168,272 research outputs found

    Lawyering in the eSports Industry

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    Lawyering in the eSports Industryhttps://larc.cardozo.yu.edu/flyers-2017-2018/1027/thumbnail.jp

    A Mimetic Strategy to Engage Voluntary Physical Activity In Interactive Entertainment

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    We describe the design and implementation of a vision based interactive entertainment system that makes use of both involuntary and voluntary control paradigms. Unintentional input to the system from a potential viewer is used to drive attention-getting output and encourage the transition to voluntary interactive behaviour. The iMime system consists of a character animation engine based on the interaction metaphor of a mime performer that simulates non-verbal communication strategies, without spoken dialogue, to capture and hold the attention of a viewer. The system was developed in the context of a project studying care of dementia sufferers. Care for a dementia sufferer can place unreasonable demands on the time and attentional resources of their caregivers or family members. Our study contributes to the eventual development of a system aimed at providing relief to dementia caregivers, while at the same time serving as a source of pleasant interactive entertainment for viewers. The work reported here is also aimed at a more general study of the design of interactive entertainment systems involving a mixture of voluntary and involuntary control.Comment: 6 pages, 7 figures, ECAG08 worksho

    Refining the paradigm of sketching in AI-based level design

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    This paper describes computational processes which can simulate how human designers sketch and then iteratively refine their work. The paper uses the concept of a map sketch as an initial, low-resolution and low-fidelity prototype of a game level, and suggests how such map sketches can be refined computationally. Different case studies with map sketches of different genres showcase how refinement can be achieved via increasing the resolution of the game level, increasing the fidelity of the function which evaluates it, or a combination of the two. While these case studies use genetic algorithms to automatically generate levels at different degrees of refinement, the general method described in this paper can be used with most procedural generation methods, as well as for AI-assisted design alongside a human creator.The research was supported, in part, by the FP7 ICT projects C2Learn (project no: 318480) and ILearnRW (project no: 318803), and by the FP7 Marie Curie CIG project Auto- GameDesign (project no: 630665).peer-reviewe

    Investigating collaborative creativity via machine-mediated game blending

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    Can the creativity of humans be enhanced through mutual cooperation, or is it a detriment to their own individual creativity? Although most artists are known for their artistic individuality, some of the best creative works were achieved through mutual collaborative efforts. This paper proposes the study of a game blending system capable of combining user- And machine-generated content from multiple users and creativity facets (e.g., audio, visuals, narrative) for the creation of complete games. Supported by mixed-initiative design tools and human computation (crowdsourcing), users create facet- specific content, while getting stimulated by other creations on different facets by other users. Our research will investigate the ability for machine input into the collaborative process to yield games of higher novelty and quality for players.peer-reviewe

    Feature selection for capturing the experience of fun

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    Several approaches for constructing metrics to capture player experience have been presented previously. In this paper, we propose a generic methodology based on feature selection and preference machine learning for constructing such metric models of the degree to which a player enjoys a given game. For that purpose, previous and new survey experiments on computer and physical interactive games are presented. Given effective data collection a set of numerical features is extracted from a player’s interaction with the game and its physiological state. Then feature selection algorithms are employed together with a function approximator based on artificial neural networks to construct feature sets and function that model the players’ notion of ‘fun’ for the game under investigation. Performance of the model is evaluated by the degree to which the preferences predicted by the model match those ‘fun’ (entertainment) preferences expressed by the subjects. The results show that effective models can be constructed using the proposed approach. The limitations and the use of the methodology as an effective adaptive mechanism to entertainment augmentation are discussed.This work was supported in part by the Danish Research Agency, Ministry of Science, Technology and Innovation (project no: 274-05-0511).peer-reviewe

    Targeting horror via level and soundscape generation

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    Horror games form a peculiar niche within game design paradigms, as they entertain by eliciting negative emotions such as fear and unease to their audience during play. This genre often follows a specific progression of tension culminating at a metaphorical peak, which is defined by the designer. A player’s tension is elicited by several facets of the game, including its mechanics, its sounds, and the placement of enemies in its levels. This paper investigates how designers can control and guide the automated generation of levels and their soundscapes by authoring the intended tension of a player traversing them.The research was supported, in part, by the FP7 ICT projects C2Learn (project no: 318480) and ILearnRW (project no: 318803), and by the FP7 Marie Curie CIG project Auto- GameDesign (project no: 630665).peer-reviewe

    Towards a generic method of evaluating game levels

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    This paper addresses the problem of evaluating the quality of game levels across different games and even genres, which is of key importance for making procedural content generation and assisted game design tools more generally applicable. Three game design patterns are identified for having high generality while being easily quantifiable: area control, exploration and balance. Formulas for measuring the extent to which a level includes these concepts are proposed, and evaluation functions are derived for levels in two different game genres: multiplayer strategy game maps and single-player roguelike dungeons. To illustrate the impact of these evaluation functions, and the similarity of impact across domains, sets of levels for each function are generated using a constrained genetic algorithm. The proposed measures can easily be extended to other game genres.This research was supported, in part, by the FP7 ICT project SIREN (project no: 258453) and by the FP7 ICT project C2Learn (project no: 318480).peer-reviewe

    Digital New Zealand 2014

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    This report presents data on the lifestyles, habits, attitudes and demographics of New Zealanders who play computer and video games, as well as how New Zealanders are consuming interactive games in conjunction with other digital technologies. The report was commissioned from Bond University by the Interactive Games & Entertainment Association (IGEA)

    Multi-level evolution of shooter levels

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    This paper introduces a search-based generative process for first person shooter levels. Genetic algorithms evolve the level’s architecture and the placement of powerups and player spawnpoints, generating levels with one floor or two floors. The evaluation of generated levels combines metrics collected from simulations of artificial agents competing in the level and theory-based heuristics targeting general level design patterns. Both simulation-based and theory-driven evaluations target player balance and exploration, while resulting levels emergently exhibit several popular design patters of shooter levels.The research was supported, in part, by the FP7 ICT projects C2Learn (project no: 318480) and ILearnRW (project no: 318803), and by the FP7 Marie Curie CIG project AutoGameDesign (project no: 630665).peer-reviewe

    Application of serious games to sport, health and exercise

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    Use of interactive entertainment has been exponentially expanded since the last decade. Throughout this 10+ year evolution there has been a concern about turning entertainment properties into serious applications, a.k.a "Serious Games". In this article we present two set of Serious Game applications, an Environment Visualising game which focuses solely on applying serious games to elite Olympic sport and another set of serious games that incorporate an in house developed proprietary input system that can detect most of the human movements which focuses on applying serious games to health and exercise
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