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Articles 541 - 570 of 615
Full-Text Articles in Game Design
Making Duchamp Relevant In The Digital Age, Hanna Regev
Making Duchamp Relevant In The Digital Age, Hanna Regev
SWITCH
Playing Duchamp is an internet art project by Scott Kildall, who programmed a chess computer to play as if it were Marcel Duchamp, a chess player and artist, as an AI personality.
The Future Of Gaming, Jenene Castle, John Bruneau, Marek Kapolka, Thomas Asmuth
The Future Of Gaming, Jenene Castle, John Bruneau, Marek Kapolka, Thomas Asmuth
SWITCH
This collection of essays explores the changing relationship between gaming and everyday life. Topics include the rise of gamification, the merging of virtual and physical realities, games as tools for activism and education, and the societal impacts of game-based systems.
The World’S A Stage And We Are Players, Anna Anthropy
The World’S A Stage And We Are Players, Anna Anthropy
SWITCH
This excerpt from “Rise of the Videogame Zinesters” explores the possibilities of games, emphasizing their roots in theater rather than film. The author argues that games are performative, with each playthrough offering a unique interpretation shaped by player decisions.
The Evolving Definition Of Narrative, Alexandra Birr
The Evolving Definition Of Narrative, Alexandra Birr
Honors Program Theses and Research Projects
No abstract provided.
Pox And The City, Elizabeth S. Goins
Pox And The City, Elizabeth S. Goins
Journal of Interactive Humanities
Pox in the City is a prototype of a social history game that focuses on the medical profession circa 1800 in Edinburgh. The prototype was research, designed and developed on a small budget (about $17,000) and in a short time frame (20 weeks). The experimental design goal was to create a narrative driven educational game that was engaging and delivered some basic educational goals to be used in the high school and college level classrooms. To experiment with writing historic game narrative and to stay within budget, the design was built around a point and click adventure framework. Narrative was …
Press Start: Video Games In An Art Museum, Georgina Goodlander, Michael Mansfield
Press Start: Video Games In An Art Museum, Georgina Goodlander, Michael Mansfield
Journal of Interactive Humanities
Art museums can be complex, confounding, boring, exciting, absurd, and breathtaking. They can be sad, enlightening, hurtful, alive, dead, mainstream and avant-garde. They can, at once, be all of these things. Or they can be any one of these things separately. Museums can be more. Art museums might provide a place for contemplation, a place for social commentary, a place for political discourse, a place for lunch. They can identify us, deconstruct us, or illuminate our experiences for everyone. They can be an index for the health and vibrancy of our culture and our time. The Smithsonian American Art Museum …
Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard
Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard
Journal of Interactive Humanities
Most museum exhibitions favor vision, not hearing. When there is audio in exhibitions, it tends to take on a secondary role as a soundtrack or commentary. In some cases, however, audio should be the primary object of interest. Radio heritage is such a case. The traditional way of showcasing audio is through webaccessible archives or through listening kiosks in the exhibition. Neither one takes advantage of the unique affordances of the spatiality and physicality of an exhibition. We therefore propose an alternative way of exhibiting radio heritage in a listening exhibition where users move around and explore the physical gallery …
Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid
Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid
Journal of Interactive Humanities
While the ludology versus narratology debate raged within game studies circles [1], game designers continued building games and developing methods to improve player experience. Today however, while designers may have their personal preferences, there is no longer any doubt that both mechanics and story can have an important role to play in a game [2,3, 4, 5, 6, 7].
