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DIGAREC Keynote-Lectures 2009/10Aarseth, Espen, Manovich, Lev, Mäyrä, Frans, Salen, Katie, Wolf, Mark J. P. January 2011 (has links)
The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).
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Spelare som råkar vara kvinnor : Öppningar och begränsningar i genus, sexualitet och spelarnätverk i World of WarcraftSzabo, Vio January 2009 (has links)
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Character Development and its Utilization for Convergent Media FormatsHaglund, Vira January 2012 (has links)
The thesis caters to the demands of the creative industries for products and contents which can be utilized for convergent media usage and cross-marketing strategies. In this regard character design serves as an important element of entertainment franchises since it is a means to produce media content with high recognition value. However, numerous character adaptations in different media formats illustrate that characters who are successful in one medium are not necessarily as successful in another media format. The thesis takes a closer look at characters in the context of media convergence and discusses the main principles of character creation and development. By favoring a heuristic approach which analyzes the aesthetic phenomena of arts and entertainment by the means of theoretical research which is supported by practical examples, the thesis concludes that character development is based on three dimensions which have to be combined in order to create characters which can be utilized for different media formats. In this context the work discusses character creation in writing, visuals and interactive media by focusing on ways which secure the successful transfer of characters into different media formats without a loss of character depth and quality.
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Religion in computer games : Religious themes conveyed through an unorthodox mediumOde, Jon January 2012 (has links)
The purpose of this essay is an attempt to create a “first basis” of reliability for religious content in computes games, and its value in academic studies. While not researching it in depth, this essay will also give a suggestion of computer games’ potential as a didactic medium. A quantitative comparative analysis has been performed, to present several common religious themes and their occurrence in the computer game respectively. While researching the game, an abundance of religious themes have been found, documented and presented. Through this, it is concluded that computer games not only have the capability of presenting religious themes; they are found to be capable mediums of presentation. The content itself is of high varsity and of great interest to any religious scholar.
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The judgment of procedural rhetoricFerrari, Simon 08 April 2010 (has links)
This thesis establishes a theoretical framework for understanding virtual spaces and roleplaying in relation to Ian Bogost's theory of "procedural rhetoric," the art of persuading through rule systems alone. Bogost characterizes the persuasive power of games as setting up an Aristotelian enthymeme--an incomplete argument--that one completes through play; however, I argue that the dominant rhetoric intended by a team of game designers is subject to manipulation through player choice. Discrete structures within the play experience cause the meaning-making possibilities of a game object to pullulate in a number of directions. Procedural rhetoric is not comprehended or created when reflected back upon after play: we interrogate it, piece it together, and change it through play.
If rules are how the designers express themselves through videogames, then the player expresses herself by forming a personal ruleset--a modus operandi or ethical system--in response to the dominant rhetoric. Furthermore, game space is not merely the place where this dialectic occurs; it also embodies a ruleset in the way it organizes objects and directs the flow of play. The thesis proposes a model by which games, which are "half-real" according to theorist Jesper Juul, can be judged intersubjectively--that is, in a way that accounts for the objectivity of their rulesets and the subjectivity of player experience. By fully understanding the dynamic between the three procedural influences of rules, space, and identity, we can learn more about designing persuasive game systems and enhance the possibilities of subversive play.
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Construction and adaptation of AI behaviors in computer gamesMehta, Manish 19 August 2011 (has links)
Computer games are an increasingly popular application for Artificial Intelligence (AI) research, and conversely AI is an increasingly popular selling point for commercial digital games. AI for non playing characters (NPC) in computer games tends to come from people with computing skills well beyond the average user. The
prime reason behind the lack of involvement of novice users in creating AI behaviors for NPC's in computer games is that construction of high quality AI behaviors is a hard problem. There are two reasons for it. First, creating a set of AI behavior requires specialized skills in design and programming. The nature of the process
restricts it to certain individuals who have a certain expertise in this area. There
is little understanding of how the behavior authoring process can be simplified with
easy-to-use authoring environments so that novice users (without programming and
design experience) can carry out the behavior authoring task. Second, the constructed
AI behaviors have problems and bugs in them which cause a break in player expe-
rience when the problematic behaviors repeatedly fail. It is harder for novice users
to identify, modify and correct problems with the authored behavior sets as they do
not have the necessary debugging and design experience. The two issues give rise to
a couple of interesting questions that need to be investigated: a) How can the AI
behavior construction process be simplified so that a novice user (without program-
ming and design experience) can easily conduct the authoring activity and b) How
can the novice users be supported to help them identify and correct problems with
the authored behavior sets?
In this thesis, I explore the issues related to the problems highlighted and propose
a solution to them within an application domain, named Second Mind(SM). In SM
novice users who do not have expertise in computer programming employ an authoring
interface to design behaviors for intelligent virtual characters performing a service
in a virtual world. These services range from shopkeepers to museum hosts. The
constructed behaviors are further repaired using an AI based approach. To evaluate
the construction and repair approach, we conduct experiments with human subjects.
