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Garrett Eastman

Disciplinary integration of digital games for science learning - 0 views

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    From the introduction: "In this paper, we focus on theorizing the design of digital games to support the learning of core scientific concepts and representational practices. Theoretically, we consider two frameworks: Knowledge in Pieces (or KiP) (diSessa 1993; Hammer 1996; Sherin 2001; Clark et al. 2009) and Science as Practice (or SaP) (Pickering 1995; Lehrer and Schauble 2006a; Duschl et al. 2007). While KiP is a theory about the structure of human knowledge, SaP is a theoretical perspective about the development of scientific expertise. Grounded in the history of science, SaP argues that the development of scientific concepts is deeply intertwined with the development of epistemic and representational practices (e.g., modeling). We report how these theoretical frameworks have shaped the design of our digital games for learning Newtonian dynamics across an extended design experiment. We show how shifting from KiP to SaP as the underlying theoretical anchor has ena bled a shift from designing games that focus on conceptual integration (Clark and Martinez-Garza 2012) to games that focus on disciplinary integration. Whereas conceptually integrated games integrate the targeted conceptual relationships directly into the mechanics of the core game environment, disciplinary integration extends conceptual integration by incorporating disciplinary practices as well as conceptual relationships into the mechanics of interacting with, manipulating, or navigating the core game environment. "
Garrett Eastman

Learning Mobile Game Development with Marmalade:RAW - 1 views

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    2012, excerpted in Google Books
Garrett Eastman

A Video Game Design Experiment about Lucid Dreaming - 0 views

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    Abstract :"This thesis deals with the analysis, design, implementation and testing of a video game prototype , which is intended for practicing lucid dreaming induction . R esearch i ndicates the potential of the video game medium in this end and the experimental game design has been the result of examining various study case s covering both video gam es and dreams , besides multiple lucid dreaming induction techniques . The design approach was more focused on creatively modif yin g existing techniques , in order to take advantage of the potential of the video game medium, than to simply copy them. This has led to establishi ng a set of formal design goals , with an emphasis on creating a game world simulating a dream, in which rehearsing can take place prior to sleep . The video game prototype is inasmuch an interactive training tool as it is an artistic video game experiment . With the aim of also tak ing the player experience into account, a set of aesthetic goals was also established , approached by the use of the MDA framework ( Hunicke , LeBlanc & Zubek, 2004) and the player involvement model - related to the concept of incorporation (Calleja, 2011)"
Garrett Eastman

Real - time Rendering of Melt ing Objects in Video Games - 0 views

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    Abstract: "We present a method for simulating the melting and owing of material in burning objects fast enough to be of use in video games where most of the graphical and computational resources are needed elsewhere. The standard practice of us- ing particle engines or uid dynamics for melting are far too costly for use in this environment. We demonstrate that our method, which is based on systematic polygonal expanding and folding, uses only a fraction of the computational power avail- able by implementing the computation on a very modest GPU using CUDA"
Garrett Eastman

A BDI Game Master Agent for Computer Role-Playing Games - 0 views

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    "e describe an approach for developing an in- telligent game master (GM) for computer role-playing games. The role of the GM is to set up the game environment, man- age the narrative ow and enforce the game rules whilst keeping the players engaged. Our approach is to use the popular Belief-Desire-Intention (BDI) model of agents to de- veloping a GM."
Garrett Eastman

The Zero-Day DLC Strategy: A Case for Versioning to Facilitate Product Sampling - 0 views

