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Articoli di riviste sul tema "Marbles (Game objects) in art"

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Oktarina, Elsi. "Exploration of Traditional Game of Marbles in Maths Learning in Primary School". Pedagogik Journal of Islamic Elementary School 5, n. 1 (30 aprile 2022): 161–70. http://dx.doi.org/10.24256/pijies.v5i1.3757.

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Exploration a mathematical concept found in a culture. the presence of culture nuancedmathematics will make a major contribution to the learning of mathematics. The purpose ofthis study is to identify and describe mathematical objects found in the traditional display ofmarbles and their use in learning mathematics. This research is a qualitative research using ethnographic methods. The instruments used in this study were documentation, interviews andliterature studies directly to respondents. Data analysis techniques are performed by datareduction, data presentation and data analysis and data exposure. The results of the study indicate that traditional marbles games have ethnomatematics related to mathematical concepts including geometrical concepts such as circles, spheres, triangles and also the concept of distance. The mathematical concepts can be used to introduce and understand the concept of geometry and distance through local culture.
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KUITENBROUWER, FRANK. "The Darker Side of Museum Art: Acquisition and Restitution of Cultural Objects with a Dubious Provenance". European Review 13, n. 4 (ottobre 2005): 597–615. http://dx.doi.org/10.1017/s1062798705000839.

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Museums face what has been called an ethical crisis of illegitimate acquisitions and reluctant restitution. Some claims go far back (like the Elgin Marbles), others are of more recent origin, like those concerning so-called Holocaust Art. Claims often are not purely legal in nature but also have a moral aspect. The government of The Netherlands has chosen, for a policy-oriented approach to deal with claims from the Second World War, a third way of conflict resolution.
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Simamora, Lita Martauli, e Mesran Mesran. "Aplikasi Game Flatfrom Art Lewat Construct 2 Dengan Menggunakan Metode Quadtree". JURIKOM (Jurnal Riset Komputer) 7, n. 2 (26 aprile 2020): 269. http://dx.doi.org/10.30865/jurikom.v7i2.2103.

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The use of media as a learning tool is appropriate and interesting in the introduction of traffic signs to increase knowledge. Traffic game application is a media that is run on an android smartphone as a means to recognize and learn the types of traffic signs. The research method in designing a traffic sign game is Quad-Tree which collision collision / collision of two different objects in the game area by dividing the arena of the same size game if there are two or more objects in the same area so divide the area again into four equal sized parts until no objects are in the same area. Providing interesting knowledge and while playing to the community, a traffic game application is designed to provide knowledge of road equipment containing symbols, letters, numbers, sentences or a combination of them, which are used to provide warnings, prohibitions, commands and instructions in the past educational games cross.
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O'Connell, Mary Ellen, e Sara DePaul. "Report on the Conference: Imperialism, Art and Restitution". International Journal of Cultural Property 12, n. 4 (novembre 2005): 487–90. http://dx.doi.org/10.1017/s0940739105050253.

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March 26–27, 2004, in St. Louis, Missouri, the Washington University School of Law's Whitney R. Harris Institute for Global Legal Studies and the School of Art hosted the Imperialism, Art and Restitution Conference. The conference brought together many of the world's leading experts on art and antiquities law, museum policy, and the larger cultural context surrounding these fields. The conference organizers chose several particularly controversial case studies to generate debate and discussion around the issues of whether Western states and their museums should return major works of art and antiquities, acquired during the Age of Imperialism, to the countries of origin. The case studies included the Elgin/Parthenon Marbles, the Bust of Nefertiti, and objects protected by the Native American Graves Protection and Repatriation Act (NAGPRA). The format produced a lively, interdisciplinary, and sometimes passionate debate that helped crystallize issues and expose complexities but certainly produced no consensus around a simple solution of return or retain.
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Macaya, Albert. "Presencias de lo Cotidiano. Objetos y Creatividad en el Arte Moderno y Contemporáneo: Aproximación al Caso de Antoni Tàpies". Barcelona Investigación Arte Creación 4, n. 1 (3 febbraio 2016): 50. http://dx.doi.org/10.17583/brac.2016.1831.

