Open Access. Powered by Scholars. Published by Universities.®

Physical Sciences and Mathematics Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 6 of 6

Full-Text Articles in Physical Sciences and Mathematics

Problem Solving For Industry, Jozimar Basilio Ferreira, Nicholas Chibuike-Eruba, José Fernando González Anavia, Jolomi (Oritsejolomi) Sillo Jul 2022

Problem Solving For Industry, Jozimar Basilio Ferreira, Nicholas Chibuike-Eruba, José Fernando González Anavia, Jolomi (Oritsejolomi) Sillo

ICT

This project seeks to use reinforcement learning to develop AI agents used to controlled NPCs in video game worlds that are capable of mastering decision tasks in their video game environments. Our job will be to develop algorithms and methods that can effectively train the AI agents using Reinforcement learning, which can be used in various gaming environments and scenarios such as racing games and first-person shooters. We then market these agents to video game developers for use in their game worlds. The developer can use our agents as-is in their game without modifications or they can train them further, …


Contours Of Virtual Enfreakment In Fighting Game Characters, Sercan Sengun, Peter Mawhorter, James Bowie-Wilson, Yusef Audeh, Haewoon Kwak, D. Fox Harrell Jul 2022

Contours Of Virtual Enfreakment In Fighting Game Characters, Sercan Sengun, Peter Mawhorter, James Bowie-Wilson, Yusef Audeh, Haewoon Kwak, D. Fox Harrell

Research Collection School Of Computing and Information Systems

Characters in fighting videogames1 such as Street Fighter V and Tekken7 typically reveal a phenomenon that we define as virtual enfreakment: their bodies, costumes, and fighting styles are exaggerated (1) in a manner that emphasizes perceived exoticism and (2) to enable them to be easily visually and conceptually distinguishable from one another. Here, using both quantitative and qualitative methods, including crowd-sourced surveys and analyses of game mechanics, we report on the contours of virtual enfreakment in those games. We specifically examine differences in character design across gender, national-origin, and skin-color lines. Disappointingly but not surprisingly, we find racism and sexism …


A Critical Analysis Of Mystery In Videogames, Ali Alkhafaji May 2018

A Critical Analysis Of Mystery In Videogames, Ali Alkhafaji

College of Computing and Digital Media Dissertations

Historically, videogame research has focused on how different videogame attributes (like challenge, fantasy, control, goals, etc.) impact the player experience. This type of research is important because it can provide insight into how to design more enjoyable videogames. However, very little exists within the current literature that focuses on mystery and its impact on the player experience. This dissertation is concerned with providing the research community with a better understanding of how mystery manifests in videogames and consequently impacts the player experience, specifically curiosity and motivation. To this end, the research questions are: 1. How do players experience mystery in …


Measuring The Impact Of Narrative On Player's Presence And Immersion In A First Person Game Environment, Raul Huerta Aug 2012

Measuring The Impact Of Narrative On Player's Presence And Immersion In A First Person Game Environment, Raul Huerta

Theses and Dissertations - UTB/UTPA

In the virtual environments (VE) literature, presence has been described as the feeling whereby an individual feels as if he or she is actually in the VE. In the videogame literature, the related concept of immersion is viewed as an effect facilitating player engagement. This thesis examines how narrative and graphics quality influence presence and immersion in a first person game. Three levels of narrative and graphics quality are used in an empirical study: text narrative with high quality graphics, no text narrative with high quality graphics, and no text narrative with low quality graphics. Results showed that there is …


Ethically Notable Videogames: Moral Dilemmas And Gameplay, Jose Zagal Dec 2008

Ethically Notable Videogames: Moral Dilemmas And Gameplay, Jose Zagal

Jose P Zagal

In what ways can we use games to make moral demands of players and encouraging them to reflect on ethical issues? In this article we propose an ethically notable game as one that provides opportunities for encouraging ethical reasoning and reflection. Our analysis of the videogames Ultima IV, Manhunt, and Fire Emblem: Radiant Dawn highlights the central role that moral dilemmas can play towards creating ethically notable games. We discuss the different ways that these are implemented, such as placing players in situations in which their understanding of an ethical system is challenged, or by creating moral tension between the …


Rounds, Levels, And Waves: The Early Evolution Of Gameplay Segmentation, Jose Zagal, Clara Fernandez-Vara, Michael Mateas Dec 2007

Rounds, Levels, And Waves: The Early Evolution Of Gameplay Segmentation, Jose Zagal, Clara Fernandez-Vara, Michael Mateas

Jose P Zagal

This article explores the early evolution of the structure and management of gameplay in videogames. We introduce the notion of gameplay segmentation to capture the role that design elements like level, boss, and wave play in videogames, and identify three modes of segmentation. Temporal segmentation limits, synchronizes and/or coordinates player activity over time. Spatial segmentation breaks the game’s virtual space into sub-locations. Challenge segmentation presents the player with a sequence of self-contained challenges. We describe each mode, and additional sub-modes, by analyzing vintage arcade games. Our analyses illustrate how these games represent a “primordial soup” in which many current game …