Epic Win - Why Gaming is the Future of LearningJane McGonigal
Why doesn't the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we're playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you'll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it.
Dr. McGonigal is the Director of Game Research & Development at the Institute for the Future in Palo Alto, California.
Crafting a Meaningful Experience - Principles of Frostpunk's Game Design ProcessJakub Stokalski
Making games is hard - making them to evoke a particular set of emotions and thoughts that differ from the traditional goal of “fun” is even harder. In this talk, delivered at China Indie Game Developers Conference in Shanghai, I described the design philosophy and process behind crafting Frostpunk - and made an argument why I believe making meaningful games is worthwhile.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
Epic Win - Why Gaming is the Future of LearningJane McGonigal
Why doesn't the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we're playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you'll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it.
Dr. McGonigal is the Director of Game Research & Development at the Institute for the Future in Palo Alto, California.
Crafting a Meaningful Experience - Principles of Frostpunk's Game Design ProcessJakub Stokalski
Making games is hard - making them to evoke a particular set of emotions and thoughts that differ from the traditional goal of “fun” is even harder. In this talk, delivered at China Indie Game Developers Conference in Shanghai, I described the design philosophy and process behind crafting Frostpunk - and made an argument why I believe making meaningful games is worthwhile.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
Fisica dell'informazione, ultima frontiera della scienza. Fausto Intilla
In questo breve saggio, Intilla ci conduce attraverso uno dei più recenti e controversi paradigmi in campo scientifico: quello dell’Universo Digitale; dove ogni elemento della realtà a noi circostante (compreso noi stessi), nella sua “matrice ultima”, risulta essere costituito da pura Informazione. Il libro contiene inoltre, la versione aggiornata di un articolo in cui l’autore si propone di dare una spiegazione a carattere puramente scientifico ai concetti di anima e “reincarnazione”, attraverso la teoria termodinamica dell’Informazione. Tale articolo, intitolato “Dalla teoria dell’Informazione al concetto di Anima”, ha riscontrato una notevole popolarità sul web, rimanendo a tutt’oggi, uno degli approcci più complessi e significativi all’eterna questione della “vita dopo la morte”.
Trabalho da matéria de Linguagens da Comunicação da Faculdade de Comunicação da UnB, baseado no capitulo Um Guia Prático do Livro Jornada do Escritor do Christopher Vogler.
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
"That doesn't seem to work." - A puzzle design cheat sheet for point-and-clic...Codemotion
Some dos and don'ts for point-and-click adventure game designers. A quick tour of the types of puzzles found in some of the past and present point-and-click adventure games and how they merge with gameplay and storytelling. Beyond nostalgia, and with a glance at new technologies, this talk aims to suggest a way to avoid some of the design mistakes of the past and generate new ones, so to foster new solutions.
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
It is all about the experience! Player experience in game designRui Prada
My presentation at Microsoft Game Dev Camp 2014.
I talked about the importance of player experience and the need to focus on the experience when designing games. I added some discussion regarding what constitutes a good experience and the importance of progression.
Slides da palestra apresentada durante o II Games Day da Fatec São Caetano do Sul.
Descrevemos a importância de uma metodologia para desenvolvimento de jogos e apresentamos a Extreme Game Programming (XGD), além de falar sobre nossas primeiras experiências com desenvolvimento, citando o que aprendemos com nossos erros.
Link para o Timelapse do SPJam 2013: http://www.youtube.com/watch?v=XqwaLPsTstY
Red Dead Redemption 2 maybe a 2018 action-adventure game developed and published by Rockstar Games.
The sport is that the third entry within the Red Dead series and maybe a prequel to the 2010 game Red Dead Redemption.
The story is about in 1899 during a fictionalized representation of the Western, Midwestern, and Southern us.
вопросы типа "сколько должно быть слайдов в презентации?", "сколько должно быть текста на слайде?", "какого размера должен быть шрифт?" вызывают у меня онемение мозга. потому что презентации - это не про слайды вообще.
про что тогда презентации, и сколько, блин, в них должно быть слайдов? - ответ в этой презентации! )))
Презентация высокого полета экспресс курсWebinar.ru
Тренер-консультант, Режиссер Презентаций, преподаватель Вебинар-Академии Глеб Шулишов расскажет, что такое презентация для вебинаров, обозначит ее структуру, стиль и особенности.
