Open Access. Powered by Scholars. Published by Universities.®
- Institution
- Keyword
-
- Accessibility (1)
- Accessible game design (1)
- Arguing online (1)
- Argumentation (1)
- Audio navigation (1)
-
- Debate (1)
- Diegetic sonification (1)
- Game design (1)
- Gaming (1)
- Human computer interaction (1)
- Knowledge construction (1)
- Low vision (1)
- Music generation (1)
- Non-player characters (1)
- Online argumentation (1)
- Online debate (1)
- Procedural content generation (1)
- Procedural music (1)
- Realtime Real Time Graphics Culling Visbility (1)
- Video games (1)
Articles 1 - 4 of 4
Full-Text Articles in Computer Engineering
Diegetic Sonification For Low Vision Gamers, Jhané Dawes
Diegetic Sonification For Low Vision Gamers, Jhané Dawes
Master's Theses
There are not many games designed for all players that provide accommodations for low vision users. This means that low vision users may not get to engage with the gaming community in the same way as their sighted peers. In this thesis, I explore how diegetic sonification can be used as a tool to support these low vision gamers in the typical gaming environment. I asked low vision players to engage with a prototype game level with two diegetic sonification techniques applied, without the use of their corrective lenses. I found that participants had more enjoyment and experienced less difficulty …
Dynamic Procedural Music Generation From Npc Attributes, Megan E. Washburn
Dynamic Procedural Music Generation From Npc Attributes, Megan E. Washburn
Master's Theses
Procedural content generation for video games (PCGG) has seen a steep increase in the past decade, aiming to foster emergent gameplay as well as to address the challenge of producing large amounts of engaging content quickly. Most work in PCGG has been focused on generating art and assets such as levels, textures, and models, or on narrative design to generate storylines and progression paths. Given the difficulty of generating harmonically pleasing and interesting music, procedural music generation for games (PMGG) has not seen as much attention during this time.
Music in video games is essential for establishing developers' intended mood …
Measuring The Counter/Assumption Model's Effect On Argumentation Quality, Evan D G Ovadia
Measuring The Counter/Assumption Model's Effect On Argumentation Quality, Evan D G Ovadia
Master's Theses
This thesis presents a new platform called See the Reason, built upon a tree- structured argumentation model called the Counter/Assumption model. In the Counter/Assumption model, a topic is posted first, then under that topic, reasons for and against, and for each reason, counterarguments, and for any counterargu- ment, more counterarguments. The model enables us to systematically determine whether a claim is “tentatively true” or “tentatively false,” in an effort to motivate people to make their side’s claims tentatively true and the opposing side’s claims tentatively false, thus encouraging conflict. Research suggests that debates with more conflict are better, so this …
Real Time Visibility Culling With Hardware Occlusion Queries And Uniform Grids, Ilya Iseletsk Seletsky
Real Time Visibility Culling With Hardware Occlusion Queries And Uniform Grids, Ilya Iseletsk Seletsky
Master's Theses
Culling out non-visible portions of 3D scenes is important for rendering large complex worlds at an interactive frame rate. Past 3D engines used static prebaked visibility data which was generated using complex algorithms. Hardware Occlusion Queries are a modern feature that allows engines to determine if objects are invisible on the fly. This allows for fully dynamic destructible and editable environments as opposed to static prebaked environments of the past. This paper presents an algorithm that uses Hardware Occlusion Queries to cull fully dynamic scenes in real-time. This algorithm is relatively simple in comparison to other real-time occlusion culling techniques, …