scholarly journals Game Design to Introduce Pets

SISFORMA ◽  
2017 ◽  
Vol 3 (1) ◽  
pp. 33
Author(s):  
Wahyu Febriyanto ◽  
Brenda Chandrawati ◽  
Erdhi Widyarto

Introduction of animals from an early age can make children to love animals, especially pets. Children are the easiest group to receive stimulation, such as for example the stimulation of introducing children to the pet. Various media are used by parents to introduce pet. For examplle, by the media of books, multimedia, etc. One of the interesting media to introduce pet is with game. Of these problems then need to know how to make concept and design game to introduced pets for children age 3-6 years. In this paper, author formulate how to make pet game design include game genre, user interface design, image model selection, game characters, and game engine. The expected design of this game can be formulation of learning through proper game as a learning tool children. Game design derived from this writing by using model 2-dimensional images are funny and interesting coloring. And combines several game genres into one, or use the mini games that children do not get bored quickly. Design of GUI (Graphical User Interface) is made as simple as possible so that children easily understand in playing this game, but also must use an interesting image

2020 ◽  
Vol 3 (1) ◽  
pp. 26-40
Author(s):  
Diwan Setiawan ◽  
Sri Wulandari

Bandung is a city that has a variety of culinary, it makes this city as a culinary tourism destination that highly demanded by both domestic and foreign tourists. Based on data from the Department of Culture and Tourism of Bandung, Bandung has a legendary street food culinary that is highly favored by culinary enthusiasts who visit this city. Street food culinary is snacks that have been around for a long time with authentic flavors and stories behind, some of popular street food culinary are bandros, combro, colenak, ketan bakar, cireng ​​and others. The rapid development of culinary potential in this city has caused many new street foods that enriches culinary diversity in Bandung so that culinary enthusiasts need an information media contains of information about culinary in this city, especially authentic street food culinary which is starting to be hard to find. Through qualitative methods and data collection techniques by means of field studies such as observation, interviews and questionnaires, it is necessary to design an application-based information media. The final results of this research is user interface design for the media that informs Bandung street food culinary. Inspired by the word kabita which comes from Sundanese means tempted to taste food, was chosen as the name of the application that informs culinary street food in the city of Bandung that aims to facilitate culinary enthusiasts to get that information


Author(s):  
Mrigank Singh ◽  
◽  
Sheenu Rizvi

The corporate world today basically relies on presentations of ideas and statistics. In the board room, the presenters are highly conscious of depicting confidence in their presen-tation. This would entail accessibility and mobility to the presenter or media viewer. As the extent of Artificial Intelligence is increasing in all directions, I am utilizing its extreme capabilities to create a software that would help in accessibility and save time and money. This paper describes a software written in Python 3.8 and makes use of Python libraries like OpenCV and PyAutoGUI to receive input from the computer’s Webcam and recognize gestures to control the PowerPoint Presentation and Portable Document For-mat (PDF) files or the Media Control. The user interface is built with the Python library PyQt5. This paper aims are to help people control their Presentations and Portable Document Format (PDF) files, and many other media through their hand gestures, without using a mouse or any other pointing device. The software would not require any other external hardware; hence it would not burn a hole in people’s pockets.


2011 ◽  
pp. 54-70 ◽  
Author(s):  
John D. Haynes ◽  
Ahmed Mahfouz

Electronic commerce (e-Commerce) has exploded on the Internet over the past few years and is expected to continue growing at an exponential rate (Kannan, Chang and Whinston, 1998; Fellenstein and Wood, 2000). According to the GVU’s 8th WWW User Surveys (1997), the most important issues facing online users are privacy (31%), censorship (24%) and navigation (17%). Since user interface design directly impacts navigation and affects the user’s interaction with a Web site, this chapter will explore a number of different factors that affect user interface design on the World Wide Web. In all there are six factors that we explore in this chapter. They are the user’s mental model as newly defined and focused upon perception and conception (Haynes and Mahfouz, 2001), the level of expertise of the user, the user’s learning style, the richness of the media used, the organizational image and message, and the user’s intentions. All these factors involve internal (to the Web page design) and external (to the user’s environment) implications that impact user interface design on the Internet. Since all factors are external with the exception of the richness of the media used and, to some extent, the organizational image and message, it follows that we have chosen to emphasize in this chapter the external factors, namely those factors that directly relate to the user.


Author(s):  
Seza Soyluçiçek

The aim of this study is to define the correct usage of the connection between the typographic elements in digital games and the form and content of game concept. In this work, the points to take into consideration while utilizing this connection correctly and the effective usage of typographic elements with game graphics will be scrutinized. Along with the character, object and environment design that is composed of the story and concept design which underlies the game design, the selection of the typeface in games is also one of the points to be considered. The typographic elements are substantial design elements of a game design along with the character, environment and level design. The typographic elements of a game are helpful to enable the connection between the user and the game and to direct the user in the game. In this sense, from the game's opening scene, the selection of typefaces that are used in logos, menus, and directions increases in importance. Moreover, in both visual and technical manners the usage of typography in games brings different approaches compared to the ones used in the printed media. To illuminate these topics, successful game examples will be analyzed. The selection of typefaces used in the examples will be looked at from the point of subject, concept and audience and the principles of the correct usage of typography will be mentioned. Along with these, the rareness of the resources about the usage of typography in game design raises the importance of this work.Keywords: Game design, typography, type face, user interface design.


