Developing Dedicated Curriculum for Dynamic Traffic Simulation With Multi-Resolution Modeling

Description

The process of learning a new skill can be time consuming and difficult for both the teacher and the student, especially when it comes to computer modeling. With so many terms and functionalities to familiarize oneself with, this task can

The process of learning a new skill can be time consuming and difficult for both the teacher and the student, especially when it comes to computer modeling. With so many terms and functionalities to familiarize oneself with, this task can be overwhelming to even the most knowledgeable student. The purpose of this paper is to describe the methodology used in the creation of a new set of curricula for those attempting to learn how to use the Dynamic Traffic Simulation Package with Multi-Resolution Modeling. The current DLSim curriculum currently relates information via high-concept terms and complicated graphics. The information in this paper aims to provide a streamlined set of curricula for new users of DLSim, including lesson plans and improved infographics.

Date Created
2022-05
Agent

Community- and Relationship-Based Resource Management Video Game

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Description

For my creative project thesis, I have designed and developed a video game called Amity Academy. Amity Academy is a strategic resource management simulator that aims to subvert genre expectations and challenge generally accepted definitions of success and leadership both

For my creative project thesis, I have designed and developed a video game called Amity Academy. Amity Academy is a strategic resource management simulator that aims to subvert genre expectations and challenge generally accepted definitions of success and leadership both in-game and in the real world. It does so by moving the focus away from amassing large amounts of in-game currencies and becoming politically or militarily dominant towards caring for the denizens of the social unit the player controls. The player acts as an administrator at a school where they must make decisions on how to best run the institution. Although they are allowed to lead the school however they see fit, the emphasis is on prioritizing strong interpersonal and intracommunity relationships and connections and the wellbeing and happiness of those under their ward. Amity Academy is also part of the newly-emerging “wholesome” or “comfy” game genre. Unlike serious strategy games that can be stressful, Amity Academy presents a self-paced, low-stakes situation. This mood is further encouraged by calming environmental noises and music, a gentle color palette, and a charming art style. The game feels domestic and quaint, almost reminiscent of a Jane Wooster Scott or Mary Singleton painting. You can download and play Amity Academy here: https://mvaughn8.itch.io/amity-academy

Date Created
2021-12
Agent

Exploring the Impact of a Haptic Glove on Immersion

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Description

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing a small and large explosion and a box interaction scene that allowed the participants to touch the box virtually with their hand. At the start of this project, it was hypothesized that the haptic glove would have a significant positive impact in at least one of these scenarios. Nine participants took place in the study and immersion was measured through a post-experiment questionnaire. Statistical analysis on the results showed that the haptic glove did have a significant impact on immersion in the box interaction scene, but not in the explosion scene. In the end, I conclude that since this haptic glove does not significantly increase immersion across all scenarios when compared to the standard Vive controller, it should not be used at a replacement in its current state.

Date Created
2021-05
Agent

Self Play Machine Learning and Pokemon

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Description
Video games often feature agents that the human player interacts with to overcome.
Designing these agents to cover every case of human interaction is difficult, and usually
imperfect, as human players are capable of learning to overcome these agents in unintended
ways. Artificial

Video games often feature agents that the human player interacts with to overcome.
Designing these agents to cover every case of human interaction is difficult, and usually
imperfect, as human players are capable of learning to overcome these agents in unintended
ways. Artificial intelligence is a growing field that seeks to solve problems by simulating
learning in specific environments. The aim of this paper is to explore the applications that the
self play learning branch of artificial intelligence may pose on game development in the future,
and to attempt to implement a working version of a self play agent learning to play a Pokemon
battle. Originally designed Pokemon battle behavior is often suboptimal, getting stuck making
ineffective or incorrect choices, so training a self play model to learn the strategy and structure of
Pokemon battles from a clean slate would result in an organic agent that would outperform the
original behavior of the computer controlled agents. Though unsuccessful in my implementation,
this paper serves as a record of the exploration of this field, and a log of what worked and what
did not, in order to benefit any future person interested in the same topics.
Date Created
2020-12
Agent

