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    <title>WIRE Collection:</title>
    <link>http://hdl.handle.net/2436/30894</link>
    <description />
    <pubDate>Sat, 18 May 2013 15:14:24 GMT</pubDate>
    <dc:date>2013-05-18T15:14:24Z</dc:date>
    <item>
      <title>Proceedings of CGAMES'2009 USA. 14th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational  and Serious Games, 29th July - 2nd August 2009, Louisville, Kentucky, USA.</title>
      <link>http://hdl.handle.net/2436/85507</link>
      <description>Title: Proceedings of CGAMES'2009 USA. 14th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational  and Serious Games, 29th July - 2nd August 2009, Louisville, Kentucky, USA.
Authors: Mehdi, Qasim; Elmaghraby, Adel; Anderson, Don; Ch'ng, Eugene</description>
      <pubDate>Thu, 01 Jan 2009 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/2436/85507</guid>
      <dc:date>2009-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Videogame Based Learning and the Problem of Gender Equity: Exemplifying an Androgynous Approach to Developing Computer Science E-Learning Games in Higher Education</title>
      <link>http://hdl.handle.net/2436/41784</link>
      <description>Title: Videogame Based Learning and the Problem of Gender Equity: Exemplifying an Androgynous Approach to Developing Computer Science E-Learning Games in Higher Education
Authors: Nte, Sol
Abstract: Several authors have considered those virtual spaces&#xD;
in which videogames take place as being gendered&#xD;
and videogames themselves as gender specific (e.g.&#xD;
Jenkins, 1999; Subrahmanyam &amp; Greenfield, 1994;&#xD;
Hartmann &amp; Klimmt, 2006). Videogames are often&#xD;
considered to be an entry path into computer literacy&#xD;
for young people (Greenfield &amp; Cocking, 1996; Kiesler&#xD;
et Al. 1985), if this is the case then to some degree first&#xD;
year undergraduate computer literacy is likely to be&#xD;
informed by videogame experiences. Videogames can&#xD;
be considered to be one of the most “engaging&#xD;
intellectual pastimes that we have invented” (Prensky,&#xD;
2004) which suggests successful videogames as a&#xD;
useful model for developing sound E-Learning&#xD;
applications (Ebner &amp; Holzinger 2007)&#xD;
. However since&#xD;
E-Learning must be careful to avoid gender bias in the&#xD;
presentation of learning resources, any adoption of a&#xD;
videogame development model must undergo a&#xD;
process of “ungendering” wherein game models are&#xD;
analysed in terms of gender equity and suitably&#xD;
corrected. An actively androgynous “games for&#xD;
gamers” not specific genders (Subrahmanyam &amp;&#xD;
Greenfield, 1999) approach is proposed and&#xD;
exemplified to consider how the game developer can&#xD;
avoid producing learning games that have some form&#xD;
of gender bias in the degree to which they are&#xD;
effective. This paper examines the preparatory theoretical work&#xD;
in the development of a pilot study that employs an&#xD;
androgynous software approach to avoid those effects&#xD;
of gendering originating in videogames which can&#xD;
negatively affect games based E-Learning. The&#xD;
analysis is presented from a software development&#xD;
perspective and documents the theoretical&#xD;
considerations that led to the development of the&#xD;
“Class Solitaire” demo - a version of the popular&#xD;
“solitaire” videogame designed to teach java&#xD;
subclassing to first year undergraduates.</description>
      <pubDate>Tue, 01 Jan 2008 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/2436/41784</guid>
      <dc:date>2008-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>A.I. Techniques for Modelling Anger in Emotional Agents</title>
      <link>http://hdl.handle.net/2436/41783</link>
      <description>Title: A.I. Techniques for Modelling Anger in Emotional Agents
Authors: Slater, Stuart; Moreton, Robert; Buckley, Kevan
Abstract: The research presented here, attempts to review a range of techniques&#xD;
commonly categorized under the umbrella of artificial intelligence&#xD;
(A.I.) that could be applied when developing agents with emotions in&#xD;
a range of applications. The paper focuses on anger (and its related&#xD;
emotions), an emotion strongly linked with aggression which of&#xD;
course forms the basis of many computer games where killing or&#xD;
attacking other players or in-game agents is often central to the&#xD;
game’s purpose. The paper begins with a psychology focused review&#xD;
of anger and its related emotions, before presenting techniques to&#xD;
encode some of these elements using Finite State Machines and&#xD;
Fuzzy Logic.</description>
      <pubDate>Tue, 01 Jan 2008 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/2436/41783</guid>
      <dc:date>2008-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>An Interactive Educational Game For Children in Education</title>
      <link>http://hdl.handle.net/2436/37159</link>
      <description>Title: An Interactive Educational Game For Children in Education
Authors: Mehdi, Qasim; Salim, Aly; Walters, Kristy
Abstract: This paper presents an interactive&#xD;
educational game for Primary School&#xD;
children studying KEY Stage Two History.&#xD;
This game is designed specifically for&#xD;
children to support their continuing studies&#xD;
and to enhance their knowledge and memory&#xD;
retention. The work involves the&#xD;
investigation into Multimedia Design&#xD;
Methodologies and Instructional Systems&#xD;
Design (ISD) Models to support the&#xD;
development of the Instructional Multimedia&#xD;
Model (IMM) in order to provide a&#xD;
structured approach to the development of&#xD;
Interactive Educational Games.&#xD;
In this work, the development process of the&#xD;
interactive educational game will be&#xD;
outlined together with examples. This&#xD;
development is based on a model tailored&#xD;
for an educational multimedia application&#xD;
development which combines ISD and&#xD;
multimedia disciplines contributes to the&#xD;
success of the resulting application. The&#xD;
paper will discuss how each phase has an&#xD;
influence upon the next and the pedagogical&#xD;
factors which the model takes into account&#xD;
work in line with those required for&#xD;
Multimedia Design.</description>
      <pubDate>Tue, 01 Jan 2008 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/2436/37159</guid>
      <dc:date>2008-01-01T00:00:00Z</dc:date>
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