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Journal articles on the topic 'Game Audio design'

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1

Grimshaw, Mark, and Gareth Schott. "A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/720280.

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We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game wo
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Parker, J. R., and John Heerema. "Audio Interaction in Computer Mediated Games." International Journal of Computer Games Technology 2008 (2008): 1–8. http://dx.doi.org/10.1155/2008/178923.

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The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.
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Böttcher, Niels, Héctor P. Martínez, and Stefania Serafin. "Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception." International Journal of Computer Games Technology 2013 (2013): 1–16. http://dx.doi.org/10.1155/2013/371374.

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A study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1) players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2) the use of procedural audio affects their motor-behavior, and (3) procedural audio affects their perception of control. Three experimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A skiing game controlled by a Nintendo Wii balance board and a sword-fightin
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Rovithis, Emmanouel, Nikolaos Moustakas, Andreas Floros, and Kostas Vogklis. "Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game." Multimodal Technologies and Interaction 3, no. 4 (2019): 73. http://dx.doi.org/10.3390/mti3040073.

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Augmented Reality Audio Games (ARAG) enrich the physical world with virtual sounds to express their content and mechanics. Existing ARAG implementations have focused on exploring the surroundings and navigating to virtual sound sources as the main mode of interaction. This paper suggests that gestural activity with a handheld device can realize complex modes of sonic interaction in the augmented environment, resulting in an enhanced immersive game experience. The ARAG “Audio Legends” was designed and tested to evaluate the usability and immersion of a system featuring an exploration phase base
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Hartono, Meilani, Andri Guna Santoso, Crisantus Lebu Raya, Budi Yulianto, and Suwarno Suwarno. "Audio Visual Media Components in Educational Game for Elementary Students." ComTech: Computer, Mathematics and Engineering Applications 7, no. 4 (2016): 255. http://dx.doi.org/10.21512/comtech.v7i4.2515.

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The purpose of this research was to review and implement interactive audio visual media used in an educational game to improve elementary students’ interest in learning mathematics. The game was developed for desktop platform. The art of the game was set as 2D cartoon art with animation and audio in order to make students more interest. There were four mini games developed based on the researches on mathematics study. Development method used was Multimedia Development Life Cycle (MDLC) that consists of requirement, design, development, testing, and implementation phase. Data collection methods
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Wang, Ge. "Some Principles of Visual Design for Computer Music." Leonardo Music Journal 26 (December 2016): 14–19. http://dx.doi.org/10.1162/lmj_a_00960.

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This article presents observations pertaining to expressive visual design for computer music, focusing in particular on real-time integration of graphics and audio. The author describes specific projects as examples supporting a set of design principles that range from “user-oriented” to “aesthetic” and other observations. Examples include audio visualization, game-like interfaces, and mobile musical instruments.
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Bhide, Saylee, Elizabeth Goins, and Joe Geigel. "Experimental Analysis of Spatial Sound for Storytelling in Virtual Reality." Frameless 1, no. 1 (2019): 1–3. http://dx.doi.org/10.14448/frameless.01.007.

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Virtual Reality leverages our cognitive and perceptual abilities to provide immersive experiences that recreate both the visual and aural elements of real spaces with a high degree of realism making it a suitable delivery platform for conveying narratives through games and films. Spatial sound is useful in enhancing immersion and presence of the user in a virtual world. This audio design allows the game designer to place audio cues that appropriately match with the visual cues in a virtual game environment. These localized audio cues placed in a story based game environment also help to evoke
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Wahyuni, Sari, M. Ridha Alhamdani, and Jawas Dwijo Putro. "GAME CENTER: WAHANA PERMAINAN BERBASIS TRADISIONAL DAN DIGITAL." JMARS: Jurnal Mosaik Arsitektur 9, no. 1 (2020): 1. http://dx.doi.org/10.26418/jmars.v9i1.43900.

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Over time, everyone grows up with what he remembers during our lifetime. Game Center is the place for the memory gathering. This has an impact on the interest of both young and old players which will continue to grow every year. Currently Pontianak does not have this game center. Meanwhile, game enthusiasts, especially in terms of audio-visual, are getting higher. From the static data in Statista, it states that the high demand and activity from games. Therefore, it is necessary to design a Game Center. The Game Center design is designed not only as a mere function of a game center, but also a
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9

SCHÜTZE, STEPHAN. "The creation of an audio environment as part of a computer game world: the design for Jurassic Park – Operation Genesis on the XBOX™ as a broad concept for surround installation creation." Organised Sound 8, no. 2 (2003): 171–80. http://dx.doi.org/10.1017/s1355771803000074.

