Proceedings of the 2014 Conference on Interactive Entertainment最新文献

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Urban Codes // Parallel Worlds 城市代码//平行世界
Proceedings of the 2014 Conference on Interactive Entertainment Pub Date : 2014-12-02 DOI: 10.1145/2677758.2677767
T. Innocent, I. Hwang
{"title":"Urban Codes // Parallel Worlds","authors":"T. Innocent, I. Hwang","doi":"10.1145/2677758.2677767","DOIUrl":"https://doi.org/10.1145/2677758.2677767","url":null,"abstract":"noemaflux creates a network of relations between four players, an urban landscape, an invented language and an artificial world. Players experience the work in streets and laneways in which symbols from an invented language are integrated into the streetscape. These symbols, or symbol-codes, are also machine-readable codes. They are portals into an artificial world--viewed on a mobile device via augmented reality (AR)--that is interconnected with the city. By interacting with the work, players enter into a symbiotic relationship with this world and bring to life 'media creatures'--a poetic term to describe digital entities that visualise urban codes in AR. This paper will reflect on this experience in two ways: firstly, by defining further the dual nature of symbol-codes; and, secondly, by articulating new experiences of urban space and different ways of seeing the city enabled by staging encounters with urban codes.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"24 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125795296","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Multimodality or Ludo-Narrative Dissonance: Duality of Presentation in Fringe Media 多模态或卢多-叙事的不协调:边缘媒体呈现的二元性
Proceedings of the 2014 Conference on Interactive Entertainment Pub Date : 2014-12-02 DOI: 10.1145/2677758.2677785
Daniel Dunne
{"title":"Multimodality or Ludo-Narrative Dissonance: Duality of Presentation in Fringe Media","authors":"Daniel Dunne","doi":"10.1145/2677758.2677785","DOIUrl":"https://doi.org/10.1145/2677758.2677785","url":null,"abstract":"Multimodality has been lauded as an important teaching method for the presentation of new media texts in the 20th and 21st century, especially in relation to graphic novels. Multimodality is the incorporation of different modes (or mediums) that work together to create a singular message. However this idea of multimodality hasn't been brought into video game studies. Instead video games have focused upon ergodic literature, at first, and then ludo-narrative dissonance as an explanation for different media types within videogames. However while multimodality has become prevalent within the study of graphic novels, the same can't be said for game studies. This paper explores the relationship between the positive notion of multimodality in graphic novel studies and the negative connotations of ludo-narrative discussion, and ergodic literature within game studies.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"32 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114059988","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
SpaceWalk: Movement and Interaction in Virtual Space with Commodity Hardware 太空行走:商品硬件在虚拟空间中的运动和交互
Proceedings of the 2014 Conference on Interactive Entertainment Pub Date : 2014-12-02 DOI: 10.1145/2677758.2677781
S. Greuter, D. Roberts
{"title":"SpaceWalk: Movement and Interaction in Virtual Space with Commodity Hardware","authors":"S. Greuter, D. Roberts","doi":"10.1145/2677758.2677781","DOIUrl":"https://doi.org/10.1145/2677758.2677781","url":null,"abstract":"We introduce SpaceWalk, an experimental approach to allow a person to move around a small room while wearing a Head Mounted Display. The goal is to get immersed users in everyday settings out of their seats and naturally experiencing movement within the simulation. SpaceWalk integrates a wireless solution around commodity equipment and requires no calibration by the user. This allows a low encumbrance full-body immersion in virtual reality while walking around living-room sized real-world spaces. The platform combines a commodity Head Mounted Display (Oculus Rift), with a depth-based camera (Kinect2) capturing movement of body and limbs within the space. A tablet computer, carried in a backpack, runs commodity VR software (Unity) with our own extensions that integrate the components. A brief survey of the literature demonstrates a gap in that other systems do neither allow a person's body to be routinely tracked without calibration, or movement around the space without the encumbrance of wires. The proposed full body immersive virtual reality platform opens the door to Virtual Reality in small environments, such as people's homes, that is compelling, easy to setup and use. After half a century, VR is coming of age, yet routine and unencumbered movement still needs to be achieved. This paper offers a method for doing so. Its contribution is to make Virtual Reality accessible to a wider group of users who do not have access to a professional virtual reality facility. In doing so it may help to unlock new paradigms for work, learning and entertainment.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114374993","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 20
