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Dive into the research topics where David Milam is active.

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Featured researches published by David Milam.


human factors in computing systems | 2010

Understanding and evaluating cooperative games

Magy Seif El-Nasr; Bardia Aghabeigi; David Milam; Mona Erfani; Beth Aileen Lameman; Hamid Maygoli; Sang Mah

Cooperative design has been an integral part of many games. With the success of games like Left4Dead, many game designers and producers are currently exploring the addition of cooperative patterns within their games. Unfortunately, very little research investigated cooperative patterns or methods to evaluate them. In this paper, we present a set of cooperative patterns identified based on analysis of fourteen cooperative games. Additionally, we propose Cooperative Performance Metrics (CPM). To evaluate the use of these CPMs, we ran a study with a total of 60 participants, grouped in 2-3 participants per session. Participants were asked to play four cooperative games (Rock Band 2, Lego Star Wars, Kameo, and Little Big Planet). Videos of the play sessions were annotated using the CPMs, which were then mapped to cooperative patterns that caused them. Results, validated through inter-rater agreement, identify several effective cooperative patterns and lessons for future cooperative game designs.


foundations of digital games | 2010

Analysis of level design 'push & pull' within 21 games

David Milam; Magy Seif El Nasr

This paper investigates the differences between 3D level designs in 21 popular games. We have developed a framework to analyze 3D level designs based on patterns extracted from level designers and game play sessions. We then use these patterns to analyze several game play sessions. Results of this analysis reveal methods by which designers push and pull players through levels. We discuss an analysis of these patterns in terms of three level affordance configurations, combat, environmental resistance, and mixed goals in 21 different games using one walkthrough play session per game. By looking at the variety of games, we can further explore the level similarities and differences between games.


Entertainment Computing | 2013

Experiencing interactive narrative: A qualitative analysis of Façade

Magy Seif El-Nasr; David Milam; Tony Maygoli

Abstract The topic of interactive narrative has been under research for many years. While there is research exploring the development of new algorithms that enable and enhance interactive narratives, few research projects focused on the question of how users interpret and experience an interactive narrative. In this paper we specifically focus on a single user interactive narrative experience since most work within this area focused on technological advancement and less on measurements of participants’ experiences. Taking this angle, we aim to report on an in-depth qualitative content analysis study, specifically analyzing users’ interpretations, emotions, and behavioral responses to an interactive narrative called Facade . We analyzed user data, including interviews and action logs, which include dialog uttered between participants and characters that inhabit Facade . Results from this analysis are discussed in the paper along with the methodology used and its limitations. These findings uncover several useful lessons that can help guide the design of future single user interactive narratives similar to Facade .


international conference on entertainment computing | 2011

Effect of camera and object motion on visual load in 3d games

David Milam; Magy Seif El-Nasr; Dinara Moura; Lyn Bartram

3D video games are a popular form of entertainment that features elaborate visual compositions and settings. Occasionally, players are thrown into situations with a high amount of visual complexity, which may cause players, especially novice players, to misinterpret important game goals or mechanics, which may, in turn, lead to a diminished experience. Previous research investigated visual design, but only in terms of brightness and color contrast, no research investigated attributes of motion, their complexity in regards to visual design, and their effect on the game experience. Informed by cinema and visual perception domains, we embark on a study of 4 motion attributes: flicker, shape, speed, and repetition, and investigate their design within 6 games. We rate these games based on their complexity. We use video coding with a kappa reliability measure to identify these attributes. We then investigate the relationship between the use of these motion attributes and the rated complexity of the visual scene. We present this analysis as a contribution, and design lessons extrapolated based on the analysis.


Human-centric Computing and Information Sciences | 2010

The Effect of Age, Gender, and Previous Gaming Experience on Game Play Performance

Mona Erfani; Magy Seif El-Nasr; David Milam; Bardia Aghabeigi; Beth Aileen Lameman; Bernhard E. Riecke; Hamid Maygoli; Sang Mah

It is common sense that people don’t play games that are too difficult for them. Thus Game developers need to understand the performance abilities of players. Several studies suggest a clear dissimilarity in video game playing abilities between different genders and age groups. In this paper, we report on a study investigating impact of age, gender and previous gaming experience on gameplay performance. The study explored the performance of 60 kids 6-16 years old within three video games: Rock Band 2, Lego Star Wars and Kameo. The paper outlines clear impact of age and gender and less prior gaming experience on performance parameters: score and game progression.


international conference on entertainment computing | 2012

Similarity in visual designs: effects on workload and performance in a railed-shooter game

David Milam; Magy Seif El-Nasr; Lyn Bartram; Bardia Aghabeigi; Perry Tan

Games are a popular form of digital entertainment and one elusive question is how complex visual designs affect the player experience. We address one aspect of this topic in terms of similarity of visual features, explored both as an organizing principle in Gestalt psychology and as a theory in visual attention. To address this issue, we developed a 3D railed shooter game with adjustable visual features of size, speed, and density of targets and non-targets. Based on these features we evaluate 105 players performance in 4 visual conditions. In addition, we employ a cognitive workload assessment as a means to understand the perceived demands on players. Results show effects of expertise on performance and cognitive workload, per visual condition. Our methods and implications on game design are discussed.


Archive | 2009

A Study of Interactive Narrative from User's Perspective

David Milam; Magy Seif El-Nasr; Ron Wakkary

The topic of interactive narrative has been under debate for several years. What does it mean to be engulfed in an interactive narrative? Can users engage in a meaningful interactive narrative experience? Who tells the story, the designer or the player? While answers to these questions have not been formulated, the community is split. Some regard the question of interactive narrative as an oxymoron, philosophically regarding narrative and play as two separate entities [1, 2]. Others regard narrative as an integral aspect of any interactive or media production [3], [4].


human factors in computing systems | 2012

Toolset to explore visual motion designs in a video game

David Milam; Magy Seif El-Nasr; Lyn Bartram; Matt Lockyer; Chao Feng; Perry Tan

We describe a research toolset to explore visual designs in a video game. We focus specifically on visual motion, defined by attributes of motion, and their effect on accessibility, which may lead to a diminished experience for novice players. Eight expert game designers evaluated the tool embedded into a simple point and click game. Specifically they controlled attributes of speed, size of game elements, and amount of elements on screen associated to game targets, distractions, and feedback. The tool allowed experts to define difficulty settings and expose patterns, which they verified. As a game, we then investigated the effect of visual motion on accessibility in a formal user study comprised of 105 participants. As a follow-up to this work, we expanded the toolset to include 8 additional attributes of motion.


international conference on computer graphics and interactive techniques | 2010

Design patterns to guide player movement in 3D games

David Milam; Magy Seif El Nasr


international conference on interactive digital storytelling | 2008

Looking at the Interactive Narrative Experience through the Eyes of the Participants

David Milam; Magy Seif El-Nasr; Ron Wakkary

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Lyn Bartram

Simon Fraser University

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Dinara Moura

Simon Fraser University

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Mona Erfani

Simon Fraser University

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Perry Tan

Simon Fraser University

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Ron Wakkary

Eindhoven University of Technology

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