Research & Publications


Bertka, B. (2010). Modding for Emergence: Using Cellular Automata, Randomness, and Influence Maps in the Source Game Engine. (Unpublished master's thesis). Texas A&M University, College Station, TX
    Recent advances in the field of educational technology have promoted the re-purposing of entertainment-oriented games and software for educational applications. This thesis extends a project developed at Texas A&M University called Room 309, a re-purposed modification of Valve Software’s Source Development Kit that models classroom scenarios to pre-service teachers. To further explore effectiveness in the area of re-playability, this work incorporates emergent game behaviors and environments using cellular automata, randomness, and influence maps within the existing nonemergent structure. By introducing these qualities game play is expected to become less predictable, thus increasing the effectiveness of Room 309 as a learning tool.  PDF
 

Bertka, B., Bajandas, N., Srinivasan, V. (2010). Using the Source Game Engine as an Applied Gaming Platform. Unpublished poster submission: Foundations of Digital Games 2010, June 19–21, 2010, Monterey, California, US
    We describe the design and development of a methodology for using the Source game engine as a tool for applied gaming projects. We demonstrate the use of this methodology through a project titled Room 309 that uses an interactive first person virtual environment to engage pre-service teachers in situations found in a classroom. We show how our development pipeline allows for streamlined integration of new learning scenarios into the game, as well as the creation of alternate versions of the game. The result is a methodology that allows the Source game engine to be used as a platform for applied gaming research.  PDF
 

Bertka, B. (2008). An Introduction to Bezier curves, B-splines, and Tensor Product Surfaces with History and Applications. (Unpublished undergraduate thesis). The University of California, Santa Cruz, CA
     In the 1960s a mathematician and engineer named Pierre Bezier changed everything with his newly developed CAGD tool called UNISURF. This new software allowed designers to draw smooth looking curves on a computer screen, and used less physical storage space for design materials. Beziers contribution to computer graphics has paved the road for CAD software like Maya, Blender, and 3D Max. His developments serve as an entry gate into learning about modern computer graphics, which spawned a relatively new mathematical object known as a spline, or a smooth curve specified in terms of a few points. This paper demonstrates splines, exaplains a method for computation, and shows the reader sample code for creating a spline in OpenGL  PDF
 

    
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