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Playing on the Plane of Immanence (DIGAREC Series
Serjoscha Wiemer Playing on the Plane of Immanence Notes on the Resonance between Body and Image in Music Video Games In recent years computer games have been discussed by a vari- ety of disciplines from various perspectives. A fundamental dif- ference with other media, which is a point of continuous consid- eration, is the specific relationship between the viewer and the image, the player and the game apparatus, which is a character- istic of video games as a dispositive. Terms such as immersion, participation, interactivity, or ergodic are an indication of the deep interest in this constellation. This paper explores the reso- nance between body and image in video games like REZ, SOUL CALIBUR and DANCE DANCE REVOLUTION from the perspec- tive of a temporal ontology of the image, taking particular ac- count of the structuring power of the interface and its subject positioning aspects. The constitutive relationship between human players and non-hu- man elements of the gaming situation has been described in the past in different ways, as a logical relation, for example, or as a spatial structure or configurational practice. But too little attention has been given to the temporal nature of this relationship. We are all familiar with the concept of real-time, which points heavily to the relevance of this topic. It is an important but, in my view, still insufficient tem- poral category for describing the broad range and fundamental func- tion of temporal structures that define the player-image relations in video games. This question of the temporality of video games is a key aspect that I will address with reference to the temporal constitution of the video image itself. -
Development of Exergaming Simulator for Gym Training, Exercise Testing and Rehabilitation
Journal of Communication and Computer 11(2014) 403-411 D doi: 10.17265/1548-7709/2014.05 001 DAVID PUBLISHING Development of Exergaming Simulator for Gym Training, Exercise Testing and Rehabilitation Veli-Matti Nurkkala, Jonna Kalermo and Timo Jarvilehto Kajaani University of Applied Sciences, Information Systems, Kajaani 87100, Finland Abstract: “Video games that require physical activity in order to play” is a common definition of exergames. Products, such as Wii Fit and dance pads, are well-known exergame products targeted to home use. Also exergaming products for professional use are gradually becoming more common in gyms, fitness centers, rehabilitation centers, as well as in activity and amusement parks. A lot of research has been carried out on the benefits that the exergaming products can provide for people of different ages, for example. The results have been promising, and the possibilities of exergaming in the fight against obesity and inactivity have been recognized. New exergaming products are coming to markets in increasing speed. However, the field is still very young, and there is space and demand for new innovations. During the last two years, we have been developing a new exergaming simulator for gym training, exercise testing and rehabilitation. As a next generation exergaming device, the simulator combines various gym and rehabilitation equipment (treadmill, exercise bike, etc.) with virtual environments, games, sports applications, immersive gaming view, and advanced motion controllers. Key words: Exergaming, Athene exergaming, fitness games, games for health, virtual environment. 1. Introduction includes powerpad (pressure-sensors embedded between two layers of flexible plastic) with games [3]. The term exergaming (also exergaming, A year later, Exus released Foot Craz running pad portmanteau from words exercising and gaming) has which was compatible with Video Jogger and Video become widely used. -
Dance Tournament Press Release 2018
PRESS RELEASE-----PRESS RELEASE----- PRESS RELEASE-----PRESS RELEASE East Coast Stamina ITG2 Tournament at Harrisburg Mall’s Family Fun Center An “In The Groove 2” (ITG2) Dance Game Tournament will be held at the Family Fun Center located in the Harrisburg Mall on September 28th-30th of 2018. East Coast Stamina 7 is the latest in a series of annual ITG2 tournaments that have become known globally for having among the highest standards of competition across all dance games (including Dance Dance Revolution and Pump It Up). The Family Fun Center’s ITG2 Dance Tournament director, Ian Pyles, reports that participants from as far away as France and Australia managed to qualify and have confirmed their attendance. ITG2 is a dance simulation game produced by Andamiro and Roxor Games, Inc in 2005. The concept of the game is simple: step on the panels when the corresponding arrow on the screen reaches an indicator. Every successful step will raise your combo, while every missed step will lower your life bar. The object of the game is to 'pass' a song with the highest score possible, while ensuring that your life bar never runs empty. It is a simple concept at first, but quickly becomes very challenging and addicting. With each new song and step pattern becoming a new challenge, countless amounts of game play value exist. Players can insert a USB thumb drive into the machine to track their scores and progress on the game, see how many calories they’ve burned, and even load custom step patterns and songs from their drive. -
