Synthesizing Play: Exploring the Use of Artificial Intelligence to Eval- Uate Game User Experience
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Critical Making at the Edges
Visible Language 49.3 the journal of visual communication research special issue Jessica Barness Amy Papaelias guest editors December 2015 critical making DESIGN and the DIGITAL HUMANITIES ADVISORY BOARD GUEST EDITORS' INTRODUCTION Naomi Baron — The American University, Washington, D.C. 4–11 Critical Making at the Edges Michael Bierut — Pentagram, New York, NY Jessica Barness, Amy Papaelias Matthew Carter — Carter & Cone Type, Cambridge, MA Keith Crutcher — Cincinnati, OH THEORY AND SPECULATIONS Mary Dyson — University of Reading, UK 12–33 Meta!Meta!Meta! A Speculative Design Brief for the Digital Humanities Jorge Frascara — University of Alberta, Canada / Universidad Anne Burdick de las Americas Puebla Ken Friedman — Swinburne University of Technology, Melbourne, Australia 34–61 Clues. Anomalies. Understanding. Detecting underlying assumptions and Michael Golec — School of the Chicago Art Institute, Chicago, IL Judith Gregory — University of California-Irvine, Irvine, CA expected practices in the Digital Humanities through the AIME project Kevin Larson — Microsoft Advanced Reading Technologies Donato Ricci, Robin de Mourat, Christophe Leclercq, Bruno Latour Aaron Marcus — Aaron Marcus & Associates, Berkeley, CA Per Mollerup — Swinburne University of Technology, Melbourne, Australia 62–77 Writing Images and the Cinematic Humanities Tom Ockerse — Rhode Island School of Design, Providence, RI Holly Willis Sharon Poggenpohl — Estes Park, CO Michael Renner — The Basel School of Design — Visual Communication 78–99 Beyond the Map: Unpacking -
What We Heard from You
What We Heard From You “The Charette process invited my neighbors and me to share our opinions and suggestions in designing a positive addition to our community . The Charette process has developed a plan that no one group of people could have achieved alone – it has drawn the best from those who participated.” STEVE POTTER Charette participant he design process that created that showcased the proposed look, the Pleasant Hill BART Station function and character of the BART TCommunity Plan was based on station. the principle that “the best plans are The high level of citizen turnout made by many hands.” More than 500 was tremendously valuable to the people participated in the Charrette process. Many dropped in during the and offered up a wealth of ideas, sug- more than 80 hours of “open door gestions and perspectives about what studio time.” The Pleasant Hill BART they wanted for their community. Station owes a great deal to these While these citizen planners have committed citizens who spent their blazed the trail for the new BART time, energy and talents helping to transit village, there still is much work Charrette participants were encouraged create an innovative, thoughtful to be done, with plenty more opportu- to generate their own ideas, helping Community Plan for the new transit nities for public input from neighbors the designers better understand the village. and others during the land use review community’s needs and desires. and approval process (see Next Steps that need to be protected. In addition, below). the team conducted market and trans- A Charrette is an inclusive public planning process undertaken by How the Charrette process portation background research that was used to help test various scenarios a inter-disciplinary design team, worked created during the charrette. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
Visual Information Design
CSE 440 – Autumn 2012 User Interface Design, Prototyping, & Evaluation Professor Landay USER INTERFACE DESIGN + PROTOTYPING + EVALUATION Hall of Fame or Shame? Visual Information Design Prof. James A. Landay University of Washington Autumn 2012 * Includes material from Skip Shelly, Edward Tufte, Kevin Mullet, & Scott Klemmer Hall of Shame! Hall of Shame! 20 pages of 20 pages of scrolling to get scrolling to get to the next to the next action action USER INTERFACE DESIGN + PROTOTYPING + EVALUATION Outline • Review Prototyping • Simplification Visual Information Design • Small Multiples • Typography & Grid systems • Things to Avoid Prof. James A. Landay • Color University of Washington • Proportion & Scale Autumn 2012 • Design economy * Includes material from Skip Shelly, Edward Tufte, • Visualization Kevin Mullet, & Scott Klemmer 11/20/2012 CSE440 - User Interface Design, Prototyping, & Evaluation 6 1 CSE 440 – Autumn 2012 User Interface Design, Prototyping, & Evaluation Professor Landay Prototyping Review Quotes: Mullet and Sano • Prototypes are a concrete representation of a design or final product “Design is not something that can be • Low-fi testing allows us to? applied after the fact, when the – quickly iterate fundamental organization of the product – get feedback from users & change right away has already been determined–though this is indeed a common misconception. • Problems with lo-fi testing? To be effective, design must be an – computer inherently “buggy” integral part of the product development – timings not accurate lifecycle.” – some widgets hard to recognize as sketches – dynamic behaviors hard to simulate 11/20/2012 CSE 440: User Interface Design, Prototyping, & Evaluation 7 11/20/2012 CSE440 - User Interface Design, Prototyping, & Evaluation 8 Quotes: Mihai Nadin How Might We Improve This? “Method helps intuition when it is not transformed into dictatorship. -
