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1.
游戏是儿童的天性,是儿童接触自然、提高创造力的有效途径。本文通过总结目前我国居住区儿童游戏场地中存在的一些安全问题,提出了加强居住区儿童游戏场地安全性设计的措施与方法。旨在探索出提高居住区儿童户外游戏场地安全性的有效途径。  相似文献   

2.
儿童的健康成长离不开一个良好的生活环境,住宅区儿童游戏空间是这一环境的重要组成部分。住宅区儿童游戏空间的优化研究对儿童无论是生理、还是心理的健康成长都具有积极的促进作用。文章根据儿童的心理、行为、游戏类型等方面,对住宅区儿童游戏空间的环境要素、游戏设施进行了分析。  相似文献   

3.
为了让儿童可以在游戏中有所收获,我们要利用儿童爱玩游戏和对世界充满好奇心的特点,开发适合于他们玩的教育游戏,做到寓教于乐。本文论述了制作一个基于Flash益智游戏"学字母,打气球"的设计与开发的详细过程。通过这个打字游戏,可以让学龄前儿童在玩游戏的同时,熟悉键盘字母键的位置,并且学习英文字母"A—Z"的发音。此外这个游戏可以通过游戏时间和速度的改变,来训练儿童对英文字母的反应速度和对键盘的熟悉程度。  相似文献   

4.
儿童户外娱乐设施为儿童提供了一个共同游戏、互相交流的场所,孩子们通过在这些设施之间的玩耍来培养空间知觉,逐渐提高认知能力。这些设施的色彩设计影响着儿童的生长发育以及他们对世界的认知。本文从儿童心理的角度以及色彩搭配的角度,指出儿童娱乐设施色彩设计的重要性以及研究方法。  相似文献   

5.
文章通过与传统游戏形式的对比,阐述了当前城市儿童户外游戏活动的空间变化以及由此带来的游戏行为的变化和特征。  相似文献   

6.
随着人口老龄化程度的加剧,居住小区是老年人日常生活的主要空间,居住小区景观设计应该更加关注老年人的生理与心 理状态。城市绿地设计关注老年人是人性化设计的一部分,城市居住区绿地设计是否关注老年人更是一个国家文明程度的实际体 现。在了解老年人对居住区绿地需求的基础上,以沈阳市有代表性小区为研究对象,通过问卷调查、现场访谈等研究方式,对沈阳 居住小区绿地进行前期调查发现,使用者在服务设施、地面状况、植物景观等方面不甚满意。为解决这些问题,在居住区的设计中 要注重安全性、生态性和人性化的设计理念。重视细节,为老年人提供一个舒适的户外活动空间。  相似文献   

7.
儿童益智游戏能开发小孩的智力和提高动手协调能力。该文以设计和开发儿童上色游戏为例,介绍了Flash Action-Script3.0完全的面向对象编程的特点和用该软件开发游戏的优势,以及使用Flash ActionScript3.0技术进行儿童上色游戏的设计与实现。  相似文献   

8.
对儿童而言.游戏本身就是娱乐.学生喜欢做游戏.是因为在其中可以体会欢快的心情、自由的想象.并有丰富思想表露的机会。在新课程改革中,对于教师而言.如果把教学和游戏结合起来.儿童的各种能力会在不知不觉中发挥、表现出来。  相似文献   

9.
儿童益智游戏能开发小孩的智力和提高动手协调能力。该文以设计和开发儿童上色游戏为例,介绍了Flash ActionScript3.0完全的面向对象编程的特点和用该软件开发游戏的优势,以及使用Flash ActionScript3.0技术进行儿童上色游戏的设计与实现。  相似文献   

10.
儿童活动场所的景观作为居住区整体景观形象的重要组成部分,不仅仅是简单的表面美化的设计,更重要的是对居住区儿童生理和心理需求方面的满足。依据以人为本的设计理念,针对当前居住区儿童景观设计的发展情况进行反思与探讨,以期引起更多的人们对于儿童这个特殊群体的关注,创造适宜他们健康成长的场所景观。  相似文献   

11.
The efficacy of therapeutic treatments for Autism Spectrum Disorder is mainly associated with the treatment's intensity in terms of weekly hours. This has led mental health professionals to explore the use of video games to complement traditional treatments. However, major weaknesses have been found due to poor game design, which has failed to fulfill therapeutic objectives or to properly engage children. These weaknesses are typically characterized by the poor integration of knowledge from mental health experts, children's interests and designers' expertise. Starting from this necessity, we propose an inclusive design approach to develop therapeutic games. The method presents strategies to integrate the expertise of clinicians, contributions of children and experience of designers through a set of elicitation and merging techniques. The goal of this method is to design games that are effective in terms of therapeutic objectives and that are enjoyable for children. To describe this method, we present its application in the design and development of a Kinect-based game for high-functioning children with ASD called “Pico's Adventures”. This game aims at promoting social initiation in young children with autism. Findings from a first exploratory study with 10 children with ASD showed the effectiveness of the game in eliciting social initiation behaviors. This provides a first validation of the method. An essential aspect of the game's success was the use of elements and mechanics that were appealing for the children. As a result, we have identified effective design concepts and paths for further research on games for children with ASD.  相似文献   

