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Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda 2016 Nanyang Technological University

Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda

Tam Nguyen

Commonsense knowledge representation and reasoning is key for tasks such as artificial intelligence and natural language understanding. Since commonsense consists of information that humans take for granted, gathering it is an extremely difficult task. In this paper, we introduce a novel 3D game engine for commonsense knowledge acquisition (GECKA3D) which aims to collect commonsense from game designers through the development of serious games. GECKA3D integrates the potential of serious games and games with a purpose. This provides a platform for the acquisition of reusable and multi-purpose knowledge and also enables the development of games that can provide entertainment value and ...


Play Time, 2016 Vocational Training Council

Play Time

SIGNED: The Magazine of The Hong Kong Design Institute

In October IVE (Lee Wai Lee)'s Department of Multimedia and Internet Technology played host to more than one hundred computer enthusiasts who came together with the sole aim of creating dozens of new games in just 48 hours. As Summer Cao reports, Hong Kong's inaugural Game Jam was a thumping success.


Technology Matters: The Courts, Media Neutrality, And New Technologies, Deborah Tussey 2016 Oklahoma City University School of Law

Technology Matters: The Courts, Media Neutrality, And New Technologies, Deborah Tussey

Journal of Intellectual Property Law

This article explores the copyright principle of media neutrality in the context of three sets of cases dealing with videogame enhancements, database compilations, and peer-to-peer file sharing. In each set of cases, at least one court produces a judgment which relies heavily on technological distinctions among electronic storage and retrieval systems, in apparent contravention of the media neutrality principle. Media neutrality confers fairly broad authority on courts to extend protection to copyrighted content distributed through new technologies. However, judicial concerns about the relative institutional competencies of Congress and the courts, most clearly expressed in the Sony decision, rightly impose limitations ...


Machinima And Copyright Law, Matthew Brett Freedman 2016 University of Georgia School of Law

Machinima And Copyright Law, Matthew Brett Freedman

Journal of Intellectual Property Law

No abstract provided.


The Creation Process Of A Stylized Character In Comparison To A Semi-Realistic Character, Caitlin D. Hall 4464202 2016 East Tennessee State University

The Creation Process Of A Stylized Character In Comparison To A Semi-Realistic Character, Caitlin D. Hall 4464202

Undergraduate Honors Theses

Abstract

I. Introduction

a. Thesis statement: What is the process for modeling a stylized character and how does this differ from a semi-realistic character?

b. Expanded thesis statement: The two styles differ from start to finish in a variety of ways. I believe that semi-realistic characters require more source material when drawing and modeling; however stylized characters require a different level of creativity and artistic ability in creation. Modeling semi-realistic characters will be more dependent on source images while stylized characters may require special attention with non-standard texture, style, etc. Rendering techniques will also differ when it goes to presenting ...


A New Variant Of Baccarat For Vip Players, Stewart N. Ethier, Jiyeon Lee 2016 University of Utah

A New Variant Of Baccarat For Vip Players, Stewart N. Ethier, Jiyeon Lee

International Conference on Gambling and Risk Taking

In 2013 baccarat generated over US$41 billion in revenue for the 35 casinos of Macau, of which nearly US$30 billion was attributed to VIP players (high-stakes gamblers). Although the VIP market segment has declined over the past two years, it is still substantial. In this talk we propose a new variant of baccarat that will appeal to and attract VIP players. Its appeal lies in the facts that (a) it has a historical connection to baccarat and (b) it is closer to a fair game than is baccarat.


The Elder Scrolls V: Skyrim Stamina Combat Overhaul, Richard Rattner 2016 California Polytechnic State University, San Luis Obispo

The Elder Scrolls V: Skyrim Stamina Combat Overhaul, Richard Rattner

Liberal Arts and Engineering Studies

No abstract provided.


Scare Tactics, Tiago Martines, Gabriel Ortega, Karan Sahu, Lucas Pereira Vasconcelos, Henrique Silva Chaltein de Almeida 2016 Rochester Institute of Technology

Scare Tactics, Tiago Martines, Gabriel Ortega, Karan Sahu, Lucas Pereira Vasconcelos, Henrique Silva Chaltein De Almeida

Theses

It is the purpose of this document to describe the design and development processes of Scare Tactics. The game will be discussed in further detail as it relates to several areas, such as market analysis, development process, game design, technical design, and each team members’ individual area of background research. The research areas include asymmetrical game design, level design, game engine architecture, real-time graphics, user interface design, networking and artificial intelligence.

As part of the team’s market analysis, other games featuring asymmetric gameplay are discussed. The games described in this section serve as inspirations for asymmetric game design. Some ...


Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda 2016 Nanyang Technological University

Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda

Computer Science Faculty Publications

Commonsense knowledge representation and reasoning is key for tasks such as artificial intelligence and natural language understanding. Since commonsense consists of information that humans take for granted, gathering it is an extremely difficult task. In this paper, we introduce a novel 3D game engine for commonsense knowledge acquisition (GECKA3D) which aims to collect commonsense from game designers through the development of serious games. GECKA3D integrates the potential of serious games and games with a purpose. This provides a platform for the acquisition of reusable and multi-purpose knowledge and also enables the development of games that can provide entertainment value and ...


The Impact And Creation Of Level Music For Video Games, Randolph Kestner 2016 East Tennessee State University

The Impact And Creation Of Level Music For Video Games, Randolph Kestner

Undergraduate Honors Theses

This thesis explores the creation of music for a video game level utilizing industry tools for music compositions as well as level design. Music as an element of game design and its resulting impact is also examined.