Video Game Sale List, August 2009.Numbers
Atari 2600 Joe Grand’s ([email protected]) Video Game Sale List, August 2009 Item Price Amiga Joyboard controller $25 Atari 2600 4-switch black (w/ power supply) $20 Atari driving controller (one) $5 Atari joystick, standard $5 Atari paddle controllers $5 Atari Space Age joystick (two) $15 each Coleco Gemini (Atari 2600 clone) (console only) $10 Coleco Gemini paddle controllers $5 Flight Commander joystick $20 M-Network TRON joystick $20 Touchpad joystick (unknown brand) $5 Zircon Video Command joystick (like Channel F) $10 Berzerk: Voice Enhanced (homebrew) OFFER Crazy Valet (Brian Prescott, #2 of 99, autographed, 2000) (w/ manual) OFFER Secret Agent (Atari2600.com, CGE 2001, 50 copies exist) OFFER Swordfight (Intellivision Productions) (w/ manual) OFFER Synthcart (Hozer release) (w/ manual) OFFER Atari 5200 Joe Grand’s ([email protected]) Video Game Sale List, August 2009 Item Price Atari 5200 2-port w/ power supply & 2 controllers (w/ documentation) $20 Trak-Ball Controller $20 VCS Cartridge Adapter $20 Berzerk $3 Blueprint $8 Buck Rogers: Planet of Zoom (CIB) $28 Centipede (w/ 2 overlays) $2 Congo Bongo (w/ manual) $8 Countermeasure (w/ overlay) $4 Defender $1 Dig Dug (NIB) $7 Dreadnaught Factor $10 Football (w/ overlay) $1 Frogger (CIB) $12 Frogger II: Threeedeep! $25 Galaxian $1 Gorf (pen mark) $6 Gremlins (NIB) $38 Gyruss $11 James Bond 007 (CIB) $22 Jungle Hunt (w/ manual) $2 K-razy Shoot-Out $31 Kaboom (CIB) $9 Kangaroo $2 Koffi: Yellow Kopter (CIB, homebrew, first edition, #37, autographed by Ron OFFER Lloyd, 2002) Mario Bros. (w/ manual) $7 MegaMania $6 Meteorites $80 Montezuma’s Revenge (CIB) $50 Moon Patrol (CIB) $15 Mr. -
The Benefits of Active Video Games for Educational and Physical
NEW APPROACHES IN EDUCATIONAL RESEARCH Vol. 5. No. 2. July 2016 pp. 115-122 ISSN: 2254-7339 DOI: 10.7821/naer.2016.7.164 ORIGINAL The Benefits of Active Video Games for Educational and Physical Activity Approaches: A Systematic Review Carlos Merino Campos1* , Héctor del Castillo Fernández2 1Department of Educational Sciences, University of Alcalá, Spain {[email protected]} 2 Department of Educational Sciences, University of Alcalá, Spain {[email protected]} Received on 27 January 2016; revised on 17 February 2016; accepted on 5 April 2016; published on 15 July 2016 DOI: 10.7821/naer.2016.7.164 (2014) also concluded that AVGs are a solution which inspires ABSTRACT and motivates people to exercise. Finally, Abdul and Felicia This article sets out to conduct a systematic review of the current (2015) explained that participants’ use of AVGs exerted great literature on active video games as potential educational tools for influence on both cognitive and emotional levels. These physical education or physical activity. To begin with, research on attributes might explain why several youths choose AVG play active video games for educational and physical purposes has over traditional exercise (Papastergiou, 2009). been examined with the purpose of verifying improvement of The trend of continuous improvement and innovation in attitudes, intellectual skills, knowledge, motor skills and physical education is an epistemological topic that has existed over a long properties associated with physical activity and physical period of time in the constructivist and sociocultural view of education. A second aim will be to determine the effectiveness of learning and teaching (Kaufman & Zahn, 1993). -
An Assessment of Mobile Fitness Games
An Assessment of Mobile Fitness Games An Interactive Qualifying Project by Alex Carli-Dorsey James Jackman Nicholas Massa Date: 01/30/2015 Report Submitted to: Bengisu Tulu and Emmanuel Agu Worcester Polytechnic Institute This report represents work of WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. For more information about the projects program at WPI, see http://www.wpi.edu/Academics/Projects. 1 Abstract The purpose of this project was to find, document, and review mobile fitness games from the Android and iTunes marketplace, with a focus on those that encourage physical exercise. Using a variety of marketplaces and web searches, we, among a group of recruited and willing participants under study, played and reviewed Android and iPhone games that featured movement as an integral part of the game. We reported how effective the game is for fitness, and how engaging the content is for players. We provided reviews that can be used by: 1) Individuals seeking an enjoyable method of achieving a certain level of fitness, and 2) Game developers hoping to produce a compelling mobile fitness game of their own. 2 Table of Contents Abstract ..................................................................................................................................................... 2 1. Introduction .......................................................................................................................................... -
