This document summarizes Joseph Krall's PhD defense presentation on his theory of fun in video games. The presentation covered several topics: dimensions of fun including originality, gameplay and story; believable AI; procedural content generation; a theory of fun involving stages of gameplay and maintaining playability and replayability; methods for studying games including surveys; and conclusions about using empirical research and a theory of fun to help game developers create more enjoyable games.
Making Decisions - A Game Theoretic approachDr Ganesh Iyer
Webinar recording of the webinar conducted on 18-07-2020 for Rajagiri School of Engineering and Technology.
Speaker - Dr Ganesh Neelakanta Iyer
Topics:
Overview of Game Theory, Non cooperative games, cooperative games and mechanism design principles.
This document discusses developing video games for mental health. It notes that over 450 million people worldwide suffer from mental illness. Video games are increasingly popular with over 2 billion active gamers and generate over $100 billion annually. The document proposes researching how to utilize video games for mental health, including empathy games to raise awareness and therapeutic games/gamification to help those suffering. It outlines several research questions and discusses various existing video games related to mental health. The proposed research methodology would include literature reviews, data collection, game development using an agile process, and evaluating outcomes. The goal is to better understand how to accurately portray mental illness in games and foster empathy while also exploring the psychological benefits of games and designing games for therapeutic purposes.
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
This document discusses the definition of gamification. It defines gamification as "the use of game design elements in non-game contexts". It distinguishes between gaming, which involves whole game systems, and playing, which is more improvisational. Gamification focuses on using discrete game design elements, not entire game systems. These elements include points, badges, leaderboards, rewards, and feedback mechanisms. The document also situates gamification in relation to concepts like gamefulness, playfulness and game design. It notes that gamification involves bringing qualities like gamefulness and playfulness to non-game contexts through the application of game design elements.
Introduction games for education presentation by steve buncedrstevebunce
Dr. Steve Bunce introduced four areas related to using games for education: game study, game play, game making, and game innovation. Game study involves analyzing how games can create engaging learning environments. Game play looks at using popular video games as themes for classroom lessons. Game making has students design their own games using tools like Scratch. Game innovation explores new digital games and augmented reality for educational purposes.
What is a Game Designer (And Why Do You Need One)? - Douglas WhatleySeriousGamesAssoc
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
Designing Social Network Games with SoPlay HeuristicsRojola
SoPlay workshop presentation given in MindTrek 2010 conference. During the workshop the participants designed social games concepts based on the structure shown in the presentation. More information: http://soplayproject.wordpress.com
Playability & Player Experience ResearchLennart Nacke
As the game industry matures and games become more and more complex, there is an increasing need to develop methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
Making Decisions - A Game Theoretic approachDr Ganesh Iyer
Webinar recording of the webinar conducted on 18-07-2020 for Rajagiri School of Engineering and Technology.
Speaker - Dr Ganesh Neelakanta Iyer
Topics:
Overview of Game Theory, Non cooperative games, cooperative games and mechanism design principles.
This document discusses developing video games for mental health. It notes that over 450 million people worldwide suffer from mental illness. Video games are increasingly popular with over 2 billion active gamers and generate over $100 billion annually. The document proposes researching how to utilize video games for mental health, including empathy games to raise awareness and therapeutic games/gamification to help those suffering. It outlines several research questions and discusses various existing video games related to mental health. The proposed research methodology would include literature reviews, data collection, game development using an agile process, and evaluating outcomes. The goal is to better understand how to accurately portray mental illness in games and foster empathy while also exploring the psychological benefits of games and designing games for therapeutic purposes.
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
This document discusses the definition of gamification. It defines gamification as "the use of game design elements in non-game contexts". It distinguishes between gaming, which involves whole game systems, and playing, which is more improvisational. Gamification focuses on using discrete game design elements, not entire game systems. These elements include points, badges, leaderboards, rewards, and feedback mechanisms. The document also situates gamification in relation to concepts like gamefulness, playfulness and game design. It notes that gamification involves bringing qualities like gamefulness and playfulness to non-game contexts through the application of game design elements.
Introduction games for education presentation by steve buncedrstevebunce
Dr. Steve Bunce introduced four areas related to using games for education: game study, game play, game making, and game innovation. Game study involves analyzing how games can create engaging learning environments. Game play looks at using popular video games as themes for classroom lessons. Game making has students design their own games using tools like Scratch. Game innovation explores new digital games and augmented reality for educational purposes.
What is a Game Designer (And Why Do You Need One)? - Douglas WhatleySeriousGamesAssoc
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
Designing Social Network Games with SoPlay HeuristicsRojola
SoPlay workshop presentation given in MindTrek 2010 conference. During the workshop the participants designed social games concepts based on the structure shown in the presentation. More information: http://soplayproject.wordpress.com
Playability & Player Experience ResearchLennart Nacke
As the game industry matures and games become more and more complex, there is an increasing need to develop methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
The document discusses quasi-Newton methods for solving nonlinear systems of equations and for unconstrained optimization problems. Quasi-Newton methods approximate Newton's method by iteratively updating an estimate of the inverse Hessian matrix without having to explicitly compute second derivatives. This avoids expensive evaluations of the Hessian and allows the methods to converge superlinearly. Examples of quasi-Newton methods discussed include Broyden's method and the BFGS method.
