Spelling suggestions: "subject:"computer games,"" "subject:"coomputer games,""
31 |
Dataflow analysis on game narrativesZhang, Peng, January 1900 (has links)
Written for the School of Computer Science. Title from title page of PDF (viewed 2009/013/09). Includes bibliographical references.
|
32 |
The acoustic ecology of the first-person shooter /Grimshaw, Mark Nicholas. January 2007 (has links)
Thesis (Ph.D.)--University of Waikato, 2007. / Includes bibliographical references (p. 363-371) Also available via the World Wide Web.
|
33 |
Using particle swarm optimization to evolve two-player game agentsMesserschmidt, Leon 17 April 2007 (has links)
Computer game-playing agents are almost as old as computers themselves, and people have been developing agents since the 1950's. Unfortunately the techniques for game-playing agents have remained basically the same for almost half a century -- an eternity in computer time. Recently developed approaches have shown that it is possible to develop game playing agents with the help of learning algorithms. This study is based on the concept of algorithms that learn how to play board games from zero initial knowledge about playing strategies. A coevolutionary approach, where a neural network is used to assess desirability of leaf nodes in a game tree, and evolutionary algorithms are used to train neural networks in competition, is overviewed. This thesis then presents an alternative approach in which particle swarm optimization (PSO) is used to train the neural networks. Different variations of the PSO are implemented and compared. The results of the PSO approaches are also compared with that of an evolutionary programming approach. The performance of the PSO algorithms is investigated for different values of the PSO control parameters. This study shows that the PSO approach can be applied successfully to train game-playing agents. / Dissertation (MSc)--University of Pretoria, 2007. / Computer Science / Unrestricted
|
34 |
The cake is not a lie: narrative structure and aporia in Portal & Portal 2 / Cake is not a lie : narrative structure and aporia in Portal and Portal 2 / Cake is not a lie : narrative structure and aporia in Portal and Portal TwoUnknown Date (has links)
As puzzle-driven, character based games, Portal and Portal 2, developed by the Valve Corporation, are not only pioneering in their use of narrative, but they also revolutionize the function of aporia. This thesis explores the role of aporia and use of the narrative in the two video games. It will be argued that the games possess a rigid narrative structure, but while the narrative serves as a peripheral construction, there are other structures that contribute to the experience of gameplay. The research aims to determine how the games adapt narrative and use it in combination with other elements to move beyond simple play and storytelling. As video games become more widely studied in academia, it is important that they merit and maintain standing ; Portal and Portal 2 not only provide a rich gameplay experience, but also offer a particular interaction not found in other texts. / by Kimberly Copeland. / Thesis (M.A.)--Florida Atlantic University, 2012. / Includes bibliography. / Mode of access: World Wide Web. / System requirements: Adobe Reader.
|
35 |
Perceptions Of Prospective Computer Teachers Toward The Use Of Computer Games With Educational Features In EducationCan, Gulfidan 01 July 2003 (has links) (PDF)
This study investigates the perceptions of prospective computer teachers, who have been studying at the Computer Education and Instructional Technology (CEIT) departments of four different universities, toward the use of computer games with educational features in education. It also examines the future plans of the participants regarding the use of computer games with educational features in their courses or in learning environments that they will design and it explores the participants&rsquo / computer game playing characteristics as well. The subjects of this study were 116 students from the Computer Education and Instructional Technology departments of four universities: Ankara, Gazi, Hacettepe and the Middle East Technical University. The data were collected through a questionnaire and interviews. The data were analyzed by using descriptive statistics and qualitative analysis methods. This study reveals that the prospective computer teachers who participated in this study have positive perceptions toward the use of computer games with educational features in education. Moreover, most of the participants plan to use such games in their future professions according to their responses. However, it is revealed that participants also have doubts about some issues regarding the use of such games in education, although this is a rare case.
|
36 |
Develop heuristics to the popular Minesweeper gameHuang, Angela Tzujui 01 January 2004 (has links)
This project describes Automine, a program intended to aid in the solving of the Minesweeper computer game. Automine is based on the Linux xwindow C program with xwindow graphic library. The program uses heuristics and probability statistics to help in determining safe squares and squares concealing mines with the goal of allowing a player to achieve minimal time performance. The source code for Automine and for a game simulation is provided in the appendices.