Знаете, сколько плохих през производится в мире каждый день? Я не знаю. Но уверен, что много, потому что сам получаю их ежедневно. От коллег по цеху я часто слышу, что главное — донести суть, а оформление не так уж важно. Такие заявления вызывают у меня баттхерт: да один грамотно составленный мудборд сработает лучше, чем десять слайдов с текстом! Я собрал все типичные ошибки в оформлении презентаций и объединил их в некий свод правил. Представляю вам вредные советы о том, как сделать «САМУЮ ЛУЧШУЮ ПРЕЗУ».
Fisica dell'informazione, ultima frontiera della scienza. Fausto Intilla
In questo breve saggio, Intilla ci conduce attraverso uno dei più recenti e controversi paradigmi in campo scientifico: quello dell’Universo Digitale; dove ogni elemento della realtà a noi circostante (compreso noi stessi), nella sua “matrice ultima”, risulta essere costituito da pura Informazione. Il libro contiene inoltre, la versione aggiornata di un articolo in cui l’autore si propone di dare una spiegazione a carattere puramente scientifico ai concetti di anima e “reincarnazione”, attraverso la teoria termodinamica dell’Informazione. Tale articolo, intitolato “Dalla teoria dell’Informazione al concetto di Anima”, ha riscontrato una notevole popolarità sul web, rimanendo a tutt’oggi, uno degli approcci più complessi e significativi all’eterna questione della “vita dopo la morte”.
Trabalho da matéria de Linguagens da Comunicação da Faculdade de Comunicação da UnB, baseado no capitulo Um Guia Prático do Livro Jornada do Escritor do Christopher Vogler.
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
"That doesn't seem to work." - A puzzle design cheat sheet for point-and-clic...Codemotion
Some dos and don'ts for point-and-click adventure game designers. A quick tour of the types of puzzles found in some of the past and present point-and-click adventure games and how they merge with gameplay and storytelling. Beyond nostalgia, and with a glance at new technologies, this talk aims to suggest a way to avoid some of the design mistakes of the past and generate new ones, so to foster new solutions.
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
It is all about the experience! Player experience in game designRui Prada
My presentation at Microsoft Game Dev Camp 2014.
I talked about the importance of player experience and the need to focus on the experience when designing games. I added some discussion regarding what constitutes a good experience and the importance of progression.
Slides da palestra apresentada durante o II Games Day da Fatec São Caetano do Sul.
Descrevemos a importância de uma metodologia para desenvolvimento de jogos e apresentamos a Extreme Game Programming (XGD), além de falar sobre nossas primeiras experiências com desenvolvimento, citando o que aprendemos com nossos erros.
Link para o Timelapse do SPJam 2013: http://www.youtube.com/watch?v=XqwaLPsTstY
Red Dead Redemption 2 maybe a 2018 action-adventure game developed and published by Rockstar Games.
The sport is that the third entry within the Red Dead series and maybe a prequel to the 2010 game Red Dead Redemption.
The story is about in 1899 during a fictionalized representation of the Western, Midwestern, and Southern us.
вопросы типа "сколько должно быть слайдов в презентации?", "сколько должно быть текста на слайде?", "какого размера должен быть шрифт?" вызывают у меня онемение мозга. потому что презентации - это не про слайды вообще.
про что тогда презентации, и сколько, блин, в них должно быть слайдов? - ответ в этой презентации! )))
Презентация высокого полета экспресс курсWebinar.ru
Тренер-консультант, Режиссер Презентаций, преподаватель Вебинар-Академии Глеб Шулишов расскажет, что такое презентация для вебинаров, обозначит ее структуру, стиль и особенности.
Знаете, сколько плохих през производится в мире каждый день? Я не знаю. Но уверен, что много, потому что сам получаю их ежедневно. От коллег по цеху я часто слышу, что главное — донести суть, а оформление не так уж важно. Такие заявления вызывают у меня баттхерт: да один грамотно составленный мудборд сработает лучше, чем десять слайдов с текстом! Я собрал все типичные ошибки в оформлении презентаций и объединил их в некий свод правил. Представляю вам вредные советы о том, как сделать «САМУЮ ЛУЧШУЮ ПРЕЗУ».
