Academic literature on the topic 'Interface e Game Design'
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Journal articles on the topic "Interface e Game Design"
Chen, Yu. "Studies on Web Game Interface Design." Applied Mechanics and Materials 401-403 (September 2013): 1756–59. http://dx.doi.org/10.4028/www.scientific.net/amm.401-403.1756.
Full textSoyluçiçek, Seza. "The situation and importance of game interface design education in Turkey and a lesson proposal." Global Journal of Arts Education 7, no. 4 (December 29, 2017): 93–98. http://dx.doi.org/10.18844/gjae.v7i4.2894.
Full textMersch, Elizabeth M., Kyle J. Behymer, Gloria L. Calhoun, Heath A. Ruff, and Jared S. Dewey. "Game-Based Delegation Interface Design for Unmanned Vehicles." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 122–26. http://dx.doi.org/10.1177/1541931213601028.
Full textGuo, Fu, Jun-Yi Jiang, Xiao-Hui Tian, and Jia-Hao Chen. "Applying Event-Related Potentials to Measure Perceptual Experience toward the Navigation Interface of a Mobile Game for Improving the Design." Symmetry 11, no. 5 (May 24, 2019): 710. http://dx.doi.org/10.3390/sym11050710.
Full textFebriyanto, Wahyu, Brenda Chandrawati, and Erdhi Widyarto. "Game Design to Introduce Pets." SISFORMA 3, no. 1 (February 13, 2017): 33. http://dx.doi.org/10.24167/sisforma.v3i1.624.
Full textBastian, Henry, and Godham Eko Saputro. "DESAIN USER INTERFACE GAME FAIRPLAY POKER MENGGUNAKAN METODE UCD (USER CENTERED DESIGN)." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 7, no. 01 (February 28, 2021): 122–30. http://dx.doi.org/10.33633/andharupa.v7i01.4247.
Full textEnggar Pamudyaningrum, Friskila, Hestiasari Rante, Muhammad Agus Zainuddin, and Michael Lund. "UI/UX Design for Metora: A Gamification of Learning Journalism Interviewing Method." E3S Web of Conferences 188 (2020): 00008. http://dx.doi.org/10.1051/e3sconf/202018800008.
Full textWong, Seng Yue, and Simin Ghavifekr. "User Experience Design of History Game." International Journal of Distance Education Technologies 16, no. 3 (July 2018): 46–63. http://dx.doi.org/10.4018/ijdet.2018070103.
Full textFerreira, Alessandro Luiz Stamatto, Juvane Nunes Marciano, Leonardo Cunha de Miranda, and Erica Esteves Cunha de Miranda. "Understanding and Proposing a Design Rationale of Digital Games based on Brain-Computer Interface: Results of the AdmiralMind Battleship Study." Journal on Interactive Systems 5, no. 1 (July 9, 2014): 1. http://dx.doi.org/10.5753/jis.2014.638.
Full textSoylucicek, Seza. "New generation console game technologies; Console game application supported with projection mapping." Global Journal of Arts Education 6, no. 4 (June 12, 2017): 120–25. http://dx.doi.org/10.18844/gjae.v6i4.1827.
Full textDissertations / Theses on the topic "Interface e Game Design"
Venngren, Evelina. "Applying Principles of Game Design to User Interface." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-449220.
Full textMACIEL, Gabriela Albuquerque. "Objetos lúdico-digitais educativos: uma análise de aspectos da interface voltada para o game design e a usabilidade." Universidade Federal de Pernambuco, 2017. https://repositorio.ufpe.br/handle/123456789/18434.
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A presente pesquisa tem um caráter exploratório, na qual tive como objetivo montar um modelo de analise para interface de Jogos Digitais e Gamificações Educativos referindo-me aos dois como Objetos Lúdico-Digitais de Educação, OLUDEs, partindo do Game Design e da Usabilidade e seus aspectos contribuintes para a educação. Antes de tudo, fiz um panorama geral do assunto abordado: o mercado de jogos, a história dos jogos educativos, a Gamificação, o aprendizado e a imersão. Ainda neste ponto comparei princípios de Usabilidade e Game Design, nas perspectivas de Rouse (2005), Schuytema (2008), Nielsen (1995) e Jordan (1998), para compreender em que pontos estas áreas coincidem e divergem e basear a fase de análise. Na pré-metodologia usei da metodologia de design de pesquisa de Lankoski & Björk (2015) e acrescida da meta-teoria de Morgan & Smircich (1980). Já na Análise, montei e apliquei um modelo de análise para OLUDEs, numa amostra de 16 sistemas, sendo 8 Gamificações e 8 Jogos educativos com questões em escala Likert (1932), seguidas de um campo de resposta subjetiva, podendo ser preenchido com pontos para comentário posterior. Para esta fase utilizei também Turkay & Adinolf (2012, p.3-4), Gee apud Klopfer, Osterweil & Salen (2009). Por fim, como principal resultado obtive que o modelo gerado parece ser eficiente na análise dos objetos da pesquisa nos moldes aqui delimitados, podendo também ser útil em análises de artefatos específicos, grupos de objetos de um determinado gênero, em análises de similares ao até em pesquisas de natureza quantitativa. Sobre os OLUDEs avaliados em si a principal informação adquirida foi a confirmação da suspeita de que a maior diferença entre as Gamificações e os Jogos voltados para a educação parece estar em seu foco, pois enquanto as gamificações estão mais focadas na educação os jogos o está na diversão.