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The ability to create a virtual world in computer code and implement audio that will follow the physical laws of that real world provides enormous flexibility to the composers working in the computer game industry. The multiple layers of sound that are nonlinear, interactive and dynamically mixed and effected in real time, place this media well outside the restrictions of traditional film, television and music and allow for experiences difficult to create in a more traditional real-world setting. The process of designing a broad concept audio environment for a computer game world can become a
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Miyakawa, Haruna, Noko Kuratomo, Hisham E. Bilal Salih, and Keiichi Zempo. "Auditory Uta-Karuta: Development and Evaluation of an Accessible Card Game System Using Audible Cards for the Visually Impaired." Electronics 10, no. 6 (2021): 750. http://dx.doi.org/10.3390/electronics10060750.

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Playing board games is important for people with a visually impairment, as it promotes interactive socialization and communication skills. However, some board games are not accessible to them at present. In this study, we proposed an auditory card game system that presents a card’s contents with auditory stimuli to all players, towards playing equally with others, regardless of whether they have a visual impairment or not as one of the solutions to make board games accessible. This proposal contributes significantly to expand the range of inclusive board games for the visually impaired. The pu
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Matuk, Camillia, Talia Hurwich, Jonathan Prosperi, and Yael Ezer. "Iterations on a Transmedia Game Design Experience for Youth’s Autonomous, Collaborative Learning." International Journal of Designs for Learning 11, no. 1 (2020): 108–39. http://dx.doi.org/10.14434/ijdl.v11i1.24911.

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Transmedia design, which involves extending a narrative from one medium to another, offers a context for potentially rich, interdisciplinary learning. We explored these opportunities by creating a week-long workshop to guide 7th-grade student teams in designing games based on comic books about viruses. This design case describes the framework and rationale behind our design choices. It illustrates our experiences by drawing on field note observations and audio recordings, student-generated design artifacts, student and facilitator interviews, and planning documentation from across two iteratio
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Almeida, João, and Francisco Nunes. "The Practical Work of Ensuring Effective Use of Serious Games in a Rehabilitation Clinic: A Qualitative Study." JMIR Rehabilitation and Assistive Technologies 7, no. 1 (2020): e15428. http://dx.doi.org/10.2196/15428.

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Background Many rehabilitation clinics adopted serious games to support their physiotherapy sessions. Serious games can monitor and provide feedback on exercises and are expected to improve therapy and help professionals deal with more patients. However, there is little understanding of the impacts of serious games on the actual work of physiotherapists. Objective This study aimed to understand the impact of an electromyography-based serious game on the practical work of physiotherapists. Methods This study used observation sessions in an outpatient rehabilitation clinic that recently started
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Gintere, Ieva. "ART SPACE: AN EXPERIMENTAL DIGITAL ART GAME." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 5 (May 20, 2020): 649. http://dx.doi.org/10.17770/sie2020vol5.4817.

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The article examines the discourse concerning modern game theory and suggests a new method of research and knowledge transfer in the field of digital art game creation. The method is embodied in the new game Art Space that utilizes current research results in the field of contemporary aesthetics. Art Space is an experimental digital game that is being created in collaboration between researcher, Dr.art. Ieva Gintere (Vidzeme University of Applied Sciences, Latvia) and the game artist, Mag.art. Kristaps Biters (Liepāja University, Latvia) within the framework of a post-doctoral project. The con
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14

Oren, Michael, Chris Harding, and Terri L. Bonebright. "Design and Usability Testing of an Audio Platform Game for Players with Visual Impairments." Journal of Visual Impairment & Blindness 102, no. 12 (2008): 761–73. http://dx.doi.org/10.1177/0145482x0810201204.

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Suparti, NFn, and Mariana Susanti. "PENGEMBANGAN MODEL MEDIA AUDIO PEMBELAJARAN BERMUATAN PERMAINAN TRADISIONAL UNTUK PENDIDIKAN ANAK USIA DINI." Jurnal Kwangsan 5, no. 2 (2017): 101. http://dx.doi.org/10.31800/jtp.kw.v5n2.p101--114.

