Open Access. Powered by Scholars. Published by Universities.®

Physical Sciences and Mathematics Commons

Open Access. Powered by Scholars. Published by Universities.®

PDF

Research Collection School Of Computing and Information Systems

2008

Animation

Articles 1 - 2 of 2

Full-Text Articles in Physical Sciences and Mathematics

A Study Of Early Stage Game Design And Prototyping, Brien Colwell, Richard C. Davis, James A. Landay Oct 2008

A Study Of Early Stage Game Design And Prototyping, Brien Colwell, Richard C. Davis, James A. Landay

Research Collection School Of Computing and Information Systems

Computer games and simulations can be valuable teaching and communication tools, and they are a powerful form of self-expression. Unfortunately, creating games requires programming, and programming requires time and skill. Some tools facilitate game creation to motivate novice programmers, but programming is still necessary. Other systems require less programming, but they are narrowly focused. To enable faster, simpler, and more expressive tools for professionals and amateurs, we have explored the processes and tools used in the early stages of game and simulation design. Interviews with educators clarified the uses of simulations in the classroom, while interviews with professional game designers …


K-Sketch: A 'Kinetic' Sketch Pad For Novice Animators, Richard C. Davis, Brien Colwell, James A. Landay Apr 2008

K-Sketch: A 'Kinetic' Sketch Pad For Novice Animators, Richard C. Davis, Brien Colwell, James A. Landay

Research Collection School Of Computing and Information Systems

Because most animation tools are complex and timeconsuming to learn and use, most animations today are created by experts. To help novices create a wide range of animations quickly, we have developed a general-purpos informal, 2D animation sketching system called K-Sketch. Field studies investigating the needs of animatorsnd would-be animators helped us collect a library of usage scenarios for our tool. A novel optimization technique enabled us to design an interface that is simultaneously fast, simple, and powerful. The result is a pen-based system that relies on users’ intuitive sense of space and time while still supporting a wide range …