453,386 research outputs found

    A NPC Behaviour Definition System for Use by Programmers and Designers

    Get PDF
    In this paper we describe ZBL/0, a scripting system for defining NPC (Non Player Character) behaviour in FPS (First Person Shooter) games. ZBL/0 has been used to illustrate the use of scripting systems in computer games in general and the scripting of NPC behaviour in particular in the context of a book on game development. Many novice game designers have clear ideas about how the computer game they imagine should work but have little knowledge ā€“ if any ā€“ about how their ideas can be implemented. This is why books on game creation (design, programming etc.), as well as all-in-one game creation systems ā€“ especially designed for ease of use and intended for an amateur audience ā€“ enjoy great popularity. A large proportion of these books however merely present solutions in the form of descriptions and explanations of specific implementations with inadequate explanations of principles. While this may benefit rapid application development it often does not lead to a deeper understanding of the underlying concepts. The understanding of rule-based behaviour definition through simple scripting in computer games and the development of such scripts by programmers and designers is what we aim to address with the ZBL/0 system

    Climate Connections Card Game

    Get PDF
    The project was to create a game to teach climate change to 9-14 year-olds for the FIRST Lego League Challenge. We designed a card and computer game with 80 unique cards with original graphics and content. We performed extensive play testing with over 40 subjects to guide multiple revisions of the game play and rules. We produced a professional level card and computer game that presents climate change from multiple points of view and is enjoyable and accessible to all ages

    Experimental Investigation of the Effects of Different Market Mechanisms for Electronic Knowledge Markets

    Get PDF
    Knowledge sharing can be seen as a social dilemma. Mutual knowledge sharing can lead to a benefit for all the participants. However, establishing voluntary knowledge sharing can be difficult because each member benefits from the knowledge offered by others but gains little from the own contribution. Knowledge markets could overcome this problem. To analyze knowledge markets we designed and implemented the Data Trader Game. This computer-assisted game was used for the real-life experiments of different market mechanisms and their effects on knowledge sharing

    The EcoKids and the Paper Pests

    Get PDF
    This report details and explains the creation process of the Interactive Media and Game Development, Computer Science, and Professional Writing Major Qualifying Project titled The EcoKids and the Paper Pests, shortened in this report to Paper Pests. Paper Pests is an educational game about invasive species for a middle school audience, designed to teach concepts from a New Zealand invasive species scenario. This report goes into details on the gameā€™s background research, all areas of development, playtesting results and iterations, public appearances, potential avenues of future funding and development, and team role postmortems

    Game Edukasi ā€œBaby Lost in the Jungleā€ Dengan Adobe Flash Cs3

    Full text link
    Along with the development of technology, sometimes it is difficult to teach children to learn, kids would rather play than learning, one of them playing computer games, computer games have become the trend of the drugging of young people and old. Many games are created with a variety of different genres. In a computer or other multimedia device was not complete if there is not a game.Making games can be done in various ways. In making this time the author educational game using Adobe Flash CS 3. In making this game writers make elements that are used in the form of characters (sprites), setting background, and other graphical elements using Adobe Photoshop CS 3, and Corel Draw X5, while to process the background music (background sounds) and sound effects (sound effects) using Audacity, after a complete graphics and sound material, the material is imported into the library in Adobe Flash CS 3 for organized into a game. Elements that have been prepared and made later authors collated the scene, layers and frames in accordance with what the author designed. Here the authors combine actionsript and motion that this game becomes more interesting to play. The last step to replace the standard icon with ResouceHack flash game that has the image of the game for education.Game "Baby Lost In The Jungle" This is a game genre Education. Education in this game is aimed at children aged 3-5 years, but in general, this application can be used for all those who can not read and write, because in this game teaches you how to write and read with a fun method

    Do computer games enhance learning about conflicts? A cross-national inquiry into proximate and distant scenarios in Global Conflicts

