1,527 research outputs found

    The Gamification of Modern Dating: A Feminist Analysis

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    My project gg is a digitally rendered 360Ā° animation of a tech-filled bedroom, accompanied by a joystick that can be used to navigate the 3D space. A visual comparison between multimedia games and modern dating culture, the bedroom scene draws parallels between the prioritization of male perspectives in fine art and digital media and the social prioritization of ā€œmasculineā€ qualities like logic over emotional vulnerability in the initialization of interpersonal relationships. My project investigates human motivations for playing games, both in the literal and idiomatic sense, using stereotypically feminized colors and symbols, to reclaim the patriarchal world of gaming for individuals who donā€™t identify with a hetero-masculine technological space

    Metaverse: A Vision, Architectural Elements, and Future Directions for Scalable and Realtime Virtual Worlds

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    With the emergence of Cloud computing, Internet of Things-enabled Human-Computer Interfaces, Generative Artificial Intelligence, and high-accurate Machine and Deep-learning recognition and predictive models, along with the Post Covid-19 proliferation of social networking, and remote communications, the Metaverse gained a lot of popularity. Metaverse has the prospective to extend the physical world using virtual and augmented reality so the users can interact seamlessly with the real and virtual worlds using avatars and holograms. It has the potential to impact people in the way they interact on social media, collaborate in their work, perform marketing and business, teach, learn, and even access personalized healthcare. Several works in the literature examine Metaverse in terms of hardware wearable devices, and virtual reality gaming applications. However, the requirements of realizing the Metaverse in realtime and at a large-scale need yet to be examined for the technology to be usable. To address this limitation, this paper presents the temporal evolution of Metaverse definitions and captures its evolving requirements. Consequently, we provide insights into Metaverse requirements. In addition to enabling technologies, we lay out architectural elements for scalable, reliable, and efficient Metaverse systems, and a classification of existing Metaverse applications along with proposing required future research directions

    The Institute of New Feelings: Plastic Identities and Imperfect Surfaces

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    Digital media are moldable spaces where an image is simultaneously a thought. This instance and flexibility enables digital existences to be malleable, transformative, situational, and unstable. They are plastic images. Video games generate digital bodies that are a fusion of subjectivities and cybernetic simulations, in a perceivable and ambiguous process. Such bodies are extensions of ourselves, being girlish, imperfect, unfinished and happeningā€”digesting and emitting clusters of feelings, regardless of our biological gender and age. The performative experience of play is progressively departing from spectacle, gambling and competition, and increasingly shifting towards an emotional journey of alternate realities, spreading subjectivities into the visible and invisible areas of screens. Such experience, and our plastic identities that reside within, marks a collaborative attempt between designers and audience to establish a new protocol of liquid perspectives functioning within and beyond digital space. Digital plasticity itself is a practice, as well as an inextricable process of understanding and deploying identities in the contemporary media-saturated pluralistic environment

    CGAMES'2009

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    A Modular Approach to the Development of Interactive Augmented Reality Applications.

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    Augmented reality (AR) technologies are becoming increasingly popular as a result of the increase in the power of mobile computing devices. Emerging AR applications have the potential to have an enormous impact on industries such as education, healthcare, research, training and entertainment. There are currently a number of augmented reality toolkits and libraries available for the development of these applications; however, there is currently no standard tool for development. In this thesis we propose a modular approach to the organization and development of AR systems in order to enable the creation novel AR experiences. We also investigate the incorporation of the framework that resulted from our approach into game engines to enable the creation and visualization of immersive virtual reality experiences. We address issues in the development process of AR systems and provide a solution for reducing the time, cost and barrier of entry for development while simultaneously providing a framework in which researchers can test and apply advanced augmented reality technologies

    What aspects of realism and faithfulness are relevant to supporting non-verbal communication through 3D mediums

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    This thesis investigates what aspects of realism and faithfulness are relevant to supporting non-verbal communication through visual mediums. The mediums examined are 2D video, 3D computer graphics and video based 3D reconstruction. The latter is 3D CGI derived from multiple streams of 2D video. Peopleā€™s ability to identify behaviour of primates through gross non-verbal communication is compared across 2D video and 3D CGI. Findings suggest 3D CGI performs equally well to 2D video for the identification of gross non-verbal behaviour, however user feedback points to a lack of understanding of intent. Secondly, ability to detect truthfulness in humans across 2D video and video based 3D reconstruction mediums is examined. Effort of doing this is measured by studying changes in level of oxygenation to the prefrontal cortex. Discussion links to the literature to propose that tendency to over trust is inversely proportional to the range of non-verbal resources communicated through a medium. It is suggested that perhaps this is because ā€œtellsā€ are hidden. The third study identifies that video based 3D reconstruction can successfully illustrate subtle facial muscle movements on a par with 2D video, but does identify issues with the display of lower facial detail, due to a reconstruction error called droop. It is hoped that the combination of these strands of research will help users, and application developers, make more informed decisions when selecting which type of virtual character to implement for a particular application therefore contributing to the fields of virtual characters and virtual environments/serious gaming, by giving readers a greater understanding of virtual characters ability to convey non-verbal behaviour

    Using Design Fiction to Inform Shape-Changing Interface Design and Use

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    Shape-changing interfaces are tangible, physically dynamic devices which enable user-experience beyond 2D screens. Within Human Computer Interaction, researchers are developing these from low-resolution, low-fidelity prototypes, toward a vision of a truly malleable world. The main focus is in producing and testing hardware, and basic user interactions, which leaves the question unanswered: what are shape-changing interfaces good for? In response, we propose the use of design fiction to investigate potential applications for this technology: to create and analyse artifacts relating to future use-scenarios for shape-change. Whilst research within shape-change often proposes future use-cases for prototypes during discussion, they are seldom in a form that presents them as everyday artifacts. Here, we present and discuss a printed game-play instruction manual for a truly high resolution shape-changing game entitled First Hand, which aims to draw parallels between current gaming practices and the tangible nature of shape-changing interfaces

    Using Design Fiction to Inform Shape-Changing Interface Design and Use

    Get PDF
    Shape-changing interfaces are tangible, physically dynamic devices which enable user-experience beyond 2D screens. Within Human Computer Interaction, researchers are developing these from low-resolution, low-fidelity prototypes, toward a vision of a truly malleable world. The main focus is in producing and testing hardware, and basic user interactions, which leaves the question unanswered: what are shape-changing interfaces good for? In response, we propose the use of design fiction to investigate potential applications for this technology: to create and analyse artifacts relating to future use-scenarios for shape-change. Whilst research within shape-change often proposes future use-cases for prototypes during discussion, they are seldom in a form that presents them as everyday artifacts. Here, we present and discuss a printed game-play instruction manual for a truly high resolution shape-changing game entitled First Hand, which aims to draw parallels between current gaming practices and the tangible nature of shape-changing interfaces
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