Contents contributed and discussions participated by Garrett Eastman
How Evaluation of Massively Multi-Player Online Games Supports Game-Based Learning, Des... - 0 views
Predicting Video Game Sales Using an Analysis of Internet Message Board Discussions - 0 views
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"In this study we build and analyze corpora of internet message board discussions and use this analysis to build a model that attempts to predict videogame sales figures. Weekly corpora are built by downloading and processing text consisting of the discussions of a large community focused on the topic of videogames. This text is then analyzed to determine which videogame titles generate the most discussion within the community for each week. We use support vector regression to create a model that is able to make predictions about future sales figures"
Divergent social attitudes in different video game cultures - 0 views
The Feeling of Being Hunted: Pleasures and Perils of Predation in Play - 0 views
All the World's a Game - 0 views
CEO Corner: Video Game On - 0 views
USC competition pushes the limits of modern video games - 0 views
Becker, Youth Center tackle games design - 0 views
How to market your indie games: Ben Kuchera's lecture at Run Jump Dev - 0 views
Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Gam... - 0 views
Exploring the Use of Audio-Visual Feedback within 3D Virtual Environments to Provide Co... - 0 views
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"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."
Ready Player One: Sharma named first MassDiGI director - 0 views
The Performance of Digital Play - 1 views
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