"6132 Visual arts and design" - Selaus asiasanan mukaan TUNICRIS-julkaisut
Viitteet 1-20 / 25
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Agujeros de realidad. Des-diseñando el siglo XX en el este de Estonia
(2023)
articleThrough the study of mining holes that have appeared in Kohtla-Järve, this article shows how repair work can take on a political charge by re-ordering the social and materializing different dimensions of care. In this ... -
Climate Connected : An Immersive VR and PC Game for Climate Change Engagement
CHI PLAY 2023 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (ACM, 06.10.2023)
conferenceObjectClimate change poses a serious threat to human well-being and life on Earth. To avoid global warming's worst consequences every effort is needed, which requires cognitively, affectively and behaviorally engaging of as many ... -
Dibujar hábitos, habitar dibujos
(31.12.2021)
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Expectations and realities: Examining adolescent students’ game jam experiences
(2022)
articleThis article describes the expectations and experiences of young (16 to 19 year old) digital game jam participants (N=34) who attend Finnish general upper secondary schools. Game jams are a form of game creation: events ... -
Experimental indices: Situational assemblages of facial recognition
(2022)
articleFacial recognition technologies are increasingly used outside of constricted, laboratory-like settings. While supporters of the technologies contend that they help in identifying threats by linking specific bodies to hard ... -
Exploring Computational Materials as Fashion Materials : Recommendations for Designing Fashionable Wearables
(31.12.2018)
articleFashion is becoming an inevitable part of the wearable devices. Yet, it is not clear how the cross-pollination between computational and fashion materials might suggest directions for wearables. We believe exploring this ... -
Exploring the immersive journalism landscape
(Routledge, 2020)
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Forecasting future trajectories for immersive journalism
(Routledge, 2020)
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From Traditional to Game-Based Learning of Climate Change : A Media Comparison Experiment
(29.09.2023)
articleWidespread climate change engagement is needed to confront our current environmental crises, but it remains difficult to attain. Methods such as visualizations and experiential learning activities, including games and ... -
La función de la función
(31.12.2018)
articleWhat are the reasons for the discredit of functionalism in architecture? What kind of mutations has the term 'function' undergone? What meaning has it acquired from modernity to present? What has the function of function ... -
Gamification for Climate Change Engagement: A User-Centered Design Agenda
(Association for Computing Machinery, 2023)
conferenceObjectPolicymakers and environmental organizations are increasingly implementing gamification because of its ability to stimulate playful learning and transform human attitudes and behavior. Although it has become a prominent ... -
Gender and the Diversity of the Human Body as Challenges for the Inclusive Design of Wearable Technology
(2023)
articleParticularly since the 1990s, there has been an active discussion on inclusive design and on the possibility of designing products that would be suitable for every kind of user. Wearable technology products that need to ... -
Introduction : What is immersive journalism?
(Routledge, 2020)
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La oportunidad del afuera
(31.12.2019)
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The Pokémon GO Experience: A Location-Based Augmented Reality Mobile Game Goes Mainstream
(ACM, 2017)
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Queer as a Queer Guided Tour
(2020)
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Service design for information searching
(2019)
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Shining, touching, nodding, singing : Sensory encounters with reliquaries in the medieval Nordic Countries
(2022)
articleIn a medieval church, saints were present in their relics and could be encountered, but typically not directly seen or touched. The sensory encounters occurred via specific interfaces or, in David Morgan’s words, focal ...