Proceedings of the 2014 Conference on Interactive Entertainment 2014年互动娱乐会议论文集
Proceedings of the 2014 Conference on Interactive Entertainment Pub Date : 2014-12-02 DOI: 10.1145/2677758
K. Blackmore, K. Nesbitt, Shamus P. Smith
{"title":"Proceedings of the 2014 Conference on Interactive Entertainment","authors":"K. Blackmore, K. Nesbitt, Shamus P. Smith","doi":"10.1145/2677758","DOIUrl":"https://doi.org/10.1145/2677758","url":null,"abstract":"","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"127 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121509234","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Comparing Animation with Video For Teaching Communication Skills 动画与视频在沟通技巧教学中的比较
Proceedings of the 2014 Conference on Interactive Entertainment Pub Date : 2014-12-02 DOI: 10.1145/2677758.2677777
Hayley Croft, R. Rasiah, Joyce Cooper, K. Nesbitt
{"title":"Comparing Animation with Video For Teaching Communication Skills","authors":"Hayley Croft, R. Rasiah, Joyce Cooper, K. Nesbitt","doi":"10.1145/2677758.2677777","DOIUrl":"https://doi.org/10.1145/2677758.2677777","url":null,"abstract":"In this paper, we describe a case study that compares the use of animation and video for teaching communication skills to pharmacy students. We present an appropriate framework outlining the key communication criteria that were used to develop a three part, patient-pharmacist communication scenario. This scenario was scripted, filmed in a community pharmacy, and edited into a six minute sequence before being converted to an equivalent animation sequence by using digital filters. Both the video and animation were compared in a usability trial using 37 students studying pharmacy. These students were divided into two groups, each experiencing either the video or animation sequence before being asked to provide subjective feedback of the usefulness of the approach for teaching communication. Both the video and animation group provided equivalent positive feedback about the approach. The two groups then experienced the alternative representation, either video or animation and were asked to nominate a preference. Both groups indicated a significant preference for the video presentation. It is recognized that the design and style of the animation may impact on the general validity of these outcomes and as such the paper also provides a detailed discussion of relevant design issues.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"378 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132311313","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
DIGICON: It's Not Digital But It Is Confronting 数码icon:它不是数字化的,而是面对面的
Proceedings of the 2014 Conference on Interactive Entertainment Pub Date : 2014-12-02 DOI: 10.1145/2677758.2677791
Elyssebeth Leigh, D. Hutchinson
{"title":"DIGICON: It's Not Digital But It Is Confronting","authors":"Elyssebeth Leigh, D. Hutchinson","doi":"10.1145/2677758.2677791","DOIUrl":"https://doi.org/10.1145/2677758.2677791","url":null,"abstract":"Designing games for learning is a complex process requiring deep understanding of socio-cultural elements to be represented in the activity, as well as knowledge of technologies with which to bring the action to life. Digicon is a leadership training simulation-game. It uses no digital technology, yet generates intense discussion about topics as diverse as linguistic competence, learned helplessness and behavioural inhibitions. In the context of a conference on digital games and interactive entertainment, Digicon is link between a pre-digital age when designers of games for learning relied solely on analysis and imagination to create synthetic environments such as those now available via large-scale technology-supported learning activities. Games and simulations have long provided learning opportunities. In the 21st Century play and fun are more widely accepted as valid learning strategies than in the 19th and 20th centuries. However, while there is much design-oriented knowledge available to educators and game designers, there are big gaps in awareness of relationships among various forms of play for learning. Digicon dates from a pre-digital games era, yet models the continuity of design and application principles in using games for learning.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131754871","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
E is for Everyone? Best Practices for the Socially Inclusive Design of Avatar Creation Interfaces E代表每个人?虚拟角色创建界面的社交包容性设计最佳实践
Proceedings of the 2014 Conference on Interactive Entertainment Pub Date : 2014-12-02 DOI: 10.1145/2677758.2677783
Victoria McArthur, J. Jenson
