Test sheet2. Touch Board. Buy Capacitive touch, distance sensing, MP3, MIDI & more on the Arduino-compatible Touch Board The Touch Board is a powerful prototyping tool which combines Arduino compatibility with robust capacitive touch, distance sensing, an MP3 Player, MIDI functionality and a LiPo battery charger. The Touch Board is perfect for any designer, engineer, artist, student or educator. Listen to the Touch Board’s pre-loaded audio guide to get you started right out of the box. Create 12 touch or proximity sensors using Electric Paint or any other conductive material. The Touch Board is part of the Arduino at Heart program which means you can program it and use it just like any Arduino. Not sure where to get started? Getting started is easy The Touch Board comes pre-programmed with an audio guide that takes you through basic features and highlights of the board.
Getting Started with the Touch Board Capacitive touch and distance sensing Want to paint an interactive wall? You’ve got an Arduino Useful Links. Playing Book « Tilt. In the past, when people spent their spare time reading a book, they read paper books. Nowadays though, people use computers, smart phones, or iPads to read during their spare time. However, electronic books cannot provide the analogue aesthetic which can be felt in a paper book. For example, people cannot feel the texture of the paper, they cannot turn the pages of a book or smell the different scents of paper. Electronic books on readers’ hand are fast, easy, and convenient, but they cannot satisfy the readers mentally and emotionally. Thus, the graphic designer, Sungshin Yim, created the “Playing book” to fulfil the readers’ emotional needs by applying new techniques and materials and yet keeping the original material of the book, paper.
The book designer, Sungshin Yim is showing a playing book that can play music by touching letters. Sungshin will continue to study about the future of the books so she is interested in new materials and new technology. W// www.sungshinyim.com. My Story: Experimenting With Message Passing Software Modules for Arduino Programming. I've been fascinated by the idea of being able to build software applications in a way similar to how electronic circuits are built using ICs. That is, by connecting discrete software components together via clearly defined communication pathways. I've begun to use the Arduino development platform to play around with ideas for implementing this type of component-based system. I'd like to see if it's possible to create useful Arduino-based applications this way. A library of reusable software components should promote faster prototyping and development. Also, Arduino was designed from the beginning to make it as easy as possible for those new to programming to get up to speed developing projects as quickly as possible.
The following describes my first project, which involved creating a small set of very simple modules and a runtime system to host them. Simple Software Module System Description The diagram in Figure 1 shows two modules, A and B, connected by channels ab and ba. Messages. Dimension (mathematics and physics) A diagram showing the first four spatial dimensions. 1-D: Two points A and B can be connected to a line, giving a new line segment AB. 2-D: Two parallel line segments AB and CD can be connected to become a square, with the corners marked as ABCD. 3-D: Two parallel squares ABCD and EFGH can be connected to become a cube, with the corners marked as ABCDEFGH. 4-D: Two parallel cubes ABCDEFGH and IJKLMNOP can be connected to become a hypercube, with the corners marked as ABCDEFGHIJKLMNOP. In physical terms, dimension refers to the constituent structure of all space (cf. volume) and its position in time (perceived as a scalar dimension along the t-axis), as well as the spatial constitution of objects within—structures that correlate with both particle and field conceptions, interact according to relative properties of mass—and are fundamentally mathematical in description.
The concept of dimension is not restricted to physical objects. A tesseract is an example of a four-dimensional object. Turn Your Childs Artwork Into a Stuffed Animal. All kids are artists! But, did you know that you can turn one of your children’s masterpieces into a treasured stuffed animal? Just follow these quick and simple steps to help your child create their own huggable keepsake! Only a few supplies are needed to create your own artwork stuffed animal! Just gather: Some plain white paper fabric crayons (can be purchased at any craft store) a half yard of white muslin fabric an iron a needle and thread a sewing machine First, set out a piece of paper and the fabric crayons and encourage your child to create a picture. Next, transfer your picture onto your fabric. Iron your masterpiece with slow and steady strokes. After your iron on transfer is complete, place another piece of fabric under your transfer and cut out your design.
Turn your design to the middle, and using your sewing machine, (or a needle and thread) sew around the outside. Using the hole you left open for stuffing, turn your design inside out so that the seaming is on the inside. The Pea's Knees | The Pea's Knees | Robot Hand Puppets - 4 Hand Puppets To Make Yourself. AcQximevzCzKgQSO28MH0g==493568. Attachments.wetpaintserv. Software Takes Command by Bloomsbury Publishing. Ed-kit-burton-alice.pdf. Alice Illustrators A-L. Ed-kit-burton-alice. A Comparison of Two Variant Versions of Alice in Wonderland. In 1865, Charles Dodgson published a book entitled Alice's Adventures in Wonderland.
He used the pseudonym Lewis Carroll. The main character in the story was a real live girl named Alice Liddell. The story was originally an impromptu tale which Charles Dodgson invented for the entertainment of Alice and her two sisters. Alice enjoyed the story and asked Charles Dodgson to write it out for her.
