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Garrett Eastman

Monitoring Student Activity in Collaborative Software Development Emerging Patterns of ... - 0 views

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    Abstract: "This paper presents data analysis from a course on Software Engineeri ng in an effort to identify metric s and techniques that would allow instructor to act proactively and identify patterns of low engagement and inefficient peer collaboration . Over the last two terms, 106 students in their second year of studies formed 20 groups and worked collaboratively to develop video games. Throughout the lab, students have to use a variety of tools for managing and developing their projects, such as software version control , static analysis tools , wikis, mailing lists, etc . The students are also supported by weekly meet ings with teaching assistants and instructors regarding group progress, code quality, and management issues. Through these meeting s and their interactions with the software tools, students leave a detailed trace of data related to their individual engageme nt and their collaboration behavior in their groups . The paper provides discussion on the different source of data that can be monitored , and present preliminary results on how the s e data can be used to analyze students' activity."
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

Competitive Game Development: Software Engineering as a Team Sport* - 1 views

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    "Presented at the 2nd. Games and Software Engineering Workshop, 34th. Intern. Conf. Software Engineering, Zurich, 9 June 2012"
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

Defining Usability Quality Metric for Game Prototype Using Software Attributes - 0 views

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    From the abstract: "This study presents the defining usability quality metric for game prototype using software attributes by referring to ISO Standards 9126 - 3: Software Engineering - Product Quality, with the adaptation for the quality as surance and measurement during game p rototyping period. In order to be fully utilized and optimized the effectiveness of the proposed quality metric, it is best to define the development process environment and its application simultaneously."
Garrett Eastman

3D GAME-BASED LEARNING SYSTEM FOR IMPROVING LEARNING ACHIEVEMENT IN SOFTWARE ENGINEERIN... - 0 views

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    Abstract: "The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A quasi-experimental design is based on the ARCS Theory (Attention, Relevance, Confidence, and Satisfaction) to investigate the effectiveness of game-based learning strategy in 3-dimension virtual reality scenario. The students are randomly assigned into two groups for quasi-experimental design. In game-based learning, the curriculum content is mapped into the game to provide a scenario learning environment. After implementation of quasi-experimental design, the pre-test and post-test results shown that 3D game-based learning system with software engineering curriculum could achieve a better learning achievement and motivation than using traditional instruction. The statistical test displayed that learning motivations of students have significant impact on learning achievement, and learning achievements of students with game-based learning are better than those who use traditional face-to-face teaching. After re-checked the questionnaire, this paper finds that game-based learning challenging and attractiveness can lead to learners' curiosity and immersion in learning activity. And the results show that 80% students are satisfaction, and 83% students are confidence for the course learning after use the game-based learning system. Lastly, the research results could provide to related educators as references"
Garrett Eastman

Game Design as a Game - 0 views

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    Abstract: "The software engineering process for games has enough special structure that it can be formulated as a kind of game itself. This, in turn, p ermits the teaching of game construction in a unique way with new potential to motivate students. We present a new game design client program for an existing collaborative problem-solving website known as CoSolve. The client was built with an emphasis on increased interaction and fine control over a problem's state. With this comes the opportunity to more easily design and test games in the CoSolve space. It is our hope that this will teach and inspire student users to learn more about game design, problem posing, and programming in general."
Garrett Eastman

Ars Technicast Episode 19: Video games of the FUTURE Future future… | Ars Tec... - 0 views

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    "In this episode of the Ars Technicast, we talk about where we think the industry is headed and which new players might have real impact. Senior Apple Editor Jacqui Cheng, Social Editor Cesar Torres, and Senior Reviews Editor Lee Hutchinson join Kyle in a discussion about hardware, software, and indie development issues."
Garrett Eastman

Iterative Software Design of Computer Games through FCA - 0 views

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    "Abstract. If iteration is the rule in modern software development practices, this is more the case in game development. While the secret recipe for fun in games remains hidden, game development will remain a highly iterative trial-and-error design process. In this paper we present a semi-automatic process that, through FCA, can assist in the software design of modern videogames. Through FCA we can identify candidate distributions of responsibilities among components, and let the users edit such distributions. We support iteration by facilitating the application of past edits when going through a new iteration of identifying candidate components to accommodate for new version of the game requirements."
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

UGA research team receives $500K NIH grant to develop interactive learning tools | Ge... - 0 views

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    Athens, Ga. - A team of University of Georgia researchers has been awarded a $500,000 small business grant from the National Institute of Mental Health to develop interactive educational software aimed at teaching high school students how the five senses work in the context of the brain and how neurons work.IS3D LLC, a partnership founded in 2010 by eight UGA faculty and staff members, will develop the software with input from high school teachers and students in Atlanta and northeast Georgia.IS3D will design a game based on the five senses, along with a series of interactive case studies that will allow students to explore how neurons work. The software will be tested in classrooms to gauge their effectiveness in helping students learn and whether they improve the students' engagement in science curriculum
Garrett Eastman

PLOS ONE: Teaching the Blind to Find Their Way by Playing Video Games - 0 views

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    Abstract: "Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world."
Garrett Eastman

Irrlicht3d.org - Postmortem of my Android Game App - 0 views

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    Considers the Google OS not worthwhile for commercial projects but for "hobby" development
Garrett Eastman

Bring the Users to the Games by the usage of the Assistive Technology Rapid Integration... - 0 views

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    Software design and platform to help with game design for mobility-disabled users
Garrett Eastman

Harmonious: An Emotion-Matching System for Intelligent Use of Playersʼ Own Mu... - 0 views

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    Responding to research showing most players replace game soundracks with their own musical selection and miss game cues, software named Harmonious is introduced to improve such substitutions
Garrett Eastman

Playful Design: Creating Game Experiences in Everyday Interfaces - 0 views

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    "Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design." (published 2012, excerpts in Google Books)
Garrett Eastman

4 ways developers will use SmartGlass to enhance Xbox 360 experiences - 1 views

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    "SmartGlass, a software-based application that extends Xbox 360 experiences onto smartphones and tablets, does shine best when paired with television or movie entertainment. That's where programmers have fleshed out the most whiz-bang features at this time, but game designers have clever plans for this tech, too."
Garrett Eastman

Valve's new economist-in-residence will publish notes on the political economy of games... - 0 views

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    "Yanis Varoufakis, "an academic economist," recounts the story of how his widely read writings on the Euro crisis led to a job offer from Valve software, who were contemplating the creation of a shared virtual currency between two worlds. Valve founder Gabe Newell was contemplating balance of payments when he realized "this is Germany and Greece," and he wrote to Varoufakis to ask for his consulting help. "
Garrett Eastman

Hacker News - 0 views

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    A premier news aggregator for the tech startup culture,hosted by tech incubator YCombinator, featuring articles on programming, hacking, software and other topics of possible interest to game designers. Also hosts query functions, comments and job listings.
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