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al_semenchenko

Gamasutra - Exploring a future of 'transmogrified reality' game design - 0 views

  • many developers are concerned about the dangers (physical, mental, or cultural) of asking their audiences to strap on a vision-obscuring headset for hours at a time. 
  • Long-time game designer and current Google game design chief Noah Falstein's personal favorite is "transmogrified reality" --  an approach to game design that relies on new 3D-sensing phones and tablets, combined with inexpensive head mounts, to seamlessly integrate the virtual with the real.
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    There are still many challenges for designers to adopt capabilities of VR and be able to deliver compelling product. One of the solutions requires much more than just a VR headset. Noah Falstein presents his concept of "transmogrified reality". An environment filled with various devices that work together to create new user interactions in VR-world that are not just possible, but also convenient.
Ilya Vorobiev

Microsoft's 'RoomAlive' Turns Entire Room Into A Video Game - 5 views

    • Ilya Vorobiev
       
      Despite technology advances such as Oculus and Kinect, the game is still separated from real world and augmented reality associated with bulky heads. This project addresses this problem by projecting objects on real world using depth cameras and projectors, turning your room into interactive video game. 3 minute video from Microsoft - https://www.youtube.com/watch?v=ILb5ExBzHqw Actual News review video - https://www.youtube.com/watch?v=-aZWUw8CzAo
  • RoomAlive is a proof-of-concept prototype that transforms any room into an immersive, augmented entertainment experience
  • Users can touch, shoot, stomp, dodge and steer projected content that seamlessly co-exists with their existing physical environment
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  • showcase four experience prototypes that demonstrate the novel interactive experiences that are possible with RoomAlive and discuss the design challenges of adapting any game to any room
Maria Gurova

Research Says Screen Time Can Be Good For Your Kids - Forbes - 0 views

  • Still, most parenting wisdom continues to portray television as an evil mind-rotting demon. The fear of ‘screen time’ is so deeply ingrained in our collective imagination that an irrational opposition between outdoor play and media consumption is taken for granted. Many parents believe the choice is either/or: indoors or out.
  • most storytelling is interactive. We consume most of our media through internet connected devices. And technology is so adept at providing ‘adaptive feedback’ that it proves to be an exceptionally effective teaching tool. In fact, a recent SRI study shows that game based learning can boost cognitive learning for students sitting on the median by 12%.
  • Joint media engagement refers to spontaneous and designed experiences of people using media together, and can happen anywhere and at any time when there are multiple people interacting together with digital and traditional media.
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  • describes the rules and restrictions we put on screen time. Some of these restrictions limit time, other restrictions filter content.
  • Restrictive Mediation
  • Unlimited access to media becomes one of the markers of adulthood.
  • Instructive Mediation describes what happens when we talk to our kids while watching a movie or playing a video game with them. Make it a teaching opportunity
  • Instructive mediation is key for raising kids that are critical thinkers and intelligent adults in a media saturated world–kids who know how to THINK about the media they consume.
  • Social Coviewing is when you watch something with your kids but don’t necessarily talk about it. This is what happens in a movie theater.
  • This is what happens when I watch Phineas and Ferb with my kids.
  • Parallel play is kind of like multitasking. I can be typing on my Chromebook next to my son while he’s playing minecraft. We engage in peripheral conversations, some tangential, and some directly related to the game he is playing.
  • Asymmetrical joint media engagement
  • While interacting with me online, I hope they learn good web etiquette. I’m teaching them lessons about propriety and social media. They see the kinds of things I write in emails and chats.
Maria Gurova

Star Wars Characters Will Now Teach Your Kids To Code | WIRED - 1 views

  • Today, as part of its annual Hour of Code event, Code.org is launching a free online tutorial that prompts kids to build their own games, based on characters in the upcoming Star Wars: The Force Awakens.
  • where they’ll learn to write code to design their own games featuring characters like R2-D2 ad C-3PO.
  • Of the 5 million students currently registered on Code.org, around 2 million are girls and around 2 million are black or Hispanic.
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  • That’s one reason why the Hour of Code tutorial, which is available to anyone online, focuses on the film’s prominent female characters, instead of, say Han Solo or Luke Skywalker.
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    New collaboration between Code.org that spread the popularity of coding among kids and Disney. This time featuring SW franchise 
Maria Gurova

A New Version Of Monopoly That Isn't About Getting Rich And Bankrupting Your Friends | ... - 0 views

  • "Unlike Monopoly, the goal of Commonopoly is not the exhaustion, through monopolization, of a virtual stock of goods, but rather the expansion and preservation of a self-propelling sustainable system of recycling, production and distribution," the creators write.
  • Commonopoly, which has recently resurfaced in a couple of places online, demands that players brainstorm alternative economic systems through activities placed around the board.
  • Commonopoly also triggers another recent memory. In 2012, a team of psychologists from the University of California, Berkeley, designed several experiments to measure how wealth impacted unethical behavior.
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  • The results of the other experiments came to the controversial conclusion that those with wealthier backgrounds were more likely to cut off other drivers, lie in negotiating, or cheat.
Anna Dubinina

Relationships with Robots: Good or Bad for Humans? - 0 views

  • making robots look like humans or cute animals, we may develop emotional affinity toward the machines
  • . This could help promote trust with users—but perhaps also overtrust?
  • Robots are tools, but they are tools that sometimes hold meaning for people that interact with them, or through them, as when robots are teleoperated at a distance
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  • In addition, sometimes robot operators insert a very clear extension of themselves into the robot, much like we see people invest in game avatars
  • I’d also categorize extending a sense of oneself into a robot as a form of attachment.
  • In ten or twenty years, when humanlike and animal-like robots are employed in a more drone-like way from a greater distance, will a similar user self-extension or new human-robot social phenomenon cause any hesitation during human-directed tasks and effect mission outcomes?
  • As AI and robots become more involved in our models of everyday life, I believe there will be a spectrum of emotional responses toward robots depending on their roles (for instance, caregiver, educator, industrial, companion, etc.) and individual user tendencies.
  • A consequence of purposeful design for attachment is that objects of attachment trigger the owner’s emotions in situations like decision making, and so can be agents of persuasion or otherwise effect someone’s actions
  • The bottom line is that these human-AI/robot interactions are transactions and not reciprocal, and therefore probably not healthy for most people to rely on as a long-term means for substituting organic two-way affectionate bonds, or as a surrogate for a human-human shared relationship
  • Is attachment to a robot problematic ethically?
Maria Gurova

Mark Zuckerberg shows off virtual reality ping pong on the Oculus - 0 views

  • that allows people to play games with each other in real time using their hands, even if they aren't in the same room.
  • and down to simulate completely different worlds — outer space, under water and so on."
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    how VR may transform the Future of Education, imagine you don't need to  travel anywhere to be there. Additional applications of VR, e.g. Travel, Education, Entertainment etc 
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