959 resultados para Games design
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Ce mémoire propose une réflexion sur des modèles permettant de mieux comprendre et concevoir l’expérience esthétique d’un jeu vidéo. Ces modèles traduisent différents idéaux de la place du joueur. Comme on peut le constater à travers une réflexion sur le modèle du cercle magique, jouer est souvent compris comme un acte unilatéral d’entrée en imagination dans un monde étranger au monde actuel – toute sortie marquant la pénalité ou la fin du jeu. De ce point de vue, le designer aurait donc pour rôle de placer et de maintenir le joueur dans le monde virtuel représenté pour qu’il s’y sente immergé et présent. Cela dit, comme en témoignent les critiques qui s’élèvent contre le modèle du cercle magique, d’autres stratégies de mise en place du joueur sont à distinguer et à définir pour faciliter l’analyse et la conception des jeux vidéo. Devant ce modèle, jugé limitatif, ce que nous proposons ici est de recourir à quelques outils méthodologiques et typologiques de l’esthétique de la réception en histoire de l’art pour bâtir un modèle plus englobant, celui de la place du joueur, dont nous testons la validité par l’analyse du jeu vidéo God of War III (2010).
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In this lecture we look at how innovation in games has moved from the creation of new genres, to the incorporation of new technology, that has unlocked new ways to play games. In particular we look at casual and social games, motion controllers, virtual reality, augmented reality, location-based games, mixed reality, and alternate reality.
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This is a study of graphic information designed for Future Books/Future magazine (UK) and Fortune magazine (USA) in the years immediately after the Second World War. It highlights work made by the Isotype Institute for Future, which is then situated against contributions by Abram Games and F. H. K. Henrion. Similar work in Fortune under the art editorship of Will Burtin is discussed in a parallel account, drawing on examples by him and by others including György Kepes, Matthew Liebowitz, Alex Steinweiss and Ladislav Sutnar. Attention is drawn to links and relationships between to the two periodicals and the graphic information published in both. Further comparisons are made between underlying editorial and design strategies pursued by Otto Neurath (Isotype Institute) and Will Burtin. An argument is made for recognising the little-known innovations of Future alongside the long-acknowledged innovations of Fortune.
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O presente estudo tem como objetivo investigar de que maneira a possibilidade de instalação do Istituto Europeo di Design (IED) no bairro da Urca, na cidade do Rio de Janeiro, interfere na (re)configuração do espaço. Para o estudo desse processo adotou-se o conceito de espaço definido por Milton Santos, que o caracteriza como um conjunto indissociável de sistemas de objetos e ações, considerando necessária sua análise numa perspectiva histórica. Para ampliação das considerações sobre poder, identificação e caracterização dos atores sociais e das relações entre eles estabelecidas foram utilizados conceitos propostos por Carlos Matus para a análise da realidade social. A pesquisa de campo, de natureza qualitativa, coletou dados secundários a partir de notícias sobre o processo de revitalização do antigo Cassino da Urca e instalação do Istituto Europeo di Design no local, publicadas em jornais e revistas impressos, jornais on line e blogs, assim como dados primários, a partir de observação não estruturada das instalações ao redor do prédio do antigo Cassino da Urca, participação em reuniões da associação de bairro e entrevistas semi-estruturadas com representantes de organizações envolvidas no processo. Para o tratamento dos dados coletados, realizou-se análise argumentativa e interpretativa a partir da teoria utilizada. Com base nas notícias e documentos consultados, foi definido o período de análise, desde a cessão do prédio do antigo Cassino da Urca ao IED, em agosto de 2006, até o anúncio de parceria com outra organização, pelo instituto, em maio de 2012. O estudo permitiu identificar que a instalação do IED na Urca interferiu na configuração do espaço, principalmente no que se refere à formação e à atuação da associação de moradores do bairro, à instalação de novos empreendimentos comerciais no entorno do prédio já restaurado e, por consequência, na paisagem do bairro. Destaca-se também que a instalação do IED gerou mudanças que extrapolam os limites territoriais do bairro. Com base nos dados analisados, destaca-se que a relação de cooperação entre a Prefeitura Municipal do Rio de Janeiro e o IED foi estabelecida em torno da valorização por parte da Prefeitura do domínio de uma capacidade técnica pelo IED, nas áreas de atuação da organização, que são o ensino, pesquisa e consultoria nas áreas de arquitetura, design, moda e comunicação, o que reforça o argumento da valorização atual de organizações culturais no processo de (re)configuração do espaço urbano, quanto aos aspectos econômicos, simbólicos e sociais.
