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Garrett Eastman

Team Blockhead Wars: Generating FPS Weapons in a Multiplayer Environment - 0 views

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    Abstract :"We present an attempt at exploring the search space of weapons in team-based multiplayer First-Person Shooters (FPS). At the foundation of the experiment is Team Block- head Wars (TBHW), a game that we developed for the pur- poses of this project. TBHW allows human players to enjoy classic multiplayer FPS gameplay and uses a genetic algo- rithm to continuously generate new weapons. A weapon's genome consists of ten real-valued parameters, which to- gether form a vast search space that includes common FPS weapon tropes. The evaluation function scores weapons on the basis of their use by players. The game also generates 3D meshes to visually represent the generated weapons for easy player recognition. While TBHW is work in progress, preliminary results are encouraging."
Garrett Eastman

Pattern Recognition: Gameplay as negotiating procedural form - 0 views

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    From the abstract: "This paper will examine the relationship of pattern recognition and Gestalt principles to procedural form in gameplay. It will identify key features of pattern based play mechanics and outline important synergies between programming paradigms and procedural form. In the course of the paper I will examine the formal and aesthetic qualities of procedural structures and discuss how they generate the experience of psychological flow. I will also identify the role of these mechanisms and their effects in current game design."
Garrett Eastman

Winners of Game Changers Kids Competition Tour Electronic Arts | HASTAC - 0 views

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    A competition for youths to design adventures for Spore game, recognition of prizewinners at Electronic Arts, links to videos of winning concepts
Garrett Eastman

Violin Virtuoso: A game for violin education - 0 views

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    Abstract: "This study develops a way to use the technology of video games to help teach people the violin. The unique characteristics of this research are to create a visual representation for music for violinists, to utilize pedagogy for violin education within a video game, and to use the Fast Fourier Transform to process input from an actual acoustic instrument and use the data to track user progress. Music games like JamGuru [9], Rocksmith [19], LittleBigStar [13], and Rock Band [18] have made strides in these areas of research; however, most of these technologies have not been applied to the violin. Expected results are that students' progress rate will increase as a result of playing the game. The input processing used in this research could be applied to areas where sound recognition is important. Furthermore, the concept of an adaptable game can be applied to other academic subjects."
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

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

Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii - 0 views

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    Abstract: "This paper explores the consequences of using the game engine Unity to construct 3-D models of Pompeian houses, linked to art and spatial databases, as an ongoing research colloquium for advanced undergraduate and graduate students in the humanities. Rather than serving as a neutral piece of visualization software, the game engine functions as critical tool because, more than any other visualization platform, it permits real time, embodied movement through the houses. One outcome of such embodied movement has been the recognition that the traditional vocabulary for describing space in Pompeii is inadequate, and a much more careful methodology is required, using network topology and visibility graph analysis to establish spatial profiles for the rooms. As they construct the models in Unity, students also encounter the contradiction between the texture pipeline used to produce immersion in games and the emphasis on accuracy and scientific objectivity found in cultural heritage discourse, a discourse which paradoxically also stresses immersion. Finally, the game engine encourages students to consider the rhetoric of embodied play in the Pompeian decorative ensembles themselves."
Garrett Eastman

Pixelbending: Using nuanced, continuous gestures with off - the - shelf tracking devices - 0 views

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    Abstract: "ideo games and other applications using off - the - shelf tracking devices often take a simple approach to gesture and pose recognition: a recognized gesture is always mapped to the same action . This approach basically turns a gesture into a binary button pre ss and misses much of the nuance implicit in natural gestures. In this paper we explore , in a game design setting , the use of continuous 3D gesture sequences where in attributes of individual gestures, such as speed, direction, etc., combine to influence th e r esult of the sequence as a whole . We present Pixelbending, a game demo built using the Microsoft Kinect and Unreal Developers Kit (UDK) in which the player performs Tai Chi inspired movements to control water. Designed with the goal of creating a fun an d engaging 3D game experience built on a nuanced gesture set, the demo was well received by many players of different ages and sizes. Through the development process we encountered challenges to working with off - the - shelf devices."
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

