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FLAME—Fuzzy Logic Adaptive Model of Emotions
- M. S. El-Nasr, J. Yen, T. Ioerger
- Computer ScienceAutonomous Agents and Multi-Agent Systems
- 1 September 2000
This paper proposes a new computational model of emotions that can be incorporated into intelligent agents and other complex, interactive programs and demonstrates empirically through a computer simulation of a pet that the adaptive components of the model are crucial to users' assessments of the believability of the agent's interactions.
Understanding and evaluating cooperative games
A set of cooperative patterns identified based on analysis of fourteen cooperative games are presented and validated through inter-rater agreement, and several effective cooperative patterns and lessons for future cooperative game designs are identified.
Game Analytics - The Basics
- Anders Drachen, M. S. El-Nasr, Alessandro Canossa
- Computer ScienceGame Analytics, Maximizing the Value of Player…
Developing a profitable game in today’s market is a challenging endeavor. Thousands of commercial titles are published yearly, across a number of hardware platforms and distribution channels, all…
Learning through game modding
The use of modifying, or modding, existing games as a means to learn computer science, mathematics, physics, and aesthetic principles and how different engines can be used to focus students on the acquisition of particular skills and concepts is described.
Methods for Game User Research: Studying Player Behavior to Enhance Game Design
Several current GUR methods are described: think-aloud and heuristics, which investigate interaction between players and games and the surrounding context of play.
Design patterns to guide player movement in 3D games
A set of design patterns for level design was developed based on a process involving interviews with game designers as well as gameplay analysis of different games, and a timeline video annotation method based on these patterns was developed.
Games Research Today: Analyzing the Academic Landscape 2000-2014
- Edward F. Melcer, Truong-Huy D. Nguyen, Zhengxing Chen, Alessandro Canossa, M. S. El-Nasr, K. Isbister
An analysis of the academic landscape of games research from the last 15 years is presented utilizing co-word and co-venue analysis on 48 core venues to identify 20 major research themes and 7 distinct communities.
Projecting tension in virtual environments through lighting
- M. S. El-Nasr
- ArtACE '06
- 14 June 2006
This work extends the author's previous work on the Expressive Lighting Engine with a system that dynamically modulates the lighting within an interactive environment to project the desired tension while balancing other lighting goals, such as establishing visibility, projecting depth, and providing motivation for lighting direction.
Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research.
Interaction, Narrative, and Drama Creating an Adaptive Interactive Narrative using Performance Arts Theories
- M. S. El-Nasr
This paper presents a new interactive narrative architecture designed using a set of dramatic techniques that have been formulated based on several years of training in film and theatre.