Controlo por gestos
A Leap Motion apresentou o seu sistema de controlo por gestos, que apresenta uma precisão submilimétrica.
A Leap Motion apresentou o seu sistema de controlo por gestos, que apresenta uma precisão submilimétrica.
Algum tempo de não atualizo o blog.
Estes meses foram de exploração das tecnologias (kinect e unity).
Pretende-se que no desta semana já se consiga algo como
Parece fácil, não parece? Mas .... ainda acho que estou bastante longe:(
Videojogos produzem conhecimento
publicado por Nelson Zagalo
Eurogamer, 18 Fevereiro 2012
...."A formação como subárea da educação é nos dias que correm também um dos campos mais profícuos no uso dos jogos. A possibilidade de uma pessoa poder simular tarefas em ambiente seguro, é uma das grandes mais valias dos videojogos. A sua aplicação tem sido utilizada na formação dos militares, dos pilotos de aviões, dos bombeiros, entre muitas outras profissões."....
Fonte: http://www.eurogamer.pt/articles/2012-02-1
"10 Tips for Making a Successful Serious Game"
1) Plan from the beginning to do research on your game. It makes everyone stay honest. Start with research on the target group and what they want.
2) Pick a game development team that is passionate about your project and has madeserious games before and will listen to the target group.
3) Involve your target group at every step of the process. They will keep you on the right track of making a game that the target group will ultimately accept. Makes sense, right? Hardly anybody does it.
4) Do QA on your serious game. Apparently, it is rarely done on serious games. And when you do, it is critical that members of the target group are part of your QA team.
5) If you want to make money off your game, engage a business person at the BEGINNING of the project, as well as the end. Make sure they know EVERYTHING about your target group (what they like to do in their spare time, what their disposable income is, what their demographic is, what they don’t like, etc.).
6) Figure out who will buy the game. If an individual (e.g., parent) or organization (e.g., insurance company) will buy it and give it to the target group, listen to them and make sure you cater to them. But remember that ultimately, you have to make the target group happy.
7) If you ever have a conflict between researchers, business people, developers, artists, etc., go with what the target group wants.
8) See if you can actually hire a representative from the target group to work on the game.
9) Cherish input from the target group.
10) Thank all the members of the target group who helped make your game possible when your game is released.
Kato, P.M. (2012). 10 tips for making a successful serious game.
Retrieved from http://pamkato.wordpress.com/2012/02/02/1
For even more gestures read Dan Saffers book
"Designing Gestural Interfaces" (O'Reilly, 2009)
"Some day in the not too distant future you'll be able to go to a movie and the movie will be all around you. The movie will be over your head, it will be a 360 degrees around you..." Steven Speilberg, Time Magazine