276 research outputs found

    Games and simulations in distance learning: the AIDLET Model

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    This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of games and simulations in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games and simulations, with focus on the practical aspects of the processes used in Open and Distance Learning (ODL). Whereas traditional learning is based on knowledge memorization and the comple- tion of carefully graded assignments, today, games, simulations and virtual environments turn out to be safe platforms for trial and error experimentation, i.e. learning by doing/playing. New instructional models may require that rich interactive processes of communication are supported, that assignments are structured as game-like projects, and that a culture of interaction, collaboration, and enablement drives learning and personal development. In this context, the AIDLET model was set out and verified against a taxonomy representing the main categories and genres of games to meet the requirements of distance education teachers, instructional designers and decision-makers

    Driving vivid virtual environments from sensor networks

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    Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.Cataloged from PDF version of thesis.Includes bibliographical references (pages 89-95).The rise of ubiquitous sensing enables the harvesting of massive amounts of data from the physical world. This data is often used to drive the behavior of devices, but when presented to users, it is most commonly visualized quantitatively, as graphs and charts. Another approach for the representation of sensor network data presents the data within a rich, virtual environment. This thesis introduces the concept of Resynthesizing Reality through the construction of Doppelmarsh, the virtual counterpart of a real marsh located in Plymouth Massachusetts, where the Responsive Environments Group has deployed and maintained a network of environmental sensors. By freely exploring such environments, users gain a vivid, multi-modal, and experiential perspective into large, multi-dimensional datasets. We present a variety of approaches to manifesting data in "avatar landscape", including landscapes generated off live video, tinting frames in correspondence with temperature, or representing sensor history in the appearance and behavior of animals. The concept of virtual lenses is also introduced, which makes it easy to dynamically switch sensor-to-reality mapping from within virtual environments. In this thesis, we describe the implementation and design of Doppelmarsh, present techniques to visualize sensor data within virtual environments, and discuss potential applications for Resynthesizing Reality.by Don Derek Haddad.S.M

    Netmodern: Interventions in Digital Sociology

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    The techno-economic grid of the Internet looks set to fulfil its autopoietic potentials as a global and multi-dimensionally immersive knowledge and memory archival network. This research project moves through a series of Digital Sociology case studies that mimic the changes in paradigms of the WWW from 2005-2010 in the forms of Web 1.0 to 2.0 and beyond to augmented reality and the cloud. Netmodern social theory is an emergent and speculative product of the research findings of this thesis and the subjective experiences of the researcher in experiencing and explaining digital realities in the research. All of the case studies employ practice-based approaches of original investigation through digital interventions completely immersed in particular waves of innovation and change. The role of the researcher shifts from administrator to mediator and observer as the very fabric of the social web transforms and evolves. The suggestion of the research findings is that you need to actually look at everything differently in order to study the research objects of emergent social agency and forms in digital media. Existing forms of critical analysis and methodological frameworks, particularly those concerned with conceptual models of media literacy or collective intelligence are insufficient as explanatory methods. Studying media literacy is most concerned with ‘how’ we create and interact in online social life beyond issues of simple accessibility. The focus of collective intelligence research is ‘what’ knowledge is available for interaction and a canvas for relationships between agency and knowledge forms. All of the case studies in this research project speak to and critique the intersections and relationships of emergent social agency and forms prevalent in Digital Sociology. The collective case studies explore online academic communities (BlogScholar), agency and popularity in the Twitter social network (Twae) and a variety of representations of collective intelligence in action (Web 2.0 cases studies). The research results suggest that the Internet is not so much intersecting with as it is being culture, economy, and technology

    Non-determinism in the narrative structure of video games

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    PhD ThesisAt the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which events can therefore be predicted. This implies that the story itself, seen as the series of events that will unfold during gameplay, is a closed system that can be predicted a priori. This study looks beyond this limitation, and identifies the elements needed for the emergence of a non-finite, emergent narrative structure. Two major contributions are offered through this research. The first contribution comes in the form of a clear categorization of the narrative structures embracing all video game production since the inception of the medium. In order to look for ways to generate a non-deterministic narrative in games, it is necessary to first gain a clear understanding of the current narrative structures implemented and how their impact on users’ experiencing of the story. While many studies have observed the storytelling aspect, no attempt has been made to systematically distinguish among the different ways designers decide how stories are told in games. The second contribution is guided by the following research question: Is it possible to incorporate non-determinism into the narrative structure of computer games? The hypothesis offered is that non-determinism can be incorporated by means of nonlinear dynamical systems in general and Cellular Automata in particular

    On the definition of non-player character behaviour for real-time simulated virtual environments.

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    Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially intelligent behaviour displayed by the virtual entities that populate the games' virtual worlds. It is our firm belief that to further improve the behaviour of virtual entities, game AI development will have to mirror the advances achieved in game graphics. A major contributing factor for these advancements has been the advent of programmable shaders for real-time graphics, which in turn has been significantly simplified by the introduction of higher level programming languages for the creation of shaders. This has demonstrated that a good system can be vastly improved by the addition of a programming language. This thesis presents a similar (syntactic) approach to the definition of the behaviour of virtual entities in computer games. We introduce the term behaviour definition language (BDL), describing a programming language for the definition of game entity behaviour. We specify the requirements for this type of programming language, which are applied to the development and implementation of several behaviour definition languages, culminating in the design of a new game-genre independent behaviour definition (scripting) language. This extension programming language includes several game AI techniques within a single unified system, allowing the use of different methods of behaviour definition. A subset of the language (itself a BDL) was implemented as a proof of concept of this design, providing a framework for the syntactic definition of the behaviour of virtual entities in computer games

    Rethinking interactive arts: a viewpoint based on social embodiment

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    Meditative Interactivity: The Power to Create the Self Through the Virtual

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