism is appropriate for industrial use."
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

Petri Net Model for Serious Games Based on Motivation Behavior Classification - 0 views

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    Abstract :"Petri nets are graphical and mathematical tool for modeling, analyzing, and designing discrete event applicable to many systems. They can be applied to game design too, especially to design serous game. This paper describes an alternative approach to the modeling of serious game systems and classification of motivation behavior with Petri nets. To assess the motivation level of player ability, this research aims at Motivation Behavior Game (MBG). MBG improves this motivation concept to monitor how players interact with the game. This modeling employs Learning Vector Quantization (LVQ) for optimizing the motivation behavior input classification of the player. MBG may provide information when a player needs help or when he wants a formidable challenge. The game will provide the appropriate tasks according to players' ability. MBG will help balance the emotions of players, so players do not get bored and frustrated. Players have a high interest to finish the game if the players are emotionally stable. Interest of the players strongly supports the procedural learning in a serious game."
Garrett Eastman

Designing for Engagement: Using indirect manipulation to support form explora... - 0 views

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    Abstract: "This thesis aims to study the design possibilities for supporting explorative form-finding in 3D modeling applications. For today's many design professions, 3D forms are achieved partly in engagement with digital environments. Use of software has far exceeded final idea execution, extending to the early phases of design work in which the outcome is not predetermined. This insight led designers of interactive systems support sketching and ideating activities by reducing the risk of experimentation and cognitive effort demanded from user. Yet, there has been less emphasis on traditional design and craft practice that acknowledges engagement with materials and effort spent on work as an integral part of creative process. The notion of exploration in the scope of this thesis attempts to incorporate such aspects. Relevant literature about workshop practice in design and craft has been reviewed, as well as examples of CAD technologies that aid designers. In this light, HCI perspectives on the design of creativity support tools and games have been discussed. The thesis work aimed to concretize this background by building a design strategy and an interactive artifact. A 3D form-finding application concept using objects in modeling space to indirectly manipulate geometry, "kfields", has been developed and evaluated with users at various stages. The thesis concludes by reflecting on the findings of different design stages and proposing further directions for design. Keywords: 3D Modeling, CAD, digital material, form"
Garrett Eastman

Educational Computer Game Design Model for Malaysian Science and Technology Classroom - 0 views

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    Abstract: "This paper propose an educational computer game design model for Malaysian Science and Technology classroom. The model consist of three aspects of game design which are divided into two core component: Learn and Play. The two core components represent the elements of learning and playing in the educational computer game. Balance integration of both components is essential in developing a good educational computer game. The first aspect of game design is the game elements. Game elements referred to elements that form the base of the educational computer game which are the National Curriculum and also computer as the game design platform. The second aspect of game design is the game environments which comprises of teacher and students. Integration of both instructional (teacher's role) and playing (student's role) elements in the game will form the base of the game environments. The third aspect is the factors that need to be considered by the game designer and education expert in designing effective educational computer game. The model aim to guide educational computer game designer and educational expert in developing educational computer game for Malaysian classroom."
Garrett Eastman

Real-time Rendering of Burning Solid Objects in Video Games - 0 views

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    "Objects in 3D games are typically shell models, a polygon mesh representing the shell or skin of the object. While emulation of the behaviour of shell models under combustion is sucient for many game applications and is fairly well studied, solid objects do in fact burn rather di erently than shell objects. We show how to manipulate shell models so that they appear to burn as solid models. Since our burning objects will be only a small part of a video game, computation speed is of the essence. We demonstrate that our method uses only a fraction of the computational power available by implementing the computation on a modest GPU using CUDA."
Garrett Eastman

Game design tools: Time to evaluate - 0 views

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    "ABSTRACT The art form of the video game has a very idiosyncratic reliance on the process and practice of its designers. We work with creative and computational problems that form a web of deep complexity. And yet, as I have noticed in my professional practice as a game designer, we do not use tools to support our design process. For more than a decade, designers and researchers have argued for the development and use of both conceptual and concrete tools. To this end, formal and semi-formal game design models have been proposed and, more recently, experimental software-based tools have been developed by the research community. To date, however, none of these tools or models have been adopted into mainstream practice within the game design community. In this paper I argue that it is difficult, if not methodologically flawed, to assess the work in the field of game design support without more qualitative data on how such tools fare in actual game design practice. Evaluation research would be an essential contribution towards answering the question of whether - and if so, how - these experimental formal models and tools can support and improve the game design process."
Garrett Eastman

