Over the last three decades, video games have evolved from a pastime into a force of change that is transforming the way people perceive, learn about, and interact with the world a...
We implemented a five-week family program called Family Quest where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local af...
Sinem Siyahhan, Sasha A. Barab, Michael P. Downton
In this paper we aim at automatically adjusting the difficulty of computer games by clustering players into different types and supervised prediction of the type from short traces ...
- Conventional video games are controlled by players via physical game controllers. A new emerging trend for game control in recent years is to use intelligent sensor based interfa...
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, "giving the feeling of...
In e-Learning the interest on the use of new kinds of highly-interactive content is increasing. In this regard video games are one of the media that is gaining momentum because of ...
In most modern video games, character behavior is scripted; no matter how many times the player exploits a weakness, that weakness is never repaired. Yet if game characters could ...
Kenneth O. Stanley, Igor Karpov, Risto Miikkulaine...
Video games are varied, with vastly different visual layouts and interaction styles; however, most games that share a common genre still have many user interface similarities. The...
Artificial intelligence (AI) technology can have a dramatic impact on the quality of video games. AI planning techniques are useful in a wide range of game components, including m...
We present a study that explores the use of a commercially available eye tracker as a control device for video games. We examine its use across multiple g...