Presentation from the IGGI Symposium 2016. Describes a successful experiment to measure how well a game holds your attention by using visual distractors.
Video Games: Advantages and DisadvantagesMohsin Ahamed
This document discusses video games and gaming consoles. It notes that while games can provide social, intellectual, and educational benefits like improved coordination, reaction time, and problem solving skills, they also have disadvantages like potential isolation, overuse leading to physical problems, and being an expensive hobby. The document also lists the PlayStation 3 and Xbox 360 as commonly used consoles and acknowledges that new motion-sensing games require more physical activity.
This presentation discusses the pros and cons of video games. It outlines several pros, such as how video games can improve coordination, problem-solving skills, memory, attention, concentration and provide a source of learning. However, it also discusses some cons, such as the potential for increased aggression and violence, addiction, negative impacts on health, and the risk of replacing social interaction with game playing. The presentation concludes by providing some solutions to minimize the negative impacts, such as limiting screen time, taking breaks, staying hydrated, and balancing game play with outdoor physical activities.
This document presents information on enhancing interaction for serious games. It discusses existing console and PC gaming and their health cons, as well as the future of interactive gaming using motion sensors and voice recognition. The proposed method of interactive gaming is said to have pros like providing physical exercise, reducing obesity, and being more fun and interesting through increased interactivity. However, cons of the proposed method include increased cost and difficulty for developers, testers, and players. In conclusion, the presentation compares existing gaming systems to the proposed interactive gaming approach.
The advantage and disadvantage of playing video gameNAHZATUL SAHID
Playing video games can have both advantages and disadvantages. While video games may improve problem solving and dexterity skills, excessive unrestricted use can be harmful, especially for children. Prolonged exposure to violent video games has been linked to increased aggression in some adolescents. Video games can also isolate children from the real world and negatively impact social skills and school performance if not limited. However, in moderation video games may offer cognitive benefits like enhanced strategic thinking and quick decision making. It is important for parents to monitor children's video game use and restrict access to inappropriate content.
This document provides summaries for multiple mobile games. It describes English Challenge as an English vocabulary test in a multiple choice format that is a good way to learn English. It describes Feminine as a game that analyzes the player's degree of femininity by answering questions. It describes Guess Number as a game where the player guesses numbers chosen by the android and receives feedback on their guesses.
This document provides summaries of several mobile games. They include casual games involving controlling a character through gravity or reflexes, puzzle games about connecting or finding differences in pictures, and a game combining classic board and card games. Most emphasize visually pleasing graphics and requiring logical thinking or observation skills.
This game involves rolling two dice, adding the totals, and getting that amount of money back except for rolling a 7. The expected value is $7 and standard deviation is $2.42. An experiment simulating 50 plays found a profit of $115 for the house, meaning a loss of $2.30 per roll for the player. Lowering the cost to $6 per roll would reduce the loss to $1.30 per roll and potentially attract more players.
Video Games: Advantages and DisadvantagesMohsin Ahamed
This document discusses video games and gaming consoles. It notes that while games can provide social, intellectual, and educational benefits like improved coordination, reaction time, and problem solving skills, they also have disadvantages like potential isolation, overuse leading to physical problems, and being an expensive hobby. The document also lists the PlayStation 3 and Xbox 360 as commonly used consoles and acknowledges that new motion-sensing games require more physical activity.
This presentation discusses the pros and cons of video games. It outlines several pros, such as how video games can improve coordination, problem-solving skills, memory, attention, concentration and provide a source of learning. However, it also discusses some cons, such as the potential for increased aggression and violence, addiction, negative impacts on health, and the risk of replacing social interaction with game playing. The presentation concludes by providing some solutions to minimize the negative impacts, such as limiting screen time, taking breaks, staying hydrated, and balancing game play with outdoor physical activities.
This document presents information on enhancing interaction for serious games. It discusses existing console and PC gaming and their health cons, as well as the future of interactive gaming using motion sensors and voice recognition. The proposed method of interactive gaming is said to have pros like providing physical exercise, reducing obesity, and being more fun and interesting through increased interactivity. However, cons of the proposed method include increased cost and difficulty for developers, testers, and players. In conclusion, the presentation compares existing gaming systems to the proposed interactive gaming approach.
The advantage and disadvantage of playing video gameNAHZATUL SAHID
Playing video games can have both advantages and disadvantages. While video games may improve problem solving and dexterity skills, excessive unrestricted use can be harmful, especially for children. Prolonged exposure to violent video games has been linked to increased aggression in some adolescents. Video games can also isolate children from the real world and negatively impact social skills and school performance if not limited. However, in moderation video games may offer cognitive benefits like enhanced strategic thinking and quick decision making. It is important for parents to monitor children's video game use and restrict access to inappropriate content.
This document provides summaries for multiple mobile games. It describes English Challenge as an English vocabulary test in a multiple choice format that is a good way to learn English. It describes Feminine as a game that analyzes the player's degree of femininity by answering questions. It describes Guess Number as a game where the player guesses numbers chosen by the android and receives feedback on their guesses.
This document provides summaries of several mobile games. They include casual games involving controlling a character through gravity or reflexes, puzzle games about connecting or finding differences in pictures, and a game combining classic board and card games. Most emphasize visually pleasing graphics and requiring logical thinking or observation skills.
