Skip to main content

Home/ Groups/ Becker Video Game Design
Garrett Eastman

Mechanic Miner: Re ection-Driven Game Mechanic Discovery and Level Design - 0 views

  •  
    Abstract: "We introduce Mechanic Miner, an evolutionary system for discovering simple two-state game mechanics for puzzle platform games. We demonstrate how a re ection-driven generation technique can use a simulation of gameplay to select good mechanics, and how the simulation- driven process can be inverted to produce challenging levels speci c to a generated mechanic. We give examples of levels and mechanics generated by the system, summarise a small pilot study conducted with example levels and mechanics, and point to further applications of the technique, including applications to automated game design."
Garrett Eastman

Vector game+art convergence - 0 views

  •  
    An event scheduled in Toronto February 20-24 at multiple venues exhibiting art based on video games
Garrett Eastman

Concepts for User Experience Research - 0 views

  •  
    Abstract: "We present concepts of user experience (UX) research and show application areas where UX can be applied. We categorise assessment methods, and present estimation models and metrics of UX. Especially the relations between UX and bio-physiological responses, as well as observations are in the foreground." Includes a section on gamification and game experience.
Garrett Eastman

Gamification - Coursera - 0 views

  •  
    Date to be announced. Taught by Kevin Werbach, University of Pennsylvania. Description: "Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively.
Garrett Eastman

Newell, Abrams announce plans for movie/game collaborations - 0 views

  •  
    "At a DICE Summit conversation this morning, Valve cofounder Gabe Newell and TV and movie director J.J. Abrams announced plans to collaborate on future game and movie projects, including potential Portal and Half-Life movies."
Garrett Eastman

Ars Technicast Episode 19: Video games of the FUTURE Future future… | Ars Tec... - 0 views

  •  
    "In this episode of the Ars Technicast, we talk about where we think the industry is headed and which new players might have real impact. Senior Apple Editor Jacqui Cheng, Social Editor Cesar Torres, and Senior Reviews Editor Lee Hutchinson join Kyle in a discussion about hardware, software, and indie development issues."
Garrett Eastman

Creating Meaningful Agency through Spatial Exploration in Digital Interactive Storyworlds - 0 views

  •  
    Abstract: "Amongst the highly interactive media of modern times, video-games are the highlight of digital interactive story- worlds. With a push towards ever increasing player free- dom, video-games have started o ering large explorable worlds for the player to delve into. However exploring the digital space in itself often has no meaningful bear- ing on the story. What could be done to make exploring these vast digital worlds itself the catalyst for unfolding a story? Within my research paper, I will investigate what techniques allow for a story-immersive reason to explore, and how a story may be born from exploring."
Garrett Eastman

Experiences with AR plots: design issues and recommendations for augmented reality base... - 0 views

  •  
    Abstract: "Digital games have the potential for changing attitudes towards social issues such as climate change and sustainability. This paper presents the experience of developing a prototype locative game with an augmented reality interface that is designed to fit in with the fractured nature of travel time on public transport. We discuss the technical challenges, usability issues and game design approaches used to work within these constraints."
Garrett Eastman

Using Game Metrics to Drive Real-Time Game Adaption for a More Engaging and Useful Tuto... - 0 views

  •  
    towards a game tutorial to "adapts to the skill of the player and tailors itself to the individual player"
Garrett Eastman

Targeting Gamification Applications to Increase User Participation - 0 views

  •  
    Abstract: "More and more (IT-)suppliers of- fer services to implement gami cation in their customers' organizations [2]. What should be considered when start- ing such a project? What are critical success factors to get users involved? This paper is aimed at identifying ways to improve user involvement, speci cally by target- ing a target audience by its demographics. It aims to do so through literature research and interviews about com- pleted projects. The goal of this research is to add an overview of not only the aforementioned success factors but also a view on if and how they are applied."
Garrett Eastman

Games for a Digital Age: K-12 Market Map and Investment Analysis - 0 views

  •  
    Abstract: :Games for a Digital Age: K-12 Market Map and Investment Analysis includes a sector analysis and market map of game‐based learning initiatives with an analysis of relevant trends in education and digital technology that are likely to impact development of a robust game-based learning market segment. By formulating a new framework for understanding the changing dynamics of purchase decisions at the school, extended learning, and consumer levels including a "follow the money" analysis, this report will guide efficient use of existing capital and examine where new investment would be most productive. Conducted and written by Dr. John Richards, Leslie Stebbins and Dr. Kurt Moellering, the report synthesizes findings from extensive market research and a series of fifty interviews with leaders in the developer and publishing industries, and from the government, foundation and research sectors."
Garrett Eastman

Design and Implementation of Mobile Educational Games: Networks for Innovation - 0 views

