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The science and art of computer games development for undergraduate students

Computers in Entertainment, 2009
In this article we discuss an approach to teaching computer games development to higher education computing students that attempts to balance the artistic and scientific aspects of the computer game development process. The development of computer software has traditionally been viewed as a technical activity.
M. J. Taylor, M. Baskett
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Art Thief: An Educational Computer Game Model for Art Historical Instruction

Leonardo, 2009
Cognitive research has revealed learning techniques more effective than those utilized by the traditional art history lecture survey course. Informed by these insights, the author and fellow graduate researchers at the University of Illinois at Chicago designed a “serious” computer game demo, Art Thief, as a potential model for a learning tool that ...
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Computer Game Programming Course for Art Design Students by Using Flash Software

2008 International Conference on Cyberworlds, 2008
It seems a difficult and unnecessary job for design students to learn computer programming. However, as the development and the needs of producing interactive media and computer games, the integration of different disciplines is a compulsive trend for training creative designers in design education.
Chun-Hsiung Huang   +2 more
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Computer Games as Works of Art

2012
This chapter aims to answer the question: Can computer games be regarded as works of art? To answer this question, one has to analyse the notion of art and also the term computer games. Art can be conceptually analysed within a dialogue of continental and analytical philosophy: with different authors of philosophical aesthetics such as Hegel, Heidegger,
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Computer Game Businesses in Thailand: The Art of Business Experience

Paradigm: A Management Research Journal, 2007
Although game businesses have become one of the most attractive businesses in Thailand, owing to the current and potential numbers of gamers in different walks of life and age and the potential revenue generation when strategies are correct, there are few companies who have been working sufficiently to understand the market situation and find the path
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Games and animation: collaborations between the arts and computer science

International Conference on Information Technology: Coding and Computing, 2004. Proceedings. ITCC 2004., 2004
We explain the need for formal collaboration between students in the arts and computer science students, and argue that this should be encouraged at an early stage of their education. Specific courses that foster this sort of cooperation are described.
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MOO: Using a Computer Gaming Environment to Teach about Community Arts

Art Education, 2004
As computer literacy is increasingly considered an important component of teacher education, interactive computer environments offer the possibility of being effective supplements to art talk in the classroom.In my art education classes for preservice teachers, students explore interactive computer technology through a “MOO” (Multi-user domain, Object ...
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State of the Art of Business Simulation Games Modeling Supported by Brain-Computer Interfaces

2020
The use of Business Simulation Games in education is becoming very common as a training strategy offered by companies and universities. However, the real-time monitoring and analysis of the use of these resources has not been sufficiently studied. The aim of this work is to present the state of the art of simulators of organizational environments, from
Cleiton Pons Ferreira   +1 more
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The Pixel Art as Computer Graphics Artistic Expression in Digital Games

10th International Scientific Conference Technics, Informatic, and Education
The limitations of early gaming graphics hardware emerged Pixel Art as a technology necessity. Nowadays, it has undergone a remarkable evolution in contemporary digital graphics and gaming design. The paper explores the innovative ways modern pixel art is utilized to express artistic vision, evoke emotional resonance, and challenge conventional notions
Veljko Aleksić, Vlado Simeunović
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Technological embodiment and haptic narrative: postphenomenology in cinema, interactive art and computer gaming

2017
Within this thesis I incorporate Don Ihde’s philosophy of technology to consider the human body’s relationship to three contrasting types of media in the form of cinema, interactive art and computer gaming. Using Ihde’s concept of postphenomenology, I consider how corporeality changes with different technological devices and how engagement with each of
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