Its eventual publication resulted from the interest this manuscript aroused. In 1851, Walt Disney released a movie entitled Alice in Wonderland. It was based on Lewis Carroll's classic, but Disney freely altered the tale when it suited his purpose. I see a distinct difference in the attitude of Alice in the two versions. Both versions begin in a similar fashion. In both versions, she is able to see cupboards and bookcases on the wall of the hole through which she is falling.
As Alice falls, Carroll describes her thoughts in detail. In contrast, Disney's movie mentions only a few of her thoughts. Afstuderen. The Myth of the Bell Curve. Amiga Forever - Amiga Emulation, Games, History and Support Since 1997. Main page. Introduction: The video game history started in a strange and complicated way and it is important to avoid confusions with what happened in the 1950s and 1960s. The real video game history started with Ralph Baer as early as 1951.
One very important thing to remember is how the video game has been defined in the 1960s before modern tehnologies allowed video games to be played on computers. A video game is defined as an apparatus that displays games using RASTER VIDEO equipment: a television set, a monitor, etc. In the 1950s and 1960s, computers were not only exceedingly expensive, but used a technology that could not allow integrating them into a video game system.
Only mainframes could allow playing a few games. These games qualified as COMPUTER games, not VIDEO games. The video game history is often misunderstood, so we will explain what happened in the 1950s first, and then go through the real video game history which began in 1966. In Europe, video games appeared in homes in 1974. Game Preservation SIG/White Paper/Before It's Too Late: A Digital Game Preservation White Paper - IgdaWiki. International Game Developers Association 2008 White Paper answering the "Why should we preserve videogames? " for developers / studios, containing information on the "Why" as well as a little practical advice on "How" at the end. Final Information Title: Before It's Too Late: A Digital Game Preservation White Paper Lead and Editor: Henry Lowood Section Writers: Andrew Armstrong, Devin Monnens, Zach Vowell, Judd Ruggill, Ken McAllister, Rachel Donahue Additional Editor: Jon-Paul Dyson Proofreaders: Stuart Feldhamer, Jo Barwick Downloads: DOC, ODT, PDF, Lulu Copies, Front Cover Released: March 2009 Introduction: The Game Preservation Special Interest Group was founded in 2004, only five years ago.
All of these developments are fine and good. We wish to be very clear about one point, so at the risk of repetition, allow us to say it again in other words: if we fail to address the problems of game preservation, the games you are making will disappear, perhaps within a few decades. Contributors Sections. EuroHCIR2012. DEVICE 6. Digital Conversations:Interactive narratives. This was the second event put on by the Digital Research team at the British Library, which facilitated conversations on digital transformations and research. Professor Andrew Burn enthusiastically introduced the panel of speakers to a largely young and what turned out to be engaged audience.
He posed the question, what agency do we the reader have in the narratives (to be discussed below) and what interaction is required with the narratives. The first speaker on the panel was Iain Pears, discussed how he was exploring new ways of story telling with the written word. He is currently working on an app, the intended outcome of which would allow the reader to follow the narrative from multi perspectives, which he described as a novel that vignettes. Influenced by what he called patchwork reading, a skill he noted from 14/15 year olds, who he observed jumping between different texts.
He described how his ideal press response about the book, would be a bad review. Alice - Něco z Alenky. Reading and Hypothesis. I see more and more games with no story, only “backstory”. The game consists of piecing together what has gone before, and possibly performing a few anticlimactic actions to round it all off. Reviewers even speak of “the backstory” as if it’s the most important aspect of any game, right up there with mazes and hunger puzzles. It’s an outrage. — Backstory, Stephen Bond For authors of interactive stories, presenting most of your story as backstory is often convenient because you can tell what did happen in a place without having to code any NPCs or allow for any branching in the backstory narrative: the past is a part of the story your interactive reader can’t touch.
It places those events beyond the reach of player agency. But there’s also an argument to be made that the backstory mystery is one of the most natural possible shapes for interactive literature. It is also pure backstory. But I was galled intensely by the first speaker on the panel. “That sounds really irritating,” he said. Phantomwise. Alice in Wonderland - a list by Tarquinnff3-315-455746. Alice in Wondeland. PUBLICATIONS | VIGAMUS, The Video Game Museum of Rome. Archiving Video Games 2013 | AMIA Student Chapter at NYU. Pressing Restart: Community Discussions on Video Game Preservation When: September 28, 2013, 9AM – 5PM Where: 2 Metrotech Center, 8th Floor, Brooklyn, NY 11201 We invite the whole community to join us in this one-day event to discuss the preservation and access of video games.
The event is free but prior registration is required. You can register here: Objective of the Workshop: When saving a game, what exactly are we saving, and how do we save such a complicated form of media? Our guests are: Dylan McKenzie (NYU Game Center Library, NY, USA) Brice Roy (University of Technology, Compiègne, UTC, France) Clara Fernandez-Vara (Massachusetts Institute of Technology, MIT – NYU, USA) Jon-Paul Dyson (The Strong, National Museum of Play, NY, USA) John Klacsmann (Anthology Film Archives, NY, USA) David Rice (CUNY TV, NY, USA) David Murphy (York University – Ryerson University, Ontario, Canada) Henry Lowood (Stanford University Libraries, CA, USA) What is Game Design Concepts? | Game Design Concepts. Who are you? My name is Ian Schreiber.
