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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

Performing design: game design, practice, praxis and the theatre of the impressed - 0 views

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    Abstract: "This paper is a reflection on a design teaching project that endeavours to establish a culture of critical design thinking in a tertiary game design course. In the first instance, the 'performing design' project arose as a response to contemporary issues and tensions in the Australian games industry and game design education, in essence, the problem of how to scaffold undergraduate students from their entry point as 'players' (the impressed) into becoming designers. The performing design project therefore started as a small-scale intervention to inspire reflection in a wider debate that includes: the potential evolution of the contemporary games industry; the purpose of game design education; and the positioning of game design as a design discipline. Our position is that designing interactive playful works or games is victim of a tendency to simplify the discipline and view it from either the perspective of science or art. In this paper we look at some of the historical discussions on the distinct identity of games. Then we present an overview of the typical state of play in contemporary game design education which inspires the performing design project as an intervention or teaching technique. This leads us to question understandings of education and training and creativity and innovation. Finally we reflect on insights arising from the performing design project which lead us to support Archer's call for a 'third area' that balances the monolithic practices of the two major academic disciplines."
Garrett Eastman

A Platformer Game in Flash Self Defined Project - 0 views

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    "This project involves developing an action-platformer game for the Flash platform. The user controls a character who must progress through levels, while avoiding obstacles, collecting items and fighting many types of enemies. Role-playing game elements such as equipment and upgrades support user customization and varied battle strategies. Developing a successful Flash game involves several factors. Flash games must be simple to get into, yet rewarding to play in both short and long sessions. Flash games must be accessible to a wide audience; both in terms of user preferences and technical limitations. Finally, Flash games must offer something unique to stand out from the crowd, in a market where hundreds of free games are published every month. This report covers the research, design and implementation done to achieve these requirements, in terms of game mechanics, interface, level design, visual design, accessibility options, and replay value. Technical challenges include building, testing and optimizing a game engine and interface from scratch, balancing the game mechanics and difficulty, and structuring the whole development process in a way that enables easy creation of new content. In addition to game design and development, this project also deals with the business aspects of developing online games; how games generate revenue, how they are marketed and distributed, and developing trends in the consumer market. Project success in different areas has been evaluated through usability studies, user ratings and reviews, and vast quantities of usage and distribution statistics. Overall, the project has been a success in terms of user reception and generated revenue, and the final section of this report includes plans for a second game, utilizing and building upon the same game engine and mechanics."
Garrett Eastman

Tropes vs. Women in Video Games by Anita Sarkeesian - Kickstarter - 0 views

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    "About this Project: I love playing video games but I'm regularly disappointed in the limited and limiting ways women are represented. This video project will explore, analyze and deconstruct some of the most common tropes and stereotypes of female characters in games. The series will highlight the larger reoccurring patterns and conventions used within the gaming industry rather than just focusing on the worst offenders. I'm going to need your help to make it happen!"
Garrett Eastman

The Ultimate IMGD Booth at PAX East 2013 - 0 views

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    Abstract: "Promoting WPI's Interactive Media and Game Development (IMGD) program at a major indus try trade show has the potential to attract new prospective students and broaden industry awareness of the IMGD program and students. This project designed a booth for PAX East, a popular gaming exposition in New England. We conducted interviews of student s, guidance counselors, and booth experts, and selected appropriate projects to showcase and students to showcase them. We then designed an advertisement, handouts, and an inviting layout for the booth, arranging for the necessary equipment and furniture w ithin the budget constraints. The IMGD PAX East booth promises to increase the awareness of the IMGD program, exposing more people to the game development students and program at WPI."
Garrett Eastman

A Survey of Final Project Courses in Game Programs: Considerations for Teaching Capstone - 0 views

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    "Game design and development programs often include a final project or capstone course as a means of assessing the cumulative theory, processes and techniques learned by students through the program or department's curriculum. While these courses are prevalent in programs around the world, there has yet to be a study of how, why, and to what end these courses are designed and run. We review the literature on capstone courses, discuss the findings of a long-form survey administered in early 2011, and propose a set of framing questions for the design and implementation of capstone courses. Survey findings include common goals of capstone courses, make-up of faculty teaching these courses, the support obtained and desired for the courses, the technologies used to create capstone projects, the methods of project management used in the courses and the expectations of faculty teaching the courses. These results can serve as a baseline for faculty and administrators looking to develop or improve their game design and development curricula."
Garrett Eastman