    Get PDF
    Cataloged from PDF version of article.Interactive conflict resolution and peace education have developed as two major lines of practice to tackle intractable inter-group conflicts. Recently, new media technologies such as social media, computer games, and online dialogue are added to the existing set of tools used for peace education. However, a debate is emerging as to how effective they are in motivating learning and teaching skills required for peace building. We take issue with this question and have conducted a study investigating the effect of different conflict contexts on student learning. We have designed a cross-national experimental study with Israeli-Jewish, Palestinian, and Guatemalan undergraduate students using the Israeliā€“Palestinian and Guatemalan scenarios in the computer game called ā€˜ā€˜Global Conflicts.ā€™ā€™ The learning effects of these scenarios were systematically analyzed using pre- and post-test questionnaires. The study indicated that Israeli-Jews and Palestinians acquired more knowledge from the Guatemalan game than Guatemalans acquired from the Israeliā€“Palestinian game. All participants acquired knowledge about proximate conflicts after playing games about these scenarios, and there were insignificant differences between the three national groups. Israeli-Jews and Palestinians playing the Israeliā€“Palestinian game changed their attitudes about this conflict, while Guatemalans playing the Guatemalan game did not change their attitudes about this case. All participants changed their attitudes about distant conflicts after playing games about these scenarios

    Toward Development Game-Based Adaptive Learning

    Get PDF
    Digital educational games have been used in schools for more than twenty years. Nowadays, digital educational games are being developed to serve goal-orient purposes.Ā  This paper introduces ways to develop studentsā€™ HOT skills based on a structured approach to digital game-based adaptive learning (DGLA). The game approach in this study used a visual learning environment aimed at developing studentsā€™ HOT skills, which involve ordering, selecting, evaluating, contrasting, and comparing.Ā  The Learning- based visual tools were designed to motivate primary school children and engage them in computer programming. Furthermore, we distributed a questionnaire to gauge the attitudes of students toward a learning game approach with a visual environment.Ā  The questionnaire was focused on the categories of motivation and challenges. The results show a clear gap between pre and post- test in all categories. Keywords: HOT skills, game based learning, visual learning environmen

    Object Tracking in Games using Convolutional Neural Networks

    Get PDF
    Computer vision research has been growing rapidly over the last decade. Recent advancements in the field have been widely used in staple products across various industries. The automotive and medical industries have even pushed cars and equipment into production that use computer vision. However, there seems to be a lack of computer vision research in the game industry. With the advent of e-sports, competitive and casual gaming have reached new heights with regard to players, viewers, and content creators. This has allowed for avenues of research that did not exist prior. In this thesis, we explore the practicality of object detection as applied in games. We designed a custom convolutional neural network detection model, SmashNet. The model was improved through classification weights generated from pre-training on the Caltech101 dataset with an accuracy of 62.29%. It was then trained on 2296 annotated frames from the competitive 2.5-dimensional fighting game Super Smash Brothers Melee to track coordinate locations of 4 specific characters in real-time. The detection model performs at a 68.25% accuracy across all 4 characters. In addition, as a demonstration of a practical application, we designed KirbyBot, a black-box adaptive bot which performs basic commands reactively based only on the tracked locations of two characters. It also collects very simple data on player habits. KirbyBot runs at a rate of 6-10 fps. Object detection has several practical applications with regard to games, ranging from better AI design, to collecting data on player habits or game characters for competitive purposes or improvement updates

    Automatic generation of quiz questions using Freebase

    Get PDF
    Master's thesis in Computer scienceIn this thesis an algorithm is designed to generate questions and answers au- tomatically and randomly using Freebase to be used in an online knowledge game, called Game of Gums. In this game, a player chooses a topic based on his/her interest and answers to some questions in order to go further steps in the game. Freebase is a knowledge base contains millions of entities in different domains. By accessing Freebase data by using Freebase APIs, we can read Freebase data and use entities and their properties for generating questions and answers. Questions in this game are in different category levels of : \Easy", \Medium", and \Hard". These categories are created based on the score of entity that are assigned to that during indexing. The score shows the popularity and number of incoming and/or outgoing links to each entity. Furthermore, a Java program was implemented for each question and corresponding answers using NetBeans IDE. Finally, surveys are designed and have been sent to interested volunteers in each topic to evaluate quiz questions. The results of these studies were discussed afterward. The results show that most of the respondents could answer easy questions while least of them answer hard ones. All these steps are explained in this thesis in great detail
    • ā€¦
    corecore