2 research outputs found

    Spatial Design for Multicultural Online Game Environments

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    Current gaming technologies enable players from different cultures to communicate and participate in gameplay within a single game environment. A player from one culture may now inhabit a three-dimensional game environment developed by designers from a different culture. These game environments bypass geographic and cultural boundaries and question differences in Eastern and Western gameplay preferences recognized by the games industry. This paper discusses the effect of cultural knowledge on the spatial design of three-dimensional game environments. A new methodology for the comparative analysis of the design of three-dimensional game environments is established considering cultural models as applied to design thinking. Based on spatial analysis it offers game designers and researchers metrics correlated to human way-finding in the real world that are directly relevant to the forms of game play in these environments. The initial analysis of internationally popular, and culturally specific, game environments indicate areas where cultural differences may be considered through spatial considerations within a design methodology. Recognized cognitive differences between Eastern and Western cultures and the interpretation of the two dimensional visual field are considered within findings that determine the use of spatial metrics is a methodology that can be used by design researchers and game designers as a tool set within the design cycle of online multicultural three-dimensional game environments

    Explanation-based learning with analogy for impasse resolution

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    This paper proposes an algorithm for the inclusion of analogy into Explanation-Based Learning (EBL). Analogy can be used when an impasse is reached to extend the deductive closure of EBL’s domain theory. This enables the generation of control laws, via EBL, for hardware which is not catered for in the domain theory. This advantage addresses a problem which represents a dearth in the current literature. Integrated Modular Avionics (IMA) literature has thus far been concerned with the architectural considerations. This paper seeks to address the impact of hardware changes on the controllers within an IMA architecture. An algorithm is proposed and applied to control an aviation platform with an incomplete domain theory. Control rules are generated when no deductive explanations are possible, which still reflect the intent of the domain theory
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