This game involves rolling two dice, adding the totals, and getting that amount of money back except for rolling a 7. The expected value is $7 and standard deviation is $2.42. An experiment simulating 50 plays found a profit of $115 for the house, meaning a loss of $2.30 per roll for the player. Lowering the cost to $6 per roll would reduce the loss to $1.30 per roll and potentially attract more players.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Debra Lieberman presented on trends and innovative studies in health games research. She highlighted several standout randomized controlled trials that tested health games for conditions like cognitive decline, obesity, HIV prevention, and pain management. She also discussed the use of virtual worlds, avatars, motion sensors, and self-tracking games to promote behavior change and improve health outcomes. Federal agencies are increasingly supporting health game research and development through funding opportunities.
Gaming can have both positive and negative effects. Positively, video games have been shown to increase memory capacity, provide pain relief, improve reading skills in dyslexic children, limit trauma, increase brain matter in areas linked to spatial skills, and foster quick thinking. However, gaming has also been linked to increased aggression and violence, addiction, negative impacts on brain health and social life. Ultimately, moderation is key, as gaming allows one to "live many different lives at once" if balanced with real world responsibilities and relationships.
The document discusses the pros and cons of computer and video games. It begins by introducing the topic and noting that both useful and harmful effects on the human body, especially children, will be examined. Examples are then provided of recent developments in computer games and their effects. The main differences between computer and video games are defined, with computer games generally played on PCs and video games on game consoles. Both types of games are then discussed in more detail, including their pros and cons. Steps to avoid negative effects like addiction are suggested, such as monitoring time spent playing, identifying impacts, and engaging in physical activities instead. The conclusion reiterates the balance of gaining knowledge from games but also risks of addiction.
Josip Ciric, Domagoj Volarevic, Lucija Mrkela: The First Life - Some Aspects ...KISK FF MU
Talk given at the BOBCATSSS 2015 conference - http://www.bobcatsss2015.com/.
So you like video-games, but what sort of person are you really? Check out some personality traits of both serious and casual gamer, which stereotypes are founded and which are completely wrong and find out how much of a game life itself is. Or at least, how much perceived it is.
This document provides summaries and key selling points for several mobile games. The games cover a variety of genres including puzzles, gravity-based movement, ball accumulation, brain training, combat, and traditional board games. Gameplay mechanics, graphics, and challenges across different levels are highlighted.
This document contains summaries of 18 mobile game descriptions. The summaries are 3 sentences or less and highlight the game concept, gameplay, and key selling points for each game.
This document contains summaries and key selling points for several mobile games. The games cover various genres including casual games about fish and bubbles, puzzle games, shooting games about rescuing scientists, and poker and ruler applications. Gameplay involves tasks like matching photos, bursting bubbles, eliminating boxes, and more. Graphics, sound effects, and gameplay variety are highlighted as strengths.
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient education, and behavior change. Several specific games are described that target areas like emergency response training, medical procedures practice, chronic condition management, physical therapy, and nutrition education. The document discusses trends in exergames and motion-based games using devices like the Microsoft Kinect. In conclusion, it presents some future directions like combining gaming with home rehabilitation.
This document discusses the key elements that define games and engage players. It identifies that all games require players, objectives, procedures/rules, resources, and outcomes/boundaries. These formal elements work together in a system to create challenges and allow for play within a structured experience. Engaging players comes through balancing challenges, allowing for fantasy and imagination within the rules, and leveraging premises, characters, and stories to create emotional investment in the game. Ultimately, games are complex systems where the whole experience is greater than the sum of its individual parts.
The document discusses the history and evolution of video games from the earliest arcade games in the 1970s to modern consoles. It describes key events like the release of Pong, Space Invaders, Pac-Man, and the video game crash of 1983. It then summarizes the rise of Nintendo and the revival of the video game industry in the 1980s through popular games like Super Mario Bros.
The PS3 can help support cancer research through Stanford University's Folding@Home project. Folding@Home uses distributed computing to simulate protein folding, which could help develop new drugs to cure cancer. The PS3 has high computational power and can contribute to this research by modeling protein folding when idle. Gamers running Folding@Home on their PS3s can help medical researchers better understand proteins and diseases like cancer.
This document discusses the potential positive and negative outcomes of playing games. On the negative side, it addresses common fears about games causing increased violence or addiction. However, it notes that well-adjusted adult players can discern fantasy from reality, and developmentally appropriate games can be good for young players. Positively, games can benefit emotional health by relieving stress, build confidence, and connect players. Games may also encourage exercise, education, problem-solving skills, and learning about complex systems of relationships. The document advocates considering how games can transform players for the better when designing experiences using a "Lens of Transformation."
This document describes a dice game where rolling a 2 or 12 wins $10, sums closer to 7 win less, and rolling a 7 wins $0. The objective is to roll a 2 or 12. A simulation was run to calculate the mean and standard deviation of winnings. The video at the given link shows an example. Suggested improvements include using standard dice and running more than 50 trials for the simulation.
This document provides game summaries and key selling points for several mobile games. The games cover a variety of genres including puzzles, casual games, and learning games. They are designed for different ages and aims such as learning languages, Bible stories, chemistry, and casual entertainment through activities like shooting bugs or pushing boxes. Gameplay involves elements like matching pictures, answering trivia, and logic puzzles. Key selling points emphasize making learning fun and training logical or rapid thinking skills.
