Warsinsky, S., Schmidt-Kraepelin, M., Rank, S., Thiebes, S., and Sunyaev, A. (2021) 'Conceptual ambiguity surrounding gamification and serious games in health care: literature review and development of game-based intervention reporting guidelines (GAMING)', Journal of Medical Internet Research, 23(9), p. e30390.
This paper focuses on the difference between gamification and serious games in healthcare and the conceptual confusion in the current literature. Thus, the introduction of the set of GAMING guidelines in the framework of the research allows for clarifying the ambiguous notion of game-based interventions. For this reason, it is highly detailed and encyclopedic in its literature review and a valuable source of expert evaluations of different organizations which makes the book the most authoritative guide on the subject of accurate reporting. This study contributes to the current literature as a conceptual work, providing much-needed definition to help scholars in future examination of health-related game interventions as employed in fields like education and virtual areas through serious games and gamification.
Zaky, Y.A.M. and Al Mulhim, E.N. (2024) 'Teacher Education: Design Thinking Approach in Makerspaces to Produce Quality Educational Video Games with a Visual Identity and Improve Design Thinking Skills', Education Sciences, 14(7), p. 718.
This study aims at looking at design thinking as a process in developing video games for learning. This version is retained as it aims to encourage the formation of teamwork and conceptually ORIGINAL group pictures for pre-service teacher education while keeping the above-mentioned guidelines to an ISA graphic design. Its innovative approach is underpinned by the integration of maker spaces and the so-called design thinking elements (such as empathy and ideation). This is an interesting text since it combines art, education, and design thinking with important lessons to be learned about creativity. It also wants to âemphasize collaborationâ which directly intersects my goals of exploring game design and animation from an interdisciplinary perspective.
Wu, M., Lee, J.S., and Steinkuehler, C. (2021) 'Understanding tilt in esports: A study on young League of Legends players', in Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. May, pp. 1-9.
This paper fills this gap by offering an analysis of the causes and effects of the phenomenon of âtiltâ in gaming coupled with a look at how it can be affected. The research findings also show that the tilted records originate mostly from teammates while the participants demonstrate predominantly negative self-directed responses. Incredibly, the research shows that those who assume that tilt can be modified have a higher likelihood of applying positive coping that enhances the emotional capital. This is a game psychology and esports sociology research aimed at helping to enhance game experiences and foster healthier gaming cultures. This study is particularly useful as it informs aspects of the competitiveness psychology in the context of gaming which is serially relevant when developing encouraging and friendly gaming communities. That is closely related to my research focus â the relationship between players and designed environments, including games and esports.
Li, Z. (2024) 'Virtuality and Reality: Research on VR Technology Film Production', Journal of Humanities, Arts and Social Science, 8(7).
This paper looks at how the invention of VR has cultured interactivity and some of the aspects of 360-degree cinematography into the conventional filming process.s. It raises how VR disrupts the cinematic conventions focusing on what the viewers see instead of presenting a story that only moves in a certain direction. This paper interlinks components from theatre, amusement parks, and video game design to provide a multi-faceted approach to enriching cinematic VR. The author also underscores specific scenes shot in long takes that even theatre actors can help enhance through improvised theatrical performances and audience interaction. This study offers practical solutions as to how to overcome certain issues like controlling multiple 360-degree cameras and integrating subplots within set designs for VR filmmakers. Its concept of narrative comes close to my desire to combine the uses of technology and the conventional technique of art to bring out the best narrative masterpieces.
Zhou, T., Xu, T., Zhang, D., Jiao, Y., Xu, P., He, Y., Xu, L., and Yu, J. (2024) 'Sophia-in-Audition: Virtual Production with a Robot Performer', in Proceedings of the 32nd ACM International Conference on Multimedia. October, pp. 11184-11193.
This study presents the new approach of Sophia-in-Audition, a virtual production system utilizing humanoid robotic technology in enhanced UltraStage architecture. This setup makes use of a controllable light dome and multi-camera systems for improving performance capture dynamics. These are facial motion transfer and robotic motion replication to overcome problems such as the uncanny valley in virtual acting. The work suggests human-like affective responses as well as her capacity to accurately replicate scenes from famous films and engage with human actors, pointing to the possibility of future assignments of humanoid robots in film. Through combining robotics, dynamic lighting, and multi-camera solutions, this investigation advances the concept of virtual production. Its emphasis on tech and ensemble work resonates well with my topic, which is how new media technologies transform strategies of storytelling and stagings in film.