In the Groove Pc Download Groove Music
in the groove pc download Groove Music. Groove Music is Microsoft's music streaming service. It comes with a catalog with over 40 million songs and allows you to upload your own to OneDrive. 1 2 3 4 5 6 7 8 9 10. Nowadays we're fully aware of who the leaders of the music streaming industry are. Nobody can put up a fight against Spotify, and that's even with important tech companies like Apple trying their luck with Apple Music. Microsoft always wants to take a shot and that's why they've launched Groove Music , a Windows 10 application from which we can bring together in the same place and play all our music, as well as having access to a catalog with millions of songs online . Groove Music vs Spotify. At this point, you're probably asking yourself what can this music streaming service offer you that others can't. Well, compared to its greatest competitor, Microsoft's alternative offers as more songs (40 million compared to 30) and also comes along with an interesting feature such as the possibility to upload 50,000 songs to the cloud to listen to them online . A greate alternative to Spotify's desktop client for Windows. In terms of price, both solutions are almost identical, but Groove offers us 1 month for free and after that, we have to sign up for a paid subscription. We don't have the chance to make use of a free advert-based version, outside those first 30 days. It's artist-based radio stations are also a differential element. -
Itg2 Pc Download Openitg / Notitg FAQ
itg2 pc download OpenITG / NotITG FAQ. OpenITG is a modification of StepMania 3.95, inspired by the In The Groove series. It's an older (but still powerful, and not outdated!) version of StepMania. You can play a large catalog of (sometimes modded!) simfiles, use custom themes, and do almost everything that you can do in StepMania 5! You can find modded simfiles for OpenITG, for example, in TaroNuke's channel, WinDEU's channel, or PuuroKulho's channel. There are a complete database available here. A full zip file can be found here. You can download OpenITG here! What is NotITG? NotITG is a custom version of OpenITG made by TaroNuke, that allows you (and developers) to do more things. It has been created on March 2011, and is currently very active and updated with new features! There are many simfiles for that version, and there are always new ones! You can find a complete database of NotITG files there! The latest release of NotITG can be found there. Subscribe to TaroNuke's channel to make sure you're up-to-date! Are they similar to StepMania 5? No, No , No , No and No! Okay, they are all based on Stepmania, they are all rhythm games, they have the same gameplay, but ITG and SM5 runs differently! On ITG, scripts are based on XML files, while SM5 uses Lua files. ITG uses Lua 5.0, while SM5 uses Lua 5.1. Those terms may be unknown to you, but they mean that any modded simfile from SM5 won't work in ITG, and any theme or noteskin from ITG won't work in SM5 (or vice-versa)! So please, don't try a SM5 thing on ITG, or an ITG thing on SM5. -
Dance Dance Revolution Quiz: Questions and Answers
kupidonia.com Dance Dance Revolution Quiz: questions and answers Dance Dance Revolution Quiz: questions and answers - 1 / 4 kupidonia.com 1. When was Dance Dance Revolution A premiered? 2016 2005 2002 2. Which company produces Dance Dance Revolution? Konami Nintendo Roxor Games 3. In which year was Dance Dance Revolution introduced in Japan? 1998 1889 1982 4. When was Dance Dance Revolution released in North America and Europe? 1990 1983 1999 5. Who is not one of the publishers of Dance Dance Revolution? Nintendo Keen Dance Dance Revolution Quiz: questions and answers - 2 / 4 kupidonia.com DC Comics 6. Who was a Christain version of DDR titled "Dance Praise" made by? Nintendo Digital Praise Amuseworld 7. In which year was the first official club for DDR sport, "DDR Oslo" founded? 2000 2007 2004 8. Which of the following is not a similar game to Dance Dance Revolution? Contra In The Groove Pump it Up 9. When was Dance Dance Revolution SuperNOVA released? 2001 2006 2009 10. DDR X was released in: 2008 2006 2007 Dance Dance Revolution Quiz: questions and answers - 3 / 4 kupidonia.com Dance Dance Revolution Quiz: questions and answers Right answers 1. When was Dance Dance Revolution A premiered? 2016 2. Which company produces Dance Dance Revolution? Konami 3. In which year was Dance Dance Revolution introduced in Japan? 1998 4. When was Dance Dance Revolution released in North America and Europe? 1999 5. Who is not one of the publishers of Dance Dance Revolution? DC Comics 6. Who was a Christain version of DDR titled "Dance Praise" made by? Digital Praise 7. -
