Are these Artworks Similar? Analysing Visitors’ Judgements on Aesthetic Perception with a Digital Game

2021 ◽  
Vol 14 (4) ◽  
pp. 1-14
Author(s):  
Rachele Sprugnoli ◽  
Marco Guerini ◽  
Giovanni Moretti ◽  
Sara Tonelli

Digital games have been used in the context of a cultural experience for several reasons, from learning to socialising and having fun. As a positive side effect, using digital games in a GLAM environment contributes to increasing the visitors’ engagement and making the collections more popular. Along this line, we present in this article an online game for museum environments that serves two goals: asking users to engage with the artworks in a collection in a playful environment, and collecting their feedback on artwork similarity, which may be used by curators to rethink the organisation of digital exhibitions and in general to better understand how visitors perceive artworks. The game is called PAGANS ( Playful Art: a GAme oN Similarity ), and is designed to collect similarity judgements about artworks. The software was implemented following some principles of gamification in order to quickly leverage similarity information in the cultural heritage domain while increasing user engagement and fun. The game, involving pairs of players, was used during two large public events to collect different data about the players’ behaviour and to investigate how these dimensions correlate with aesthetic perception. A thorough statistical analysis shows that age and (self-declared) gender correlates with the time and the number of moves needed to complete a session. These dimensions also link to the relevance of colour and shape in judging similarity. These findings suggest that, although artwork similarity is very subjective and may vary based on a person’s background, some trends can be identified when considering the subjects’ gender and age. This could have some practical implications; for example, it could be used to support art curators in creating digital exhibitions by grouping artworks in novel, user-centred ways.

2017 ◽  
Vol 2 (2) ◽  
pp. 207
Author(s):  
Samuel Gandang Gunanto

The phenomenon of digital games, or better known by the term game, developed rapidly in the last two decades. This process received a lot of attention from various parties, there is the view of the negative side there is also viewed from the positive side. Lack of game developers on educational game resulted in the least variations of development, it is still around about education and learning about animals, get to know the profession, recognizes objects, learn to count, learn to read or other contents were first developed in the form of interactive multimedia. These forms still have the impression of being a tutor system of learning and less immersive of the gaming world.The research and creation developed an immersive aspect of a game that is tangible for teaching a moral education, specifically about "caring attitude towards environmental hygiene". Moral education themes are very interesting due to the participation in the role of the game system, so users will directly experience it and serving as the main character. As a manifestation, the creation is centered on culture and local wisdom to promote Punakawan’s character as the base characterizations and game interface design.Keywords: educational games, moral education, caring AbstrakFenomena permainan digital atau yang lebih dikenal dengan istilah game berkembang pesat dalam dua dekade terakhir ini. Perkembangan ini mendapat banyak sorotan dari berbagai pihak, ada yang melihat dari sisi negatif ada pula yang melihat dari sisi positif. Kurangnya pengembang game yang ber-genre edukasi mengakibatkan sedikitnya variasi pengembangan edukasi yang disajikan, saat ini masih seputar tentang pendidikan dan pembelajaran mengenal hewan, mengenal profesi, mengenal benda, belajar berhitung, belajar membaca ataupun konten-konten lainnya yang dahulu berkembang dalam wujud karya CD multimedia interaktif. Bentuk-bentuk ini masih memiliki kesan sebagai pembelajaran sistem tutor dan kurang mempertimbangkan sisi imersif atau kemenarikan dalam dunia game.Pada penelitian dan penciptaan karya ini dikembangkan aspek imersif dari sebuah game yang berwujud pembelajaran pendidikan karakter, secara khusus tentang “sikap kepedulian terhadap kebersihan lingkungan”. Tema pendidikan karakter dalam wujud karya game sangat menarik untuk diangkat dikarenakan penanaman kepedulian terasa lebih mengena diajarkan dalam bentuk sistem partisipasi dalam peran, sehingga pengguna secara langsung akan mengalaminya dan seolah-olah berperan selaku tokoh utama game. Sebagai perwujudannya, penciptaan berpusat pada budaya dan kearifan lokal dengan mengangkat tokoh punakawan sebagai landasan penokohan karakter dan desain antarmuka game.Kata kunci: game edukasi, punakawan, karakter, peduli lingkungan 


Author(s):  
Paulo David da Silva Simões ◽  
Cláudio Gabriel Inácio Ferreira

Videogames already have their own space on people’s lives (as well as films, music, etc.). Serious games are able to provide players an interactive environment where they can have a new personal fulfillment, and try to achieve certain proposes as if they were real. The U.S. Department of Defense has, since the year 2002, a new tool for promotion and recruitment of civilians into the army. This is an online game in which the user is invited to experience the life of a soldier of the regular army: The America’s Army game, considered the first combat serious game. Due to its popularity and purpose, this chapter analyzes the extent to which the use of the game influences the behavior of its users.