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Learning while playing is one of the educational principles of Early Childhood Education (PAUD). Through games, traditional games, in particular, child development aspects can be improved. However, teachers face the lack of traditional game references so that a medium is needed. This study aimed to produce a Model of Audio Instructional Media for Early Childhood Education, called Permata Nusantara. Permata Nusantara was developed by using ADDIE approach (Analysis-Design-Development-Evaluation-Implementation). After having completed the need analysis, the blueprint of the model was designed and
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Suparti, NFn, and Mariana Susanti. "PENGEMBANGAN MODEL MEDIA AUDIO PEMBELAJARAN BERMUATAN PERMAINAN TRADISIONAL UNTUK PENDIDIKAN ANAK USIA DINI." Jurnal Kwangsan 5, no. 2 (2017): 101. http://dx.doi.org/10.31800/jtpk.v5n2.p101--114.

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Learning while playing is one of the educational principles of Early Childhood Education (PAUD). Through games, traditional games, in particular, child development aspects can be improved. However, teachers face the lack of traditional game references so that a medium is needed. This study aimed to produce a Model of Audio Instructional Media for Early Childhood Education, called Permata Nusantara. Permata Nusantara was developed by using ADDIE approach (Analysis-Design-Development-Evaluation-Implementation). After having completed the need analysis, the blueprint of the model was designed and
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Suparti, NFn, and Mariana Susanti. "PENGEMBANGAN MODEL MEDIA AUDIO PEMBELAJARAN BERMUATAN PERMAINAN TRADISIONAL UNTUK PENDIDIKAN ANAK USIA DINI." Jurnal Kwangsan 5, no. 2 (2017): 14. http://dx.doi.org/10.31800/jurnalkwangsan.v5i2.44.

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Learning while playing is one of the educational principles of Early Childhood Education (PAUD). Through games, traditional games, in particular, child development aspects can be improved. However, teachers face the lack of traditional game references so that a medium is needed. This study aimed to produce a Model of Audio Instructional Media for Early Childhood Education, called Permata Nusantara. Permata Nusantara was developed by using ADDIE approach (Analysis-Design-Development-Evaluation-Implementation). After having completed the need analysis, the blueprint of the model was designed and
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18

Freitas, Joana. "Kill the Orchestra." Journal of Sound and Music in Games 2, no. 2 (2021): 22–41. http://dx.doi.org/10.1525/jsmg.2021.2.2.22.

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In the age of participatory and convergence paradigms, video game music has its own networked culture with cybercommunities that discuss, share, and create content, thus opening up a creative space for artistic activities in a constant digital flow. Music composition and production is one of these activities, with files made available on several platforms such as SoundCloud and YouTube, specifically in the format of modification files (or mods). Building on research for a master’s dissertation, this article examines a new model of online artistic production in the form of the circulation of mu
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19

Tan, Siu-Lan, John Baxa, and Matthew P. Spackman. "Effects of Built-in Audio versus Unrelated Background Music on Performance In an Adventure Role-Playing Game." International Journal of Gaming and Computer-Mediated Simulations 2, no. 3 (2010): 1–23. http://dx.doi.org/10.4018/jgcms.2010070101.

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This article presents an empirical study of the role of video game audio on performance. Twenty participants played The Legend of Zelda: Twilight Princess on the Wii console for a 45-minute session on five consecutive days. Employing a repeated measures design, the authors exposed players to one orientation session and four sound conditions, i.e., silence, remote control sounds, remote control and screen sounds, and unrelated music played on a boom-box, in a counterbalanced order. Performance was weakest when playing without sound, increasingly stronger with audio emitted by remote control onl
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20

Werning, Stefan. "Walk-Through Corporate Aesthetics: Design Affordances in Tech Workspaces." Open Cultural Studies 3, no. 1 (2019): 428–41. http://dx.doi.org/10.1515/culture-2019-0036.

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Abstract The article at hand analyses the aesthetic dimension of contemporary “tech companies,” particularly how their characteristic rhetoric of creativity, collaboration and disruption is built into the aesthetics of the physical work environments. For that purpose, proceduralist reading and environmental storytelling, usually applied to analyse meaning-making in digital game spaces, are adapted to conduct a comparative spatial affordance analysis on material from Officesnapshots, one of the largest online repositories for workspace documentation. Expanding upon earlier definitions of spatia
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Sudsanguan, Salintip, Sakchai Tangwannawit, and Thippaya Chintakovid. "Tangible user interface design for learners with different multiple intelligence." International Journal of Electrical and Computer Engineering (IJECE) 11, no. 4 (2021): 3381. http://dx.doi.org/10.11591/ijece.v11i4.pp3381-3392.

