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Playful Ai Education, Todd W. Neller 2017 Gettysburg College

Playful Ai Education, Todd W. Neller

Computer Science Faculty Publications

In this talk, Neller shared how games can serve as a fun means of teaching not only game-tree search in Artificial Intelligence (AI), but also such diverse topics as constraint satisfaction, logical reasoning, planning, uncertain reasoning, machine learning, and robotics. He observed that teachers teach best when they enjoy what they share and encouraged AI educators present to teach to their unique strengths and enthusiasms.


Little Manila Visualization Software Program, Josh Salyers, Danielle Thomasson, Kyle Sabbatino, Jamie Culilap, Sarah Kuo, Ronnie Sanchez, Hannah Tvergyak 2017 University of the Pacific

Little Manila Visualization Software Program, Josh Salyers, Danielle Thomasson, Kyle Sabbatino, Jamie Culilap, Sarah Kuo, Ronnie Sanchez, Hannah Tvergyak

Little Manila Visualization Software Program

This 3d simulation is built using gaming software. The graphics quality and download time can vary significantly based on the specification of the computer running this program.

Instructions:Click on the Download button and save the .zip file to your computer. It will begin to download. (This can take a while initially). Once the file has downloaded, unzip the folder and click on the .exe file to play the game.

Version: The current version is only compatible with Windows operating system.


Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber 2017 Rochester Institute of Technology

Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber

Presentations and other scholarship

Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.

The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy.

The second game in the series, Lost & Found: Order in the Court …


Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt 2017 Rochester Institute of Technology

Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt

Presentations and other scholarship

Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.

The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy.

The first game in the series is a strategy game called Lost & …


The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian zhou 2017 Virginia Commonwealth University

The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou

Theses and Dissertations

Digital media are moldable spaces where an image is simultaneously a thought. This instance and flexibility enables digital existences to be malleable, transformative, situational, and unstable. They are plastic images. Video games generate digital bodies that are a fusion of subjectivities and cybernetic simulations, in a perceivable and ambiguous process. Such bodies are extensions of ourselves, being girlish, imperfect, unfinished and happening—digesting and emitting clusters of feelings, regardless of our biological gender and age. The performative experience of play is progressively departing from spectacle, gambling and competition, and increasingly shifting towards an emotional journey of alternate realities, spreading subjectivities into …


Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana 2017 VCUQatar

Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana

Theses and Dissertations

The rise of digital technology has transformed nearly every part of our daily lives, including the way we learn and memorize. Such transformations raise interesting questions for one of the most long-standing and demanding memorization tasks in the world: the memorization of the Islamic holy book, The Qur’an. For Muslims, The Qur’an is a timeless, sacred text, cradling within its covers many profound images, stories, and parables. Despite rigorous research in the fields of game design and memorization techniques, very little work has been done in combining these two areas of research to create a game-based memorization experience of The …


Fantissity, Alexandra N. Dean 2017 Eastern Illinois University

Fantissity, Alexandra N. Dean

Masters Theses

No abstract provided.


Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo 2017 Ateneo de Manila University

Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to encourage certain desired behaviors. It is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being operationalized to enhance students' learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among the students. Meaningful gamification, characterized as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. The …


Women Self Actualization: A Narrative Of A Performative Gender Constitution, Hala A. Gabr 2017 Virginia Commonwealth University in Qatar

Women Self Actualization: A Narrative Of A Performative Gender Constitution, Hala A. Gabr

Theses and Dissertations

In a traditional Middle Eastern society, men and women have been confined within society’s gender definitions. Those imposed social constructs condition men differently from women by dictating expected behaviors, establishing a hierarchy of gender positioning and enforcing definitions that limit abilities and potential.

Based on postmodernist philosopher, feminist and social theorist, Simone de Beauvoir and postmodernist American philosopher and gender theorist Judith Butler, gender is not an inborn role, but rather created through stylized repetition of acts informed by society, named performative acts. For de Beauvoir and Butler, gender can never be a stable identity (Butler 1988).

Informed by Butler’s …


Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb 2017 Rochester Institute of Technology

Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb

Articles

How can Design-Based Research (DBR) be used in the study of video games, religious literacy, and learning? DBR uses a variety of pragmatically selected mixed methods approaches to design learning interventions. Researchers, working with educators and learners, design and co-design learning artifacts and environments. They analyze those artifacts and environments as they are used by educators and learners, and then iterate based on mixed methods data analysis. DBR is suited for any "rich contextualized setting in which people have agency." (Hoadley 2013) such as formal or informal learning environments.

The case covered in this chapter is a mobile Augmented Reality …


A Sound Idea: An Investigation Into Accessible Video Game Design For The Deaf And Hard Of Hearing, Luke James Brook 2017 Edith Cowan University

A Sound Idea: An Investigation Into Accessible Video Game Design For The Deaf And Hard Of Hearing, Luke James Brook

Theses: Doctorates and Masters

A widely accepted, and incorrect, assumption towards hearing accessibility in video games is that deaf and hard of hearing (DHH) users are those who encounter the least barriers and are generally well catered for. Rapid advancement in video game technology has seen video game sound evolve from simple blips generated by internal circuitry to fully realised digital audio used to convey critical information. To accommodate the DHH, this information needs to be conveyed in an alternative manner. However, evidence suggests existing accessible design solutions for the DHH lack specificity and are insufficient. Thus, the inability to hear, or hear well, …


