15 research outputs found

    Реконструкция системы электроснабжения блока цехов "Б" ОАО "Гомсельмаш" в связи с заменой технологического оборудования участка мехобработки осей, цапф и втулок цеха режущих барабанов и разработкой мероприятий по экономии ТЭР

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    This paper presents an approach to analyze and re-design evaluation methods. The domain explored in thispaper is evaluation methods for evaluating fun and entertainment. However, the approach presented may be appliedin other domains as well. The approach is conceptually described and two examples of processes where the approachwere used in practice are further discussed. As the map of IT applications and digital media is continuously redesigned,there is a constant need of re-designing evaluation methods

    Pervasive GameFlow : Identifying and Exploring the Mechanisms of Player Enjoyment in Pervasive Games

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    Pervasive games are computer games that build, to various extents, on social interaction as a driving force in the game play, on integration between physical and virtual worlds and on constant access to constantly ongoing games from virtually every existing context (anytime, anywhere gaming). This new genre of computer games presents many challenges for both researchers and industry; one of the most important is how to understand enjoyable player experiences in this new kind of computer gaming. The purpose of this thesis is to identify and explore the mechanisms in pervasive game designs that are of most importance for creating enjoyable Pervasive gaming experiences, and further to translate the findings of the exploration into a playability model for pervasive games. My empirical work focuses on the most important aspects for creating enjoyable player experiences when playing pervasive games. Evaluation methods from the usability and playability area have been deployed in order to identify what factors and aspects the players consider of most importance for their experience when they play pervasive games. Three specific pervasive games have been studied; SupaFly, Pervasive Treasure Hunt and Furiae. Theoretically, the thesis departs from existing knowledge about Playability, and the most prominent and accepted frameworks for understanding player experiences in computer gaming have been considered. Of the existing models and frameworks, the GameFlow model was selected as a theoretical point of departure. The main contribution of the thesis consists of a model for understanding player enjoyment in pervasive games - the Pervasive GameFlow model. Pervasive GameFlow elaborates the GameFlow model by adding 14 new criteria identified in the empirical evaluations of three pervasive games, criteria of great importance for enjoyable Player experiences in pervasive games. Further, the thesis answers questions concerning how the players are putting the anytime, anywhere and mobility aspects of pervasive games into practice - how they perceive and handle games that offer constantly ongoing game play. The results also provide insights into the reach or impact of the novel Pervasive aspects of pervasive games and their importance for the players and player experiences. Finally, the thesis provides notes on how evaluation of pervasive games should be performed

    Usability of Pervasive Games

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    Pervasive games poses challenges for Usability in several dimensions. First, they are appliances of Pervasive computing and Usability is primarily developed for conventional computer devices (such as desk top computers) and work-oriented applications. Secondly, they are interactive entertainment applications and not designed in order to support work-oriented usage and interaction. Future research should therefore strive to gain deep understanding in questions concerning methods, theories, techniques and more that address the Usability concept in respect to Pervasive/Ubiquitous computing environments in general. In particular, the question of how the notion of Usability can be defined and evaluated in the specific case of Pervasive Games should be approached, due to the particularly challenging aspects that the Pervasive Game area poses to traditional Usability. The explorative research case SupaFly is described, as an example of explorative research on Usability in the Pervasive Game area, and illustrates the author’s current focus of research

    Satisfaction and learnability in edutainment : A usability study of the knowledge game ‘Laser Challenge’at the Nobel e-museum

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    This paper is a report on the initial findings of a study conducted in the project FunTain with the main purpose to find general guidelines for edutainment games, in order to guide designers of such games. Usability evaluations, with users and experts, were conducted on the edutainment game in order to find usability problems. These findings were then analyzed and used as input in focus group meetings, held with joint teams consisting of game designers and HCI experts. The result was a proposal of a list of design guidelines. In this paper they are grouped in three general categories; (1) game experience, (2) balance between entertainment and education, and (3) general understanding. Findings indicate that users had problems in understanding the underlying model for the game as well as finding the knowledge related content. Experts, further, gave comments about feedback problems and different types of inconsistencies. Some of the implications from the findings, as discussed in the focus group, were guidelines for earning and loosing points, scoring and performance feedback and game object characteristics