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The creation of learning activities responsive to learners with different basic skills has been limited due to a classroom environment and applied technologies. The goals of this research were to develop Tang-MI, a game with a tangible user interface supporting primary school learners’ analytical skills based on the theory of multiple intelligences (MI), and to present design guidelines for a tangible user interface suitable for learners in different MI groups. In this research, the Tangible user interface for multiple intelligence (Tang-MI) was tested with thirty students initially evaluated
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Greifnieder, Ute. "The influence of audio support on the effectiveness of CALL." ReCALL 7, no. 2 (1995): 29–35. http://dx.doi.org/10.1017/s0958344000003918.

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The paper presents the results of an evaluation study conducted in the context of a project called “Computer assisted Learning of German as a Foreign Language” for children of non-German mother tongue, undertaken in Hesse, Germany. The study aimed at finding out whether the integration of an audio component enhances the effectiveness of learning (remembering) vocabulary with CALL materials. LeseWelt, a computerised vocabulary development game for children, was used for the experiment. It is available in two different manners of presentation: visual only and visual plus acoustic. The paper brie
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Caltenco, Héctor, Charlotte Magnusson, Bitte Rydeman, et al. "Co-Designing Wearable Technology Together with Visually Impaired Children." International Journal of Mobile Human Computer Interaction 8, no. 4 (2016): 68–84. http://dx.doi.org/10.4018/ijmhci.2016100104.

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This paper presents the process and results of a set of studies within the ABBI EU project, with the general aim to co-design wearable technology (an audio bracelet) together with visually impaired children, starting at a young age. The authors discuss user preferences related to sounds and tactile materials and present the results of a focus group with very young visually-impaired children under the age of 5, together with their parents. They find that multisensory feedback (visual, tactile/haptic, auditory) is useful and that preferences vary - also the drastic and potentially unpleasant sou
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Laskari, Iro. "Creating algorithmic audio-visual narratives through the use of augmented reality prints." Technoetic Arts 17, no. 1 (2019): 25–31. http://dx.doi.org/10.1386/tear_00003_1.

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Abstract This article investigates the hypothesis of creating non-linear audio-visual narratives, through an unanticipated use of traditional print-based games, enriched with videos, via augmented reality (AR) possibilities. A ludic system has been created and presented. Based on a traditional card game, a non-linear cinematic narrative occurs. We attempt to examine the following questions: in which way can we bring together different forms of visual communication, such as graphic design and video? Can the above forms create a complex narrative whole and what kind of rules will be needed for t
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Neset, Tina-Simone, Sirkku Juhola, Lotten Wiréhn, et al. "Supporting Dialogue and Analysis on Trade-Offs in Climate Adaptation Research With the Maladaptation Game." Simulation & Gaming 51, no. 3 (2020): 378–99. http://dx.doi.org/10.1177/1046878120904393.

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Background. Serious games are gaining increasing prominence in environmental communication research, but their potential to form an integrated part of participatory research approaches is still strikingly understudied. This is particularly the case for applications of interactive digital formats in research on environmental challenges of high complexity, such as climate adaptation, which is a specifically suitable case as it involves complex interaction between climate systems and society, but where the response also involves trade-offs with potentially negative – maladaptive – outcomes. Inter
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Johnson, Lindy L., and Grace MyHyun Kim. "Experimenting with game-based learning in preservice teacher education." English Teaching: Practice & Critique 20, no. 1 (2021): 78–93. http://dx.doi.org/10.1108/etpc-10-2019-0125.

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Purpose The purpose of this study is to examine the use of game-based learning for approximations of practice within a critical, project-based (CPB) clinical experience for preservice teachers (PSTs). Within the clinical experience, secondary English Language Arts PSTs practiced modeling argumentative thinking through playing a board game, Race to the White House, with ninth-grade students. Design/methodology/approach Data collection took place at a public high school in the mid-Atlantic region of the USA. A variety of data was collected including written reflections by PSTs about their experi
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Bălan, Oana, Alin Moldoveanu, Florica Moldoveanu, Hunor Nagy, György Wersényi, and Rúnar Unnórsson. "Improving the Audio Game–Playing Performances of People with Visual Impairments through Multimodal Training." Journal of Visual Impairment & Blindness 111, no. 2 (2017): 148–64. http://dx.doi.org/10.1177/0145482x1711100206.

