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Game + Design Education [2021]

1
Asking Users. Questionnaires as Indirect Observation Tools in Human-Centred Design Approach. Application Cases
2
An Educational Path on Universal Design. Video Games as Learning Tools
3
Evaluation of Playgrounds in Terms of Universal Design: İzmir, Karşıyaka Coast After İzmir Deniz Project
4
Effects of Educational Policies on Design of Inclusive Schools: SERÇEV Case
5
A Transdisciplinary Approach to Accessibility for Novice Designers’ Education of Inclusive Design
6
Handicap as a Design Catalyst
7
Relationship Between Quality of Life with Physical Fitness and Home Environmental Factor Among Elderly Individuals
8
Investigation of the Relationship Between Activity Performance in the School Settings and Occupational Performance of High School Students with Cerebral Palsy
9
Heuristics in Design for Sustainable Behavior Change
10
Improving Awareness and Empathy with Video Games: A Qualitative Analysis Study of PUDCAD Game
11
Using Board Games as a Method for Improving Awareness and Empathy in Inclusive Design: PUDCAD Game Case Study
12
Raising Awareness Through Games: The Influence of a Trolling Game on Perception of Toxic Behavior
13
Using Mathematical Models in Game Design: A Survival Mechanics Case
14
The Impact of Human-Centered Design of Game Mechanics on Feelings of Belonging
15
Design Process of a VR Sports Games Trilogy for Paraplegic Players: VR4Inclusion Case Study
16
Use of Virtual Reality in Participatory Urban Design
17
Virtual Reality Application for Relieving the Pain of Child Dental Patients
18
Audio Centered Game Development in Mobile VR
19
VR and AR in Teaching 3D Environment Design for Video Games
20
A New Environment: Augmented Reality
21
A Novel Approach in High School Design Education Using Virtual Reality
22
Smartphone as a Paired Game Input Device: An Application on HoloLens Head Mounted Augmented Reality System
23
Mapping Current Trends on Gamification of Cultural Heritage
24
Exploring the Future of Spatial Typography in Immersive Design Applications
25
A Critical Review of Video Game Controller Designs
26
Proposal and Requirements for a Platform that Assists Teaching–Learning in the Problematization of Design Projects
27
An Exploration of Interactivity and Tangibles in Blended Play Environments
28
A New Data Collection Interface for Dynamic Sign Language Recognition with Leap Motion Sensor
29
A User-Centered Design Research for Gamification Applications
30
Asset-Based Extended Reality Model for Distance Learning
31
Exploring Success Criteria of Instructional Video Design in Online Learning Platforms
32
Challenges in Synchronous e-Learning in Architectural Education
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