Game + Design Education: Proceedings of PUDCAD 2020 (Springer Series in Design and Innovation, 13)
معرفی کتاب «Game + Design Education: Proceedings of PUDCAD 2020 (Springer Series in Design and Innovation, 13)» نوشتهٔ Özge Cordan (editor), Demet Arslan Dinçay (editor), Çağıl Yurdakul Toker (editor), Elif Belkıs Öksüz (editor), Sena Semizoğlu (editor)، منتشرشده توسط نشر Springer International Publishing : Imprint: Springer در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book gathers the papers of the PUDCAD Universal Design Practice Conference: Game + Design Education, organized by Istanbul Technical University and held online on June 24-26, 2020. The conference represented one of the key events of the Practicing Universal Design Principles in Design Education through a CAD-Based Game (PUDCAD) project, which developed a design game on a CAD-based platform, enabling students and designers to learn about universal design principles and develop accessible and innovative design ideas. As such, the PUDCAD project met one of the foremost goals of the European Commission, making sure the inclusion and efficient accessibility for people with disabilities into everyday life. The main topics of the conference include: universal design and education, universal design and user experience, game and design studies, gamification, virtual reality experiment, e-learning in design, and playful spaces and interfaces. The contributions, which were selected by means of a rigorous international peer-review process, highlight numerous exciting ideas that will spur novel research directions and foster multidisciplinary collaboration among different specialists. Preface Contents Asking Users. Questionnaires as Indirect Observation Tools in Human-Centred Design Approach. Application Cases 1 Introduction 2 Questionnaires. Features and Uses 2.1 Likert Scale 2.2 Semantic Differential Scale 3 Questionnaires: How to Do 4 Conclusion References Universal Design and Education An Educational Path on Universal Design. Video Games as Learning Tools 1 Introduction 2 Method 3 Results 3.1 Universal School Environments 3.2 Universal Playground 3.3 Universal Table Games 3.4 Universal Digital Game 4 Discussion 4.1 Designing a Serious Game 4.2 Learning with a Serious Game 4.3 Empathy and Universal Design References Evaluation of Playgrounds in Terms of Universal Design: İzmir, Karşıyaka Coast After İzmir Deniz Project 1 Introduction 2 Universal Design 3 Universal Design in Playgrounds 4 Method and Case Study 5 Analysis and Concluding Remarks References Effects of Educational Policies on Design of Inclusive Schools: SERÇEV Case 1 Introduction 2 Relation between Universal Design and Inclusive Education 3 Inclusive School Environment from the View of Educational Developments in Turkey 4 Spatial Assessments of Inclusive Schools 5 Evaluation and Conclusion References A Transdisciplinary Approach to Accessibility for Novice Designers’ Education of Inclusive Design 1 Introduction 2 Background 3 The Novice Designers’ Transdisciplinary Approach to Accessibility in Inclusive Design 3.1 Task Description 3.2 Participants 3.3 The Process 4 Results and Discussion 5 Conclusion References Universal Design and User Experience Handicap as a Design Catalyst 1 Introduction 2 Methods 2.1 Methodical Background 2.2 Case Study Methods 3 Results 4 Discussion 5 Conclusion References Relationship Between Quality of Life with Physical Fitness and Home Environmental Factor Among Elderly Individuals 1 Introduction 2 Materials and Methods 2.1 Research Pattern and Sampling 2.2 Data Collection Tools 2.3 Statistical Analysis 3 Results 4 Discussion References Investigation of the Relationship Between Activity Performance in the School Settings and Occupational Performance of High School Students with Cerebral Palsy 1 Introduction 2 Material and Method 2.1 Data Collection Tools 3 Statistical Analysis 4 Results 5 Discussion References Heuristics in Design for