This document describes a game called "Ball for All" where players pay $2 to throw a ping pong ball at plastic cups of different colors for various cash prizes. The cups are strategically placed with different probabilities of landing in each color. A chart shows the theoretical probabilities of winning compared to results from a simulation, concluding the game has a better theoretical probability than what the simulation showed.
The document summarizes an upcoming automotive conference in St. Petersburg, Russia on June 1st and 2nd, 2011. The conference will include main discussions and roundtables on June 1st, a gala dinner, and a site visit to GM Auto's production facility on June 2nd. It will bring together 300 participants including representatives from Russian automakers like GM Auto, Volkswagen, Sollers, Magna International and Gestamp Severstal Vsevolozhsk as well as government officials. Attendees can learn about suppliers sourcing and localization plans, and discuss supply chain challenges with OEM customers.
WBR is a large global conference company that organizes over 100 annual conferences across various industries. They focus on recruiting and developing talented employees and providing opportunities for career growth. New employees can start in entry-level roles in areas like marketing, sales, production, and event management. Through structured training and mentorship, employees can quickly advance within the company. The company culture emphasizes entrepreneurship, customer focus, communication, and continuous self-improvement.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Debra Lieberman presented on trends and innovative studies in health games research. She highlighted several standout randomized controlled trials that tested health games for conditions like cognitive decline, obesity, HIV prevention, and pain management. She also discussed the use of virtual worlds, avatars, motion sensors, and self-tracking games to promote behavior change and improve health outcomes. Federal agencies are increasingly supporting health game research and development through funding opportunities.
Gaming can have both positive and negative effects. Positively, video games have been shown to increase memory capacity, provide pain relief, improve reading skills in dyslexic children, limit trauma, increase brain matter in areas linked to spatial skills, and foster quick thinking. However, gaming has also been linked to increased aggression and violence, addiction, negative impacts on brain health and social life. Ultimately, moderation is key, as gaming allows one to "live many different lives at once" if balanced with real world responsibilities and relationships.
The document discusses the pros and cons of computer and video games. It begins by introducing the topic and noting that both useful and harmful effects on the human body, especially children, will be examined. Examples are then provided of recent developments in computer games and their effects. The main differences between computer and video games are defined, with computer games generally played on PCs and video games on game consoles. Both types of games are then discussed in more detail, including their pros and cons. Steps to avoid negative effects like addiction are suggested, such as monitoring time spent playing, identifying impacts, and engaging in physical activities instead. The conclusion reiterates the balance of gaining knowledge from games but also risks of addiction.
Josip Ciric, Domagoj Volarevic, Lucija Mrkela: The First Life - Some Aspects ...KISK FF MU
Talk given at the BOBCATSSS 2015 conference - http://www.bobcatsss2015.com/.
So you like video-games, but what sort of person are you really? Check out some personality traits of both serious and casual gamer, which stereotypes are founded and which are completely wrong and find out how much of a game life itself is. Or at least, how much perceived it is.
This document provides summaries and key selling points for several mobile games. The games cover a variety of genres including puzzles, gravity-based movement, ball accumulation, brain training, combat, and traditional board games. Gameplay mechanics, graphics, and challenges across different levels are highlighted.
This document contains summaries of 18 mobile game descriptions. The summaries are 3 sentences or less and highlight the game concept, gameplay, and key selling points for each game.
This document contains summaries and key selling points for several mobile games. The games cover various genres including casual games about fish and bubbles, puzzle games, shooting games about rescuing scientists, and poker and ruler applications. Gameplay involves tasks like matching photos, bursting bubbles, eliminating boxes, and more. Graphics, sound effects, and gameplay variety are highlighted as strengths.
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient education, and behavior change. Several specific games are described that target areas like emergency response training, medical procedures practice, chronic condition management, physical therapy, and nutrition education. The document discusses trends in exergames and motion-based games using devices like the Microsoft Kinect. In conclusion, it presents some future directions like combining gaming with home rehabilitation.
This document discusses the key elements that define games and engage players. It identifies that all games require players, objectives, procedures/rules, resources, and outcomes/boundaries. These formal elements work together in a system to create challenges and allow for play within a structured experience. Engaging players comes through balancing challenges, allowing for fantasy and imagination within the rules, and leveraging premises, characters, and stories to create emotional investment in the game. Ultimately, games are complex systems where the whole experience is greater than the sum of its individual parts.
The document discusses the history and evolution of video games from the earliest arcade games in the 1970s to modern consoles. It describes key events like the release of Pong, Space Invaders, Pac-Man, and the video game crash of 1983. It then summarizes the rise of Nintendo and the revival of the video game industry in the 1980s through popular games like Super Mario Bros.
The PS3 can help support cancer research through Stanford University's Folding@Home project. Folding@Home uses distributed computing to simulate protein folding, which could help develop new drugs to cure cancer. The PS3 has high computational power and can contribute to this research by modeling protein folding when idle. Gamers running Folding@Home on their PS3s can help medical researchers better understand proteins and diseases like cancer.
