834 research outputs found

    Architectural Studies of Games Engines ā€“ the Quake Series

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    The move of commercial companies to ā€œopen-sourceā€ their products presents challenges for both the proposing company and the wider open source (OS) communities. The former has to align their source code to the OS practices, while the latter has to cope with large amounts of closely developed code. This paper aims to present relevant data and results from the analysis performed on the Quake family of OSS game engines, including findings and an initial interpretation of the data. This forms the basis for the architectural understanding necessary to design and develop improvements and new features to the studied game engines. The presented approach constitutes a useful resource for games developers who wish to contribute to the further evolution of these games engines; and it provides insights into how the Quake engine architecture has evolved in practice since it was released as an open source project

    Exploring the potential usefulness of binary space partitions in architectural representations

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    There have been recent advances developed within the computer gaming industry that have made real-time first-person perspective spatial experiences feasible on the personal computer. Principally through the use of binary space partition tree structures, developers of threedimensional gaming environments are able to convey to computer users a convincing sense of movement through space. The technology behind these advances may be termed as a particularization of Virtual Reality. This paper will outline research intended to determine the possible usefulness of binary space partitions in the fields of architectural education and practice. The feasibility of this technology was studied by directly observing original experimentation in practical application, which was conducted primarily in the Imaging Laboratory at the New Jersey School of Architecture. In addition, this paper references existing theories and experiencebased expositions on the application of computer technology to architectural design and representation, with particular regard to the use of generalized virtual reality

    Integration of psychological models in the design of artificial creatures

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    Artificial creatures form an increasingly important component of interactive computer games. Examples of such creatures exist which can interact with each other and the game player and learn from their experiences. However, we argue, the design of the underlying architecture and algorithms has to a large extent overlooked knowledge from psychology and cognitive sciences. We explore the integration of observations from studies of motivational systems and emotional behaviour into the design of artificial creatures. An initial implementation of our ideas using the ā€œsim agentā€ toolkit illustrates that physiological models can be used as the basis for creatures with animal like behaviour attributes. The current aim of this research is to increase the ā€œrealismā€ of artificial creatures in interactive game-play, but it may have wider implications for the development of AI

    Distributed Technology-Sustained Pervasive Applications

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    Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make use of 'non-standard input devices' and with the rise of the Internet of Things (IoT), pervasive applications can be expected to move beyond games. This dissertation is requirements- and development-focused Design Science research for distributed technology-sustained pervasive applications, incorporating knowledge from the domains of Distributed Computing, Mixed Reality, Context-Aware Computing, Geographical Information Systems and IoT. Computer video games have existed for decades, with a reusable game engine to drive them. If pervasive games can be understood as computer games interfacing with the physical world, can computer game engines be used to stage pervasive games? Considering the use of non-standard input devices in pervasive games and the rise of IoT, how will this affect the architectures supporting the broader set of pervasive applications? The use of a game engine can be found in some existing pervasive game projects, but general research into how the domain of pervasive games overlaps with that of video games is lacking. When an engine is used, a discussion of, what type of engine is most suitable and what properties are being fulfilled by the engine, is often not part of the discourse. This dissertation uses multiple iterations of the method framework for Design Science for the design and development of three software system architectures. In the face of IoT, the problem of extending pervasive games into a fourth software architecture, accommodating a broader set of pervasive applications, is explicated. The requirements, for technology-sustained pervasive games, are verified through the design, development and demonstration of the three software system architectures. The ...Comment: 64 pages, 13 figure

    A Framework for Games Literacy and Understanding Games

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    Based on research that studied the challenges and difficulties faced by students taking games studies and game design courses, this paper proposes that while many students enrolled in games education programs are adept at playing games, they are usually neither games literate nor do they have a deep understanding of games. This article provides a framework that can be used to evaluate and assess games literacy. Using Geeā€™s notion of literacy, I propose that a deep understanding of games involves having the ability to explain, discuss, describe, frame, situate, interpret, and/or position games (1) in the context of human culture (games as a cultural artifacts), (2) in the context of other games, (3) in the context of the technological platform on which they are executed, (4) and by deconstructing them and understanding their components, how they interact, and how they facilitate certain experiences in players. I describe each of these aspects and also discuss two educational lenses that can be used to help contextualize what it means to understand and learn about games as well as support games literacy in students

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Towards Semantic Clone Detection, Benchmarking, and Evaluation

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    Developers copy and paste their code to speed up the development process. Sometimes, they copy code from other systems or look up code online to solve a complex problem. Developers reuse copied code with or without modifications. The resulting similar or identical code fragments are called code clones. Sometimes clones are unintentionally written when a developer implements the same or similar functionality. Even when the resulting code fragments are not textually similar but implement the same functionality they are still considered to be clones and are classified as semantic clones. Semantic clones are defined as code fragments that perform the exact same computation and are implemented using different syntax. Software cloning research indicates that code clones exist in all software systems; on average, 5% to 20% of software code is cloned. Due to the potential impact of clones, whether positive or negative, it is essential to locate, track, and manage clones in the source code. Considerable research has been conducted on all types of code clones, including clone detection, analysis, management, and evaluation. Despite the great interest in code clones, there has been considerably less work conducted on semantic clones. As described in this thesis, I advance the state-of-the-art in semantic clone research in several ways. First, I conducted an empirical study to investigate the status of code cloning in and across open-source game systems and the effectiveness of different normalization, filtering, and transformation techniques for detecting semantic clones. Second, I developed an approach to detect clones across .NET programming languages using an intermediate language. Third, I developed a technique using an intermediate language and an ontology to detect semantic clones. Fourth, I mined Stack Overflow answers to build a semantic code clone benchmark that represents real semantic code clones in four programming languages, C, C#, Java, and Python. Fifth, I defined a comprehensive taxonomy that identifies semantic clone types. Finally, I implemented an injection framework that uses the benchmark to compare and evaluate semantic code clone detectors by automatically measuring recall

    Exploring the use of a commercial game engine for the development of educational software

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    Three-dimensional visualization and simulation environments are becoming increasingly important in both industrial and educational environments. However, developing these simulations can be a difficult and expensive task. Herein we explore the use of a commercial game engine to develop a 3-D, interactive computer game designed to teach players about the anatomy of a frog. The goal of this project is threefold: 1) to develop high-fidelity virtual reality educational software with a limited budget and limited personnel, 2) to define a software development process by which similar simulations can be developed, and 3) to explore the benefits that these simulations provide to secondary education. To this end, the Frog Explorer software development process will be reviewed, including discussion of the use of frog anatomy information, as well as the use of the Quake III game engine tools and features. Positive and negative results from two user-testing studies will be reported, with a focus on the game\u27s usability and utility as an educational tool --Abstract, page iii
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