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    Abstract: "Out of the recent popularity of downloadable contents (DLC) among video game manufac- turers has resurfaced the issue of versioning of informatio n goods. The central idea behind the zero-day DLC strategy is that consumers who find the base v ersion of a game to be suffi- ciently attractive would pay a premium to upgrade by purchas ing such a DLC. In this work, we combine the literature on versioning with that on product sampling to model the impact of consumer learning on the product-line strategy of a game m anufacturer. In doing so, we demonstrate that a manufacturer's desire to vertically diff erentiate could actually stem from a horizontal separation among consumers. When consumers diff er in their perception of the fit between their tastes and the features of the product, horizo ntal differentiation seems a natural choice. However, if the manufacturer is unable to classify p otential consumers into groups with distinct tastes, horizontal differentiation becomes impra ctical. We find that, interestingly, this inability to differentiate horizontally does not limit the m anufacturer from vertically positioning its product line. We characterize the conditions under whic h the DLC strategy is effective and discuss how it affects consumer and social welfare. Our resul ts also have obvious implications in markets for other digital experience goods."
Garrett Eastman

Strategies for real-time video games - 0 views

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    Abstract: "Abstract Game developers spend a large portion of their time developing and tweaking the arti cial intelligence in video games. Problems related to productivity in the development of AI have been solved using various modeling techniques in the eld of AI, language design and easier to use editors. Using a domain speci c language to assist in describing AI can increase productivity in this area. In addition to this, game developers can be relieved from irrelevant tasks such as worrying about performance, correctness of the implementation, memory management and optimiza- tion data structures and focus on the high level description of the game play. In this thesis, we focus on real-time video games and we investigate the development of a domain-speci c language containing the necessary elements to describe and execute strategies to achieve goals in a real-time video game. We develop a domain-speci c language to express strategies for computer controlled actors using techniques commonly found in em- bedded domain-speci c languages, and in particular embedded domain- speci c languages in Haskell. To demonstrate this language we have developed a prototype of a real-time strategy game that uses strategies implemented using the domain-speci c language developed in this thesis"
Garrett Eastman

AI as game producer - 0 views

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    Abstract: "A number of changes are occurring in the field of computer game development: persistent online games, digital distribution platforms, social and mobile games, and the emer- gence of new business models have pushed game development to put heavier emphasis on the live operation of games. Artificial intelligence has long been an important part of game development practices. The forces of change in the industry present an opportunity for Game AI to have new and profound impact on game development practices. Specifically, Game AI agents should act as "producers" responsible for managing a long-running set of live games, their player communities, and real-world context. We characterize a confluence of four major forces at play in the games industry today, together producing a wealth of data that opens unique research opportunities and challenges for Game AI as producers. We enumerate 12 new research areas spawned by these forces and steps toward how they can be addressed by data-driven Game AI Producers"
Garrett Eastman

Experience-based Exploration of Complex Energy Systems - 0 views

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    Abstract: "In our energy-restricted world, planners and engineers have to cope with problems of CO2 emissions and oil- and gas-shortages. Many planning activities not captured under the heading of "futures studies" share common goals like dealing with an uncertain, complex future. We focus on two novel approaches: agent-based modelling and serious games. These approaches, even though they stem from the same general systems theory roots, allow its users to experience "reality" in different ways. This has implications for when and how to use these methods in scanning future developments and how these are communicated."
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

The 5/10 Method: A method for designing educational games - 0 views

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    from the abstract: "recent studies show that in spite of this potential games are often misused and are hard to integrate in the instructional environment. Often it is not clear what a game contributes to a students learning or how it should be used because of a lack of learning objectives and outcomes. (Young et al, 2012, Marino et al, 2011). In this thesis I propose a method that provides and clearly states these learn ing objectives allowing for a better assessment of the contribution it can offer to the existing instructional environment. To do this I combine the widely used design model ADDIE with the instructional design method 10 steps to complex learning by Merriën boer (Merriënboer, 2007). This method is then applied in creating the educational game Moth as a proof - of - concept."
Garrett Eastman

Mobile adaptive procedural content generation - 0 views

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    From the abstract: "In this paper, we propose the integration of two PCG-based approaches (experiencedriven and context-driven PCG) to support the generation of adaptive mobile game levels. We present and discuss the implementation of our approach in an existing game, 7's Wild Ride. Gameplay semantics and player modeling are used to steer a level generator, featuring a time-dependent dynamic diculty adjustment mechanism. From our two user studies, we conclude that (i) context-driven levels are preferable over traditional ones, and (ii) the game can adapt to di erent player types, keeping its gameplay balanced and player satisfaction."
Garrett Eastman