You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins
You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins
Journal of Interactive Humanities
This paper describes our experiences developing and piloting a course in educational games. We discuss the structure of the course, the topics we included in the course, as well as the final projects the students created for the course. Of particular interest to non-technical educators interested in exploring games in their courses is the fact that our course incorporated many critical thinking skills as part of the coursework. We felt that an important part of the student’s immersion in this material was not just the production of the game, but also a deeper understanding of the issues surrounding education and …
Real Time Visibility Culling With Hardware Occlusion Queries And Uniform Grids, Ilya Iseletsk Seletsky
Real Time Visibility Culling With Hardware Occlusion Queries And Uniform Grids, Ilya Iseletsk Seletsky
Master's Theses
Culling out non-visible portions of 3D scenes is important for rendering large complex worlds at an interactive frame rate. Past 3D engines used static prebaked visibility data which was generated using complex algorithms. Hardware Occlusion Queries are a modern feature that allows engines to determine if objects are invisible on the fly. This allows for fully dynamic destructible and editable environments as opposed to static prebaked environments of the past. This paper presents an algorithm that uses Hardware Occlusion Queries to cull fully dynamic scenes in real-time. This algorithm is relatively simple in comparison to other real-time occlusion culling techniques, …
Press €˜A’ To Speak: Videogames As A Storytelling Medium, Brian Banta '13
Press €˜A’ To Speak: Videogames As A Storytelling Medium, Brian Banta '13
Honor Scholar Theses
How can we study games? Any attempt will require a scholar to be well versed in multiple methods. In order to adequately analyze and unpack a game we need to consider questions of literary theory, film theory, and play. This introductory section will serve as the foundation for my analysis of three case study games. I will briefly give an overview of my analytical method of choice, ludology, and then explain how it relates to narrative.
Visual Metaphor In Games Of Chance: What You See Is What You Play, Stephen Andrade
Visual Metaphor In Games Of Chance: What You See Is What You Play, Stephen Andrade
Computer Graphics Department Faculty Publications and Creative Works
Visual images have been a key element in the development of wager-based games. The legacy of visual metaphor in gaming can be traced through paper ephemera such as playing cards and lottery tickets. Both paper and printing technology ushered the age of wide spread playing opportunities in the 19th and 20th centuries. Modern play behaviors have given way to Postmodern gaming norms in digital space. The digital age has presented a new set of challenges for gaming architecture in wager-based play. Action research in prototyping games is beginning to reveal a new and different set of game characteristics.
Teaching Algebra Through Functional Programming:An Analysis Of The Bootstrap Curriculum, Robert Lee
Teaching Algebra Through Functional Programming:An Analysis Of The Bootstrap Curriculum, Robert Lee
Theses and Dissertations
Bootstrap is a computer-programming curriculum that teaches students to program video games using Racket, a functional programming language based on algebraic syntax. This study investigated the relationship between learning to program video games from a Bootstrap course and the resulting effect on students' understanding of algebra. Courses in three different schools, lasting about six weeks each, were studied. Control and treatment groups were given a pre and post algebra assessment. A qualitative component consisting of observations and interviews was also used to further triangulate findings. Statistical analysis revealed that students who completed the Bootstrap course gained a significantly better understanding …
"Duchamping In Game Making": An Analysis Of Pippin Barr's Parodic Computer Games, Devin A. Wilson
"Duchamping In Game Making": An Analysis Of Pippin Barr's Parodic Computer Games, Devin A. Wilson
Modern Languages and Literatures Annual Graduate Conference
Devin Wilson analyzes some of Pippin Barr's subversive videogames, examining the methods by which they parody game design conventions.
Pilot Study Of A Kinect-Based Video Game To Improve Physical Therapy Treatment, Jacob Samuel Brown
Pilot Study Of A Kinect-Based Video Game To Improve Physical Therapy Treatment, Jacob Samuel Brown
Department of Computer Graphics Technology Degree Theses
Burnie is an exergame being developed at Purdue University and is used in this study. Burnie was developed using the Unity3D engine and OpenNI to interface with the Xbox Kinect. This study looked at how gesture intensity affected perceived enjoyment and perceived fatigue of the game. The results of the study could not reject the null hypothesis. Gesture intensity does not have a significant relationship to perceived enjoyment and perceived fatigue. This result means that future studies can alter the gesture intensity of the game Burnie without adversely affecting the player’s enjoyment and fatigue levels.
