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Articles 1 - 5 of 5
Full-Text Articles in Game Design
Game Design Learning: Understanding And Supporting The Game Design Process In Higher Education, John Healy
Game Design Learning: Understanding And Supporting The Game Design Process In Higher Education, John Healy
Theses
This thesis presents a study of the game design process in higher education. The PhD research makes several contributions to the field by developing a model of game design learning through the analysis of qualitative data and creating a number of learning supports informed by this model. The research also proposes the signature pedagogy of game design learning as the studio project and explores the relationship between game design and other design disciplines. These contributions advance the understanding and practice of game design education, benefiting researchers, educators, and designers. As the popularity of digital games has grown in the 21st …
Towards A Model Of The Design Process For Games, John Healy, Charlie Cullen
Towards A Model Of The Design Process For Games, John Healy, Charlie Cullen
Conference Papers
In this paper, we present an approach to studying the game design process by drawing upon general models of design to support research into the process of game design. Several general models of design exist to consider the processes through which designers work. Many of these fit within a structure of analysis, synthesis and evaluation that was first proposed by Christopher Jones in 1963 and later adapted by Bryan Lawson to account for the messy nature of design and the undertaking of these activities while negotiating between problem and solution. This paper proposes the adaptation of Lawson’s model of design …
Virtual Dissection Of White Matter Tracts In A Human Brain Using Applied Game Design And Virtual Reality Imaging, Basil Lim, Anurag Nasa, Nicola Carswell, Elena Roman, Malia Kissner, Darren W. Roddy, Veronika O'Keane, James Carswell
Virtual Dissection Of White Matter Tracts In A Human Brain Using Applied Game Design And Virtual Reality Imaging, Basil Lim, Anurag Nasa, Nicola Carswell, Elena Roman, Malia Kissner, Darren W. Roddy, Veronika O'Keane, James Carswell
Other
Visualisation of neural tracts in the human brain has previously been accomplished using two dimensional (2D) representational formats. In most cases, pre-operative visualisation is through the medium of 2D MRI image slices, representing coordinates in the brain through a combination of axial, sagittal, and coronal orthographic viewpoints. Software such as ExploreDTI can visualise off-axis viewpoints, however this method is limited to 2.5D image representations. The use of such 2D representations can require significant training in order to contextualise real-world 3D positions and accurately locate and identify neural tract pathways in the brain. Utilising anonymised tract data and advanced neuroimaging technologies …
James Joyce: I. Am. A. Discover Dublin By Reading And Running, Barry Sheehan
James Joyce: I. Am. A. Discover Dublin By Reading And Running, Barry Sheehan
Academic Articles
You are walking through it howsomever. I am, a stride at a time. A very short space of time through very short times of space.
James Joyce (Ulysses,p.31).
In Ulysses, on the morning of the 16th June 1904, Stephen Dedalus is striding on Sandymount strand, thinking about time and place as he moves. Later in the day, Leopold Bloom writes I. AM. A.with a stick in the sand on the same Sandymount strand. His scrubbed words will wash away with the tide but remain forever in the novel.
Using geotracking, I recreated the same ephemeral I. AM. …
Macromedia Director Audio Project Research - Written Report, Peter Dee
Macromedia Director Audio Project Research - Written Report, Peter Dee
Articles
A written report about the Director Audio Project: Underground Sound to include the four headings of control of audio, thematic coherence, management of assets and originality of approach / design rationale. The Underground Sound Director Audio Project is about contemporary black music in an urban setting. Images of old and young captured in the environment in which they live.