Leveling The Playing Field: Gender Inclusive Design For Single And Multiplayer Computer Role-Playing Games, Sandra N. Armstrong 2016 Nova Southeastern University

Leveling The Playing Field: Gender Inclusive Design For Single And Multiplayer Computer Role-Playing Games, Sandra N. Armstrong

CEC Theses and Dissertations

Women represent 45% of the entire workforce in the United States, but only comprise 26% of the high-tech industry. Early introduction and interest in video games, contributes to computer literacy and self-confidence in terms of computing skills. Socially pervasive gender stereotypes, found in ubiquitous software, specifically games, factor in the alienation of young girls from active participation in computing. Currently marketed gaming software perpetuate this societal bias in the guise of overly-sexualized game avatars, and fail to adequately address documented female gaming preferences.

Gender inclusive design is more a pragmatic approach to ameliorating gender bias, than creating a pink box ...


Applying Artificial Intelligence To Locomotion, Anson Adams 2015 Loyola Marymount University

Applying Artificial Intelligence To Locomotion, Anson Adams

Research & Exhibition

No abstract provided.


Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach 2015 Old Dominion University

Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach

English Theses & Dissertations

The language used to discuss play in current academic spaces tends to center around formal games (and computer games in particular in the 21st century classroom). Scholarly conversations tend to distort the actual practices that occur in classrooms and subsequently limit the scope of any investigation of the pedagogical function and outcomes of those practices. This project explores the use of play and games in the classrooms of nine composition instructors. From these stories, this project begins to map out a taxonomy in order to begin building toward a pedagogy of play for 21st century writing classrooms. Using a multiperspectival ...


Two Phenomenological Notions As Expressed In The Interactive Art Contained Within Myron Krueger And Jeffrey Shaw's Immersive Environment, Andres R. Montenegro 2015 Indiana University - Purdue University Fort Wayne

Two Phenomenological Notions As Expressed In The Interactive Art Contained Within Myron Krueger And Jeffrey Shaw's Immersive Environment, Andres R. Montenegro

Visual Communication and Design Faculty Publications

The case of Myron Krueger and Jeffrey Shaw epitomizes the paradigm of creative experience near the end of the twentieth century. They survived the grasp of particular dogmas provided by trends such as conceptualism or positions preconizing dematerialization in visual art. This paper analyzes the installation of Krueger’s "Videoplace" and Jeffrey Shaw’s immersive environment "The Legible City” from a phenomenological approach.

My proposal is seeking to demonstrate how an "artificial computational environment” that configures a complex sensed spatiality is not purely physical or material, addressing also the significance of the body as a cooperative interface for interactive phenomenological ...


Towards A Unified Theory Of Play: A Case Study Of Minecraft, James Hooper, Penny de Byl 2015 Bond University

Towards A Unified Theory Of Play: A Case Study Of Minecraft, James Hooper, Penny De Byl

Penny de Byl

Researchers in the fields of game design, childhood development, learning, and movement studies discuss the concept of play. However, the term has been frequently redefined resulting in a divergent understanding of the concept. This paper presents a Unified Theory of Play that aims to provide a holistic examination of the domain that will enhance understanding of play by delivering a tripartite framework for critical analysis of a variety of computer games. Minecraft is presented herein as a case study analysis using the proposed framework.


Theorising Film-To-Game Adaptation, Scott Knight 2015 Bond University

Theorising Film-To-Game Adaptation, Scott Knight

Scott J. Knight

This paper investigates the intersection of ludic and cinematic forms and theories how games are adapted from films in the case of movie-licensed games. It proposes a series of film-to-game adaptation models which describe the practice of this type of adaptation based on structuralist approaches to adaptation theory, aesthetic game studies, and scholarship on transmedia storytelling.


Clairvoyant Learning: The Strangeness Of Playing Games, Jeremy Shipley 2015 Washington University in St. Louis

Clairvoyant Learning: The Strangeness Of Playing Games, Jeremy Shipley

Graduate School of Art Theses

In retelling multiple stories of my research, this document serves as a quest to archive my interest in games as evolved systems of play that continue to manipulate the way we view literacy. In describing the subtly of these terms while examining the folkloric histories that contextualize the language of this media, I have doubly manipulated the form of my paper to be like a choose-your-own-adventure tale, reflecting the estrangement of time and authorship unique to the narrative space in games. Unlike the formal structures found in literature or cinema, games animate collaborative and nonlinear systems that return the craft ...


Testing An Original Story In Multiple Artistic Mediums, Alexander F. Morton 2015 East Tennessee State University

Testing An Original Story In Multiple Artistic Mediums, Alexander F. Morton

Undergraduate Honors Theses

The Story is one of the oldest forms of communication between humans. Various methods have enhanced and updated the Art in a variety of ways since the concept was created. In modern times, a story can exist in multiple mediums because of the variations that humans use today to tell stories. I present an artistic project that will show my development of an original universe, plot, and characters into a storyline introduction for enjoyable purposes. The belief was that these ideas I created could succeed in multiple formats, but I would need to narrow it down and test what I ...


Game Research Methods: An Overview, Petri Lankoski, Steffan Bjork 2015 Carnegie Mellon University

Game Research Methods: An Overview, Petri Lankoski, Steffan Bjork

ETC Press

Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games ...


Reconnect: Designing To Touch, Dana Seros Rohani 2015 Virginia Commonwealth University Qatar

Reconnect: Designing To Touch, Dana Seros Rohani

Theses and Dissertations

Our everyday lives are surrounded by gadgets and digital devices that help us perform our daily chores with ease and efficiency. However, these digital devices can also separate us from what we should do ourselves. Although children who are exposed to high levels of technology might become attuned to the latest and the best gadgets, they might not learn to use their physical abilities. Another implication of a child’s over dependence on technology is that parental interactions such as encouragement, tutoring and reinforcement are provided by gadgets rather than living, breathing parents. Research done by Padma Ravichandran and Brandel ...


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