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<p>Daily life objects have been present in modern and contemporary art, in the creative process of many artists as much as in artworks themselves. Links between art and objects are multidimensional and have enabled some of the most interesting experiences in recent art. In this paper, we will examine the dimensions that objects have acquired in the work of artists. We will outline two major directions in what concerns the use of objects in recent art: on the one hand, the gazes that show us daily life objects on a new way and, on the other, the works that bring objects into a sort of language game, giving new significance to them. After a summary review of several references in the art of the past, we will focus on the use of objects in the work of Antoni Tapies, in order to explore an interesting net of possible nexus between objects and a diversity of signification modes and cultural forms.</p>
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Kolesnikov, N. "ART DESIGN: THE RULES OF THE GAME". Technical Aesthetics and Design Research 4, n. 2 (3 giugno 2023): 37–44. http://dx.doi.org/10.34031/2687-0878-2022-4-2-37-44.

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The article is devoted to the consideration of the concept of "art design". Within the framework of this work various definitions of the concept of "art design" are analyzed. The object of the study is the communication between the observer, the consumer and the designer. The purpose of this paper is to describe the characteristics of this communication. The methods used in the work include: generalization, comparative method, interpretation of the term, tabular forms of data presentation, literature analysis. As a result of this study, the characteristic of communication between the art designer and the consumer is given. The essence of art-design as a game activity is revealed. The concept of "art-design" that appeared in the epoch of postmodernism, contains a certain game element - the interaction of the external form of the object and the observer's expectations concerning the form based on the utilitarian function declared by the creator. The semantic component of the art design of objects can be designed by the designer, or be the result of the observer's subjective perception of the object. In both cases, the so-called "areas of non-identity" are the space for filling with meanings. The usefulness of art education in art-design activity is outlined. With regard to art-design activity the use of art education is expressed in "teaching the sense by a skill".
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Hartono, Meilani, Andri Guna Santoso, Crisantus Lebu Raya, Budi Yulianto e Suwarno Suwarno. "Audio Visual Media Components in Educational Game for Elementary Students". ComTech: Computer, Mathematics and Engineering Applications 7, n. 4 (31 dicembre 2016): 255. http://dx.doi.org/10.21512/comtech.v7i4.2515.

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The purpose of this research was to review and implement interactive audio visual media used in an educational game to improve elementary students’ interest in learning mathematics. The game was developed for desktop platform. The art of the game was set as 2D cartoon art with animation and audio in order to make students more interest. There were four mini games developed based on the researches on mathematics study. Development method used was Multimedia Development Life Cycle (MDLC) that consists of requirement, design, development, testing, and implementation phase. Data collection methods used are questionnaire, literature study, and interview. The conclusion is elementary students interest with educational game that has fun and active (moving) objects, with fast tempo of music, and carefree color like blue. This educational game is hoped to be an alternative teaching tool combined with conventional teaching method.
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Castiñeiras López, Javier. "Game Studies. Methodological Approaches from the History of Medieval Art". Espacio Tiempo y Forma. Serie VII, Historia del Arte, n. 9 (15 ottobre 2021): 419–40. http://dx.doi.org/10.5944/etfvii.9.2021.31815.

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This article presents an updated state of the art about the relation of videogames with the cultural sphere and the historical disciplines. Specifically, we will try to address the role that the History of Medieval Art can play in the analysis and assessment of these cultural objects from a double way defined, on one side, by the historical Middle Ages and, on the other side, by the recreated medioevo. The Assassins Creed saga and titles as Bloodborne or A Plague Tale: Innocence, offer very particular visions of medieval and neomedieval architecture, all of them likely to be part of the cannon of medievalizing works of contemporary culture and, therefore, be object of study for the History of Medieval Art.
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Manovich, Lev. "Friendly Alien: Object and Interface". Artifact 1, n. 1 (1 marzo 2007): 30–32. http://dx.doi.org/10.1386/art.1.1.30_1.