3.1. Trastorno Del Espectro Autista
Grau en Diseño y Producción de Videojuegos VIDEOJUEGOS Y TRASTORNO DEL ESPECTRO AUTISTA: ESTUDIO SOBRE LAS PREFERENCIAS Y HÁBITOS DE ADOLESCENTES CON TRASTORNO DEL ESPECTRO AUTISTA EN RELACIÓN A LOS VIDEOJUEGOS Memoria MERITXELL LARISSA VÁZQUEZ VENTURO TUTOR: CARLOS GONZÁLEZ TARDÓN CURSO 2018-19 Dedicatoria Para todas aquellas valientes personas que lidian con sus dificultades cada día. Agradecimientos Quiero dar las gracias a todos los profesionales que han hecho posible este proyecto y a las personas que me han ayudado y apoyado para seguir adelante con este trabajo. Abstract In this thesis, an investigation is made about adolescents with high-function ASD’s habits and opinions regarding to videogames compared to a control group without this disorder. Before performing the investigation, a bibliographic research of Autism Spectrum Disorder, videogames, their genres and the positive and negative effects has been done. Also it analyzes the main investigations related to ASD and videogames which serves as the basis for the preparation of a survey for the two studied populations. Resumen En este trabajo, se realiza una investigación sobre los hábitos y opiniones que tienen los adolescentes con TEA con escolarización normalizada respecto a los videojuegos comparado con un grupo de control sin dicho trastorno. Antes de realizar la investigación se hizo un estudio bibliográfico del Trastorno del Espectro Autista, los videojuegos, sus géneros y los efectos positivos y negativos. También analiza las principales investigaciones relacionadas entre el TEA y los videojuegos que sirve de base para la elaboración de la encuesta para las poblaciones investigadas. Resum En aquest treball, es realitza una investigació sobre els hàbits i opinions que tenen els adolescents amb TEA amb escolarització normalitzada respecte als videojocs comparat amb un grup de control sense aquest trastorn. -
Page 1 EBM Assignment Three: Nine Elements of Business Models
Page 1 EBM Assignment Three: Nine Elements of Business Models EA Sports FIFA Fernando Ortenblad Sigaud Full Sail University Entertainment Business Models 02/18/2018 Page 2 Why I choose this company: I decided to select EA Sports FIFA due to two factors, first because video game have always been important to me, since my ten years old, when my parents gave me my first video game and I started to play FIFA. It is a realistic soccer simulator that immerses you inside the day by day of a professional soccer team. With the advance of technology, FIFA has become a fantastic game, where nowadays you can control your favorite player or team, or even create a brand new team and compete against people from over the world. Second, because of the video game industry, that has drastically increased over the years, where companies are always searching for new talents, especially in Brazil, that is lacking in good professionals. Even that my career goal is to work in the live music events industry, as an entertainment business student is essential to understand all entertainment areas, especially video games. By analyzing EA Sports FIFA this month, I am going to learn about a successful business model and understand how a powerful conglomerate like Electronic Arts operates and maximize his profits every year. EA Sports FIFA Background Information: EA Sports FIFA is a video game franchise that simulates soccer, created in 1993 by the name of FIFA International Soccer. Making an incredible success because it was the first soccer video game to have a license from FIFA (Federation of International Football Association), the entity responsible to regulates soccer and for several tournaments and soccer events around the world (FIFA.com, 2017). -
LATUX: an Iterative Workflow for Designing, Validating, and Deploying Learning Analytics Visualizations