Serious Game Development as an Iterative User-Centered Agile Software Project - 0 views

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    Abstract: "Commissioned by the campus Office of Admissions, we have built a series of three campus tour and orientation games over the past academic year with undergraduate student project teams. Based on well-established game industry practices we followed an iterative agile process with Scrum and managed to avoid many classical pitfalls in game development. While we achieved some measure of success, in post-project analysis, it becomes obvious that our process would have benefited from the heavy emphasis of "users" in the User-Centered Design (UCD) methods. In this position paper, we propose that the serious game development community continue to critically analyze the results from the UCD projects to benefit from its lessons, well-understood good practices, and development paradigms."
Garrett Eastman

ABC-Sprints: adapting Scrum to academic game development courses - 0 views

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    "We propose a course design that ts a practical game development project into a regular game design lecture course. As this approach requires a consistent structure, our concept proposes an adaption of Scrum that is based on the game development life-cycle: ABC-Sprints consist of three Sprints to iteratively create Alpha, Beta and Completed versions of a game. We present a detailed walkthrough of the course and give results of a formal evaluation. These indicate that ABC-Sprints help students to manage their workload and to increase productivity over time. Consequently, three teams each presented a game at the end of the course that technically exceeded typical outcomes of game projects without lectures. We hence encourage to apply ABC-Sprints to other curricula and provide a set of recommendations."
Garrett Eastman

Generating multi player maps through multi objective evolution - 0 views

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    Abstract: "In this project, the following research question is set forth: is it possible to create fair maps for a video game using multi objective evolution algorithms? A description of the video game used for this project, Civilization V, is provided as well as an overview of other map generation methods, and research being done in the field of procedural content generation. A definition for what is fair is made and expressed through functions, that evaluate maps for the video game Civilization V. These evaluation functions express five distinct perspectives on how fair maps are perceived. The fitness functions are designed to conflict as little as possible with each other. A method is defined as to how this theory is applied in practice to generate maps for Civilization V. The evaluation functions are applied on maps from the game's map generation method, and compared to maps that have been evolved with the method provided by this project."
Garrett Eastman

Developing a Digital Game to Support Cultural Learning amongst Immigrants - 0 views

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    Abstract :"Immigrants entering the European Community face a range of challenges in adapting to and understanding the culture of their host nation. Failure to address these challenges can lead to isolation and difficulties integrating into the society of the host country, leading to fragmented communities and a range of social issues . As part of a comprehensive suit e of services for immigrants , the European - funded M obile Assistance for Social Inclusion and Empowerment of Immigrants with Persuasive Learning Technologies and Social Network Services (MASELTOV) project seeks to provide both practical tools and le arning services via mobile devices, providing a readily usable resource for immigrants . In this workshop paper, the game - based learning aspect of the MASELTOV project is introduced, with the rationale behind its design presented. In doing so, the b enefits and implications of mobile platforms and emergent dat a capture techniques for game - based learning are discussed, as are methods for putting engaging gameplay at the forefront of the experience whilst relying on rich data capture and analysis to pro vide an effective learning solution. Through comparison to several other projects, a number of recommendations are put forward for games deployed in contexts similar to that of MASELTOV: a focus on establishing a significant audience with which to conduct ethical research into efficacy, the need for robust pedagogical frameworks suited to the learning context, and the evolution of methods for data capture and analysis of player activity."
Garrett Eastman

Your tax dollars at play: Defending federal funding for games - 0 views

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    "In any sufficiently sized government, it's going to be pretty easy to cherry-pick examples of programs that seem wasteful or unnecessary. So it's not too surprising that Senator Tom Coburn (R-OK) is able to do just that each year with his headline-grabbing "Waste Book," listing 100 examples of extraneous spending in the US government. ... But when the Waste Book deals with federal grants for a number of video game-related projects, it seems to write them off without considering the important scientific and artistic goals the projects achieve. While Coburn appears to believe it's self-evident that anything related to games couldn't possibly be worthy of federal funding, talking to the people behind these projects shows taxpayer dollars are going to much more than mindless entertainment."
Garrett Eastman

Xenos Project Expands with $1.99M Grant from the Bill & Melinda Gates Foundation - 0 views

