Zobrazeno 1 - 10
of 16
pro vyhledávání: '"Peter Mawhorter"'
Publikováno v:
Arts, Vol 7, Iss 3, p 47 (2018)
Choice poetics is a formalist framework that seeks to concretely describe the impacts choices have on player experiences within narrative games. Developed in part to support algorithmic generation of narrative choices, the theory includes a detailed
Externí odkaz:
https://doaj.org/article/3500f4f2d14444cd8c0615367d0fb789
Autor:
Peter Mawhorter
Publikováno v:
Scopus-Elsevier
Several existing systems have used reader models for story generation, but they have focused on either interactive contexts or pure discourse-level manipulation. I intend to buid a reader-model story generator that not only applies reader modelling t
Autor:
Bilis Hélène, Peter Mawhorter
Publikováno v:
French Studies. 75:184-204
Autor:
Peter Mawhorter
Publikováno v:
Proceedings of the 54th ACM Technical Symposium on Computer Science Education V. 2.
Autor:
Peter Mawhorter
Publikováno v:
FDG
Incremental procedural content generation (IPCG) has been used in games such as Minecraft to provide a unique flavor of gameplay, but requires that parts of the world can be generated independently of one another in any order and will always fit toge
Autor:
Sercan Şengün, Peter Mawhorter, James Bowie-Wilson, Yusef Audeh, Haewoon Kwak, D. Fox Harrell
Publikováno v:
Technological Forecasting and Social Change. 180:121707
Autor:
Peter Mawhorter
Publikováno v:
FDG
Pseudo-random number generators are ubiquitous components of content generation systems, because their outputs are difficult to predict but also repeatable given an initial seed. These properties make them especially useful as the basis for "random"
Publikováno v:
CHI Extended Abstracts
We analyze hate speech toward the MENA players as a form of toxic behavior in League of Legends in-game and forum chats. We find that this kind of toxicity: (1) is initiated by one or two players; (2) sparks from criticizing the skills of team member
Publikováno v:
Other repository
Since virtual identities such as social media profiles and avatars have become a common venue for self-expression, it has become important to consider the ways in which existing systems embed the values of their designers. In order to design virtual
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::0a891f9575152375dd8f21e7c3a39809
https://hdl.handle.net/1721.1/136362
https://hdl.handle.net/1721.1/136362
Autor:
Peter Mawhorter
Publikováno v:
FDG
Work on procedural content generation often centers game mechanics and visual/audio aesthetics, whereas the generation of social structures has not received the same attention, despite potentially enabling new forms of gameplay. When the generation o