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Abstract Since 1996, artist Miltos Manetas has done paintings that systematically portray the new essential objects of contemporary life: joysticks, computers, computer game consoles, and computer cables (lots of them). Manetas also paints people who are usually intensely engaged in the activities made possible by consumer electronics devices, such as playing a computer game. But he never shows what games they are playing or what images they are looking at. Instead, he focuses on the humancomputer interface: hands clutching a joystick, a body stretched across the floor in the intense concentration or, alternatively, relaxing besides a laptop, a computer console, or a TV.
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Gruev, Emil. "Art Methods for Capturing an Environment in Video Games". Visual Studies 6, n. 1 (29 giugno 2022): 80–83. http://dx.doi.org/10.54664/ojvk6124.

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The article presents part of the art methods for visualizing models from the environment captured on a screen in video games. Computer graphics are developed to such a degree in terms of visualization that they perfectly apply the rules of our perspective knowledge, so that they can help us imitate threedimensional objects on those flat surfaces. We will look at essential perspective concepts and how they help depict the environment in video games, as well as the tools that are developed in the virtual space. Artists can use them to show a specific action, emotion and atmosphere connected with the computer game. Such tools are the so-called virtual digital cameras. They use all the rules from the well-known perspective and implement them in the computer for creating the image. We will also look at types of cameras and different settings that game developers use for developing a game. The position and placement in the game level are important for achieving the desired result and how we want the player to look at the picture. There are compositional solutions and a camera angle in different types of video games. So, the best solution can be given regarding the view of the environment in the video game with the action that is happening in it. These are some basic art elements that are implemented in computer technology to create the image in a computer game.
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Tesi sul tema "Marbles (Game objects) in art"

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Jahrmann, Margarete. "Ludics for a Ludic society : the art and politics of play". Thesis, University of Plymouth, 2011. http://hdl.handle.net/10026.1/453.

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This dissertation provides an analysis of, and critical commentary on, the practice of playfulness as persistent phenomenon in the arts, technology and theory. Its aim is to introduce political reflections on agency through the study of playful technological artefacts, which were largely ignored in the recent discussions on game and play. Following the critical analysis of historic discourses and actual studies of play under differing auspices, and in order to understand play as inherently political agency, this thesis’ research question addresses the immersive effects of playful agency in symbolic exchange systems and in the material consciousness of the player. This thesis conducts an analysis of material cultures, in order to categorise play as technique of an inherent critique of technological culture. It traces the development of contemporary technological objects and their materiality in relation to the application of the concept of affordance in design theory. The author consequently proposes a new category of ‘play affordances’ in order to describe these new requirements of play found in consumer technologies. The structure of the analysis in the distinct chapters is informed by a stringent historic, theoretical and arts analysis and an alternating arts practice. The convergence of these elements leads to insights on further uses, options and perspectives of the research problems discussed, in particular in relation to the requirements of playful interaction in contemporary technologies, which increasingly radicalises the importance of play. The thesis’ hypothesis states that playful practices in arts and technologies provide models for political agency, like the strategic use of Con-Dividualities (Jahrmann 2000). This term describes the concept of shared identities in society or social media consumer technologies, as discussed in historic case studies and the author’s own arts practice, related to the modification of technologies as methodology of arts research. In this way the arts practice and theory of playfulness informs the emergence of a new methodology of research, intervention and participation in society through the arts of play, which is coined as Ludics, as an original outcome of this thesis.
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Davies, Huw. "Towards a more versatile dynamic-music for video games : approaches to compositional considerations and techniques for continuous music". Thesis, University of Oxford, 2015. http://ora.ox.ac.uk/objects/uuid:3f1e4cfa-4a36-44d8-9f4b-4c623ce6b045.

