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Skip to Search Results- 4Schaeffer, Jonathan
- 4Szafron, Duane
- 3Carbonaro, Mike
- 3Cutumisu, Maria
- 3McNaughton, Matthew
- 3Onuczko, Curtis
- 19Graduate and Postdoctoral Studies (GPS), Faculty of
- 19Graduate and Postdoctoral Studies (GPS), Faculty of /Theses and Dissertations
- 4Educational Psychology, Department of
- 4Educational Psychology, Department of/Journal Articles (Educational Psychology)
- 2Digital Humanities Program
- 2Digital Humanities Program/Journal Articles (Digital Humanities)
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Spring 2013
The game of Amazons is a young board game with simple rules, nice mathematical properties yet a high complexity between chess and Go. The state of the art Amazons solver was presented by Martin Müller in 2001 with which he solved the Amazons 5 × 5 starting position as a first player win. This...
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Bypassing, Skipping, and Pivoting: A Behavioral Microanalysis during an Information-Based Task in Spatially-Diverse Virtual Environments
DownloadSpring 2018
Educators are looking at technology voluntarily used by students outside the classroom as a way to better engage students inside the classroom. This study examined post-secondary studentsâ behavior during an information-based task in spatially-diverse virtual environments. Cluster analysis...
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Spring 2015
The thesis consists of two papers exploring the area of digital game construction in pre-service teacher education. The first paper details the analysis of 166 pre-service teachers’ experiences constructing a digital game in the Scratch development environment (MIT, 2009). Pre-service teachers...
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Spring 2014
Ten emerging adults were interviewed about their experiences of console-based video games in their domestic context. Emerging adults were chosen because they constitute the first generation of video game natives, the first generation to grow up with video games as a ubiquitous piece of Everyday...
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Fall 2013
This thesis explores some of the qualities that make an interactive product enjoyable to use. Four categories of enjoyment attributes are discussed: challenge, curiosity, people & characters, and sensory appeal. These categories are explored through a prototype that was tested in a user study,...
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Game changers: Evaluating post-secondary students’ computational thinking in a video game design class
Download2016
Yuen, C., Cutumisu, M., Solez, A.
First introduced by constructionist Seymour Papert [1], the term Computational Thinking (CT) was popularized by Jeannette Wing in 2006 as a new literacy encompassing specific critical thinking skills and dispositions used for problem solving in broad disciplines [2]. However, while CT is more...
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2006
Onuczko, Curtis, Schaeffer, Jonathan, Cutumisu, Maria, Roy, Thomas, Carbonaro, Mike, McNaughton, Matthew, Szafron, Duane
To compete in today's market, companies that develop computer role-playing games (CRPGs) must quickly and reliably create realistic, engaging game stories. Indeed, intricate storylines and realism that goes beyond graphics have become major product differentiators. To establish both, it's...
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2006
Cutumisu, Maria, Szafron, Duane, Roy, Thomas, Carbonaro, Mike, McNaughton, Matthew, Schaeffer, Jonathan, Onuczko, Curtis
Many computer games use custom scripts to control the ambient behaviors of non-player characters (NPCs). Therefore, a story writer must write fragments of computer code for the hundreds or thousands of NPCs in the game world. The challenge is to create entertaining and non-repetitive behaviors...
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Fall 2010
Non-Player Character (NPC) behaviors in today’s computer games are mostly generated from manually written scripts. The high cost of manually creating complex behaviors for each NPC to exhibit intelligence in response to every situation in the game results in NPCs with repetitive and artificial...