This research has an exploratory character, in which I had intended to make an analysis model for Digital Games and Educational Gamification interface, naming the two as Ludic-Digital Educational Objects - OLUDEs, starting from Game Design and Usability and their contributing aspects to education. First of all, I did an overview of the subject matter: the gaming market, the history of educational games, the gamification, learning and immersion. At this point too, I compared principles of Usability and Game Design, by the follow authors: Rouse (2005), Schuytema (2008), Nielsen (1995) and Jordan (1998), to understand at what points these areas overlap and diverge and base the analysis phase. In the pre-methodology it was used the Lankoski & Björk (2015) research design methodology and increased Morgan & Smircich (1980) meta-theory. In the analysis, I set up and applied an analytical model for OLUDEs in a sample of 16 systems, 8 Gamifications and 8 Educational games with questions in Likert (1932) scale, followed by a subjective response field, which can be filled with points for further comment. For this phase I also used Turkay & Adinolf (2012, p.3-4), Gee cited Klopfer, Osterweil & Salen (2009). Finally, as the main result got that the generated model appears to be effective in the analysis of the research object in the manner herein defined, may also be useful in specific artifacts analysis, groups of a particular gender objects in similar analyzes, even in research of quantitative nature. About OLUDEs evaluated itself the main information acquired was to confirm the suspicion that the biggest difference between Gamifications and Educational Games seems to be in their focus because while gamificações are more focused on education, games are in fun.
Kumar, Manu. "Gaze-enhanced user interface design /." May be available electronically:, 2007. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.
Full textHulterström, Kristina. "Witches, Warlocks and Traffic Encounters : Designing the interaction for an ad hoc gaming experience." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2059.
Full textThis thesis explores the problems and possibilities concerning the interaction between players physically located in different cars during temporary meetings in a gaming situation. The thesis is part of a study set out to investigate how traffic encounters can be used as a resource in a mobile, multiplayer game intended as entertainment for children travelling in the backseat of cars. The multiplayer capabilities are realised by using wireless networks in ad hoc peer- to-peer mode, GPS positioning and a digital compass.
Designing the interaction for an ad hoc, mobile multiplayer experience introduces several design challenges, such as how to adapt to the temporality of traffic encounters and how to establish a connection between the digital game and the physical context. The nature of traffic encounters inspired us to take a newapproach to the interaction. The interaction is accomplished using a device, which enables direct interaction between players physically located in different cars. A prototype game was constructed within the frames of the project, which this thesis was part of, to test the functionality of the game concept. The prototype has been tested in its real setting, i.e. inside a car. The study and the work on this thesis was initialised and supervised by Liselott Brunnberg and the work was carried out at the Mobility Studio at the Interactive Institute in Stockholm during late spring and summer 2003.
Tseng, Te Hua. "The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104097.
Full textElektronisk sport eller esport är en trend som handlar om att spela tävlingsinriktade videospel professionellt. Traditionella sporter och esport har ofta jämförts med varandra på grund av likheterna. Esport har vuxit enormt när det gäller tittarskap. Varje år blir fler åskådare intresserade och antalet stiger. En populär genre som spelas i esports heter MOBA. Det står för Multiplayer Online Battle Arena. Två lag möter varandra och målet är att förstöra fiendens bas med hjälp av spelmekanik och spelmål. Det finns flera fokuspunkter som ska visas för åskådaren. Därför används ett dedikerat åskådargränssnitt i esport-scenen för att hjälpa förstå spelets utveckling medan åskådaren tittar på. Utvecklare vill möjligtvis marknadsföra sitt MOBA-spel i esport-scenen, men det kan vara svårt att veta vad åskådarna vill ha inom gränssnittet. Denna studie undersöker de viktigaste faktorerna som ska beaktas när man utformar ett åskådargränssnitt för en spelgenre; flerspelarspel online (MOBA) i en tävlingsinriktad miljö. Metoderna för att uppnå resultaten var litteraturstudier som inkluderar åskådarskap, kognitiva teorier och spelgränssnittsteorier. Analys av ett populärt MOBA-spel åskådargränssnitt och redesignade gränssnittet för spelet som heter League of Legends. Det omformade gränssnittet kommer att gå igenom en iterativ process med hjälp av feedback med hjälp av frågeformulär och intervjuer på målgruppen. Resultaten upptäckte faktorer som kunde ge åskådaren en bättre
Prax, Patrick. "Co-creative Game Design as Participatory Alternative Media." Doctoral thesis, Uppsala universitet, Medier och kommunikation, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-287659.
