Tuesday, December 13, 2011

Movie Cancelled. Writing clinic Wednesday.

Movie Cancelled. Writing clinic Wednesday.

There will be no grading penalty if you hand in your paper as late as Friday, but you must come to class Wednesday.

Wednesday, December 7, 2011

Meet in Library today

We have library instruction today at 3:30. Meet in library classroom 2nd floor

Bibliography for Keith Charles

Bracken, Cheryl C., and Paul Skalski. "Telepresence and Video Games: The Impact of Image Quality." PsychNology Journal 7.1 (2009): 101-12. Academic Search Alumni Edition. Web. 25 Nov. 2011.
Klimmt, Christoph, Dorothee Hefner, Peter Vorderer, Christian Roth, and Christopher Blake. "Identification With Video Game Characters as Automatic Shift of Self-Perceptions." Media Psychology (2010): 323-38.Academic Search Alumni Edition. Web. 24 Nov. 2011.
Ravaja, Niklas, Timo Saari, Marko Turpeinen, Jari Laarni, Mikko Salminen, and Matias Kivikangas. "Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?" Presence: Teleoperators and Virtual Environments15.4 (2006): 381-92. CiteSeerX. The College of Information Sciences and Technology. Web. 30 Nov. 2011. <http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.92.5642>.
Schubert, Thomas W. "A New Conception of Spatial Presence: Once Again, with Feeling." Communication Theory (2009): 161-87. Academic Search Alumni Edition. Web. 24 Nov. 2011.
Skalski, Paul and Robert Whitbred. "Image versus Sound: A Comparison of Formal Feature
            Effects on Presence and Video Game Enjoyment." PsychNology Journal 8.1 (2010): 67-84. Psychnology. Web. 30 Nov. 2011.
Wirth, Werner, Tilo Hartmann, Saskia Bocking, Peter Vorderer, Christoph Klimmt, Holger Schramm, Timo Saari, Jari Laarni, Niklas Ravaja, Feliz R. Gouveia, Frank Biocca, Ana Sacou, Lutz Jancke, Thomas Baumgartner, and Petra Jancke. "A Process Model of the Formation of Spatial Presence Experiences." Media Psychology (2007): 493-525. Academic Search Alumni Edition. Web. 25 Nov. 2011.
Wissmath, Bartholomäus, David Weibel, and Rudolf Groner. "Dubbing or Subtitling? Effects on Spatial Presence, Transportation, Flow, and Enjoyment." Journal of Media Psychology: Theories, Methods, and Applications(2009): 114-25. Academic Search Alumni Edition. Web. 25 Nov. 2011.

Final Paper Outline

I: Introduction
II. First generation
A. The first video game was made in the 50s as a prototype of pong
B. The Odysseus was the first home counsel to be on the market
C. Atari was one of the most classic video game counsel
II 2D games
A Nintendo made games buy using 8 bits graphics to 16 bits
B A small preview of first person shooters
III 3D games
A Nintendo 64 introduce the 3 Dimension game play
B. PlayStation
IV Present gaming
A. Detailed objects and characters
B. Prefected the first person view
C. Interative video game in the story line
V. Conclusion
A. What will happen in the future
B. Why is it important

Bibloagraphy

1 Steven L Kent, The Ultimate History of Video Games: From Pong to Pokemon
Published by Three River Press; New York
2.Tristain Donovan, REPLAY: The history of video games
Published by Yellow Ant
Copyrightdate-2010
3.The history of Computer And Video Game history
4. Time; A history of Video Game
5.Stephane Natkin, Video games and interactive media
Published by
Copyright-2006

Bibliography

Bibliography

1. Morris, Dave, and Leo Hartas. Game Art: the Graphic Art of Computer Games. New York:

Watson-Guptill Publications, 2003.

2. Crawford, Chris. The Art of Computer Game Design. Berkeley: Osborne/McGraw-Hill,

1984. Print.

3. Marks, Aaron, and Jeannie Novak. Game Development Essentials Game Audio Development.

Clifton Park:Delmar, Cengage Learning, 2009.

4. Jenisch, Josh. The Art of the Video Game. Philadelphia: Quirk Books, 2008

5. Collins, Karen. Game Sound: An Introduction to the History, Theory, and Practice of Video

Game Music And Sound Design. Cambridge: MIT Press, 2008.