(2015). LATUX: An iterative workflow for designing, validating, and deploying learning analytics visualizations. Journal of Learning Analytics, 2(3), 9–39. http://dx.doi.org/10.18608/jla.2015.23.3 LATUX: An Iterative Workflow for Designing, Validating, and Deploying Learning Analytics Visualizations Roberto Martinez-Maldonado Connected Intelligence Centre, University of Technology Sydney, Australia School of Information Technologies, The University of Sydney, Australia [email protected] Abelardo Pardo School of Electrical & Information Engineering, The University of Sydney, Australia Negin Mirriahi School of Education & Learning and Teaching Unit, University of New South Wales, Australia Kalina Yacef School of Information Technologies, The University of Sydney, Australia Judy Kay School of Information Technologies, The University of Sydney, Australia Andrew Clayphan School of Information Technologies, The University of Sydney, Australia ABSTRACT: Designing, validating, and deploying learning analytics tools for instructors or students is a challenge that requires techniques and methods from different disciplines, such as software engineering, human–computer interaction, computer graphics, educational design, and psychology. Whilst each has established its own design methodologies, we now need frameworks that meet the specific demands of the cross-disciplinary space defined by learning analytics are needed. In particular, LAK needs a systematic workflow for creating tools that truly underpin the learning experience. In this paper, we present a set of guiding principles and recommendations derived from the LATUX workflow. This is a five-stage workflow to design, validate, and deploy awareness interfaces in technology-enabled learning environment. LATUX is based on well-established design processes for creating, testing, and re-designing user interfaces. -
Testing the Mere Exposure Effect in Videogaming M Gledhill Phd 2019
Testing the Mere Exposure Effect in Videogaming M Gledhill PhD 2019 i Testing the Mere Exposure Effect in Videogaming Michelle Gledhill Department of Marketing, Retail and Tourism Thesis submitted in the partial fulfilment of the requirements of Manchester Metropolitan University for the degree of Doctor of Philosophy. September 2019 ii ABSTRACT Due to proliferation of media and platforms it is becoming increasingly difficult for marketers to reach and engage consumers using traditional forms of mass media such as advertising. Marketers are turning to alternate forms of communication, such as brand placement in videogames as the games industry continues to grow. To date academic research appears inconclusive in terms of validating the use of videogames as a promotional tool. Moreover, there is a lack of empirical evidence concerning the effects on consumers and brands of marketing messages in the videogame environment. This aim of this study was to investigate whether exposure to brand placement affects unknown brand likeability as a result of mere exposure for game players and game watchers in videogames. The study adopted a quasi-experiment between group design, with a Control, Watch Group and Play Group (300 participants in total) and a post exposure questionnaire. Results suggest some support a mere exposure effect which is that a frequently presented brand placement in a videogame can have a positive effect on players and watchers’ brand attitudes, although they do not recall the brand. This is the first empirical study to investigate brand placement and mere exposure effects in videogames. Theoretically, the study contributes to knowledge concerning brand placement processing in videogames and builds on the existing paradigms of MEE, low-involvement processing, implicit and explicit processing and brand attitude formation. -
Xbox Free Release Games
Xbox free release games September has arrived, and video game season is officially here. But we don't just have new releases to look forward to. Xbox Live Gold. Xbox Live Games With Gold is going a bit lighter on the scares than I would have expected for October Remember: any games you choose to download during their availability period will remain accessible so long as you have an active Xbox Live Gold membership. And don't forget. A complete list of every Xbox Games with Gold list to date, along with “GWG Release” is the first day the game is free with the Games with. Games with gold has free games every month so you always have something new to play. The first game is free to download from the first of the month until the Future Games with Gold releases for Xbox are made. By releasing it for free, tens of thousands of gamers will be introduced to the game, will love Our upcoming Xbox Games with gold predictions. September starts off with Forza Motorsport 5: Game of the Year Edition, an Xbox One launch game, being free for Gold members. The timing is. Four free games are coming soon for Xbox Live Gold members, including one (Slime Rancher) that will be free on its launch day. August's first free Games with Gold titles are now live, with more still to 1 marks its official release, meaning Gold members will get it for free. So without further ado, here are the free Xbox Live games in North America, This remake of the platformer originally released in adds. -
9Th Annual Interactive Achievement Awards Winners Announced by the Academy of Interactive Arts and Sciences