Author(s):  
Aina Strode ◽  
Margarita Romančenko

The need for diverse knowledge and skills in the work of a designer is a problem in vocational education, which mainly focuses on the artistic aspect of design. The aim of this article is to analyze the specifics of User Interface Design, its relation to User Experience Design, to determine the User Interface designer professional skills and how to acquire them. Research methods – theoretical: literature research; empirical – questionnaire. Exploring educational opportunities in Experience Design and User Interface Design demonstrates the need for Video game Interface study programs, particularly in the Latvian context. As the curriculum is traditionally designed for narrowly focused specialization, it would be appropriate to develop study modules for User Interface Design that include acquiring both graphics, game design and programming skills. The results of the video game developer survey demonstrate the role of practice in improving professional experience. 


2020 ◽  
Vol 188 ◽  
pp. 00008
Author(s):  
Friskila Enggar Pamudyaningrum ◽  
Hestiasari Rante ◽  
Muhammad Agus Zainuddin ◽  
Michael Lund

In learning, effective media is needed to deliver the material. Visual media can be more acceptable and facilitate understanding and strengthen memory. In this modern era, digital-based visual media is more effectively captured by students. Educational games in the form of gamification can provide the same effect as effective learning media. To support educational games, interface design and user experience are the first aspects seen by users. This study explored the user interface and user experience in the process of developing a gamification of a non-game subject, Journalism Interviewing Method. User interface includes colour, shape and layout the interface. User experience in game design process includes the tangible user interface, constructive and helpful feedback, content and storytelling, how to appreciate user. This study explored the user interface and user experience in the process of developing a gamification of a non-game subject, Journalism Interviewing Method.


2014 ◽  
Vol 945-949 ◽  
pp. 1733-1738
Author(s):  
De Yin Zhang ◽  
Xiao Yu ◽  
Zhi Yong Liu

The novel user interface design of 1090ES Mode embedded ground-based transceiver (GBT) system is introduced in this paper. 1090ES mode is applied to the GBT system to receive airborne Automatic Dependent Surveillance-Broadcast (ADS-B) data. The output data of the GBT system are obtained through system’s serial port by processing information of ADS-B segment in 1090ES information structure. The novel user interface is based on Linux operating system and cross-complied on ARM platform to realize flight display function. The 1090ES mode data sent from aircraft is accurately recognized by ADS-B system software based on Linux, and precisely located in graphical interface either. The improved ADS-B system software in this user interface design occupies less resource, and can be easily transplanted to other embedded platform through cross-complied embedded Quasar Technologies (Qt) software. The complicated receiving and display of GBT system can be transformed into small size and portable device (4.6 inches) through this user interface design.


2019 ◽  
Vol 1 (2) ◽  
pp. 23-27
Author(s):  
Erlina Hayati ◽  
GF Gustina Siregar

Referring to WHO, the problem of child development is a problem that needs to be known or understood from conception to adulthood until the age of 18 years. Some child development problems that need detection include 10% of children will achieve ability at an early age, 50% of children will achieve ability, 75% of children will achieve more abilities, 90% of children will have to be able to reach the ability at the age limit at the latest still in normal limit and 10% of children are included in the late category if they have not been able to reach their abilities. Parents must always give stimulation / stimulation to children in all aspects of development both gross and fine motoric, language and social personal. This stimulation must be given routinely and continuously with love, playing methods and others. This article presents the results of research on the Relationship of Knowledge with Attitudes of Parents to Increased Stimulation of Development of Children 4-5 Years Old in XVIII Hamlet, Paya Bakung Village, Hamparan Perak Subdistrict, Deli Serdang District in 2018 which aims to determine parents' knowledge of parental interest in stimulating . This research is an analytic survey that tries to explore how and why health phenomena occur. Then analyze the correlation dynamics between phenomena or between risk factors and effect factors. The population in this study were parents who had children aged 4-5 years as many as 30 people in VXII Hamlet, Paya Bakung Village, Hamparan Perak District, Deli Serdang Regency. While the sampling technique in this study using total sampling technique is the number of population sampled as many as 30 people. From the results of the research obtained in XVIII Hamlet, Paya Bakung Village, Hamparan Perak Subdistrict, Deli Serdang Regency that almost all parents who have children aged 4-5 years know how to stimulate good development for their children if children cannot experience delays that can be caused by lack of fulfillment in children, in which is the need to play. Childhood should be a period of play that is expected to foster maturity in growth and development, so that if the period is not used as well as possible, of course, it will eventually disrupt the growth of children.


Gamification ◽  
2015 ◽  
pp. 852-864
Author(s):  
David Farrell ◽  
David C. Moffat

For any given Game Based Learning (GBL) project to be successful, the player must learn something. Designers may base their work on pedagogical research, but actual game design is still largely driven by intuition. People are famously poor at unsupported methodical thinking and relying so much on instinct is an obvious weak point in GBL design practice. Cognitive Walkthrough (CW) is a user-interface design technique that helps designers model how a type of user will understand an interface. The authors suggest that CW should be extended for use in any context where a designer must model a user's thinking. They present an extension of CW that is suitable for constructivist GBL and apply it to a previously evaluated game to understand why one section of the game was more successful than another. The CW extension explains hitherto puzzling results and suggests further development of CWs for designer support may be beneficial.


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