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See more. Related videos Google Earth. This video explains a few tips about Google Earth: how to use layers, how to set placemarks and how to use the ruler tool to measure.. In this videotutorial we will show you how to use Cmap. Tools, the perfect programs for creating conceptual maps. The split screen mode is very useful in Windows 8: if you're searching for the exact direction of a restaurant in your browser, you'll.. Google Earth Pro 1 st version 2009 all map by aa: 18.5 MB: 5 years ago in Applications: 0: 0: Google Earth Pro 1 st version 2009 all map by pia: 18.5 MB. Google Earth lets you fly anywhere on Earth to view satellite imagery. Google Earth Pro. Keep up with all things Google Earth via Google+ and Twitter. Download Google Earth 7.1.5.1557 for free. Apps. live satellite google earth 2013; google sky map; google maps 2012 street view; live satellite google earth 2012. The Android version can be downloaded from the Google Play. Google Earth can access the 'Street Map' images that Google acquires by driving city. All Rights. Advertisement. We use own and third party cookies to improve our services and your experience. This includes to personalise ads, to provide social media features and to analyse our traffic. We also share information about your use of our site with our social media, advertising and analytics partners. If you continue browsing, you are considered to have accepted such use. You may change your cookie preferences and obtain more information here. Download Google Earth For Free. Zoom In From Space: Google Earth allows you to descend from space to view almost any location on Earth! What is Google Earth? Google Earth is a free program from Google that allows you to "fly" over a virtual globe and view the Earth through high- resolution graphics and satellite images. It is greatly superior to static maps and satellite images. 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Nanoparticle technology plays an important role in the implementation of nanotechnology in many engineering and industrial fields including electronic devices, advanced ceramics, new batteries, engineered catalysts, functional paint and ink, drug delivery system, biotechnology, etc.; and makes use of the unique properties of the nanoparticles which are completely different from those of bulk materials. The book includes not only the theory behind nanoparticles, but also the practical applications of nanotechnology. It examines future possibilities and new innovations and contains important knowledge on nanoparticle characterization and the effect of nanoparticles on the environment and on humans. The second edition of Nanoparticle Technology Handbook remains a valuable reference source for scientists and engineers working directly with fine particles and materials or in industries that handle these nanoparticles. Related areas include pharmaceutical products, ink or paint materials, electromagnetic memory devices, ceramic materials and plastic materials with high electro- conductivity. Readership. Suitable for researchers engaged in the research of nanoparticles as well as engineers engaged in R& D of nanoparticles or nanoparticles. Can also be used for seminars or technical training courses on new materials using nanoparticles. Nanoparticle Technology Handbook, 2nd Edition. Foreword. Preface. Fundamentals. Chapter 1. Basic properties and measuring methods of nanoparticles. Chapter 2. Structural control of nanoparticles. Chapter 3. Characteristics and behavior of nanoparticles and its dispersion systems. Chapter 4. Control of nanostructure of materials. Chapter 5. Characterization methods for nanostructure of materials. Chapter 6. Evaluation methods for properties of nanostructured body. Chapter 7. Environmental and safety issues with nanoparticles. Applications. Chapter 1. Dispersion of fine silica particles using alkoxysilane and industrialization. Chapter 2. Generation of metal nanoparticles using reactive plasma arc evaporation. Chapter 3. Sensing based on localized surface plasmon resonance in metallic nanoparticles. Chapter 4. Microelectronics packaging by metal nanoparticle pastes. Chapter 5. A dye- sensitized solar cell utilizing metal nanoparticle. Chapter 6. Design of nanoparticles for oral delivery of peptide drugs. Chapter 7. Formation of thick electronic ceramic films with bonding technique of crystalline fine particles and their applications. Chapter 8. Development and multi- functionalization of high- functional separation membranes. Chapter 9. Development of polymer- clay nanocomposites by dispersion of particles into polymer materials. Chapter 1. 0. Development of novel ferroelectric materials. Chapter 1. 1. Development of new phosphors. Chapter 1. 2. Zeolite membrane. Chapter 1. 3. Enhancement of the performance of insulating materials. Chapter 1. 4. Barium titanate nanoparticles synthesized under sub and supercritical water conditions. Chapter 1. 5 Ceramic filter for trapping diesel particles. Chapter 1. 6. Nano particle formation of DNA (globule transformation)Chapter 1. Addressing of nano- particles by using DNA molecules. Chapter 1. 