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Articles 1 - 30 of 63
Full-Text Articles in Physical Sciences and Mathematics
By The Campfire: How Representation In Video Games Can Be Improved, Hunter Smith
By The Campfire: How Representation In Video Games Can Be Improved, Hunter Smith
WWU Honors College Senior Projects
By the Campfire is a video game designed with accurate and thorough representation in mind from the start of development. Its purpose is to showcase the ways in which the player character in a video game can accurately represent anyone who plays it, and that the non-player characters in a video game can be generated in a way that diverse groups can be represented without harmfully misrepresenting them. This project includes a document that explains the process by which this game was created and why certain choices were made when implementing the games systems. The document details a survey that …
Cooperative Deep Q -Learning Framework For Environments Providing Image Feedback, Krishnan Raghavan, Vignesh Narayanan, Sarangapani Jagannathan
Cooperative Deep Q -Learning Framework For Environments Providing Image Feedback, Krishnan Raghavan, Vignesh Narayanan, Sarangapani Jagannathan
Publications
In this article, we address two key challenges in deep reinforcement learning (DRL) setting, sample inefficiency, and slow learning, with a dual-neural network (NN)-driven learning approach. In the proposed approach, we use two deep NNs with independent initialization to robustly approximate the action-value function in the presence of image inputs. In particular, we develop a temporal difference (TD) error-driven learning (EDL) approach, where we introduce a set of linear transformations of the TD error to directly update the parameters of each layer in the deep NN. We demonstrate theoretically that the cost minimized by the EDL regime is an approximation …
Lingering Effects Associated With The Consumer Use Of Virtual Reality, John Porter Iii, Andrew Robb
Lingering Effects Associated With The Consumer Use Of Virtual Reality, John Porter Iii, Andrew Robb
Open Access Publishing Fund
Since the release of the Oculus Rift CV1 in 2016, millions of VR headsets have made their way into consumers’ homes. Since then, users have created large quantities of data about their experiences in VR through posts made to online discussion forums. We examine this data to gain insights on what sorts of “lingering effects” users report having experienced after VR, and on the progression of these effects over time. We found three major categories of lingering effects (besides simulator sickness) during our qualitative analysis: perceptual effects, behavioral effects, and changes in dreams. The perceptual and behavioral categories were further …
Humans And The Core Partition: An Agent-Based Modeling Experiment, Andrew J. Collins, Sheida Etemadidavan
Humans And The Core Partition: An Agent-Based Modeling Experiment, Andrew J. Collins, Sheida Etemadidavan
Engineering Management & Systems Engineering Faculty Publications
Although strategic coalition formation is traditionally modeled using cooperative game theory, behavioral game theorists have repeatedly shown that outcomes predicted by game theory are different from those generated by actual human behavior. To further explore these differences, in a cooperative game theory context, we experiment to compare the outcomes resulting from human participants’ behavior to those generated by a cooperative game theory solution mechanism called the core partition. Our experiment uses an interactive simulation of a glove game, a particular type of cooperative game, to collect the participant’s decision choices and their resultant outcomes. Two different glove games are considered, …
Generation Of Creative Game Scene Patterns By The Neutrosophic Genetic Cocoso Method, Aurimas Petrovas, Romualdas Bausys, Edmundas Kazimieras Zavadskas, Florentin Smarandache
Generation Of Creative Game Scene Patterns By The Neutrosophic Genetic Cocoso Method, Aurimas Petrovas, Romualdas Bausys, Edmundas Kazimieras Zavadskas, Florentin Smarandache
Branch Mathematics and Statistics Faculty and Staff Publications