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This study contributes to practical discussions on the composition of dynamic music for video games from the composer’s perspective. Creating greater levels of immersion in players is used as a justification for the proposals of the thesis. It lays down foundational aesthetic elements in order to proceed with a logical methodology. The aim of this paper is to build upon, and further hybridise, two techniques used by composers and by video game designers to increase further the reactive agility and memorability of the music for the player. Each chapter of this paper explores a different technique for joining two (possibly disparate) types of gameplay, or gamestates, with appropriate continuous music. In each, I discuss a particular musical engine capable of implementing continuous music. Chapter One will discuss a branching-music engine, which uses a precomposed musical mosaic (or musical pixels) to create a linear score with the potential to diverge at appropriate moments accompanying onscreen action. I use the case study of the Final Fantasy battle system to show how the implementation of a branching-music engine could assist in maintaining the continuity of gameplay experience that current disjointed scores, which appear in many games, create. To aid this argument I have implemented a branching-music engine, using the graphical object oriented programming environment MaxMSP, in the style of the battle music composed by Nobuo Uematsu, the composer of the early Final Fantasy series. The reader can find this in the accompanying demonstrations patch. In Chapter Two I consider how a generative-music engine can also implement a continuous music and also address some of the limitations of the branching-music engine. Further I describe a technique for an effective generative music for video games that creates musical ‘personalities’ that can mimic a particular style of music for a limited period of time. Crucially, this engine is able to transition between any two personalities to create musical coincidence with the game. GMGEn (Game Music Generation Engine) is a program I have created in MaxMSP to act as an example of this concept. GMGEn is available in the Demonstrations_Application. Chapter Three will discuss potential limitations of the branching music engine described in Chapter One and the generative music engine described in Chapter Two, and highlights how these issues can be solved by way of a third engine, which hybridises both. As this engine has an indeterminate musical state it is termed the intermittent-music engine. I go on to discuss the implementation of this engine in two different game scenarios and how emergent structures of this music will appear. The final outcome is to formulate a new compositional approach delivering dynamic music, which accompanies the onscreen action with greater agility than currently present in the field, increasing the memorability and therefore the immersive effect of the video-game music.
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Mullins, Daniel Austin. "The evolution of literacy : a cross-cultural account of literacy's emergence, spread, and relationship with human cooperation". Thesis, University of Oxford, 2014. http://ora.ox.ac.uk/objects/uuid:98d1f155-c96d-4ba0-ac36-c610d3d7454c.

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Social theorists have long argued that literacy is one of the principal causes and hallmark features of complex society. However, the relationship between literacy and social complexity remains poorly understood because the relevant data have not been assembled in a way that would allow competing hypotheses to be adjudicated. The project set out in this thesis provides a novel account of the multiple origins of literate behaviour around the globe, the principal mechanisms of its cultural transmission, and its relationship with the cultural evolution of large-group human cooperation and complex forms of socio-political organisation. A multi-method large-scale cross-cultural approach provided the data necessary to achieve these objectives. Evidence from the societies within which literate behaviour first emerged, and from a representative sample of ethnographically-attested societies worldwide (n=74), indicates that literate behaviour emerged through the routinization of rituals and pre-literate sign systems, eventually spreading more widely through classical religions. Cross-cultural evidence also suggests that literacy assumed a wide variety of forms and socio-political functions, particularly in large, complex groups, extending evolved psychological mechanisms for cooperation, which include reciprocity, reputation formation and maintenance systems, social norms and norm enforcement systems, and group identification. Finally, the results of a cross-cultural historical survey of first-generation states (n=10) reveal that simple models assuming single cause-and-effect relationships between literacy and complex forms of socio-political organisation must be rejected. Instead, literacy and first-generation state-level polities appear to have interacted in a complex positive feedback loop. This thesis contributes to the wider goal of transforming social and cultural anthropology into a cumulative and rapid-discovery science.
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Libri sul tema "Marbles (Game objects) in art"

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Centro Atlántico de Arte Moderno, a cura di. Boliches: Marbles. Las Palmas de Gran Canaria: Centro Atlántico de Arte Moderno, 2018.

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Hawkins, Matthew. Marbles!: History, secrets and the worlds best marble games! New York: Mud Puddle Books, 2006.

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Block, Robert. Marbles: Identification and price guide. 2a ed. Atglen, PA: Schiffer Pub., 1998.

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Paul, Baumann. Collecting antique marbles: Identification & price guide. 3a ed. Iola, WI: Krause Publications, 1999.

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Fritts, Drew. Torchworked marbles. Springfield, MO: Dichro-Moon Publishing, 2004.