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Introduction As the number of people with visual impairments (that is, those who are blind or have low vision) is continuously increasing, rehabilitation and engineering researchers have identified the need to design sensory-substitution devices that would offer assistance and guidance to these people for performing navigational tasks. Auditory and haptic cues have been shown to be an effective approach towards creating a rich spatial representation of the environment, so they are considered for inclusion in the development of assistive tools that would enable people with visual impairments to
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Karamanov, Oleksii. "Didactic Tools of Museum Pedagogy as an Element for the Formation of the New Educational Space." Education and Pedagogical Sciences, no. 1 (176) (2021): 3–11. http://dx.doi.org/10.12958/2227-2747-2021-1(176)-3-11.

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The article considers various types of didactic museum tools used in organizing museum and pedagogical activities with schoolchildren and students. High-quality design of museum work is impossible without the development of teaching tools that improve the quality and effectiveness of educational activities in the museum space. The author addresses the means of museum pedagogy as elements of didactic support, objects of material and spiritual culture, which contributes to the effective implementation of the museum and pedagogical process, acts as a powerful information resource for the reconstr
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Bertozzi, Elena, Amelia Bertozzi-Villa, Praveen Kulkarni, and Aparna Sridhar. "Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India." Gates Open Research 2 (April 26, 2018): 20. http://dx.doi.org/10.12688/gatesopenres.12818.1.

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Background: In response to a Grand Challenges in Global Health call for action to collect data about family planning intentions and increase the uptake of family planning methods in India, our team designed, developed, and piloted the My Future Family video game in Karnataka Province. The game educates adolescents about human sexuality and reproduction while asking players when they would like to achieve five important family planning milestones. Participants were also asked to report who influences them the most when making family planning decisions. Methods: Focus groups were conducted and t
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Bertozzi, Elena, Amelia Bertozzi-Villa, Praveen Kulkarni, and Aparna Sridhar. "Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India." Gates Open Research 2 (September 7, 2018): 20. http://dx.doi.org/10.12688/gatesopenres.12818.2.

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Background: In response to a Grand Challenges in Global Health call for action to collect data about family planning intentions and increase the uptake of family planning methods in India, our team designed, developed, and piloted the My Future Family video game in Karnataka Province. The game educates adolescents about human sexuality and reproduction while asking players when they would like to achieve five important family planning milestones. Participants were also asked to report who influences them the most when making family planning decisions. Methods: Focus groups were conducted and t
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Ishlahiyah, Mazroatul, and Mira Shartika. "THE INTEGRATION OF ISLAMIC VALUES IN THE DEVELOPMENT OF LISTENING COURSE MATERIALS." KLAUSA (Kajian Linguistik, Pembelajaran Bahasa, dan Sastra) 4, no. 01 (2020): 45–58. http://dx.doi.org/10.33479/klausa.v4i01.291.

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Despite the fact that material development has been widely discussed and reported in the area of English Language Teaching, there is not much empirical evidence available so far that addresses material development in listening, especially in Indonesian context. To fill this gap, the writers examined the result of material development that includes the integration of Islamic values in some units of Nunan’s Listen in 1 book. Employing Dick, Carey, & Carey model of Research and Development design, the article exhibits the integration of Islamic values in the activities of warming up, main, an
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Kawai, Junya, Hiroyuki Mitsuhara, and Masami Shishibori. "Game-based evacuation drill using augmented reality and head-mounted display." Interactive Technology and Smart Education 13, no. 3 (2016): 186–201. http://dx.doi.org/10.1108/itse-01-2016-0001.

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Purpose Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve visual reality (AR materials) in our GBED system. Design/methodology/approach The author's approach is to develop a new GBED system that superimposes digital objects [e.g. three-dimensional computer graphics (3DCG) elements] onto real-time vision using a ma
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Purnamu, Chatarina Heny Eka, and Joko Priyana. "Improving the speaking learning process to the students of grade VIII through games." Lingua Pedagogia, Journal of English Teaching Studies 2, no. 1 (2020): 14–29. http://dx.doi.org/10.21831/lingped.v2i1.23751.

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This study was aimed at improving the speaking learning process to the students of grade VIII at SMPN 3 Cilacap through games in the academic year of 2013/2014. This classroom action research was carried out in two cycles. The cyclical design consisted of four main steps: (1) planning, (2) action, (3) observation, and (4) reflection. Various games with some supporting activities were implemented in this study. The data were gathered through observations, interview, rating, video/audio recording, and performance tests. The data were analyzed using the interactive qualitative data analysis and d
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Mat, Ruzinoor Che, Miyata Kazunori, and Azman Ab Rahman. "The Development of Mobile Japanese Halal Gamification (MJHG)." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 17 (2020): 113. http://dx.doi.org/10.3991/ijim.v14i17.16653.

