168,272 research outputs found
Lawyering in the eSports Industry
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
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
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
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
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
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
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
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
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
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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