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Articles 31 - 34 of 34
Full-Text Articles in Game Design
Stargen - A Procedurally Generated Galaxy For Automated World Building, Christopher B. Del Gesso
Stargen - A Procedurally Generated Galaxy For Automated World Building, Christopher B. Del Gesso
Game Design
StarGen supports mixed-scale generation workflows, including galaxy-wide star distributions, quadrant and sector density visualization, subsector star fields via lazy sector generation, and full star system generation (stars, orbits, planets, moons, and belts) from selected stars or standalone seeded system generation. The tool also supports procedural jump route generation and visualization through a jump-lane pipeline, enabling early exploration of navigable spatial structures for game design.
StarGen is a mixed-initiative authoring tool rather than an autonomous content replacement system. Designers control seeds, galaxy presets, galaxy type (spiral, elliptical, irregular), and structural and density parameters (e.g., arm count, pitch, bulge settings, ellipticity, irregularity, …
Increasing Hpv Vaccination Among Early Adolescents Using A Game-Based Digital Intervention: A Randomized Controlled Trial, Angela Chia-Chen Chen, Lihong Ou, Elizabeth Reifsnider, Kimberly Arcoleo, Ashish Amresh, Michael Todd
Increasing Hpv Vaccination Among Early Adolescents Using A Game-Based Digital Intervention: A Randomized Controlled Trial, Angela Chia-Chen Chen, Lihong Ou, Elizabeth Reifsnider, Kimberly Arcoleo, Ashish Amresh, Michael Todd
Ellmer School of Nursing Faculty Publications
Background/Objectives: Human papillomavirus (HPV) vaccination coverage among adolescents remains below public health targets despite strong evidence of vaccine effectiveness in preventing HPV-related cancers. Digital interventions (e.g., serious games) may improve HPV vaccine uptake, but evidence for effects on vaccination behavior remains limited. Methods: This secondary analysis of a randomized controlled trial evaluated a co-designed, game-based digital intervention to increase HPV vaccine initiation among unvaccinated youth aged 11-14 years and their parents. The sample included 64 parent-adolescent dyads (33 intervention and 31 usual care dyads). The primary outcome was HPV vaccine initiation at 2-month follow-up. Results: A significantly greater proportion of …
Infrared Simulation, Sophia Zhou, Ashton Hoo, Tyler Ricks, Sebastian Fox, Kathy Phu
Infrared Simulation, Sophia Zhou, Ashton Hoo, Tyler Ricks, Sebastian Fox, Kathy Phu
Undergraduate Research Posters
Infrared image recognition is more difficult than visible-spectrum recognition due to limited high-quality training data. This project addresses that challenge by generating simulated infrared images using temperature-driven rendering in Unreal Engine and other 3D software. These simulations can support applications such as health monitoring, heat detection in mechanical and structural systems, thermal regulation, and engineering process control.
Acceptability, Usability, And Clinical Integration Of A Clinic-Based Digital Game For Hpv Education: Qualitative Perspectives From Adolescents, Parents, And Healthcare Providers, Elizabeth Reifsnider, Satya Subedi, Nouran Ghonaim, Megan Whaley, Angela Chia-Chen Chen
Acceptability, Usability, And Clinical Integration Of A Clinic-Based Digital Game For Hpv Education: Qualitative Perspectives From Adolescents, Parents, And Healthcare Providers, Elizabeth Reifsnider, Satya Subedi, Nouran Ghonaim, Megan Whaley, Angela Chia-Chen Chen
Ellmer School of Nursing Faculty Publications
Background/Objectives: HPV vaccination is safe, effective, and recommended at ages 11–12, yet uptake remains suboptimal. Serious video games may offer an innovative strategy to deliver brief, engaging education during clinic visits. This qualitative paper, embedded within a mixed-methods study, examined adolescents’, parents’, and healthcare providers’ (HCPs’) perceptions of the acceptability, usability, and perceived clinical applicability of HPV Detective, a tablet-based digital game designed to provide HPV-related education to parent–child dyads during pediatric clinic wait times. Methods: Eight adolescent–parent dyads (N = 16) and three HCPs from university-affiliated pediatric clinics participated in 30–60-min semi-structured Zoom interviews. Interviews were audio-recorded, transcribed, and …