Based on developing and evaluating the solution, I claim that a design solution
with behavior timeline based interaction design approach for behavior construction
supported by an understandable vocabulary and reduced feature representation for-
malism enables novice users to author AI behaviors in an easy and understandable
manner for NPCs performing a service in a virtual world. I further claim that an
introspective reasoning approach based on comparison of successful and unsuccessful
execution traces can be used as a means to successfully identify breaks in player ex-
perience and modify the failures to improve the experience of the player interacting
with NPCs performing a service in a virtual world. The work contributes in the
following three ways by providing: 1) a novel introspective reasoning approach for
successfully detecting and repairing failures in AI behaviors for NPCs performing a
service in a virtual world.; 2) a novice user understandable authoring environment to
help them create AI behaviors for NPCs performing a service in a virtual world in an
easy and understandable manner; and 3) Design, debugging and testing scaffolding
to help novice users modify their authored AI behaviors and achieve higher quality
modified AI behaviors compared to their original unmodified behaviors.
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Using diffusion of innovations to explore digital gaming in undergraduate library instructionRobertson, Michael James. Jones, James G., January 2009 (has links)
Thesis (Ph. D.)--University of North Texas, Aug., 2009. / Title from title page display. Includes bibliographical references.
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The effects of a problem based learning digital game on continuing motivation to learn scienceToprac, Paul K., 1960- 24 September 2012 (has links)
The purpose of this study was to determine whether playing a problem-based learning (PBL) computer game, Alien Rescue III, would promote continuing motivation (CM) to learn science, and to explore the possible sources of CM. Another goal was to determine whether CM and interest to learn science in the classroom were identical constructs. CM was defined as the pursuit of academic learning goals in noninstructional contexts that were initially encountered in the classroom. Alien Rescue was played for a total of 9 hours in the seventh grade of a private middle school with 44 students, total, participating. The study used a design-based research approach that attempted to triangulate quantitative and qualitative methods. A science knowledge test, and two selfreport questionnaires--one measuring motivation and one measuring CM--were administered preintervention, postintervention, and follow-up. Qualitative data was also collected, including student interviews, classroom observations, written responses, and a science teacher interview. Repeated measures ANOVAs were used to determine any significant changes in scores. A multiple regression analysis was used to explore whether a model of CM could be determined using the Eccles’ expectancy-value achievement motivation model. The constant comparative method was used to obtain relevant information from the qualitative data. Based on contradictory quantitative and qualitative findings, results were mixed as to whether students exhibited an increase in CM to learn space science. Students continued to freely engage Alien Rescue during the mid-class break, but this does not strictly adhere to the definition of CM. However, many students did find space science more interesting than anticipated and developed increased desire to learn more in class, if not outside of class. Results also suggest that CM and interest in learning more in class are separate but related constructs. Finally, no satisfactory model emerged from the multiple regression analysis but based on students’ interviews, continuing interest to learn is influenced by all the components of Eccles’ expectancy-value model. Response effects may have confounded quantitative results. Discussion includes challenges of researching in classrooms, CM, and Eccles’ motivational model, and the tension between PBL and game based approaches. Future design recommendations and research directions are provided. / text
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Playing and Solving HavannahEwalds, Timo V Unknown Date
No description available.
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Introduction of statistics in optimizationTeytaud, Fabien 08 December 2011 (has links) (PDF)
In this thesis we study two optimization fields. In a first part, we study the use of evolutionary algorithms for solving derivative-free optimization problems in continuous space. In a second part we are interested in multistage optimization. In that case, we have to make decisions in a discrete environment with finite horizon and a large number of states. In this part we use in particular Monte-Carlo Tree Search algorithms. In the first part, we work on evolutionary algorithms in a parallel context, when a large number of processors are available. We start by presenting some state of the art evolutionary algorithms, and then, show that these algorithms are not well designed for parallel optimization. Because these algorithms are population based, they should be we well suitable for parallelization, but the experiments show that the results are far from the theoretical bounds. In order to solve this discrepancy, we propose some rules (such as a new selection ratio or a faster decrease of the step-size) to improve the evolutionary algorithms. Experiments are done on some evolutionary algorithms and show that these algorithms reach the theoretical speedup with the help of these new rules.Concerning the work on multistage optimization, we start by presenting some of the state of the art algorithms (Min-Max, Alpha-Beta, Monte-Carlo Tree Search, Nested Monte-Carlo). After that, we show the generality of the Monte-Carlo Tree Search algorithm by successfully applying it to the game of Havannah. The application has been a real success, because today, every Havannah program uses Monte-Carlo Tree Search algorithms instead of the classical Alpha-Beta. Next, we study more precisely the Monte-Carlo part of the Monte-Carlo Tree Search algorithm. 3 generic rules are proposed in order to improve this Monte-Carlo policy. Experiments are done in order to show the efficiency of these rules.
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