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Implementation of a narrative world is often laborious and remains fairly independent from working directly with the narrative itself. Currently, there are few tools able to simplify this process. The aim of our research is to support... more
Implementation of a narrative world is often laborious and remains fairly independent from working directly with the narrative itself. Currently, there are few tools able to simplify this process. The aim of our research is to support this process by developing a declarative approach for generating
narrative worlds. A set of narrative semantics will be used to discover and further generate appropriate content. The declarative approach and semantics will be initially implemented and validated in a virtual therapy tool for patients with post-traumatic stress disorder. The project will evolve towards the creation of a more general narrative creation tool.
Abstract: Serious games have emerged as a new medium that enable players to acquire and enhance their skills and knowledge particularly in education and increasingly across a spectrum of fields from industrial and emergency training to... more
Abstract: Serious games have emerged as a new medium that enable players to acquire and enhance their skills and knowledge particularly in education and increasingly across a spectrum of fields from industrial and emergency training to marketing. While the use of serious games has extended rapidly to a variety of domains, their design and development remains a challenging process both for developers and teachers/trainers. This paper approaches the technological environment underpinning the development of serious ...
ABSTRACT
Due to the recent advancement in procedural generation techniques, games are presenting players with ever growing cities and terrains to explore. However most sandbox-style games situated in cities, do not allow players to wander into... more
Due to the recent advancement in procedural generation techniques, games are presenting players with ever growing cities and terrains to explore. However most sandbox-style games situated in cities, do not allow players to wander into buildings. In past research, space planning techniques have already been utilized to generate suitable layouts for both building floor plans and room layouts. We introduce
Abstract Manual game content creation is an increasingly laborious task; with each advance in graphics hardware, a higher level of fidelity and detail is achievable and, therefore, expected. Although numerous automatic (eg procedural)... more
Abstract Manual game content creation is an increasingly laborious task; with each advance in graphics hardware, a higher level of fidelity and detail is achievable and, therefore, expected. Although numerous automatic (eg procedural) content generation algorithms and techniques have been developed over the years, their application in both games and simulations is not widespread. What lacks is a unifying modeling framework that combines these techniques in a usable manner.
Abstract Training and simulation applications in virtual worlds require significant amounts of structurally plausible urban environments. Procedural generation is an efficient way to create such models. Existing approaches for procedural... more
Abstract Training and simulation applications in virtual worlds require significant amounts of structurally plausible urban environments. Procedural generation is an efficient way to create such models. Existing approaches for procedural modelling of cities aim at facilitating the work of urban planners and artists, but either require expert knowledge or external input data to generate results that resemble real-life cities, or they have long computation times, and thus are unsuitable for non-experts such as training instructors.
Abstract—Manual content creation for virtual worlds can no longer satisfy the increasing demand arising from areas as entertainment and serious games, simulations, movies, etc. Furthermore, currently deployed modeling tools basically do... more
Abstract—Manual content creation for virtual worlds can no longer satisfy the increasing demand arising from areas as entertainment and serious games, simulations, movies, etc. Furthermore, currently deployed modeling tools basically do not scale up: while they become more and more specialized and complex, they strikingly fail to assist designers in concentrating on their creative tasks.
Most educational or training games, also referred to as serious games, have been developed without an underlying design theory. In order to make a contribution to the development of such a theory, we present the underlying design... more
Most educational or training games, also referred to as serious games, have been developed without an underlying design theory. In order to make a contribution to the development of such a theory, we present the underlying design philosophy of Levee Patroller, a 3D first-person game used to train levee patrollers in the Netherlands. This approach stipulates that the design of a serious game is a multi-objective problem where trade-offs need to be made.
Abstract: Although simulation games provide a competetive and safe alternative to real-life training sessions, the flexibility of adjusting such training sessions to fit the needs of individual trainees is relatively low. The reason for... more
Abstract: Although simulation games provide a competetive and safe alternative to real-life training sessions, the flexibility of adjusting such training sessions to fit the needs of individual trainees is relatively low. The reason for this is that these games are often delivered as a static product with predefined scenarios that cannot easily be edited by an instructor.
Abstract Procedural modelling is an attractive alternative to cut down the costs of manual content creation for virtual worlds. We discuss our declarative modelling approach to the creation of 3D virtual worlds, which integrates a variety... more
Abstract Procedural modelling is an attractive alternative to cut down the costs of manual content creation for virtual worlds. We discuss our declarative modelling approach to the creation of 3D virtual worlds, which integrates a variety of procedural techniques in order to enable a non-specialist user to interactively create a complete 3D virtual world in minutes.
Abstract SimPort is a multiplayer serious game in which the aim is to develop a new seaport area in 30 years of simulated time. It is played in a network of computers, each with its own role and set of tasks. The game has been played for... more
Abstract SimPort is a multiplayer serious game in which the aim is to develop a new seaport area in 30 years of simulated time. It is played in a network of computers, each with its own role and set of tasks. The game has been played for over two years now, but some issues still remain. Playing SimPort should be about the content and not a challenge on getting to know the computer game. This paper describes the issues faced during the development of SimPort with respect to videogame illiteracy.