Jiang, X., Rao, A., Wang, J., Lin, D., and Dai, B. (2024) 'Cinematic Behavior Transfer via NeRF-based Differentiable Filming', in Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. pp. 6723-6732.
This research on reverse filming behavior and cinematic shot transfers through 3D engine workflow are presented in this work for the first time. The study refines meta tracks like SLAM and also uses algorithms such as Neural Radiance Fields (NeRF) to control rendering and optimal the camera trajectories. This research enables the connection between the âhowâ of technical integration and the âwhatâ of artistic implementation, making it easy to transfer shots from a 2D video to a 3D environment. The use of 3D operations shows that technology can enhance narratives, further, original visions can be achieved successfully. Through the elements of rendering and shot composition this study is particularly useful in virtual production. It leads to investigating how innovations in technology can result in the offering of potent tools by directors and owners of motion picture production to come up with engaging stories on screen, and at the same time, enable them to exercise exclusive control.
Bodini, A., Manohar, A., Colecchia, F., Harrison, D. and Garaj, V. (2024) âEnvisioning the future of virtual production in filmmaking: A remote co-design studyâ, Multimedia Tools and Applications, 83(7), pp. 19015-19039.
This research is focused on cooperation approaches applied to virtual production aided by immersive perspectives. This way, the study fosters the collectiveness of ideas in practical workshops with audiovisual professionals and develops creative solutions for filmmaking. The level of detail given to the forms and processes of interdisciplinary cooperation makes it a highly useful text for investigating the work of creative and technical positions. It is related to me because it informs me about the successes of combined creativity in the sphere of audiovisual, thanks to which I understand the value of cooperation in implementing large-scale virtual production.
Widjono, R.A. (2020, December) âAnalysis of user experience in virtual art exhibition during pandemicâ, in International Conference of Innovation in Media and Visual Design (IMDES 2020), pp. 93-99. Atlantis Press.
This paper examines virtual galleries as one of the shifted methods of presenting art pieces in the context of COVID-19. This paper discusses artists, exhibitors, and audiences to demonstrate that virtual exhibitions support the art world where physical constraints prevail. It goes into fan and professional reception and how a show can incorporate more mainstream appeal along with satisfying artistic interest. It also proves useful for the overall areas of art, education, and technology since it provides specific ideas about creating digital exhibitions. It aligns with my passion for using technology to enhance both accessibility and innovation in creative industries.
Kavakli, M. and Cremona, C. (2022, March) âThe virtual production studio conceptâan emerging game changer in filmmakingâ, in 2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 29-37. IEEE.
This paper aims to analyze the complete changes of Virtual Production Studios (VPS) in the current movie-making techniques. This thesis examines how new display technologies, such as LED walls, virtual reality, and game engines, lead to a qualitative change in production processes. Global perspectives of industrialization, partnerships, and globalization are also discussed in response to the ever-evolving relationship between tech and art. Thus, the paper through the presentation of two examples provides real-life case examples of how the VPS systems are redefining the methodology of shooting, image generation, and post-shooting exercise in the live-action filming industry. This work is invaluable to my interests as it turns light on industry, academic cooperation, and shared resources collaborations. It deepens my appreciation of best practices in Virtual Production Services by shedding light on concrete imaginative and unique/VPS within entertainment industries, which means changing the ways of creating a story and visuals in the future.
Remedios, D.J., Mathew, D., and Schleser, M. (2023) 'A Convergence of Theatre, Cinema, Amusement Park, and Video Game Design to Explore Parallel Interactive Narratives in Cinematic Virtual Reality', Interactive Film & Media Journal, 3(2).
This paper aims to explore the use of various approaches of storytelling from the theatre, cinema, amusement parks, and video games to create two similar but separate narratives within CVR. The authors elaborate on the issues and factors in fashioning such storytelling, noting that there is much more than script development, prequel and sequel design, selecting a cast and crew, sound schemes and design, and interaction with users. This underscores the aspect of directing user attention as a fundamental component of the first-person 360-degree immersion component of the CVR narrative. Based on the synthesis of the respective design branches, the article presents an understanding of the development of interactive media and a foundation for further research on the simultaneous presentation of multiple interactive stories in virtual reality.