Computer games have the potential to transform learning by making it fun and engaging. The document provides details on three games - Shidonni, Moshi Monsters, and Trackmania Nations Forever - that can be used for educational purposes. Shidonni allows creative drawing and world-building. Moshi Monsters incorporates literacy, numeracy, and social elements. Trackmania Nations Forever offers racing and video editing. Suggested classroom tasks for each game develop various skills through interactive gameplay.
Lecture 12 andrew fitzgibbon - 3 d vision in a changing worldmustafa sarac
This document summarizes Andrew Fitzgibbon's research on recovering 3D shape from images and video. It discusses early work from 1998 on reconstructing 3D shape from image sequences. More recent work includes fitting subdivision surfaces to 2D data for non-rigid reconstruction, user-specific hand modeling from depth sequences, and real-time mesh fitting to 3D data using an RGB-D camera. The document emphasizes describing problems in terms of models rather than specific algorithms.
This document discusses translational and rotational mechanical systems. It begins by defining variables for translational systems like displacement, velocity, acceleration, force, work, and power. It then discusses element laws for translational systems including viscous friction and stiffness elements. The document also introduces rotational systems and defines variables like angular displacement, velocity, acceleration, and torque. It discusses element laws for rotational systems including moment of inertia, viscous friction, and rotational stiffness. Finally, it covers interconnection laws for both translational and rotational systems and provides an example of obtaining the system model for a rotational system.
Presentation of third- and fifth-order optical nonlinearities measurement using the D4Sigma-Z-scan Method. I present a resolution of propagation equation in general case (with third- and fifth-order nonlinearities) and a numerical inversion.
This presentation is conclude with experimental results.
This document discusses numerical methods for finding the roots of nonlinear equations. It covers the bisection method, Newton-Raphson method, and their applications. The bisection method uses binary search to bracket the root within intervals that are repeatedly bisected until a solution is found. The Newton-Raphson method approximates the function as a linear equation to rapidly converge on roots. Examples and real-world applications are provided for both methods.
1) The document describes different types of nonlinearities that can occur in systems. It classifies nonlinearities based on their magnitude (incidental or intentional) and frequency (limit cycles, jump resonance, etc.).
2) Some common types of nonlinearities described include saturation, dead zones, backlash, relays, harmonics, and chaotic behavior.
3) Nonlinearities can cause issues like degradation of system performance, limit cycles, and even destabilization of systems. Understanding different nonlinear effects is important for analyzing system behavior.
This document lists and provides examples of partitives, which are words or phrases used to indicate a quantity or part of something. Some common partitives included are a glass of water, a cup of tea, a bunch of grapes, a book of matches, a stick of gum, a container of butter, a bar of soap, a pack of gum, a roll of paper, a carton of milk, a slice of bread, a piece of pie, a can of soda, a bowl of soup, a jar of jam, a loaf of bread, a package of muffins, a bottle of coke, a tub of butter, and a tube of cream. The document was created by Teacher Lupita García
This lecture covers various solution methods for unconstrained optimization problems, including:
1) Line search methods like dichotomous search and the Fibonacci and golden section methods for one-dimensional problems.
2) Newton's method and the false position method for curve fitting to minimize functions in one dimension.
3) Descent methods for multidimensional problems like the gradient method, which follows the negative gradient direction at each step, and how scaling can improve convergence rates.
How to find the roots of Nonlinear Equations?
Newton-Raphson method is not the only way!
How about a system of nonlinear equations?
#WikiCourses
https://wikicourses.wikispaces.com/Topic+Roots+of+Nonlinear+Equations
A presentation delivered at iDesignX Australia 2017 containing definitions and reasons for taking a game-based learning approach. Demonstration on how to map existing L&D roles to game development tasks and project management best practice. A seven step practical process for developing a learning game with additional instructional design and game design tips at gerardfriel.com.
January 2012 GameSalad's Billy Garretsen, Manager Game Development taught us how to build a game and publish it to our fav iOS, Android platforms.
Ck out UW Bothell Center for Serious Play: http://uwbcsp.com/
Learning Analytics Design in Game-based LearningMIT
Summary: The workshop will deal with the problematic of designing learning analytics in games for learning, it makes special emphasis on the process and the design side, and will prepare assistants to start facing this or similar analytical challenges in the future.
- Methodology: It will be an active workshop where the instructor will do short introductions, present step-by-step examples and then participants will work in their own designs in groups, with the support of the instructor. We finalize by sharing with the rest of the class to see different designs for different games and constructs.
- Intended audience: Will definitely be interesting for anyone working around learning analytics, games for learning and alternative assessment methods. But anyone can enjoy this workshop as it will be dynamic and scaffolded. No requisites needed.
[메일 주소 변경되었습니다.]
송상수 sssong@swedunet.org / https://www.facebook.com/gi.sik.in / swedunet.org
베트남 호치민 사범대학교, 하노이과학기술대학교에서
대학생/예비교사들을 대상으로한
SW교육 슬라이드를 공유합니다.
3일동안 15시간씩 영어로 진행된 강의였습니다.
언플러그드 활동, 알고리즘 학습활동, 교육용 프로그래밍 언어(엔트리), 피지컬컴퓨팅(아두이노+엔트리)로
재미있는 소프트웨어 교육을 진행하였습니다.
베트남에서는 곧 교육을 받은 학생들이 인근의 초등학교에서 엔트리를 사용하여 수업을 할 예정입니다.
