Theses 2007
Boot, Walter
TITLE: The Effects of Video Game Playing on Perceptual and Cognitive Abilities
Year: | 2007 | |
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Country: | Thesis: USA | Candidate: |
Degree: | PhD. | |
Institution: | University of Illinois | |
Department: | ||
URL: |
Abstract: ABSTRACT
Boulanger, Jean-Sebastien
TITLE: Interest management for massively multiplayer games
Year: | 2007 | |
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Country: | Thesis:Canada | Candidate: |
Degree: | Master of Science | |
Institution: | McGill University | |
Department: | School of Computer Science | |
URL: | http://www.collectionscanada.ca/obj/s4/f2/dsk3/QMM/TC-QMM-18280.pdf, http://digitool.library.mcgill.ca:8881/tesisfile18280.pdf |
Abstract: The popularity of massively multiplayer games has increased in recent years and game providers are facing scalability problems to accommodate growing populations of users. Broadcasting all state changes to every player is not a viable solution to maintain a consistent game state in a massively multiplayer game. To successfully overcome the challenge of scale, massively multiplayer games have to employ sophisticated interest management techniques that only send relevant state changes to each player. In this thesis we develop a space partitioning technique based on triangulation that adapts to the world's obstacles. We introduce obstacle-aware interest management algorithms that use the triangular partitioning to determine the relevance of objects based on the occlusion created by obstacles. We compare the performance of both obstacle-aware and state-of-the-art interest management algorithms based on measurements obtained in a real massively multiplayer game using human and computer-generated player actions. We show that obstacle-aware interest management algorithms can reduce the number of update messages between players and that algorithms based on our triangle-based partitioning can scale to a larger number of objects. The experiments also show that measurements obtained with computer-controlled players performing random actions can approximate measurements of games played by real humans, provided that the traces of the random players are designed adequately. As the size of the world and the number of players of massively multiplayer games increases, adaptive interest management techniques such as the ones studied in this thesis will become increasingly important.
Boudreau, Kelly
TITLE: Pixels, parts & pieces: constructing digital identity
Year: | 2007 | |
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Country: | Thesis:Canada | Candidate: |
Degree: | M.A. | |
Institution: | Concordia University | |
Department: | Sociology | |
URL: |
Abstract: How do patterns of digital gameplay influence the functional and social roles, personal identity, and the relationship between a player and their avatar? From Turkle to today, existing theories of online identity seem to suggest that these identities are fragmented bits of the self, cycled through and discarded with ease. In Game Studies, focus has often been on the creation of the digital persona and its representation, the avatar. Through auto-ethnographic research and informed by the literature culled from Game Studies, Sociology (Symbolic Interactionism, Stuctural Functionalism) and Social Psychology, I explicate the way actions, tasks and goals create interwoven patterns of play that structure multi-layered digital identities within social and functional roles of the game. Within the construct of character creation, gameplay, and role identities, relationships between the player, avatar, physical environment and other players develop and redefine perceptions and meanings, which shape and harmonize identities. Far from being fixed internally in the player, these identities are interwoven through internal and external interactions, creating perceptions and performances of play that emerge as complex negotiated selves, interacting between spaces in the self and the social.
Carvelho, Tristan
TITLE: Computer gaming for vision therapy
Year: | 2007 | |
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Country: | Thesis:Canada | Candidate: |
Degree: | M.Sc. | |
Institution: | York University | |
Department: | Computer Science and Engineering | |
URL: |
Abstract: Convergence insufficiency is characterized by an inability to maintain effortless alignment of the two eyes (binocular convergence) while performing near tasks. Conventional rehabilitative vision therapy for the condition is monotonous and dull, leading to low levels of compliance. If the therapy is not performed then improvements in the condition are unlikely. The most effective therapy for the condition is expensive and requires the constant supervision of a therapist. This thesis looks at the use of computer games as a new delivery paradigm for vision therapy, specifically at how they can be used in the treatment of convergence insufficiency while at home. A game was created and tested in a small scale clinical trial. Results show clinical improvements, as well as high levels of compliance and motivation. Additionally, the game was able to objectively track patient progress and compliance.
Khan, Nadeem
TITLE: A distributed server architecture for massively multiplayer online games
Year: | 2007 | |
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Country: | Thesis:Canada | Candidate: |
Degree: | M.Sc. | |
Institution: | McGill University | |
Department: | School of Computer Science | |
URL: |
Abstract: There has been a tremendous growth in the popularity of Massively Multiplayer Online Games (or MMOGs) with millions of players interacting in their virtual game space at the same time. However, the centralized server architecture of most modern day MMOGs is unable to cope with this increase in the number of participating players. Hence, there is a need for a scalable network architecture which can support these large number of players without affecting the overall gaming experience for each player. In this thesis we propose a scalable distributed server architecture which divides the virtual game space in smaller sub spaces and assigns them across a cluster of server nodes thereby reducing the overall load per server. It is based on a distributed publish/subscribe architecture which takes care of client-server as well as server-server communication. We discuss the implementation of this architecture in a real MMOG and experimentally prove that it shows better scalability than the centralized server architecture.