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<p>There are projected to be over 200,000 Muslim tourists will visit Japan due to expected Tokyo Olympics 2020. But the previous study showed that the level of understanding about Muslim needs such as Halal terms still low among Japanese people. There is a technique and approach such as gamification that need by the Japanese people to fulfill this requirement. Gamification which integrating game thinking and games element has been proven to help in learning new knowledge. That is why the objective of this study discusses how to develop an application of MJHG in a smartphone-based on the
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Gumonan, Kenn Migan Vincent, and Aleta Fabregas. "ASIAVR: Asian Studies Virtual Reality Game a Learning Tool." International Journal of Computing Sciences Research 5, no. 1 (2021): 475–88. http://dx.doi.org/10.25147/ijcsr.2017.001.1.53.

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Purpose–The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game dependson the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.Method–The researchers used Rapid Application Development (RAD) in developing the application. It follows phases such as requirement planning, user design, construction, and cutover. Two sets of questionnaires were developed, one for the teachers and anothe
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Order, Simon, Leo Murray, Jon Prince, Julia Hobson, and Sara de Freitas. "Remixing Creativity in Learning and Learning of Creativity: A Case Study of Audio Remix Practice with Undergraduate Students." Asia Pacific Media Educator 27, no. 2 (2017): 298–310. http://dx.doi.org/10.1177/1326365x17728827.

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Testing creativity in tertiary learning activities is a young field of research, and current assessment methods are difficult to apply within the diverse context of media production education, where disciplines range from journalism through to video game production. However, the concept of remix is common across this wide range of media, and offers practitioners ‘endless hybridizations in language, genre, content, technique and the like’ (Knobel & Lankshear, 2008, p. 22). The conceptual commonality of remix indicates that the study conclusions will have useful implications across a range o
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Condino, Sara, Giuseppe Turini, Paolo D. Parchi, et al. "How to Build a Patient-Specific Hybrid Simulator for Orthopaedic Open Surgery: Benefits and Limits of Mixed-Reality Using the Microsoft HoloLens." Journal of Healthcare Engineering 2018 (November 1, 2018): 1–12. http://dx.doi.org/10.1155/2018/5435097.

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Orthopaedic simulators are popular in innovative surgical training programs, where trainees gain procedural experience in a safe and controlled environment. Recent studies suggest that an ideal simulator should combine haptic, visual, and audio technology to create an immersive training environment. This article explores the potentialities of mixed-reality using the HoloLens to develop a hybrid training system for orthopaedic open surgery. Hip arthroplasty, one of the most common orthopaedic procedures, was chosen as a benchmark to evaluate the proposed system. Patient-specific anatomical 3D m
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Nazalin, Nazalin, and Ali Muhtadi. "PENGEMBANGAN MULTIMEDIA INTERAKTIF PEMBELAJARAN KIMIA PADA MATERI HIDROKARBON UNTUK SISWA KELAS XI SMA." Jurnal Inovasi Teknologi Pendidikan 3, no. 2 (2016): 221. http://dx.doi.org/10.21831/jitp.v3i2.7359.

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Penelitian ini bertujuan untuk menghasilkan produk multimedia interaktif pembelajaran kimia pada materi hidrokarbon untuk siswa SMA kelas XI, dan mengungkapkan kelayakan produk multimedia interaktif yang dikembangkan. Penelitian ini menggunakan metode penelitian pengembangan (R&D), yang terdiri atas tiga tahapan, yaitu perencanaan, desain, dan pengembangan. Tahap perencanaan meliputi identifikasi ruang lingkup materi, karakter siswa, pengumpulan sumber, diskusi ide awal, dan penetapan rencana tampilan. Tahap desain meliputi analisis instruksional serta pembuatan flowchart dan storyboard. T
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Carvalho, Vítor H., Jorge Brandão, Pedro Cunha, José Vasconcelos, and Filomena Soares. "Tobias in the Zoo – A Serious Game for Children with Autism Spectrum Disorders." International Journal of Advanced Corporate Learning (iJAC) 8, no. 3 (2015): 23. http://dx.doi.org/10.3991/ijac.v8i3.4897.