This document summarizes a meetup event about gameful interaction design and games user research. The event featured a presentation by Dr. Lennart Nacke on his work studying gamification and games user experience. He discussed models of player experience, examples of gamifying non-game applications, and research methods used to study player behavior and evaluate user experience, such as observation, physiological sensors, and biometric storyboards. The presentation aimed to demonstrate how understanding user experience through research can lead to more engaging game and gamified design.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
This document outlines the stages of game design documentation, including concept documents, design documents, and production specifications. It provides examples of the content included in each stage, such as gameplay descriptions, character profiles, level details, and storyboards. The document emphasizes designing puzzles that are solvable and fair to players, and including prototypes to test designs early in the development process.
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
This document discusses concepts in game design. It defines game design as the process of creating a context through which players can derive meaning from their interactions. Key concepts discussed include meaningful play, semiotics, systems thinking, interactivity, choice, and brainstorming approaches. Successful game design is said to create meaningful play through balancing challenge, social elements, and dynamic experiences.
Lecture 15 Game Analytics in the Age of Big DataTrieu Nguyen
The document discusses game analytics and how game developers can use data from players to improve their games. It describes three categories of game analytics: player activity analytics, which examines individual player behavior over time; game system analytics, which analyzes the behavior of game economies and systems; and spatial data analytics, which considers the locations of player activity. The document provides examples of the types of insights and visualizations that can be gained from each category to help inform game design decisions.
Luis de Marcos Ortega from the University of Alcalá gave a presentation on gamifying applications to motivate users and encourage engagement. He discussed how games can be used as learning tools and outlined elements of gamification like points, badges, and leaderboards. Examples of gamified apps like Foursquare and Nike+ were presented. The presentation covered the gamification process, focusing on understanding player styles and intrinsic motivation. While gamification has potential, it also faces criticism like replacing meaningful engagement with meaningless points systems. Overall, gamification aims to find fun in tasks by involving players and focusing on autonomy, competence and relatedness.
The document discusses quasi-Newton methods for solving nonlinear systems of equations and for unconstrained optimization problems. Quasi-Newton methods approximate Newton's method by iteratively updating an estimate of the inverse Hessian matrix without having to explicitly compute second derivatives. This avoids expensive evaluations of the Hessian and allows the methods to converge superlinearly. Examples of quasi-Newton methods discussed include Broyden's method and the BFGS method.
Computer games have the potential to transform learning by making it fun and engaging. The document provides details on three games - Shidonni, Moshi Monsters, and Trackmania Nations Forever - that can be used for educational purposes. Shidonni allows creative drawing and world-building. Moshi Monsters incorporates literacy, numeracy, and social elements. Trackmania Nations Forever offers racing and video editing. Suggested classroom tasks for each game develop various skills through interactive gameplay.
Lecture 12 andrew fitzgibbon - 3 d vision in a changing worldmustafa sarac
This document summarizes Andrew Fitzgibbon's research on recovering 3D shape from images and video. It discusses early work from 1998 on reconstructing 3D shape from image sequences. More recent work includes fitting subdivision surfaces to 2D data for non-rigid reconstruction, user-specific hand modeling from depth sequences, and real-time mesh fitting to 3D data using an RGB-D camera. The document emphasizes describing problems in terms of models rather than specific algorithms.
This document discusses translational and rotational mechanical systems. It begins by defining variables for translational systems like displacement, velocity, acceleration, force, work, and power. It then discusses element laws for translational systems including viscous friction and stiffness elements. The document also introduces rotational systems and defines variables like angular displacement, velocity, acceleration, and torque. It discusses element laws for rotational systems including moment of inertia, viscous friction, and rotational stiffness. Finally, it covers interconnection laws for both translational and rotational systems and provides an example of obtaining the system model for a rotational system.
Presentation of third- and fifth-order optical nonlinearities measurement using the D4Sigma-Z-scan Method. I present a resolution of propagation equation in general case (with third- and fifth-order nonlinearities) and a numerical inversion.
This presentation is conclude with experimental results.
This document discusses numerical methods for finding the roots of nonlinear equations. It covers the bisection method, Newton-Raphson method, and their applications. The bisection method uses binary search to bracket the root within intervals that are repeatedly bisected until a solution is found. The Newton-Raphson method approximates the function as a linear equation to rapidly converge on roots. Examples and real-world applications are provided for both methods.
1) The document describes different types of nonlinearities that can occur in systems. It classifies nonlinearities based on their magnitude (incidental or intentional) and frequency (limit cycles, jump resonance, etc.).
2) Some common types of nonlinearities described include saturation, dead zones, backlash, relays, harmonics, and chaotic behavior.
3) Nonlinearities can cause issues like degradation of system performance, limit cycles, and even destabilization of systems. Understanding different nonlinear effects is important for analyzing system behavior.
This document lists and provides examples of partitives, which are words or phrases used to indicate a quantity or part of something. Some common partitives included are a glass of water, a cup of tea, a bunch of grapes, a book of matches, a stick of gum, a container of butter, a bar of soap, a pack of gum, a roll of paper, a carton of milk, a slice of bread, a piece of pie, a can of soda, a bowl of soup, a jar of jam, a loaf of bread, a package of muffins, a bottle of coke, a tub of butter, and a tube of cream. The document was created by Teacher Lupita García
This lecture covers various solution methods for unconstrained optimization problems, including:
1) Line search methods like dichotomous search and the Fibonacci and golden section methods for one-dimensional problems.