Creative procedural generation requires, by its nature, a nondeterministic result. Each set of outputs has to satisfy the required criteria and, at the same time, has to show unique results to be considered creative. One of the keys to increasing nondeterminism is to use fuzzy neutrosophic sets. A combination of a CoCoSo multi-criteria decision algorithm with a genetic algorithm to generate game scenes was proposed. The algorithm satisfies the required game rules and improves the aesthetics value of the visual game scene. The proposed approach seeks to produce a creative solution which satisfies the replayability principle, when the solution is …
Difficulty In Video Games, Jason Bechdolt
Difficulty In Video Games, Jason Bechdolt
ART 108: Introduction to Games Studies
Throughout time games have been utilized for a great variety of purposes: relaxing leisure, competitive activity, intellectual exercise, and many other sources of enjoyment. The element of difficulty has existed in various degrees throughout all of those game styles, usually found through the skill of an opponent, but lately many games have been designed to have a digital opponent to provide that difficulty. With access to more information than ever before, people have gotten the chance to witness lives and worlds that they can never physically enjoy, and this has led to a considerable market for games that can provide …
Deeprepair: Style-Guided Repairing For Deep Neural Networks In The Real-World Operational Environment, Bing Yu, Hua Qi, Guo Qing, Felix Juefei-Xu, Xiaofei Xie, Lei Ma, Jianjun Zhao
Deeprepair: Style-Guided Repairing For Deep Neural Networks In The Real-World Operational Environment, Bing Yu, Hua Qi, Guo Qing, Felix Juefei-Xu, Xiaofei Xie, Lei Ma, Jianjun Zhao
Research Collection School Of Computing and Information Systems
Deep neural networks (DNNs) are continuously expanding their application to various domains due to their high performance. Nevertheless, a well-trained DNN after deployment could oftentimes raise errors during practical use in the operational environment due to the mismatching between distributions of the training dataset and the potential unknown noise factors in the operational environment, e.g., weather, blur, noise, etc. Hence, it poses a rather important problem for the DNNs' real-world applications: how to repair the deployed DNNs for correcting the failure samples under the deployed operational environment while not harming their capability of handling normal or clean data with limited …
Universal Biological Motions For Educational Robot Theatre And Games, Rajesh Venkatachalapathy, Martin Zwick, Adam Slowik, Kai Brooks, Mikhail Mayers, Roman Minko, Tyler Hull, Bliss Brass, Marek Perkowski
Universal Biological Motions For Educational Robot Theatre And Games, Rajesh Venkatachalapathy, Martin Zwick, Adam Slowik, Kai Brooks, Mikhail Mayers, Roman Minko, Tyler Hull, Bliss Brass, Marek Perkowski
Systems Science Faculty Publications and Presentations
Paper presents a concept that is new to robotics education and social robotics. It is based on theatrical games, in motions for social robots and animatronic robots. Presented here motion model is based on Drift Differential Model from biology and Fokker-Planck equations. This model is used in various areas of science to describe many types of motion. The model was successfully verified on various simulated mobile robots and a motion game of three robots called "Mouse and Cheese."
A Highly-Parameterized Ensemble To Play Gin Rummy, Masayuki Nagai '22, Kavya Shrivastava '23, Kien Ta '22, Steven Bogaerts, Chad Byers
A Highly-Parameterized Ensemble To Play Gin Rummy, Masayuki Nagai '22, Kavya Shrivastava '23, Kien Ta '22, Steven Bogaerts, Chad Byers
Computer Science Faculty publications
This paper describes the design and training of a computer Gin Rummy player. The system includes three main components to make decisions about drawing cards, discarding, and ending the game, with numerous parameters controlling behavior. In particular, an ensemble approach is explored in the discard decision. Finally, three sets of parameter tuning and performance experiments are analyzed.