Full textÖsterman, Axel, and Nolasco Chelsi Mutya Nuevo. "A Study on Mixed-Initiative for Fostering Creativity in Game Design." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20051.
Full textHuang, Duzhi Sherwin. "Cipher cities : creating tools to support and sustain community co-production in the area of mobile game design." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16607/.
Full textGreip, Martin. "Communicating Game Feedback through Pictorial Means : A Case Study of the Game Among Ripples." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1955.
Full textNilsson, Christoffer. "Designing and Implementing a Mobile Web-based Math Game with Good and Stable Performance." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138740.
Full textBooks on the topic "Interface e Game Design"
Saunders, Kevin. Game development essentials: Game interface design. 2nd ed. Australia: Delmar, Cengage Learning, 2013.
Find full text1966-, Novak Jeannie, ed. Game development essentials. Clifton Park, NY: Thomson Delmar Learning, 2007.
Find full textPlayful design: Creating game experiences in everyday interfaces. Brooklyn: Rosenfeld Media, 2012.
Find full textAsh, James. The interface envelope: Gaming, technology, power. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing, Inc., 2015.
Find full textThesmann, Stephan. Interface Design. Wiesbaden: Springer Fachmedien Wiesbaden, 2016. http://dx.doi.org/10.1007/978-3-658-03857-1.
Full textSuter, Beat, René Bauer, and Mela Kocher, eds. Narrative Mechanics. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839453452.
Full textA survey of characteristic engine features for technology-sustained pervasive games. Cham: Springer, 2015.
Find full textBook chapters on the topic "Interface e Game Design"
Rehfeld, Gunther. "UI, Interaktion und Interface." In Game Design und Produktion, 161–70. München: Carl Hanser Verlag GmbH & Co. KG, 2020. http://dx.doi.org/10.3139/9783446463677.007.
Full textRehfeld, Gunther. "UI, Interaktion und Interface." In Game Design und Produktion, 158–67. München: Carl Hanser Verlag GmbH & Co. KG, 2013. http://dx.doi.org/10.3139/9783446436213.007.
Full textYang, Haojie, Ziyou Zhuang, and Jianfeng Zhang. "Design Methods of Game Interface." In Advances in Intelligent Systems and Computing, 1619–24. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25128-4_201.
Full textKalmpourtzis, George. "Game Interfaces." In Educational Game Design Fundamentals, 267–94. Boca Raton, FL : CRC Press, 2018.: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315208794-11.
Full textHarrison, Lynn Thomas. "User Interface." In Introduction to 3D Game Engine Design Using DirectX 9 and C#, 29–77. Berkeley, CA: Apress, 2003. http://dx.doi.org/10.1007/978-1-4302-0821-1_2.
Full textSchell, Jesse. "Players Play Games through an Interface." In Tenth Anniversary: The Art of Game Design, 267–95. Third edition. | Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22101-15.
Full textAhmad, Ibrahim, Erman Hamid, Nazreen Abdullasim, and Azizah Jaafar. "Game Interface Design: Measuring the Player’s Gameplay Experience." In Advances in Visual Informatics, 500–509. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70010-6_46.
Full textJucá, Paulyne Matthews, Ingrid Teixeira Monteiro, and José Cezar de Souza Filho. "Game for Heuristic Evaluation (G4H): A Serious Game for Collaborative Evaluation of Systems." In Human-Computer Interaction. User Interface Design, Development and Multimodality, 341–52. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58071-5_26.
Full textCharles, Darryl, and Daniel Livingstone. "AI: the Missing Link in Digital Game Interface Design?" In Entertainment Computing – ICEC 2004, 351–54. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28643-1_44.
Full textCao, Jing, and Ying Cao. "Application of Human Computer Interaction Interface in Game Design." In Communications in Computer and Information Science, 103–8. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58753-0_16.
Full textConference papers on the topic "Interface e Game Design"
Scrapper, Christopher J., Frederick M. Proctor, and Stephen Balakirsky. "A Simulation Interface for Integrating Real-Time Vehicle Control With Game Engines." In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-34495.