|
37 |
Haute games : innovative self and self-identity blendingsParker, Maggie January 2008 (has links)
This thesis introduces the original idea that it is possible, and productive, to consider the ‘blending’ of (or deliberate creative combining of methods from) the fields of fine art practice and science practice, using selected empirical research methods to investigate constructions of self and self-identity that emerge between disciplines. In particular, the thesis investigates how the scientific aspects of modern computer games, for instance, can be seen to affect emotional responses from viewers and how those responses are, in turn, affected by the ‘blending’ of aesthetic concerns with consideration of alternative cognitive processes that induce relaxation to connect with participant-players’ self-identities. This process created a method to access cognitive processes, hitherto unexplored by computer-game developers. This research locates its arguments primarily in and between the disciplines, Art and Game Studies and supports the findings with examples taken from art practice and with theories of Psychology and Gaming. This thesis documents the creation of the author’s original hybrid ‘art- work-game’, known as ‘Star World’. It describes the process of ‘Star World’s’ creation, with analysis of the efficacy of this environment as a space where the mapping of narrative, and where perceptual and interactive ‘blendings’ of self and self-identity were employed and tested, with both qualitative and empirical studies of the experiences and perceptions of participant-players. The research focuses on how the distinctive abstract environment, ‘Star World’, affords and facilitates personal expression and interaction for computer-game players. It reveals specific cognitive processes undergone by participant-players; evidence that supports and validates the conjecture that participant-players use personal frames of reference when navigating, exploring and interpreting computer games. Teach-back protocols and their impact are shown to improve the interactivity and immersive potential of the environment. Overall, this thesis classifies ‘haute game’ rules that are formulated to identify virtual environments creating unique, alternative ‘blendings’ with participant-players and assembles a framework for developers to pursue, when producing original computer-game genres. It offers an innovative case study of value to future scholars of Game Studies, as well as to game developers, with cautionary examples provided to assist in dealing with situations where emotional states are accessed by game play. This thesis highlights the potential of interactive art and game design to produce beneficial outcomes for its participant-players, moreover, it demonstrates, with empirical evidence, the effect of the virtual environment on its participant-players.
|
38 |
Cyberciege scenario illustrating integrity risks to a military like facilityFielk, Klaus W. 09 1900 (has links)
Approved for public release; distribution is unlimited. / Note: the appendix file for this item is not available. / As the number of computer users continues to grow, attacks on assets stored on computer devices have increased. Despite an increase in computer security awareness, many users and policy makers still do not implement security principles in their daily lives. Ineffective education and the lack of personal experience and tacit understanding might be a main cause. The CyberCIEGE game can be used to convey requisite facts and to generate tacit understanding of general computer security concepts to a broad audience. This thesis asked if a Scenario Definition File (SDF) for the CyberCIEGE game could be developed to educate and train players in Information Assurance on matters related to information integrity in a networking environment. The primary educational concern is the protection of stored data. Another goal was to test whether the game engine properly simulates real world behavior. The research concluded that it is possible to create SDFs for the CyberCIEGE game engine to teach specifically about integrity issues. Three specific SDFs were developed for teaching purposes. Several SDFs were developed to demonstrate the game engine's ability to simulate real world behavior for specific, isolated educational goals. These tests led to recommendations to improve the game engine. / Lieutenant, German Navy
|
39 |
A modular physics methodology for gamesSchanda, Florian January 2012 (has links)
Currently, games with rich environments allowing a wide range of possible interactions and supporting a large number of physical simulations make use of a large number of scripts and bespoke physical simulations, adapted to fit the needs of the game. This thesis proposes a methodology that can be used to tie together various different physical simulations, both off-the-shelf and bespoke, such as rigid body physics, electrical and magnetic simulations to give something greater than the sum of the individual parts. We present a notation for designing the overall physical simulation and a means for the different parts to interact. Experiments using an implementation of the methodology containing electricity, rigid body simulation, magnetics (including electro-magnetics), buoyancy and sound show that it is possible to model everyday objects such an electric motor or a doorbell. These object work ‘as expected’, without the need for special scripts and new, originally unexpected, interactions are possible without further modification of the experiment setup.
|
40 |
Video game development with 3D Studio Max and the XNA frameworkKoffi, Cole Mahoukau 01 January 2007 (has links)
The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
|
Page generated in 0.0729 seconds