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Full-Text Articles in Art and Design

Historical Narrative In The Music Of Sid Meier’S Civilization Vi, Alec Larner Aug 2023

Historical Narrative In The Music Of Sid Meier’S Civilization Vi, Alec Larner

Electronic Theses and Dissertations

Sid Meier’s Civilization VI is a 2016 strategy video game in which the player leads a historical civilization from 4000 BC to the present. The Civilization series is the subject of much scholarly writing, especially its representation of history and non- Western cultures. My work builds on Karen Cook’s research (2014) on the technological progress and American hegemonic identity signaled by Civilization IV’s soundtrack. I argue that the music in Civilization VI contributes to a Eurocentric teleological progress narrative of history inherent in the structure of the game: the idea that history is a story of inevitable and positive …


Application Of Retrograde Analysis To Fighting Games, Kristen Yu Jan 2019

Application Of Retrograde Analysis To Fighting Games, Kristen Yu

Electronic Theses and Dissertations

With the advent of the fighting game AI competition, there has been recent interest in two-player fighting games. Monte-Carlo Tree-Search approaches currently dominate the competition, but it is unclear if this is the best approach for all fighting games. In this thesis we study the design of two-player fighting games and the consequences of the game design on the types of AI that should be used for playing the game, as well as formally define the state space that fighting games are based on. Additionally, we also characterize how AI can solve the game given a simultaneous action game model, …


Accurate Player Modeling And Cheat-Proof Gameplay In Peer-To-Peer Based Multiplayer Online Games, Daniel Everett Pittman Jr. Jan 2012

Accurate Player Modeling And Cheat-Proof Gameplay In Peer-To-Peer Based Multiplayer Online Games, Daniel Everett Pittman Jr.

Electronic Theses and Dissertations

We present the first detailed measurement study and models of the virtual populations in popular Massively Multiplayer Online Role-Playing Games (MMORPGs). Our results show that, amongst several MMORPGs with very different play styles, the patterns of behaviors are consistent and can be described using a common set of models.

In addition, we break down actions common to Trading Card Games (TCGs) and explain how they can be executed between players without the need for a third party referee. In each action, the player is either prevented from cheating, or if they do cheat, the opponent will be able to prove …


Redefining Classical Music Literacy: A Study Of Classical Orchestras, Museum Anthropology, And Game Design Theory, Kimberly M. Zahler Jan 2011

Redefining Classical Music Literacy: A Study Of Classical Orchestras, Museum Anthropology, And Game Design Theory, Kimberly M. Zahler

Electronic Theses and Dissertations

The current state of declining audiences for the performing arts in the United States is cause for concern for those musicians and ensembles interested in the continuation of the art forms. The previous model of using audience numbers as the sole or primary measure of an orchestra's success is no longer sufficient in an era of participatory design and interactive experiences. Through observation and analysis of the culture of classical music, this study focuses on the emerging visions of participatory culture and the ways in which museum anthropology and game design theory can be used to redefine classical music literacy …


A Location Aware P2p Voice Communication Protocol For Networked Virtual Environments, Gabor Papp Jan 2010

A Location Aware P2p Voice Communication Protocol For Networked Virtual Environments, Gabor Papp

Electronic Theses and Dissertations

Multiparty voice communication, where multiple people can communicate in a group, is an important component of networked virtual environments (NVEs), especially in many types of online games. While most research has been conducted on one-to-one communication, we focus on group communication. In this dissertation, we present the first measurement study on the characteristics of multiparty voice communications and develop a model of the talking and silence periods observed during multiparty communication. Over a total of 5 months, we measured over 11,000 sessions on an active multi-party voice communication server to quantify the characteristics of communication generated by game players, including …