Full textPark, Wanjoo, Laehyun Kim, Hyunchul Cho, and Sehyung Park. "Design of haptic interface for brickout game." In 2009 IEEE International Workshop on Haptic Audio visual Environments and Games (HAVE 2009). IEEE, 2009. http://dx.doi.org/10.1109/have.2009.5356137.
Full textBiggs, Brandon, Peter Coppin, and James Coughlan. "Design and Evaluation of an Audio Game-inspired Auditory Map Interface." In ICAD 2019: The 25th International Conference on Auditory Display. Newcastle upon Tyne, United Kingdom: Department of Computer and Information Sciences, Northumbria University, 2019. http://dx.doi.org/10.21785/icad2019.051.
Full textEisapour, Mahzar, Shi Cao, and Jennifer Boger. "Game Design for Users with Constraint." In UIST '18: The 31st Annual ACM Symposium on User Interface Software and Technology. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3266037.3266124.
Full textShabbir, Naila, Zeeshan Bhatti, and Dil Nawaz Hakro. "Serious Game User Interface Design Rules for dyslexic children." In 2019 13th International Conference on Mathematics, Actuarial Science, Computer Science and Statistics (MACS). IEEE, 2019. http://dx.doi.org/10.1109/macs48846.2019.9024786.
Full textToups, Zachary O., Igor Dolgov, and Elizabeth M. Bonsignore. "A theory of game mechanic signaling for interface design." In CHI PLAY '14: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2658537.2661318.
Full textPaliyawan, Pujana, Kingkarn Sookhanaphibarn, Worawat Choensawat, and Ruck Thawonmas. "Body motion design and analysis for fighting game interface." In 2015 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2015. http://dx.doi.org/10.1109/cig.2015.7317960.
Full textIsmail, S. F., R. Hashim, and S. Z. Z. Abidin. "Collaborative bridge game: A comparative study on User Interface design." In Knowledge Management (CAMP). IEEE, 2010. http://dx.doi.org/10.1109/infrkm.2010.5466950.
Full textKim, Jung-A., Kyung-Kyu Kang, Hyun-Roc Yang, and Dongho Kim. "A Sensory Gate-Ball Game for the Aged People and its User Interface Design." In 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.19.
Full textJung, Hyun Yi, and Hyunggi Kim. "Interface Design of Game Content for Children Using Motion Cognition Technology." In Games and Graphics 2014. Science & Engineering Research Support soCiety, 2014. http://dx.doi.org/10.14257/astl.2014.54.18.
Full textReports on the topic "Interface e Game Design"
Shinar, J. Stochastic Game Approach to Guidance Design. Fort Belvoir, VA: Defense Technical Information Center, November 1987. http://dx.doi.org/10.21236/ada194574.
Full textHammerstrom, Donald J., Jewel D. Adgerson, Chellury Sastry, Richard M. Pratt, and Robert G. Pratt. PinBus Interface Design. Office of Scientific and Technical Information (OSTI), December 2009. http://dx.doi.org/10.2172/974986.
Full textde Alfaro, Luca, and Thomas A. Henzinger. Interface-Based Design. Fort Belvoir, VA: Defense Technical Information Center, January 2004. http://dx.doi.org/10.21236/ada461347.
Full textJerome, Christian J., Amanda M. Howey, and Deborah R. Billings. Heuristic Evaluation of a User Interface for a Game-Based Simulation. Fort Belvoir, VA: Defense Technical Information Center, September 2007. http://dx.doi.org/10.21236/ada475444.
Full textSchmidt, Vincent A. User Interface Design Patterns. Fort Belvoir, VA: Defense Technical Information Center, July 2010. http://dx.doi.org/10.21236/ada530798.
Full textChen, Jessie Y., Ellen C. Haas, Krishna Pillalamarri, and Catherine N. Jacobson. Human-Robot Interface: Issues in Operator Performance, Interface Design, and Technologies. Fort Belvoir, VA: Defense Technical Information Center, July 2006. http://dx.doi.org/10.21236/ada451379.
Full textO'Hara, John, and S. Fleger. Human-System Interface Design Review Guidelines. Office of Scientific and Technical Information (OSTI), July 2020. http://dx.doi.org/10.2172/1644018.
Full textAldrich, C. H. Radar stimulator interface protocol, preliminary interface design and Doppler Beam Sharpening implementation. Office of Scientific and Technical Information (OSTI), June 1993. http://dx.doi.org/10.2172/10194448.
Full textLunati, Jean-Michel, and Alexander I. Rudnicky. The Design of a Spoken Language Interface. Fort Belvoir, VA: Defense Technical Information Center, January 1990. http://dx.doi.org/10.21236/ada457799.
Full textLane, Thomas G. A Design Space and Design Rules for User Interface Software Architecture. Fort Belvoir, VA: Defense Technical Information Center, November 1990. http://dx.doi.org/10.21236/ada237049.
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