Mobile Games With Intelligence: A Killer Application?, Philip Hingston, Clare Bates Congdon, Graham Kendall
Mobile Games With Intelligence: A Killer Application?, Philip Hingston, Clare Bates Congdon, Graham Kendall
Research outputs 2013
Mobile gaming is an arena full of innovation, with developers exploring new kinds of games, with new kinds of interaction between the mobile device, players, and the connected world that they live in and move through. The mobile gaming world is a perfect playground for AI and CI, generating a maelstrom of data for games that use adaptation, learning and smart content creation. In this paper, we explore this potential killer application for mobile intelligence. We propose combining small, light-weight AI/CI libraries with AI/CI services in the cloud for the heavy lifting. To make our ideas more concrete, we describe …
Exploration Of Physical Computing: Digital Interfaces Using Microsoft Kinect And Peggy 2 Led Matrix, Jeffrey Franklin
Exploration Of Physical Computing: Digital Interfaces Using Microsoft Kinect And Peggy 2 Led Matrix, Jeffrey Franklin
Liberal Arts and Engineering Studies
Physical computing, or more specifically social immersive media, is an offshoot of New Media that incorporates interactive physical systems (software/hardware systems) to sense and respond to the analog world. This serves as a creative framework for understanding our own relationship to the digital world. In this project, computer vision is incorporated as a medium between both input and output through the use of two cameras, a typical webcam and a Microsoft Kinect. For the first part of the project, a webcam streams visual data into a computer program which interpolates the video data into a 25x25 virtual dot matrix. This …
Design & Communication: The Future Of Service-Learning, Ulrike Gencarelle M.A., Laura Gabiger Phd, Deana Marzocchi
Design & Communication: The Future Of Service-Learning, Ulrike Gencarelle M.A., Laura Gabiger Phd, Deana Marzocchi
Computer Graphics Department Faculty Publications and Creative Works
Poster for a presentation at the Eastern Region Campus Compact Conference 2012.
Depicted are online writing class projects, as well as web and print design examples created by Johnson & Wales (Providence Campus) Digital Media department design students for non-profit organizations in Rhode Island communities.
Adventures In The Classroom Creating Role-Playing Games Based On Traditional Stories For The High School Curriculum, Csenge Virág Zalka
Adventures In The Classroom Creating Role-Playing Games Based On Traditional Stories For The High School Curriculum, Csenge Virág Zalka
Electronic Theses and Dissertations
The goal of this thesis is to develop a template for turning traditional stories into role-playing games for the high school curriculum. By developing 3 sample games based on Greek mythology, Arthurian legends, and a widespread folktale type, I explored the process of creating games that fit the limits of secondary classrooms and can be used to address specific educational standards. The sample games were tested with groups of high school and college students, and the results of the testing sessions evaluated in a narrative case study format. Feedback from the testing sessions was incorporated in the template, the final …
Women And Video Games: Pigeonholing The Past, Allison Perry
Women And Video Games: Pigeonholing The Past, Allison Perry
Scripps Senior Theses
Academic work dealing with the overlap between video games and female representation is limited in both volume and proper research. Most texts agree on three supposed flaws with video games: they alienate female participants, there are no games for female players, and female players cannot relate to female characters. This thesis sheds light on these points, not only citing specific counter-examples, but also showing how many of these issues reflect on a larger societal problems.
Accurate Player Modeling And Cheat-Proof Gameplay In Peer-To-Peer Based Multiplayer Online Games, Daniel Everett Pittman Jr.
Accurate Player Modeling And Cheat-Proof Gameplay In Peer-To-Peer Based Multiplayer Online Games, Daniel Everett Pittman Jr.
Electronic Theses and Dissertations
We present the first detailed measurement study and models of the virtual populations in popular Massively Multiplayer Online Role-Playing Games (MMORPGs). Our results show that, amongst several MMORPGs with very different play styles, the patterns of behaviors are consistent and can be described using a common set of models.
In addition, we break down actions common to Trading Card Games (TCGs) and explain how they can be executed between players without the need for a third party referee. In each action, the player is either prevented from cheating, or if they do cheat, the opponent will be able to prove …
"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette
"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette
English Faculty Publications
Machinima, the practice of adapting recorded video game play into short films, highlights an often unacknowledged but significant shift in the consumption of video games and represents a key and underexplored intersection between the two leading theoretical camps. Considering the landmark series Red vs. Blue through the lens of Bolter and Grusin's propositions about "new" media's relationships with other forms offers an entry point for theorizing not only machinima but also the intersections between the ludology and narratology positions in games studies.
