56,343 research outputs found

    A quantum procedure for map generation

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    Quantum computation is an emerging technology that promises a wide range of possible use cases. This promise is primarily based on algorithms that are unlikely to be viable over the coming decade. For near-term applications, quantum software needs to be carefully tailored to the hardware available. In this paper, we begin to explore whether near-term quantum computers could provide tools that are useful in the creation and implementation of computer games. The procedural generation of geopolitical maps and their associated history is considered as a motivating example. This is performed by encoding a rudimentary decision making process for the nations within a quantum procedure that is well-suited to near-term devices. Given the novelty of quantum computing within the field of procedural generation, we also provide an introduction to the basic concepts involved.Comment: To be published in the proceedings of the IEEE Conference on Game

    The Rhetoric of Video Games

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning Bogost's chapter offers an introduction to rhetoric in games. First he looks at the way games and their rules embody cultural values, following the work of Brian Sutton-Smith and looking in particular at a few examples from international sports. Then he discusses the relationship between games and ideology, showing how game play can unpack and expose deeply engrained social, cultural, and political assumptions. Finally he discusses the ways videogames make arguments. Drawing on the history of rhetoric, Bogost introduces a notion he calls "procedural rhetoric," the art of persuasion through rule-based representations and interactions

    Technology Solutions for Developmental Math: An Overview of Current and Emerging Practices

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    Reviews current practices in and strategies for incorporating innovative technology into the teaching of remedial math at the college level. Outlines challenges, emerging trends, and ways to combine technology with new concepts of instructional strategy

    Virtual World-Weariness: On Delaying the Experiential Erosion of Digital Environments

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    A common understanding of the role of a game developer includes establishing (or at least partially establishing) what is interactively and perceptually available in (video)game environments: what elements and behaviors those worlds include and allow, and what is ā€“ instead ā€“ left out of their ā€˜possibility horizonā€™. The term ā€˜possibility horizonā€™ references the Ancient Greek origin of the term ā€˜horizonā€™, į½„ĻĪæĻ‚ (oros), which denotes a frontier ā€“ a spatial limit. On this etymological foundation, ā€˜horizonā€™ is used here to indicate the spatial and operational boundaries that a (video)game environment affords its players. This book chapter discusses a particular feeling that emerge in relation to playful encounters with the ā€˜possibility horizonsā€™ of videogames. I am referring here to the realization, as a player, that a game environment can be experientially exhausted and is, as such, ultimately banal. In other words, I will examine how our deliberate engagement with the interactive environments of digital games can trigger sensations that are analogous to what Romantic authors referred to as Weltschmerz (ā€˜world-wearinessā€™)

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Soft systems methodology: a context within a 50-year retrospective of OR/MS

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    Soft systems methodology (SSM) has been used in the practice of operations research and management science OR/MS) since the early 1970s. In the 1990s, it emerged as a viable academic discipline. Unfortunately, its proponents consider SSM and traditional systems thinking to be mutually exclusive. Despite the differences claimed by SSM proponents between the two, they have been complementary. An extensive sampling of the OR/MS literature over its entire lifetime demonstrates the richness with which the non-SSM literature has been addressing the very same issues as does SSM
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