Contact: Cylor Spaulding Wendy Zaas Rogers & Cowan 310-854-8168 310-854-8148 Geri Gordon Miller Academy of Interactive Arts and Sciences 818-876-0826 ext. 202 [email protected] 9TH ANNUAL INTERACTIVE ACHIEVEMENT AWARDS WINNERS ANNOUNCED BY THE ACADEMY OF INTERACTIVE ARTS AND SCIENCES God of War Conquers the Awards with Seven Wins Richard Garriott Inducted into AIAS Hall of Fame CALABASAS, CA – February 10, 2006 – The Academy of Interactive Arts and Sciences (AIAS) announced last night the winners of the 9th Annual Interactive Achievement Awards held at “The Joint” in the Hard Rock Hotel and Casino in Las Vegas, NV. Sony Computer Entertainment America’s “God of War” was the evening’s big winner earning seven coveted AIAS statues. Red Octane’s “Guitar Hero” came in a close second garnering five wins. In addition, AIAS inducted computer games pioneer Richard Garriott into the AIAS Hall of Fame. The Interactive Achievement Awards is a peer-based award that recognizes the outstanding products, talented individuals and development teams that have contributed to the advancement of the multi-billion dollar worldwide entertainment software industry. “Last night’s award ceremony was an exciting event as we recognized the best in video games,” said Joseph Olin, president, AIAS. “It was an impressive year for video games and the interactive entertainment industry is commended for their creative vision.” The winners in each category are as follows: I. Game of the Year: a. Overall - God of War (P: Sony Computer Entertainment America, D: Sony Computer Entertainment America-Santa Monica) b. Computer - Battlefield 2 (P: Electronic Arts, D: Digital Illusions) c. -
02 Artikel Deshbandhu.Pdf
Issue 12 (2020) articles To Dream a Game. Dreams as Interactive-Narrative Devices in Digital Games by Frank G. Bosman, 1 Towards a Monopoly. Examining FIFA’s Dominance in Simulated Football by Aditya Deshbandhu, 49 Paradise Lost. Value Formations as an Analytical Concept for the Study of Gamevironments by Gregory P. Grieve, Kerstin Radde-Antweiler, and Xenia Zeiler, 77 Surveying the Frontier. Subjective Rendering and Occlusion in Open-World Westerns by Joshua D. Miner, 114 research report Politics at The Heart of Gaming. A Critical Retrospective of gamescom 2019 by Kathrin Trattner, 144 interview Interview with Luis Wong from LEAP Game Studios on the Video Game Tunche by gamevironments, 157 reviews The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay. A Review by Antonija Cavcic, 162 Assassin’s Creed Odyssey. A Review by Leonie Glauner, 169 Towards a Monopoly. Examining FIFA’s Dominance in Simulated Footballi Aditya Deshbandhu Abstract Simulating the world’s most popular sport is big business and the most popular titles in the industry are Electronic Arts’ FIFA (2015-2019) franchise and Konami’s Pro Evolution Soccer (PES) (2015-2019). A rivalry that begun in 1995, the last 24 years have seen the games modify, adapt and transform the way sports simulators are made. In the pursuit of digitally recreating the magic from the football pitch, the two titles have garnered extremely loyal fanbases that include some fans whose gaming practices are limited to playing just one of these games. This article aims to analyze the success of FIFA and the decline of PES in the last decade when reviewers of games and industry observers have repeatedly found PES to be the better game. -
Finding Balance in Generative Product Design Alex Lobos Rochester Institute of Technology
Rochester Institute of Technology RIT Scholar Works Presentations and other scholarship Faculty & Staff choS larship Summer 8-15-2018 Finding Balance in Generative Product Design Alex Lobos Rochester Institute of Technology Follow this and additional works at: https://scholarworks.rit.edu/other Part of the Computer-Aided Engineering and Design Commons, Industrial and Product Design Commons, Other Engineering Commons, View the full list of Digital Commons Disciplines associated with this work on its record page. Recommended Citation Lobos, A. (2018). Finding Balance in Generative Product Design. In: Norddesign 2018. Linköping University, Linköping, Sweden. 14-17 August, 2018. This Conference Paper is brought to you for free and open access by the Faculty & Staff choS larship at RIT Scholar Works. It has been accepted for inclusion in Presentations and other scholarship by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Pre-Print version Finding Balance in Generative Product Design Alex Lobos1 1Department of Industrial Design, Rochester Institute of Technology (USA) E-mail: [email protected] Abstract Generative design develops complex forms and structures similar to those found in nature, taking advantage of automated tasks and high-scale computing power. This approach benefits designers in the creation systems that are efficient, resilient and visually engaging. These systems follow specific rules for form generation and meet clear design goals in terms of shape, strength, mass, and other physical attributes. There is a large number of methods for creating generative systems, based on establishing desired outcomes and behaviors for how components relate to each other. Examples of methods include L-Systems, Shape Grammars, Swarm Intelligence, Form Optimization, Lattice Design, and many others.