Essays about: "interactive objects"
Showing result 1 - 5 of 84 essays containing the words interactive objects.
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1. Parents’ perceptions about preschool children’s use of mobile devices and experiences at art museums
University essay from Stockholms universitet/Institutionen för data- och systemvetenskapAbstract : The child–environment interaction type, which involves touching and handling part of collections and displays, is less common in art museums. In addition, art museums demand many behavioural rules from their visitors. The adult caregivers, therefore, prefer that their preschool children participate in child-friendly activity programmes. READ MORE
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2. Weapons of Microcontroller Destruction : Tangible Playthings for Roleplaying in Dungeons & Dragons
University essay from Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)Abstract : This project aims to explore how interactive tangible playthings can be designed to enhance the roleplaying aspect of Dungeons & Dragons. Further, the project juxtaposed D&D and interaction design as practices to examine if D&D can contribute to interaction design. READ MORE
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3. The Metaverse: The Potential to Revolutionize Workforce Training : A qualitative study on how industrial companies can use the Metaverse for workforce training, presenting a conceptual framework
University essay from Luleå tekniska universitet/Institutionen för ekonomi, teknik, konst och samhälle; Luleå tekniska universitet/Institutionen för ekonomi, teknik och samhälleAbstract : Recent technological advances are radically changing the industrial landscape and driving a digital transformation of industry. This transformation presents several challenges for industrial companies, notably the urgent need to bridge a widening skill gap. READ MORE
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4. Videos, Games, or Videogames? The Interaction in Videogame Playing Experiences
University essay from Uppsala universitet/Avdelningen för estetikAbstract : This paper defends the claim that videogame playing interaction (VGI) is a distinctive kind of interaction compared with other interactive practices. This claim is not grounded in the fact that videogame playing is a digital experience, nor the claim that videogame playing is a video example of gameplay, but rather in two unique characteristics of videogame playing experiences: the controlled identity of players and the temporal continuity. READ MORE
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5. Integrated NFC in product packaging : How the use of integrated Near Field Communication in product packaging can change the user experience for Generation Z and enable stronger relationships with brands
University essay fromAbstract : Over the past decades, technological advancements have made everyday objects smart, and naturally, these developments have reached the packaging industry too. Packaging equipped with sensors and chips can provide new experiences to its customers and one of the technologies that has shown its potential to contribute to this is Near Field Communication (NFC). READ MORE