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» Toward Game Level Generation from Gameplay Videos
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AIIDE
2009
13 years 6 months ago
Demonstrating Automatic Content Generation in the Galactic Arms Race Video Game
In most modern video games, content (e.g. models, levels, weapons, etc.) shipped with the game is static and unchanging, or at best, randomized within a narrow set of parameters. ...
Erin J. Hastings, Ratan K. Guha, Kenneth O. Stanle...
GAMEON
2008
13 years 6 months ago
Model Driven Game Development: 2D Platform Game Prototyping
The increasing complexity of game development highlights the need of intellectual and industrial tools to enhance productivity in terms of quality, time and cost. In this paper we...
Emanuel Montero Reyno, José Á. Cars&...
DIGRA
2003
Springer
13 years 10 months ago
The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives
The Diverse Worlds Project analysed 130 computer and video games (CVGs) to understand their textual landscape. Titles were sampled from the five gaming platforms dominant in 2002....
Jeffrey E. Brand, Scott Knight, Jakub Majewski
CHI
1994
ACM
13 years 9 months ago
What HCI designers can learn from video game designers
Computer users have tasks they need to perform, and are therefore motivated to overcome poorly designed interfaces. With video games, there is no external motivation for the task ...
Randy Pausch, Rich Gold, Tim Skelly, David Thiel
ICMCS
2006
IEEE
131views Multimedia» more  ICMCS 2006»
13 years 11 months ago
Event-Importance Based Customized and Automatic Cricket Highlight Generation
In this paper, we present a novel approach towards customized and automated generation of sports highlights from its extracted events and semantic concepts. A recorded sports vide...
Maheshkumar H. Kolekar, Somnath Sengupta