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Garrett Eastman

EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS - 1 views

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    "This dissertation presents the use of procedural content generation to create expressive design tools: content generators that are accessible to designers, supporting the creation of new kinds of design tools and enabling the exploration of a new genre of game involving the deep integration of procedural content generation into game mechanics and aesthetics. The first of these tools is Tanagra, the first ever AI-assisted level design tool that supports a designer creating levels for 2D platforming games. Tanagra guarantees that levels created in the tool are playable, and provides the designer with the ability to modify generated levels and directly control level pacing. The second tool is Launchpad, which supports a designer controlling both component and pacing features of generated levels; its companion game Endless Web uses the generator to create an infinite world for players to explore and alter through their choices. Endless Web is one of a handful of games in a new genre enabled by content generation: PCG-based games. Finally, this dissertation presents a novel method for understanding, visualizing, and comparing a generator's expressive range, thus allowing designers to understand the implications of decisions they will make during the design process."
Garrett Eastman

Game design tools: Time to evaluate - 0 views

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    "ABSTRACT The art form of the video game has a very idiosyncratic reliance on the process and practice of its designers. We work with creative and computational problems that form a web of deep complexity. And yet, as I have noticed in my professional practice as a game designer, we do not use tools to support our design process. For more than a decade, designers and researchers have argued for the development and use of both conceptual and concrete tools. To this end, formal and semi-formal game design models have been proposed and, more recently, experimental software-based tools have been developed by the research community. To date, however, none of these tools or models have been adopted into mainstream practice within the game design community. In this paper I argue that it is difficult, if not methodologically flawed, to assess the work in the field of game design support without more qualitative data on how such tools fare in actual game design practice. Evaluation research would be an essential contribution towards answering the question of whether - and if so, how - these experimental formal models and tools can support and improve the game design process."
Garrett Eastman

MACHS: an authoring tool to create serious games for machine-tool operator training - 0 views

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    "MACHS, a platform for the generation of serious games, i.e. courses in 3D environments for machine-tool training. The platform consists of two applications: an easy-to-use authoring tool for editing the courses and a 3D simulator for running them."
Garrett Eastman

Machinations Framework - Draft Paper - 0 views

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    From the introduction "The method described in this review is based on the Machinations tool, written based on the book by Dormans (2012) and the accompanying paper, also by Dormans (20 11). After having researched the necessary elements to create this tool and created the first iterations (Dormans, 2008; 2009), Dormans created Machinations as a response to the call of Doug Church (Dormans, 2012, 21) for "formal abstract design tools" whi ch Church (1999) posted on Gamasutra, a game developer website. Machinations is a framework that uses automated, interactive diagrams to simulate and test the gameplay of a game before development, to see if there are any serious flaws in the design and if the game would have plausible (and more importantly, entertaining) progression and emergence. The diagrams represent the flow of resources in a game during, and the feedback structures that exist in, the gameplay, which can be interacted with during the d iagram's runtime."
Garrett Eastman

Supporting Player Diversity: Game Interfaces for People with Disabilities - 0 views

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    Abstract: "As a way to support developers , we propose the creation of specialized tools to deal with accessibility. The hypothesis defined was that it is possible to produce tools that coul d reduce the cost and effort needed to adapt games for people with special needs while achi eving a sufficient level of usability and a pleasant player exper ience . Because of the ambitious of the approach , the goal of the project is to explore if it is feasible through preliminary research . T hree experiments were set up to cover and explore different alternatives , given the diversity of player characteristics and game develop ment approaches . In these experiments we targeted t wo different platforms: a desktop game authoring tool oriented to educators , and a mobile game development framework oriented to programmers . In these experiments we used the to ols developed to produce several games that were also tested by end users . While the project focuses on disability, the ideas proposed can be generalized and applied to support optimizing game interfaces for a wide and diverse audience."
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

Designing and Creating a Game Engine for Use in the Classroom - 0 views

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    Abstract: "This paper describes the creation of a 2D game engine, the ULL Introductory Game Engine (UIGE), for use in an introductory video game programming course as part of an undergraduate computer science curriculum. Having the right tools available can make illustrating the concepts of game development and design substantially easier. In creating the engine, a number of factors such as ease of use and accessibility, were considered. Furthermore, course instructors must determine how much assistance (in the form of tools for the engine) is too much assistance, as students may miss core principles if development with the engine is made too abstract. Successful implementation of tools like UIGE allow students to produce games quickly and the concepts of game development to be taught more effectively."
Garrett Eastman

Designscape - A Suggested Game Design Prototyping Process Tool | Manker | Eludamos. Jou... - 0 views

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    "This paper is a part of the game studies field from a design perspective. It investigates the computer game design process, focusing primarily on prototyping, as it is being performed in game development today. ... Potential users of prototypes and prototyping methods range from the designer and the design team, to beta testers and publishers. The focus in this paper is on internal use of prototypes, where the design team is the target audience. The prototype functions as a tool for getting the team on the same track and to introduce new members to the work. Prototypes and visualizations also tend to replace the game design document more and more. The work presented here is based on analysis of interviews with game designers. By applying perspectives from rhetoric, the aim is to investigate how the communication around the prototyping process within a design team can be improved."
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