Sustainable Behavior Change 1 The Behavioral Change Challenge 2 Consumer-User Perspectives on Sustainable Behavioral Change 3 The Heuristic Tools for Sustainable Behavior Change 4 Conclusion: Drafting the Heuristics for Changes Towards Sustainable Behavior References Games for Change Improving Awareness and Empathy with Video Games: A Qualitative Analysis Study of PUDCAD Game 1 Introduction 2 PUDCAD Game 3 Method 3.1 Participants 3.2 Procedure 3.3 Control Game 3.4 Data Collection 3.5 Data Analysis 4 Findings 5 Conclusion References Using Board Games as a Method for Improving Awareness and Empathy in Inclusive Design: PUDCAD Game Case Study 1 Introduction 2 Game Design Workshop 2.1 Workshop Log 2.2 Board Games 3 Conclusion and Further Thoughts References Raising Awareness Through Games: The Influence of a Trolling Game on Perception of Toxic Behavior 1 Introduction 2 Games That Raise Awareness 3 Trolling and Toxic Behavior in the Gaming Context 4 Operationalizing Persuasive Games for Raising Awareness About Trolling 5 Persuasive Game Design: Troll Simulator 6 Method 6.1 Design, Instrument Development and Procedure 6.2 Participants 7 Results 8 Discussion 9 Conclusion References Game Design Experiment Using Mathematical Models in Game Design: A Survival Mechanics Case 1 Introduction 2 Survival Games 3 Game Mechanics 4 Survival Bars 4.1 Health/Hit Points (Hi) 4.2 Stamina (Si) 4.3 Water Level (Wi) 4.4 Food Level (Fi) 4.5 Other Mechanics 5 Mathematical Model 5.1 Stamina Function 5.2 Water Function 5.3 Food Function 6 Conclusion References The Impact of Human-Centered Design of Game Mechanics on Feelings of Belonging 1 Introduction 2 Serious, Impact and Prosocial Games 3 Methodology and Results 4 Games and Belongingness 5 Game Mechanics Designed Around Belongingness 6 Conclusion References Virtual Reality Experiment Design Process of a VR Sports Games Trilogy for Paraplegic Players: VR4Inclusion Case Study 1 Introduction 2 Design Decisions 2.1 Content Decisions: Determining the Sports 2.2 Technical Decisions: Determining the Platform 3 Design, Development and Implementation 3.1 First Trials with Google Cardboard 3.2 Iterating Project into Daydream and Oculus VR Technologies 3.3 Playtest Sessions and Design Improvements 4 Conclusion References Use of Virtual Reality in Participatory Urban Design 1 Introduction 2 Evolution and Components of VR 2.1 A Phenomenological Approach to Realities 2.2 A Brief History of VR 2.3 Being “There” 3 Participation in Urban Design 3.1 Participatory Urban Design Process 4 Using VR to Build Better Cities 4.1 Design Considerations for VR in Urban Participation 4.2 Examples of VR in Participatory Urban Design 5 Conclusion References Virtual Reality Application for Relieving the Pain of Child Dental Patients 1 Introduction 2 Literature Research 3 Design and Implementation 3.1 Analysis 3.2 Modeling 3.3 Hardware and Software 3.4 Visual Design 4 Conclusion References Audio Centered Game Development in Mobile VR 1 Introduction 2 Literature Review 2.1 3D Audio 2.2 Virtual Reality Audio Based Experiences 2.3 Audio Games 2.4 Mobile Virtual Reality as a Development Platform 3 Methodology 3.1 Development Tools 3.2 Game Setting 3.3 Game Environment 3.4 Game Mechanics 3.5 Training 3.6 Audio 3.7 Performance Evaluation 3.8 Player Testing 4 Results 5 Discussion 6 Conclusion 7 Future Work References VR and AR in Teaching 3D Environment Design for Video Games 1 Introduction and Literature Review 2 Methodology 3 Findings 4 Conclusion 5 Future Research References A New Environment: Augmented Reality 1 Introduction 2 What is Augmented Reality? 3 Why New? 4 Potential Uses 5 Possible Uses of AR in Archeology 6 Why AR for Archeology? 