2) Newton's method and the false position method for curve fitting to minimize functions in one dimension.
3) Descent methods for multidimensional problems like the gradient method, which follows the negative gradient direction at each step, and how scaling can improve convergence rates.
How to find the roots of Nonlinear Equations?
Newton-Raphson method is not the only way!
How about a system of nonlinear equations?
#WikiCourses
https://wikicourses.wikispaces.com/Topic+Roots+of+Nonlinear+Equations
A presentation delivered at iDesignX Australia 2017 containing definitions and reasons for taking a game-based learning approach. Demonstration on how to map existing L&D roles to game development tasks and project management best practice. A seven step practical process for developing a learning game with additional instructional design and game design tips at gerardfriel.com.
January 2012 GameSalad's Billy Garretsen, Manager Game Development taught us how to build a game and publish it to our fav iOS, Android platforms.
Ck out UW Bothell Center for Serious Play: http://uwbcsp.com/
Learning Analytics Design in Game-based LearningMIT
Summary: The workshop will deal with the problematic of designing learning analytics in games for learning, it makes special emphasis on the process and the design side, and will prepare assistants to start facing this or similar analytical challenges in the future.
- Methodology: It will be an active workshop where the instructor will do short introductions, present step-by-step examples and then participants will work in their own designs in groups, with the support of the instructor. We finalize by sharing with the rest of the class to see different designs for different games and constructs.
- Intended audience: Will definitely be interesting for anyone working around learning analytics, games for learning and alternative assessment methods. But anyone can enjoy this workshop as it will be dynamic and scaffolded. No requisites needed.
[메일 주소 변경되었습니다.]
송상수 sssong@swedunet.org / https://www.facebook.com/gi.sik.in / swedunet.org
베트남 호치민 사범대학교, 하노이과학기술대학교에서
대학생/예비교사들을 대상으로한
SW교육 슬라이드를 공유합니다.
3일동안 15시간씩 영어로 진행된 강의였습니다.
언플러그드 활동, 알고리즘 학습활동, 교육용 프로그래밍 언어(엔트리), 피지컬컴퓨팅(아두이노+엔트리)로
재미있는 소프트웨어 교육을 진행하였습니다.
베트남에서는 곧 교육을 받은 학생들이 인근의 초등학교에서 엔트리를 사용하여 수업을 할 예정입니다.
This document summarizes a meetup event about gameful interaction design and games user research. The event featured a presentation by Dr. Lennart Nacke on his work studying gamification and games user experience. He discussed models of player experience, examples of gamifying non-game applications, and research methods used to study player behavior and evaluate user experience, such as observation, physiological sensors, and biometric storyboards. The presentation aimed to demonstrate how understanding user experience through research can lead to more engaging game and gamified design.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
This document outlines the stages of game design documentation, including concept documents, design documents, and production specifications. It provides examples of the content included in each stage, such as gameplay descriptions, character profiles, level details, and storyboards. The document emphasizes designing puzzles that are solvable and fair to players, and including prototypes to test designs early in the development process.
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
This document discusses concepts in game design. It defines game design as the process of creating a context through which players can derive meaning from their interactions. Key concepts discussed include meaningful play, semiotics, systems thinking, interactivity, choice, and brainstorming approaches. Successful game design is said to create meaningful play through balancing challenge, social elements, and dynamic experiences.
Lecture 15 Game Analytics in the Age of Big DataTrieu Nguyen
The document discusses game analytics and how game developers can use data from players to improve their games. It describes three categories of game analytics: player activity analytics, which examines individual player behavior over time; game system analytics, which analyzes the behavior of game economies and systems; and spatial data analytics, which considers the locations of player activity. The document provides examples of the types of insights and visualizations that can be gained from each category to help inform game design decisions.
Luis de Marcos Ortega from the University of Alcalá gave a presentation on gamifying applications to motivate users and encourage engagement. He discussed how games can be used as learning tools and outlined elements of gamification like points, badges, and leaderboards. Examples of gamified apps like Foursquare and Nike+ were presented. The presentation covered the gamification process, focusing on understanding player styles and intrinsic motivation. While gamification has potential, it also faces criticism like replacing meaningful engagement with meaningless points systems. Overall, gamification aims to find fun in tasks by involving players and focusing on autonomy, competence and relatedness.
Create Tabletop Games to Foster Organizational LearningKarl Kapp
How can a simple game transform your learning efforts?
The CIA uses tabletop games to teach intelligence gathering, overcoming collection obstacles, and collaboration. The Harvard Business Review describes board games as a microcosm of business training that can help leaders and managers build the skills needed to operate effectively in the real world. In fact, board games have been used formally for teaching business concepts since at least the 1960s with the introduction of the MIT Beer Distribution game.
Many instructional designers, course developers, and training managers struggle to create engaging learning programs that get results. At the ATD LearnNow: Game Design workshop, you’ll learn how to design a tabletop game that can help transform your live instruction into a powerful, memorable learning experience.
Power-Ups give a time limited advantage to the player that picks them up. Power Ups require players to make strategic decisions about when to use them as power ups need to be earned or require timing their use effectively.