2020 ◽  
Vol 2 (2) ◽  
pp. 73-77
Author(s):  
Sastradwija Putra Perkasa ◽  
Dedi Rahman Nur

One of the online-based games that are popular right now is PUBG. This online-based game is good to be used as an alternative for the student to learn vocabulary. This study aims to compare whether to learn English vocabulary through PUBG online game than pre adopted course. This paper utilized a pre-test and post-test questionnaire to gather the data. There are observations and reactions to digital games. This study indicated that after playing PUBG the students' mean score is significantly higher than before playing the game, showing the beneficial effect of using video games to improve students' English vocabulary. Video games have basic representations of perception that are interactive. Therefore, from an optimistic viewpoint, integrating video games into the learning process must be viewed. It is not a simple task to create video games packed with instructional features, but it is a standard solution to better understand their assignments. Via problem-solving, decision-making, conclusion-making and collaborative study with their peers, students learn cognitive and beneficial components in addition to fun. Not only do students know about the subject, but they also develop their personalities.


Author(s):  
Arnaud Ricci ◽  
Laetitia Gosetto ◽  
Katherine Blondon ◽  
Frédéric Ehrler

SMART-MEDS is a gamification-based mobile application to improve medication adherence. In its first version, it relied on storytelling to bolster user engagement. The feedback collected from users after one month testing revealed that although they appreciated the proposed story, they did not find it compelling enough. On the positive side they really appreciated to learn about their medications and disease through a dedicated quiz. In this paper, we present a new version of the app redesigned based on the collected feedback. We have based ourselves on the theories of gamification and self-efficiency to propose new mechanics such as mini-games, and interactive dialogues with a chatbot. Everything is wrapped up inside a new story that takes us on a journey through Switzerland. We also tried to reinforce the app educational aspects by integrating documentation directly inside the new mechanics. This new app seems to address all the issues raised during the first user tests, and will be tested in the near future.


Author(s):  
Louise Sauvé

Digital games are increasingly being seen as effective learning resources. This is especially true because of how society is being transformed by the technological revolution, with adolescents as the key players in this transformation. In order to diversify teaching methods, schools in Quebec have been experimenting with educational games. This chapter reports on research that was based on a single group, pretest-posttest design. The findings showed that the online game STIs: Stopping the transmission, supported learning in terms of structuring of knowledge and integration of information for youth between the ages of 14 and 15. Several recommendations for further research have been made in the discussion.


2020 ◽  
Vol 63 (12) ◽  
pp. 4325-4326 ◽  
Author(s):  
Hartmut Meister ◽  
Katrin Fuersen ◽  
Barbara Streicher ◽  
Ruth Lang-Roth ◽  
Martin Walger

Purpose The purpose of this letter is to compare results by Skuk et al. (2020) with Meister et al. (2016) and to point to a potential general influence of stimulus type. Conclusion Our conclusion is that presenting sentences may give cochlear implant recipients the opportunity to use timbre cues for voice perception. This might not be the case when presenting brief and sparse stimuli such as consonant–vowel–consonant or single words, which were applied in the majority of studies.


Author(s):  
Leland van den Daele ◽  
Ashley Yates ◽  
Sharon Rae Jenkins

Abstract. This project compared the relative performance of professional dancers and nondancers on the Music Apperception Test (MAT; van den Daele, 2014 ), then compared dancers’ performance on the MAT with that on the Thematic Apperception Test (TAT; Murray, 1943 ). The MAT asks respondents to “tell a story to the music” in compositions written to represent basic emotions. Dancers had significantly shorter response latency and were more fluent in storytelling than a comparison group matched for gender and age. Criterion-based evaluation of dancers’ narratives found narrative emotion consistent with music written to portray the emotion, with the majority integrating movement, sensation, and imagery. Approximately half the dancers were significantly more fluent on the MAT than the TAT, while the other half were significantly more fluent on the TAT than the MAT. Dancers who were more fluent on the MAT had a higher proportion of narratives that integrated movement and imagery compared with those more fluent on the TAT. The results were interpreted as consistent with differences observed in neurological studies of auditory and visual processing, educational studies of modality preference, and the cognitive style literature. The MAT provides an assessment tool to complement visually based performance tests in personality appraisal.


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