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Full-Text Articles in Arts and Humanities

How Live Streaming And Twitch Have Changed The Gaming Industry, Krystal Ruiz Dec 2020

How Live Streaming And Twitch Have Changed The Gaming Industry, Krystal Ruiz

ART 108: Introduction to Games Studies

Live streaming in itself has become a booming industry in which its content consists of “streamers” who live broadcast numerous events and real-time interactions while simultaneously chatting with viewers drawing huge and increasing numbers (Adamovich). Twitch has especially excelled at garnering attention as one of the most popular live streaming platforms that focuses on broadcasting and viewing video game content (Adamovich). Twitch has grown rapidly within the last few years asserting its dominance as one of the major forces in the games industry and becoming a multi-billion-dollar industry (Adamovich). For example, according to Descrier, in 2016 there were approximately 292 …


Design Prototyping Methods: State Of The Art In Strategies, Techniques, And Guidelines, Bradley Camburn, Vimal Viswanathan, Julie Linsey, David Anderson, Daniel Jensen, Richard Crawford, Kevin Otto, Kristin Wood Jan 2017

Design Prototyping Methods: State Of The Art In Strategies, Techniques, And Guidelines, Bradley Camburn, Vimal Viswanathan, Julie Linsey, David Anderson, Daniel Jensen, Richard Crawford, Kevin Otto, Kristin Wood

Faculty Publications, Mechanical Engineering

Prototyping is interwoven with nearly all product, service, and systems development efforts. A prototype is a pre-production representation of some aspect of a concept or final design. Prototyping often predetermines a large portion of resource deployment in development and influences design project success. This review surveys literature sources in engineering, management, design science, and architecture. The study is focused around design prototyping for early stage design. Insights are synthesized from critical review of the literature: key objectives of prototyping, critical review of major techniques, relationships between techniques, and a strategy matrix to connect objectives to techniques. The review is supported …


Introduction To Product Design And Innovation: A Cross Disciplinary Mini Curriculum, Patricia Backer, Seth Bates Jun 2005

Introduction To Product Design And Innovation: A Cross Disciplinary Mini Curriculum, Patricia Backer, Seth Bates

Faculty Publications

For the past two years, faculty at San Jose State University (SJSU) have implemented a three- semester minicurriculum in Product Design and Manufacturing. The project follows the Project- Based Learning (PBL) model and is central to the Certificate Program in Product Design in the Mechanical Engineering Department, the Manufacturing Systems concentration in the Department of Aviation and Technology, and the Industrial Design Program in the School of Art and Design. Students in the three courses in the minicurriculum face design challenges while being instructed about the constraints of manufacturability. In each course, students develop three to four products. All products …


Effectiveness Of A Multimedia General Education Course, Patricia Backer Jun 2000

Effectiveness Of A Multimedia General Education Course, Patricia Backer

Faculty Publications

The current paper describes the design, development, and evaluation of self-paced multimedia modules that are used in an advanced General Education course at San Jose State University. The design and development cycle of these modules began in 1994 and continues to this date. The General Education course, Technology and Civilization (TECH 198), is designed to introduce students to the realm of history and usage of technology in society and to increase their awareness of both the uncertainties as well as the promises of the utilization of technology as a creative human enterprise. During the summer session 1999, the completed modules …