This document discusses the potential positive and negative outcomes of playing games. On the negative side, it addresses common fears about games causing increased violence or addiction. However, it notes that well-adjusted adult players can discern fantasy from reality, and developmentally appropriate games can be good for young players. Positively, games can benefit emotional health by relieving stress, build confidence, and connect players. Games may also encourage exercise, education, problem-solving skills, and learning about complex systems of relationships. The document advocates considering how games can transform players for the better when designing experiences using a "Lens of Transformation."
This document describes a dice game where rolling a 2 or 12 wins $10, sums closer to 7 win less, and rolling a 7 wins $0. The objective is to roll a 2 or 12. A simulation was run to calculate the mean and standard deviation of winnings. The video at the given link shows an example. Suggested improvements include using standard dice and running more than 50 trials for the simulation.
This document provides game summaries and key selling points for several mobile games. The games cover a variety of genres including puzzles, casual games, and learning games. They are designed for different ages and aims such as learning languages, Bible stories, chemistry, and casual entertainment through activities like shooting bugs or pushing boxes. Gameplay involves elements like matching pictures, answering trivia, and logic puzzles. Key selling points emphasize making learning fun and training logical or rapid thinking skills.
This document describes a game called "Ball for All" where players pay $2 to throw a ping pong ball at plastic cups of different colors for various cash prizes. The cups are strategically placed with different probabilities of landing in each color. A chart shows the theoretical probabilities of winning compared to results from a simulation, concluding the game has a better theoretical probability than what the simulation showed.
The document summarizes an upcoming automotive conference in St. Petersburg, Russia on June 1st and 2nd, 2011. The conference will include main discussions and roundtables on June 1st, a gala dinner, and a site visit to GM Auto's production facility on June 2nd. It will bring together 300 participants including representatives from Russian automakers like GM Auto, Volkswagen, Sollers, Magna International and Gestamp Severstal Vsevolozhsk as well as government officials. Attendees can learn about suppliers sourcing and localization plans, and discuss supply chain challenges with OEM customers.
WBR is a large global conference company that organizes over 100 annual conferences across various industries. They focus on recruiting and developing talented employees and providing opportunities for career growth. New employees can start in entry-level roles in areas like marketing, sales, production, and event management. Through structured training and mentorship, employees can quickly advance within the company. The company culture emphasizes entrepreneurship, customer focus, communication, and continuous self-improvement.
As a part of OJC, I was assigned to spend a week meditating on passages regarding the fatherless in Scripture and to hear the Lord's heart concerning this current crisis. The more I asked Father God for revelation about His heart toward the fatherless, the more He kept speaking to me about justice...not just good deeds, but the true justice of Jesus. This is the revelation I received and the presentation I later gave (slightly altered for my wordpress friends!) The sections I spoke are italicized between slides. I ask that the Lord would increase revelation of His heart towards you who were once orphaned and now have been restored...
The document discusses different groups of Cheyenne people. It describes the Northern Cheyenne who lived along the upper Platte River and now reside in Montana. It also mentions the Southern Cheyenne who moved to the Arkansas River region in 1835 and now live in Oklahoma. Finally, it refers to the Cheyenne Sioux who were associated with the Oglala Sioux and lived near the Cheyenne River in South Dakota.
La Unión Europea ha acordado un embargo petrolero contra Rusia en respuesta a la invasión de Ucrania. El embargo prohibirá las importaciones marítimas de petróleo ruso a la UE y pondrá fin a las entregas a través de oleoductos dentro de seis meses. Esta medida forma parte de un sexto paquete de sanciones de la UE destinadas a aumentar la presión económica sobre Moscú y privar al Kremlin de fondos para financiar su guerra.
The document describes a mobile health technology solution called My Crisis Records that allows consumers to create a personal health record on a website or mobile app. This record can be accessed via a QR code on an ID card during medical emergencies to provide doctors with important medical information. The system aims to improve healthcare by reducing medical errors, unnecessary tests and costs by giving doctors access to patient health histories. It also aims to empower consumers by giving them control over their own healthcare data and ability to update it anywhere.
The document summarizes an upcoming automotive conference in Istanbul, Turkey on October 25-27, 2011. The conference will bring together over 200 senior professionals from automakers and tier 1 suppliers. It will provide an arena for participants to share best global practices, understand recent and future industry developments, and network with customers. Confirmed participants include representatives from Toyota, Ford, Mercedes-Benz, MAN Turkey, Bosch, and others. The agenda over two days will include speeches on the Turkish automotive industry, investment strategies, supplier quality improvement, and forecasts for the automotive sector and Turkish economy.
This document provides an agenda and details for the 14th Pan-European Strategic Sourcing Event taking place from November 8-10, 2011 in Brussels. The event will focus on procurement risk management, co-developing with suppliers to achieve innovation, and managing costs in fluctuating markets. Over 40 industry leaders will present case studies and lessons learned on topics such as mitigating supply chain risks, forging partnerships between procurement and other functions, and tools for spend management and supplier relationship management. Attendees will learn strategies for addressing challenges in a changing global business environment.