Cyber Security Framework For Vehicular Network Based On A Hierarchical Game, Hichem Sedjelmaci, Imane Horiya Brahmi, Nirwan Ansari, Mubashir Husain Rehmani
Cyber Security Framework For Vehicular Network Based On A Hierarchical Game, Hichem Sedjelmaci, Imane Horiya Brahmi, Nirwan Ansari, Mubashir Husain Rehmani
Publications
The growth of electronic devices in connected vehicles and their connections to the untrusted network, present unprecedented exposure to attacks. Therefore, a reliable and efficient cyber security framework is mandatory to protect vehicular networks against the cyber attackers. Thereby, we propose a cyber defense framework based on a hierarchical cooperative game to secure legitimate vehicles from attacks. In the proposed hierarchical game, there are two kinds of players, the head agent and secondary agents that cooperate between each other to detect, predict and react efficiently against suspected attacks. The Intrusion Detection System (IDS), Intrusion Prediction System (IPS), and Intrusion Reaction …
Investigating The Adoption Of Hybrid Encrypted Cloud Data Deduplication With Game Theory, Xueqin Liang, Zheng Yan, Robert H. Deng, Qinghu Zheng
Investigating The Adoption Of Hybrid Encrypted Cloud Data Deduplication With Game Theory, Xueqin Liang, Zheng Yan, Robert H. Deng, Qinghu Zheng
Research Collection School Of Computing and Information Systems
Encrypted data deduplication, along with different preferences in data access control, brings the birth of hybrid encrypted cloud data deduplication (H-DEDU for short). However, whether H-DEDU can be successfully deployed in practice has not been seriously investigated. Obviously, the adoption of H-DEDU depends on whether it can bring economic benefits to all stakeholders. But existing economic models of cloud storage fail to support H-DEDU due to complicated interactions among stakeholders. In this article, we establish a formal economic model of H-DEDU by formulating the utilities of all involved stakeholders, i.e., data holders, data owners, and Cloud Storage Providers (CSPs). Then, …
Accessibility: Disabilities Treasure Hunt, Devorah Kletenik
Accessibility: Disabilities Treasure Hunt, Devorah Kletenik
Open Educational Resources
This is a treasure hunt game that simulates various disabilities and gives a sense of how frustrating non-accessible content can be for people with disabilities. Suitable for a general audience, no programming experience necessary.
An editable copy is also given, along with ideas about how to make it more accessible.
Recreating The Virtual Bullets That Pierces Through The Soul Of Gaming: Video Games And Its Cultural Perception On America’S Violent Homefrontier, Brandon Palomino
Recreating The Virtual Bullets That Pierces Through The Soul Of Gaming: Video Games And Its Cultural Perception On America’S Violent Homefrontier, Brandon Palomino
ART 108: Introduction to Games Studies
For the past fifty years, video games have been around as a form of entertainment we consume on a daily basis. Unlike the books and movies seen in pop culture today, video games take us on virtual journeys where people participate in unique gameplay objectives based on player involvement. Because the idea of player engagement was rare at the time, it was inevitable that video games would revolutionize the way we view entertainment onwards. With video games becoming increasingly popular throughout the years, the debate of whether they are truly violent in nature has rubbed many people like myself the …
Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm
Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm
Publications and Research
The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. These proceedings summarize the CUNY Games Conference 6.0, where scholars shared research findings at a three-day event to promote and discuss game-based pedagogy in higher education. Presenters could share findings in oral presentations, posters, demos, or play testing sessions. The conference also included workshops on how to modify existing …
Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley
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.
Iceland's Migratory Birds In Changing Environmental Conditions: An Interactive Synthesis, Frances J. Duncan
Iceland's Migratory Birds In Changing Environmental Conditions: An Interactive Synthesis, Frances J. Duncan
Independent Study Project (ISP) Collection
Human-driven changes to environmental conditions alter the habitats, behaviors, and migration patterns of migratory species. Changes in temperature, vegetation, and precipitation are just some of the factors contributing to shifts in phenology, demography, and distribution of migratory birds. These changes are driven by anthropogenic climate change and amplified by human land-use change, and are especially intense at high latitudes. This project creatively communicates the effects of environmental changes on three species of migratory birds in Iceland—the northern wheatear, the Greenland white-fronted goose, and the black-tailed godwit—using principles of storytelling and game design. The resulting interactive product is a game that …
Proceedings Of The Cuny Games Conference 5.0, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Carolyn Stallard, Deborah Sturm, Anders A. Wallace
Proceedings Of The Cuny Games Conference 5.0, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Carolyn Stallard, Deborah Sturm, Anders A. Wallace
Publications and Research
The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. The CUNY Games Conference distills its best cutting-edge interactive presentations into a two-day event to promote and discuss game-based pedagogies in higher education, focusing particularly on non-digital learning activities that faculty can use in the classroom every day. The conference will include workshops lead by CUNY Games Organizers on …
Comparing Procedural Content Generation Algorithms For Creating Levels In Video Games, Zina Monaghan
Comparing Procedural Content Generation Algorithms For Creating Levels In Video Games, Zina Monaghan
Dissertations
Procedural Content Generation (PCG) is used frequently in games to increase replayability by introducing variety to playghrough of a game and reduce development time by allowing complex game worlds to be developed by a smaller team over a more limited amount of time.