12.
The Malthusian Paradox is a transmedia alternate reality game (ARG) created by artists Dominic Shaw and Adam Sporne played by 300 participants over 3 months. We explore the design of the game, which cast players as agents of a radical organisation attempting to uncover the truth behind a kidnapping and a sinister biotech corporation and highlight how it redefined performative frames by blurring conventional performer and spectator roles in sometimes discomforting ways. Players participated in the game via a broad spectrum of interaction channels, including performative group spectacles and 1-to-1 engagements with game characters in public settings, making use of low- and high-tech physical and online artefacts including bespoke and third-party websites. Players and game characters communicated via telephony and social media in both a designed and an ad hoc manner. We reflect on the production and orchestration of the game, including the dynamic nature of the strong episodic narrative driven by professionally produced short films that attempted to respond to the actions of players and the difficulty of designing for engagement across hybrid and temporally expansive performance space. We suggest that an ARG whose boundaries are necessarily unclear affords rich and emergent, but potentially unsanctioned and uncontrolled, opportunities for interactive performance, which raises significant challenges for design.  相似文献   

13.
随着我国越来越重视对特殊需要儿童的教育,特殊儿童幼儿园的人性化设计也成为了近几年热门的设计方向。导视系统的设计在特殊儿童幼儿园中起着非常重要的作用,完善的导视系统设计能够创造人性化的特殊教育幼儿园环境、儿童主体意识的确立和强化、对特殊儿童意愿需求的尊重和理解。同时,也能够让特殊教育儿童在使用中感到非常方便、自然。本文旨在构建功能合理的、具有人情味的、准确体现环境意象的导视系统设计,并且通过优秀的导视系统设计提高儿童在空间内行动的便捷性和安全性,提高空间环境使用的品质。  相似文献   

14.
本文就博物馆中的儿童空间进行探讨,提出在博物馆的室内设计中应当考虑适宜的儿童空间,其中包括适宜儿童的活动空间和展示空间。在博物馆中设计特别的儿童卫生设施、儿童家具、儿童展示道具,这样一方面能优化博物馆的展示环境,另一方面对这些儿童空间的细致考虑,也体现了博物馆文化受众的全面性。具互动性的儿童展示设计将对今后博物馆设计的再创造具有借鉴意义。  相似文献   

15.
Researchers and developers constantly seek novel ways to create engaging applications that are able to retain their users over the long term, make them desire to spend time using the application or go back to using it after a break. With this aim, video games can be an insightful source of inspiration, as they are specifically designed to maximise playing time, increase players' intentions of playing during the day or enhance their willingness to replay. In a gaming context, ‘time’ is an important factor for engagement because game designers can design the game time to retain players in the game environment. Drawing on social practice theory, which is increasingly used in Information Systems (IS) research, I conducted an ethnographic study in World of Warcraft (WoW) to understand how various temporalities are produced within a video game and the effects that they have on players' engagement. The findings show that game temporalities stem from the complex interaction between the design features of the game and the norms, routines and expectations that are part of the game practices. Moreover, these temporalities can engender temporal experiences that may stimulate engagement in various ways. The study contributes to IS literature by proposing a novel understanding of how time can be intentionally designed to sustain user engagement. Finally, it suggests that ‘time design’ in video games could inspire designs in broader IS contexts, such as in the gamification of online communities, crowdsourcing platforms and crowd working systems.  相似文献   

16.
增强现实是将真实环境和虚拟物体实时地叠加到同一个画面或空间,增强现实技术应用到儿童教育领域可以增加教育的趣味性,丰富教育内容,具有对儿童的吸引力,可以达到寓教于乐的目的。文章围绕增强现实的概念,研究了增强现实在儿童教育领域中的应用形式,并通过市场上的具体产品对每种应用形式进行了说明。从实例出发对增强现实在儿童教育领域的具体实现方式进行了探讨,最后以教育游戏为例说明了增强现实儿童教育类产品的设计过程。  相似文献   

17.
为使博弈者在不同的地方就可以下棋,将中国象棋做成Web游戏,主要使用了Jsp+javabean+servlet开发模式,采用基于目前流行的Jsp结合Ajax技术和B/S体系结构,并提供了残局研究功能。证明了将一些常见的纯Web技术进行创新应用,从而实现中国象棋互动游戏平台的可行性,但要实现高可靠性和可用性还需要在各个方面进行进一步的完善和改进。  相似文献   

18.
本文引用解构思维法则,广泛涉猎设计的相关实际案例。探讨并确立了室内环境中分解、限定、流程等空间组织概念。希望探索一种创新式的空间设计理念,并能在室内环境设计中得以巧妙运用。  相似文献   

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