2012 Awards " Serious Play Conference - 0 views

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    The International Serious Play Awards is a recognition program honoring outstanding examples of single player serious game titles that deliver high quality of engagement and measurable training or learning opportunities. Any organization or individual that has created or contracted for a serious game or simulation using commercial off the shelf (COTS) platforms is eligible to enter the International Serious Play Awards Program." Deadline May 31, 2012, June 30, 2012 for student entries
Garrett Eastman

Distributed Medical Image Analysis and Diagnosis through Crowd-Sourced Games: A Malaria... - 0 views

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    Abstract: "In this work we investigate whether the innate visual recognition and learning capabilities of untrained humans can be used in conducting reliable microscopic analysis of biomedical samples toward diagnosis. For this purpose, we designed entertaining digital games that are interfaced with artificial learning and processing back-ends to demonstrate that in the case of binary medical diagnostics decisions (e.g., infected vs. uninfected), with the use of crowd-sourced games it is possible to approach the accuracy of medical experts in making such diagnoses. Specifically, using non-expert gamers we report diagnosis of malaria infected red blood cells with an accuracy that is within 1.25% of the diagnostics decisions made by a trained medical professional."
Garrett Eastman

Growing a Computer Science Program with a Focus on Game Development - 0 views

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    Abstract: "A comprehensive undergraduate curriculum in computer game development is described. The program was created as a set of elective courses in the context of a traditional computer science (CS) degree. Primary goals of the program were to increase enrollment in CS and prepare students for careers in the entertainment software industry. In addition, the CS department sought to compete for students with larger state institutions. To do so effectively the department needed to offer a unique program. Results show the new program helped the CS department to nearly triple enrollment over four years and achieve both statewide prominence and national recognition."
Garrett Eastman

A Foundation for Growth: An Introductory Course in Computer Game Development - 0 views

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    Abstract:"A one-semester introductory undergraduate course in computer game development is described. The freshman-level course has been taught for four years. The course was designed and implemented in the context of a new curriculum in computer game development. Goals of the course were to retain undergraduate computer science (CS) majors, attract new students to CS, and expose students to the content creation pipeline used in more advanced courses. A significant aspect of the course is the end-of-semester project to create a machinima - a video created using computer game technology. Besides the initial goals for the course, other benefits were discovered including fostering a sense of community by helping students get to know their peers early in the program. Results, both quantitative and anecdotal, show the course has exceeded expectations in meeting the goals originally established. In addition, the course content has been adapted to the format of a three-day summer workshop to recruit high school students to the university. The course has been integral to the growth of the CS program, enabling the program to nearly triple in size over four years and achieve both statewide prominence and national recognition."
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

Person of Interest: Chris Bell - 0 views

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    Profile of 25-year old game and graphic design major graduated from Carnegie Mellon and named to Forbes' 30 under 30 list
Garrett Eastman

THE EVOLUTIONARY PSYCHOLOGY OF VIDEO GAMES: THE DIGITAL GAME AS SUPERNORMAL STIMULUS - 0 views

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    Abstract : "This paper explores how supernormal stimuli may have contributed to the remarkable popularity of several types of video games: first-person shooters (FPSs), massively multiplayer online role-playing games (MMORPGs), and Minecraft. Human culture, technology, and environments have advanced so rapidly in the last 10,000 years that the brains of Homo sapiens have not been able to keep up. Humans survive in the modern world, but still retain a mind stuck in the Pleistocene. Supercharged representations of ancient stimuli, which appealed to prehistoric human ancestors in the environment of evolutionary adaptedness (EEA), appear in many video games and may be hyper-stimulating humans' adaptive instincts. These supernormal stimuli appear to correlate with the remarkably engaging, pleasurable, and satisfying experiences human players derive from playing these games. This paper goes on to propose that greater recognition of the potential of supernormal stimuli, and experimentation with the creation of virtual worlds stand to improve not only digital games, but the way in which humans live, work, and play in the real world."
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