Transdisciplinary design-which is the idea of design that transcends disciplinary boundaries-has been proposed as a fourth design paradigm of interaction design education, scholarship, and practice alongside the technical, cognitive, and ethnographic paradigms. As an educational concern in particular, its aim is to teach students how to bring a values orientation to interaction design. Its focuses are design frameworks, values and ethics, design for important themes such as sustainability, equity, adaptation, justice, and social responsibility. This panel maps the state of the art in transdisciplinary interaction design education, considering also design scholarship and practice in relation to design education. The panel collects together a group of educators from chosen to provide a global perspective, with panelists from Canada,
The design and representation of time and space are important in any narrative form. Not surprisingly there is an extensive literature on specific considerations of space or time in game design. However, there is less attention to more systematic analyses that examine both of these key factors—including their dynamic interrelationship within game storytelling. This paper adapts critical frameworks of narrative space and narrative time drawn from other media and demonstrates their application in the understanding of game narratives. In order to do this we incorporate fundamental concepts from the field of game studies to build a game-specific framework for analyzing the design of narrative time and narrative space. The paper applies this framework against a case analysis in order to demonstrate its operation and utility. This process grounds the understanding of game narrative space and narrative time in broader traditions of narrative discourse and analysis.
Abstract. Believable characters constitute an important component of interactive stories. It is, therefore, not surprising to see much research focusing on developing algorithms that enhance character believability within interactive experiences, such as games, interactive narrative, and training environments. These efforts target a variety of problems, including portraying and synchronizing gestures with speech, developing animation tools that allow artists to manipulate and blend motions, or embed emotions within virtual character models. There has been very little research, however, devoted to the study of non-verbal behaviors, specifically mannerisms, patterns of movement including postures, gaze, and timing, and how they vary as a function of character attributes. This paper presents a work in progress of a study conducted to (1) identify key character characteristics recognized by animators using an acting model, and (2) formalize non-verbal behaviors patterns that animators use to express these character characteristics.
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