Search results for "video"

showing 10 items of 1348 documents

Playing horror : narrative and genre in Valve's Left 4 Dead Series

2013

The place of story and narrative in digital games has been a hotly contested topic within the field of Game Studies during the past two decades. Beyond the question of whether games can or should be used for telling stories, research interest has focused on the nature of game narratives and their distinct qualities in comparison to other expressive media, like literature and film. The aim of this thesis is to contribute to this debate by examining the elements involved in storytelling not in digital games overall, but in one particular series, namely Valve Software‘s Left 4 Dead and Left 4 Dead 2. The use of this in-depth case study allows an examination of how various different elements co…

Game StudiesDigital GamesvideopelitKauhutarinatkerrontaKerronnalliset rakenteetpelitutkimusNarrativenarratiivisuusHorrortarinatStorytellingkauhudigitaaliset pelit
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Narrative Definitions for Game Design

2010

Enhancing the benefits of learning games by utilizing narratives or narrative elements is not a new idea. Many existing learning games utilize more or less story structures, virtual worlds, and various characters as a part of a story. Computer game genres, such as adventure games and role-playing games, have received a lot of attention in the field of serious games by researchers and game developers. Hence, the potential of narratives for learning support is already clearly recognized. However, narratives have not yet offered unambiguous solutions to the design of learning games. For example, more often than not the use of embedded stories does not lead to a desired outcome that is an enter…

Game art designGame mechanicsGame designMultimediaComputer scienceGame design documentComputingMilieux_PERSONALCOMPUTINGLevel designGame DeveloperVideo game designcomputer.software_genrecomputerComputer game
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Conquer the Net: An educational computer game to learn the basic configuration of networking components

2009

Advanced networking equipment is relatively expensive and student access to it is usually limited to scheduled times at computer laboratories within the university premises. Hence, it is important to make the most effective use of the time assigned and minimize the time that students spend in activities which can be performed outside the laboratory sessions. Familiarizing with the basic configuration commands is one such activity. We have developed a computer game to allow students to learn these in a motivating and pleasant environment. This game has been designed so that rules are easily learned and both cooperative and competitive learning are promoted. © 2009 Wiley Periodicals, Inc. Com…

Game art designGeneral Computer ScienceMultimediaVideo game developmentGame programmingGame design documentComputer scienceGeneral Engineeringcomputer.software_genreEducationComputer gameGame designGame development toolGame DevelopercomputerComputer Applications in Engineering Education
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From Global Games to Re-contextualized Games: The Design Process of TekMyst

2011

Designing, developing and testing a game for a specific learning context and then achieving positive results, encourages one to deploy it in other environments. We know however that it is not always possible to successfully transfer artifacts from one learning context to the next. In this chapter we explore the principles to be considered when re-contextualizing a game. We base our analysis on the transfer of a Hypercontextualized Game SciMyst (which was designed and developed for the Joensuu Science Festival) into its re-contextualized version TekMyst (for the Helsinki Museum of Technology). Employing a qualitative approach we review the requirements and design decisions at the hand of fou…

Game mechanicsKnowledge managementComputer sciencebusiness.industryCombinatorial game theoryContext (language use)Emergent gameplaybusinessVideo game designGlobal gameTurns rounds and time-keeping systems in gamesRecreational mathematics
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Player performance, satisfaction, and video game enjoyment

2009

An experiment (N = 74) was conducted to investigate the impact of game difficulty and player performance on game enjoyment. Participants played a First Person Shooter game with systematically varied levels of difficulty. Satisfaction with performance and game enjoyment were assessed after playing. Results are not fully in line with predictions derived from flow and attribution theory and suggest players to (1) change their view on their own performance with its implications for enjoyment with increasing game experience and (2) to switch strategically between different sources of fun, thus maintaining a (somewhat) positive experience even when performance-based enjoyment is low.