PlayAffect: A Developer API for Creating Affective Video Games Using Physiological and ... - 0 views

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    Abstract: "Herein is proposed the creation of an Application Program- ming Interface (API) for the Unity 3 and 4 video game de- velopment engine that not only reads behavioral measures from traditional video game input devices (such as if there has been an increase in mouse movements and clicks) but also takes into account physiological measures from biomet- ric devices (such as an increase in respiratory rate). The API parses these inputs based on study results that correlated player performance and engagement with physio- logical signs across several di erent game genres. Through the use of several rudimentary machine learning algorithms, raw physiological data is transformed into data relevant to a developer, including player engagement. The results of these calculations allow a game designer to have powerful tools for detecting when players experience certain emotions, and al- low for the design of a ective games. Furthermore, the API also exposes the raw data to de- velopers wishing to propose and utilize their own learning algorithms, to allow for a rich development environment for developers of all skill levels. These development tools will enrich the game experience for the player, as well as prepare designers for the use of the next wave of non-traditional in- put hardware. This report serves to illustrate the current status of the API. A brief overview of the signi cance of galvonic skin re- sponse (GSR), heart rate (HR), and respiratory rate (RR) in detecting player performance and engagement will be fol- lowed by a discussion of the API itself and the design choices therein."
Garrett Eastman

A Serious Game for EVAcuation Training - 0 views

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    Abstract: "Serious Games are increasingly used as a training and educational tool. Fire keeps claiming a high number of victims. Some authors allege failures during the evacuation process as the main cause that contributes for that number. Fire drills are used to train buildings' occupants for emergency situations. However, fire drills' participants often have prior knowledge of their schedule and as result they are not as focused as they should. Moreover, fire drills require the mobilization of some resources, leading to financial costs. Performing a fire drill will always affect the normal functioning of the place where they take place; for this reason, sometimes they are not performed at all. In some special locations, like hospitals, fire drills are unsuitable. Emergency planning is crucial to prevent and minimize damage and victims. Albeit the improvement on safety measures, many occupants and employers in this type of buildings still lack adequate knowledge and training on how to behave in such hazardous situations. EVA is presented as a possible solution, which is based on the concept of Serious Game that can be used as a training tool for healthcare professionals. A preliminary prototype was developed. A sample of 20 subjects was selected to test it giving promising results. Results also showed that users who had training in fire prevention appear to perform better in the course. Moreover, participants who regularly play computer games overcame easily the game challenges. Further research and development are still to be explored, which are discussed in the concluding part of this paper."
Garrett Eastman

BINX: An XNA/XBox 360 Educational Game for Electrical and Computer Engineers - 0 views

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    abstract: "This work focuses on the design and implementation of an educational game for deployment on the Xbox 360 commercial game console. Video games can be extremely powerful and effective learning tools when deployed with methodical precision. Currently, no learning tools are available for commercial consoles that focus on teaching core concepts in Engineering. This work presents an overall design for an educational game to address Number Systems in the scope of the Electrical and Computer Engineering curricula. BINX is an educational adventure game designed to address Number Systems and their arithmetic operations in Digital Logic Design, a core course is Electrical and Computer Engineering programs. Object Oriented Design Principles were used in the development of this game. This work presents one sublevel implemented using the XNA framework - a Microsoft Software Development Kit (SDK).The BINX gameplay takes place inside a computer where a malicious virus is threatening the computer's operability. The player has to find the virus and eradicate it by disconnecting the terminals of the graphics processor. The player has the opportunity to practice before taking on the Boss Challenge. In the practice phase, the player practices number conversions without fear of penalties. In the Challenge phase, the player is timed and has to perform the number conversions before the allotted time expires. The combination of practice and challenge provides players with the ability to practice number conversions and, when ready, to take on the challenge task where assessment is conducted to provide the player with the knowledge of how well he/she has performed on the challenge. The number conversion level of BINX was implemented and formally evaluated showing improvement in student scores after using BINX."
Garrett Eastman

Towards a Serious Games Evacuation Simulator - 0 views

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    "The evacuation of complex buildings is a challenge under any circumstances. Fire drills are a way of training and validating evacuation plans. However, sometimes these plans are not taken seriously by their participants. It is also difficult to have the financial and time resources required. In this scenario, serious games can be used as a tool for training, planning and evaluating emergency plans. In this paper a prototype of a serious games evacuation simulator is presented. To make the environment as realistic as possible, 3D models were made using Blender and loaded onto Unity3D, a popular game engine. This framework provided us with the appropriate simulation environment. Some experiences were made and results show that this tool has potential for practitioners and planners to use it for training building occupants."
Garrett Eastman

