Matching Items (55)
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Description
Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual illusions to make a user feel detached from reality and create an impactful escapist experience. By examining and synthesizing relevant

Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual illusions to make a user feel detached from reality and create an impactful escapist experience. By examining and synthesizing relevant literature, key methods of storytelling used in theme parks, museums, and virtual environments that are used to deepen immersive experiences were identified. A model of the demonstrated techniques and methods for facilitating immersion through storytelling in these varying contexts has been created to suggest that these methods can be applied to other settings to foster a richer experience for users and guests.
ContributorsWalker, Natalie Simone (Author) / Roscoe, Rod (Thesis director) / Meier, Matt (Committee member) / Department of Psychology (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together.

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together. Non-Euclidean environmental puzzle games have existed for around 10 years in various forms, short environmental puzzle games in virtual reality have come into existence in around the past five years, and non-Euclidean virtual reality exists mainly as non-video game short demos from the past few years. This project seeks to be able to bring these components together to create a proof of concept for how a game like this should function, particularly the integration of non-Euclidean virtual reality in the context of a video game. To do this, a Unity package which uses a custom system for creating worlds in a non-Euclidean way rather than Unity’s built-in components such as for transforms, collisions, and rendering was used. This was used in conjunction with the SteamVR implementation with Unity to create a cohesive and immersive player experience.

ContributorsVerhagen, Daniel William (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, the Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction, and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsDong, Edmund Engsun (Co-author) / Ouellette, Abigail (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, the Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction, and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsOuellette, Abigail Frances (Co-author) / Dong, Edmund (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Marketing (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, The Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsCole, Tyler Phillip (Co-author) / Ouellette, Abigail (Co-author) / Dong, Edmund E. (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Software Engineering (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Machine learning has a near infinite number of applications, of which the potential has yet to have been fully harnessed and realized. This thesis will outline two departments that machine learning can be utilized in, and demonstrate the execution of one methodology in each department. The first department that will

Machine learning has a near infinite number of applications, of which the potential has yet to have been fully harnessed and realized. This thesis will outline two departments that machine learning can be utilized in, and demonstrate the execution of one methodology in each department. The first department that will be described is self-play in video games, where a neural model will be researched and described that will teach a computer to complete a level of Super Mario World (1990) on its own. The neural model in question was inspired by the academic paper “Evolving Neural Networks through Augmenting Topologies”, which was written by Kenneth O. Stanley and Risto Miikkulainen of University of Texas at Austin. The model that will actually be described is from YouTuber SethBling of the California Institute of Technology. The second department that will be described is cybersecurity, where an algorithm is described from the academic paper “Process Based Volatile Memory Forensics for Ransomware Detection”, written by Asad Arfeen, Muhammad Asim Khan, Obad Zafar, and Usama Ahsan. This algorithm utilizes Python and the Volatility framework to detect malicious software in an infected system.

ContributorsBallecer, Joshua (Author) / Yang, Yezhou (Thesis director) / Luo, Yiran (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
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Description
When playing Dragon Quest IX, players are faced with immense amounts of game information. In order to save hundreds of hours of learning and memorizing intricate game details, many players prefer to simply refer to a guide as they play. This thesis project aims to develop a guide app to

When playing Dragon Quest IX, players are faced with immense amounts of game information. In order to save hundreds of hours of learning and memorizing intricate game details, many players prefer to simply refer to a guide as they play. This thesis project aims to develop a guide app to fulfill this role. The app will provide players with an interactive and user-friendly platform to access detailed information on equipment, weapons, items, recipes, and monsters within the game. The project will involve extensive research and analysis of the game's data, as well as the development of a database to store and organize relevant information. Ultimately, the guide app will provide an invaluable resource for players looking to enhance their Dragon Quest IX experience and achieve a deeper understanding of the game's intricacies.
ContributorsMarino, Reese (Author) / Balasooriya, Janaka (Thesis director) / Atkinson, Robert (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
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DescriptionDeath is a common mechanic in video games, but how does it relate to humanity's understanding of death? This thesis project seeks to understand the cultural dynamics of death within video games, as well as how death is approached and depicted within said games.
ContributorsYen, Jay (Author) / Bauer, Danielle (Thesis director) / de la Garza, Amira (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / Hugh Downs School of Human Communication (Contributor)
Created2023-12
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This paper documents a study of the relationship between heads up display (HUDs) customization and player performance. Additional measures capture satisfaction and prior gaming experience. The goal of this study was to develop a framework on which future Human Systems Engineering studies could create games that are tailor made to

This paper documents a study of the relationship between heads up display (HUDs) customization and player performance. Additional measures capture satisfaction and prior gaming experience. The goal of this study was to develop a framework on which future Human Systems Engineering studies could create games that are tailor made to examine a given area of interest. This study utilized a two-by-two design, where participants play a two-dimensional (2D) platformer game with a mechanic that incentivizes attention to the HUD. This study successfully developed a framework and was moderately successful in uncovering limitations and demonstrating areas for improvement in follow-on studies. Specifically, this study illuminated issues with the low amount of usable data caused by design issues, participant apathy, and reliance on self-reporting data collection. Extensions of this study can utilize this framework and should look to recruit beyond crowdsourcing platforms, collect more diverse data, reduce participant effort, and address other considerations that were found during execution.
ContributorsWallace, Xavier Guillermo (Author) / Roscoe, Rod (Thesis advisor) / Mara, Andrew (Committee member) / Cooke, Nancy (Committee member) / Arizona State University (Publisher)
Created2022
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Description
This qualitative study examined how culture and community are created in the popular sports video game, NBA 2K. Sports video games are some of the most popular video games, but there has been lack of critical scholarship into these games. By engaging two popular cultural theories, the circuit of culture

This qualitative study examined how culture and community are created in the popular sports video game, NBA 2K. Sports video games are some of the most popular video games, but there has been lack of critical scholarship into these games. By engaging two popular cultural theories, the circuit of culture and the fields of cultural production, this study critically examined how culture shapes online communities in sports video games.By employing a variety of ethnographic methods including thick descriptions of cultural artifacts, an intake questionnaire, interviews with 17 NBA 2K players, and in-game participant observation, this study established cultural patterns, insider language, and other elements of culture within the NBA 2K community. The researcher learned to play NBA 2K, critically examined both physical and virtual cultural artifacts, conducted in-depth semi-structured interviews with game players, and participated in NBA 2K with study participants to contextualize their experiences. This study established NBA 2K as having some of the most advanced functions of any sports video games, including sophisticated multi-user domains (MUDs) and complex avatar (MyPLAYER) creation. NBA 2K offers a unique opportunity to create diverse MyPLAYER representations, setting the bar for sports video games to include people from varied physical identities. Though the game has made strides to include WNBA athletes, the lack of gendered options for the MyPLAYER feature reinforces misogynistic and hegemonic power structures that are common in both sports culture and gaming culture.
ContributorsForbes, Allison (Author) / Gilpin, Dawn (Thesis advisor) / Gray, Kishonna (Committee member) / Reed, Sada (Committee member) / Silcock, Burton (Committee member) / Arizona State University (Publisher)
Created2021