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Relaying emotional feedback from visual cues into a procedural evolutionary system : A Game: Forest MoonPersson, Jeff, Wennerberg, Tim January 2022 (has links)
Video games often include various creatures within their games, these creatures often give the world in which they inhabit a richer experience for the player. Creating these creatures can be costly, to lower these costs procedural content generated creatures could be used instead. Creatures created with PCG will have a lower upfront cost but comes with the downside of less control without a large amount of testing. This is a problem, what we have tried to do is lessening the amount of time needed to achieve the desired level of perfection. In this paper we have tried to find patterns which will further help the use of procedural content generated creatures. The game Forest Moon will be introduced to gather data and to find pattern of how players interact from various visual cues. With the data we have gained further understanding on how players react and what kind of emotions they feel when certain visual cues are presented.
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Exploring the Potential of Playfulness in Non-playful Environments : a Case Study on Career Guidance / Utforskning av potentialen i lekfullhet i icke-lekfulla kontexter : en fallstudie i yrkesvägledningVargas Carrillo, David January 2022 (has links)
There is a general consensus that play can bring a more enjoyable user experience and can make users realize new things by providing them with a different look and approach. It is often found in games, social media applications aimed at young audiences and similar playful scenarios. However, claims have been made that it actually exists in most everyday situations, and that designers can leverage it to have a positive impact on users. In this work, we have carried out a complete design iteration to ideate and design for playfulness in a non-playful context: a concrete design case on career guidance for the French region of Grand Est. The ideation has been driven by the PLEX framework and PLEX Cards, along with their techniques. As a result, we produced an interactive prototype and evaluated users’ perception of playfulness, as well as some specific PLEX experiences. We found that the PLEX framework and PLEX Cards allow designing for playfulness in non-playful contexts, and that such play is perceived positively. The results also show that we can design to elicit specific playful experiences to some extent. / Det är allmänt känt att lek i datorinteraktion kan ge användare roligare upplevelser och lärdomar genom att erbjuda nya synvinklar och tillvägagångssätt. Det förekommer ofta i spel, sociala medier och applikationer som riktar sig till en ung publik och liknande lekfulla scenarier. Det har dock hävdats att lek faktiskt finns i de flesta vardagssituationerna och att designers kan utnyttja den för en positiv inverkan på användarna. I det här arbetet har vi genomfört ett designarbete innehållande konceptgenerering och design för implementation av lekfullhet i en icke lekfull kontext: ett konkret design case om karriärvägledning för den franska regionen Grand Est. Idéutvecklingen har drivits av PLEX-ramverket och PLEX Cards, tillsammans med tillhörande tekniker. Som ett resultat producerade vi en interaktiv prototyp och utvärderade användarnas uppfattning om lekfullhet samt några specifika upplevelser. Vi fann att PLEX-ramverket och PLEX Cards gör det möjligt att erbjuda lekfullhet i ett icke lekfullt sammanhang, och att sådan lek uppfattas positivt. Resultaten visar också att vi i viss utsträckning kan designa för att framkalla specifika lekfulla upplevelser
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Authenticity in BrandingStorer, Heather J. 13 June 2013 (has links)
No description available.
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