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Garrett Eastman

Adaptive Game Level Creation through Rank-based Interactive Evolution - 1 views

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    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"
Garrett Eastman

Bringing Online Gaming to the Cloud: a Case Study - 0 views

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    Abstract: "the boom of Cloud Computing services in the recent years has created new opportunities and removed many of the limitations that are typically tied to software deployed on the Internet. It has been shown that the development of online games can benefit from the integration of Cloud services into their design in order to solve many of the problems that plague their development and maintenance. In this paper, we first discuss the current designs of online gaming architectures and present their limits. The solutions offered by using Cloud services in respect to these video games are then explored and the new problems that arise from this combination are addressed. We also present a case study by deploying an online First Person Shooter multiplayer video game on currently available Cloud infrastructures (using Amazon Elastic Compute Cloud) and detailing our architecture specifically designed for this purpose. We show that, where once entering the market of online games was solely affordable by big companies due to the high infrastructure costs, a single person could now create and deploy an online game."
Garrett Eastman

Boston gaming startup Brass Monkey acquires Calif. firm - 0 views

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    Merger between two companies developing "mobile devices into wireless controllers" for game use and other applications
Garrett Eastman

OPENGL BASED 3D FIRS T PERSON SHOOTING GA MES - DESIGN CONCERN S - 0 views

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    Abstract: "D video games are getting popular in the world with the availability of advanced graphic cards, high processing p ower computers, high speed internet and smart sensing devices ranging from general mouse to Microsoft Kinect. OpenGL is a popular graphics processing framework and it is being used by many famous 3D video game design software as the back end framework. In this paper we present our experience with OpenGL based C++ implementation of a 3D first person shooting game. 3D environment building, navigating, character animation, lighting, sound and shooting is described. Specially OpenGL based concepts are discussed for clear understanding of the concepts."
Garrett Eastman

A Review of Film Editing Techniques for Digital Games - 0 views

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    "Automated lm editing involves the generation of the position, orientation, motion and selection of virtual cameras in interactive 3D graphics applications. There is a pressing demand for techniques to assist and automate the control of virtual cameras in the computer games industry where the rapid development of personal computers and high performance consoles has led to substantial improvements in the visual delity of games. The goal of this survey is to characterize the spectrum of applications that require automated lm editing, present a summary of state-of-the-art models and techniques, and identify both promising avenues and hot topics for future research"
Garrett Eastman

Reciprocal Collision Avoidance and Multi-Agent Navigation for Video Games - 0 views

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    Abstract: "Collision avoidance and multi-agent navigation is an important component of modern video games. Recent developments in commodity hardware, in particular the utilization of multi-core and many-core architectures in personal computers and consoles are allowing large numbers of virtual agents to be incorporated into game levels in increasing numbers. We present the hybrid reciprocal velocity obstacle and optimal reciprocal collision avoidance methods for reciprocal collision avoidance and navigation in video games and described their implementations in C++ as HRVO Library and RVO2 Library. The libraries can efficiently simulate groups of twenty-five to one thousand virtual agents in dense conditions and around moving and static obstacles."
Garrett Eastman

An Alien's Guide to Multi-Adaptive Educational Computer Games - 0 views

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    The Zeitgeist that Teaches Geography Challenges of Learning Game Design Introducing the Story Engineand Learning Engine The FourStage Approach to JustinTime Personalization Meeting the Challenges of Gamebased Learning A Possibility to Reduce Costs of DEGs Learning Effectiveness Validation LEV Interactive Digital Storytelling Narrative GameBased Learning Objects Challenges in Realizing Personalized Digital Gamebased Learning Realtime Interaction Trajectory for Adaptivity Evaluation RITAE
Garrett Eastman

COMPARING VIDEO GAME SALES BY GAMING PLATFORM - 0 views

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    abstract: "This paper examines video game sales by platform in the North American market from a period spanning 2006 through 2011. As the home video game industry has rapidly matured and become established as a forefront facet of interactive entertainment in the home, we seek to determine what aspects of the video game market seem to most impact sales. This question is particularly poignant as the maturation of the video game industry has witnessed efforts at both vertical integration and horizontal expansion on the part of the top game publishers and developers in hopes of solidly grounding the industry. This study employs a Kruskal-Wallis test to compare eight different gaming platforms. The results indicate Nintendo's Wii and DS are the top selling game platforms, Xbox 360 is in a second tier, multiple Sony PlayStation platforms are in the third tier, personal computer games are in tier four, and the retired sixth generation Nintendo GameCube is the lowest sales tier."
Garrett Eastman

Local and Global Planning for Collision-Free Navigation in Video Games - 0 views

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    from the introduction: "Collision avoidance and navigation among virtual agents is an important component of modern video games. Recent de- velopments in commodity hardware, in particular the utiliza- tion of multi-core and many-core architectures in personal computers and consoles are allowing large numbers of vir- tual agents to be incorporated into game levels in increasing numbers and with increasing fidelity. As a result, there is a need for efficient techniques to automatically generate real- istic behaviors for such groups of virtual agents"
Garrett Eastman

A Slower Speed of Light - 0 views

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    "A Slower Speed of Light is a first-person game prototype in which players navigate a 3D space while picking up orbs that reduce the speed of light in increments. Custom-built, open-source relativistic graphics code allows the speed of light in the game to approach the player's own maximum walking speed. Visual effects of special relativity gradually become apparent to the player, increasing the challenge of gameplay. These effects, rendered in realtime to vertex accuracy, include the Doppler effect (red- and blue-shifting of visible light, and the shifting of infrared and ultraviolet light into the visible spectrum); the searchlight effect (increased brightness in the direction of travel); time dilation (differences in the perceived passage of time from the player and the outside world); Lorentz transformation (warping of space at near-light speeds); and the runtime effect (the ability to see objects as they were in the past, due to the travel time of light). Players can choose to share their mastery and experience of the game through Twitter. A Slower Speed of Light combines accessible gameplay and a fantasy setting with theoretical and computational physics research to deliver an engaging and pedagogically rich experience."
Garrett Eastman

Energy-Aware Adaptations in Mobile 3D Graphics - 0 views

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    "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 sacri ces to a user's visual experience."
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