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A novel method for natural motion mapping as a strategy of game immediacy
2018
KSII Transactions on Internet and Information Systems
In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' ...
The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. ...
The definitions of gaming experiences, mental model and motion mapping
Immediacy experience as remediation strategy As a game's players can directly control their gaming experience, the user immersion ...
doi:10.3837/tiis.2018.05.022
fatcat:q2x3qbjoyzg7nksbgcoklzx5ce
Genre, technology and embodied interaction: The evolution of digital game genres and motion gaming
2011
MedieKultur: Journal of Media and Communication Research
as motion gaming. ...
A constitutive element of digital game mediation is a control interface geared to player embodiment, and I propose the concept of 'interaction modes' to describe the coupling of technology and player embodiment ...
The author would like to thank Jason Gendler, Thomas Wiben Jensen, Rasmus Kjaergaard Rasmussen, the editors and the anonymous reviewers for helpful comments on earlier drafts of this article.
Notes ...
doi:10.7146/mediekultur.v27i51.4084
fatcat:r5bcpjm4grggvojgnnflxvtmyu
Truth & Beauty Bombs: The personal/political/poetics of online communication in #archaeology. #PATC Keynote, April 27th 2017
2017
Epoiesen: A Journal for Creative Engagement in History and Archaeology
One of the two strategies of remediation; the orher is (transparenr) immediacy. hypmtu-i A method of oiganizing and presenting text in the computer. ...
However, the very fact that the images are in motion (in computer animation and virtual reality) suggests new strategies for achieving immediacy. ...
Each of these strategies has a long and complicated history. ...
doi:10.22215/epoiesen/2017.12
fatcat:imta2rayurctllvmv4gelwai2u
The neural correlates of intertemporal decision-making: Contributions of subjective value, stimulus type, and trait impulsivity
2010
Human Brain Mapping
Previous neuroimaging studies produced differing accounts of the functions of these regions, including that these regions: (1) are sensitive to the value of rewards discounted by a function of delay (' ...
Conjunction analysis showed significant overlap in mPFC and PCC for the main effects of subjective value and stimulus type, indicating these regions may serve multiple distinct roles during intertemporal ...
A conjunction analysis of the map of regions correlated with the DiffSV regressor and the map of regions more active in Immediacy Present trials (>Immediacy Absent trials) revealed common areas of activation ...
doi:10.1002/hbm.21136
pmid:20886577
fatcat:7ese6lhkyffelh5lvb4sdb44lm
Human performance of computational sound models for immersive environments
2014
The New Soundtrack
We present new methods for human performers to control computational audio models, using a model of a squeaky door as a case study. ...
This paper presents a method for incorporating the expressivity of human performance into real-time computational audio generation for games and other immersive environments. ...
Acknowledgments This work is supported by the EPSRC Doctoral Training Centre in Media and Arts Technology at Queen Mary, University of London. ...
doi:10.3366/sound.2014.0059
fatcat:m4qvqi5o35ghrmis5zuk56kcry
Embodied Design of Dance Visualisations
2014
Proceedings of the 2014 International Workshop on Movement and Computing - MOCO '14
Our approach is novel because the behaviour of the interactive visualisations is trained by a dancer dancing, rather than a computer scientist explicitly programming rules. ...
This paper presents the design and implementation of a software platform for creating interactive visualisations that respond to the free-form movements of a non-professional dancer. ...
CURRENT PROTOTYPE This section will describe the design of a third prototype that uses interactive machine learning based on the results of prototype 2 as a tool for designing motion to visual mappings ...
doi:10.1145/2617995.2618017
dblp:conf/moco/BrentonKG14
fatcat:kdvsmjmcy5h3bm2eqnhboz25b4
Touch screens now offer compelling uses
1991
IEEE Software
He is a professor of computer science, bead ofthe Human-Computer Interaction Lboratory ut the Univwsity ofMaThnd, and author of Sofcware Psychology (Little, B r m , 1980) and Designing the Uswlnterjace ...
TOUCH SCREENS NOW OFFER COMPELLING USES Ifyou thought touch scyem were a thing of the pm, this essay will bring you up to date on improvements to this input dmicek mer intwface. ...