Towards Modeling Educational Objectives in Serious Games - 0 views

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    Abstract: "When developing serious games the most complex task is the alignment of instructional teaching methods and the game itself. To address this issue, we propose a shared language modeling approach for educational instructors and game developers. The language is based on so called serious game bricks, composites and rules. Combining these pedagogical and story elements allows the domain experts to create serious game patterns. The use of those patterns supports the development of serious games that are both entertaining and present specific educational objectives"
Garrett Eastman

Are All Games Equally Cloud-Gaming-Friendly? - 0 views

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    Abstract: "Cloud gaming now makes any computer game playable on a thin client without the previous worries and frustrations about the hardware requirements. It frees players from the need to frequently upgrade their computers as they can now play games that are hosted on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on cloud servers and thin clients do not possess game state information that is required by delay compensation techniques. In this paper, we investigate how the response latency in cloud gaming would affect users' experience and how the impact of latency on players' experience varies among different games. We show that not all games are equally friendly to cloud gaming. That is, the same degree of latency may have very different impacts on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and the game screen dynamics. The model can be used to simultaneously enhance players' gaming and optimize the operation cost of data centers."
Garrett Eastman

Applying Software Product Lines to Multiplatform Video Games - 0 views

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    Abstract: "In this paper, we explore the application of Software Product Line (SPL) technology in the video games domain by exploiting differences in various video game platforms to design a variable component - based software product line architecture for a multiplatform vide o game . Our approach consists of constructing a feature dependency model for describing variability in multiplatform video games. We explored variability in the user interface, input devices, output devices, CPU, as well as other variability in various vid eo game platforms. Then, we designed a variable component - based SPL that is tailored to every video game in the product line. We validated our approach by implementing a SPL of a combat flight - simulator game and by deriving two versions of the game: a Win dows desktop version and a Windows Phone version. The derivation process of each version is done by selecting features from the feature dependency model and the corresponding software components and SPL parameters that relate to those features. "
Garrett Eastman

Leveling Up: Game Enjoyment Threshold Model and Player Feedback on the Design of a Seri... - 0 views

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    "The game enjoyment threshold model was used to evaluate player feedback in the feasibility study of a serious game, Wellness Partners. This game was purposefully developed as a web-based application that combines digital gaming and social networking to promote physical activity and a healthy lifestyle. The game design team led by the second author consisted of current students and alumni at the Interactive Media Division at the School of Cinematic Arts, University of Southern California. The primary participants were middle-aged university staff (egos) and they were asked to invite at least one family member or friend to enroll in the game as their wellness partners (alters). Players can accumulate points by sending status updates about their physical activities or setbacks. They can redeem their points to collect virtual objects or play animations of a virtual character related to healthy activities. A tag cloud is generated based the frequency of physical activities reported by members in a playgroup."
Garrett Eastman

Tic Tac Node (Part III) - Putting it all together node.js + socket.io + backbone.js - 0 views

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    "In the first two parts i and ii of this series, I put together an initial model for node.js multiplayer tic-tac-toe game then bolted in a backbone.js controller framework, which allows clients to Backbone.Model.sync model states to backing server. This post completes the game implementation by adding asynchronous plumbing for synchronizing game state amongst game clients."
Garrett Eastman

The 24 Hour Knowledge Factory in Video Game Development - 0 views

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    "Abstract Video game developers have a tough road ahead as they try to out-do their competitors and develop the next blockbuster video game. The problem they face is that the cost of developing a video game is rising. The pressure mounts as economic uncertainty has led many consumers to cut spending on lucrative video game titles that publishers are tossing out up to $100 million (in rare cases) to develop, and the publishers are already beginning to feel the heat. Recent years have seen a number of publishers close up shop and even more publishers cutting jobs to save on spending. Despite the need for producing a product more efficiently and within a time restriction, the video game industry bases most of the production phases in-house instead of adopting a 24-hour business model in co-located sites around the world. Implementation of the 24 hour knowledge factory can help to solve some of the problems developers face in the numerous phases of video game development. However, publishers have yet to take advantage of this efficient business model."
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