Zobrazeno 1 - 10
of 19
pro vyhledávání: '"Joshua Tanenbaum"'
What if there had only been half the oil? Rewriting history to envision the consequences of peak oil
Publikováno v:
Energy Research & Social Science. 31:170-178
There is unequivocal evidence that we are facing the greatest energy transition since the dawn of the industrial age. We need to urgently shift from a global fossil fuel and CO 2 -emitting energy system to 1) decrease our CO 2 emissions and combat th
Autor:
Joshua Tanenbaum, Karen Tanenbaum
Publikováno v:
Human–Computer Interaction Series ISBN: 9783319733739
New Directions in Third Wave Human-Computer Interaction (2)
New Directions in Third Wave Human-Computer Interaction (2)
In this chapter we describe a trend we have observed in 3rd-wave HCI research, which we are calling “peripheral practices research”. This form of research consists of primarily qualitative studies of niche, unusual, marginalized and/or highly spe
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::cdc4e9044e4070a4e3216e6792c68f09
https://doi.org/10.1007/978-3-319-73374-6_2
https://doi.org/10.1007/978-3-319-73374-6_2
Autor:
Joshua Tanenbaum
Publikováno v:
The Computer Games Journal. 4:59-80
Game Studies is a young research field compared to other media studies disciplines, such as literary theory and film studies. Games research has often struggled to balance the demands of modern constructivist perspectives on knowledge creation (Denzi
Publikováno v:
User Modeling and User-Adapted Interaction, 24(3), 175-217. Springer
This article presents a case study of an adaptive, tangible storytelling system called "The Reading Glove". The research addresses a gap in the field of adaptivity for ubiquitous systems by taking a critical look at the notion of "adaptivity" and how
Autor:
Joshua Tanenbaum, Charu Chaudhari
Publikováno v:
Interactive Storytelling ISBN: 9783319482781
ICIDS
ICIDS
In this work, we describe Phylactery, a hybrid physical/digital system for authoring interactive stories across collections of objects. Unlike many Interactive Digital Storytelling (IDS) systems, which are concerned with the representations of formal
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::d697a66685c44a158820e4aa420bcdf4
https://doi.org/10.1007/978-3-319-48279-8_36
https://doi.org/10.1007/978-3-319-48279-8_36
Autor:
Joshua Tanenbaum, Jordan Rickman
Publikováno v:
Interactive Storytelling ISBN: 9783319482781
ICIDS
ICIDS
In this paper we present GeoPoetry, a location-based work of electronic literature that generates poetic language and dynamic soundtracks for road-trips that reflect the mood of people in the surrounding area. GeoPoetry takes recent nearby geotagged
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::352def177beecf0b3306490c75f332f6
https://doi.org/10.1007/978-3-319-48279-8_8
https://doi.org/10.1007/978-3-319-48279-8_8
Autor:
Jim Bizzocchi, Joshua Tanenbaum
Publikováno v:
Bulletin of Science, Technology & Society. 32:393-404
Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cult
Autor:
Karen Tanenbaum, Joshua Tanenbaum
Publikováno v:
Digital Creativity. 21:11-17
Agency has long been considered one of the core pleasures of interacting with digital games. Recent treatments of agency in games culture and game design have grown increasingly concerned with providing the player with limitless freedom to act. While
Autor:
Karen Tanenbaum, Joshua Tanenbaum
Publikováno v:
Creativity in the Digital Age ISBN: 9781447166801
Creativity in the Digital Age
Creativity in the Digital Age
Making and Maker culture are growing at such prodigious speed that there are very few people whose lives aren’t touched by them, even if they don’t realize it. The scope of activities and practices that fit under the heading of Maker Culture is v
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::414cce63b08d71494279841152a8b24e
https://doi.org/10.1007/978-1-4471-6681-8_11
https://doi.org/10.1007/978-1-4471-6681-8_11
Publikováno v:
Gaming Media and Social Effects ISBN: 9789814560955
Games for Change are digital games that purport to change people’s opinions, attitudes, or behaviors around specific issues. While thousands of games have been created, there is little evidence that such games do persuade or contribute to behavior
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::8bcf219bc94f96b1d5514a3d6892f272
https://doi.org/10.1007/978-981-4560-96-2_8
https://doi.org/10.1007/978-981-4560-96-2_8