Input-Elicitation Methods for Crowdsourced Human Computation

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Description
Collecting accurate collective decisions via crowdsourcing
is challenging due to cognitive biases, varying
worker expertise, and varying subjective scales. This
work investigates new ways to determine collective decisions
by prompting users to provide input in multiple
formats. A crowdsourced task is created that aims
to determine

Collecting accurate collective decisions via crowdsourcing
is challenging due to cognitive biases, varying
worker expertise, and varying subjective scales. This
work investigates new ways to determine collective decisions
by prompting users to provide input in multiple
formats. A crowdsourced task is created that aims
to determine ground-truth by collecting information in
two different ways: rankings and numerical estimates.
Results indicate that accurate collective decisions can
be achieved with less people when ordinal and cardinal
information is collected and aggregated together
using consensus-based, multimodal models. We also
show that presenting users with larger problems produces
more valuable ordinal information, and is a more
efficient way to collect an aggregate ranking. As a result,
we suggest input-elicitation to be more widely considered
for future work in crowdsourcing and incorporated
into future platforms to improve accuracy and efficiency.
Date Created
2020-05
Agent

Predicting Actual Learning in Educational Games

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Description
While most of the media attention given to video games focuses on those geared towards the entertainment industry, a less covered topic is the role of serious games. Also known as “educational” games, serious games are designed with the intent

While most of the media attention given to video games focuses on those geared towards the entertainment industry, a less covered topic is the role of serious games. Also known as “educational” games, serious games are designed with the intent to teach the player a particular skill or topic. These games have gradually been working their way into our educational environments. Children are often taught to type, perform simple math, and correctly spell through a variety of games that have been widely adopted by teachers. However, teaching multiplication is one thing; teaching college-level advanced mathematics is another beast altogether. Can video games actually be used as an educational tool in higher education?
This is a difficult question for a variety of reasons. A major issue to consider is whether the students who play this game are actually learning the material, or simply improving at the game itself. If the game is not designed correctly, one could potentially learn to exploit game mechanics without applying knowledge of the material. While this person’s efficiency at completing the game quickly would suggest mastery of the topic, they may not actually be prepared to take a test on the subject. As such, it is important to thoroughly study the effectiveness of serious games before they are deployed to actual classrooms. This study will do just that with the game Vector Unknown, which was designed to help college students learn linear algebra.
Date Created
2020-05
Agent

Simulating US Immigration for an Educational Game

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Description
The Migration Framework and Simulator is a combination of C# framework / library and Unity simulation tool used for studying basic migration patterns across the US. Users interact with the
Unity simulation tool by implementing political policies or adjusting values via

The Migration Framework and Simulator is a combination of C# framework / library and Unity simulation tool used for studying basic migration patterns across the US. Users interact with the
Unity simulation tool by implementing political policies or adjusting values via sliders, buttons, etc., which will alter the values in the framework. The user can then use the simulation interface to view different estimated population values for categories of people, such as regional differences, education levels, and more.
Date Created
2020-05
Agent

Understanding Informal to Formal Comparisons and Proof Comprehension: a Replication Study

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Description
This study sought to replicate previous work in student conceptions of formal proofs based on informal arguments, originally explored by Zazkis et al. (2016). Additional tasks were added to the experiment to produce new data that could further verify the

This study sought to replicate previous work in student conceptions of formal proofs based on informal arguments, originally explored by Zazkis et al. (2016). Additional tasks were added to the experiment to produce new data that could further verify the analysis of Zazkis et al. (2016) as well as provide more insight into how students comprehend proofs, what types of mistakes occur, and why. Results from one-on-one interviews confirmed that some students were not able to make accurate informal to formal comparisons because they were not considering multiple facets of the problem. Additionally, patterns in the students’ analysis introduced more questions concerning the motivations behind what students choose to think about when they read and dissect proofs.
Date Created
2020-05
Agent