International Journal of Asia Digital Art and Design
Online ISSN : 1738-8074
19 巻, 2 号
選択された号の論文の3件中1~3を表示しています
  • Michael Brandse, Kiyoshi Tomimatsu
    2015 年 19 巻 2 号 p. 35-44
    発行日: 2015年
    公開日: 2019/09/12
    ジャーナル オープンアクセス
    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.
  • Mayumi Chida, Kohei Jin, Norishige Chiba
    2015 年 19 巻 2 号 p. 47-54
    発行日: 2015年
    公開日: 2019/09/12
    ジャーナル オープンアクセス
    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.
  • Jacobo Moreno, Daewoong Kim
    2015 年 19 巻 2 号 p. 55-62
    発行日: 2015年
    公開日: 2019/09/12
    ジャーナル オープンアクセス
    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.
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