In this paper, we exa
mine the need for usability methods for game design and argue that we need to research ways of
guiding players through a digital environment, known as player guidance. We propose to do this through color, since it is a
core component to any digital environment. In order to do this, we review the color contrasts as defined by Itten, J., in an
experimental setting to find out whether the presence of contrasts can influence either the decision making of a player or
the effects of the contrasts on the viewing behavior of a player. Furthermore, we examine the effects of two color circles,
one based on CMYK values and the other based on RGB values, to see whether different color circles yield varying effects.
The goal of this paper is to find out whether color is suitable for player guidance and, if it is, to distill new player guidance
techniques for use with game design.
A lively collaboration between dance performances and video images has
been seen in recent years . Such collaboration includes close cooperation
between dancers and video artists and projection of images generated
automatically in response to a dance. From the latter of these two
perspectives , the authors studied video projection intended to augment the
appeal of a dance performance. This paper reports on knowledge obtained
from use of image projections for Shirosawa kagura the traditional regional
performance at the Tokutan Castle Spring Festival in Yahaba, Iwate with
the aim at cultural promotion of local performing art s and evaluation s of the
image projection by the event organizer and the performer.
The prototype of a museum loan kit aimed at fourth grade of elementary
school was developed based on current school’s science curriculum regarding
the human body. The kit includes a print guide, hands on elements, and
augmented reality games on a tablet computer in order to provide a
multimedia set that can transmit the educational contents of the museum
while being enjoyable for the children. A test and evaluation of the prototype
took place with a group of elementary school students. The process of the
developing of the prototype, along with its implementation and test results
are presented in this paper.