A very serious game that can cure the orphan diseases - 0 views

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    Fit2Cure, using a crowdsourcing model similar to projects like FoldIT, aims at cures for less-researched diseases affecting impoverished regions
Garrett Eastman

Concepts for User Experience Research - 0 views

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    Abstract: "We present concepts of user experience (UX) research and show application areas where UX can be applied. We categorise assessment methods, and present estimation models and metrics of UX. Especially the relations between UX and bio-physiological responses, as well as observations are in the foreground." Includes a section on gamification and game experience.
Garrett Eastman

Developing Digital Game Based on the Conception of Insects (DGBI) to Test Elementary St... - 0 views

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    Abstract: "In this study, we device a digital game, which possessed scientific and fun, base on the conception of insects (DGBI), then can use it to test elementary school student's conception about insect. The DGBI materials creating pattern use as the ADDIE model. First step is to analyze the DGBI materials. We analyze student's alternative conceptions of insect and what the teaching staff needs to teach in the section of insect, and then we develop three teaching units, namely the ―Bugs Adventure‖, ―Legs and Wings "and" Mouthparts and feeding habits‖. Second, design the DGBI. Making DGBI has a clear teaching aim, multi-learning strategy like conception puzzle, computer simulation and conception mapping etc, an artistic and convenient operating media interface and a learning content that is easy to understand by the words and video in the DGBI materials. Third, develop the DGBI. Developing DGBI includes making animation component and composing animation component, these animation components makes 94.4% of students prefer to use DGBI materials to learn the conceptions of insect, especially the constructional detail magnify function and interactive game design in the teaching materials increase the student's learning interest. Forth, implement DGBI. We invite Two national college professors and four senior science teachers to use DGBI, and then we interview them to collect the testing amendments, and corrected it.Fifth, evaluate DGBI. We use quasi-experiment design and questionnaire survey to evaluate DGBI. In the quasi-experiment design, we select 111 students for four classes in an elementary school in New Taipei City and ask them to use DGBI, and then we tested them by the ―Insects Conceptions test‖. We found that after using the DGBI materials, the student's post-test scores (13.64) is higher than the pre-test scores (7.55), and there are significant differences (t = 16.47,p = .00)and helps the student to establish the correct concept of insect
Garrett Eastman

Can you make money with free services? - 0 views

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    A presentation arguing that you can using internet games with enhancements available through micropayments
Garrett Eastman

Aesthetic Considerations for Automated Platformer Design - 0 views

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    Abstract: "We describe ANGELINA3, a system that can automatically develop games along a defined theme, by selecting appropriate multimedia content from a variety of sources and incorporating it into a game's design. We discuss these capabilities in the context of the FACE model for assessing progress in the building of creative systems, and discuss how ANGELINA3 can be improved through further work."
Garrett Eastman

Water Simulation Methods for Games: a Comparison - 0 views

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    "Physics engines have created a whole new source of emergence and fun for digital games. Water simulation could add another similar emergent interaction element, but it is currently only rarely used as a part of gameplay. The reasons for this are analysed and different water simulation methods are compared, focusing on actual game usage. Based on this, we suggest using the extremely simple but fast pipe model. The simplicity of the underlying simulation can be masked in many ways using modern shader effects and other tricks. An example of the pipe method in action is given and compared to more sophisticated fluid solvers."
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

Combinations and Cultural Content: Catch-up in the Chinese Gaming Industry - 1 views

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    "In the space of several years, the Chinese games industry to reverse its market share with regards to Korean incumbents in China. We analyze the catch-up process that allowed this to happen by separately analyzing the core constituents of games (design, technology (code), content, and in a broader fashion, elements of the business model) as layered components."
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