{"title":"E is for Everyone? Best Practices for the Socially Inclusive Design of Avatar Creation Interfaces","authors":"Victoria McArthur, J. Jenson","doi":"10.1145/2677758.2677783","DOIUrl":"https://doi.org/10.1145/2677758.2677783","url":null,"abstract":"Avatar customization is a feature common to many games, yet a number of character creation interfaces are highly problematic in how they mediate and constrain self-representation. In order to investigate this issue, we present a new analytic framework for the systematic analysis of character creation interfaces in games. To model this framework, we present an analysis of the character creation interfaces of four games in order to illustrate the different, and often problematic ways gender and ethnicity are presented to players. From this analysis, we present a list of best practices to help game designers create socially inclusive games.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"277 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122948762","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Playful Game Jams: Guidelines for Designed Outcomes 有趣的游戏堵塞:设计结果的指导方针
Proceedings of the 2014 Conference on Interactive Entertainment Pub Date : 2014-12-02 DOI: 10.1145/2677758.2677778
William Goddard, Richard Byrne, F. Mueller
{"title":"Playful Game Jams: Guidelines for Designed Outcomes","authors":"William Goddard, Richard Byrne, F. Mueller","doi":"10.1145/2677758.2677778","DOIUrl":"https://doi.org/10.1145/2677758.2677778","url":null,"abstract":"Game jams are social events involving the integration of various game making disciplines (e.g. programming, art, design) to make games under constraints, such as a short fixed time. Game jams are emerging in areas such as research, education, and industry as events to facilitate game making for designed outcomes; i.e. outcomes elicited from appropriately designed game jams. Game jams continue to grow and be appropriated to new contexts, however, little is known about how to design game jams to facilitate designed outcomes. We identify participation in game jams as a constructive form of play defined as ludic craft. Consequently, we investigate the properties (e.g. rules) of game jams under the lens of play on the playful vs. gameful continuum. Reflecting on our experiences as facilitators and participants of jams in indie, industry, and academic contexts, we have derived a set of guidelines for game jams to facilitate ludic craft in its playful and gameful forms. We present this set of guidelines for jam facilitators to cultivate experiences that support designed outcomes in contexts such as research, education, and industry.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122166144","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 61
Music to Middleware: The Growing Challenges of the Game Music Composer 从音乐到中间件:游戏音乐作曲家面临的日益增长的挑战
Proceedings of the 2014 Conference on Interactive Entertainment Pub Date : 2014-12-02 DOI: 10.1145/2677758.2677792
N. Scott
{"title":"Music to Middleware: The Growing Challenges of the Game Music Composer","authors":"N. Scott","doi":"10.1145/2677758.2677792","DOIUrl":"https://doi.org/10.1145/2677758.2677792","url":null,"abstract":"This paper briefly examines a number of the demands placed on composers working in the genre of game music. Continual improvements to music software enable composers to have more control of their music but this requires a greater knowledge of software environments and a different compositional skill set.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122326310","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Exergaming in the Car: Preliminary Results of an Experimental Setup 在汽车中运动:实验装置的初步结果
Proceedings of the 2014 Conference on Interactive Entertainment Pub Date : 2014-12-02 DOI: 10.1145/2677758.2682632
S. Krome, S. Walz, S. Greuter, Ansgar R. S. Gerlicher, Markus Schleehauf
{"title":"Exergaming in the Car: Preliminary Results of an Experimental Setup","authors":"S. Krome, S. Walz, S. Greuter, Ansgar R. S. Gerlicher, Markus Schleehauf","doi":"10.1145/2677758.2682632","DOIUrl":"https://doi.org/10.1145/2677758.2682632","url":null,"abstract":"This paper presents a pilot study that explores an experimental setup for measuring stress reduction through an exergaming approach within the spatial limitations of a car. Besides our focus on the exploration of the experiment's setup, we present preliminary results that are crucial for the design of gameful stress reduction in the car context. We conclude that winning or losing an exergame does not have a significant effect on the player's distress level. However, the exergame itself, if designed properly for the spatial limitation of the car, does have a significant influence on the player's level of distress, worry and engagement.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122457264","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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