From the introduction: "Three dimensional graphics hardware is fast becoming, not merely a staple of computer systems, but an indispensable component. Many operating systems directly use and even require some degree of 3D rendering hardware. Even in the increasingly relevant mobile computing space, 3D graphics hardware is a standard feature of all but the lowest power devices.
Understanding how to make the most of that hardware is a difficult challenge, particularly for someone new to graphics and rendering."
Abstract: "This paper introduces
Rank-based Interactive Evo-
lution
(RIE) which is an alternative to interactive evolution
driven by computational models of user preferences to generate
personalized content. In RIE, the computational models are
adapted to the preferences of users which, in turn, are used as
fitness functions for the optimization of the generated content.
The preference models are built via ranking-based preference
learning, while the content is generated via evolutionary search.
The proposed method is evaluated on the creation of strategy
game maps, and its performance is tested using artificial agents.
Results suggest that RIE is both faster and more robust than
standard interactive evolution and outperforms other state-of-
the-art interactive evolution approaches"
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"
Abstract: "This paper describes the design and evaluation of Zoo U, a novel computer game to assess children's social skills development.
Zoo U is an innovative product that combines theory-driven content and customized game mechanics. The game-like play creates
the opportunity for stealth assessment, in which dynamic evidence of social skills is collected in real time and players' choices
during gameplay provide the needed data. To ensure the development of an engaging and valid game, we utilized an iterative datadriven
validation process in which the game was created, tested, revised based on student performance and feedback, and retested
until game play was statistically matched to independent ratings of social skills. We first investigated whether the data collected
through extensive logging of student actions provided information that could be used to improve the assessment. We found that
detailed game logs of socially relevant player behavior combined with external measures of player social skills provided an efficient
vector to incrementally improve the accuracy of the embedded assessments. Next, we investigated whether the game performance
correlated with teachers' assessments of students' social skills competencies. An evaluation of the final game showed (a) significant
correlations between in-game social skills assessments and independently obtained standard psychological assessments of the same
students and (b) high levels of engagement and likeability for students. These findings support the use of the interactive and
engaging computer game format for the stealth assessment of children's social skills. The created innovative design methodologies
should prove useful in the design and improvement of computer games in education."
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."
"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."
"This course will walk you through the major components of building GRITS, an HTML5 game. We'll talk about how to take standard game development techniques, and use them to create high performance HTML5 applications."
From the abstract: "Traditionally, the tasks associated with
game AI revolved around non player character (NPC) behavior
at dierent levels of control, varying from navigation
and pathnding to decision making. Commercial-standard
games developed over the last 15 years and current game
productions, however, suggest that the traditional challenges
of game AI have been well addressed via the use of sophisticated
AI approaches, not necessarily following or inspired
by advances in academic practices. The marginal penetration
of traditional academic game AI methods in industrial
productions has been mainly due to the lack of constructive
communication between academia and industry in the
early days of academic game AI, and the inability of academic
game AI to propose methods that would signicantly
advance existing development processes or provide scalable
solutions to real world problems. Recently, however, there
has been a shift of research focus as the current plethora
of AI uses in games is breaking the non-player character AI
tradition. A number of those alternative AI uses have already
shown a signicant potential for the design of better
games.
This paper presents four key game AI research areas that
are currently reshaping the research roadmap in the game
AI eld and evidently put the game AI term under a new
perspective. These game AI
agship research areas include
the computational modeling of player experience, the procedural
generation of content, the mining of player data on
massive-scale and the alternative AI research foci for enhancing
NPC capabilities."
"HTML5 is the new shiny thing, and there's a lot of evangelism going on about it. The improvement process is rapid (too much so? that's another blog post), and browser vendors are trying to get the game makers in bed with them, some with means of money, some with fame."
"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."
Abstract: "We describe an approach to using standard data mining algorithms to help analyse recurring themes in game design across several games, and to help suggest novel game design ideas. This is illustrated with the analysis of 119 different resource systems across 20 games. Clustering is used to validate the assignment of resources into archetypes; frequent pattern mining is used to find commonly co-occurring resource attributes; and decision tree induction is used to visualize the relations between resource archetypes. We discuss the relation between qualitative and quantitative analysis of game design and suggest that qualitative analysis is necessary but that quantitative methods can be of invaluable help."
Abstract: "The video game industry is a billion dollar industry with an ever-growing fan base.
Massachusetts, along with other states, has begun to take an interest in further developing this
dynamic industry. A problem facing many policy makers and economic developers is accurately
defining the video game industry, determining the types of workers that form of human capital
within its workforce and where these businesses are located. This study helps to solve this
problem by converting video game credits, found in all video games, into Standard Occupational
Codes to identify the types of workers who comprise the industry and by conducting spatial
analysis using Public Use Microdata Samples (PUMS). It also uses the Occupational Information
Network to evaluate what forms of human capital comprises the video game industry. The
results show the video game workforce comprises both creative workers such as artists and
musicians, but also computer programmers, engineers, and business management and
marketing professionals. This workforce tends to be concentrated not only in larger U.S.
metropolitan areas but also in regions with a significant high-technology workforce, college
towns, and government laboratories. Also, as this diverse workforce contains a wide variety of
skills and abilities, a common theme is being able to work together as a team to develop a
product. This study is part of a growing body of research and initiatives to identify and to locate
new, creative industries within metropolitan regions. This research will contribute to future
research using occupational analysis to identify new and growing industries."
"The continuous quest for ever increasing fidelity in 3D virtual worlds is running parallel to the emergence and adoption of low-cost technologies to implement such environments. In education and training, complex simulations can now be implemented on standard desktop technologies. However, such tools lack the means to represent multisensory data beyond audio-visual feedback. This paper reports on a study that involved the design, development and implementation of a 3D learning environment for underground mine evacuation. The requirements of the environment are discussed in terms of the sensory information that needs to be conveyed and techniques are described to achieve this using multiple modes of representation, appropriate levels of abstraction and synesthesia to make up for the lack of tactile and olfactory sensory cues. The study found that audio-visual cues that used such techniques were effective in communicating complex sensory information for novice miners."
Abstract: "The rising acceptance of Virtual Learning Environments (VLE) in the e-
Learning field poses new challenges such as producing student-centered courses which can
be automatically tailored to each student's needs. For this purpose digital games can be
used, taking advantage of their flexibility (good video games always try to adapt to different
players) and capabilities to stealthily track players' activity, either for producing an accurate
user model or enhancing the overall assessment capabilities of the system. In this chapter
we discuss the integration of digital games in Virtual Learning Environments and the need of
standards that allow the interoperable communication of games and VLE. We also present a
middle-ware architecture to integrate video games in VLEs that addresses the technical
barriers posed by the integration. We present a case study with the implementation of the
architecture in the game authoring platform, along with three examples of
video game integration in educational settings"
"Abstract-While component reuse is a common concept in
software engineering, it does not yet have a strong foothold in
Computer Game development, in particular the development
of computer-controlled game characters. In this work, we take
a modular Statechart-based game AI modelling approach and
develop a reuse strategy to enable fast development of new
AIs. This is aided through the creation of a standardized
interface for Statechart modules in a layered architecture.
Reuse is enabled at a high-level through functional groups that
encapsulate behaviour.
These concepts are solidified with the development of the
SkyAI tool. SkyAI enables a developer to build and work
with a library of modular components to develop new AIs
by composing modules, and then output the resulting product
to an existing game. Efficacy is demonstrated by reusing AI
components from a tank to quickly make a much different AI
for a simple animal."