The document provides information and ideas for creating a video on the topic of video game addiction. It includes different styles that could be used for the video, such as interview, viewpoint, and TV screen styles. Concept boards are presented showing potential designs. The document also includes research on psychological reasons for playing video games, both positive and negative impacts, as well as sources that were consulted to gather information on the topic.
1 Pixel to the Left: Why Visual Design Details MatterEmily Rawitsch
Although we have all heard someone passionately declare, “UX is not UI,” visual design is a fundamental part of the user experience. Good design is in the details. It builds trust. It creates hierarchy of information. It makes buttons look clickable. It has the power to transform a functional experience into a delightful experience.
So how we can ensure that the visual details we design are brought to life as intended? Can moving an object 1 pixel to the left really make a difference? In an attempt to find a common language between designers and developers, we will discuss what details are worth fighting for versus when to let go.
As interaction designers we do well at facilitating the complex dialogue between people and the interactive products they use. But we often neglect to consider the story that evolves through the interactions people have with the things we make. Designing with a narrative in mind can make a difference between a product that merely functions well and a product that engages the minds, emotions and imaginations of users.
Drawing on personal experience, narrative theory and examples ranging from interactive products to film, this presentation is a call to action for designers to equip themselves with a deeper understanding of narrative techniques. We’ll focus on core aspects such as theme, scene-making, and sequencing to illustrate how thinking like a storyteller can make you a better designer. You’ll also learn how this approach can be a powerful basis for holistic design.
Link to video: http://www.ixda.org/resources/cindy-chastain-thinking-storyteller
Teaching Game Design to Teach Interaction DesignChristina Wodtke
All educators seek the magic trinity of attention, comprehension, and retention. For interaction design educators, the struggle to achieve these goals is even greater. Hopeful designers enter the field with lofty aspirations, yet they still need to learn the fundamental principles of design and build the core skills of an interaction designer. While keeping design students engaged is undoubtedly a challenge, there is a medium that allows students to internalize the fundamentals of design by experiencing them.
Games.
Games have become ubiquitous in our culture. They are inherently engaging. Some are good and some are… not. By teaching design students how to design games, educators expose their students to the basics of interaction design in ways that the students can experience themselves. Concepts like affordance, skill building, storytelling, and emotion become real rather than just conceptual. Altering the parameters of their games helps students feel the effect these concepts have on their games.
This method has the potential to improve interaction design education across the board by ensuring that design graduates have internalized the fundamentals by the time they are ready to enter the field. What’s more, any design educator can learn to teach interaction design by teaching their students how to design games. After all, it’s fun!
1 Pixel to the Left: Why Visual Design Details MatterEmily Rawitsch
Although we have all heard someone passionately declare, “UX is not UI,” visual design is a fundamental part of the user experience. Good design is in the details. It builds trust. It creates hierarchy of information. It makes buttons look clickable. It has the power to transform a functional experience into a delightful experience.
So how we can ensure that the visual details we design are brought to life as intended? Can moving an object 1 pixel to the left really make a difference? In an attempt to find a common language between designers and developers, we will discuss what details are worth fighting for versus when to let go.
As interaction designers we do well at facilitating the complex dialogue between people and the interactive products they use. But we often neglect to consider the story that evolves through the interactions people have with the things we make. Designing with a narrative in mind can make a difference between a product that merely functions well and a product that engages the minds, emotions and imaginations of users.
Drawing on personal experience, narrative theory and examples ranging from interactive products to film, this presentation is a call to action for designers to equip themselves with a deeper understanding of narrative techniques. We’ll focus on core aspects such as theme, scene-making, and sequencing to illustrate how thinking like a storyteller can make you a better designer. You’ll also learn how this approach can be a powerful basis for holistic design.
Link to video: http://www.ixda.org/resources/cindy-chastain-thinking-storyteller
Teaching Game Design to Teach Interaction DesignChristina Wodtke
All educators seek the magic trinity of attention, comprehension, and retention. For interaction design educators, the struggle to achieve these goals is even greater. Hopeful designers enter the field with lofty aspirations, yet they still need to learn the fundamental principles of design and build the core skills of an interaction designer. While keeping design students engaged is undoubtedly a challenge, there is a medium that allows students to internalize the fundamentals of design by experiencing them.
Games.
Games have become ubiquitous in our culture. They are inherently engaging. Some are good and some are… not. By teaching design students how to design games, educators expose their students to the basics of interaction design in ways that the students can experience themselves. Concepts like affordance, skill building, storytelling, and emotion become real rather than just conceptual. Altering the parameters of their games helps students feel the effect these concepts have on their games.