This presentation is based on a report by the authors that was commissioned by the U.S. Air Force Research Laboratory to provide up-to-date information and guidance on the design of serious games to support learning. It provides a vision of serious games, followed by elaborations on the elements of the game space and the instructional space. Charles Reigeluth and I presented this in a Presidential Session at the November, 2014 AECT conference in Jacksonville, FL.
The document discusses various aspects of game jams and game development. In 3 sentences:
Game jams bring together educators, students, and industry professionals to rapidly prototype games under tight constraints like short time limits. This iterative process simulates real-world game development and teaches important lessons about teamwork, communication, scoping projects, and embracing failures. Several games from past jams have been successful and signed publishing deals, demonstrating how jams can be an educational activity and potential pathway to the game industry for participants.
4 Pillars of DGBL: A Structured Rating System for Games for LearningKatrin Becker
Videogames are interactive by nature - people proceed in games by doing things, and this experiential quality lies at the very core of game design. Without interaction, it isn’t a game. Videogames are popular precisely because of the experience - games designed for learning can do no less. However, to be feasible for use in formal educational settings, they must do more, and while we are making progress studying games in classrooms, there remain few structured approaches to analysing games that do not include classroom testing.
This presentation will outline the author’s Four Pillars of Game-Based Learning and show using examples how they can be used to perform a structured analysis of both COTS and serious games to assess whether or not a game has potential for use in the classroom.
These four pillars are:
Gameplay - How is it as a game? Is it fun? Is it Interesting? How does it measure up esthetically?
Educational Content - Are there one or more recognizable educational objectives, discernible either from the game itself or from the accompanying support materials.
Teacher Support - Is there adequate teacher support to make viable for use in a formal setting?
Balance - This section examines the game through the lens of the Magic Bullet model to see how well the various learning elements are balanced.
Together these four pillars highlight the key issues associated with the use of games in the classroom.
This document describes the development of a 3D racing car game using an agile evolutionary development process. The game was created using Unity 3D for the engine. Over multiple iterations, the game concept evolved from a deathmatch-style racing game to a kart racing game where players collect coins and powerups. Pathfinding algorithms were implemented to control the AI. Advanced car physics were added using forces and torques rather than direct position and rotation control. Terrain, tracks, and 3D car models were designed and created in modeling programs then imported. Scripts were written for the AI, pathfinding, cameras, and HUD elements.
This document describes the development of a 3D car racing game using an agile evolutionary process. It discusses the initial concept of the game which was inspired by Death Rally, and how the concept evolved through iterations to include collecting coins, power-ups, and different types of coins worth various point values. The document also mentions the tools used such as Unity 3D for the game engine, Blender and 3D Studio MAX for modeling, and Adobe Audition for sound effects.
Graphical Closure Rules for Unsupervised Load Classification in NILM SystemsJoe Krall
The document describes an unsupervised method for load classification in non-intrusive load monitoring (NILM) systems. The method involves 5 steps: (1) clustering raw energy data into steady states and transitions, (2) constructing a graph of states and transitions, (3) detecting cycles in the graph to define closure rules, (4) simplifying rules to reveal basic two-transition rules indicating loads, and (5) mapping loads to steady states by traversing from a minimum power node. The method was developed by researchers at LoadIQ to classify loads without requiring labeled training data.
AAAI 2014 Spring - Learning Task Management of an Aircraft Approach SystemJoe Krall
Researchers at NASA Ames Research Center and West Virginia University studied continuous descent approaches (CDA) for aircraft, which aim to improve efficiency and reduce emissions and noise levels. They used multi-objective evolutionary algorithms (MOEAs) like NSGA-II, SPEA2, and GALE to explore decision options for CDA and find tradeoffs between objectives. GALE, which uses active learning, was able to explore the problem space much more efficiently than standard MOEAs and identify decision options that provided significant improvements over the baseline in reducing emissions and noise.
Faster Evolutionary Multi-Objective Optimization via GALE: the Geometric Acti...Joe Krall
Abstract Goal optimization has long been a topic of great interest in computer science. The literature contains many thousands of papers that discuss methods for the search of optimal solutions to complex problems. In the case of multi-objective optimization, such a search yields iteratively improved approximations to the Pareto frontier, i.e. the set of best solutions contained along a trade-off curve of competing objectives.
To approximate the Pareto frontier, one method that is ubiquitous throughout the field of optimization is stochastic search. Stochastic search engines explore solution spaces by randomly mutating candidate guesses to generate new solutions. This mutation policy is employed by the most commonly used tools (e.g. NSGA-II, SPEA2, etc.), with the goal of a) avoiding local optima, and b) expand upon diversity in the set of generated approximations. Such "blind" mutation policies explore many sub-optimal solutions that are discarded when better solutions are found. Hence, this approach has two problems. Firstly, stochastic search can be unnecessarily computationally expensive due to evaluating an overwhelming number of candidates. Secondly, the generated approximations to the Pareto frontier are usually very large, and can be difficult to understand.
To solve these two problems, a more-directed, less-stochastic approach than standard search tools is necessary. This thesis presents GALE (Genetic Active Learning). GALE is an active learner that finds approximations to the Pareto frontier by spectrally clustering candidates using a near-linear time recursive descent algorithm that iteratively divides candidates into halves (called leaves at the bottom level). Active learning in GALE selects a minimally most-informative subset of candidates by only evaluating the two-most different candidates during each descending split; hence, GALE only requires at most, $2LogN$ evaluations per generation. The candidates of each leaf are thereafter non-stochastically mutated in the most promising directions along each piece. Those leafs are piece-wise approximations to the Pareto frontier.