8. Development of high performance electrochemical reactors. Chapter 1. 9. Dendrimers and their application to organic electronics devices. Chapter 2. 0. Electrical conductive CNT dispersed Si. N4 ceramics. Chapter 2. Development of functional skincare cosmetics using biodegradable PLGA nanospheres. Chapter 2. 2. Development of photonic crystals based on nanoparticle assembly. Chapter 2. 3. Liquid- crystalline inorganic nano and fine particles. Chapter 2. 4. Closely packed colloidal crystal assembled with nanoparticles and its application for smart materials with tunable structural color. Chapter 2. 5. Development of new cosmetics based on nanoparticles. Chapter 2. 6. Dispersion control of Al. O3 nano- particles in ethanol. Chapter 2. 7. Development of thermoresponsive magnetic nanoparticle and its deployment in the biotechnology field. Chapter 2. 8. Development of fuel cells. Chapter 2. 9. Delivery to the brain. Chapter 3. 0. Nozzle- free ink jet technology. Chapter 3. 1. Development of exhaust catalyst. Chapter 3. 2. Development of optical memory using semiconductor nanoparticles. Chapter 3. 3. Development of bright phosphors using glasses incorporating semiconductor nanoparticles Chapter 3. Development of photocatalyst inserted into surface of porous aluminosilicate. Chapter 3. 5. AC overhead transmission line audible- noise reduction measures using surface improvement. Chapter 3. 6. Development of a high- performance secondary battery by controlling the surface structure. Chapter 3. 7. Pinpoint drug and delivery. Chapter 3. 8. Expression of optical function by nanostructure using femtosecond laser processing. Chapter 3. 9. Instantaneous nanofoaming method for fabrication of closed- porosity silica particle. Chapter 4. 0. Evaluation and applications of dispersing carbon nanotube CNT in the polymers. Chapter 4. 1. Surface modification of inorganic nanoparticles by organic functional groups. Chapter 4. 2. Fabrication technique of organic nanocrystals and their optical properties and materialization. Chapter 4. 3. Bio- imaging with quantum dots. Chapter 4. 4. Application of quantum dots for the bio- medical engineering. Chapter 4. 5. Nanoparticles synthesis, dispersion, and functionalization for industrial application. Chapter 4. 6. Synthesis of nanoparticles by RF induction thermal plasma. Chapter 4. 7. Self- assembly of oxide nanosheets: precise structural control and its applications. Chapter 4. 8. Development of ceramic- bonded carbon. Chapter 4. 9. Development of dispersion and composing processes of nanoparticles and their application to advanced firefighter uniform. Chapter 5. 0. Creation of boron nitride nanotubes and possibility for a series of advanced nano- composite materials. Chapter 5. 1. PLGA nanoparticle design and preparation for DDS & medical device. Chapter 5. 2. Development of photonic crystal resonators for terahertz wave sensing by using nanopaticles stereolithography. Chapter 5. 3. Practical issue of nano- sized colorant particles. Chapter 5. 4. Material design of electronic liquid powder. TM used in novel- type bistable reflective display (QR- LPDTM)Chapter 5. Three- dimensional structural analysis of nanocomposite materials containing nanoparticulates. Chapter 5. 6. Powder technology and nanotechnology contributed for clean utilization of coal. Chapter 5. 7. Novel recycling of FRP using nanoparticle bonding. Chapter 5. 8. Nanotechnology challenge by mechanochemistry. Chapter 5. 9. Superior thermal insulation film with transparency achieved by hollow silica nanoparticles. Chapter 6. 0. Development of nanoparticle composite technique for low Pt- loading PEFCs. 1 Taxonomy of Exertion Games Florian ‘Floyd’ Mueller, Martin R. Gibbs, Frank Vetere Interaction Design Group, Department of Information Systems The University of Melbourne Australia [email protected], martin. Taxonomy of Exertion Games Full Written Papers Refereed. Overview; Time; Additional Document Info; Overview Authors. Authorship. MUELLER F A/PROF Martin GIBBS; PROF FRANK VETERE; Has. Read 'Taxonomy of exertion games' on DeepDyve - Instant access to the journals you need! A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion games are believed to contribute to social, mental and in particular, physical benefits, marking a. CiteSeerX - Document Details (Isaac Councill, Lee Giles, Pradeep Teregowda): A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion games are believed to. Abstract A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion games are believed to contribute to social, mental and in particular, physical benefits. Official Full-Text Publication: Taxonomy of exertion games on ResearchGate, the professional network for scientists. 263 Taxonomy of Exertion Games Florian!Floyd' Mueller, Martin R. Gibbs, Frank Vetere Interaction Design Group, Department of Information Systems The University of Melbourne Australia [email protected], martin.gibbs. Taxonomy of Exertion Games | Frank Vetere. Sorry, preview is currently unavailable. You can download the paper by clicking the button above. Taxonomy of Exertion Games Florian!Floyd' Mueller, Martin R. Gibbs, Frank Vetere Interaction Design Group, Department of Information Systems The University of Melbourne Australia [email protected], martin.gibbs@. Taxonomy of exertion games Mueller, F, Gibbs, M and Vetere, F 2008, 'Taxonomy of exertion games', in Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat, United. Taxonomy of exertion games. Page 1. 