Madej, Krystina S
TITLE: Characteristics of early narrative experience: connecting print and digital game
Year: | 2007 | |
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Country: | Thesis:Canada | Candidate: |
Degree: | Ph.D. | |
Institution: | Simon Fraser University | |
Department: | School of Interactive Arts & Technology | |
URL: | http://ir.lib.sfu.ca/handle/1892/9751 |
Abstract: This dissertation presents a new outlook on children's early experience of print narrative as they develop their narrative perceptions. It positions this experience as an important element in their positive engagement with narrative gameplay. Narratives help children shape their experience and develop a worldview. Books have long brought children the best of past and present understandings. Today, digital media, particularly video games, play a significant part in children's lives. Though games have the same potential as books to bring world experience to children, the breadth of stories they currently provide is small. To encourage narrative development in games, this dissertation examines the narrative perception children bring with them to gameplay, and identifies similarities between early print narrative and game narrative experience. Young children's earliest encounters with print narrative are based in a multimodality that includes orality, visual literacy, performance, and interactivity, and embracea range of experiences that are socially constructed. The perception young children construct of narrative privileges these rich experiences, rather than the conventional forms of narrative they are introduced to formally when they enter school, but which adults consider the norm. This perception forms the gestalt children bring with them to gameplay. Narrative in games encompasses the multimodal and interactive nature of digital media. The result falls outside traditional narrative forms but shares characteristics with early print narrative experience. Both experiences are social, interactive, engaging, multimodal, and spatial. They also provide for agency and transformation. This similarity allows children to embrace the new digital medium readily. Knowing these connections provides children's authors and game developers with an understanding they can share, and from which children can benefit. Children's authors gain a new perspective about writing in interactive environments, and a possible direction for their future work. Game developers gain a better understanding of the characteristics of narrative experiences that engage children, and an affirmation of the relevance of narrative for games. This common understanding provides a stepping-stone for the collaborative design of more diverse narrative game experiences for children.
Onuczko, Curtis Aaron
TITLE: Quest patterns in Computer Role-Playing Games
Year: | 2007 | |
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Country: | Thesis:Canada | Candidate: |
Degree: | M.Sc. | |
Institution: | University of Alberta | |
Department: | Department of Computing Science | |
URL: |
Abstract: Specifying the plot in Computer Role-Playing Games (CRPGs) requires a large number of scripts that are difficult to program, track and maintain. This work introduces quest patterns, a high level and intuitive way to structure the plot in CRPGs. Quest patterns are recurring themes (patterns) that can be adapted to suit the game author's needs. Quest patterns have been added to ScriptEase, a generative design pattern tool that can automatically turn pattern specifications into scripts. CRPGs often include simple plots, called side-quests, that are independent from the main plot. Side-quests are important, as they add value to the open-world appeal of the game. This work introduces a tool to aid in the rapid creation of side-quests. Using objects from the CRPG, the tool creates outlines of side-quests that can be used in the game.
Pirius, Landon Kenneth
TITLE: Massively Multiplayer Online Game Virtual Environments: a potential locale for intercultural training
Year: | 2007 | |
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Country: | Thesis: USA | Candidate: |
Degree: | PhD. | |
Institution: | University of Minnesota | |
Department: | ||
URL: | http://games4learning.pbworks.com/f/PiriusDissertation_abstract.pdf |
Abstract: ABSTRACT
St-Pierre, René
TITLE: Educational Video Game Design , a research/design methodology
Year: | 2007 | |
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Country: | Thesis:Canada | Candidate: |
Degree: | Ph.D. | |
Institution: | UQAM : Université du Québec à Montréal | |
Department: | Faculty of visual and media art | |
URL: | http://www.clikmedia.ca/CM/ |
Abstract: This method is intended to assist artists and designers in the complex process of educational video game design. It is for professionals working in the areas of culture, education, science, art, communication, research and experimentation. The site is comprised of four capsules describing the potential of educational video games while presenting the theoretical and practical concepts necessary for the understanding and practice of multimedia design. The capsules are accompanied by examples of educational games to try out, a glossary to expand understanding of the subject and a list of websites dealing with educational game design issues.
Sailer, Frantisek
TITLE: Adversarial planning in RTS games through simulation
Year: | 2007 | |
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Country: | Thesis:Canada | Candidate: |
Degree: | M.Sc. | |
Institution: | University of Alberta | |
Department: | Department of Computing Science | |
URL: |
Abstract: Adversarial planning in complex decision domains, such as modern video games, has not yet received much attention from AI researchers. This thesis presents a planning framework (RTSplan) that uses simulation combined with Nash-equilibrium strategy approximation to choose the best policy from a given policy set. We apply this framework to an army deployment problem in an abstract real-time strategy game setting. Experimental results indicate a performance gain over individual policies in our policy set. Furthermore, we show that adding basic opponent modelling drastically increases the performance of RTSplan against these policies, and that RTSplan can also play well against unknown policies. We also present a method for the 'fast-forwarding ' of simulations which greatly reduces computation times. RTSplan is an automated way of increasing the decision quality of scripted AI systems in real-time. It is suited for complex systems that have real-time constraints, simultaneous moves, and currently rely on scripted solutions.
Siegel, Jeffrey D
TITLE: Dialogue patterns in computer role-playing games
Year: | 2007 | |
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Country: | Thesis:Canada | Candidate: |
Degree: | M.Sc. | |
Institution: | University of Alberta | |
Department: | Department of Computing Science | |
URL: |
Abstract: Today's computer role-playing games (CRPGs) have ever increasing sophisticated and complex elements, including rich and dynamic character conversations. CRPGs such as Neverwinter Nights use manual scripting to control the flow of these conversations. These scripts can be confusing and time consuming to game designers with no programming experience. This dissertation presents a new dialogue pattern model to construct conversations in the Neverwinter Nights CRPG. This model uses a more compact and concise representation than the model used by the Neverwinter Nights Aurora conversation editor. The scripts used to create dynamic conversations in the Aurora conversation model are replaced with generative design patterns. These design patterns generate the scripting code automatically, preventing the game designer from making any scripting mistakes. A case study analyzes the effectiveness of both models by using five metrics which compare the models against several criteria. The dialogue pattern model is shown to be easier to use.