Game Face

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Author: N.A

Publisher: N.A

ISBN: N.A

Category: Computer games

Page: N.A

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Advances in Human Factors in Wearable Technologies and Game Design

Proceedings of the AHFE 2018 International Conferences on Human Factors and Wearable Technologies, and Human Factors in Game Design and Virtual Environments, Held on July 21–25, 2018, in Loews Sapphire Falls Resort at Universal Studios, Orlando, Florida, USA

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Author: Tareq Z. Ahram

Publisher: Springer

ISBN: 3319946196

Category: Technology & Engineering

Page: 437

View: 2944

This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user centered practices can optimize wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2018 Conference on Human Factors and Wearable Technologies and the AHFE 2018 Conference on Human Factors in Game Design and Virtual Environments , held on July 21–25, 2018 in Orlando, Florida, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research.

On Desire

Positionen zeitbasierter und immersiver Künste / Positions of time-based and immersive arts

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Author: Bernd Kracke,Marc Ries

Publisher: transcript Verlag

ISBN: 3839442850

Category: Social Science

Page: 200

View: 6607

Desire indicates phenomena that are implicated in a productive ambiguity. These phenomena associate basic elements of human coexistence, while also referencing complex social processes and institutions. With today's new media we experience an assemblage of desire that maps out new relationships to the social body, to sexuality and gender questions, to ownership, and to the production, perception, and appropriation of moving images. This book brings together a broad spectrum of international positions relating to the time-based, immersive arts presented at the third B3 - the Biennial of the Moving Image Frankfurt/Main 2017 - which focuses on desire in the contemporary world. An extensive essay by Marc Ries develops a theoretical framework relating the moving image to desire. Contributions by Candice Breitz, Douglas Gordon, Johan Grimonprez, Jonas Mekas, Larissa Sansour, Igor Simic, and Frederico Solmi. Desire/Begehren benennt Phänomene, die in eine produktive Ambivalenz eingeschrieben sind. Sie assoziieren Grundelemente menschlichen Zusammenlebens, verweisen aber zugleich auf komplexe gesellschaftliche Prozesse und Institutionen. Mit den gegenwärtigen Medien erleben und erfahren wir ein Gefüge des Begehrens, das neue Verhältnisse zum sozialen Körper, zur Sexualität und Geschlechterfrage, zum Eigentum und auch zur Produktion, Wahrnehmung und Aneignung von Bewegtbildern entwirft. Der Band versammelt ein Spektrum an internationalen Positionen zeitbasierter und immersiver Künste der dritten B3 - Biennale des Bewegten Bildes Frankfurt/Main 2017 - zum Begehren in der Gegenwart. Ein umfassender Essay von Marc Ries entwickelt einen theoretischen Rahmen der Beziehung des bewegten Bildes zum Begehren. Beiträge von Candice Breitz, Douglas Gordon, Johan Grimonprez, Jonas Mekas, Larissa Sansour, Igor Simic und Frederico Solmi.

Psychology, Pedagogy, and Assessment in Serious Games

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Author: Connolly, Thomas M.

Publisher: IGI Global

ISBN: 1466647744

Category: Education

Page: 522

View: 7823

"This book addresses issues the potential of games to support learning and change behaviour offering empirical evidence pertaining to the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"--

Serious Games Development and Applications

4th International Conference, SGDA 2013, Trondheim, Norway, September 25-27, 2013, Proceedings

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Author: Minhua Ma,Manuel Fradinho Oliveira,Sobah Petersen,Jannicke Baalsrud Hauge

Publisher: Springer

ISBN: 3642407900

Category: Computers

Page: 321

View: 7137

This book constitutes the refereed proceedings of the 4th International Conference on Serious Games Development and Applications, SGDA 2013, held in Trondheim, Norway, in September 2013. The 32 papers (23 full papers, 9 short papers/posters and 2 invited keynotes) presented were carefully reviewed and selected from various submissions. The papers are organized in topical sections on games for health, games for education and training, games for other purposes, game design and theories, gaming interface, policy matters.

Geissler & Sann

return to Veste Rosenberg

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Author: Verein 1000 Jahre Kronach

Publisher: Verlag Fur Moderne Kunst

ISBN: N.A

Category: Art

Page: 120

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The Cologne team Geissler & Sann here invents an electronic game and converts it into photographs and video sequences. The action takes place at the Rosenberg Fort in Kronach, and it involves dangerous enemies, enigmatic figures, a fairy, magicians and eternal happiness.

Cyberarts

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Author: Hannes Leopoldseder,Christine Schöpf,Gerfried Stocker

Publisher: Cantz

ISBN: 9783775716574

Category: Computer art

Page: 295

View: 9739

Since 1987, the year of its inception, the Prix Ars Electronica has served as a barometer for trends in the digitals arts. Geared towards topical issues, it documents the shift in societal and artistic approaches, perspectives and designs brought about by communications and information media. The artistic domains of contemporary media art are not only undergoing a fundamental change due to information technology applications, but are also expanding and transcending traditional boundaries. Art in the social context has become just as pivotal for contemporary cyberarts as art-theoretical positions and discussions are. Once again the Prix Ars Electronica epitomizes where things stand in today's culturally-oriented media discourse. This substantial book is accompanied by a DVD containing clips from the best computer animations and visual effects as well as a CD featuring cuts from selected works in the "Digital Music" category.

Games in Operations Management

IFIP TC5/WG5.7 Fourth International Workshop of the Special Interest Group on Integrated Production Management Systems and the European Group of University Teachers for Industrial Management EHTB November 26–29, 1998, Ghent, Belgium

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Author: Jens O. Riis,Riitta Smeds,Rik Van Landeghem

Publisher: Springer

ISBN: 0387355065

Category: Business & Economics

Page: 206

View: 1799

Learning has become a constant state of mind for most professionals in today's organizations. However, to become a true learning enterprise, organizations cannot stop at instilling this yearning for knowledge into their collaborators. They must also capture and formalize the common know-how of the organization, as well as provide time and infrastructure to allow learning moments to happen. The aim of the Gaming Workgroup within IFIP 5.7 on Integrated Production Management Systems and the European Group of University Teachers for Industrial Management EHTB is to develop tools and formalisms to support experimental learning in these organizations. It has been proven that modelling the know-how, using visual environments such as multimedia and graphic simulations, is a first step. This in turn allows for the development of games, i.e. challenging settings that foster group interaction and problem solving. Games in Operations Management provides an excellent overview of the different game formats that have been developed and tested in past years, and includes games in a manufacturing environment, games in a services environment, and games for teaching organizational values. The book comprises the selected, revised proceedings of the 4th International Workshop on Games in Production Management: Experimental Learning in Industrial Management, which was sponsored by the International Federation for Information Processing (IFIP) and held in November, 1998, in Ghent, Belgium. The book will be of particular interest to organizational trainers, providing a good overview of state-of-the-art game and training formats as well as hints and advice on how to organize interactive training sessions. It will also be of interest to researchers in industrial engineering, industrial management, and operations management.