25,022 research outputs found

    Flexible story generation with Norms and Preferences in computer role playing games

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    Interactive storytelling is a strength of table-top role playing games as they are facilitated by a game master (GM) who directs the narrative and devises game scenarios. One difficulty with the implementation is the large amount of time

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Youth and Digital Media: From Credibility to Information Quality

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    Building upon a process-and context-oriented information quality framework, this paper seeks to map and explore what we know about the ways in which young users of age 18 and under search for information online, how they evaluate information, and how their related practices of content creation, levels of new literacies, general digital media usage, and social patterns affect these activities. A review of selected literature at the intersection of digital media, youth, and information quality -- primarily works from library and information science, sociology, education, and selected ethnographic studies -- reveals patterns in youth's information-seeking behavior, but also highlights the importance of contextual and demographic factors both for search and evaluation. Looking at the phenomenon from an information-learning and educational perspective, the literature shows that youth develop competencies for personal goals that sometimes do not transfer to school, and are sometimes not appropriate for school. Thus far, educational initiatives to educate youth about search, evaluation, or creation have depended greatly on the local circumstances for their success or failure

    Agent Street: An Environment for Exploring Agent-Based Models in Second Life

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    Urban models can be seen on a continuum between iconic and symbolic. Generally speaking, iconic models are physical versions of the real world at some scaled down representation, while symbolic models represent the system in terms of the way they function replacing the physical or material system by some logical and/or mathematical formulae. Traditionally iconic and symbolic models were distinct classes of model but due to the rise of digital computing the distinction between the two is becoming blurred, with symbolic models being embedded into iconic models. However, such models tend to be single user. This paper demonstrates how 3D symbolic models in the form of agent-based simulations can be embedded into iconic models using the multi-user virtual world of Second Life. Furthermore, the paper demonstrates Second Life\'s potential for social science simulation. To demonstrate this, we first introduce Second Life and provide two exemplar models; Conway\'s Game of Life, and Schelling\'s Segregation Model which highlight how symbolic models can be viewed in an iconic environment. We then present a simple pedestrian evacuation model which merges the iconic and symbolic together and extends the model to directly incorporate avatars and agents in the same environment illustrating how \'real\' participants can influence simulation outcomes. Such examples demonstrate the potential for creating highly visual, immersive, interactive agent-based models for social scientists in multi-user real time virtual worlds. The paper concludes with some final comments on problems with representing models in current virtual worlds and future avenues of research.Agent-Based Modelling, Pedestrian Evacuation, Segregation, Virtual Worlds, Second Life

    Changing the Core: Redefining Gaming Culture from a Female-Centered Perspective.

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    In the mid-2000s, the spread of casual, social, and mobile games led researchers, journalists, and players to believe that video gaming was opening up to previously marginalized audiences, especially women. At the same time, game culture has seen a significant increase in incidents of sexism and misogyny. This dissertation uses a critical exploration of industry texts and practices, as well as interviews with thirty-seven female gamers, to explain how these conflicting narratives can co-exist and how women navigate their contradictions. The dissertation posits that industrial changes and the broadening of gaming audiences have motivated a Gramscian crisis of authority, where previously hegemonic male gamers fear losing their privileged position in this space. As a protective measure, they have reacted with both overtly and implicitly sexist forces, such as gender-based harassment, that marginalize non-male gamers, barring them from cultural power. This works to maintain what this project describes as a “core” of gaming culture that is exclusionary and misogynistic. At the same time, women and other marginalized audiences express deep pleasure in gaming and have developed nuanced strategies for managing their exclusion, pursuing positive gaming experiences, and competing with men on their own turf. In doing so, they put themselves in a complicated position, often simultaneously enjoying their identity as gamers while being told they should not possess that identity. By embodying their conflicting identities in diverse and negotiated ways, however, they work to break down the idea of “women” as an essentialized group and instead outline new ways of being female. This performs feminist action not only by diversifying ideas of who women can be, but also in demonstrating how they are already deeply connected to technologies like games despite their historic masculinization. Women are barred from gaming identity in many ways, but they are also still already part of its “core”. In addition, their management of conflicted identities illustrates pathways along which players could build networks of affinity across gendered lines, encouraging the development of a more equitable power structure in gaming, and perhaps in other masculinized and sexist spaces as well.PhDCommunication StudiesUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/133417/1/accote_1.pd

    The gene-culture coevolution of human decision-making

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    Gamification of Cyber Security Awareness : A Systematic Review of Games

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    The frequency and severity of cyber-attacks have increased over the years with damaging consequences such as financial loss, reputational damage, and loss of sensitive data. Most of these attacks can be attributed to user error. To minimize these errors, cyber security awareness training is conducted to improve user awareness. Cyber security awareness training that is engaging, fun, and motivating is required to ensure that the awareness message gets through to users. Gamification is one such method by which cyber security awareness training can be made fun, engaging, and motivating. This thesis presents the state of the art of games used in cyber security awareness. In this regard, a systematic review of games following PRISMA guidelines was conducted on the relevant papers published between 2010 to 2021. The games were analyzed based on their purpose, cyber security topics taught, target audience, deployment methods, game genres implemented and learning mechanics applied. Analysis of these games revealed that cyber security awareness games are mostly deployed as computer games, targeted at the general public to create awareness in a wide range of cyber security topics. Most of the games implement the role-playing genre and apply demonstration learning mechanics to deliver their cyber security awareness message effectively

    A teacher's guide to evolution, behavior, and sustainability science

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