MAPPING BETWEEN REHABILITATION REQUIREMENTS AND GAME DESIGN PATTERNS IN A GAME FOR PHYS... - 1 views

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    Abstract: "The development of serious games, requires the participation and collaboration of several disciplines; as in the following thesis, showing the collaboration between physiotherapists and developers. Obviously good collaboration and understanding requires a tool that allows passage of information from one discipline to another. One example of such a tool is the concept of patterns. The concept has been adopted in many communities, one of which is game design where they have been called game design patterns, to offer the same advantages with additional benefits. In the following thesis we use game design patterns in order to translate the requirements of physiotherapists into a serious game. Or more precisely, the aim is to satisfy the requirements of physiotherapists as movements, motivation, and other features and map them into patterns and translate them in a serious game. The validation of the mapping was carried out in three different ways: with the physiotherapists, patients, and finally with game designers. The work carried out, shows an example of how game design patterns can be used to satisfy the requirements of physiotherapists in a game for rehabilitation."
Garrett Eastman

Appreciative Learning Approach as a Pedagogical Strategy and Computer Game Development ... - 0 views

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    "This action research study investigated whether the combination of the appreciative learning approach as a pedagogical strategy and computer game development as a technological tool enhances student creativity in terms of the products produced. The study consisted of three phases. Phase I used an experimental design with randomized subjects and a control group to investigate the effectiveness of the combination of appreciative learning and computer game development for creativity enhancement. Phases II and III used a one-group pretest-posttest experimental design for the treatment group only. Subjects of the study consisted of 13 and 14-year-old students. Product creativity was evaluated through the Computer Game Assessment Inventory (COMGAIN). Findings in Phase I indicated that the treatment group produced more creative products than the control group. Improvements in the implementation of the appreciative learning approach and computer game development increased product creativity levels in Phases II and III. Thus, this study provides evidence of the transformational possibilities of the appreciative learning approach when combined with computer game development with regards to student creativity."
Garrett Eastman

Donburi: Social Game Creation for Non-coders - 2 views

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    Abstract: "There are a number of existing game frameworks that make use of simplified programming languages with the goal of lowering the barrier of entry into content creation for noncoders. However, existing tools do not support the creation of social, multiplayer games that creators can easily deploy among their family and friends. To address this, we conducted formative interviews to determine the design goals for a tool that would allow non-coders to create such games. We then created Donburi, a web application that enables anyone to design and publish a mobile, social board game."
Garrett Eastman

Technical framework in game development startups - 0 views

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    "In this thesis, the objective is to study the technical framworks in game development startups and compare them to medium size game development organizations with established product lines. The thesis was done as qualitative research applying grounded theory method in analysis of the data. Based on the results, the game organizations, regardless of their size, are pleased with the tools they have chosen. The main selection criterias for the tools are support for fast iterations, -sharing and -prototyping regardless of the organization size. Game development projects are adaptable and features can change rapidly. The technical framework in game development has to support these features."
Garrett Eastman

"Game Challenge: A Factorial Analysis Approach" by Ian J. Fraser - 0 views

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    Abstract: "Video games that customize to a player's experience level and abilities have the potential to allow a broader range of players to become engaged and maintain interest as they progress in experience level. A game that uniquely customizes the player's experience could attract additional demographics to gaming, which will result in a distinct edge in marketability and potential revenue. This thesis examines a subsection of adaptive gaming systems from the perspective of identifying game factors that alter the level of difficulty. Our focus is to provide a solution useful to both research and commercial gaming communities by developing a system that simulates results offline yet can be integrated into online play. While online performance is the main goal of an adaptive system, the offline simulation provides several benefits. Offline simulation allows the elimination of insignificant factors from inclusion in the training and evolution phase of machine learning algorithms. In addition it provides commercial games with a useful tool or method for performing game balancing and level tuning. To test our approach we designed a test-bed version of the game Pac-Man. The experimental testbed alters environment variables to evaluate their effect on a set of selected response variables. Observing the results of several response variables provides the potential to represent multiple player states, though our focus is on controlling the difficulty for a player. The testbed will simulate the actions of both Pac-Man and the ghosts over a variety of different settings and strategies. The evaluation of a factor's significance and its effect size are calculated using a factorial analysis approach. This method allows the identification of factors relevant to both individual strategies, and the set of all player strategies. Finally, as a proof of concept for both the online and adaptation prospects of this method, we developed a prototype adaptive system. Utilizing the releva
Garrett Eastman

Bill Gates Takes On Education's Biggest Bureaucratic Beast With Video Games - 0 views

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    Along with new federally mandated education standards, investments by Gates in grants for "digital learning" tools.
Garrett Eastman

GALA Blog - 0 views

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    This is the blog of Games and Learning Alliance (GaLA), Network of Excellence for Serious Games, a project " to shape the scientific community and build a European Virtual Research Centre aimed at gathering, integrating, harmonizing and coordinating research on SGs and disseminating knowledge, best practices and tools as a reference point at an international level. The other key focuses of the project are: the support to deployment in the actual educational and training settings; the fostering of innovation and knowledge transfer through research-business dialogue; the development high-quality didactics on SG by promoting and supporting courses at Master and PhD level."
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