Question 1: Google And Pac-Man; Question 2: Magnetic Levitation, Larry Weinstein
Question 1: Google And Pac-Man; Question 2: Magnetic Levitation, Larry Weinstein
Physics Faculty Publications
On the 30th anniversary of the introduction of the video game Pac-Man, Google created a miniature version of the game and placed it as its logo on its home page. How much total time was wasted in the United States playing this game?
(Thanks to Daniel Drill of Old Dominion University for suggesting the question.)
Animal tissue is diamagnetic. How large a magnetic field gradient is needed to levitate frogs or people?
Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor
Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor
Master's Theses
This thesis explores how game makers conceive of and navigate the intersection between digital systems and real world systems by asking, how can social impact game designers shape procedural rhetoric to effectively address complex real world systems with digital systems? By examining three game case studies, I reach four significant findings regarding player agency, subversive play, design approaches to scale, and game difficulty in regards to systems fluency.
Texture Mapping With Mudbox And 3ds Max, Joshua Holland
Texture Mapping With Mudbox And 3ds Max, Joshua Holland
Graphic Communication
The purpose of this study was to determine the intuitiveness of texture mapping and compressibility of files generated using Autodesk 3ds Max 2012 versus Autodesk Mudbox 2012. This will be used by anyone starting to learn how to texture map and who is comparing programs that have the capability to do so. This will save users time in researching which program is better suited for their needs.
This study investigated how Autodesk 3ds Max 2012 and Autodesk Mudbox 2012 compared in mapping textures to 3D models. A basic computer skills assessment test and an intuitive test was administered to twelve …
Possible Symbolics 33, Stephen Andrade
Possible Symbolics 33, Stephen Andrade
Computer Graphics Department Faculty Publications and Creative Works
Professor Steve Andrade is continuously experimenting in a wide range of visual arts and technology. He is an avid researcher in the areas of interactive technology, gaming, modern visual metaphor, archeology, fine arts, Western geology and the sociology of technology space.
When he is not teaching or conducting projects at the University, Professor Andrade can be found traveling or working in his studio (pictured here). His artwork includes digital imaging, graphic art posters, virtual space planning, information graphics, 2d and 3d sculpture, representational sketching, realism, video and his current passion - abstract modern painting with a hint of allegory. He …
The Risk Factors Of Alcohol Abuse Among College Athletes, Jacob Jones
The Risk Factors Of Alcohol Abuse Among College Athletes, Jacob Jones
All-Inclusive List of Electronic Theses and Dissertations
Self-concept theory was used as a theoretical basis to investigate the utility of social norms alcohol prevention programs designed for college athletes. The predictive relationship among alcohol use and athletic identity, competitiveness, drinking game participation, and level of sport participation was investigated. It was discovered that drinking game participation is a significant predictor of total weekly alcohol use above and beyond the other predictors. In addition, drinking game participation and organized recreational sport participation were significant predictors of total binge drinking episodes. While controlling for drinking game participation and competitiveness, no significant differences were found in the amount of alcohol …
The Carp Metaverse Art Ebooks, Velazquez Bonetto
The Carp Metaverse Art Ebooks, Velazquez Bonetto
SWITCH
This article describes the Cybernetic Art Research Project (CARP), founded in 2007 as a location in the Art Space Diabolus in Second Life. Their goal is to produce what they call HyperArt - "technically sophisticated and substantive art that explores all the possibilities of virtual media."
Cinema Of Video Games, Michael Tucker
Cinema Of Video Games, Michael Tucker
SWITCH
This article explores the unique potential of video games, arguing that they surpass traditional storytelling forms like literature, theater, illustration, and film by offering players a sense of agency and emotional ownership. Through interactive environments and storytelling, video games can create personalized narratives shaped by player decisions.
Agency In Video Games, Marek Kapolka
Agency In Video Games, Marek Kapolka
SWITCH
This article explores the concept of agency in video games, which the author distinguishes separately from interactivity. While traditional games emphasize challenge and goal completion, artistically-driven games may prioritize experiences of choice with undirected play.