This method has the potential to improve interaction design education across the board by ensuring that design graduates have internalized the fundamentals by the time they are ready to enter the field. What’s more, any design educator can learn to teach interaction design by teaching their students how to design games. After all, it’s fun!
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
2. Evidence of idea generation – mind maps - topics:
A range of ideas to take forward in to production. Should include images, colour schemes and font choices. Could include
mock ups and evidence of existing design work which is inspiring you.
3. Evidence of idea generation – mind maps - styles:
A range of ideas to take forward in to production. Should include images, colour schemes and font choices. Could include
mock ups and evidence of existing design work which is inspiring you.
Interview Style –
Mainly involves the interviewees talking to the camera. Would
be able to ask what games that they play and why; would they
consider themselves addicted?
Viewpoint Style –
The camera is at a viewpoint that shows the video games being
played, possibly with a narration or voice over from the
interviews so it is more varied than the interview style.
TV Screen Style –
This just shows the recorded footage of the video game being
played with a voice over, talking about the points. This could
be effective but maybe not for the whole video.
4. Concept Boards:
A range of ideas to take forward in to production. Should include images, colour schemes and font choices. Could include
mock ups and evidence of existing design work which is inspiring you.
I thought that out of the
different styles of video, this
style would be the best
since it would allow me to
include what I thought were
the best parts of my
researched videos into my
own film. By using a design
like this, I am able to have
different perspectives to
keep the viewer from
getting bored, but able to
get across factual points
and possibly even include
humour if possible or
appropriate.
5. Concept Boards:
A range of ideas to take forward in to production. Should include images, colour schemes and font choices. Could include
mock ups and evidence of existing design work which is inspiring you.
6. Concept Boards:
A range of ideas to take forward in to production. Should include images, colour schemes and font choices. Could include
mock ups and evidence of existing design work which is inspiring you.
7. Structure:
A plan for your video. What is the purpose of the video, what is you intended direction, what are you trying to say?
8. Content research:
What materials and info do you need for your production? The core of a good factual project is doing the background work in
terms of researching the topic and getting the right contributors. Use this and additional slides to collect this. Reference your
sources.
“We like to feel like we are good at something
and we like to be recognised for it. We want
to know that we have mastered a situation
and we enjoy the feeling of progressing and
accomplishing goals.”
“They provide challenges with varying degrees of difficulty,
with clear lines of progression. They also give us built-in
reward systems.”
“We want to feel like we are in control of our actions and
situations. However, this isn’t always easy in real life. A lot
can happen outside of our control and this can be
frustrating. Gaming makes autonomy easy. Free-roam
games like GTA are particularly good at offering autonomy
as the player can pretty much make their own way
through the game. And the good news about gaming is
that failing doesn’t cost us the world! We can fail and try
again, all without too much risks.”
“We like to feel like we matter to other people
and like we make a difference within our
group or society. Multiplayer, and especially
mass online games, provide this relatedness
in a very direct way, but research from
Immersyve has suggested that we even
relate to the fictional characters within the
game, and feel relatedness through
dialogues and quests to help others.” As well as appealing to our basic psychological needs,
gaming may also improve our cognitive abilities and
enhance our intelligence.
9. Content research:
What materials and info do you need for your production? The core of a good factual project is doing the background work in
terms of researching the topic and getting the right contributors. Use this and additional slides to collect this. Reference your
sources.
“Violent games, as much as they get criticized by parents,
the media and the government, are great for getting anger
out.”
“The people who bottle up their anger and don’t
get it out are the ones who end up with problems.
Yes, there is always the rare case that someone
says that “Call of Duty made them want to kill
people,” but this is extremely rare. Obviously,
these people have deep psychological issues that
need to be addressed.”
I think that, over time, people will become more accepting
of video games. The problem is that they are,
comparatively, a new art form, and people are always
skeptical of new things. A lot of people think that video
games today still look like Pong. They can’t understand
why we love games so much.
10. Bibliography
1. Relojo, D. (2017). Psychological Reasons Why Some People Play Video Games. Available:
https://www.psychreg.org/psychological-reasons-play-video-games/. Last accessed 23rd
September 2018.
2. Gotto, C. (2013). Why do we love video games?. Available:
https://venturebeat.com/community/2013/04/16/why-do-we-love-video-games/. Last
accessed 23rd September 2018.