26. 3 Taxonomy of Exertion Games Florian ? Floyd? Mueller, Martin R. Gibbs, Frank Vetere Interaction Design Group, Department of Information Systems The University of Melbourne Australia floyd@exertioninterfaces. ABSTRACT A new set of computationally- augmented games have emerged recently that require the user to move their body. These exertion games are believed to contribute to social, mental and in particular, physical benefits, marking a change in how we perceive computer gaming. However, although these games are a commercial success, research is lacking a theoretical understanding how to analyse existing and guide future designs. We present initial investigations towards a taxonomy of such exertion games with a focus on social aspects, based on work on traditional play and sports. Our contribution lays the foundation for the creation of a theoretical framework on exertion games, expanding our understanding of this exciting new area. Categories and Subject Descriptors H5. Information interfaces and presentation (e. HCI): Miscellaneous. General Terms Design, Theory. Keywords Exertion, model, framework, taxonomy, game, exergames, obesity, exertion interface, gaming, categorization. INTRODUCTION An intriguing new type of interaction experience has emerged recently that has captured the attention of the HCI community. This experience can be characterized by a combination of physical activity of the user’s body with interactive computing technology. We call them exertion games (and define them later in this paper). These new games are attributed with physical [9], mental and social benefits [1. HCI research in games has suggested that the inclusion of body movements not only changes the player’s engagement with the game, but also the nature of that engagement: a transition occurs, from an “emotional” experience to a “social” experience [1]. De Kort hypothesises positive effects of these games “since humans have an intrinsic need to experience their physical and social environments kinaesthetically” [4]. She also found that embodied play can not only change the game experience for the player, but also “radically impact socially situated play”. Dourish also highlights the social potential of embodied interactions [5], and Eriksson proposes that bodily movement is especially suited for interaction that takes place in a social context [6]. Hummels et al. found that the “turn to embodied interaction can get human and social values back in balance” [8]. Our understanding of interactions that involve physical activity suggests that such an approach can have benefits to gaming experiences in terms of how these games are played, but also how it involves other people. However, there is no theoretical understanding about these effects and how they can be utilized in a way to support the design of interactive experiences. Several researchers in this area have pointed towards this issue, for example de Kort calls for more empirical research in this area [4]. Graves et al. [7] came to the conclusion that more studies are needed to “examine usability and adoption parameters”, and Mueller et al. A theoretical framework that focuses on the physical and social aspects of these games could support research in this field and address some of the questions mentioned above. In order to arrive at such a theoretical model, we believe we need a conceptual understanding of existing games first. We therefore propose a taxonomy centred on the issues of exertion and social aspects to serve as groundwork for future theoretical work. Such a taxonomy could be used to describe and analyse existing games, which in turn can support the identification of salient concepts for a theoretical model that explains the new types of interactions these games afford. RELATED WORK Research in HCI has investigated the role of the body and associated social aspects previously. For example, Larssen et al. The authors investigated the applicability of four different frameworks to analyse an Eye. Toy game. The Eye. Toy game with its vision- only approach has very specific design features [6], quite different to other exertion games, so their findings are limited to a particular set of applications, however, their work inspired us to consider these frameworks when creating categorizations for other games. Mueller et al. has defined an Exertion Interface [1. The authors presented several exemplary games that have informed our taxonomy. Other research introduced the concept of Computer- Supported Collaborative Sport, in allusion to CSCW(ork), to describe computer- augmented sports activities that are characterized by a social OZCHI 2. December 8- 1. 2, 2. Cairns, QLD, Australia. Copyright the author(s) and CHISIG. Additional copies are available at the ACM Digital Library (http: //portal. CHISIG (secretary@chisig. OZCHI 2. 