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Randall, Mark E. Greenberg's guide to marbles. Sykesville, MD: Greenberg Pub., 1988.

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Block, Stanley A. Marble mania. 2a ed. Atglen, PA: Schiffer Pub., 2010.

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A, Block Stanley, e Marble Collectors Society of America., a cura di. Marble mania. Atglen, PA: Schiffer Pub., 1998.

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Castle, Larry. Marbles: The guide to machine-made marbles. Ogden, Utah: Utah Marble Connection, 1992.

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Castle, Larry. Collectable machine-made marbles: Identification & price guide. Ogden, Utah (P.O. Box 1857, Ogden 84402): Utah Marble Connection, 1989.

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Capitoli di libri sul tema "Marbles (Game objects) in art"

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Cecotti, Hubert. "A Serious Game Based on Hidden Objects for Art History in Fully Immersive Virtual Reality". In Communications in Computer and Information Science, 223–38. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-47328-9_17.

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Hazlitt, William. "On the Elgin Marbles". In The Spirit of Controversy, a cura di Jon Mee e James Grande. Oxford University Press, 2021. http://dx.doi.org/10.1093/owc/9780199591954.003.0006.

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The Elgin Marbles* are the best answer to Sir Joshua Reynolds’s Discourses.* Considered in that point of view, they are invaluable: in any other, they are not worth so much as has been said. Nothing remains of them but their style; but that is every thing, for it is the style of nature. Art is the imitation of nature: and the Elgin Marbles are in their essence and their perfection casts from nature, — from fine nature, it is true, but from real, living, moving nature: from objects in nature, answering to an idea in the artist’s mind, not from an idea in the artist’s mind abstracted from all objects in nature.
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McDermott, Wes. "Creating Game Objects Using modo". In Creating 3D Game Art for the iPhone with Unity, 19–40. Elsevier, 2011. http://dx.doi.org/10.1016/b978-0-240-81563-3.00002-4.

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McDermott, Wes. "Creating Game Objects Using modo". In Creating 3D Game Art for the iPhone with Unity, 65–89. Elsevier, 2011. http://dx.doi.org/10.1016/b978-0-240-81563-3.00004-8.

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"Creating Game Objects Using modo: Tater and Thumper". In Creating 3D Game Art for the iPhone with Unity, 37–58. Routledge, 2012. http://dx.doi.org/10.4324/9780240815640-7.

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"Creating Game Objects Using modo: Training Trash Yard". In Creating 3D Game Art for the iPhone with Unity, 83–108. Routledge, 2012. http://dx.doi.org/10.4324/9780240815640-9.

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Irvin, Sherri. "Rules in Art?" In Immaterial, 10–37. Oxford University Press, 2022. http://dx.doi.org/10.1093/oso/9780199688210.003.0002.

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In making contemporary artworks, artists may fabricate objects and also sanction custom rules that govern how those objects are to be displayed, preserved, and interacted with by audiences. These rules result in works that may be subject to variable display or evolution over time and that may shape the work’s meanings, as we see in examining works by Felix Gonzalez-Torres and Sigalit Landau. The rules of contemporary art are in some ways similar to the rules of a game or to a musical work: the rules constitute the work’s structure and specify requirements and permissions in relation to it, but perfect compliance with the rules is not required for something to count as a display of the work, a playing of the game, or a performance of the musical work.
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Darr, Andrew. "Finding Ludonarrative Harmony in the Limited Agency of Ophelia in Elsinore". In Variable Objects, 108–26. Edinburgh University Press, 2021. http://dx.doi.org/10.3366/edinburgh/9781474481397.003.0006.