  •  
    P. 158 in a long document. Abstract: " 157 Chapter 8Design and Implementation of Mobile Educational Games: Networks for Innovation Rob Harrap 1 , Sylvie Daniel 2 , Michael Power 3 , Joshua Pearce 4 , Nicholas Hedley 5 1 Queen's University, Department of Geological Sciences and Geological Engineeringharrap@geol.queensu.ca 2 Université Laval, Department of Geomaticssylvie.daniel@scg.ulaval.ca 3 Université Laval, Faculty of Educationmichael.power@fse.ulaval.ca 4 Michigan Technological University, Department of Materials Science & Engineering and theDepartment of Electrical & Computer Engineering, USApearce@mtu.edu 5 Simon Fraser University, Department of Geographyhedley@sfu.ca Abstract :" Research networks foster creativity and break down institutional bar-riers, but introduce geographic barriers to communication and collaboration. Indesigning mobile educational games, our distributed team took advantage of di-verse talent pools and differing perspectives to drive forward a core vision of our design targets. Our strategies included intense design workshops, use of online meeting rooms, group paper and software prototyping, and disseminationof prototypes to other teams for refinement and repurposing. Our group showedstrong activity at the university-centered nodes with periods of highly effectivedissemination between these nodes and to outside groups; we used workshopinvitations to gather new ideas and perspectives, to refine the core vision, toforge inter-project links, and to stay current on what was happening in othernetworks. Important aspects of our final deliverables came from loosely-associated network members who engaged via collaborative design exercises inworkshops, emphasizing the need to bring the network together and the im-portance of outside influences as ideas evolve. Our final deliverable, a mobileeducational game and a series of parallel technology demonstrations, reflect themix of influences and the focus on iterated development that our net
Garrett Eastman

MakeGamesWithUs challenges MIT students in iOS game development competition - 0 views

  •  
    Collaboration between startup and institute
Garrett Eastman

HTML5 Game Development - 0 views

  •  
    "This course will walk you through the major components of building GRITS, an HTML5 game. We'll talk about how to take standard game development techniques, and use them to create high performance HTML5 applications."
Garrett Eastman

Design Metaphors for Procedural Content Generation in Games - 0 views

  •  
    Abstract :"Procedural content generation (PCG), the algorithmic creation of game content with limited or indirect user input, has much to offer to game design. In recent years, it has become a mainstay of game AI, with significant research being put towards the investigation of new PCG systems, algorithms, and techniques. But for PCG to be absorbed into the practice of game design, it must be contextualised within design-centric as opposed to AI or engineering perspectives. We therefore provide a set of design metaphors for understanding potential relationships between a designer and PCG. These metaphors are: TOOL, MATERIAL, DESIGNER, and DOMAIN EXPERT. By examining PCG through these metaphors, we gain the ability to articulate qualities, consequences, affordances, and limitations of existing PCG approaches in relation to design. These metaphors are intended both to aid designers in understanding and appropriating PCG for their own contexts, and to advance PCG research by highlighting the assumptions implicit in existing systems and discourse"
Garrett Eastman

Comparative Study of QoE Measurement Techniques - 0 views

  •  
    Abstract :"Quality of experience (QoE) is a measure of the customer's experience with a service. In an online gaming scenario, players expect the experience to be realistic, continuous and precise. It is important to know not just the end user's experience but also the probable cause of the experience, good or bad. Understanding the cause is essential for improving the game design via a feedback loop, which in turn con- tributes towards game longevity. We begin by focussing on two broad categories of the QoE measurement tech- niques for gaming scenario, subjective and objective measurement. We then study two frameworks, One-Click[4] and Perceptual View Inconsistency[5] from the perspec- tive of the scenarios in which they can be applied, their ability and more importantly, their inability to measure certain aspects of end user experience, and the diculties encountered while applying these techniques. Subsequently, we try to propose a sim- ple scheme in which both of these techniques can be used to complement each other in a real life scenario, and get the best out of both."
Garrett Eastman

Mobile phone apps/games and its effect on the market - 0 views

  •  
    Abstract: "The advantage of using app verses tradition browsing on mobile devices in the market can improve communication with customer. Allowing more creative way to promote brand and advertise to the growing crowd of mobile ecommerce. Mobile apps will be a great tool to simplify the customer‟s path to products that they value in the future as mobile market grows larger and more complex. Organizations that fail to see and act on the potential of the growing mobile market will get left behind. Additionally those that can simplify mobile commerce, making commerce more interactive with less hassle, give customer the experience they want, more secure, and put all that in the palm of a customer‟s hand will be able to ride the trend to success."
Garrett Eastman

Can you make money with free services? - 0 views

  •  
    A presentation arguing that you can using internet games with enhancements available through micropayments
Garrett Eastman

Toward a Methodology for Writing Dynamically Immersive Branching Dialogue in Digital Ga... - 0 views

  •  
    From the abstract: "This paper examines the state of the art in narrative creation and writing for video games and simulations, and proposes a methodology for writing dynamically immersive branching dialogue. Conclusions reached are based upon the author's research and development as head writer for the First Person Cultural Trainer (FPCT), UTD Arts and Technology's multi-award winning training simulation."
« First ‹ Previous 181 - 200 of 1031 Next › Last »
Showing 20 items per page