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New entry in the Digiplay Games Research Bibliography:
MacInnes, I.; Hu, L. (2005)
Proceedings of the Annual Hawaii International Conference on System Sciences
The rapid growth of Internet usage has enabled many new online communities to develop. A particularly interesting phenomenon that has arisen through Internet communities is the virtual world (VW). This paper identifies the challenges that developers of VWs will face in their efforts to find viable business models. This is a single case study of China as an exploratory project to determine the issues surrounding business models for virtual world developers and users. The paper discusses the feedback effects between broadband adoption and online games as well as issues such as culture, history, Waigua, private servers, virtual property trade, developer control, governance, and regulation. In spite of the profitability of major Chinese VW operators, close observation of the Chinese case suggests that even the most successful VW operators are still in the early stages of their business model development. Read more...
New entry in the Digiplay Games Research Bibliography:
Park, J.; Han, S. H.; Yang, H. C. (2006)
International Journal of Industrial Ergonomics
This study proposes two cursor-capturing functions (jumping and gravity) in mouse operation. The jumping function is designed to move the cursor to a target instantaneously when the cursor reaches around it while the gravity function is designed to move the cursor to a target gradually. In an experiment conducted to examine their performance, target positioning time, accuracy, and subjective preference were measured and compared with the normal condition (i.e. with no function). The results showed that the gravity function had an advantage in positioning time and accuracy. In addition, the gravity function was preferred to the jumping and the normal condition. Benefits and drawbacks are discussed in using these functions for human-computer interaction. The cursor capturing functions are expected to help older users or novices in operating a mouse efficiently and easily. Relevance to industry The proposed technique can be applied to software applications such as computer games where target positioning is frequent or essential. It may also be used to ease target positioning in various situations, e.g., mobile devices, virtual environment or software for motion-impaired users. Read more...
New entry in the Digiplay Games Research Bibliography:
Merians, A. S.; Poizner, H.; Boian, R.; Burdea, G.; Adamovich, S. (2006)
Neurorehabilitation and Neural Repair
Objective. To investigate the effectiveness of computerized virtual reality (VR) training of the hemiparetic hand of patients poststroke using a system that provides repetitive motor reeducation and skill reacquisition. Methods. Eight subjects in the chronic phase poststroke participated in a 3-week program using their hemiparetic hand in a series of interactive computer games for 13 days of training, weekend breaks, and pretests and posttests. Each subject trained for about 2 to 2.5 h per day. Outcome measures consisted of changes in the computerized measures of thumb and finger range of motion, thumb and finger velocity, fractionation (the ability to move fingers independently), thumb and finger strength, the Jebsen Test of Hand Function, and a Kinematic reach to grasp test. Results. Subjects as a group improved in fractionation of the fingers, thumb and finger range of motion, and thumb and finger speed, retaining those gains at the 1-week retention test. Transfer of these improvements was demonstrated through changes in the Jebsen Test of Hand Function and a decrease after the therapy in the overall time from hand peak velocity to the moment when an object was lifted from the table. Conclusions. It is difficult in current service delivery models to provide the intensity of practice that appears to be needed to effect neural reorganization and functional changes poststroke. Computerized exercise systems may be a way to maximize both the patients' and the clinicians' time. The data in this study add support to the proposal to explore novel technologies for incorporation into current practice. Read more...
New entry in the Digiplay Games Research Bibliography:
Jayemanne, Darshana (2005)
DiGRA 2005 Conference: Changing Views--Worlds in Play
An examination of the contributions that can be made by the field of non-mechanistic cybernetics (as elaborated by Gregory Bateson and Anthony Wilden) to a theory of videogames that views them as complex open systems in dynamic relation to players. Bateson, observing animal play, suggests that the playful nip has a complex relation to the earnest bite. This paper contends that the relation of player, avatar and game constitutes a similar system and that Wilden’s development of the theory of play has great potential for the study of videogames. Read more...
New entry in the Digiplay Games Research Bibliography:
Foss, B. A.; Eikaas, T. I. (2006)
International Journal of Engineering Education
Dynamic simulators combined with educational games may create a new, and improved learning culture by taking advantage of the new knowledge and skills of today's students obtained from extensive use of interactive computer games. This paper presents a design basis and a set of online learning resources based on dynamic simulators that takes advantage of game-related features. The e-learning resources are used in basic engineering courses. Feedback from approximately 1200 engineering students is analysed, the main conclusion being that students clearly view game-related learning resources as having a positive learning effect. Read more...
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