140,872 research outputs found

    Удовольствие и интерес к игре как основа подхода к проектированию детской игровой площадки

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    The article considers design of children’s playgrounds. The design traditions in modern architectural school are discussed, the problem of “the game” is identified and the term “pleasure” is focused. The conclusion is that we need a new approach to design children’s playgrounds in order to interest children in the age group from six to fifteen.В статье рассматривается проектирование детских игровых площадок. Обсуждаются традиции проектирования в современных архитектурных школах, ставится проблема «игры» и центральное внимание уделяется термину «удовольствие». В заключении делается вывод, что нужен новый подход к проектированию детских игровых площадок, для того чтобы заинтересовать детей возрастом от 6 до 15 лет

    All Work and No Play Makes You a Dull Designer - Exhibition Catalogue

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    Wheelchair-based game design for older adults

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    Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchair-accessible motion-based games. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage older adults. Through the application of the wheelchair as an enabling technology in play, our work has the potential of encouraging older adults to develop a positive relationship with their wheelchair. Copyright 2013 ACM

    Educating Seth: An Ecosophical Conversation

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    Most accounts of human activity have a particular structure that supports the accounting. Education as a human activity has over centuries, and particularly in the past century, developed a narrative structure that, while seemingly "neutral", privileges accounts of a certain kind. The authors suggest that if ecosophical education is to find a presence in today's schools, the now dominant narrative structure needs to be challenged. By revealing an alternate narrative structure embodied in the particularities of a grade 4 classroom, the authors hope that such a narrative structure can provide ecosophical education with an authentic home in today's schools

    Low-fi skin vision: A case study in rapid prototyping a sensory substitution system

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    We describe the design process we have used to develop a minimal, twenty vibration motor Tactile Vision Sensory Substitution (TVSS) system which enables blind-folded subjects to successfully track and bat a rolling ball and thereby experience 'skin vision'. We have employed a low-fi rapid prototyping approach to build this system and argue that this methodology is particularly effective for building embedded interactive systems. We support this argument in two ways. First, by drawing on theoretical insights from robotics, a discipline that also has to deal with the challenge of building complex embedded systems that interact with their environments; second, by using the development of our TVSS as a case study: describing the series of prototypes that led to our successful design and highlighting what we learnt at each stage
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