5,349 research outputs found

    The Rise of Reactive and Interactive Video Game Audio

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    As video games have matured from a technical hobby to a fully-fledged art form, so too have the methods used to create them matured. In tandem with the constant evolution of graphical fidelity, gameplay mechanics, input devices, and storytelling techniques spanning the entire existence of video games, there has also been an evolution in the purpose, and implementation, of music and sound effects. Whereas early video games utilized simple melodies to attract players in arcades, modern video games have grown to utilize audio as a means for storytelling in itself. As the visual component continues to grow more realistic with each gaming generation, equally realistic audio has become increasingly important in creating a cohesive experience for the player. For this reason, many developers have turned to utilizing audio pipelines which allow for expanded mixing and audio processing techniques, resulting in the most immersive interactive audio experiences ever made

    2019-20 Undergraduate Catalog

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    2015-16 Catalog

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    2014-15 Catalog

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    2013-14 Catalog

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    Applications of Educational Serious Games for Information Technology Related Subjects in Higher Education

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    Serious games which are designed for purposes rather than pure entertainment have become one of the popular topics these days as they have the potential to be effective and efficient teaching tools which are interactive, attractive and immersive. This study conducts a systematic literature review on the past research on the application of educational serious games in Information Technology (IT) related subjects in tertiary sector, and aims at broadening our understanding of the role of games in education. Herewith, we searched the selected keywords on several academic databases and found an initial set of 3437 studies. Then we excluded papers on the basis of their title, abstract and full text to come up with a set of more relevant studies. This paper proposes a new classification for applied games in this area and classifies them into five categories of simulation games, puzzle-solving games, 3D games, board games, and role-playing games. The results of the data analysis show that majority of the studies have used simulation and role-playing games. A summary of the results and conclusions of each paper is also provided to inform both teachers and researchers on the topic.Full Tex

    2020-21 Undergraduate Catalog

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    2021-22 Undergraduate Catalog

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