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    The Learning Games Network, a non-profit spin-off of the MIT Education Arcade that bridges the gap between research and practice in game-based education, today announced a $1.99 million grant from the Bill & Melinda Gates Foundation to expand Xenos, its flagship integrated social learning environment gaming platform, for Hispanic adults learning English (ESL) in libraries and workplaces. The goal of the Play Games-Learn English Project is to provide self-directed ESL instructional resources to adults in informal learning and vocational training settings. Pilot sites include the Boston and San Francisco Public Libraries and BJ's Wholesale Clubs."
Garrett Eastman

An Interactive Qualifying Project Report: - 0 views

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    Description of a Scratch game development curriculum implemented by WPI students at the Worcester Public Library
Garrett Eastman

Game Art Preserves Cultural Aesthetics and Implications - 0 views

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    "The goal of this Interactive Qualifying Project is to examine game art's influence on people and its aesthetic implication. The video game industry was brought to its prosperity by improvement in technology and the introduction of digital medias. It has developed to be a source of communication from one generation to the next. Game art is a prominent representation of digital art, an art form made possible by current technology. This report discusses how much game art has evolved over the years and how similar game art have or have not become."
Garrett Eastman

Modular Digital Game System: An experiment in game design platforms - 0 views

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    "This project created an Application Programming Interface (API) for a simulated modular digital game system. Each module consists of a triangle that displays colors at the center and edges, monitors an input and signals from the surrounding modules, and communicates with a computer controller. The API allows users to develop game programs for the system. The simulation runs the game files and displays the results. The focus was on practical coding and design of an instructional game system. The challenges in creating such a system provided a valuable learning environment for us in the areas of user interface design, system tool management and design, human computer interaction, and designing educational platforms"
Garrett Eastman

DEVELOPING A SERIOUS GAME FOR CONSTRUCTION PLANNING AND SCHEDULING EDUCATION - 0 views

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    From the abstract: "A serious game for construction planning and scheduling education must provide an authentic environment for gameplay. To achieve this requirement, the game environment must be created from CAD drawings of a real project. The game engine must have components for providing timely scaffolding and support to the user. Storing the vast amount of data for a real project requires data structures optimized for fast rendering at the same time easily accessing and manipulating building elements and element data. This paper discusses a game engine developed for creating construction planning and scheduling educational games. The game engine is designed from scratch for performance and flexibility. It includes a component for directly importing data from a Revit model for building the game environment, interfaces Microsoft Project for scheduling, includes a feedback module, and a scoring system for measuring user performance."
Garrett Eastman

Game Based Learning for Project Management - 0 views

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    Application of games to project management tasks to improve emotional intelligence
Garrett Eastman

LED-ME Project - A Design Report - 0 views

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    From the abstract: "This paper presents a design project of a computer game for integration in multisensory stimulation environments, to be played by children with intellectual disability. The LED-ME prototype is based on accessible technological solutions and dispenses the manipulation of peripheral devices resorting to Camspace® software. The different stages of the project are presented, from the design problem, to the definition of design guidelines, the pilot test and discussion of results. The LED-ME game is suitable for use in multisensory environments, enabling moments of play that require basic cognitive and motor skills."
Garrett Eastman

GALA Blog - 0 views

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    This is the blog of Games and Learning Alliance (GaLA), Network of Excellence for Serious Games, a project " to shape the scientific community and build a European Virtual Research Centre aimed at gathering, integrating, harmonizing and coordinating research on SGs and disseminating knowledge, best practices and tools as a reference point at an international level. The other key focuses of the project are: the support to deployment in the actual educational and training settings; the fostering of innovation and knowledge transfer through research-business dialogue; the development high-quality didactics on SG by promoting and supporting courses at Master and PhD level."
Garrett Eastman

Effects of 3D Audio and Video in Video Games - 0 views

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    Abstract: "Our study was carried out in order to improve our understanding of the relationship between 3D audio and video, and user experience in video games. In order to determine the best way to attempt to measure these effects, we researched several methods of 3D video and 3D audio delivery. We decided to use two different games to gauge the effectiveness of 3D video, Mario Kart 7 and Crysis 2. Due to a small sample size, we were unable to conclude strongly in either way about many of the factors we believed that 3 D video and audio would effect, but were able to see an increase in enjoyment and perceived ability from our surveys."
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