Platform Studies’
DIGITAL CULTURE & EDUCATION, 4(3) Copyright © 2012, ISSN 1836-8301 Digital Culture & Education (DCE) Publication details, including instructions for authors http://www.digitalcultureandeducation.com/ Rebranding the platform: The limitations of ‘platform studies’ Dale Leorke The University of Melbourne Online Publication Date: 15 December, 2012 To cite this Article: Leorke, D.(2012). Rebranding the platform: The limitations of ‘platform studies.’Digital Culture & Education, 4:3, 257-268. URL: http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2012/12/dce1073_leorke_2012.pdf PLEASE SCROLL DOWN FOR ARTICLE Rebranding the platform Rebranding the platform: The limitations of ‘platform studies’ Dale Leorke Abstract This article provides a critical account of Bogost and Montfort’s Platform Studies series, established in 2009 with their book Racing the Beam: The Atari Video Computer System which aims to ‘promote the investigation of underlying computer systems and how they enable, constrain, shape, and support the creative work that is done on them’. The article begins with an overview of platform studies, seeking to define the term ‘platform’ within the contemporary digital media industry before outlining Montfort and Bogost’s methodological approach. It then examines the two latest books in the series: Codename Revolution by Steven E. Jones and George K. Thiruvathukal on the Nintendo Wii console; and Jimmy Maher’s The Future Was Here about the Commodore Amiga. It interrogates the extent to which these books continue the project begun by Racing the Beam, while at the same time highlighting some of the limitations of the series’ approach. Lastly it considers how the execution of the series to date might be counterproductive for its wider goal of promoting the study of digital platforms. -
Logic and Structure of the Computer Game
DIGAREC Series 04 Logic and Structure of the Computer Game ed. by Stephan Günzel, Michael Liebe, and Dieter Mersch DIGAREC Series 04 Logic and Structure of the Computer Game ed. by Stephan Günzel, Michael Liebe, and Dieter Mersch with the editorial cooperation of Sebastian Möring DIGAREC Series 04 Potsdam University Press 2010 Bibliographic Information from the German National Library The German National Library has cataloged this publication in the German National Bibliography; detailed bibliographic data is available over the internet through: http://dnb.d-nb.de Potsdam University Press 2010 Am Neuen Palais 10, 14469 Potsdam phone: ++49 (0) 331 / 9 77 46 23 fax: ++49 (0) 331 / 9 77 34 74 web: http://info.ub.uni-potsdam.de/verlag.htm e-mail: [email protected] The DIGAREC Series is published by: Digital Games Research Center (www.digarec.org) Advisory Board: Prof. Dr. Oliver Castendyk (Media Law, Erich Pommer Institut Potsdam) Prof. Winfried Gerling (Department of Design, University of Applied Sciences Potsdam) Prof. Dr. Barbara Krahé (Department of Psychology, University of Potsdam) Prof. Dr. Dieter Mersch (Department for Arts and Media, University of Potsdam) Prof. Dr. Torsten Schaub (Department of Informatics, University of Potsdam) Prof. Ulrich Weinberg (School of Design Thinking, Hasso-Plattner-Institut Potsdam) This publication was made possible by funding from the Medienboard Berlin- Brandenburg, the Association for the Promotion of Computer Games Research “Gamology”, the German Research Foundation, and the Department for Arts -
Atari 2600 Label Variations
Atari 2600 Label Variations This Atari 2600 label list is a compilation of input from many collectors in the field. A lot of hard work has been given by these collectors. You know who you are, and are too many to list. I thank you for everything you’ve done. Since this list is a joint effort, it will be available for all to use. It is a shame that when you input something, you are not fit to use it. So make a copy for yourself or ask me for one. I tell you to do this, so the list does not vanish in case something ever happens to me or my website. To update this list on my website, contact me at [email protected]. I will try and correct any mistakes and add any new info as I come across it. I’ve compiled a new and improved list from the one you’ve seen throughout the years. I’ve also made it much simpler to use. Any questions or comments, just contact me. I’m always on the Atari Age website as Philflound and that is also my AIM name. Rarity is going to be based on the label variation of the cartridge, not the game itself. There are many websites and guides that give the rarity of the carts, so it is just duplicate info you don’t need. I am giving rarity 3 grades along with a (?) grade. There may be more than one grade for variations. For example, Combat has 26 variations listed at this time.