Making projects, making friends: Online community as catalyst for interactive media creation

2010 ◽  
Vol 2010 (128) ◽  
pp. 75-83 ◽  
Author(s):  
Karen Brennan ◽  
Andrés Monroy-Hernández ◽  
Mitchel Resnick
i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 61-65
Author(s):  
Frank Steinicke ◽  
Katrin Wolf

AbstractNew digital reality as a spectrum of technologies and experiences that digitally simulate and extend reality in one way or another across different human senses has received considerable attention in recent years. In particular, we have witnessed great advances in mixed reality (MR) technologies, such as Virtual Reality (VR) and Augmented Reality (AR) technology, which provide enormous potential for application domains like training, simulation, education, entertainment, health, and sports. However, also other forms of digitally enhanced reality (XR) supports novel forms of immersion and experiences while generating, visualizing and interacting with digital content either displayed in fully-immersive virtual environments or superimposed into our view of the real world, and will significantly change the way we work, travel, play, and communicate. Consequently, we face dramatic changes in interactive media creation, access, and perception. In this special issue, we solicit work that addresses novel interaction design, interfaces, and implementation of new digital reality in which our reality is blended with the virtuality with a focus on users’ needs, joy, and visions.


2014 ◽  
Vol 6 (1) ◽  
pp. 40-45
Author(s):  
Seng Hansun

Scratch is a programming language and an online community where people can program and share interactive media, such as stories, games, and animation. In this paper, the author tries to use Scratch in designing and building an interactive game, called Swimming Fish. The project has been done completely and shared to all people through Scratch website. Index terms—game, interactive, project, Scratch, swimming fish


GeroPsych ◽  
2018 ◽  
Vol 31 (4) ◽  
pp. 205-213 ◽  
Author(s):  
Kathryn L. Ossenfort ◽  
Derek M. Isaacowitz

Abstract. Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.


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