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Garrett Eastman

Developer releases source of HTML5 mobile game, sheds light on challenges | Ars Technica - 0 views

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    "Inspired by the buzz around HTML5, game development studio Wooga recently attempted to build a complete mobile game with standards-based Web technologies. To share the results of its year-long experiment, the company has published the game's source code on GitHub under an open source software license."
Garrett Eastman

LÖVE - Free 2D Game Engine - 0 views

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    "LÖVE is an *awesome* framework you can use to make 2D games in Lua. It's free, open-source, and works on Windows, Mac OS X and Linux. Contribute You can find the source code on Bitbucket. You can also filebugs and feature requests there."
Garrett Eastman

The Geeks Who Saved Prince of Persia' s Source Code From Digital Death - 0 views

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    "Wired correspondent Gus Mastrapa was on the scene in Los Angeles to witness the recovery of a piece of gaming history. LOS ANGELES - Jordan Mechner saved everything. He saved all the videotape he took in October 1985 of his brother running and jumping around their old neighborhood, footage that he rotoscoped into the animations for his Apple II game Prince of Persia ."
Garrett Eastman

Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization C... - 0 views

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    Abstract: "The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/."
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

Video Game Aims to Train Adults to Overcome Critical Decision-Making Biases - 0 views

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    Interdisciplinary team at University of Albany, supported by Intelligence Advanced Research Projects Activity (IARPA), in partnership with a local game company
Garrett Eastman

Game Character Creation with Blender and Unity - 0 views

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    A complete guide to creating usable, realistic game characters with two powerful toolsCreating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. (excerpts in Google Books)
Garrett Eastman

The story behind Rocket Jockey, and the 360 port you can't play - 0 views

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    story of a game developing in the 1990s and the difficulty of getting a legal copy or the source code today
Garrett Eastman

Crowdsourcing Interactive Fiction Games - 0 views

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    Abstract: "Procedural generation of games has become an active re- search eld. We present a system that automatically gen- erates an interactive ction (IF) by learning from crowd- sourced corpora of example stories. We ask crowd workers from Amazon Mechanical Turk to write short stories about a given situation with simple language, from which a plot graph is learned, containing plot events, temporal prece- dence and mutual exclusion relations between the events. The plot graph describes an IF where players and non-player characters choose from executable events as determined by the plot graph. We demonstrate an IF learned from the domain of bank robbery"
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

Data Quality In Purposeful Games - 0 views

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    Abstract: "A key problem for crowd - sourced systems is motivating contributions from participants and ensuring the quality of these contributions. Games have been suggested as a motivational approach but there are concerns about data quality , particularly when the data are to be used for scientific research . To address these concerns, w e compare the quality of data obtained from two citizen science games, one a "gamified" version of a species classificatio n task and one a fantasy game that used the classification task only as a way to advance in the game play. Surprisingly, though we did observe cheating in the fantasy game, data quality from the two games was not significantly different . As well, the quali ty of data from short - time contributors was at a usable level. These findings suggest that games can be a useful way to motivate contributions to citizen science projects. "
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

A Slower Speed of Light - 0 views

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    "A Slower Speed of Light is a first-person game prototype in which players navigate a 3D space while picking up orbs that reduce the speed of light in increments. Custom-built, open-source relativistic graphics code allows the speed of light in the game to approach the player's own maximum walking speed. Visual effects of special relativity gradually become apparent to the player, increasing the challenge of gameplay. These effects, rendered in realtime to vertex accuracy, include the Doppler effect (red- and blue-shifting of visible light, and the shifting of infrared and ultraviolet light into the visible spectrum); the searchlight effect (increased brightness in the direction of travel); time dilation (differences in the perceived passage of time from the player and the outside world); Lorentz transformation (warping of space at near-light speeds); and the runtime effect (the ability to see objects as they were in the past, due to the travel time of light). Players can choose to share their mastery and experience of the game through Twitter. A Slower Speed of Light combines accessible gameplay and a fantasy setting with theoretical and computational physics research to deliver an engaging and pedagogically rich experience."
Garrett Eastman

Developing Mobile Games with Moai SDK - 0 views

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    Published 2013, excerpts in Google Books
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

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

The Game Closure Dev Kit - 0 views

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    open source HTML5 mobile game engine
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

Designing a Serious Game Engine for Sustainability - 0 views

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    "Sustainability education has become an international imper- ative due to the rising cost of energy, increasing scarcity of natural resource and irresponsible environmental practices. My research seeks to investigate how to build a customiz- able serious game engine for sustainability called Makahiki. This work is motivated by the encouraging results of the in- augural residence hall energy competition at the University of Hawaii in Fall 2011. Makahiki is intended to provide a production quality, pluggable component-based open source game engine and an experimental test bed for game-related research in the context of sustainability."
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