5,435 research outputs found
Implementation and playtesting for a world adventure game’s procedural content generation system
This paper presents an experimental methodology of procedural content generation (PCG) for natural environments focusing on game design and visualization. This approach allows us to define a set of instructions to shape the content generation to meet the requirements of game design and level design
teams. For the validation process, we have discussed and analyzed a playtesting session.info:eu-repo/semantics/submittedVersio
Creating an Audio Game Platform for the Visually Impaired
Interactive media is a form of entertainment that has become increasingly popular in recent years. However, the entertainment medium is not accessible to people with visual impairments. This project investigates the rise of interactive media with accessibility in mind, focusing on audio-based games. To support this research, this project will involve the development of a game platform using audio and motion-based inputs. This prototype is a proof-of-concept, showing the possibilities of creating games for those who cannot normally play them
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Improving academic learning from computer-based narrative games
Although many strong claims are made for the power of computer games to promote academic learning, the narrative content of a game may reduce the learner's tendency to reflect on its academic content. The present study examines adding a low-cost instructional feature intended to promote appropriate cognitive processing of the academic content during play. College students played a computer adventure game in which they guided a character through a bunker in search of lost artwork, building electromechanical devices to open stuck doors along the way. In Experiment 1, students who filled out worksheets about wet-cell batteries before and during the game outperformed students who played the game without worksheets on a written explanation of how wet-cell batteries work (d = 0.92), multiple-choice comprehension questions about wet-cell batteries (d = 0.67), and open-ended transfer problems about wet-cell batteries (d = 0.74). In Experiment 2, participants who completed only the in-game worksheet outperformed the control group on a written explanation of wet-cell batteries (d = 0.59) and transfer problems (d = 0.67), whereas participants who completed only the pre-game worksheet did not outperform the control group on any measure. These findings point to the learning benefits of adding instructional features suggested by cognitive theories of learning
Collaborative hybrid agent provision of learner needs using ontology based semantic technology
© Springer International Publishing AG 2017. This paper describes the use of Intelligent Agents and Ontologies to implement knowledge navigation and learner choice when interacting with complex information locations. The paper is in two parts: the first looks at how Agent Based Semantic Technology can be used to give users a more personalised experience as an individual. The paper then looks to generalise this technology to allow users to work with agents in hybrid group scenarios. In the context of University Learners, the paper outlines how we employ an Ontology of Student Characteristics to personalise information retrieval specifically suited to an individual’s needs. Choice is not a simple “show me your hand and make me a match” but a deliberative artificial intelligence (AI) that uses an ontologically informed agent society to consider the weighted solution paths before choosing the appropriate best. The aim is to enrich the student experience and significantly re-route the student’s journey. The paper uses knowledge-level interoperation of agents to personalise the learning space of students and deliver to them the information and knowledge to suite them best. The aim is to personalise their learning in the presentation/format that is most appropriate for their needs. The paper then generalises this Semantic Technology Framework using shared vocabulary libraries that enable individuals to work in groups with other agents, which might be other people or actually be AIs. The task they undertake is a formal assessment but the interaction mode is one of informal collaboration. Pedagogically this addresses issues of ensuring fairness between students since we can ensure each has the same experience (as provided by the same set of Agents) as each other and an individual mark may be gained. This is achieved by forming a hybrid group of learner and AI Software Agents. Different agent architectures are discussed and a worked example presented. The work here thus aims at fulfilling the student’s needs both in the context of matching their needs but also in allowing them to work in an Agent Based Synthetic Group. This in turn opens us new areas of potential collaborative technology
Four Lenses for Designing Morally Engaging Games
Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how they may be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe the design problems raised by each. To conclude, we analyse two recent games, The Walking Dead and Papers, Please, and show how the lenses give us insight into important design differences between them
Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games
Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how these skills can be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for
considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe the design problems raised by each. To conclude, we analyse two recent games, The Walking Dead and Papers, Please, and show how the lenses give us insight into important design differences between these games
Designing Serious Games for Education: From Pedagogical Principles to Game Mechanisms
International audienceSGs represent an important opportunity for improving education thanks to their ability to compel players and to present realistic simulations of real-life situations. The scientific community is aware that we are just at the beginning of a proper use of gaming technologies for education and training and, in particular, there is a need for scientific and engineering methods for building games not only as more realistic simulations of the physical world, but as means that provide effective learning experiences. This requires an ever closer cooperation among the various actors involved in the overall SG life- chain, putting pedagogy in a central role, given the educational target of the SGs. This paper addresses the till-now inadequate integration of educational and game design principles and proposes techniques, methods and mechanisms that allow designers with different background to dialogue among each other and to define games that are able to integrate - by design - entertainment and educational features. In particular, the paper follows a design path that starts from the definition of reference frameworks and then analyses the typical categories of design patterns, before focusing on the user-interaction modalities - seen from a pedagogical point of view - given their relevance for the end-users. In the end, we discuss the sandbox serious game model, that looks suited to implement - by design - joint pedagogical and entertainment features. We believe that the indications provided in this paper can be useful for researchers and stakeholders to understand the typical issues in SG design and to get inspiration about possible solutions that take into account the need to implement tools that are effective both as an entertainment medium and as an education tool
Tangible Web: An Interactive Immersion Virtual RealityCreativity System that Travels Across Reality
With the advancement of virtual reality (VR) technology, virtual displays
have become integral to how museums, galleries, and other tourist destinations
present their collections to the public. However, the current lack of immersion
in virtual reality displays limits the user's ability to experience and
appreciate its aesthetics. This paper presents a case study of a creative
approach taken by a tourist attraction venue in developing a physical network
system that allows visitors to enhance VR's aesthetic aspects based on
environmental parameters gathered by external sensors. Our system was
collaboratively developed through interviews and sessions with twelve
stakeholder groups interested in art and exhibitions. This paper demonstrates
how our technological advancements in interaction, immersion, and visual
attractiveness surpass those of earlier virtual display generations. Through
multimodal interaction, we aim to encourage innovation on the Web and create
more visually appealing and engaging virtual displays. It is hoped that the
greater online art community will gain fresh insight into how people interact
with virtual worlds as a result of this work.Comment: Accepted In Proceedings of the ACM Web Conference 2023, April 30-May
4, 2023, Austin, TX, USA. ACM, New York, NY, US
Mapping Metroid: Narrative, Space, and Other M
Metroid: Other M, the latest game in the Metroid series, was heavily criticized for the contradictory portrayal of its avatar protagonist, Samus Aran. This article analyzes these critiques within the 25-year history of the Metroid series, noting intersections with literary theory, cognitive science, geography, and cinema. “Mapping Metroid” argues that player dissatisfaction is a result of Other M’s inconsistency in balancing gameplay constraints with player agency, and the game’s failure at “imperative” storytelling. The maps in Other M and its predecessors are treated in depth, since the relationship between cartographic and gameworld spaces must be “read” dynamically by players to progress; these maps reflect the affordances of each game, and how those affordances contribute to player enjoyment or frustration. The article concludes with the suggestion that paying attention to signifying spaces may help design better games and help situate video games within a wider discussion of theories of postmodern subjectivity
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