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Nowadays ubiquitous technology can be a suitable way to motivate and engage children in interactive learning activities in order to promote their cognitive and social skills. Technologies, like augmented reality (AR), have the ability to catch the children’s imagination and to promote their attention, as they can experiment artificial, safe and fascinating environments. Children with autism spectrum disorders (ASD) usually have difficulty to recognize facial expressions and to understand associated emotions. We propose to design and develop an innovative GameBook to assist children with ASD to
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Singh, Sameer. "Minecraft as a Platform for Project-Based Learning in AI." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 09 (2020): 13504–5. http://dx.doi.org/10.1609/aaai.v34i09.7070.

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Undergraduate courses that focus on open-ended, project-based learning teach students how to define concrete goals, transfer conceptual understanding of algorithms to code, and evaluate/analyze/present their solution. However, AI, along with machine learning, is getting increasingly varied in terms of both the approaches and applications, making it challenging to design project courses that span a sufficiently wide spectrum of AI. For these reasons, existing AI project courses are restricted to a narrow set of approaches (e.g. only reinforcement learning) or applications (e.g. only computer vi
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Pambudi, Wahyu Arya, Didi Juardi, and Nono Heryana. "APLIKASI EDUKASI MENGENAL MAKANAN KHAS KARAWANG UNTUK RAUDHATUL ATHFAL." Jurnal Ilmiah Informatika 5, no. 1 (2020): 67–75. http://dx.doi.org/10.35316/jimi.v5i1.782.

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In the learning process of introducing Karawang special foods, teachers at RA Babussalam Al-Islami use more teacher-centered learning techniques where the teaching methods make children as if they are only listeners in learning, so learning is less attractive and makes children bored. The purpose of this study is to make an educational application that can help children to recognize the special food of Karawang by using the MDLC (Multimedia Development Life Cycle) method which consists of 6 stages of Conceptualization, Design, Material Collection, Assembly, Testing and Distribution. The applic
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Weibel, David, Jan Schmutz, Olivier Pahud, and Bartholomäus Wissmath. "Measuring Spatial Presence: Introducing and Validating the Pictorial Presence SAM." Presence: Teleoperators and Virtual Environments 24, no. 1 (2015): 44–61. http://dx.doi.org/10.1162/pres_a_00214.

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The aim of the present study was to develop a pictorial presence scale using self-assessment-manikins (SAM). The instrument assesses presence sub-dimensions (self-location and possible actions) as well as presence determinants (attention allocation, spatial situation model, higher cognitive involvement, and suspension of disbelief). To qualitatively validate the scale, think-aloud protocols and interviews (n = 12) were conducted. The results reveal that the SAM items are quickly filled out as well as easily, intuitively, and unambiguously understood. Furthermore, the instrument's validity and
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Praharaj, Sambit, Maren Scheffel, Marcel Schmitz, Marcus Specht, and Hendrik Drachsler. "Towards Automatic Collaboration Analytics for Group Speech Data Using Learning Analytics." Sensors 21, no. 9 (2021): 3156. http://dx.doi.org/10.3390/s21093156.

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Collaboration is an important 21st Century skill. Co-located (or face-to-face) collaboration (CC) analytics gained momentum with the advent of sensor technology. Most of these works have used the audio modality to detect the quality of CC. The CC quality can be detected from simple indicators of collaboration such as total speaking time or complex indicators like synchrony in the rise and fall of the average pitch. Most studies in the past focused on “how group members talk” (i.e., spectral, temporal features of audio like pitch) and not “what they talk”. The “what” of the conversations is mor
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Lopez Duarte, Alvaro E. "Algorithmic interactive music generation in videogames." SoundEffects - An Interdisciplinary Journal of Sound and Sound Experience 9, no. 1 (2020): 38–59. http://dx.doi.org/10.7146/se.v9i1.118245.

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In this article, I review the concept of algorithmic generative and interactive music and discuss the advantages and challenges of its implementation in videogames. Excessive repetition caused by low interactivity in music sequences through gameplay has been tackled primarily by using random or sequential containers, coupled with overlapping rules and adaptive mix parameters, as demonstrated in the Dynamic Music Units in Audiokinetic’s Wwise middleware. This approach provides a higher variety through re-combinatorial properties of music tracks and also a responsive and interactive music stream
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Haruna, Hussein, Asad Abbas, Zamzami Zainuddin, Xiao Hu, Robin R. Mellecker, and Samira Hosseini. "Enhancing instructional outcomes with a serious gamified system: a qualitative investigation of student perceptions." Information and Learning Sciences 12, no. 5/6 (2021): 383–408. http://dx.doi.org/10.1108/ils-05-2020-0162.

