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Standing on the Shoulders of Giants. A Semiotic Analysis of Assassin's Creed 2
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In: International Handbook of Semiotics ; https://hal.archives-ouvertes.fr/hal-01838418 ; Peter Pericles Trifonas. International Handbook of Semiotics, Springer, pp 1003-1023, 2015, 978-94-017-9404-6. ⟨10.1007/978-94-017-9404-6_45⟩ ; https://link.springer.com/chapter/10.1007/978-94-017-9404-6_45 (2015)
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Designing Tangible Video Games: Lessons Learned from the Sifteo Cubes
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In: Proceedings of the 2014 Annual Conference on Human Factors in Computing Systems (CHI 2014) ; https://hal.archives-ouvertes.fr/hal-01111597 ; Proceedings of the 2014 Annual Conference on Human Factors in Computing Systems (CHI 2014), Apr 2014, Toronto, Canada. pp.3163-3166, ⟨10.1145/2556288.2556991⟩ ; http://chi2014.acm.org/ (2014)
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Abstract:
International audience ; In this paper, we present a collaborative game designed for Sifteo Cubes, a new tangible interface for multiplayer games. We discuss how this game exploits the platform's interface to transfer some of the game mechanics into the non-digital world, and how this approach affects both the player's experience and the design process. We present the technical limitations encountered during game development and analyze video recordings of play sessions with regard to the play strategies developed by the players. Then, we identify two properties that this game shares with many other games on tangible platforms and discuss how these properties influence both the game design process and the player experience. We advocate that these properties provide players with more freedom and relatedness, while helping to create an easy-to-learn and customizable gameplay, despite their own design limitations.
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Keyword:
[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]; ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g.; ACM: K.: Computing Milieux/K.8: PERSONAL COMPUTING/K.8.0: General/K.8.0.0: Games; HCI)/H.5.2: User Interfaces/H.5.2.6: Input devices and strategies (e.g.; mixed-reality games; mouse; player strategies; Sifteo Cubes; tangible user interface; tangible video game; touchscreen); video game design
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URL: https://doi.org/10.1145/2556288.2556991 https://hal.archives-ouvertes.fr/hal-01111597/document https://hal.archives-ouvertes.fr/hal-01111597 https://hal.archives-ouvertes.fr/hal-01111597/file/camera_ready.pdf
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Development of an American sign language game for deaf children
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In: http://www-static.cc.gatech.edu/~thad/p/030_30_AC/idc05_final.pdf (2005)
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Development of an American Sign Language game for deaf children
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In: http://www-static.cc.gatech.edu/gvu/ccg/projects/copycat/p/idc05_final.pdf (2005)
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Simulations of Egoistic and Altruistic Behaviors Using the Vidya Multiagent System Platform
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In: http://www.cs.york.ac.uk/rts/docs/GECCO_2007/docs/p2927.pdf
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