6. Cohen, D.S. "The History of Classic Video Games." ClassicGames.About.Com. Web. 02 Dec.

2011.http://classicgames.about.com/od/history/tp/ClassicVGTimelinePart1.htm

7. Sutter, John D. "Supreme Court Sees Video Games as Art - CNN." Featured Articles from

CNN. 27 June 2011. Web. 07 Dec. 2011. http://articles.cnn.com/2011-06-

27/tech/supreme.court.video.game.art_1_sale-of-violent-video-video-games-hansel-

and-gretel?_s=PM:TECH

Tuesday, December 6, 2011

Resources

Resources

1. Collins, Karen. “ Video Games Killed the Cinema Star.” Music, Sound & the Moving Image; Spring2007, Vol. 1 Issue 1, p15-19, 5p.

2. Nakamura, Lisa. “Digital Media in Cinema Journal, 1995-2008.Cinema Journal; Fall2009, Vol. 49 Issue 1, p154-160, 7p

3. Soetaert, Ronald, Bourgonjon, Jeroen Rutten, Kris. “Video Games as Equipment for Living.”CLCWeb: Comparative Literature & Culture: A WWWeb Journal; Sep2011, Vol. 13 Issue 3, Special section p1-9, 9p

4. Riddle, Warren. "Movie-Quality Realism in Video Games Will Take Another 15 Years."Technology News and Opinion on The Huffington Post. Switched, 27 May 2011. Web. 06 Dec. 2011. .

5. Graham, Jane. "Are Video Games Now More Sophisticated than Cinema? | Film | The Guardian." Latest News, Sport and Comment from the Guardian | The Guardian. Guardian, 02 June 2011. Web. 06 Dec. 2011. .

1. Garrelts, Nate. Digital Gameplay: Essays on the Nexus of Game and Gamer. Jefferson, NC: McFarland &, 2005. Print.

2. Wolf, Mark J. P., and Bernard Perron. The Video Game Theory Reader. New York: Routledge, 2003. Print.

3. Jenisch, Josh. The Art of the Video Game. Philadelphia: Quirk, 2008. Print.

Saturday, December 3, 2011

Final Paper Outline and Bibliography

Most recent outline:

Topic: UX/UI Interface design: What History Offers the Digital Environment

l. Introduction:
Interface usage is increasing according to historical references in computing and mobile media, therefore influencing how all information is viewed and utilized.

ll. Defining UI and UX Design:
Understanding what UI and UX generally means and how it is used.
1. What is UI and UX?
2. What are the differences between UI and UX?
3. What was the context of UI and UX expectations back then versus today?

lll. Historical References:
How was UI and UX Design developed?
1. The origins of Industrial Design.
2. Industrial Design influences on UI/UX.
3. The birth of the user interface that we see today.
4. How Apple generated their approach to UI/UX Design.
5. How Windows generated their approach to UI/UX Design.

IV. What may be ahead toward the future?
What digital devices may be most useful and/or popular according to history.
1. Predictions of what the future may envision.
2. How it may be changing the way we communicate.
3. What was learned.

Conclusion:
Therefore, how interfaces are designed are most successful when all the factors of innovation are considered.




Most Recent Bibliography:

1.   Gantz, Carroll. The Industrialization of Design: A History from the Steam Age to Today. London: McFarland & Company, Inc., Publishers, 2011. N. pag. Print.

2.    Wilson, Richard Guy, Dianne H. Pilgrim, and Dickran Tashjian. The Machine Age in America 1918-1941. New York: Harry N. Abrams, Inc., 1986. N. pag. Print.

3.    William, Smock. The Bauhaus Ideal: Then and Now. Chicago: Academy Chicago Publishers, 2004. N. pag. Print.

4.     Blauvelt, Andrew. Strangely Familiar: Design and Everyday Life. Minneapolis: Walker Art Center, 2003. N. pag. Print.

5.    Butow, Eric. User Interface Design for Mere Mortals®. New York: Addison-Wesley Professional, 2007. Online.

6.    Saffer, Dan. Designing for Interaction: Creating Innovative Applications and Devices, Second Edition. New Riders, 2009. Online.

7.    Devlin, Ian. HTML 5 Multimedia: Develop and Design. Peachpit Press, 2011. Online.

8.    Steven Raymond, Eric. Art of Unix Programming, The. Addison-Wesley Professional, 2003. Online.

9.    Muller, Scott; Knittel, Brian. Upgrading and Repairing Microsoft® Windows®, Second Edition.  Que, 2007. Online.

10.  Badre, Albert N. Shaping Web Usability: Interaction Design in Context. Addison-Wesley Professional, 2002. Online.

11.  Ishii, Hiroshi. "The Tangible User Interface and Its Evolution." Communications of the ACM 51.6: 32+. Print.