18 research outputs found

    Computer Game Scenario Representation: A Systematic Mapping Study

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    Background: Game scenario is an important factor for achieving player enjoyment; consisting a key business success factor. Additionally, the production of early design artifacts is crucial for the success of the development process. However, representing scenarios is a non-trivial task: (a) multiple aspects of the game need to be visualized; and (b) there is a plethora of representation approaches, out of which the game designer needs to select from. Aim: The goal of this work is to provide a panorama of the current scenario representation approaches, to aid game engineers in selecting the most fitting scenario representation approach and understand the existing designing options. Method: We have performed a Systematic Mapping Study, using 4 digital libraries, since the main goal can be achieved through study classification. By following an established search and filtering process, we have identified 717 articles, and analyzed in detail 95. Results: Diagrams are the most common generic approach to represent scenario; Game story is the most usual part of the scenario being represented; Characters are the most common component; and Transitions are the most usual connectors. Conclusion: Researchers may get useful information for empirically investigating several game engineering aspects; whereas game engineers can efficiently select the most fitting approach

    Roads and RiveRs, pots and potteRs in pannonia - inteRactions, analogies and diffeRences

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    There are many names in Croatian, German and English for class of pottery discussed in this volume. Generally accepted terms are: • Panonska keramika s premazom (PKP) • Pannonische Glanztonware (PGW) • Pannonian slipped ware (PSW) The PKP, PGW or PGW is a group of pottery widespread in Pannonia, but also in Noricum and Moesia, from the end of the 1st well into the 3rd century A.D and even later. The shapes of the vessels recall the forms of the Terra Sigillata, but some of them also show the influence of the local utility ware. The appearance of this group can be described as high quality pottery with a slip. It was produced in a reduced, oxidant and mixed atmosphere: as a result, there are black, grey, red, and orange vessels. In this book, authors were allowed to follow their thoughts and intuition to create the information about the Panno nian slipped ware in the region they work. The lack of publications, especially in Croatia, was the main problem in deve loping more uniform descriptions of types and features that form the PSW. We hope to create a fixed point from which a more comprehensive study can be made. We are grateful to all colleagues who submitted an article for this publication. This way, we have gathered some of the current knowledge on this topic, and we hope to continue our cooperation. We can say that this publication is a work of a small study group dedicated to one topic. In the meantime, by May 13, 2022, an important article about Pannonische Glanztonware that was published on the website of Römisch-Germanisches Zentralmuseum, Mainz (RGZM) “disappeared” from the Internet. RGZM is developing a new modern website. Hopefully, the paper will appear again on the new RGZM site. A possible new link is: https://web.rgzm.de/forschung/forschungsinfrastrukturen/infrastrukturen/wissenschaftliche it-digitale-plattformen-und-tools/online-datenbanken

    Arqueología y tecnologías digitales en Educación Patrimonial

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    This paper analyses the current trends regarding the use of digital technologies in archeology and heritage education. The study stems from a theoretical analysis of the educational potential of archeology which is channeled later into the didactic use of digital models reconstruction and interpretation of archaeological objects and spaces. This research establishes three basic lines of educational innovation: immersive virtual reality models, social interaction web 2.0 environments, and mobile learning. It also highlights the evaluation of heritage projects and materials based on digital technologies as an emerging interest in this field of research. The article is the result of original research conducted by the authors and supported by competitive research projects, but it also refers to other projects and experiences.En este artículo se analizan las tendencias actuales respecto a la utilización de la tecnología digital en torno a la arqueología y la educación patrimonial. El estudio parte de un análisis sobre el potencial educativo de la arqueología y se concreta posteriormente en la aplicación didáctica de los modelos digitales de reconstrucción e interpretación de espacios y objetos arqueológicos. El trabajo permite establecer tres líneas básicas de innovación educativa: modelos inmersivos en realidad virtual, entornos de interacción social web 2.0 y mobile learning, además de una línea de investigación emergente vinculada a la evaluación de proyectos y materiales patrimoniales basados en las tecnologías digitales. En el trabajo, se plasman los resultados de varias investigaciones originales comdesarrolladas por las autoras del texto con el respaldo de proyectos de investigación competitivos, al igual que se hace  referencia a otros proyectos y experiencias

    Aplicaciones de la arqueología virtual para la Educación Patrimonial: análisis de tendencias e investigaciones