The experiments of this thesis lead to the following conclusion: a near-linear time recursive binary division of the decision space of candidates in a multi-objective optimization algorithm can find useful directions to mutate instances and find quality solutions much faster than traditional randomization approaches. Specifically, in comparative studies with standard methods (NSGA-II and SPEA2) applied to a variety of models, GALE required orders of magnitude fewer evaluations to find solutions. As a result, GALE can perform dramatically faster than the other methods, especially for realistic models.
The document discusses the concept of dimensional worlds and travel between dimensions. It uses the analogy of 1D beings that exist on a line or circle and can only travel left or right. Taking a dimensional "turn" would allow them to travel directly between two points rather than along the curved path. Similarly, humans exist in 3D but could potentially travel between points in 3D space through extra dimensions, shortening the distance. Bending or changing the shape of the dimensional container could further minimize travel distances, in effect achieving faster-than-light travel or time travel within our universe.
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Joe Krall presented analysis on the impact of network performance on the fun and enjoyment of online games. He discussed how distractions like latency, lag and delays can negatively impact a player's immersion and experience. Krall described experiments using games like XBlast that showed a decrease in player ratings as latency increased. Additional studies examined relationships between latency, player ratings and in-game scoring. The conclusion was that following principles of system performance engineering can help minimize distractions and optimize the online gaming experience.
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Tom Cruise Daughter: An Insight into the Life of Suri Cruisegreendigital
Tom Cruise is a name that resonates with global audiences for his iconic roles in blockbuster films and his dynamic presence in Hollywood. But, beyond his illustrious career, Tom Cruise's personal life. especially his relationship with his daughter has been a subject of public fascination and media scrutiny. This article delves deep into the life of Tom Cruise daughter, Suri Cruise. Exploring her upbringing, the influence of her parents, and her current life.
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Introduction: The Fame Surrounding Tom Cruise Daughter
Suri Cruise, the daughter of Tom Cruise and Katie Holmes, has been in the public eye since her birth on April 18, 2006. Thanks to the media's relentless coverage, the world watched her grow up. As the daughter of one of Hollywood's most renowned actors. Suri has had a unique upbringing marked by privilege and scrutiny. This article aims to provide a comprehensive overview of Suri Cruise's life. Her relationship with her parents, and her journey so far.
Early Life of Tom Cruise Daughter
Birth and Immediate Fame
Suri Cruise was born in Santa Monica, California. and from the moment she came into the world, she was thrust into the limelight. Her parents, Tom Cruise and Katie Holmes. Were one of Hollywood's most talked-about couples at the time. The birth of their daughter was a anticipated event. and Suri's first public appearance in Vanity Fair magazine set the tone for her life in the public eye.
The Impact of Celebrity Parents
Having celebrity parents like Tom Cruise and Katie Holmes comes with its own set of challenges and privileges. Suri Cruise's early life marked by a whirlwind of media attention. paparazzi, and public interest. Despite the constant spotlight. Her parents tried to provide her with an upbringing that was as normal as possible.
The Influence of Tom Cruise and Katie Holmes
Tom Cruise's Parenting Style
Tom Cruise known for his dedication and passion in both his professional and personal life. As a father, Cruise has described as loving and protective. His involvement in the Church of Scientology, but, has been a point of contention and has influenced his relationship with Suri. Cruise's commitment to Scientology has reported to be a significant factor in his and Holmes' divorce and his limited public interactions with Suri.
Katie Holmes' Role in Suri's Life
Katie Holmes has been Suri's primary caregiver since her separation from Tom Cruise in 2012. Holmes has provided a stable and grounded environment for her daughter. She moved to New York City with Suri to start a new chapter in their lives away from the intense scrutiny of Hollywood.
Suri Cruise: Growing Up in the Spotlight
Media Attention and Public Interest
From stylish outfits to everyday activities. Suri Cruise has been a favorite subject for tabloids and entertainment news. The constant media attention has shaped her childhood. Despite this, Suri has managed to maintain a level of normalcy, thanks to her mother's efforts.
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Unlocking the Secrets of IPTV App Development_ A Comprehensive Guide.pdfWHMCS Smarters
With IPTV apps, you can access and stream live TV, on-demand movies, series, and other content you like online. Viewers have more flexibility and customization of content to watch. To develop the best IPTV app that functions, you must combine creative problem-solving skills and technical knowledge. This post will look into the details of IPTV app development, so keep reading to learn more.
Unlocking the Secrets of IPTV App Development_ A Comprehensive Guide.pdf
Qualifier presentation
1. The Theory of Fun
Qualifier PhD. Defense Presentation
Joseph Krall
2. People play games to reach a certain state of mind
- Defining that state of mind
- Describing how we enter that state of mind
- Theories of how to keep players there
- This benefits the Video Game Industry
Overview
10/26/2012 2Games and Software Engineering
Making a Statement
3. This is a Qualifier Presentation
So here’s some topics about stuff we did
– Dimensions of Fun
– Believable AI
– Procedural Content Generation
– Designing Games
– Our Theory of Fun
10/26/2012 Games and Software Engineering 3
Overview
4. Overview
1. Dimensions of Fun
2. Believable AI
3. Procedural Content Generation
4. A Theory of Fun
5. Playability
6. Replayability
7. Our Method of Studying Games
Conclusion
10/26/2012 Games and Software Engineering 4
Table of Contents
5. • What is Fun? An early theory
– Originality
– Gameplay
– Story
– Replayability
10/26/2012 Games and Software Engineering 5
1. Dimensions of Fun
6. • Originality
– Uniqueness of names
– Theory: More syllables = more unique
– Theory: More originality = more fun
• Why?