Touch screens have an unrivaled immediacy, a rewarding sense of control, and the engaging experience of direct manipulation. ...
doi:10.1109/52.73754
fatcat:h5hfglcldndgdp6adiwbxxwawi
The design-by-adaptation approach to universal access: learning from videogame technology
2010
Universal Access in the Information Society
The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation. ...
the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. ...
, held at the Chinese University of Hong Kong, January 2008, and also to three anonymous referees for their incisive and helpful comments on the journal version of the paper. ...
doi:10.1007/s10209-010-0204-x
fatcat:vvu6z6jqkjajncujm5rd3tanem
"Stutter-Stop Flash-Bulb Strange": GMOs and the Aesthetics of Scale in Paolo Bacigalupi's The Windup Girl
2015
Science Fiction Studies
for returning the world to a state of natural purity. ...
and methods of energy storage-that is "responsible" for the future crisis. ...
doi:10.5621/sciefictstud.42.3.0500
fatcat:y2edups6hzg77k23lpbnpv4wl4
Towards an immersive user interface for waypoint navigation of a mobile robot
[article]
2020
arXiv
pre-print
Inspired by virtual reality (VR) gaming, we propose a target selection method that uses the 6 degrees-of-freedom tracked controllers of a commercial VR headset. ...
The results of the experiment showed that participants were able to learn how to use the novel system quickly, and the majority of participants reported a preference for waypoint control. ...
SYSTEM DESIGN The proposed target selection strategy, is based on a method of locomotion called teleportation used in the VR gaming industry. ...
arXiv:2003.12772v1
fatcat:4n2qy4i3q5dkthotr2ahwq3aay
A Material Computation Perspective On Audio Mosaicing And Gestural Conditioning
2014
Zenodo
and what generally falls under the umbrella of "mapping" design. ...
We present instrumental systems that have arisen as a result of this approach to instrument design. ...
This includes the musical nature of the rep-
of physical and computational material in coordinated dy- resentation as well as the level of immediacy and expres-
namical variation ...
doi:10.5281/zenodo.1178893
fatcat:7nnnybwkwfachlb7lxzcrnflj4
From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games
2021
Arts
Romance games in Japan, which began as text-based adventure games and are today known as bishōjo games and otome games, form a powerful textual corpus for literary and media studies. ...
The article first examines differences between visual novels that feature female characters for a male audience and romance adventure games that feature male characters for a female audience. ...
often in a similar format to strategy games, and ero games if sexual scenes for players over 18 years old are inserted. ...
doi:10.3390/arts10030042
fatcat:k45hv5mgnbgfjfr5kg6bwelsia
Playful Mapping in the Digital Age
2018
The AAG Review of Books
Acknowledgements An earlier version of this chapter appeared in Exchanges 1, 2 (2014): 1-17.
List of Games Cited ...
as a pedagogic exercise for critical thinking, and method of undertaking research. ...
They were willing to approach and experiment with modes of mapping, and to engage in new ways with a novel pedagogic context that challenged previously taken for granted research methods. ...
doi:10.1080/2325548x.2018.1402279
fatcat:2otxbu5lzbbgtnjgrg7avbfpnu
Robotic Home-Based Rehabilitation Systems Design: From a Literature Review to a Conceptual Framework for Community-Based Remote Therapy During COVID-19 Pandemic
2021
Frontiers in Robotics and AI
Subsequently, a conceptual framework on the development of smart and intelligent community-based home rehabilitation systems based on novel mechatronic technologies is proposed. ...
Mechatronic, control, and software aspects of the system are discussed to provide a classified roadmap for home-based systems development. ...
Both active and passive motion assistance in a game context is provided based on the ability of the user. ...
doi:10.3389/frobt.2021.612331
fatcat:ndlb25ablnhyvpsykdspdl3ef4
Interactively Determined Generative Sound Design For Sensate Environments
2004
Proceedings of the SMC Conferences
Several performers have used off-the-shelf motion detectors and inexpensive pressure triggers, as well as custom-designed hardware, to map body location within a space into MIDI data (p.316) [2] . ...
In comparison, body sensor devices can include wireless devices for ease of motion and in order to be as unobtrusive as possible. ...
doi:10.5281/zenodo.849186
fatcat:wxym26yl7bhu7ctattuxg7ewim
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