Celebration Of Mind Puzzle-Game, Jeremiah Farrell
Celebration Of Mind Puzzle-Game, Jeremiah Farrell
Scholarship and Professional Work - LAS
Each different letter of "Celebration of Mind" is used exactly three times in the following words: ACE, BAM, BID, BLT (the sandwich), CON, FEN, FIT, MIC (microphone or 1099), OLD, RAN, ELM, RFD (rural free delivery), ROT.
Quantitative Jeopardy Feud, Jonathan M. Gallimore
Quantitative Jeopardy Feud, Jonathan M. Gallimore
MSF 600 PR - Gallimore - Fall 2018
This activity - Quantitative Jeopardy Feud - is a method for using a game as a final exam.
Secondary Data Analysis Project, Jonathan M. Gallimore
Secondary Data Analysis Project, Jonathan M. Gallimore
SF 420 PR - Gallimore - Fall 2018
This activity is designed to give students an opportunity to apply what they have learned in statistics to a real dataset.
This activity will help students apply what they have learned in statistics to real world data and answer their own research questions. Students will also practice reporting their results in a paper using APA format.
Forensic Analysis Of Immersive Virtual Reality Social Applications: A Primary Account, Ananya Yarramreddy, Peter Gromkowski, Ibrahim Baggili
Forensic Analysis Of Immersive Virtual Reality Social Applications: A Primary Account, Ananya Yarramreddy, Peter Gromkowski, Ibrahim Baggili
Electrical & Computer Engineering and Computer Science Faculty Publications
Our work presents the primary account for exploring the forensics of immersive Virtual Reality (VR) systems and their social applications. The Social VR applications studied in this work include Bigscreen, Altspace VR, Rec Room and Facebook Spaces. We explored the two most widely adopted consumer VR systems: the HTC Vive and the Oculus Rift. Our tests examined the efficacy of reconstructing evidence from network traffic as well as the systems themselves. The results showed that a significant amount of forensically relevant data such as user names, user profile pictures, events, and system details may be recovered. We anticipate that this …
Spillover Modes In Multiplex Games: Double-Edged Effects On Cooperation And Their Coevolution, Tommy Khoo, Feng Fu, Scott Pauls
Spillover Modes In Multiplex Games: Double-Edged Effects On Cooperation And Their Coevolution, Tommy Khoo, Feng Fu, Scott Pauls
Dartmouth Scholarship
In recent years, there has been growing interest in studying games on multiplex networks that account for interactions across linked social contexts. However, little is known about how potential cross-context interference, or spillover, of individual behavioural strategy impact overall cooperation. We consider three plausible spillover modes, quantifying and comparing their effects on the evolution of cooperation. In our model, social interactions take place on two network layers: repeated interactions with close neighbours in a lattice, and one-shot interactions with random individuals. Spillover can occur during the learning process with accidental cross-layer strategy transfer, or during social interactions with errors in …
The Evolution Of Nintendo Company, Yaochen Wei
The Evolution Of Nintendo Company, Yaochen Wei
ART 108: Introduction to Games Studies
Through consistent innovation, investment in quality, research, and diversification, Nintendo managed to evolve from a playing card manufacturer to a world-leading video game company.
Plentiful Possibilities For Pen, Pencil, And Paper Play, Todd W. Neller
Plentiful Possibilities For Pen, Pencil, And Paper Play, Todd W. Neller
Computer Science Faculty Publications
Neller presented games such as Dots and Boxes, Sprouts, Jotto, Chomp, and Pentominoes in order to illustrate the diversity of existing pencil and paper games. Additionally, he presented his own pencil and paper game design, Paper Penguins, and discussed the game design process.