Online академия презентаций http://preza.su/
Если вы готовите презентацию для выступления на совещании, вебинаре или конференции, то вам могут быть полезны эти советы. Они позволят избежать самых распространенных ошибок и сделать максимально эффективную презентацию!
Loic Le Meur's keynote on the Sharing Economy as he studied the theme for his upcoming conference LeWeb London on June 5-6 http://london.leweb.co video of the talk available at http://www.youtube.com/watch?v=mYvVDXOARWM
7 Tips to Beautiful PowerPoint by @itseugenecEugene Cheng
Short talk about presentations given at Startup Dynamo, a workshop held by Startup@Singapore NUS using the Learn Startup Methodology.
My segment was on Presentation Design to make an impact on VCs. Many thanks to @ryanlou for the invite. And not to forget Emiland De Cubber for his amazing slide deck inspirations and invaluable advice. Disclaimer: this is a reimagination off some of Emiland's presentations. I do not make any money of this.
Download for just a tweet: http://goo.gl/fbM4j
Want something similar done for your next pitch? Contact me at my site: http://itseugene.me/contact/
КРИ 2013. "Базы данных в онлайн играх. От Аллодов до Skyforge". Андрей ФроловАндрей Фролов
Конференция разработчиков игры. 2013 год.
Андрей Фролов. Mail.Ru Games. "Базы данных в онлайн играх. От Аллодов до Skyforge"
Created using YouTube Video
Универсальный интернет-магазин
Новая детальная страница
Наборы, комплекты
Новые списки товаров
Генератор SKU элементов
Обновление служб доставки
Учет единиц измерения
Новая корзина
Развитие складского учета
SEO, поддержка Яндекс Острова
Мобильное администрирование
Внешний полнотекстовый поиск Sphinx
Инспектор сайтов
Автоматический бекап
Новое ядро D7
И еще многое другое
Одноразовые пластиковые бутылки наносят вред здоровью живых существ и нашей Планете .
В презентации были использованы данные предоставленные компанией KOR Россия www.korwater.ru (экологичные бутылки для воды). Автор и создатель презентации Глеб Шулишов www.prostopreza.ru
link to English version - http://www.slideshare.net/KORRussia/disposable-killers-25362464
16 Unique & Innovative Ways to Market your BusinessNicoleElmore.com
http://NicoleElmore.com Strategic Marketing Solutions
This presentation shows 16 unique and innovative ways to market your Business.
It was created by a group of volunteers who try to make a difference in this world.
They will be volunteering in an orphanage in Moshi, Tanzania. If you likes this presentation, please help support their fundraising efforts with a small donation. .
If you have a business, check out their great Sponsorship Opportunities and get your Business promoted to thousands of People.
Every dollar helps and is greatly appreciated!
Здесь вы найдете 10 полезных фишек из PowerPoint 2010.
Как работать с изображениями, Как обрезать и перекрасить изображение, как добавить текст и многое другое! Полный текст к презентации можно прочитать тут https://talentedme.ru/communication/blog/lezhneva-ekaterina/10-khitrostey-powerpoint/
Презентация По книге Сьюзан Кейн
"Интроверты.
Как использовать особенности своего характера"
В этой презентации - одна из глав книги, которая называется "Сила работы в одиночку. Когда совместная работа мешает творчеству."
Читать всем интровертам, а так же тем, кто не любит работать в команде!
45. Сюжет 1.
Борьба с
чудовищем.
Пример:
Терминатор
Сюжет 1.
Поиск.
Пример:
Властелин
колец
Сюжет 3.
Путешествие.
Пример:
Аватар
Сюжет 4.
Комедия
Пример:
Чумовая
пятница
Сюжет 5.
Трагедия.
Пример:
Троя
Сюжет 6.
Возрождение.
Пример:
Белоснежка
Сюжет 7.
Из грязи в
князи.
Пример:
Красотка
А какой сюжет ваш?
46. О конкретных методиках построения
сюжетов в презентациях вы сможете
узнать, прочитав книгу
«От слайдов к историям»
http://www.mann-ivanov-
ferber.ru/books/paperbook/stories_that_move_
mountains/
Подготовлено Лежневой Екатериной
http://www.lejneva.ru/