– Unique stuff easier to remember
– Experiences made more memorable
– Experience = one aspect of replayability
10/26/2012 Games and Software Engineering 6
1. Dimensions of Fun
7. • Gameplay
– Gameplay = Playability
– Effective rewards/punishment system
– Fluidity of Interface between player and game
• Why?
– Bad gameplay = player quits
10/26/2012 Games and Software Engineering 7
1. Dimensions of Fun
8. • Story
– Amount of player interaction with the game
– Short term vs. long term goals
• What is better?
– More story? Narrative games
– Less story?
– They are just two different kinds of games
10/26/2012 Games and Software Engineering 8
1. Dimensions of Fun
9. • Replayability
– Additional ways to play (Impact)
– Additional post-game content (Completion)
• Goals?
– More replay = play more
10/26/2012 Games and Software Engineering 9
1. Dimensions of Fun
11. Overview
1. Dimensions of Fun
2. Believable AI
3. Procedural Content Generation
4. A Theory of Fun
5. Playability
6. Replayability
7. Our Method of Studying Games
8. Conclusion
10/26/2012 Games and Software Engineering 11
Table of Contents
13. • Turing’s Test
– Is it a computer or a human?
• Believability in Games
– Preserving the “Magic Circle”
– Limit Distractions (High Playability)
10/26/2012 Games and Software Engineering 13
2. Believable AI
14. • Believable AI
– Realistic Behavior
• Expectations of Believability
– Are Low
– Expectations rise over time
• (Same with graphics)
• (… and sounds, and more)
10/26/2012 Games and Software Engineering 14
2. Believable AI
15. Overview
1. Dimensions of Fun
2. Believable AI
3. Procedural Content Generation
4. A Theory of Fun
5. Playability
6. Replayability
7. Our Method of Studying Games
8. Conclusion
10/26/2012 Games and Software Engineering 15
Table of Contents
16. • What is PCG?
– Procedural Content Generation
– Automated generation of content
• Why use PCG?
– Game with static content gets boring
– Keep a game fresh, add replayability
– Assist the game designer
10/26/2012 Games and Software Engineering 16
3. PCG
17. • Many kinds of PCG
– We investigate run-time PCG “level generation”
• Dungeon Generation
– Maze Generation Algorithms
• (Dungeons are mazes with rooms)
– We use: BSP Tree Algorithm
10/26/2012 Games and Software Engineering 17
3. PCG
18. • AiMazed2D Game
– Build a dungeon with BSP Tree Algorithm
– Add objectives
– Solve it automatically
• AI Solver Agent
– Movement through dungeon in human manner
– Choice Points Survey to learn human manner
10/26/2012 Games and Software Engineering 18
3. PCG
19. • Choice Points Survey
– All possible choices in a dungeon
– Results: %’s of each choice
• AI Solver Agent Algorithm
– Our own intuition: “Darkway Algorithm”
– Humanly Learn dungeon layout
10/26/2012 Games and Software Engineering 19
3. PCG
21. • Qubey’s Deep Dungeon – New AiMazed2D
10/26/2012 Games and Software Engineering 21
3. PCG
22. Overview
1. Dimensions of Fun
2. Believable AI
3. Procedural Content Generation
4. A Theory of Fun
5. Playability
6. Replayability
7. Our Method of Studying Games
8. Conclusion
10/26/2012 Games and Software Engineering 22
Table of Contents
23. • Three Components of fun:
• Advertising & Marketing
• Playability
• Replayability
• Stages of Game Play:
• What players go through cognitively
• First Glance – First Play – Game Play – Quit
• Time Stream
10/26/2012 Games and Software Engineering 23
4. Theory of Fun
24. • Advertising: what/who/when
– Generate hype
• Marketing: how/where
– Know your target audience(s)
10/26/2012 Games and Software Engineering 24
4. Theory of Fun
25. • Playability
– Limiting Distractions
– What not to do
– Section 5
• Replayability
– How long until we get bored?
– What to do
– Section 6
10/26/2012 Games and Software Engineering 25
4. Theory of Fun
26. Stages of Game Play
• Stage I: First Glance
– Do you buy the game or not?
• Yes: move on to next stage
• No: move to time stream
– Advertising/Marketing
10/26/2012 Games and Software Engineering 26
4. Theory of Fun
27. • Stage II: First Play
– First Experience vs. Expectations
• Yes: move on to next stage
• No: move to Time Stream
– Low Playability?
