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Articles 481 - 510 of 615
Full-Text Articles in Game Design
Playful Ai Education, Todd W. Neller
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
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
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
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 & …
Fantissity, Alexandra N. Dean
Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo
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 …
School Has A Bad Storyline: Gamification In Educational Environments, Irene L. Pynn
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 …
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
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 …
Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana
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 …
The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou
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 …
Women Self Actualization: A Narrative Of A Performative Gender Constitution, Hala A. Gabr
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 …
A Sound Idea: An Investigation Into Accessible Video Game Design For The Deaf And Hard Of Hearing, Luke James Brook
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, …
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
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
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
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
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
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
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
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
The Elder Scrolls V: Skyrim Stamina Combat Overhaul, Richard Rattner
Liberal Arts and Engineering Studies
No abstract provided.
Scare Tactics, Tiago Martines, Gabriel Ortega, Karan Sahu, Lucas Pereira Vasconcelos, Henrique Silva Chaltein De Almeida
Scare Tactics, Tiago Martines, Gabriel Ortega, Karan Sahu, Lucas Pereira Vasconcelos, Henrique Silva Chaltein De Almeida
Theses
It is the purpose of this document to describe the design and development processes of Scare Tactics. The game will be discussed in further detail as it relates to several areas, such as market analysis, development process, game design, technical design, and each team members’ individual area of background research. The research areas include asymmetrical game design, level design, game engine architecture, real-time graphics, user interface design, networking and artificial intelligence.
As part of the team’s market analysis, other games featuring asymmetric gameplay are discussed. The games described in this section serve as inspirations for asymmetric game design. Some …
Visions: Chaos In Naango, Katarina J. Klask, Hunter Gibson, Taylor Roseberry, Summer Shigetani, Mattie Coccia, Alena Siu, Caitlin Mihm, Gaston Dondero, Sophie Rudell
Visions: Chaos In Naango, Katarina J. Klask, Hunter Gibson, Taylor Roseberry, Summer Shigetani, Mattie Coccia, Alena Siu, Caitlin Mihm, Gaston Dondero, Sophie Rudell
Honors Thesis
Trailer: https://www.youtube.com/watch?v=kxjqjJNMSFQ
Website: http://www.visionsthegame.com
Development Blog: http://visionsthegame.tumblr.com
Facebook: https://www.facebook.com/visionsthegame/?fref=ts
Twitter: https://twitter.com/visionsthegame
Email: [email protected]
The Impact And Creation Of Level Music For Video Games, Randolph Kestner
The Impact And Creation Of Level Music For Video Games, Randolph Kestner
Undergraduate Honors Theses
This thesis explores the creation of music for a video game level utilizing industry tools for music compositions as well as level design. Music as an element of game design and its resulting impact is also examined.
Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda
Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda
Computer Science Faculty Publications
Commonsense knowledge representation and reasoning is key for tasks such as artificial intelligence and natural language understanding. Since commonsense consists of information that humans take for granted, gathering it is an extremely difficult task. In this paper, we introduce a novel 3D game engine for commonsense knowledge acquisition (GECKA3D) which aims to collect commonsense from game designers through the development of serious games. GECKA3D integrates the potential of serious games and games with a purpose. This provides a platform for the acquisition of reusable and multi-purpose knowledge and also enables the development of games that can provide entertainment value and …
Aggressive Gaming: A Correlative Study Of Game Preference And Trait Aggression, Andrew Hagler
Aggressive Gaming: A Correlative Study Of Game Preference And Trait Aggression, Andrew Hagler
Honors Theses
No abstract provided.
Avatars Of Oneself, Patrick L. Miller
Avatars Of Oneself, Patrick L. Miller
Sophia and Philosophia
Zoe is an American woman who has found that “drawing the line and standing firm has always made me feel like a bitch, and, actually, I feel that people saw me as one too.”[3] For two years, however, she played an online role-playing game using a male character where “as a man I was liberated from all that.” She made mistakes in her unfamiliar role, but learned from them. “I got better at being firm but not rigid,” she says; “I practiced, safe from criticism.” Case is an American man, who plays a similar game but always appears as a …
A Conceptual Model For Video Games And Interactive Media, Rachel I. Clarke, Jacob Jett, Simone Sacchi, Jin Ha Lee
A Conceptual Model For Video Games And Interactive Media, Rachel I. Clarke, Jacob Jett, Simone Sacchi, Jin Ha Lee
School of Information Studies - Faculty Scholarship
In this paper, we describe a conceptual model for video games and interactive media. Existing conceptual models such as the Functional Requirements for Bibliographic Records (FRBR) are not adequate to represent the unique descriptive attributes, levels of variance, and relationships among video games. Previous video game-specific models tend to focus on the development of video games and their technical aspects. Our model instead attempts to reflect how users such as game players, collectors, and scholars understand video games and the relationships among them. We specifically consider use cases of gamers, with future intentions of using this conceptual model as a …
Ai Education: Birds Of A Feather, Todd W. Neller
Ai Education: Birds Of A Feather, Todd W. Neller
Computer Science Faculty Publications
Games are beautifully crafted microworlds that invite players to explore complex terrains that spring into existence from even simple rules. As AI educators, games can offer fun ways of teaching important concepts and techniques. Just as Martin Gardner employed games and puzzles to engage both amateurs and professionals in the pursuit of Mathematics, a well-chosen game or puzzle can provide a catalyst for AI learning and research. [excerpt]
Ingress Well-Played: City As Mmo, Elizabeth L. Lawley
Ingress Well-Played: City As Mmo, Elizabeth L. Lawley
Articles
This paper describes player experience for Ingress, a geo-local, mobile augmented reality game created by Google’s Niantic Labs. Ingress incorporates aspects of both pervasive, alternate reality (ARG) and massively multiplayer online (MMO) games. However, unlike many ARGs, Ingress is not focused on a specific time-limited period, or linked to a single real-world event or location. And unlike a typical MMO, play in Ingress is geo-spatially limited; players must be physically proximate to game elements in order to interact with them. Using game mechanics similar to those of many MMOs, Ingress provides for a range of gameplay, based both on …
Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach
Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach
English Theses & Dissertations
The language used to discuss play in current academic spaces tends to center around formal games (and computer games in particular in the 21st century classroom). Scholarly conversations tend to distort the actual practices that occur in classrooms and subsequently limit the scope of any investigation of the pedagogical function and outcomes of those practices. This project explores the use of play and games in the classrooms of nine composition instructors. From these stories, this project begins to map out a taxonomy in order to begin building toward a pedagogy of play for 21st century writing classrooms. Using a multiperspectival …