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Predicting Stag And Hare Hunting Behaviors Using Hidden Markov Model, Rex Bringula, Ma. Mercedes T. Rodrigo 2020 Ateneo de Manila University

Predicting Stag And Hare Hunting Behaviors Using Hidden Markov Model, Rex Bringula, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

In this paper, we used Hidden Markov Model (HMM) to describe the gaming behaviors of students and whether they will exhibit “stag” or “hare” hunting behavior in a mobile game for mathematics learning. We found that there is a 99% probability that the students will stay either as stag or hare hunters. Our results also suggest that they would choose arithmetic problems involving addition. These game behaviors are not beneficial to learning because they are only exhibiting mathematical skills they already know. The results of the study show that stag and hare hunters have unique traits that separate the one …


Plausible Expositions With Possible Expeditions, Nikolaus D. James 2020 Georgia Southern University

Plausible Expositions With Possible Expeditions, Nikolaus D. James

College of Graduate Studies: Theses & 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 …


Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber 2020 Rochester Institute of Technology

Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.


God Of War: Masculinity And Fatherhood Through Procedural Rhetoric, Andrew A. Morgan 2020 University of the Pacific

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 …


Fool's Rest, Aidan Quinlan 2020 Virginia Commonwealth University

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 …


Quantifiable Isovist And Graph-Based Measures For Automatic Evaluation Of Different Area Types In Virtual Terrain Generation, Andrew Pech, Chiou Peng Lam, Martin Masek 2020 Edith Cowan University

Quantifiable Isovist And Graph-Based Measures For Automatic Evaluation Of Different Area Types In Virtual Terrain Generation, Andrew Pech, Chiou Peng Lam, Martin Masek

Research outputs 2014 to 2021

© 2013 IEEE. This article describes a set of proposed measures for characterizing areas within a virtual terrain in terms of their attributes and their relationships with other areas for incorporating game designers' intent in gameplay requirement-based terrain generation. Examples of such gameplay elements include vantage point, strongholds, chokepoints and hidden areas. Our measures are constructed on characteristics of an isovist, that is, the volume of visible space at a local area and the connectivity of areas within the terrain. The calculation of these measures is detailed, in particular we introduce two new ways to accurately and efficiently calculate the …


Pixelated Poison: Addiction Of Vibrant Yet Violent Video Games, Filza Rizwan 2019 Institute of Business Administration

Pixelated Poison: Addiction Of Vibrant Yet Violent Video Games, Filza Rizwan

MSJ Capstone Projects

The craze of online gaming has caused addiction in youngsters. They want to play games for leisure but they end up being addicted to them. This capstone project focused on the in-depth analysis of the role and impact of this million-dollar gaming industry on children and their lives.

This project is about the influence of video games on children and adolescents. Recently, the obsession with online gaming is causing an addiction in them, which has led to an increase in physical and cyber bullying.


Fall 2019, 2019 DePaul University

Fall 2019

In The Loop

Health Outlook: A unique medical informatics partnership opens students' eyes to research-intensive graduate programs and careers; The Voices of Summer: CDM and the Chicago Housing Authority team up to help Chicago youth express their creativity; Bright Idea: Data science professors take a shine to luminous technology for online learning; They've Got Game: A team of students and alumni score points with a tricked-out basketball toy and an anime hoops star; You Look Marvelous; A DePaul alumna sours at America's most superpowered dream factory; Seen and Heard; Code of Honor: Redar Ismail transforms adversity into award-winning software that aids others


Jewish Time Jump: New York, Owen Gottlieb 2019 Rochester Institute of Technology

Jewish Time Jump: New York, Owen Gottlieb

Articles

Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …


Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley 2019 Rochester Institute of Technology

Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley

Presentations and other scholarship

Faculty in the fields of games and interactive media face significant challenges in publishing and documenting their scholarly work for evaluation in the tenure and promotion process. These challenges include selecting appropriate publication venues and assigning authorship for works spanning multiple disciplines; archiving and accurately citing collaborative digital projects; and redefining “peer review,” impact, and dissemination in the context of creative digital works. In this paper I describe many of these challenges, and suggest several potential solutions.