A Cloud-Based Architecture For Multimedia Conferencing Service Provisioning, Abbas Soltanian, Fatna Belqasmi, Sami Yangui, Mohammad A. Salahuddin, Roch Glitho, Halima Elbiaze
A Cloud-Based Architecture For Multimedia Conferencing Service Provisioning, Abbas Soltanian, Fatna Belqasmi, Sami Yangui, Mohammad A. Salahuddin, Roch Glitho, Halima Elbiaze
All Works
Multimedia conferencing is the real-time exchange of multimedia content between multiple parties. It is the basis of several interactive multiuser applications, such as distance learning and multimedia multiplayer online games. The cloud-based provisioning of the conferencing services on which these applications rely on can have several benefits, including the easy provisioning of new applications, efficient use of resources, and elastic scalability. This paper proposes a holistic cloud-based architecture for conferencing service provisioning, which covers both the infrastructure and platform layers of the cloud. The proposed infrastructure layer offers conferencing substrates-as-a-service (e.g., dial-in signaling, video mixing, and audio mixing), instead of …
Towards A Conceptual Framework For The Development Of Immersive Experiences To Negotiate Meaning And Identify In Irish Language Learning, Naoise Collins, Brian Vaughan, Keith Gardiner, Charlie Cullen
Towards A Conceptual Framework For The Development Of Immersive Experiences To Negotiate Meaning And Identify In Irish Language Learning, Naoise Collins, Brian Vaughan, Keith Gardiner, Charlie Cullen
Conference papers
The onset of virtual reality systems allows for new immersive content which provides users with a sense of presence in their virtual environment. This paper provides the conceptual framework for a larger study examining how designed virtual reality experiences can be utilised to transform Irish language meaning making and a user's personal Irish language identity.
Sensory Seduction And Narrative Pull, Nina Lyons, Matt Smith, Hugh Mccabe
Sensory Seduction And Narrative Pull, Nina Lyons, Matt Smith, Hugh Mccabe
Conference papers
User experience design is a process that has been defined, developed and refined over the last few decades. It is a process of shaping a user's movements through a website or mobile application. It is user-focussed, prioritising utility, ease-of-use and efficiency. It is widely used and has helped advance the way in which users interact with websites and mobile applications, making it far less frustrating. User experience design is a key element in how the internet and mobile technology have become ubiquitous in our daily lives. Given this success, it would seem that continuing to use this process for new …
Proceedings Of The Cuny Games Conference 4.0: The Interactive Course, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm, Anders A. Wallace, Cuny Games Network
Proceedings Of The Cuny Games Conference 4.0: The Interactive Course, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm, Anders A. Wallace, Cuny Games Network
Publications and Research
Proceedings of the CUNY Games Conference, held from January 22-23, 2018, at the CUNY Graduate Center and Borough of Manhattan Community College.
Critical Play with History (Panel) - Composition & Storytelling - Health & Cognitive Sciences - Gaming Anthropology: Teaching Culture and Power Through Games and Design (Panel) - Twine & Writing Games - Easy Ideas II - STEM Games - Global Games for Change Catalog (Panel) - Comics & Active Learning - Fact Checking & Research - Computer Science & Game Design - SimGlobal: Building a Serious Roleplay Course for the Social Sciences (Panel) - Role Playing Games, Narrative, …
The Birds Of A Feather Research Challenge, Todd W. Neller
The Birds Of A Feather Research Challenge, Todd W. Neller
Computer Science Faculty Publications
Neller presented a set of research challenges for undergraduates that allow an excellent formative experience of research, writing, peer review, and potential presentation and publication through a top-tier conference. The focus problem is the analysis of a newly-designed solitaire card game, Birds of a Feather, so potentials for discovery abound. Open access talk slides, research code, solvability data sets, research tutorial videos, and more are also available at http://cs.gettysburg.edu/~tneller/puzzles/boaf .