Game mechanicsMultimediaComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreEntertainmentGame designFirst personAttributionPsychologyVideo game designSocial psychologyVideo gamecomputerPerformance satisfaction
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Developing Online Collaborative Games for e-Learning Environments

2014

Based on our experience, we believe that games, competition and teamwork offer a pleasant and active way of learning. This is much more efficient when the learner has a smile on his face, when he is astonished and curious about next levels and finds the game sufficiently challenging and fun to try again. Our application proposal has the purpose of implementing an e-Learning platform for improving the teaching and learning process in somewhat abstract domains, such as computer architecture or object oriented programming, with the help of games. These games are time-dependent and are able to support collaboration between groups. To this date there are two learning games implemented: a crosswo…

Game mechanicsTeamworkObject-oriented programmingMultimediaComputer scienceProcess (engineering)E-learning (theory)media_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreTurns rounds and time-keeping systems in gamesJigsawVideo game designcomputermedia_common
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Geografia e game studies. Convergenze e opportunità

2021

L’interesse della Geografia verso le potenzialità disciplinari del videogioco si è manifestato più tardi rispetto alle altre scienze, ma ciò è coerente proprio con lo sviluppo e l’irruzione sulla scena di quegli elementi ritenuti interessanti proprio per l’analisi geografica. Il contributo intende valorizzare tutti gli elementi di interesse scientifico per la disciplina. Geography's interest in the disciplinary potential of the video game manifested itself later than in other sciences, but this is consistent with the development and the eruption on the scene of those elements considered interesting precisely for geographical analysis. The contribution intends to enhance all the elements of …

Game studies videogames virtual landscapeSettore M-GGR/02 - Geografia Economico-PoliticaGame studies videogiochi paesaggio virtualeSettore M-GGR/01 - Geografia
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Process control in the development of game-based learning environments

2009

This paper examines the development process of digital game-based learning environments (GBLE), focusing on the process control. The aim is to explore the alternatives to process control in GBLE development and provide guidelines for planning and carrying out process control in GBLE projects. This study is a part of the research project Human-Centered Design of Game-Based Learning Environments. The overall aim of the project is to construct a multidisciplinary and user-driven process for the development of digital GBLEs. The study was conducted according to the principles of development research and action research. The action research cycles consisted of four game development projects. The…

Game testingGame mechanicsGame designProcess managementKnowledge managementVideo game developmentComputer scienceGame design documentbusiness.industryEmpirical process (process control model)Action researchGame DeveloperbusinessProceedings of the International Conference on Advances in Computer Entertainment Technology
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On the use of Deep Reinforcement Learning for Visual Tracking: a Survey

2021

This paper aims at highlighting cutting-edge research results in the field of visual tracking by deep reinforcement learning. Deep reinforcement learning (DRL) is an emerging area combining recent progress in deep and reinforcement learning. It is showing interesting results in the computer vision field and, recently, it has been applied to the visual tracking problem yielding to the rapid development of novel tracking strategies. After providing an introduction to reinforcement learning, this paper compares recent visual tracking approaches based on deep reinforcement learning. Analysis of the state-of-the-art suggests that reinforcement learning allows modeling varying parts of the tracki…

General Computer ScienceComputer scienceFeature extractionMachine learningcomputer.software_genreField (computer science)video-surveillanceMinimum bounding boxReinforcement learningGeneral Materials ScienceSettore ING-INF/05 - Sistemi Di Elaborazione Delle Informazionideep reinforcement learningComputer vision machine learning video-surveillance deep reinforcement learning visual tracking.business.industryGeneral EngineeringTracking systemvisual trackingVisualizationActive appearance modelTK1-9971machine learningEye trackingComputer visionArtificial intelligenceElectrical engineering. Electronics. Nuclear engineeringbusinesscomputer
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Four-Level Three-Phase Inverter With Reduced Component Count for Low and Medium Voltage Applications

2021

This paper proposes a novel three-phase topology with a reduced component count for low- and medium-voltage systems. It requires three bidirectional switches and twelve unidirectional switches for producing four-level voltages without using flying capacitors or clamping diodes, reducing the size, cost, and losses. Removing flying capacitors and clamping diodes allows it to simplify control algorithms and increase the reliability, efficiency, and lifetime. A modified low-frequency modulation (LFM) scheme is developed and implemented on the proposed topology to produce a staircase voltage with four steps. Further, a level-shifted pulse width modulation (LSPWM) is used to reduce the filter siz…

General Computer ScienceComputer scienceTopology (electrical circuits)02 engineering and technology01 natural scienceslaw.inventionlawthree-phase inverters0103 physical sciences0202 electrical engineering electronic engineering information engineeringElectronic engineeringGeneral Materials Sciencemultilevel invertersDiode010302 applied physics020208 electrical & electronic engineeringGeneral EngineeringDC-AC convertersClampingControllabilityCapacitorVDP::Teknologi: 500low and medium voltage applicationsFilter (video)lcsh:Electrical engineering. Electronics. Nuclear engineeringfour-level inverterslcsh:TK1-9971Pulse-width modulationVoltage
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