Este documento es una proforma para la venta de equipos y accesorios de computación al Colegio Letort. Incluye la venta de 1 computadora, 3 fuentes de poder, 2 motherboards, 2 procesadores, memoria RAM, discos duros, DVDs, mouse, teclados, tarjetas de red, cables, y un scaner por un total de $1,861.79 más IVA.
www.goldenchariot.info
Welcome aboard a fascinating journey through the many worlds of Karnataka. Embark on a luxurious voyage of discovery through the Cradle of Stone Architecture. The Golden Chariot - Pride of The South train named after the famous Stone Chariot in Hampi, a world heritage site, in Southern India will travel through timeless Historical Heritage Sites, Resplendent Palaces, Wildlife and Golden Beaches. It’s 7 Nights / 8 Days colorful journey begins every Monday from Bangalore and traverses through Mysore, visiting Srirangapatna, Mysore Palace; the Nagarhole National Park (Kabini) and continuing to the historical sites of Shravanabelagola, Belur-the 11th century cradle of Hoysala architecture and a world heritage site, Halebidu, Hampi and thereafter entering into the triangular heritage site of Badami, Pattadakal, Aihole, and finally the Golden Beaches of Goa before ending in Bangalore.
Devbagh Beach Resort is located amidst a casuarina grove facing a shallow and private beach.
The resort has eight log cabins on stilts, six tented cottages and four cottages, all with attached bath.
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
1) The document discusses how video games can positively impact brain function and development when used strategically. It explores how games designed to train timing and rhythm through neurofeedback can physically change the brain and lead to broad improvements beyond just the game.
2) Interactive Metronome training is highlighted as uniquely targeting domain-general timing mechanisms, shown to improve conditions like ADHD and autism by synchronizing the brain's internal clock. Precise feedback helps transfer gains to daily life.
3) Research finds video games can enhance therapy outcomes, managing pain and more when combined with neurofeedback targeting underlying brain mechanisms rather than single tasks. Interactive Metronome is positioned as going beyond brain training games to provide real physiological brain change
The document discusses games and serious games. It begins with definitions of play and games, and notes that while reality is broken, games can make the world better. It discusses how games are designed with elements like aesthetics, mechanics, story and technology. Game design considers the player experience and principles of learning. Serious games can teach in an engaging way by empowering learners and integrating learning into the gameplay.
Video games and simulations with statistics, visual examples and research by Colorado Technical University doctoral students on game design hosted by Dr. Cynthia Calongne.
Features highlights from Jane McGonigal's Spring 2014 CTU Keynote Address and research, her ISTE EPIC Leadership game with Peggy Sheehy. Dr. Andrew Stricker's games at Air University, Dr. Fil Arenas and Dr. Tony Cook, the Mars Expedition Strategy Challenge with Mike McCrocklin and Jeanne Holm, and Will Wright's Bar Karma.
The document discusses the concept of gamification and how game mechanics and thinking can be applied to engage audiences and solve problems. It provides examples of how game play has become a significant part of people's lives and explores research showing cognitive benefits of game playing, such as improved problem solving abilities and enhanced capacity for processing visual information. The document suggests gamification could be a way to motivate behavior change and addresses arguments that game playing is a waste of time by highlighting the potential impacts on jobs, society, and other areas.
The document summarizes a TED talk about how games reward the brain and ways that gaming principles can be applied elsewhere. It discusses how games use rewards, feedback, and uncertainty to keep players engaged. It argues that the same psychological lessons from gaming could be used to motivate people to spend more time solving real-world problems if the real world was more like an online game.
This document discusses several mobile games including Flow, Jetpack Joyride, and Candy Crush Saga. It provides details on the gameplay, objectives, and reasons for the popularity and addictiveness of each game. Interviews were also conducted with potential target audiences to understand their game preferences. The interviews found that audiences prefer simple, colorful games with theme music over complicated layouts and constant sound effects. They also differed on whether they preferred a point score or level-based structure.
The document provides game summaries and key selling points for several mobile games, including Angry Chicken, Crazy Chicken, 3D Snake, Food Match, Germ's Life, Lost, Fashion Florist, Creative Developer, Panda Reversi, and Space Ship. The games vary in genre from puzzles and logic games to casual and shooting games. Across all games emphasized are their simple yet engaging gameplay, relaxing visuals, and ability to relieve boredom.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
The document discusses research on existing horror survival games including Deadlight, Lone Survivor, Dying Light, and Silent Hill. It analyzes the games' use of sound effects, music, graphics, and narratives to create atmosphere and appeal to audiences. Interviews with the target audience suggest sound effects and immersive elements are important to create a scary experience. The research will help inform the development of the author's own horror survival game.
User reviews of The Last of Us were mixed, with some praising the realistic characters of Joel and Ellie but others finding the gameplay repetitive or violence off-putting. Critics praised the character development and relationship between Joel and Ellie, calling it the game's strongest element, but some felt the gameplay was overly generic or the multiplayer unbalanced. Overall reviews commended how the game's mechanics and design immersed players in a rich, complex world supporting a visceral narrative, though room for improved AI was noted.
User reviews of The Last of Us were mixed, with some praising the realistic characters of Ellie and Joel but others finding the gameplay repetitive or violence off-putting. Critics praised the character development and relationship between Ellie and Joel, with Polygon calling it the best part, but one user felt the gameplay was overly similar to Uncharted and the multiplayer unbalanced. Overall reviews highlighted the immersive world and mechanics supporting the plot, though some felt AI could be improved.
