Open Access. Powered by Scholars. Published by Universities.®
- Institution
-
- Air Force Institute of Technology (2)
- City University of New York (CUNY) (1)
- East Tennessee State University (1)
- Georgia Southern University (1)
- Louisiana State University (1)
-
- Loyola Marymount University and Loyola Law School (1)
- New Jersey Institute of Technology (1)
- Nova Southeastern University (1)
- Texas A&M University-Commerce (1)
- University of Arkansas, Fayetteville (1)
- University of Central Florida (1)
- University of Lynchburg (1)
- University of the Pacific (1)
- Virginia Commonwealth University (1)
- Keyword
-
- Game design (3)
- Video Games (2)
- Virtual reality (2)
- 1964-1965 New York World's Fair (1)
- Active Viewing (1)
-
- Algorithm (1)
- Artificial intelligence (1)
- Data Sets (1)
- Data science (1)
- Digital rhetoric (1)
- Effects Animation (1)
- Electronic music (1)
- Engagism (1)
- Eschatology (1)
- Experimental music (1)
- Fatherhood (1)
- Fatigue (1)
- Game development (1)
- Game dynamics (1)
- Gaming (1)
- God of War (1)
- Houdini (1)
- Improvisation (1)
- Indeterminacy (1)
- Joint All-Domain Command and Control (JADC2) (1)
- Machine learning (1)
- Masculinity (1)
- Multi-Domain Operations (MDO) (1)
- Narrative (1)
- Neural network (1)
Articles 1 - 15 of 15
Full-Text Articles in Art and Design
Spontaneity And The Supernatural: Simulating Improv On Twine, Angelica Zadak
Spontaneity And The Supernatural: Simulating Improv On Twine, Angelica Zadak
All HCAS Student Capstones, Theses, and Dissertations
This thesis is an improv-based digital role-playing game (RPG) created on Twine titled Spontaneity and the Supernatural. The game synthesizes Dustin Edward’s scholarship on remix and digital rhetoric, Kathleen Blake Yancy and Stephen J. McElroy’s application of assemblage theory in composition, and Viola Spolin’s improv theory and practices to take improv from the stage to a digital space. This game uses Twine as a development tool to deliver improv concepts, such as Spolin’s ensemble, environment, and intuition, procedurally. To incorporate these elements into the game, the thesis engages potential players with a narrative that suggests all players can practice improv …
Indeterminate Sample Sequencing In Virtual Reality, Chase Mitchusson
Indeterminate Sample Sequencing In Virtual Reality, Chase Mitchusson
LSU Doctoral Dissertations
The VR Sequencer is a tool for composing and performing music which takes advantage of spatial configuration of 3-D objects to generate looping sequences. This project combines dice-rolling with omnidirectional playheads and variable terrain to make a sequencer with indeterminate features in Virtual Reality (VR). A comparison of mapping systems for music games and digital instruments demonstrates a middle ground for interactive music making which the VR Sequencer applies. An inspection of current VR works exhibits a disconnect be- tween VR gamers and experimental musicians. In an attempt to give the gaming community access to experimental music making, the VR …
Fair World 64: A Text-Based Game Of The 1964–1965 World's Fair, Christofer R. Gass
Fair World 64: A Text-Based Game Of The 1964–1965 World's Fair, Christofer R. Gass
Dissertations, Theses, and Capstone Projects
The project is a text-based game of a typical day during the first season of the 1964 World’s Fair in what is now Flushing Meadows-Corona Park. The 1964-1965 World’s Fair, that Robert Moses presided over as president, was one of the largest and most expensive fairs ever created, but only days after the last fairgoer left through the turnstile most of the many pavilions that brought education, entertainment, and joy to so many people were destroyed to leave a vast open space that is relatively empty to this day. Although most of the pavilions were either relocated or demolished, there …
Analysis Of Gameplay Strategies In Hearthstone: A Data Science Approach, Connor W. Watson
Analysis Of Gameplay Strategies In Hearthstone: A Data Science Approach, Connor W. Watson
Theses
In recent years, games have been a popular test bed for AI research, and the presence of Collectible Card Games (CCGs) in that space is still increasing. One such CCG for both competitive/casual play and AI research is Hearthstone, a two-player adversarial game where players seeks to implement one of several gameplay strategies to defeat their opponent and decrease all of their Health points to zero. Although some open source simulators exist, some of their methodologies for simulated agents create opponents with a relatively low skill level. Using evolutionary algorithms, this thesis seeks to evolve agents with a higher skill …
An Analysis Of The History And Ethics Of Video Games, Trenton Brock
An Analysis Of The History And Ethics Of Video Games, Trenton Brock
Honors Theses
No abstract provided.
