Now showing items 1-6 of 6

  • Agency and animation: the performance of interactive game characters 

    Sloan, Robin J. S. (AJ Press, 2011-10)
    As an animator and practice-based researcher with a background in games development, I am interested in technological change in the video game medium, with a focus on the tools and technologies that drive game character ...
  • The effects of cooperative and competitive games on classroom interaction frequencies 

    Creighton, Susan; Szymkowiak, Andrea (Elsevier, 2014-08-22)
    This research looks at the effects of playing cooperative and competitive computer games on pupils’ classroom interaction frequency, as an index of their cooperation and engagement in class. It was predicted that students ...
  • The monstrous transformation of the self: translating Japanese cyberpunk and the posthuman into the living world 

    Mavridou, Orion (Lancaster University, 2015)
    This essay offers an extended, tangential reading of the cyberpunk videogame, Final Fantasy VII. I will examine itsliterary and visual motifs, patterns and codes, putting these in dialogue with a participant study on cosplay ...
  • Pathfinder: a performance-game for the augmented drum-kit 

    Michalakos, Christos (Experimental Music Technologies (EMuTe) Lab, University of Sussexand REFRAME, 2016)
    Pathfinder is a performance-game for solo drummer, exploring the synergies between multiple contemporary creative practices. The work navigates between music composition, improvisation, projection/light art and game art. ...
  • Tapology : a game-based platform to facilitate e-health and e-inclusion 

    Scott-Brown, Kenneth C.; Harris, Julie; Simmers, Anita; Thurston, Mhairi; Abbas, Malath; de Majo, Tom; Reynolds, Ian; Robinson, Gareth; Mitchell, Iain; Gilmour, Daniel J.; Martinez, Santiago; Isaacs, John P. (Springer International Publishing, 2014)
    We have developed a tablet computer game app for low vision users that can be used to introduce a platform for gaming, internet and visual rehabilitation to older users who have not had prior experience with information ...
  • Why bridge the Uncanny Valley? Photorealism vs suspension of disbelief in animation 

    Sloan, Robin J. S. (AMES, 2012)
    In recent years, the Uncanny Valley theory has been used to frame critical analysis of hyper­ real character animation in both film and computer games. The theory predicts that, as  characters become more human­like in  ...