The 2010 Mario AI championship: Level generation track

N Shaker, J Togelius, GN Yannakakis… - … Intelligence and AI …, 2011 - ieeexplore.ieee.org
The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-
sponsored 2010 Mario AI Championship, was to our knowledge the world's first procedural …

Virtual reality racket sports: Virtual drills for exercise and training

H Liu, Z Wang, C Mousas, D Kao - 2020 IEEE International …, 2020 - ieeexplore.ieee.org
We have developed a modular virtual reality gaming application that can be used to
synthesize exercise drills for racket sports. By defining cost terms that are related to the …

A generic approach to challenge modeling for the procedural creation of video game levels

N Sorenson, P Pasquier… - IEEE Transactions on …, 2011 - ieeexplore.ieee.org
This paper presents an approach to automatic video game level design consisting of a
computational model of player enjoyment and a generative system based on evolutionary …

[图书][B] Evaluating computational creativity: a standardised procedure for evaluating creative systems and its application

AK Jordanous - 2012 - search.proquest.com
No methodology has been accepted as standard for evaluating the creativity of a system in
the field of computational creativity and the multi-faceted and subjective nature of creativity …

Procedural level generation using occupancy-regulated extension

P Mawhorter, M Mateas - … of the 2010 IEEE Conference on …, 2010 - ieeexplore.ieee.org
Existing approaches to procedural level generation in 2D platformer games are, with some
notable exceptions, procedures designed to do the work of a human game designer. They …

Environment optimization for crowd evacuation

G Berseth, M Usman, B Haworth… - … and Virtual Worlds, 2015 - Wiley Online Library
The layout of a building, real or virtual, affects the flow patterns of its intended users. It is well
established, for example, that the placement of pillars at proper locations can often facilitate …

Exercise intensity-driven level design

B Xie, Y Zhang, H Huang, E Ogawa… - IEEE transactions on …, 2018 - ieeexplore.ieee.org
Games and experiences designed for virtual or augmented reality usually require the player
to move physically to play. This poses substantial challenge for level designers because the …

Go go games: therapeutic video games for children with autism spectrum disorders

A Hiniker, JW Daniels, H Williamson - Proceedings of the 12th …, 2013 - dl.acm.org
In this paper, we describe the design of a therapeutic video game suite for early elementary
children with autism spectrum disorders (ASD). The purpose of this work is to present our …

FUNIFICATION 2.0: Knowledge mobilization model for corporate and educational game-based learning

CFB Jorge, MJD Sutton - World Journal of Science, Technology and …, 2017 - emerald.com
Purpose The purpose of this paper is to review the concepts of “fun and play” and propose a
preliminary model that suggests potential benefits for quantitatively/qualitatively rating …

[PDF][PDF] Mobilization Systems: technologies for motivating and coordinating human action

F Heylighen, I Kostov, M Kiemen - … . Retrieved from http://pcp. vub. ac …, 2013 - pcp.vub.ac.be
Recently a number of techniques have been developed that stimulate people to act towards
specific objectives. These include persuasive technologies, gamification, user experiences …