Explorations Of Liminality And Intersectionality In Tabletop Games, Alyna Kim
Explorations Of Liminality And Intersectionality In Tabletop Games, Alyna Kim
Honors Thesis
In fantasy role-playing games (RPGs), especially tabletop role-playing games (TTRPGs), participants are required to collaborate to create not only fantasy personas in the shape of characters, but also the world and space that makes up the game itself. Participants therefore create a sense of both time and space that exist outside of basic reality. The created space and time––referred to as a world or a story––exists as a liminal space that participants and characters use as a tool to both exist and explore. While the participants exist physically in the real world, the game space allows them to go beyond …
Simulating Destruction Effects In Sidefx Houdini, Ethan B. Elkins
Simulating Destruction Effects In Sidefx Houdini, Ethan B. Elkins
Undergraduate Honors Theses
As movies, television shows, and other forms of media have progressed over the last century, the use of destruction sequences as a form of entertainment have seemingly grown exponentially. From ginormous explosions to cities collapsing, more destruction sequences have drawn people’s attention in ways that are quite captivating. However, as content producers continue to push the limit of what is possible, the reliance on practical effects starts to dwindle in comparison to the usage of computer generated scenes. This thesis acknowledges the trend and dissects the entire process of how a general destruction sequence is made, from the research and …
The Magic Circle: An Essential Experience Through Virtual Theatre, Brandon Roye
The Magic Circle: An Essential Experience Through Virtual Theatre, Brandon Roye
Graduate Theses and Dissertations
This thesis explores the similarities of video game design elements within the world of theatrical scenic design. Using my 2019 scenic design of Marc Camoletti’s bedroom farce Boeing Boeing as the backdrop, I discuss the core concepts of game design. I then describe the scenic process of the production and the journey from concept all the way through to a virtual reality recreation of the design. The study of game design in theatre has the potential to open a wide new world of opportunities in the scenic design industry. This paper examines how the theatre can benefit from game design …
Developing A Serious Game To Explore Joint All Domain Command And Control, Nathaniel W. Flack
Developing A Serious Game To Explore Joint All Domain Command And Control, Nathaniel W. Flack
Theses and Dissertations
Changes in the geopolitical landscape and increasing technological complexity have prompted the U.S. Military to coin Multi-Domain Operations (MDO) and Joint All-Domain Command and Control as terms to describe an over-arching strategy that frames the complexity of warfare across both traditional and emerging warfighting domains. Teaching new and advanced concepts associated with these terms requires both innovation as well as distinct education and training tools in order to realize the cultural change advocated by senior military leaders. BSN, a Collectible Card Game, was developed to teach concepts integral to MDO and initiate discussion on military strategy.
Creating Worlds Of Endless Variety: An Evaluation Of Procedural Content Generation In Gaming, David Cole
Creating Worlds Of Endless Variety: An Evaluation Of Procedural Content Generation In Gaming, David Cole
Undergraduate Theses and Capstone Projects
Today, video games are more ingrained in American society than they have ever been before. This entertainment medium has become more profitable than all television streaming services combined as well as the entire film industry in Hollywood. Playing video games, which was once considered a pastime, has become a career for many, with websites such as YouTube and Twitch hosting thousands of “let’s play” channels and various esports tournaments boasting six- or even seven-figure prize pools.
With the evident popularity and financial success of video games, radical changes to the game development process can carry a massive impact on society, …
Introducing The Game Design Matrix: A Step-By-Step Process For Creating Serious Games, Aaron J. Pendleton
Introducing The Game Design Matrix: A Step-By-Step Process For Creating Serious Games, Aaron J. Pendleton
Theses and Dissertations
The Game Design Matrix makes effective game design accessible to novice game designers. Serious Games are a powerful tool for educators seeking to boost the level of student engagement and application in academic environments, but the can be difficult to incorporate into existing courses due to availability and the cost of quality game design. The Game Design Matrix was used by two educators, novice game designers, to create a serious game. The games were assessed in an academic setting and observed to be effective in engagement, interaction, and achieving higher levels of learning.
The Level Of Creative Thinking Of Stem-Oriented Middle And High School Children Associated With The Level Of Self-Motivated Play And Success Within A Builder Game And Engagement In Builder Gaming Communities' Social Media Culture, John Aedo
Electronic Theses and Dissertations, 2020-2023
Literature indicates that the United States has fallen behind other countries in the world in terms of creativity. At the same, children's self-motivated gaming and involvement in gaming communities have grown as a major pass time. The literature is inconsistent on the relationship between games and creativity with some indicating benefit while others indicate harm. Might the observed level of creative thinking among children be associated with the level of a priori self-motivated engagement with creative games and associated social media? Given the wide spectrum of the kinds of games, this research considers the "builder" (e.g. Minecraft) genre and related …
Fool's Rest, Aidan Quinlan
Fool's Rest, Aidan Quinlan
Theses and Dissertations
The text calls itself a guide, but it is no guide. From the genre of guide, it borrows the outlines and silhouettes and lines between things and spaces and ideas. It lingers on the shadows of its subject(s); it is attentive to the periphery of its world; but it cannot take you there. There is no there. It lacks the authority of the guide; it lacks the lucidity, the efficiency, the false totality of the guide; it lacks the confidence.
The guide embodies its own anxieties. This makes sense, as its reason to exist was born on the one-way highway …
Plausible Expositions With Possible Expeditions, Nikolaus D. James
Plausible Expositions With Possible Expeditions, Nikolaus D. James
Electronic Theses and Dissertations
Influenced by video games and cinema, in this body of work, Plausible Expositions with Possible Expeditions, I use objects to create scenarios that suggest a narrative. The scenes are then photographed and displayed through cathode-ray tube televisions and viewers use their own knowledge and ideas about the objects to create that narrative. Each of these objects has is own data set, and the most common have a universal data set—information surrounding the object that is widely recognized, much like how a crowbar is commonly associated with crime. Similar to playing a video game, an algorithm is used when viewing my …
God Of War: Masculinity And Fatherhood Through Procedural Rhetoric, Andrew A. Morgan
God Of War: Masculinity And Fatherhood Through Procedural Rhetoric, Andrew A. Morgan
University of the Pacific Theses and Dissertations
Video games and academia have a long history with one another. Academic researchers have continued to debate the extent to which video games can materialize real world effects. In this thesis, I employ procedural rhetoric and feminist scholarship to analyze the rhetorical power of God of War. I focus on the game’s immersive procedures and the performances of masculinity from Kratos, Atreus, and Baldur. These three characters all perform different masculinities, and their interactions with one another inform the game’s portrayal of masculinity and fatherhood. By engaging in violence and depicting nuanced performances of masculinity, God of War positions the …