An interactive computer game "to detect and quantify the influence of color on the performance of people executing tasks that require attention and showed to be attractive for people with ADHD. "
In the next twelve months more schools will be setting homework assignments for their students to play computer games. This will be because schools, expecting more of their students, will be looking for ways to support them to develop a deep level of understanding in, say, science, maths, or in being effective creators and consumers of the digital world (how to code, mash-up websites, design apps and so on).
Massively multiplayer online role-playing games (MMORPGs) have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game.
"We argue that the development of innovative artificial intelligence (AI) systems plays a crucial role in the exploration of currently unreachable spaces. To aid in exploration, we suggest a practice called AI-based game design, an iterative design process that deeply integrates the affordances of an AI system within the context of game design."
"first, we give empirical evidence that shows the extent to which productive training (i.e. vocalizing words) is superior to receptive vocabulary training, and discuss the use of scaffolding hints to "unpack" factors in the learner‟s linguistic knowledge that may impact reading. Second, we discuss what our results suggest for future research in HCI."
Certificate program "aimed at professionals with a degree in computer science, information technology, or art who seek entre into the growing digital games industry."
Of the innovative science and technology school programs (with and without external funding,) the last mentioned here is an after school program Intro to Computer Programming and Intro to Video Game Design, sponsored by DeVry University, at the Tutorspree school in New York
An announcement from Convergence Technologies about a Kickstarter crowdfunding for "The Bridge, an all-in-one wireless keyboard, mouse and universal remote for computers, Smart TVs and home entertainment systems." Described as combining a smart phone keyboard with common video game controller.
"In this paper we present an ap-
proach for serious game development, based on the model-driven game
development techniques. Our approach aims at reducing the complexity
of game design and implementation by separating the conceptual envi-
ronment of the game and its concrete implementation.We rst dene the
abstract models that characterize the structure and behavior of the game.
Then, with the software architecture model and the platform-specic
model, we transform the abstract models into concrete implementations.
The resulting prototypes are generated completely (100%)."
"Smartphone devices are becoming the de facto personal com-
puting platform, rivaling the desktop, as the number of
smartphone users is projected to reach 1.1 billion by 2013.
Unlike the desktop, smartphones have a constrained energy
budget, which is further challenged by increasingly sophisti-
cated applications. Amongst the most popular applications
on smartphone devices are games and virtual environments
that rely on 3D graphics. Due to the computational inten-
sity of geometry and rasterization, as well as the perpetually
illuminated display, these applications are extremely power-
hungry. To prolong the battery life of devices running these
applications, we propose two new energy-aware adaptation
schemes that can be employed in 3D graphics applications:
lighting limitation and textural transformation. Our results
show that we can conserve between 20% and 33% of energy
with acceptable sacrices to a user's visual experience."
"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."