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Elsinore is the first video game adaptation of Hamlet to solve the Gordian Knot of adapting Hamlet — a play about a constantly delaying revenger — into a medium dependent on user agency. Elsinore does so by casting players in the role of the historically disempowered Ophelia and upending the assumed primacy of Shakespeare’s play text. This project analyzes Elsinore through two overlapping ontological systems in which Elsinore coexists. Firstly, Elsinore participates in both Shakespeare adaptation study’s rich tradition of artistic remediations of Ophelia’s ‘absence’ and video game scholarship’s effort to understand how games balance the often-opposing forces of ludology and narrative. Secondly, Elsinore reflects shifting economic and thematic trends within the video game industry as developers and consumers are increasingly aware of the need for greater gender diversity within video games. This essay catalogs and analyzes the rise of independently funded video games, often referred to as ‘indie games’, in conjunction with the rise of online harassment such as 2013’s ‘gamergate’ controversy. Juxtaposing these intersecting ontological systems, this chapter argues that Elsinore participates in the rich tradition of artistic reclamations of Ophelia’s agency while also exemplifying the progress the maturing medium of video games has made as an art form in terms of gender representation and the growing ability for games to maintain ludonarrative harmony.
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S. S., Sivaraju, Kandasamy V., Viswanathan T. e Senthilkumar T. "Cyber-Physical Systems Based on Marble Marcher Using Artificial Intelligence With IoT". In Advances in Healthcare Information Systems and Administration, 104–19. IGI Global, 2023. http://dx.doi.org/10.4018/978-1-6684-5422-0.ch007.

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The physical object or robotic arm movement in cyber physical system controlled through artificial intelligence algorithms impact on smart devices through marble marcher game is proposed in this work. The cyber physical object movement is framed from the fractal surface which can produce any difficult terrain producing more input for intelligent algorithms. Four different surfaces are framed from the parameters such as rows, columns, foundation functions and peak values. The surface governing equations split the surface as side of cubes controlling the six different geometric planes for extracting more data. These data used as input for taking decision done by intelligent algorithm from core input from the pixel-by-pixel analysis of the smart device input. The coordinate transformation produces more control variable for different factors and accuracy parameters. The simulation model developed in MATLAB language and the results shows that the proposed system enhances the data control and transfer with minimum hardware requirement.
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Simões, Alberto. "Using Game Frameworks to Teach Computer Programming". In Advances in Game-Based Learning, 221–36. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-1034-5.ch010.

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Teaching computer programming is an important task in the formation of computer scientists. Being a subject taught in the first years of student degrees, need to properly motivate students, so they try, at home, to learn by themselves, complementing that way their classes. This chapter proposes an approach to computer programming teaching based on the construction of videogames, using state of the art game frameworks. The author will show how the task of writing a game using a common framework deals with the basic programming concepts that are usually taught on a first course on computer programming, namely on object oriented programming languages like C# or Java: algebraic operations with variables, methods declaration, objects definition, objects hierarchy and multidimensional arrays. As it will be shown, even the common order of concepts presentation during the course can be kept, although applying them to computer games instead of the usually requested exercises.
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Atti di convegni sul tema "Marbles (Game objects) in art"

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Du, Jinchun, Bojie Shen, Shizhe Zhao, Muhammad Aamir Cheema e Adel Nadjaran Toosi. "Efficient Object Search in Game Maps". In Thirty-Second International Joint Conference on Artificial Intelligence {IJCAI-23}. California: International Joint Conferences on Artificial Intelligence Organization, 2023. http://dx.doi.org/10.24963/ijcai.2023/618.

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Video games feature a dynamic environment where locations of objects (e.g., characters, equipment, weapons, vehicles etc.) frequently change within the game world. Although searching for relevant nearby objects in such a dynamic setting is a fundamental operation, this problem has received little research attention. In this paper, we propose a simple lightweight index, called Grid Tree, to store objects and their associated textual data. Our index can be efficiently updated with the underlying updates such as object movements, and supports a variety of object search queries, including k nearest neighbors (returning the k closest objects), keyword k nearest neighbors (returning the k closest objects that satisfy query keywords), and several other variants. Our extensive experimental study, conducted on standard game maps benchmarks and real-world keywords, demonstrates that our approach has up to 2 orders of magnitude faster update times for moving objects compared to state-of-the-art approaches such as navigation mesh and IR-tree. At the same time, query performance of our approach is similar to or better than that of IR-tree and up to two orders of magnitude faster than the other competitor.
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Yiannoutsou, Nikoleta, Stela Anastasaki, Christina Mavini, Vasiliki Manoli, Evangelia Dimaraki, Nikolaos Avouris e Christos Sintoris. "On establishing contact with cultural objects: The role of a location based game in supporting visitors to engage with contemporary art". In 2014 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL). IEEE, 2014. http://dx.doi.org/10.1109/imctl.2014.7011150.

