Papers by Keyword: Gameplay

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Authors: Jung Tsung Chen, Shao Shin Hung, Der Chian Tsaih
Abstract: Despite the growing interest in interactive storytelling techniques, their actual applications to traditional gameplay design remain to be investigated. However, many game designers have expressed concerns about the incorporation of such generative techniques in traditional game titles, mainly because of the lack of control they will have over dynamically generated content. This paper proposes an authoring tool allowing game designers to formalize, visualize, modify, and validate game level solutions in the form of automatically generated storyboards. This system uses planning techniques to produce a level solution consistent with gameplay constraints. The main planning agent corresponds to the player character, and the system uses the game actions as planning operators and level objectives as goals to plan the level solutions. Especially, in Serious Game, on the one hand, we offer an easier access and a multi-perspective view of cultural heritage artifacts, and, on the other, may also enrich and improve cultural heritage education.
Authors: Charlotte C. Sennersten, Craig A. Lindley
Abstract: Evaluating the effectiveness of virtual environments as training and analysis systems one must take into account both strongly and weakly defined measures of visual behaviour and associated experience. The investigation of cross correlations between strongly defined measures of logged gaze behaviours, and weakly defined measures of subjective perceptions of visual behaviour, reveals significant discrepancies. The existence of these discrepancies casts doubt upon the effectiveness of using self-reporting questionnaires to assess training effectiveness. However, making participants aware of these discrepancies can be a potentially powerful method for increasing the effectiveness of training using virtual worlds.
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