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Pós-graduação em Educação para a Ciência - FC
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Pós-graduação em Design - FAAC
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Objectives To evaluate the learning, retention and transfer of performance improvements after Nintendo Wii Fit (TM) training in patients with Parkinson's disease and healthy elderly people. Design Longitudinal, controlled clinical study. Participants Sixteen patients with early-stage Parkinson's disease and 11 healthy elderly people. Interventions Warm-up exercises and Wii Fit training that involved training motor (shifts centre of gravity and step alternation) and cognitive skills. A follow-up evaluative Wii Fit session was held 60 days after the end of training. Participants performed a functional reach test before and after training as a measure of learning transfer. Main outcome measures Learning and retention were determined based on the scores of 10 Wii Fit games over eight sessions. Transfer of learning was assessed after training using the functional reach test. Results Patients with Parkinson's disease showed no deficit in learning or retention on seven of the 10 games, despite showing poorer performance on five games compared with the healthy elderly group. Patients with Parkinson's disease showed marked learning deficits on three other games, independent of poorer initial performance. This deficit appears to be associated with cognitive demands of the games which require decision-making, response inhibition, divided attention and working memory. Finally, patients with Parkinson's disease were able to transfer motor ability trained on the games to a similar untrained task. Conclusions The ability of patients with Parkinson's disease to learn, retain and transfer performance improvements after training on the Nintendo Wii Fit depends largely on the demands, particularly cognitive demands, of the games involved, reiterating the importance of game selection for rehabilitation purposes. (C) 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.
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While the use of distributed intelligence has been incrementally spreading in the design of a great number of intelligent systems, the field of Artificial Intelligence in Real Time Strategy games has remained mostly a centralized environment. Despite turn-based games have attained AIs of world-class level, the fast paced nature of RTS games has proven to be a significant obstacle to the quality of its AIs. Chapter 1 introduces RTS games describing their characteristics, mechanics and elements. Chapter 2 introduces Multi-Agent Systems and the use of the Beliefs-Desires-Intentions abstraction, analysing the possibilities given by self-computing properties. In Chapter 3 the current state of AI development in RTS games is analyzed highlighting the struggles of the gaming industry to produce valuable. The focus on improving multiplayer experience has impacted gravely on the quality of the AIs thus leaving them with serious flaws that impair their ability to challenge and entertain players. Chapter 4 explores different aspects of AI development for RTS, evaluating the potential strengths and weaknesses of an agent-based approach and analysing which aspects can benefit the most against centralized AIs. Chapter 5 describes a generic agent-based framework for RTS games where every game entity becomes an agent, each of which having its own knowledge and set of goals. Different aspects of the game, like economy, exploration and warfare are also analysed, and some agent-based solutions are outlined. The possible exploitation of self-computing properties to efficiently organize the agents activity is then inspected. Chapter 6 presents the design and implementation of an AI for an existing Open Source game in beta development stage: 0 a.d., an historical RTS game on ancient warfare which features a modern graphical engine and evolved mechanics. The entities in the conceptual framework are implemented in a new agent-based platform seamlessly nested inside the existing game engine, called ABot, widely described in Chapters 7, 8 and 9. Chapter 10 and 11 include the design and realization of a new agent based language useful for defining behavioural modules for the agents in ABot, paving the way for a wider spectrum of contributors. Chapter 12 concludes the work analysing the outcome of tests meant to evaluate strategies, realism and pure performance, finally drawing conclusions and future works in Chapter 13.
