1,114 research outputs found
Exploring Oculus Rift: A Historical Analysis of the ‘Virtual Reality’ Paradigm
This paper will first provide background information about Virtual Reality in order to better analyze its development throughout history and into the future. Next, this essay begins an in-depth historical analysis of how virtual reality has developed prior to 1970, a pivotal year in Virtual Reality history, followed by an exploration of how this development paradigm shifted between the 1970\u27s and the turn of the century. The historical analysis of virtual reality is concluded by covering the modern period from 2000-present. Finally, this paper examines the layout of the virtual reality field in respect to he history and innovations presented
Assisting Autistic Children Through Virtual Reality Systems
This paper presents virtual reality (VR) and its impact on children with autism. It explores case studies that use virtual reality to teach children with autism. The project addresses challenges that children with autism face, as well as the means to which virtual reality can assist in accomplishing daily living skills. The paper highlights a VR game to create in the planning stage that can teach children safer ways to cross the street
Gamification in urban design for upgrading the informal settlements (open public space) in African neighborhoods
The city and architecture of today and the future will face and are facing the challenge of innovation. Simultaneously, Informal African neighborhoods; present challenges to human sustainable development and equity, safety, environmental quality, and resiliency issues. As ICT becomes pervasive, architects have to rethink rules for communication between the citizen and physical urban space. Accordingly, the digital participation integration in specific Serious Games can be a tool to empower slum residents and engage communities to participate in settlement upgrading design based on SDG 11.
Thus, the proposed paper will present an overview of the participatory gamification technology involved in civic engagement in informal African neighborhoods that fosters engagement and democratization. The research reaches from Literature review on some Gaming tools and participatory process Articles. Moreover, to achieve the goals, a detailed study on; authors and the extensive research of HABITAT on informal settlements and the United Nations, qualitative data analysis methods to organize and interpret the collected research findings.
This analysis showed that Gaming tools and Gamification as a methodology; helps to; empower any residents with different knowledge to participate in settlement upgrading design in specific Minecraft can foster engagement, make cities and human settlements inclusive, safe, resilient, and sustainable with communities of different ages and specifically women and children without any expertise and knowledge.info:eu-repo/semantics/publishedVersio
Architectonics of Game Spaces
What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate
Architectonics of Game Spaces: The Spatial Logic of the Virtual and Its Meaning for the Real
What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in "reality"? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate
Digitalization within the informal settlements. Participatory technologies in design for upgrading the informality in Maputo, Mozambique
Participatory Technologies in design offers an
opportunity for architects to re-design cities and find new
opportunities, in different scales, with their citizens, to create new
economic, social, environmental values and provide better public
realms and empowering the community by engaging them in
participatory actions, aiming at the sustainability of urban public space
and rapidly suppress its insufficiencies.
Accordingly, the city and architecture of the future face the challenge
of innovation in an evolution that involves society, economy,
environment, etc. But what about the informal settlements which are
dealing with socio-economic and environmental issues? These
neighborhoods present the greatest challenges to human sustainable
development and equity, safety, environmental quality, and resiliency
central to the New Urban Agenda.
As information and communication technology (ICT) becomes
pervasive, the architect has to rethink the rules for communication
between the citizen and physical urban space for adapting to the period
in which we are living in. Over the last few decades, an increasingly
collaborative work developed among spatial practitioners such as
architects, urban planners, artists and, media designers; has produced
a particular landscape of projects that engage information technology
as a catalytic tool for interactions in the physical urban space.
ICT, mobiles, applications, and digital technologies are tools to
empower slum residents and their youth to have greater control over
their lives. Communities and prosperity through access to information
and knowledge are going to be more engaged and empowered.
Basically, to develop a public realm or neighborhood or a barrio, the
first tool is data. Architects and decision-makers will be the data users.
Moreover, citizens will be the Data collectors and, in this system, they
can get aware of individual impacts on themselves and the whole.
Enabling communities to participate in settlement planning and
upgrading including, the management of new infrastructure
undoubtedly, requires action at the political level but, we cannot
hesitate architect’s role to society aim to provide lasting solutions to
specific needs and, the active participation of the community lends
these additional values.
In this context, the proposed paper will present an overview of the
participatory digital technologies involved in civic engagement in
informal cities in Africa. This analysis is essential to define the
application of spatial acupunctures or plug-ins in the public realm and
urban environment to upgrade the informality in Maputo,
Mozambique.info:eu-repo/semantics/publishedVersio
A Look into the Industry of Video Games Past, Present, and Yet to Come
Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past will need to find ways to adapt if they wish to remain successful in the growing industry.
Looking at how past trends and technological innovations have driven the industry gives understanding and insight into where it is at today and where it will go in the future. Video games have become an interactive art medium which inspires users to explore and create. The digitalization of games and their extreme popularity reflect our instinctive desire to seek out game-playing for its fun, cooperative, and competitive nature
Presence and agency in real and virtual spaces: The promise of extended reality for language learning
Augmented and virtual realities (together “extended reality”) offer language learners the opportunity to communicate and interact in real and virtual spaces. In augmented reality (AR), users view computer-generated layers added to a phone camera’s view of the world. Virtual reality (VR) immerses users in a 3D environment that might simulate aspects of the outside world or project an entirely imagined reality. This column looks at opportunities and challenges in the use of extended reality (XR) for second language learning. Opportunities include higher learner motivation and personal agency through XR uses that feature collaboration and open-ended interactions, particularly in simulations, games, and learner co-design. That direction offers more alignment with current theories of second language acquisition (SLA)–emphasizing holistic language development and ecological frameworks–than most commercial VR apps currently available. Those posit a linear language development and focus largely on vocabulary learning and language practice within closed role-play scenarios. Offering both AR and VR access, mixed reality may present opportunities to combine the best features of each medium. Advances in generative artificial intelligence (AI) provide additional possibilities for personalized language learning in a flexible and dynamic VR environment
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