I’ve been working in the video game industry since the turn of the millenium, first as a programmer and then as a game designer. I’ve taught college classes in game design since Fall 2006. For any other information, you can Google me. What is this blog? This blog is an experiment in game design and pedagogy. During Summer 2009, I will post a series of lectures, course notes, readings, and challenges to this blog on the subject of game design. This blog is a course in game design (specifically, non-digital systems design). Tuition: none. Two levels of participation If you just want to peek at the content, all you have to do is bookmark this blog and read.
If you want a more in-depth experience, register for the class by sending an email to gamedesignconcepts@yahoo.com and letting me know that you want in. Why are you doing this? I have many motivations for starting this project, some selfish and some altrusitic. Is this really, totally, 100% free? 02.GameApproaches2. Games Genres. Games Analysis. Games Analysis - Structure. Sources: Silbermann / Schaaf / Adam; Filmanalyse.
Grundlagen - Methoden - Didaktik; 1980 Structure of an analysis of games An analysis consists of three main parts: 1. the analytical elements, that are realised with the aid of analytical methods; 2. the synthetical elements, that derive of the results of the analytical elements; and 3. the evaluational elements, that proceed from the confrontation of the results of the synthetical elements with independent valuation criteria. While making an analysis, one will use a different route to realise the different parts. It is more meaningful to follow the way the production of the game uses, and use the intention of the developing team to describe a theme or goal, and the related aspects of realisation.
Analytical elements. Games Analysis - Starting-points. Games Analysis - Propositions. Games Analysis - Types. Sources: Silbermann / Schaaf / Adam; Filmanalyse. Grundlagen - Methoden - Didaktik; 1980 In the schedule below the relationships between the different types of analysis and the involved elements of the communication in a games environment are visualised. Thesis. The Rabbit Hole in Alice's Adventures in Wonderland and Through the Looking-Glass. On transmedia and ownership. Research shows new challenges for parents in media driven times - Developlay. Research shows new challenges for parents: From stimulating self-perception in their children to teaching them self control in the overwhelming supply of technological stimuli. The recent Nickelodeon study “The Story of Me” has noted a big difference in self-perception between Millenial Generation kids and kids born after 2005.
For the Millenium kids self-perception has been a big issue and their parents have been focusing on stimulating their children’s self esteem. Today’s generation of kids is demonstrating defining characteristics that set them apart from generations prior. Select findings and highlights from the presentation include: The parents of these after-2005-born kids may not have to deal with self-perception, however they have a new challenge! An increasing amount of studies have demonstrated the pro’s and con’s of screen time consumption by kids, categorized for different age groups. However, there is reason for caution on heavy usage: Valueframing, Floor De Ruiter. Paper02-Astell. March 17-21, 2014 | Moscone Convention Center | San Francisco, California. Evidence based principles - Developlay.
Cup song in Irish or Gaelic or Gaeilge. Story Museum - Alice's Day. Transmedia Storyteller. Digital drama: The technology transforming theatre. Red Riding Hood (2006 film) 1 bedroom flat to rent in Capital Wharf, E1W. Ninja Blocks Kit | Ninja Blocks. Ninja Blocks Kit | Ninja Blocks. Vortex Immersion Media. Vortex Immersion Media. Computer Exposure Leads To Fears Of 'Digital Dementia' Digitale Demenz: Wie wir uns und unsere Kinder um den Verstand bringen (German Edition) eBook: Manfred Spitzer: Amazon.co.uk. Brein van gamer maakt weinig verschil tussen avatar en beste vriend. Shanti Ganesh. Team | Dutch Robotics. A Point of View: Will machines ever be able to think? Narrative Clip Wearable Camera Available Nov 1 for $279. Alice Madness Returns : American McGee's Alice 2.
Alice: Madness Returns - Oculus Rift. An A-B-C of writing for children’s TV | SkyLightRain. Ionesco - Conte n°2. The Children’s Theater of the Absurd. Nordisk Film & TV Fond :: Magnus Vidar Sigurdsson Heads Kormákur’s Blueeyes Vision. EVE Online TV Series Will Stay True To Source Says Baltasar Kormákur. Alice in Wonderland (1933 film) A Comparison of Two Variant Versions of Alice in Wonderland. Mr Probz - Waves. Link in Wonderland: An Analytical Comparison Between Majora’s Mask and Alice in Wonderland.
Digitale dementie (ebook) EPUB met digitaal watermerk, Manfred Spitzer... Alice in Wonderland Book to 1951 Movie Differences - Alice in Wonderland Wiki. Learn Game Design in a day. Edmund de Waal — Making. Wellington Partners Venture Capital - Portfolio. Charles%20Dodgson%20And%20The%20Victorian%20Cult%20Of%20The%20Child. 20120802-170322.jpg 343×343 pixels. Dogon shell mask. SMI Eye Tracking Glasses, mobile eye tracking glasses by SensoMotoric Instruments (SMI) Getting Started in Transmedia Storytelling eBook: Robert Pratten. Kuleshov Effect.