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Students are now involved in a vastly different textual landscape than many English scholars, one that relies on the “reading” and interpretation of multiple channels of simultaneous information. As a response to these new kinds of literate practices, my dissertation adds to the growing body of research on multimodal literacies, narratology in new media, and rhetoric through an examination of the place of video games in English teaching and research. I describe in this dissertation a hybridized theoretical basis for incorporating video games in English classrooms. This framework for textual analysis includes elements from narrative theory in literary study, rhetorical theory, and literacy theory, and when combined to account for the multiple modalities and complexities of gaming, can provide new insights about those theories and practices across all kinds of media, whether in written texts, films, or video games. In creating this framework, I hope to encourage students to view texts from a meta-level perspective, encompassing textual construction, use, and interpretation. In order to foster meta-level learning in an English course, I use specific theoretical frameworks from the fields of literary studies, narratology, film theory, aural theory, reader-response criticism, game studies, and multiliteracies theory to analyze a particular video game: World of Goo. These theoretical frameworks inform pedagogical practices used in the classroom for textual analysis of multiple media. Examining a video game from these perspectives, I use analytical methods from each, including close reading, explication, textual analysis, and individual elements of multiliteracies theory and pedagogy. In undertaking an in-depth analysis of World of Goo, I demonstrate the possibilities for classroom instruction with a complex blend of theories and pedagogies in English courses. This blend of theories and practices is meant to foster literacy learning across media, helping students develop metaknowledge of their own literate practices in multiple modes. Finally, I outline a design for a multiliteracies course that would allow English scholars to use video games along with other texts to interrogate texts as systems of information. In doing so, students can hopefully view and transform systems in their own lives as audiences, citizens, and workers.
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Today, pupils at the age of 15 have spent their entire life surrounded by and interacting with diverse forms of computers. It is a routine part of their day-to-day life and by now computer-literacy is common at very early age. Over the past five years, technology for teens has become predominantly mobile and ubiquitous within every aspect of their lives. To them, being online is an implicitness. In Germany, 88% of youth aged between 12-19 years own a smartphone and about 20% use the Internet via tablets. Meanwhile, more and more young learners bring their devices into the classroom and pupils increasingly demand for innovative and motivating learning scenarios that strongly respond to their habits of using media. With this development, a shift of paradigm is slowly under way with regard to the use of mobile technology in education. By now, a large body of literature exists, that reports concepts, use-cases and practical studies for effectively using technology in education. Within this field, a steadily growing body of research has developed that especially examines the use of digital games as instructional strategy. The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and effective for learning environments are investigated. The base for exploration is the pattern approach as an established form of templates that provide solutions for recurrent problems. Building on this acknowledged form of exchanging and re-using knowledge, patterns for game design are used to classify the many gameplay rules and mechanisms in existence. This research draws upon pattern descriptions to analyze learning game concepts and to abstract possible relationships between gameplay patterns and learning outcomes. The linkages that surface are the starting bases for a series of game design concepts and their implementations are subsequently evaluated with regard to learning outcomes. The findings and resulting knowledge from this research is made accessible by way of implications and recommendations for future design decisions.
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Objectives Despite many reports on best practises regarding onsite psychological services, little research has attempted to systematically explore the frequency, issues, nature and client groups of onsite sport psychology consultancy at the Olympic Games. The present paper will fill this gap through a systematic analysis of the sport psychology consultancy of the Swiss team for the Olympic Games of 2006 in Turin, 2008 in Beijing and 2010 in Vancouver. Design Descriptive research design. Methods The day reports of the official sport psychologist were analysed. Intervention issues were labelled using categories derived from previous research and divided into the following four intervention-issue dimensions: “general performance”, “specific Olympic performance”, “organisational” and “personal” issues. Data were analysed using descriptive statistics, chi square statistics and odds ratios. Results Across the Olympic Games, between 11% and 25% of the Swiss delegation used the sport psychology services. On average, the sport psychologist provided between 2.1 and 4.6 interventions per day. Around 50% of the interventions were informal interventions. Around 30% of the clients were coaches. The most commonly addressed issues were performance related. An association was observed between previous collaboration, intervention likelihood and intervention theme. Conclusions Sport psychologists working at the Olympic Games are fully engaged with daily interventions and should have developed ideally long-term relationships with clients to truly help athletes with general performance issues. Critical incidents, working with coaches, brief contact interventions and team conflicts are specific features of the onsite consultancy. Practitioners should be trained to deal with these sorts of challenges.