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Maintaining Curiosity in the Midst of Ruins: The cultivation of entanglements within Earth's ecological communityDOHERTY, WILLIAM January 2019 (has links)
This thesis explores the dimensions of an emerging design space in the Anthropocene through a design process that embraces Probology as a method to integrate interdisciplinary research in exploring and implementing solutions to the dissociation of urbanites from Earth’s ecological community.
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Can games save fashion?Barbosa, Ana Cecilia January 2017 (has links)
Driven by an envisioned potential of merging theories and practices of play with studies of fashion sustainability, this research went through a play-centric design process to explore the question of How can play and games help reduce fashion waste? Seven design experiments investigated different game impact goals that could have a positive effect on the pursuit of fashion sustainability. The main research findings show that games can create a safe space for players to challenge their own conceptions of fashion. The results also show that games have great potential to assign meaning to garments through shared memories, secrets, stories and meaningful words. Furthermore, the study shows that modular clothes designed as games have the potential to playfully engage their wearers for long, sparking social interaction and inspiring new playful ways to engage with fashion. Additionally, beyond the design process results and actionable insights, this research considers the exposure of its framing to be a crucial contribution. Fashion sustainability is, therefore, a pressuring topic that needs people to be engaged in what they do and know best, in order for transformation to happen. Can games save fashion? The answer is probably no, but this research has proven that play and games offer a fruitful path to start trying.
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Inclusive online social play through non-verbal communicationVelasquez Araque, Daniel January 2020 (has links)
This research focuses on the connection between voice-based interactions and harassment in online games, from the point of interaction design. It points out severe faults in privacy afforded by voice-based communication and explores beyond this medium to design a communication system that relies only on non-verbal communication (NVC). Such system was co-created with the players supporting the idea that inclusion starts even in the early design stages. Through the playtesting of the NVC system the research shows the many ways in which the type of communication impacts the game and how players experience cooperation, cohabitation, and inclusion in online games. However, to achieve this, this research had to create a framework and mapping methods that focus on the players and their communicative intention. Hence, the “levels of multiplayer communication” is proposed as a tool to analyze and a method to design for communication in games, and it stands as a knowledge contribution along with the information acquired through its use.
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OPINIÃO DE CRIANÇAS SOBRE O LAR DE LONGA PERMANÊNCIA PARA IDOSOS: MUDANÇAS POR CONTATO LÚDICOUltramari, Samantha Ribeiro 21 March 2007 (has links)
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Previous issue date: 2007-03-21 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / This research verifies through drawing the children’s opinion on the Long Stay Home for the
Elderly, before and after ludic contact with the resident elderly. So as to better characterize the
elderly population, a neuropsychological profile is outlined. This work was developed with 21
resident elderly and 61 children aged between 7 and 12, from public Primary and Secondary
schools. It begins with verification trough drawing of the children’s opinion on Home for the
Elderly. Then a ludic intervention with the participation of children and the elderly takes place:
there are 10 encounters with symbolic games and rule games. Afterwards, the children’s opinion
is re-evaluated and a neuropsychological evaluation of the elderly is done, making use of the
Mini Mental State Exam, of the Scale of Geriatric Depression, of the Short-Form Health Survey
(SF-36) and of the Katz Rate. In order to verify the children’s opinion expressed through
drawing, the open title “Home for the Elderly is…” is suggested to be completed. The drawings
are analysed based on the projective, based on the projective House-Tree-Person (HTP) test. The
results show that from one application of the test to the other there was a change in the opinion of
67% of the children, manifested a more positive opinion, perceiving the elderly as more
interactive and the Home for Elderly as more humanised, as expressed in more colourful
drawings of houses with doors and windows, people smiling and moving, and affectionate
messages. The negative aspects found consist of an increased number of bars and people drawn
faceless, which way 0,19, on a scale of 0 to 1, on which the maximum positive value is 1. On the
neuropsychological evaluation of the elderly, during MMSE, 50% have showed cognitive
preservation. The other instruments indicate that most of the subjects present no depressive
symptoms, emit positive opinions on their on health, take part of ludic activities and are
dependant. This study, however, points out that the particularities of the researched institution,
together with the realization of ludic activities, may have favoured the changes on children’s
opinions after their contact with the home for the elderly. The study indicates the need of new
research on the interaction of children and elderly people resident at nursing homes / Esta pesquisa verifica a opinião da criança por meio do desenho sobre o Lar de Longa
Permanência para Idosos, antes e depois de contato lúdico com idosos institucionalizados. Para
melhor caracterizar a população idosa, traça seu perfil neuropsicológico. Desenvolve-se junto a 21
idosos institucionalizados e 61 crianças com idades entre 7 e 12 anos, do Ensino Fundamental
público. Inicia-se por verificar a opinião destas crianças sobre Asilo, por meio de desenho. Em
seguida, realiza intervenção lúdica com crianças e idosos, de 10 encontros com brincadeiras
simbólicas e jogos de regras. A seguir, reavalia a opinião das crianças e faz avaliação
neuropsicológica dos idosos, por meio de Mini-Exame do Estado Mental, da Escala de Depressão
Geriátrica, do Short-Form Health Survey (SF-36) e do Índice de Katz. Para verificar a opinião das
crianças expressa por meio do desenho, utiliza de um título em aberto “Asilo é...”, a ser
completado. Eles são analisados com subsídios do teste projetivo House-Tree-Person (HTP). Os
resultados demonstram que houve, de uma aplicação para outra, alteração na opinião de 67% das
crianças, que manifestaram opinião mais positiva relativa a perceber os idosos mais interativos e o
Asilo mais humanizado, por meio de desenhos mais coloridas, de casas com portas e janelas, de
pessoas sorrindo e em movimento e de mensagens afetuosas. Como aspectos negativos,
encontram-se maior número de grades e de pessoas desenhadas sem face, o que pode representar a
percepção da criança da dificuldade de contato do idoso com o mundo externo. Na análise
estatística, encontrou-se média geral de 0,34 e desvio padrão de 0,16, no primeiro desenho e, no
segundo, média de 0,42 e desvio padrão de 0,19, com médias obtidas numa escala de 0 a 1, em
que se considera positivo o valor próximo a 1. Na avaliação neuropsicológica dos idosos, no
MEEM, 50% demonstram preservação cognitiva. Os demais instrumentos indicam que a maior
parte deles não apresenta sintomas depressivos, emite opinião positiva com relação à própria
saúde, participa das atividades lúdicas e é dependente. Este estudo ressalta contudo que as
características da instituição pesquisada, juntamente com a realização de atividades lúdicas,
podem ter favorecido a opinião das crianças após seu contato com o Asilo. O estudo indica a
necessidade de novas pesquisas sobre interação criança-idoso institucionalizado
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