    FunTain : Design Implications for Edutainment Games

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    This paper is a report on the initial findings of a study conducted in the project FunTain with the main purpose to find general guidelines for edutainment games. This to guide designers of such games, as they often lack in design guidelines. Usability evaluations were conducted on the edutainment game in order to find usability problems. These findings were then analyzed and used as input in focus group meetings, held with joint teams with game designers and HCI experts. The result was a proposal of a list of ten general design guidelines. Findings indicate that users had problems in understanding the underlying model for the game as well as finding the knowledge related content. Experts, further, gave comments about feedback problems and different types of consistencies. Some of the implications from the findings, as discussed in focus group, are guidelines for earning and loosing points, scoring and performance feedback and game object characteristics

    FunTain : Design Implications for Edutainment Games

    No full text
    This paper is a report on the initial findings of a study conducted in the project FunTain with the main purpose to find general guidelines for edutainment games. This to guide designers of such games, as they often lack in design guidelines. Usability evaluations were conducted on the edutainment game in order to find usability problems. These findings were then analyzed and used as input in focus group meetings, held with joint teams with game designers and HCI experts. The result was a proposal of a list of ten general design guidelines. Findings indicate that users had problems in understanding the underlying model for the game as well as finding the knowledge related content. Experts, further, gave comments about feedback problems and different types of consistencies. Some of the implications from the findings, as discussed in focus group, are guidelines for earning and loosing points, scoring and performance feedback and game object characteristics

    Satisfaction and learnability in edutainment : A usability study of the knowledge game ‘Laser Challenge’at the Nobel e-museum

    No full text
    This paper is a report on the initial findings of a study conducted in the project FunTain with the main purpose to find general guidelines for edutainment games, in order to guide designers of such games. Usability evaluations, with users and experts, were conducted on the edutainment game in order to find usability problems. These findings were then analyzed and used as input in focus group meetings, held with joint teams consisting of game designers and HCI experts. The result was a proposal of a list of design guidelines. In this paper they are grouped in three general categories; (1) game experience, (2) balance between entertainment and education, and (3) general understanding. Findings indicate that users had problems in understanding the underlying model for the game as well as finding the knowledge related content. Experts, further, gave comments about feedback problems and different types of inconsistencies. Some of the implications from the findings, as discussed in the focus group, were guidelines for earning and loosing points, scoring and performance feedback and game object characteristics

    Evaluating fun and entertainment : Developing a conceptual framework design of evaluation methods

    No full text
    This paper presents an approach to analyze and re-design evaluation methods. The domain explored in thispaper is evaluation methods for evaluating fun and entertainment. However, the approach presented may be appliedin other domains as well. The approach is conceptually described and two examples of processes where the approachwere used in practice are further discussed. As the map of IT applications and digital media is continuously redesigned,there is a constant need of re-designing evaluation methods

    How Applicable is Your Evaluation Methods–Really? : Analysis and Re-design of Evaluation Methods for Fun and Entertainment

    No full text
    This paper presents an approach to analyze and re-design evaluation methods. The domain explored in this paper is evaluation methods for evaluating fun and entertainment. However, the approach presented may be applied in other domains as well. The approach is conceptually described and two examples of processes where the approach were used in practice are further discussed. As the map of IT applications and digital media is continuously redesigned, there is a constant need of re-designing evaluation methods

    How Applicable is Your Evaluation Methods–Really? : Analysis and Re-design of Evaluation Methods for Fun and Entertainment

    No full text
    This paper presents an approach to analyze and re-design evaluation methods. The domain explored in this paper is evaluation methods for evaluating fun and entertainment. However, the approach presented may be applied in other domains as well. The approach is conceptually described and two examples of processes where the approach were used in practice are further discussed. As the map of IT applications and digital media is continuously redesigned, there is a constant need of re-designing evaluation methods
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