scholarly journals “That’s not a secure area”– physical-digital sound links in commercial locative games

Author(s):  
Inger Ekman

Pervasive games break the boundary between digital and physical to make use of elements in the real world as part of the game. One form of pervasive games are locative mobile games, which utilize physical movement as game control. To facilitate eyes-free interaction during play, these games benefit from exploring sound-based content. However, it is currently unclear what type of sound-based interaction is feasible to the general audience. Another consideration is which sound design strategies best support the goal of situated experiences, and how to design sound that supports game experiences drawing upon location-awareness, and intermixing virtual content with physical reality.A first generation of locative mobile games is already commercially available. The present contribution analyzes seven commercially available locative games (Ingress; Shadow Cities; Zombies, Run!; Inception the App; The Dark Knight Rises Z+; CodeRunner) and summarizes the sound design strategies employed to contextualize game content in real-world. Comparison to current themes in contextualized audio research indicates similarities but also challenges some assumptions regarding audio-heavy gameplay. The findings illustrate the need for simplicity regarding audio challenges, but generally confirm the view of audio-based gameplay as a facilitator of mobility. Sound is also centrally involved in shaping contextualized experiences, forging links between the physical and digital world, and indexing game content to context through functionality, verbal references, spatialization, and remediation. The article discusses two complementary strategies to systematically manipulate the physical-digital relationship, and to promote strongly situated experiences.

2012 ◽  
Vol 6 (1) ◽  
pp. 389-407 ◽  
Author(s):  
Maxine E. Sprague ◽  
Jim Parsons

In this paper, the authors discuss creativity and the impact it might have on teaching and learning. The authors believe that imaginative play, at all ages, helps all people (children especially) create healthy environments and spaces that expand their learning. The authors contend that teaching for imagination—which asks little more than creating and trusting an ecological space that engenders it—seldom is considered a priority. Given the emphasis on creativity in the real world and the virtual digital world, the authors believe it is important to add to the body of knowledge through continued research in this field.


Clinics ◽  
2017 ◽  
Vol 72 (6) ◽  
pp. 378-385 ◽  
Author(s):  
LA Callefi ◽  
CA Villela-Nogueira ◽  
SB Tenore ◽  
D Carnaúba-Júnior ◽  
HS Coelho ◽  
...  

2012 ◽  
Vol 19 (4) ◽  
pp. 466-474 ◽  
Author(s):  
MP Sormani ◽  
A Signori ◽  
P Siri ◽  
N De Stefano

Background: The increasing number of effective therapies to treat multiple sclerosis (MS) raises ethical concerns for the use of placebo in clinical trials, suggesting that new clinical trial design strategies are needed. Objectives: To evaluate time to first relapse as an endpoint for MS clinical trials. Methods: A recently-developed model fitting the distribution of time to first relapse in MS was used for simulations estimating the sample sizes of trials using this as an outcome, and for comparison with the size of trials using the annualized relapse rate (ARR) as the primary outcome. Results: Trials based on time to first relapse were feasible, requiring sample sizes that were similar or even smaller than if the study was based on ARR instead. In the case of low ARR (0.4 relapses/year), as is expected in future trials, the 1-year trials designed to detect a treatment effect of 30%, with 90% power, require fewer patients when based on time to first relapse (470 patients/arm) than if based on ARR (540 patients/arm). Conclusions: Our simulations show that time to first relapse is not less powerful than ARR in MS trials; thus, this measure would be a potentially useful primary outcome offering the advantage of an ethically sound design, as the patients randomized to placebo can then switch to the active drug, once they relapse. A potential drawback is the loss of information for other endpoints collected at fixed time points.


Author(s):  
Zeenat S. AlKassim ◽  
Nader Mohamed

In this chapter, the authors discuss a unique technology known as the Sixth Sense Technology, highlighting the future opportunities of such technology in integrating the digital world with the real world. Challenges in implementing such technologies are also discussed along with a review of the different possible implementation approaches. This review is performed by exploring the different inventions in areas similar to the Sixth Sense Technology, namely augmented reality (AR), computer vision, image processing, gesture recognition, and artificial intelligence and then categorizing and comparing between them. Lastly, recommendations are discussed for improving such a unique technology that has the potential to create a new trend in human-computer interaction (HCI) in the coming years.


Author(s):  
William Whittington

This article appears in the Oxford Handbook of Sound and Image in Digital Media edited by Carol Vernallis, Amy Herzog, and John Richardson. This essay argues that sound processes, design practices, and technology have shaped the history and trajectory of digital media in significant and all-to-often unacknowledged ways. Specifically, sound design strategies have helped define the “hyperrealistic” approach that has come to define the style of digital media, establishing unprecedented image and sound unity. Sound has also taken the lead in establishing new forms of “spectacle” and “immersion” through the use of multichannel technologies, which have fostered new cinematic reading codes and considerations in regard to subjectivity. Within the digital “revolution,” the soundtrack offers a quiet revolution of its own, if we just listen.


2021 ◽  
Vol 70 (2) ◽  
pp. 177-188
Author(s):  
Tatjana Marković

This paper looks at the doll through the uneasy relationship between "tradition" and "contemporaneity". The traditional doll, both as a concept and as an artefact, belongs to the real world. It is defined as an object, an immobile figure controlled by a child. The traditional doll has no pretensions to be alive, and thus bears little resemblance to a human being. It is simple, unobtrusive, direct, mysterious, dependent on the child that gives it life during play. It has two fundamental virtues: silence, which is at the same time its most important means of communication, and submissiveness, which is based on fellowship and which implies the leaving of space to the "other", more precisely, to the child who is in fact "the first" and whom the doll "follows". Contemporary dolls can be material and non-material. Material dolls are most commonly made of inorganic materials, while non-material dolls are made of shadows, reflections, projections of symbolic form. Both have convincing human characteristics that they achieve thanks to various programs and "mechanisms". Contemporary dolls are seductive, talkative and ready to build "parasocial" and "postbiological" relationships in the digital world. Their supreme values are entertainment, noise, surprise, saturation of the senses, few demands on the mind. They aspire to be "first", and "demand" that the child should be in "second" position. A comparative study of these two dolls through a circle of ontological questions situated within the animate-inanimate opposition contributes to a better understanding of the status of the traditional/contemporary doll, the boundaries between man/the child and the doll, and relationships between people. The triumph of contemporary dolls threatens the status and the continued existence of the traditional doll. Due to the "humanization" of dolls and the "dollization" of people, the boundaries between people and dolls have been blurred. Increased intimacy with contemporary dolls leads to changes in social patterns based on greater distance between people.


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