927 resultados para Computer games -- Programming
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This research was conducted to investigate the management of knowledge flows in a Mauritian multinational organisation. A case study research method was used to gather data which was analysed using the SECI model. Results show that all the four quadrants of this model were applied by the conglomerate in transferring knowledge to its newly acquired manufacturing operations in Madagascar. This paper discusses some of the knowledge management strategies employed.
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In this paper, a smart wireless wristband is proposed. The potential of innovative gesture based interactivity with connected lighting solutions is reviewed. The solution is intended to offer numerous benefits, in terms of ease of use, and enhanced dynamic interactive functionality. A comparative analysis will be carried out between this work and existing solutions. The evolution of lighting and gesture controls will be discussed and an overview of alternative applications will be provided, as part of the critical analysis.
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Conceived as an investigation into theories and practices of visual perception, these prints explore the idea that artwork can be intentionally created to be experienced differently dependent on one's visual abilities. The software facilitates the embedding of messages revealed only to those with particular visual acuities or viewed using a smart device to digitally simulate those acuities.
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Artist David Lyons and computer scientist David Flatla work collaboratively to create art that intentionally targets audiences of varying visual abilities mediated through smart device interfaces. Conceived as an investigation into theories and practices of visual perception, they explore the idea that artwork can be intentionally created to be experienced differently dependent on one’s visual abilities. They have created motion graphics and supporting recolouring and colour vision deficiency (CVD) simulation software. Some of the motion graphics communicate details specifically to those with colour blindness/CVD by containing moving imagery only seen by those with CVD. Others will contain moving images that those with typical colour vision can experience but appear to be unchanging to people with CVD. All the artwork is revealed for both audiences through the use of specially programmed smart devices, fitted with augmented reality recolouring and CVD simulation software. The visual elements come from various sources, including the Ishihara Colour Blind Test, movie marques, and game shows. The software created reflects the perceptual capabilities of most individuals with reduced colour vision. The development of the simulation software and the motion graphic series are examined and discussed from both computer science and artistic positions.
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Circle Squared by David Lyons and Raz Ullah, brings together large-scale projected motion graphics and a dynamic soundscape to create a playful, digitally interactive artwork. The sounds are drawn from heightened and abstracted recordings of the printmaking process, and these – along with the changing CMYK colour palette – are triggered by audience interactions with sensors and projectors within the installation.
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Braille is a communication tool in decline, in America by 80% since 1950, and in the UK to the extent that only 1% of blind people are now thought to read Braille.1, 2 There are a variety of causal factors, including the phasing out of Braille instruction due to the educational mainstreaming of blind children and the resistance to learning Braille by those who lose sight later in life.3Braille is a writing system of raised dots that allows blind people to read and write tactilely. Each Braille character comprises a cell of six potentially raised dots, two dots across and three dots down. It is designed only to communicate the message and does not convey the tonality provided by visual fonts.However, in his book Design Meets Disability, Graham Pullin, observes that: “Braille is interesting and beautiful, as abstract visual and tactile decoration, intriguing and indecipherable to the nonreader ” and continues; “…braille could be decorative for sighted people.”4I assert that the increasing abandonment of Braille frees it from its restrictive constraints, opening it to exploration and experimentation, and that this may result in Braille becoming dynamic expression for the sighted, as well as the partially sighted and blind.Printmaking is well suited for this exploration. Printmaking processes and techniques can result in prints aesthetically compelling to both senses of sight and touch. Established approaches, such as flocking, varnishes, puff-ink, embossing and die cut, combined with experiments in new techniques in laser cutting and 3D printing, create visually and texturally vibrant prints.In this paper I will detail my systematic investigation of sensually expressive printmaking concentrating on the issues surrounding Braille as a printmaking design element paying particular attention to the approaches and techniques used not only in producing its visual style but to those techniques used to keep it integrally tactile.
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The paper describes the experimental genesis of a series of prints that examines how sight influences perception, designed to engage an audience of varying visual abilities.
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The aim of this paper is to consider the emergence of nostalgia videogames in the context of playable game criticism. Mirroring the development of the nostalgia film in cinema, an increasing number of developers are creating videogames that are evocative of past gaming forms, designs, and styles. The primary focus of this paper is to explore the extent to which these nostalgia videogames could be considered games-on-games: games that offer a critical view on game design and development, framed by the nostalgia and cultural memory of both gamers and game developers. Theories of pastiche and parody as applied to literature, film, and art are used to form a basis for the examination of recent nostalgia videogames, all of which demonstrate a degree of reflection on the videogame medium.
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Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment without feeling fatigue or frustration, as they would typically do with a comparable learning task. Based on this notion, the academic community is keen on exploring methods that can deliver deep learner engagement and has shown increased interest in adopting gamification – the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios – as a means to increase student engagement and improve information retention. Its effectiveness when applied to education has been debatable though, as attempts have generally been restricted to one-dimensional approaches such as transposing a trivial reward system onto existing teaching materials and/or assessments. Nevertheless, a gamified, multi-dimensional, problem-based learning approach can yield improved results even when applied to a very complex and traditionally dry task like the teaching of computer programming, as shown in this paper. The presented quasi-experimental study used a combination of instructor feedback, real time sequence of scored quizzes, and live coding to deliver a fully interactive learning experience. More specifically, the “Kahoot!” Classroom Response System (CRS), the classroom version of the TV game show “Who Wants To Be A Millionaire?”, and Codecademy’s interactive platform formed the basis for a learning model which was applied to an entry-level Python programming course. Students were thus allowed to experience multiple interlocking methods similar to those commonly found in a top quality game experience. To assess gamification’s impact on learning, empirical data from the gamified group were compared to those from a control group who was taught through a traditional learning approach, similar to the one which had been used during previous cohorts. Despite this being a relatively small-scale study, the results and findings for a number of key metrics, including attendance, downloading of course material, and final grades, were encouraging and proved that the gamified approach was motivating and enriching for both students and instructors.
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Currently, the teaching-learning process in domains, such as computer programming, is characterized by an extensive curricula and a high enrolment of students. This poses a great workload for faculty and teaching assistants responsible for the creation, delivery, and assessment of student exercises. The main goal of this chapter is to foster practice-based learning in complex domains. This objective is attained with an e-learning framework—called Ensemble—as a conceptual tool to organize and facilitate technical interoperability among services. The Ensemble framework is used on a specific domain: computer programming. Content issues are tacked with a standard format to describe programming exercises as learning objects. Communication is achieved with the extension of existing specifications for the interoperation with several systems typically found in an e-learning environment. In order to evaluate the acceptability of the proposed solution, an Ensemble instance was validated on a classroom experiment with encouraging results.
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Teaching and learning computer programming is as challenging as difficult. Assessing the work of students and providing individualised feedback to all is time-consuming and error prone for teachers and frequently involves a time delay. The existent tools and specifications prove to be insufficient in complex evaluation domains where there is a greater need to practice. At the same time Massive Open Online Courses (MOOC) are appearing revealing a new way of learning, more dynamic and more accessible. However this new paradigm raises serious questions regarding the monitoring of student progress and its timely feedback. This paper provides a conceptual design model for a computer programming learning environment. This environment uses the portal interface design model gathering information from a network of services such as repositories and program evaluators. The design model includes also the integration with learning management systems, a central piece in the MOOC realm, endowing the model with characteristics such as scalability, collaboration and interoperability. This model is not limited to the domain of computer programming and can be adapted to any complex area that requires systematic evaluation with immediate feedback.