00. 8 Proceedings ISBN: 0- 9. Page 2. 26. 4 aspect [1. The author of the Bodybug draws on concepts of psychomotor abilities to describe “kinaesthetic” movement interactions, but only tangents the relationship to other people and the environment [1. Sinclair et al.’s work [1. They have analysed the history of exertion games to recognize such factors. Their work categorized these games based on the activity the user has to perform, but also based on the underlying sensor technology. This can contribute to a useful overview of how the various hardware platforms progressed. However, inspiring future designs based on this categorization could possibly lead to restrictions based on technical limitations. Another listing of existing systems focuses on differentiating factors in terms of hardware [1. The authors use them to highlight the importance of matching sensor technology with appropriate gameplay to create compelling user experiences. We agree with their findings, however, the authors were unfortunately not able to identify opportunities for novel advances based on their approach. In summary, other research has begun to investigate individual aspects of exertion actions and social aspects when users interact with technology, and some systems have been analysed. Technology- focused characterizations have been undertaken to highlight the relationship between bodily action and engagement. However, there is limited understanding of exertion games with a social focus that can provide an encompassing view applicable to the diverse set of systems that have emerged. RESEARCH QUESTION We propose a taxonomy to serve as groundwork to further a theoretical understanding of the topic. Unlike other approaches, we focus not on the hardware issues, but on a user’s perspective in regards to a social aspect. Our work answers the following research question: How characterised by a consideration of exertion activity be categorized with respect to a social aspect in order to advance theoretical modelling? Our contribution is a taxonomy that offers a means to categorize exertion games, with a focus on the social aspects. Having such a categorization provides opportunities for research and design. The taxonomy can be used to help understand the similarities and differences between existing games and which of these differences are important to determine salient theoretical concepts. TAXONOMY Figure 1. Taxonomy of Exertion Games. We looked at traditional non- computationally augmented sports and games to inspire our taxonomy (Figure 1), as these areas have been researched previously and are at the origin of our topic of investigation. The work by Vossen [1. We adopted some of her work and extended it as well as applied it to interactive experiences to arrive at a taxonomy of exertion games. Although we drew extensively on Vossen’s game classification, we do not want to imply that this is the only categorization of games or sports (as a starting point for others, see [1. However, we think this one is particularly useful for our purposes as it lends itself an application to augmented exertion games. We believe the focus on the player’s perspective in relation to social aspects is particularly useful, and argue that directing such a focal point to the analysis of computationally- augmented games can help us in identifying the salient issues in the field. The aim of this taxonomy is to contribute to our understanding of exertion games. However, as the field of exertion games is emerging and an established conceptualization is lacking, we begin our taxonomy work by defining what exertion games are and how to distinguish them from other computationally- augmented games. This helps strengthen the taxonomy by identifying clear boundaries for the topic of investigation. Exertion vs. Non- Exertion Although we focus on exertion games in this taxonomy, we need to firstly define what an exertion game is before a further categorization can be made. Therefore our first taxonomic unit helps differentiating exertion computationally- augmented games. We begin by defining an exertion game and declare all other games as non- exertion. As games from other. Page 3. 26. 5 this is probably the most challenging categorization unit, we utilize a couple of concepts to illustrate our point. We define exertion as the act of exerting, involving skeletal muscles, which results in physical fatigue, often associated with physical sport. An exertion game has an input mechanism in which the user is intentionally investing physical exertion. Such an exertion interface has been previously defined as being physically exhausting and requiring intense physical effort [1. The goal of the game is impossible to reach for the player except by means of varying degrees of gross motor competency. As Vossen describes it: “physical activity must actually influence the game outcome by either omission or commission” [1. In non- exertion games the participants can achieve their goals by other means, such as moving a mouse, however, in exertion games the player relies on his or her own physical skills. |
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