10 tips on how to make a casual game of success for the iPhone and Android.Rafael Rodrigues
We are finally living a moment of democratization of game development. A game no longer needs to be a super production to be profitable and that is why casual games may be a way for those who are already experienced and for those who are only beginners.
This study examined the effects of playing Candy Crush on heart rate over two weeks. The researcher divided each day into periods of no Candy Crush exposure, low exposure (45 minutes of play), and intended high exposure (unlimited play time). Heart rate was recorded after each period. Contrary to predictions, heart rate was highest during no exposure periods, likely due to withdrawal symptoms from restricting Candy Crush play. Though Candy Crush lowered heart rate during play, its addictive nature created stress and increased heart rate when unavailable. The study design could be improved by alternating days of exposure and non-exposure.
This document discusses the positive impacts of video games. It notes that acclaimed actor Robin Williams was an avid gamer and named his daughter Zelda after the video game series. It also discusses how the virtual reality game "Snow World" helped reduce pain in hospital patients by providing distraction. Several experts and studies are cited that show video games can help relieve stress, improve problem-solving skills, decision-making, and focus. The document argues that video games are good for development and provide moments of joy against life's stresses.
Play and Design Process - SXSW 2010 by Sara SummersSara Summers
This document discusses how play and collaboration can improve the design process. It notes that play fosters qualities like empathy, trust, health and joy. It also cites research showing that play is critical to our ability to adapt and handle stress. The document recommends incorporating more play into work by getting people out of their comfort zones, dedicating time for individual and group idea generation, and embracing prototyping as a way to play with ideas. It argues this can help people and industries reinvent themselves as things change rapidly.
The document summarizes research conducted to inform the development of a new video game. Product research focused on the anime Attack on Titan to inspire art style and characters. An online survey distributed to classmates and through Twitter gathered information on demographics, game preferences, and design choices. Interviews with two gamers provided insight into what interests and motivates players. The research uncovered both consistent trends, like a preference for bright colors, and varying opinions on genres and difficulty levels. This research will help make design decisions to broadly appeal to different player types.
Video game addiction is defined as playing video games excessively to an unhealthy degree, most commonly among those aged 10-18. Games are designed to be addictive by fulfilling human psychological needs easily and providing escapism. Consequences of addiction include chronic back pain, neglecting family and friends, migraines, and long term sleeping problems. While 12% of gamers showed signs of addiction in 2009, addiction can be avoided by moderating play time and prioritizing school and family over games.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
Playing can also be very good of your brain and give you useful skills. In this lecture we explore some of the elements of gamification and why you should don´t worry about playing computer games.
Balancing Fruit - IAPA presentation 26/11/15Andrew Saul
When we first saw the analytics around the behaviour of players playing the mini games in the 5th anniversary update for Fruit Ninja we were very surprised: They weren't playing them as we had designed them to be played.
When we looked further into the numbers we saw that players had found new, un-fun ways to interact with the mini games that we hadn't anticipated. We acted fast and pushed an update to save our players' fun.
This is an expanded version of the presentation deck I presented at a recent IAPA meeting.
Excerpt from the IAPA website:
"IAPA (Institute of Analytics Professionals of Australia) QLD Chapter Event 26 November 2015 - An Australian Analytics Story
Please join us for our last IAPA Chapter Event for 2015!
We've lined up a selection of local lads to all share a slide of Australian history - four presenters who will each give us a personal story of adversity to triumph - Fruit Ninja Triumphs at that!!"
http://www.iapa.org.au/Event/QLDChapterEvent26NovemberAnAustralianAnalyticsStor
Similar to Visual Distractors can measure game attention (20)
The technology uses reclaimed CO₂ as the dyeing medium in a closed loop process. When pressurized, CO₂ becomes supercritical (SC-CO₂). In this state CO₂ has a very high solvent power, allowing the dye to dissolve easily.
hematic appreciation test is a psychological assessment tool used to measure an individual's appreciation and understanding of specific themes or topics. This test helps to evaluate an individual's ability to connect different ideas and concepts within a given theme, as well as their overall comprehension and interpretation skills. The results of the test can provide valuable insights into an individual's cognitive abilities, creativity, and critical thinking skills
The ability to recreate computational results with minimal effort and actionable metrics provides a solid foundation for scientific research and software development. When people can replicate an analysis at the touch of a button using open-source software, open data, and methods to assess and compare proposals, it significantly eases verification of results, engagement with a diverse range of contributors, and progress. However, we have yet to fully achieve this; there are still many sociotechnical frictions.
Inspired by David Donoho's vision, this talk aims to revisit the three crucial pillars of frictionless reproducibility (data sharing, code sharing, and competitive challenges) with the perspective of deep software variability.
Our observation is that multiple layers — hardware, operating systems, third-party libraries, software versions, input data, compile-time options, and parameters — are subject to variability that exacerbates frictions but is also essential for achieving robust, generalizable results and fostering innovation. I will first review the literature, providing evidence of how the complex variability interactions across these layers affect qualitative and quantitative software properties, thereby complicating the reproduction and replication of scientific studies in various fields.