Abstract Serious games are an increasingly popular field and this has resulted in a large number of serious games so far. Despite this growth, relatively little gaming research is focused on professional environments. In particular, a... more
Abstract Serious games are an increasingly popular field and this has resulted in a large number of serious games so far. Despite this growth, relatively little gaming research is focused on professional environments. In particular, a lack exists in reflecting on the design and learning experiences. To take a step in this desired direction, this paper examines learning with games in professional environments. This is done by looking at the design and the learning experiences of a game about levee inspection called Levee Patroller.
Abstract Procedural content generation is becoming more and more relevant to solve the problem of content creation for the ever growing virtual worlds of games, simulations and other applications. However, these procedures are often... more
Abstract Procedural content generation is becoming more and more relevant to solve the problem of content creation for the ever growing virtual worlds of games, simulations and other applications. However, these procedures are often unintuitive or use vague parameters, making it somewhat difficult for a designer to express his or her creative intent. Even worse, most of these techniques lack an accessible and easy to use interface.
Abstract Effectiveness of Serious Games (SG) depends very much on their capacity to provide the right balance between gaming and educational experience. This requirement raises challenges regarding realization of their intelligence and... more
Abstract Effectiveness of Serious Games (SG) depends very much on their capacity to provide the right balance between gaming and educational experience. This requirement raises challenges regarding realization of their intelligence and personalization. We aim to overcome the problems of research fragmentation and identify some of the main issues by presenting a summary of relevant contributions from Artificial Intelligence and Personalization, together with a discussion on their future directions.
Abstract Adaptive games are expected to improve on the pre-scripted and rigid nature of traditional games. Current research uses player and experience modeling techniques to successfully predict some game-play adjustments players desire.... more
Abstract Adaptive games are expected to improve on the pre-scripted and rigid nature of traditional games. Current research uses player and experience modeling techniques to successfully predict some game-play adjustments players desire. These are typically deployed to adapt AI behavior or to evolve content for simple game levels. In this paper we propose a generation framework aimed at creating personalized content for complex and immersive game worlds.
Recent advances in crowd simulation techniques have led to realistic agent and group behavior through elaborate behavioral models, complex motion planning algorithms and impressive physics systems. As many crowd simulation solutions... more
Recent advances in crowd simulation techniques have led to realistic agent and group behavior through elaborate behavioral models, complex motion planning algorithms and impressive physics systems. As many crowd simulation solutions typically target only specific types of environment and scenario, a variety of special-purpose methods and systems has emerged that are hard to re-configure and re-use in other contexts.
Simulation of everyday situations from real life can be a very useful tool in entertainment applications and training systems. Such applications, as games or computer animated movies usually need to provide virtual environments populated... more
Simulation of everyday situations from real life can be a very useful tool in entertainment applications and training systems. Such applications, as games or computer animated movies usually need to provide virtual environments populated with virtual autonomous agents. Commonly, the agents need to be able to evolve in their environment, avoiding collision with each other and obstacles, besides interacting with other characters in order to provide realistic simulations.
Abstract Project-based Computer Science (CS) education was introduced at Delft University of Technology more than 10 years ago, and its instructive and motivating potential has steadily increased. Among the projects offered, the second... more
Abstract Project-based Computer Science (CS) education was introduced at Delft University of Technology more than 10 years ago, and its instructive and motivating potential has steadily increased. Among the projects offered, the second year Games project has justly become the integrator course par excellence of the Computer Science BSc curriculum.
Abstract Procedural generation of virtual worlds is a promising alternative to classical manual modelling approaches, which usually require a large amount of effort and expertise. However, it suffers from a number of issues; most... more
Abstract Procedural generation of virtual worlds is a promising alternative to classical manual modelling approaches, which usually require a large amount of effort and expertise. However, it suffers from a number of issues; most importantly, the lack of user control over the generation process and its outcome. Because of this, the result of a procedural method is highly unpredictable, rendering it almost unusable for virtual world designers.
Feature modeling systems usually employ a boundary representation (b-rep) to store the shape information on a product. It has, however, been shown that a b-rep has a number of shortcomings, and that a cellular representation can be a... more
Feature modeling systems usually employ a boundary representation (b-rep) to store the shape information on a product. It has, however, been shown that a b-rep has a number of shortcomings, and that a cellular representation can be a valuable alternative. A cellular model stores additional shape information on features, including the feature faces that are not on the boundary of the product. Such information can be profitably used for several purposes.A major operation in every feature modeling system is boundary evaluation, which computes the geometric model of a product, i.e. either the b-rep or the cellular model, from the features that have been specified by the user. Since boundary evaluation has to be executed each time a feature is added, removed or modified, its efficiency is of paramount importance.In this paper, boundary evaluation for a cellular model is described in some detail. Its efficiency is compared to the efficiency of boundary evaluation for a b-rep, on the basis of both complexity analysis and performance measurements for the two types of evaluation. It turns out that boundary evaluation for a cellular model is, in fact, more efficient than for a b-rep, which makes cellular models even more attractive as an alternative to b-reps.

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