7,602 research outputs found

    Location-based technologies for learning

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    Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio

    Emerging technologies for learning (volume 2)

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    Expanding the magic circle in pervasive casual play

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    Dissertação para obtenção do Grau de Doutor em InformáticaIn this document we present proposals for merging the fictional game world with the real world taking into account the profile of casual players. To merge games with reality we resorted to the creation of games that explore di-verse real world elements. We focused on sound, video, physiological data, ac-celerometer data, weather and location. We made the choice for these real world elements because data, about those elements, can be acquired making use of functionality already available, or foreseen in the near future, in devices like computers or mobile phones, thus fitting the profile of casual players who are usually not willing to invest in expensive or specialized hardware just for the sake of playing a game. By resorting to real world elements, the screen is no longer the only focus of the player’s attention because reality also influences the outcome of the game. Here, we describe how the insertion of real world elements affected the role of the screen as the primary focus of the player’s attention. Games happen inside a magic circle that spatially and temporally delimits the game from the ordinary world. J. Huizinga, the inventor of the magic circle concept, also leaves implicit a social demarcation, separating who is playing the game from who is not playing the game [1]. In this document, we show how the insertion of real world elements blurred the spatial, temporal and social limits, in our games. Through this fusion with the ordinary world, the fictional game world integrates with reality, instead of being isolated from it. We also present an analysis about integration with the real world and context data in casual en-tertainment.Fundação para a Ciência e a Tecnologia - grant SFRH/BD/61085/200

    Player identification in American McGee’s Alice : a comparative perspective

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    In this paper I analyse personal identification in three incarnations of Alice in Wonderland: the original novels, the 1950s Disney animation film and the computer game American McGee’s Alice. After presenting the research corpus, I lay out the analytical framework derived from Kendall Walton’s theory of representational artefacts as props for evoking imagining in games of make-believe. From this perspective, the Alice heritage relies on spectacle rather than plot to entertain. This spectacle differs across media as each medium’s strengths are played out: language-play in the novels, colour/motion/sound in the film and challenges in the game. There are two types of imagining involved: objective, whereby a person imagines a scene outside of himself, and subjective, in which case the imagining revolves around a version of himself. Both the novels and the film primarily evoke objective imagining whereas the game invites the player to be introjected into the Alice character evoking subjective imagining. The picture is not unambiguous, however, as the novels and the film stage a broad array of subjectifying techniques and the game objectifying ones. This gives us some indication as to the nature of representation which, to be of interest, presents a tension between here and there, between the self and an other

    Technology and Culture: Humans Inventing Themselves

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    Since the ancient Greek myth of Prometheus who stole fire from the god, Zeus, humans have been befuddled by their own cleverness. We make useful tools and devices which seem to free humans for higher pursuits only to discover that the unintended consequences demand that newer and even more clever devices be invented. Sooner or later we find out that the instruments of our technologies are shaping our destiny rather than the other way around. Throughout history this struggle has gone on till the present when the consequences of technological progress seem to many to be overwhelming. If culture is the cultivation of the best in mankind, a new kind of challenge faces us

    weSport: Utilising Wrist-Band Sensing to Detect Player Activities in Basketball Games

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    Wristbands have been traditionally designed to track the activities of a single person. However there is an opportunity to utilize the sensing capabilities of wristbands to offer activity tracking services within the domain of team-based sports games. In this paper we demonstrate the design of an activity tracking system capable of detecting the players’ activities within a one-to-one basketball game. Relying on the inertial sensors of wristbands and smartphones, the system can capture the shooting attempts of each player and provide statistics about their performance. The system is based on a two- level classification architecture, combining data from both players in the game. We employ a technique for semi-automatic labelling of the ground truth that requires minimum manual input during a training game. Using a single game as a training dataset, and applying the classifier on future games we demonstrate that the system can achieve a good level of accuracy detecting the shooting attempts of both players in the game (precision 91.34%, recall 94.31%)

    Understanding the Impact of the New Aesthetics and New Media Works on Future Curatorial Resource Responsibilities for Research Collections

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    The author examines the emerging impact of the works of the “New Aesthetic,” along with other works that have their genesis in the rapid technological changes of the last fifty-plus years. Consideration is given to the history of digital audio/visual works that will eventually be held by repositories of cultural heritage and how this history has, or has not, been documented. These creations have developed out of an environment of networked, shared, re-usable and re-purposed data. The article briefly examines how these works are utilized while looking at the future impact of the growing creation and use of complex, compound multimedia digital re- search and cultural collections as evidenced by augmented and virtual reality environments such as smartphone apps and Second Life.Ye

    Spartan Daily, December 10, 2014

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    Volume 143, Issue 41https://scholarworks.sjsu.edu/spartandaily/1541/thumbnail.jp
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