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Long, Yixin, e Ren-Ke He. "Game or Performance: The Future of Dance Under the Intervention of Digital Interactive Technology". In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001990.

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The emergence and development of digital and interactive technologies have led to new opportunities and challenges to the field of dance art. This article examines theories involving interactive systems for dance art, and reviews the development of interactive dance, while summarizes the influence of the application of digital and interactive technology on traditional dance. Relevant literature and best practice have shown that the application of digital and interactive technology in dance performances has accelerated the transformation of the traditional relationship among choreographer, performer and audience. At the same time, new technologies; such as Virtual Reality, Augmented Reality, Mixed Reality, etc., expanded further the virtualization of dance, and promoted the diversification of aesthetic experience. Virtualization shortens the distance between the audience and the work, and brings the audience an immersive experience. Meanwhile, interactive technology enriches the way of presentation of dance, giving dancers the relative freedom within the interactive framework, and induces changes in the audience's aesthetic pattern. However, the gradual loss of aesthetic distance threatens the independence of aesthetic objects, and the cognitive mechanism in which aesthetic process.
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4

Marinescu, Alina petra, e Cosima Rughinis. "EVERY DAY THE SAME DREAM? SOCIAL CRITIQUE THROUGH SERIOUS GAMEPLAY". In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-100.

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Recent years have witnessed an increase in the visibility of the so-called 'art games' both in the gaming community and in academic reflection. This label applies, as a rule, to relatively short indie games that appear to have a message about the human condition, life, psyche, society and, often, also about the game genre, in a self-referential loop. Depending on game topics and rhetorical approach, commentators have advanced a variety of tags to describe them, including 'experimental games', 'news games', 'grave games', 'existential games', or 'not games'. Scholarly literature has discussed their rhetorical specificity with a focus on procedurality and players' creativity. Games are seen essentially as an ensemble of rules and mechanics, working in conjunction with a narrative layer, inviting players to interact and thus to (re)create meaning. There are two dominant controversies that structure game studies: (1) whether and how games can be studied as narratives and (2) what is the relative importance of procedurality versus creative gameplay. These debates obscure another specific element of game rhetoric: the message of art games is substantially elaborated in the community of players, through comments, reviews, and comments to reviews - amounting to a large cloud of textual, interactive, online reflection. Players engage in the game but, often, also read and write comments and reviews, thus confronting their experience with others' and exploring a larger spectrum of interpretations. Games propose a time for gameplay and also a time for conversation. Therefore, we argue that the rhetoric of art games relies not only on procedurality and creative gameplay, but also on the distributed, multivocal reflection of an online community of players. Art games are embedded in a plurilogue through which they are interpreted and re-interpreted as art objects and social critique, and their message is formulated in text. In this article we explore 'Every Day the Same Dream', an art game that has elicited a variety of gameplay experiences, emotions and assessments. We examine player comments and reviews and we discuss their role in interpreting games and formulating their messages.
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5

Martins, João. "Design of products to honor people post mortem". In Systems & Design: Beyond Processes and Thinking. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/ifdp.2016.3323.

