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Digital media is a talent-shortage major under current development stage and has been included into the badly-needed talents list. Colleges and universities of various regions have been actively establishing and improving the major and clearing that practical talent cultivating is the key to the development of digital media major during innovation process. This paper studies the innovative development...
implementing leaderboard is one of the most popular gamification strategies which allows triggering various types of engagement and potentially links to different performances in skill acquisition and knowledge transfer. Although leaderboards are currently implemented in various domains and many kinds of leaderboards are currently employed, previous studies reported that not all participants engaged...
Students with a technology focus often express and demonstrate that they find it difficult to communicate their ideas and designs. Students in the Rochester Institute of Technology's School of Interactive Games and Media are further challenged in that in order to be successful in their pursuit of a career in game design and development, they need to effectively convey their game ideas and design specifications...
The worldwide expansion of creative industry entails high demand for specialists qualified in the field of multimedia art and engineering. In response to this need, we have developed a syllabus of The International Master Degree for Multimedia (IMDM). We have found that the problem oriented approach for syllabus definition appears to be an efficient tool to ensure the expected by the industry requirements...
Research in art and design involves the knowledge and understanding associated with creative works. Practice-led research is also an integral part of art and design. All these areas have been subject to ongoing discussion and debate. One of the current challenges is to produce models that facilitate and enable the development and advancement of research within art and design. However, these models...
The mid-19th century saw the rise of institutional collections which brought together artifacts from cultures and industry around the world for the enlightenment and entertainment of the public, and to raise the standards of the products of the industrial age. Inexpensive digital imaging and the internet have radically changed how we disseminate these artifacts in the best way to the most people....
Today, engineering and media cultures do indeed combine in entertainment computing productions. A shared culture has emerged. All day long, team members at all levels make judgments that are both inherently technical and creative. Technology largely enabled this cultural shift from the early 1990s to today, with the analog media formats all becoming digital and the space for interactivity now being...
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