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The growth of game industry and its technology is one of the aspect of interaction design which still evolving in this era. One of the issue in raised gaming industry is a certain gamer behavior due to lack of communications and interaction with the outside world. This thesis project is one of th...
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Main Author: | |
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Format: | Theses |
Language: | Indonesia |
Subjects: | |
Online Access: | https://digilib.itb.ac.id/gdl/view/11938 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | The growth of game industry and its technology is one of the aspect of interaction
design which still evolving in this era. One of the issue in raised gaming industry
is a certain gamer behavior due to lack of communications and interaction with
the outside world. This thesis project is one of the effort to overcome the problem
by creating a realtime human-computer interaction using touch and gesture that
called participatory gaming.
This project used descriptive-qualitative method which combines a few areas such
as interactive gesture (technology), visual-kinetic communication (message), and
batik stamp (visual concept).
The idea is to visualize batik world (batik stamp and patterns) in gaming using
touch and gesture as the main controller and multi-touch screen as the media.
The purpose is to create an alternate media which bridges Indonesian value
(batik) and technology that contains educational media using gaming application.
Participatory gaming is suitable to be placed in public spaces such as museum,
airport, and mall as an interactive media for users in real world and time. |
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