Virtual Dissection Of White Matter Tracts In A Human Brain Using Applied Game Design And Virtual Reality Imaging, Basil Lim, Anurag Nasa, Nicola Carswell, Elena Roman, Malia Kissner, Darren W. Roddy, Veronika O'Keane, James Carswell 2019 Technological University Dublin

Virtual Dissection Of White Matter Tracts In A Human Brain Using Applied Game Design And Virtual Reality Imaging, Basil Lim, Anurag Nasa, Nicola Carswell, Elena Roman, Malia Kissner, Darren W. Roddy, Veronika O'Keane, James Carswell

Other

Visualisation of neural tracts in the human brain has previously been accomplished using two dimensional (2D) representational formats. In most cases, pre-operative visualisation is through the medium of 2D MRI image slices, representing coordinates in the brain through a combination of axial, sagittal, and coronal orthographic viewpoints. Software such as ExploreDTI can visualise off-axis viewpoints, however this method is limited to 2.5D image representations. The use of such 2D representations can require significant training in order to contextualise real-world 3D positions and accurately locate and identify neural tract pathways in the brain. Utilising anonymised tract data and advanced neuroimaging technologies …


Fifth Aeon – A.I Competition And Balancer, William M. Ritson 2019 California Polytechnic State University, San Luis Obispo

Fifth Aeon – A.I Competition And Balancer, William M. Ritson

Master's Theses

Collectible Card Games (CCG) are one of the most popular types of games in both digital and physical space. Despite their popularity, there is a great deal of room for exploration into the application of artificial intelligence in order to enhance CCG gameplay and development. This paper presents Fifth Aeon a novel and open source CCG built to run in browsers and two A.I applications built upon Fifth Aeon. The first application is an artificial intelligence competition run on the Fifth Aeon game. The second is an automatic balancing system capable of helping a designer create new cards that do …


Spring 2019, 2019 DePaul University

Spring 2019

In The Loop

Lab Life: New and improved School of Computing labs inspire research in robotics and engineering; A Festival to Remember: Students thrive in film festival environments; Next Gen Data Scientists: Data Science Academy introduces high school students to the big world of data; A Well-Designed Design Colloquium; Game Face: "Sausage Sports Club: creator and CDM alumnus Chris Wade shares the story behind his playful Nintendo Switch game: Connected from Afar: Graduate student Sierra Sellman makes the most of her online degree program; Seen and Heard; Bravo! Bravo!


World Throne, Wyatt Lam 2019 James Madison University

World Throne, Wyatt Lam

Senior Honors Projects, 2010-2019

World Throne is a four-player strategy board game that has been in development since 2016. Players take control of four distinct factions and battle on a grid-based board. Each player uses unique playing cards to augment piece combat. The object of the game is to conquer other factions by defeating them in battle, defend your castle from opposing players, and claim the power of the World Throne. Prominent game development research guided the creation of World Throne. In addition, Latin, Greek, and Norse mythology informed development of the factions, characters, creatures, cards, and places. The culminating products of this project …


Hearing The Voices Of The Deserters: Activist Critical Making In Electronic Literature, Laura Okkema 2019 University of Central Florida

Hearing The Voices Of The Deserters: Activist Critical Making In Electronic Literature, Laura Okkema

Electronic Theses and Dissertations

Critical making is an approach to scholarship which combines discursive methods with creative practices. The concept has recently gained traction in the digital humanities, where scholars are looking for ways of integrating making into their research in ways that are inclusive and empowering to marginalized populations. This dissertation explores how digital humanists can engage critical making as a form of activism in electronic literature, specifically in the interactive fiction platform Twine. The author analyzes the making process of her own activist Twine game The Deserters and embeds the project within digital humanities discourses on activism and social justice, hypertext, electronic …