I will then present some software engineering and AI techniques that can support the strategic exploration of variability spaces. These include the use of abstractions and models (e.g., feature models), sampling strategies (e.g., uniform, random), cost-effective measurements (e.g., incremental build of software configurations), and dimensionality reduction methods (e.g., transfer learning, feature selection, software debloating).
I will finally argue that deep variability is both the problem and solution of frictionless reproducibility, calling the software science community to develop new methods and tools to manage variability and foster reproducibility in software systems.
Exposé invité Journées Nationales du GDR GPL 2024
Immersive Learning That Works: Research Grounding and Paths ForwardLeonel Morgado
We will metaverse into the essence of immersive learning, into its three dimensions and conceptual models. This approach encompasses elements from teaching methodologies to social involvement, through organizational concerns and technologies. Challenging the perception of learning as knowledge transfer, we introduce a 'Uses, Practices & Strategies' model operationalized by the 'Immersive Learning Brain' and ‘Immersion Cube’ frameworks. This approach offers a comprehensive guide through the intricacies of immersive educational experiences and spotlighting research frontiers, along the immersion dimensions of system, narrative, and agency. Our discourse extends to stakeholders beyond the academic sphere, addressing the interests of technologists, instructional designers, and policymakers. We span various contexts, from formal education to organizational transformation to the new horizon of an AI-pervasive society. This keynote aims to unite the iLRN community in a collaborative journey towards a future where immersive learning research and practice coalesce, paving the way for innovative educational research and practice landscapes.
Describing and Interpreting an Immersive Learning Case with the Immersion Cub...Leonel Morgado
Current descriptions of immersive learning cases are often difficult or impossible to compare. This is due to a myriad of different options on what details to include, which aspects are relevant, and on the descriptive approaches employed. Also, these aspects often combine very specific details with more general guidelines or indicate intents and rationales without clarifying their implementation. In this paper we provide a method to describe immersive learning cases that is structured to enable comparisons, yet flexible enough to allow researchers and practitioners to decide which aspects to include. This method leverages a taxonomy that classifies educational aspects at three levels (uses, practices, and strategies) and then utilizes two frameworks, the Immersive Learning Brain and the Immersion Cube, to enable a structured description and interpretation of immersive learning cases. The method is then demonstrated on a published immersive learning case on training for wind turbine maintenance using virtual reality. Applying the method results in a structured artifact, the Immersive Learning Case Sheet, that tags the case with its proximal uses, practices, and strategies, and refines the free text case description to ensure that matching details are included. This contribution is thus a case description method in support of future comparative research of immersive learning cases. We then discuss how the resulting description and interpretation can be leveraged to change immersion learning cases, by enriching them (considering low-effort changes or additions) or innovating (exploring more challenging avenues of transformation). The method holds significant promise to support better-grounded research in immersive learning.
The binding of cosmological structures by massless topological defectsSérgio Sacani
Assuming spherical symmetry and weak field, it is shown that if one solves the Poisson equation or the Einstein field
equations sourced by a topological defect, i.e. a singularity of a very specific form, the result is a localized gravitational
field capable of driving flat rotation (i.e. Keplerian circular orbits at a constant speed for all radii) of test masses on a thin
spherical shell without any underlying mass. Moreover, a large-scale structure which exploits this solution by assembling
concentrically a number of such topological defects can establish a flat stellar or galactic rotation curve, and can also deflect
light in the same manner as an equipotential (isothermal) sphere. Thus, the need for dark matter or modified gravity theory is
mitigated, at least in part.
Remote Sensing and Computational, Evolutionary, Supercomputing, and Intellige...University of Maribor
Slides from talk:
Aleš Zamuda: Remote Sensing and Computational, Evolutionary, Supercomputing, and Intelligent Systems.
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Inter-Society Networking Panel GRSS/MTT-S/CIS Panel Session: Promoting Connection and Cooperation
https://www.etran.rs/2024/en/home-english/
Travis Hills' Endeavors in Minnesota: Fostering Environmental and Economic Pr...Travis Hills MN
Travis Hills of Minnesota developed a method to convert waste into high-value dry fertilizer, significantly enriching soil quality. By providing farmers with a valuable resource derived from waste, Travis Hills helps enhance farm profitability while promoting environmental stewardship. Travis Hills' sustainable practices lead to cost savings and increased revenue for farmers by improving resource efficiency and reducing waste.
The use of Nauplii and metanauplii artemia in aquaculture (brine shrimp).pptxMAGOTI ERNEST
Although Artemia has been known to man for centuries, its use as a food for the culture of larval organisms apparently began only in the 1930s, when several investigators found that it made an excellent food for newly hatched fish larvae (Litvinenko et al., 2023). As aquaculture developed in the 1960s and ‘70s, the use of Artemia also became more widespread, due both to its convenience and to its nutritional value for larval organisms (Arenas-Pardo et al., 2024). The fact that Artemia dormant cysts can be stored for long periods in cans, and then used as an off-the-shelf food requiring only 24 h of incubation makes them the most convenient, least labor-intensive, live food available for aquaculture (Sorgeloos & Roubach, 2021). The nutritional value of Artemia, especially for marine organisms, is not constant, but varies both geographically and temporally. During the last decade, however, both the causes of Artemia nutritional variability and methods to improve poorquality Artemia have been identified (Loufi et al., 2024).
