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Garrett Eastman

ARTigo: an Art Tagging Ecosystem - 0 views

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    Abstract: "ARTigo is a Game with a Purpose platform whose goal is to collect tags for artworks, which can be used for retrieval. The ARTigo gam es form a tagging ecosystem, where the games cooperate in order to gather a wide range of information. Description games create initial tags, in order to enable other games to be played and collect semantically shallow surface tags. Dissemination games sp read existing data to other artworks or languages, and do not create new information. Diversification games feed on data produced by other games and guide the players to entering more specific tags. Finally, integration games create higher - order tags with deep semantic meanings, describing emotions for example. All these different types of tags have different semantic depths, and are present in different quantities. Together, they create a pool of complementary tags accurately describing artworks, which can be processed for data mining."
Garrett Eastman

Harnessing manpower for creating semantics - 0 views

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    "Abstract The e ective information processing (e.g. search, organi- zation) of the heterogeneous information spaces requires metadata layer above the resources. However, the acqui- sition of resource metadata and domain models are chal- lenging tasks. Here, the crowdsourcing has emerged as an alternative to expert-based and automated semantics acquisition approaches. One of its branches are the games with a purpose (GWAPs) which encapsulate the seman- tics acquisition tasks into the game processes. We analyze existing GWAPs and propose their classi cation. Fur- thermore we devised our own GWAP-based approaches. For acquisition of lightweight term relationship network, we devised a search query formulation game, usable also for speci c domain models. For acquisition of (personal) image tags, we devised a card game, where players mem- orize positions of concealed cards and identify identical pairs. For validation of music metadata, we devised a multi-choice question-based game, where players identify tag sets that are characteristic to music tracks they hear. We also looked at the GWAPs from their design per- spectives. We present a design oriented classi cation sys- tem for GWAPs, adress several design issues recurring in GWAPs and present new design patterns to solve them"
Garrett Eastman

Computer Games Sound Effects: Recording, Postproduction and Existing Database - 0 views

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    Abstract: "The paper describes the process of building a new database of sound effects recordings for computer games and the first version of such product. Ways of applying signal processors for postproduction is described, as well as differences in audio edition for films and games. Some aspects of using sounds in games are also mentioned as well as the first version of the list of possible tags of the audio files in the database. Both the language of the tags and the datatabse will be substanially enlarged."
Garrett Eastman

Game Design // Culture Digitally - 0 views

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    Blog posts tagged game design from the Culture Digitally site
Garrett Eastman

Be Weird and Other Game Design Tips - 0 views

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    Lessons from a class experiment in metagames, games designed to comment on other games
Garrett Eastman

Leveling Up: Game Enjoyment Threshold Model and Player Feedback on the Design of a Seri... - 0 views

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    "The game enjoyment threshold model was used to evaluate player feedback in the feasibility study of a serious game, Wellness Partners. This game was purposefully developed as a web-based application that combines digital gaming and social networking to promote physical activity and a healthy lifestyle. The game design team led by the second author consisted of current students and alumni at the Interactive Media Division at the School of Cinematic Arts, University of Southern California. The primary participants were middle-aged university staff (egos) and they were asked to invite at least one family member or friend to enroll in the game as their wellness partners (alters). Players can accumulate points by sending status updates about their physical activities or setbacks. They can redeem their points to collect virtual objects or play animations of a virtual character related to healthy activities. A tag cloud is generated based the frequency of physical activities reported by members in a playgroup."
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