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Purpose This paper aims to evaluate the students’ perception of their learning experiences concerning serious gaming and gamification instructions and determines whether they were motivated enough and engaged during the educative process in a resource-poor context. Moreover, the study evaluated the impact of interactive instructional environment outcomes in terms of students’ perceptions of the learning catalysed by gamified systems, particularly in enhancing attitude change coupled with knowledge acquisition. Design/methodology/approach This study used a qualitative research design technique
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K, Susnawati, Marhaeni A.A.I.N, and Ramendra D.P. "The Effect of Language Games with Audio Visual Aids on Students’ Speaking Competence at Fourth Graders of Tunas Daud Elementary School." Journal of Education Research and Evaluation 3, no. 3 (2019): 185. http://dx.doi.org/10.23887/jere.v3i3.21861.

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Study aimed to determine the effect of language games with audio visual aids on students' speaking competence at fourth grade students of Tunas Daud elementary school and to describe the implementation of language games with audio visual aids on students’ speaking competence. The design used in this research was a mixed method design. It was explanatory design since this research was started with quantitative design (experimental design with post test only control design) followed by qualitative design. The samples were 62 students; 31 students of the experimental group and 31 students of the
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Susnawati, Kadek, and Marhaeni A.A.I.N. "The Effect of Language Games with Audio Visual AIDS on Students’ Speaking Competence at Fourth Graders of Tunas Daud Elementary School." Journal of Education Research and Evaluation 4, no. 1 (2020): 73. http://dx.doi.org/10.23887/jere.v4i1.21725.

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This study aimed to determine the effect of language games with audio visual aids on students' speaking competence at fourth grade students of Tunas Daud elementary school and to describe the implementation of language games with audio visual aids on students’ speaking competence. The design used in this research was a mixed method design. It was explanatory design since this research was started with quantitative design (experimental design with post test only control design) followed by qualitative design. The samples were 62 students; 31 students of the experimental group and 31 students of
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Fiordelli, Maddalena, Marta Fadda, Rebecca Amati, and Emiliano Albanese. "Older adults’ motivations to participate or not in epidemiological research. Qualitative inquiry on a study into dementia in Switzerland." PLOS ONE 16, no. 2 (2021): e0247141. http://dx.doi.org/10.1371/journal.pone.0247141.

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Introduction High participation in epidemiological studies is crucial for both external and internal validity. Because response rates have declined in recent years, there is an increasing need to understand the drivers and the barriers to research participation. This study aims to uncover the motivations in favour and against participation of older adults to an epidemiological study on health and dementia. Methods Twenty-two older adults, who already took part to the preliminary phase of an epidemiological study in Switzerland, agreed to participate to semi-structured, face-to- face interviews
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Hong, Traci, Joshua Cabrera, and Christopher E. Beaudoin. "The Role of Enjoyment in a Serious Game for Binge Drinking Prevention: Pretest-Posttest Quasi-Experimental Study." Journal of Medical Internet Research 22, no. 11 (2020): e21652. http://dx.doi.org/10.2196/21652.

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Background Although binge drinking peaks at age 21 to 25 years, there is limited research on the effects of serious games in this population, as well as on the process by which playing serious games impacts alcohol-related outcomes. Designed with both health behavioral theory and game theory, One Shot is an online serious game that aims to prevent binge drinking. Objective This study utilized a conceptual model for serious video game processes. Using One Shot, the model assessed the following process stages: (1) Alcohol Use Disorders Identification Test-Concise (AUDIT-C); (2) in-game factors o
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Robinson, Anna, Robert D. Slight, Andrew K. Husband, and Sarah P. Slight. "Designing the Optimal Digital Health Intervention for Patients’ Use Before and After Elective Orthopedic Surgery: Qualitative Study." Journal of Medical Internet Research 23, no. 3 (2021): e25885. http://dx.doi.org/10.2196/25885.

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Background Health behavior changes made by patients during the perioperative period can impact the outcomes and success of elective surgeries. However, there remains a limited understanding of how best to support patients during this time, particularly through the use of digital health interventions. Recognizing and understanding the potential unmet needs of elective orthopedic surgery patients is central to motivating healthier behavior change, improving recovery, and optimizing overall surgical success in the short and long term. Objective The aim of this study is to explore patient perspect
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