Brine shrimp (Artemia spp.) are used in marine aquaculture worldwide. Annually, more than 2,000 metric tons of dry cysts are used for cultivation of fish, crustacean, and shellfish larva. Brine shrimp are important to aquaculture because newly hatched brine shrimp nauplii (larvae) provide a food source for many fish fry (Mozanzadeh et al., 2021). Culture and harvesting of brine shrimp eggs represents another aspect of the aquaculture industry. Nauplii and metanauplii of Artemia, commonly known as brine shrimp, play a crucial role in aquaculture due to their nutritional value and suitability as live feed for many aquatic species, particularly in larval stages (Sorgeloos & Roubach, 2021).
EWOCS-I: The catalog of X-ray sources in Westerlund 1 from the Extended Weste...Sérgio Sacani
Context. With a mass exceeding several 104 M⊙ and a rich and dense population of massive stars, supermassive young star clusters
represent the most massive star-forming environment that is dominated by the feedback from massive stars and gravitational interactions
among stars.
Aims. In this paper we present the Extended Westerlund 1 and 2 Open Clusters Survey (EWOCS) project, which aims to investigate
the influence of the starburst environment on the formation of stars and planets, and on the evolution of both low and high mass stars.
The primary targets of this project are Westerlund 1 and 2, the closest supermassive star clusters to the Sun.
Methods. The project is based primarily on recent observations conducted with the Chandra and JWST observatories. Specifically,
the Chandra survey of Westerlund 1 consists of 36 new ACIS-I observations, nearly co-pointed, for a total exposure time of 1 Msec.
Additionally, we included 8 archival Chandra/ACIS-S observations. This paper presents the resulting catalog of X-ray sources within
and around Westerlund 1. Sources were detected by combining various existing methods, and photon extraction and source validation
were carried out using the ACIS-Extract software.
Results. The EWOCS X-ray catalog comprises 5963 validated sources out of the 9420 initially provided to ACIS-Extract, reaching a
photon flux threshold of approximately 2 × 10−8 photons cm−2
s
−1
. The X-ray sources exhibit a highly concentrated spatial distribution,
with 1075 sources located within the central 1 arcmin. We have successfully detected X-ray emissions from 126 out of the 166 known
massive stars of the cluster, and we have collected over 71 000 photons from the magnetar CXO J164710.20-455217.
ESPP presentation to EU Waste Water Network, 4th June 2024 “EU policies driving nutrient removal and recycling
and the revised UWWTD (Urban Waste Water Treatment Directive)”
Unlocking the mysteries of reproduction: Exploring fecundity and gonadosomati...AbdullaAlAsif1
The pygmy halfbeak Dermogenys colletei, is known for its viviparous nature, this presents an intriguing case of relatively low fecundity, raising questions about potential compensatory reproductive strategies employed by this species. Our study delves into the examination of fecundity and the Gonadosomatic Index (GSI) in the Pygmy Halfbeak, D. colletei (Meisner, 2001), an intriguing viviparous fish indigenous to Sarawak, Borneo. We hypothesize that the Pygmy halfbeak, D. colletei, may exhibit unique reproductive adaptations to offset its low fecundity, thus enhancing its survival and fitness. To address this, we conducted a comprehensive study utilizing 28 mature female specimens of D. colletei, carefully measuring fecundity and GSI to shed light on the reproductive adaptations of this species. Our findings reveal that D. colletei indeed exhibits low fecundity, with a mean of 16.76 ± 2.01, and a mean GSI of 12.83 ± 1.27, providing crucial insights into the reproductive mechanisms at play in this species. These results underscore the existence of unique reproductive strategies in D. colletei, enabling its adaptation and persistence in Borneo's diverse aquatic ecosystems, and call for further ecological research to elucidate these mechanisms. This study lends to a better understanding of viviparous fish in Borneo and contributes to the broader field of aquatic ecology, enhancing our knowledge of species adaptations to unique ecological challenges.
17. Good games keep your
attention and stop you
being distracted
18. Played 10 audio clips while people
were playing games.
Charlene Jennett, UCL
More immersed in the game the
fewer clips they remembered hearing.
Jennett 2010
19. But what if the
audio plays
during the best
bit of the game?
21. Asked people to look at 1,000 pictures
Lionel Standing,
Bishops University, Canada
5 seconds / picture.
Remembered 95% of vivid pictures
Remembered 91% of pictures
Standing 1973
“a dog holding a pipe in its mouth”
22.
23. Good game: Clone of Two dots
Experiment design
10 people played
this game
29. Results of Symbol Test
30 questions. Expected value 15
Good=13.0, Bad=19.4
Means
Significance
p<0.001
Effect size
Cohen’s d =-1.8
30
20
10
Good Bad
Symbolsremembered
0
30. Results of Immersion Questionnaire
Good=110.2, Bad = 84.6
Means
Significance
p<0.001
Effect size
Cohen’s d =2.0
0
40
80
120
Immersionscore
Good Bad
31. Conclusions
Participants were more immersed in the
game that held their attention the best.
Symbols recalled is related to how
well game holds your attention.
Visual distractors may be an effective way of
measuring attention and engagement in digital games.
Lots of different visual distractors which change quickly so there’s a different one for each part of the game. But how will I know if people have been distracted by them?