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The cemeterial units, are places of social practices of everyday life and worship and the tomb where nostalgia can be externalized and the memory of the deceased revered. In Western societies we can find a category of artifacts meant to evoke the memory or honor the dead. In this paper we we mention three examples of products that enabled a reflection on the concepts that gave rise to their ways, and that risks to fit them into a new "material culture", in that it may have created a break with the traditional system codes and standards shared by companies, and its manifestations in relation to the physical creation of this category of products. This work offers a reflection on the Design Products.What probably makes it special is the field where it is located: the design of products in one post mortem memory. Usually made of granite rock or marble, have the form of plate or tablet, open book or rolled sheet. On one side have a photograph of the person who intend to honor and inscriptions. The thought of inherent design of this work put on one side the intricate set of emotions that this type of product can generate, and other components more affordable, and concerning the form, function and object interactions with users and with use environments. In the definition of the problem it was regarded as mandatory requirements: differentiation, added value and durability as key objectives.The first two should be manifested in the various components / product attributes. The aesthetic and material/structural durability of product necessarily imply the introduction of qualifying terms and quantitative weights, which positively influence the generation and evaluation of concepts based on the set of 10 principles for the project that originated a matrix as a tool to aid designing products. The concrete definition of a target audience was equally important. At this stage, the collaboration of other experts in the fields of psychology and sociology as disciplines with particular ability to understand individuals and social phenomena respectively was crucial. It was concluded that a product design to honor someone post mortem, should abandon the more traditional habits and customs to focus on identifying new audiences. Although at present it can be considered a niche market, it is believed that in the future may grow as well as their interest in this type of products.DOI: http://dx.doi.org/10.4995/IFDP.2016.3323
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6

Salehi, Faezeh, Moein Razavi, Mason Smith e Manish Dixit. "Integrated Eye-Tracking and EEG Data Collection and Synchronization for Virtual Reality-Based Spatial Ability Assessments". In Intelligent Human Systems Integration (IHSI 2024) Integrating People and Intelligent Systems. AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004499.

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In the realm of virtual reality (VR) research, the synergy of methodological advancements, technical innovation, and novel applications is paramount. Our work encapsulates these facets in the context of spatial ability assessments conducted within a VR environment. This paper presents a comprehensive and integrated framework of VR, eye-tracking, and electroencephalography (EEG), which seamlessly combines measuring participants’ behavioral performance and simultaneously collecting time-stamped eye tracking and EEG data to enable understanding how spatial ability is impacted in certain conditions and if such conditions demand increased attention and mental allocation. This framework encompasses the measurement of participants’ gaze pattern (e.g., fixation and saccades), EEG data (e.g., Alpha, Beta, Gamma, and Theta wave patterns), and psychometric and behavioral test performance. On the technical front, we utilized the Unity 3D game engine as the core for running our spatial ability tasks by simulating altered conditions of space exploration. We simulated two types of space exploration conditions: (1) microgravity condition in which participants’ idiotropic (body) axis is in statically and dynamically misaligned with their visual axis; and (2) conditions of Martian terrain that offers a visual frame of reference (FOR) but with limited and unfamiliar landmarks objects. We specifically targeted assessing human spatial ability and spatial perception. To assess spatial ability, we digitalized behavioral tests of Purdue Spatial Visualization Test: Rotations (PSVT: R), the Mental Cutting Test (MCT), and the Perspective Taking Ability (PTA) test and integrated them into the VR settings to evaluate participants’ spatial visualization, spatial relations, and spatial orientation ability, respectively. For spatial perception, we applied digitalized versions of size and distance perception tests to measure participants’ subjective perception of size and distance. A suite of C# scripts orchestrated the VR experience, enabling real-time data collection and synchronization. This technical innovation includes the integration of data streams from diverse sources, such as VIVE controllers, eye-tracking devices, and EEG hardware, to ensure a cohesive and comprehensive dataset. A pivotal challenge in our research was synchronizing data from EEG, eye tracking, and VR tasks to facilitate comprehensive analysis. To address this challenge, we employed the Unity interface of the OpenSync library, a tool designed to unify disparate data sources in the fields of psychology and neuroscience. This approach ensures that all collected measures share a common time reference, enabling meaningful analysis of participant performance, gaze behavior, and EEG activity. The Unity-based system seamlessly incorporates task parameters, participant data, and VIVE controller inputs, providing a versatile platform for conducting assessments in diverse domains. Finally, we were able to collect synchronized measurements of participants’ scores on the behavioral tests of spatial ability and spatial perception, their gaze data and EEG data. In this paper, we present the whole process of combining the eye-tracking and EEG workflows into the VR settings and collecting relevant measurements. We believe that our work not only advances the state-of-the-art in spatial ability assessments but also underscores the potential of virtual reality as a versatile tool in cognitive research, therapy, and rehabilitation.
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