7 Research Focus: AR and Archeology 8 Various Cases 8.1 The Ancient Pompeii Project 8.2 Archeoguide Project 8.3 Yenikapı Explorer Project 8.4 Research on Alexandria Troas Ancient City 9 Conclusion References A Novel Approach in High School Design Education Using Virtual Reality 1 Introduction 2 Literature Review 3 Field Study and Observation 4 Proposed VR System for Technical Drawing Using Camera 5 Conclusion References Smartphone as a Paired Game Input Device: An Application on HoloLens Head Mounted Augmented Reality System 1 Introduction 2 Related Studies 2.1 Previous Attempts to Employ Mobile Devices as a Game Input Device 2.2 Defining Augmented Reality 2.3 Design Methods for Augmented Reality 2.4 Complexities in AR Software Development 3 Development Environment 4 Design and Development 4.1 The Structure and Flow in Remote Input SDK 4.2 Game Development and Use of Remote Input SDK in the Environment 5 Conclusion Supplementary Material References Playful Experience Design Mapping Current Trends on Gamification of Cultural Heritage 1 Introduction 2 Material and Methods 2.1 Data Collection 2.2 Data Analyzes 3 Results and Discussion 3.1 Bibliometric Data Analyzes 3.2 Term/Keyword Network Analysis 4 Conclusion References Exploring the Future of Spatial Typography in Immersive Design Applications 1 Introduction 2 Spatial Typography and Immersive Design 2.1 Typography in Space 2.2 Typography in Motion 2.3 Typography in Interaction 3 Immersive Typography 4 Spatial Typography with Immersive Design Principles 4.1 Intelligibility 4.2 Contrast 4.3 Display 4.4 Style 4.5 Weight 4.6 Height and Width 4.7 Alignment 4.8 Perspective 4.9 Navigation 4.10 Haptics 4.11 Occlusion 4.12 Focus and Depth of Field 4.13 Generative Text 5 Conclusion References A Critical Review of Video Game Controller Designs 1 Introduction 2 Video Games and Human–Computer Interaction 3 Game Controllers 4 Method and Scope 5 Analysis 5.1 Controller Review Dimensions from Content Analysis 5.2 Controller Review Dimensions from Literature 6 Discussion and Conclusion References Proposal and Requirements for a Platform that Assists Teaching–Learning in the Problematization of Design Projects 1 Introduction 2 Methodological Procedures 3 Analysis and Discussion of Results 4 Final Considerations References Playful Spaces and Interfaces An Exploration of Interactivity and Tangibles in Blended Play Environments 1 Introduction 2 Background 3 The Prototype: Monnom 4 Study Setup 5 Data Collection Method 6 Observations 7 Results 8 Conclusion References A New Data Collection Interface for Dynamic Sign Language Recognition with Leap Motion Sensor 1 Introduction 2 Methodology 3 Data Collection and Setup 3.1 Leap Motion Sensor 3.2 Setup 3.3 Data Collection 4 Conclusion References Gamification and e-Learning in Design A User-Centered Design Research for Gamification Applications 1 Introduction 2 The Concept of Game 3 The Concept of Gamification 3.1 The Gamification and Game Components 4 User Analysis Research 4.1 Findings 5 Conclusion and Suggestions References Asset-Based Extended Reality Model for Distance Learning 1 Introduction 2 Models for Learning with Extended Reality 2.1 Experiental Learning Model (ELM) 2.2 Assesment—Pedagogy—Technology Model (APT) 2.3 Ergonomy—Learning—Hedonic Model (ELH) 2.4 Interactive Persuasive Learning Model (IPL) 3 Asset-Based Extended Reality Model Proposal 3.1 Assets 3.2 Gamification 3.3 Immersion 3.4 Content 3.5 Technology 3.6 Experience 4 Comparison of Learning Models 5 Conclusion References Exploring Success Criteria of Instructional Video Design in Online Learning Platforms 1 Introduction 2 Literature Review 2.1 Online Learning Through Videos 3 Method 4 Findings 5 Discussion and Conclusion Appendix 1 References Challenges in Synchronous e-Learning in Architectural Education 1 Introduction 2 Methods and Materials 2.1 Questionnaire Design 2.2 Execution of Distant Lectures and Data Collection 2.3 Assessment of Data and Thematic Analysis 3 Findings and Discussions 3.1 Characteristics of the Open-Ended question’s Respondents 3.2 Themes and Codes Extracted from Open-Ended Responses 3.3 Comparative Assessment 4 Conclusion References
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