Measuring Player Perceptions Of Freedom And Control In Modded And Unmodded Versions Of Bethesda's Skyrim: A Qualitative Play Study, Mark Kretzschmar 2019 University of Central Florida

Measuring Player Perceptions Of Freedom And Control In Modded And Unmodded Versions Of Bethesda's Skyrim: A Qualitative Play Study, Mark Kretzschmar

Electronic Theses and Dissertations

This interdisciplinary dissertation explores perceptions of control in modded and unmodded versions of Bethesda's sandbox video game Skyrim. Sandbox games are known for greater choice options that suggest greater perceptions of control for gamers. Sandbox games also generally encourage the use of user-generated creations called modifications (mods) that users can download to personalize their games. While we need philosophy to understand and define control as a concept, we also need psychology to understand how users perceive control in media studies. At present, qualitative academic research that measures gamer perceptions of control is non-existent as is research on how users articulate …


Spreadsheets-In-Space: A Quantitative Exploration Of Movement, Currency Creation, And Conflict Within Eve Online, Christopher Alan Pryor 2019 University of Arkansas, Fayetteville

Spreadsheets-In-Space: A Quantitative Exploration Of Movement, Currency Creation, And Conflict Within Eve Online, Christopher Alan Pryor

Graduate Theses and Dissertations

EVE Online is a massively-multiplayer online game with complex interactions between players and their unique, virtual environment. These relationships are the ongoing results of a conflict-driven economy, but they vary both in duration and by location.

This study attempts to quantify the direct effects of movement and indirect effects of conflict upon economic activity in the form of currency creation and delineate how successfully these relationships can be quantified by narrower time-spans and areas. Results of the mediation models used in this exploration indicate the changing relationship between movement (Ship Jumps), conflict (Ship Kills), and currency creation (Faction Kills) is …


1999 Aaa Jrpg Quality And How A 2019 Indie-Game Developer Can Meet It, Kailynn Haskell-Harbert 2019 California State University, Monterey Bay

1999 Aaa Jrpg Quality And How A 2019 Indie-Game Developer Can Meet It, Kailynn Haskell-Harbert

Capstone Projects and Master's Theses

This paper is a delve into 1999 JRPG AAA video games and how small developers can make something of similar quality with contemporary technology. This is explored by using Final Fantasy VIII and Lunar: Silver Star Story Complete as a 1999 AAA standard, then comparing that standard to modern indie-games as well as my own experience in indie-game development. The ultimate goal of the paper is to prove that small indie-game studios can create 1999 AAA quality JRPGs with relatively minimal investment.


Critical Discourse: Thinking About Power, Privilege, And Voice, Stephanie Werth 2019 Bowling Green State University

Critical Discourse: Thinking About Power, Privilege, And Voice, Stephanie Werth

Honors Projects

We Can Do Better is aimed at creating a space for a dialogue to occur, designed to facilitate conversation around the relationship of resources and identity. As a college student, engaging with difficult or unfamiliar topics is easier when participating in low-pressure, casual settings. Students will have to take chances and make choices, and may change their view of how opportunity affects everyone so they can make informed decisions. We Can Do Better intends for students to expand their knowledge of privileged identities in their community, understand constructed social systems through a dialogue of anecdotal evidence, gain empathy for those …


Gamification: Badges And Feedback, Brian Macon 2019 University of Central Florida

Gamification: Badges And Feedback, Brian Macon

Electronic Theses and Dissertations

Gamification, the implementation of game elements in a non-game context, is a rapidly growing field of research. One element of gamification that has experienced a rapid growth in popularity is the use of digital badges. Despite widespread adoption in educational settings, there are still gaps in the understanding of their effects on motivation, engagement, learning, and other factors. Furthermore, feedback delivered through badges can include a symbolic reward for successful completion of a task, providing a credential for gaining a skill, or acknowledging mastery of a particular piece of knowledge. This study implemented digital badges in online courses at a …


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