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    Se analizan las posibilidades de contribuir a la Educación patrimonial a través de la integración de la arqueología virtual (reconstrucciones y recreaciones virtuales, realidad aumentada, etc.) en propuestas didácticas planteadas desde diversas metodologías. Para ello se tienen en cuenta de diferentes proyectos de innovación y de investigación educativa que se han tenido como base visualización, manipulación, clasi cación o construcción de objetos virtuales de carácter arqueológico, algunos de ellos en el entorno de la web social colaborativa o web 2.0. The possibilities of contributing to heritage education through the integration of virtual archeology (virtual recreations and recreations, augmented reality, etc.) are analyzed in didactic proposals raised from different methodologies. To this end, we consider different projects of innovation and educational research that have been based on visualization, manipulation, classi cation or construction of archaeological virtual objects, some of them in the environment of the social web 2.0

    Museums, social media & 2.0 technology

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    Índice: - Sobre museos, redes sociales y tecnología 2.0 (Alex Ibáñez Etxeberria). - Sitios web y museos: nuevas aplicaciones para el aprendizaje informal (Mikel Asensio, Elena Asenjo y Alex Ibáñez Etxeberria). - From headphones to microphones: mobile social media in the museum as distributed network (Nancy Proctor). - Mobile learning y patrimionio: aprendiendo historia con mi teléfono, mi GPS y mi PDA (Alex Ibáñez Etxeberria, Mikel Asensio y José Miguel Correa). - Digital asset management strategies for multi-platform content delivery (Titus Bicknell). - Redes sociales y museos participativos: la irrupción de las tecnologías 2.0 en la sociedad y su aplicación en los museos a través del caso de Arazi (Juan José Aranburu)

    Participatory Planning at the National Level - the Case of Sustainable and Integrated Urban Development Strategy of Serbia

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    The paper focuses on the assessment of participatory process in formulation of national urban development policy of Serbia until 2030. The assessment of participation is attached to the complexities in defining auxiliary set of evaluation criteria, while the process itself requires activities focused on individuals, organizations and their institutional environment, and the linkages between the different governance levels and instruments. The assessment in this paper is based on a mixed method approach. Quantification is used to measure the level of satisfaction/dissatisfaction of actors involved in the process, while the qualitative analysis provides an in-depth understanding on the visible and less visible results of their engagement. Findings point out the increase in participants’ knowledge and understanding of the planning process, and the possibility of institutionalising such a process in a way that coordination and cooperation are continually unfolding. The most important elements of active stakeholder involvement were recognised in the possibility to attain the public discourse which enabled: 1) prioritization of the national urban development programs, 2) linking planning with financing, and 3) better understanding of the relation between traditional spatial/urban planning and new governance instruments. The identified challenges relate to the need for further support to the implementation of the strategy through legislation, institutions, capacities and funding. The fragility of institutions and resistance to change in the transitional context of the post-socialist country is present. At the same time there is a need to deal with complexity and uncertanity, where the findings point out at the necessity to rely on the openness and vitality of the local level and experts involved in the process

    Evaluación de un programa de educación patrimonial basado en tecnología móvil

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    Tesis doctoral inédita leída en la Universidad Autónoma de Madrid, Facultad de Psicología, Departamento de Psicología Básica. Fecha de lectura : 19-07-201

    The Materiality of Magic

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    The Materiality of Magic is an exciting new book about an aspect of magic that is usually neglected. In the last two decades we have had many books and proceedings of conferences on the concept of magic itself as well as its history, formulas and incantations in antiquity, both in East and West. Much less attention, however, has been paid to the material that was used by the magicians for their conjuring activities. This is the first book of its kind that focuses on the material aspects of magic, such as amulets, drawings, figurines, gems, grimoires, rings, and voodoo dolls. The practice of magic required a specialist expertise that knew how to handle material such as lead, gold, stones, papyrus and terra cotta – material that sometimes was used for specific genres of magic. That is why we present in this well illustrated collection of studies new insights on the materiality of magic in antiquity by studying both the materials used for magic as well as the books in which the expertise was preserved. The main focus of the book is on antiquity, but we complement and contrast our material with examples ranging from the Ancient Near East, via early modern Europe, to the present time

    Rome and the Colonial City

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    According to one narrative, that received almost canonical status a century ago with Francis Haverfield, the orthogonal grid was the most important development of ancient town planning, embodying values of civilization in contrast to barbarism, diffused in particular by hundreds of Roman colonial foundations, and its main legacy to subsequent urban development was the model of the grid city, spread across the New World in new colonial cities. This book explores the shortcomings of that all too colonialist narrative and offers new perspectives. It explores the ideals articulated both by ancient city founders and their modern successors; it looks at new evidence for Roman colonial foundations to reassess their aims; and it looks at the many ways post-Roman urbanism looked back to the Roman model with a constant re-appropriation of the idea of the Roman
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