School Has A Bad Storyline: Gamification In Educational Environments, Irene L. Pynn 2017 University of Central Florida

School Has A Bad Storyline: Gamification In Educational Environments, Irene L. Pynn

Electronic Theses and Dissertations

School often has low engagement and frustrating or absent options for the kind of agency the Federal Government's 2016 National Education Technology Plan now recommends educators include in their curriculum. Video games offer opportunities for people to participate in critical problem solving through creative projects. From balancing character statistics, to collaborating with other players, to making ethical and tactical decisions that can change the outcome of the story, successful games draw on the player's interest in learning and analyzing numbers, locations, visual clues, narrative elements, people, and more. One useful example may be found in visual novels (VNs), a medium …


Art Beyond The Object? Art Beyond Grad School? (A Kickstarter Fundraiser): Help Me Complete My Mfa And Kickstart My Life As An Artist., Hsini D. Leary 2016 CUNY Hunter College

Art Beyond The Object? Art Beyond Grad School? (A Kickstarter Fundraiser): Help Me Complete My Mfa And Kickstart My Life As An Artist., Hsini D. Leary

Theses and Dissertations

The goal of this paper and Kickstarter project is to enable the production of my last semester’s work and thesis exhibition, and also to aid in the post-graduation transition to a sustainable art practice that does not rely on the current gallery structure.


Play Time, 2016 Vocational Training Council

Play Time

SIGNED: The Magazine of The Hong Kong Design Institute

In October IVE (Lee Wai Lee)'s Department of Multimedia and Internet Technology played host to more than one hundred computer enthusiasts who came together with the sole aim of creating dozens of new games in just 48 hours. As Summer Cao reports, Hong Kong's inaugural Game Jam was a thumping success.


Technology Matters: The Courts, Media Neutrality, And New Technologies, Deborah Tussey 2016 Oklahoma City University School of Law

Technology Matters: The Courts, Media Neutrality, And New Technologies, Deborah Tussey

Georgia Journal of Law & Technology

This article explores the copyright principle of media neutrality in the context of three sets of cases dealing with videogame enhancements, database compilations, and peer-to-peer file sharing. In each set of cases, at least one court produces a judgment which relies heavily on technological distinctions among electronic storage and retrieval systems, in apparent contravention of the media neutrality principle. Media neutrality confers fairly broad authority on courts to extend protection to copyrighted content distributed through new technologies. However, judicial concerns about the relative institutional competencies of Congress and the courts, most clearly expressed in the Sony decision, rightly impose limitations …


Machinima And Copyright Law, Matthew Brett Freedman 2016 University of Georgia School of Law

Machinima And Copyright Law, Matthew Brett Freedman

Georgia Journal of Law & Technology

No abstract provided.


Gender Bias And The Evaluation Of Players: Voice And Gender In Narrated Gameplay Videos, Robin April Crowell 2016 Portland State University

Gender Bias And The Evaluation Of Players: Voice And Gender In Narrated Gameplay Videos, Robin April Crowell

Dissertations and Theses

This study evaluates perception differences of male and female narrators in video game tutorials. Video games have long been considered a masculine pursuit, and because of this, women have endured unpleasant surroundings and interactions in gaming and related communities. With the proliferation of technologies like Twitch and YouTube gaming, gaming is more communicative than ever, increasing potential for problematic interactions. Recent booms in these technologies emphasize the importance of understanding how varying demographics are perceived, as these perceptions influence interactions, potentially limiting the likelihood of women and others' involvement and interest.

Involvement in technology during youth is associated with interests …


The Creation Process Of A Stylized Character In Comparison To A Semi-Realistic Character, Caitlin D. Hall 4464202 2016 East Tennessee State University

The Creation Process Of A Stylized Character In Comparison To A Semi-Realistic Character, Caitlin D. Hall 4464202

Undergraduate Honors Theses

Abstract

I. Introduction

a. Thesis statement: What is the process for modeling a stylized character and how does this differ from a semi-realistic character?

b. Expanded thesis statement: The two styles differ from start to finish in a variety of ways. I believe that semi-realistic characters require more source material when drawing and modeling; however stylized characters require a different level of creativity and artistic ability in creation. Modeling semi-realistic characters will be more dependent on source images while stylized characters may require special attention with non-standard texture, style, etc. Rendering techniques will also differ when it goes to presenting …


A New Variant Of Baccarat For Vip Players, Stewart N. Ethier, Jiyeon Lee 2016 University of Utah

A New Variant Of Baccarat For Vip Players, Stewart N. Ethier, Jiyeon Lee

International Conference on Gambling & Risk Taking

In 2013 baccarat generated over US$41 billion in revenue for the 35 casinos of Macau, of which nearly US$30 billion was attributed to VIP players (high-stakes gamblers). Although the VIP market segment has declined over the past two years, it is still substantial. In this talk we propose a new variant of baccarat that will appeal to and attract VIP players. Its appeal lies in the facts that (a) it has a historical connection to baccarat and (b) it is closer to a fair game than is baccarat.


The Elder Scrolls V: Skyrim Stamina Combat Overhaul, Richard Rattner 2016 California Polytechnic State University, San Luis Obispo

The Elder Scrolls V: Skyrim Stamina Combat Overhaul, Richard Rattner

Liberal Arts and Engineering Studies

No abstract provided.


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