Pdfs/ST-0476.Pdf CHEONG, C., FILIPPOU, J., Y CHEONG, F
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Cell Phone City Mobile Phone Use and the Hybridization of Space in Tokyo
Cell Phone City Mobile Phone Use and the Hybridization of Space in Tokyo PhD Thesis, Urban Studies Deirdre Aranka Lucia Sneep Universität Duisburg-Essen IN-EAST School of Advanced Studies Cell Phone City Mobile Phone Use and the Hybridization of Space in Tokyo Inaugural-Dissertation zur Erlangung des akademischen Grades Doktor der Philosophie (Dr. phil.) der Fakultät für Geisteswissenschaften der Universität Duisburg-Essen vorgelegt von Deirdre Aranka Lucia Sneep aus Mülheim (Ruhr) Gutachter/Betreuer: Prof. Dr. Jens Martin Gurr and Prof. Dr. Florian Coulmas, Universität Duisburg-Essen Duisburg, 8 September 2017 Disputation: Essen, den 12. Juni 2018 1 This PhD project has been a part of the ‘Urban Systems in East Asia’ cluster of the IN-EAST School of Advanced Studies, University of Duisburg-Essen. All photographs and images in this thesis belong to the author, unless otherwise stated in the caption. Do not reproduce without permission. Diese Dissertation wird über DuEPublico, dem Dokumenten- und Publikationsserver der Universität Duisburg-Essen, zur Verfügung gestellt und liegt auch als Print-Version vor. DOI: 10.17185/duepublico/71795 URN: urn:nbn:de:hbz:464-20200610-125905-4 Alle Rechte vorbehalten. 2 TABLE OF CONTENTS 1. Introduction ............................................................................................................................................................... 6 Smartphone Citizens................................................................................................................................................ -
Konbini Konnection~ a Competitive Location-Based Multiplayer Game
~Konbini Konnection~ A Competitive Location-Based Multiplayer Game A Major Qualifying Project Report submitted to the faculty of WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Bachelor of Science and Degree of Bachelor of Arts By: Erik Cerini Laurie Mazza Advised by Jennifer deWinter Clifford Lindsay Abstract Konbini Konnection is a mobile social interaction game with the goal of producing an experience that encouraged communication between players in the same area as each other. In this paper, we discuss the overall design process we followed to implement a game of this nature. From a gameplay design perspective, we discuss expansive, modular elements and their use in the construction of a positive, social experience. From an artistic design perspective, we discuss the process of creating a character creation system, as well as forming a single, cohesive art style out of several disjointed ones. Lastly, from a technical design perspective, we discuss the design of databases for player data and analytics, as well as the construction of a gameplay server. While there is still room for improvement, we were generally successful in producing an enjoyable experience for those who interacted with the game. i Acknowledgements We would first like to thank our advisors Jennifer deWinter and Clifford Lindsay for their patience, understanding, and support in the creation of this project. They gave strong creative feedback, without which Konbini Konnection would not be the game that it is today. We would also like to thank Noma-sensei, Lopez-sensei, and Ruck-sensei and their students at Ritsumeikan University for offering us lab space to work at during our stay in Japan. -
An Exploration of Consumer Expectations of Video-Based
An Exploration of Consumer Expectations in Video-Based Online Reviews by Emily L Walpole A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Master of Computer Science in Human-Computer Interaction Carleton University Ottawa, Ontario © 2017, Emily L Walpole Abstract Online consumer reviews (OCR) influence the consumer purchase decision-making process. Video-based OCR presents potential capabilities over traditional text- or image- based OCR; however, the video presentation format has not been extensively studied. We aim to address this research gap by asking: how do we leverage the capabilities of video- based OCR and make these videos more useful to consumers in making their purchase decisions? When compared to text- or image-based OCR, the video presentation format can provide improved: 1) peripheral cues, 2) cognitive fit, 3) media richness, and 4) reviewer realism. We present the findings of a user study exploring consumer expectations of video-based OCR. We find that consumers expect high quality video that leverages all four of these capabilities, else there may be no perceived advantage to watching a video- based OCR over viewing text- or image-based OCR. II Acknowledgements My undying gratitude goes to those who have supported and tolerated me while I completed this thesis. Specifically, I would like to thank Miguel who had to live with me for the duration, through all the ups and downs. Thank you to my family members - Carole, Richard, Amy, and Lauren for their ongoing support. Many thanks to those who gave their time freely to produce the videos - Laura, Matt A., Mark, Suzan, Lesley, John, and Matt L.