10/26/2012 Games and Software Engineering 27
4. Theory of Fun
28. • Stage III: Game Play
– Goal: Get here and stay
• Replayability
– When they quit:
• Before “long”: game got boring
– Move to time stream (bad)
• After “long”: game was exhausted
– Advance to final stage (good)
10/26/2012 Games and Software Engineering 28
4. Theory of Fun
29. • Stage IV: Quit
– Congratulations if you get here
– Now go to the time stream
• Time Stream
– A place to be when not playing
– Game may become interesting again
– Makes entertainment a cycle
10/26/2012 Games and Software Engineering 29
4. Theory of Fun
30. Overview
1. Dimensions of Fun
2. Believable AI
3. Procedural Content Generation
4. A Theory of Fun
5. Playability
6. Replayability
7. Our Method of Studying Games
8. Conclusion
10/26/2012 Games and Software Engineering 30
Table of Contents
31. • Playability
– Expectations
– Immersion
– Distraction
– Categorize the Distractions
• Functional, Structural, Audiovisual, Social
10/26/2012 Games and Software Engineering 31
5. Playability
32. • Functional Playability
– System performance
– Interface fluidity
• Structural Playability
– Too Easy < Optimal flow state < Too Difficult
– Progression
10/26/2012 Games and Software Engineering 32
5. Playability
33. • Audiovisual Playability
– Graphics/Sounds
– Escalation of Expectation
• Social Playability
– Playing with/against Others
– Don’t provide multiplayer if you can’t
10/26/2012 Games and Software Engineering 33
5. Playability
34. Overview
1. Dimensions of Fun
2. Believable AI
3. Procedural Content Generation
4. A Theory of Fun
5. Playability
6. Replayability
7. Our Method of Studying Games
8. Conclusion
10/26/2012 Games and Software Engineering 34
Table of Contents
35. • Replayability
– Permanence of one’s Willingness to Immerse
• What keeps a game from becoming boring
– Six “Aspects of Replayability” = SChEMICo
• Social, Challenge, Experience, Mastery, Impact, Completion
10/26/2012 Games and Software Engineering 35
6. Replayability
36. • Social Replayability
– We play for social reasons
– Friends
– Conversation
• Challenge Replayability
– We play for accomplishments
– Bragging Rights
– Zillmans’ Excitation Transfer Theory
10/26/2012 Games and Software Engineering 36
6. Replayability
37. • Experience Replayability
– Uniqueness of a game appeals to us
– We play for nostalgia
• Mastery Replayability
– We play to become the best
– Competition drives us
– Goals drive us
10/26/2012 Games and Software Engineering 37
6. Replayability
38. • Impact Replayability
– We play for “impact”
– Sense of Free Will in games
– Play the game different ways
• Completion Replayability
– Goal of doing everything
– Achievements and goal driven
– Story Driven!
10/26/2012 Games and Software Engineering 38
6. Replayability
39. Overview
1. Dimensions of Fun
2. Believable AI
3. Procedural Content Generation
4. A Theory of Fun
5. Playability
6. Replayability
7. Studying Games
8. Conclusion
10/26/2012 Games and Software Engineering 39
Table of Contents
40. • JSEA Paper
– Describe how/why to study games
• Surveys
– Gaming Datasets about Replayability
– Analysis & Ecological Effects
10/26/2012 Games and Software Engineering 40
7. Studying Games
41. • Describing the “Game Space”
10/26/2012 Games and Software Engineering 41
7. Studying Games
42. • Previous Gaming Data
– Fratessi et al: “All Games”
• Gaming Data we gathered:
– “All Board Games”
– “Settlers of Catan” (SOC)
– “Fly for Fun” (FlyFF)
10/26/2012 Games and Software Engineering 42
7. Studying Games
43. • Our Surveys
– We devised a standard survey (for reproducibility)
– 1. Basic Demographics Section
– 2. Replayability Section
• For each aspect: rate how much you agree with the statement
that you play the game for this aspect (5 point Likert scale)
– 3. Core versus Casual Section
• For both core & casual: rate how much you agree that this
game is a core/casual game (5 point Likert)
• (further categorizes types of games)
10/26/2012 Games and Software Engineering 43
7. Studying Games
44. • How we produce an analysis
– Want Ecological Effects between two groups (of games)
• Share rules of the whole with the parts
– Stats: ANOVA & Tukey HSD
– Lead to JDK Diagrams
– And JDK Reports
– Similar graphs =
ecological effects
10/26/2012 Games and Software Engineering 44
7. Studying Games
45. • And the results…
– SOC is similar to All-BG
– What works for All-BG works for SOC
• A game design methodology
– 1. List out features in the game
– 2. Score the aspects
– 3. Average the scores
– 4. Determine the game’s classification
– 5. Lookup median scores for that class
– 6. Adjust the game’s features to meet median scores
10/26/2012 Games and Software Engineering 45
7. Studying Games
SOC FlyFF Frattesi All-BG
SOC - 33% 17% 40%
FlyFF - 17% 36%
Frattesi - 43%
All-BG -
46. Overview
1. Dimensions of Fun
2. Believable AI
3. Procedural Content Generation
4. A Theory of Fun
5. Playability
6. Replayability
7. Studying Games
8. Conclusion
10/26/2012 Games and Software Engineering 46
Table of Contents
47. • We want to make games better
– But how/why?
– Cognitive Exercise
• Software Engineering principles
– Empirical Research
– Data Mining
– Engineering Methodologies
• A Theory of Fun
– Describing Fun and what players want
– Give developers guidelines what to do/what not to do
10/26/2012 Games and Software Engineering 47
8. Conclusion
48. • Game Over. Play again?
– Questions?
10/26/2012 Games and Software Engineering 48
The End