AHRC looks for ways to welcome artists into the fold
…..for this to work, traditional structures such as peer review may need to be reformed, according to Karen Cham, Director of Digital Media Kingston, a cross-faculty studio producing research and art at Kingston University.
“The clue is in the title: you’re either in the peer group or not. But innovation is never part of the peer group; you’re always on the periphery.”
Rylance sympathises with Cham’s view: “Peer review tends to be conservative rather than adventurous, so we’re looking at that.”
We have recently completed a piece of games research in collaboration with our Industry Partner Seren and funded by London Fusion.
This looked at what types of bio feedback can help us measure the immersive interaction experienced in gameplay and how those measures could inform the development cycle.
“When people play games, they have an experience. It is this experience that the designer cares about.
Without the experience, the game is worthless”; Jesse Schell.
Understanding what makes a good experience could be the difference between success and failure. The application of traditional User Experience testing methods are not fully effective for video games testing since gamers are seeking ‘fun’ and ‘immersion’ rather than task efficiency.
When totally immersed a gamer describes a sense of presence as being cut off from reality to such an extent that the game was all that mattered. In the past few years new techniques with origins in psychological analysis have been introduced to shed more light on the experience dynamics of gaming, where the user feedback is more at an emotional level. The continuous representation of emotion is a powerful evaluative tool that can be easily combined with proven usability techniques, such as observational analysis and player interviews. Given a time series of emotional output, researchers can identify interesting features, such as a sudden increase or decrease in an emotional state, then investigate the corresponding underlying trigger in post testing analysis and interviews. The project will review, refine, and create new UX and Usability methodologies to effectively incorporate user physiological (Biofeedback) data to provide greater insight on user emotional and behavioral preferences related to digital media, such as video games, branded content, Art & Fashion.
DMK are delighted to announce a streamlining of the current provision. For 2013-14 we are offering MA Computer Animation, with more divergent options available; MA Game Development (Design) and Msc Game Development (Programming) and MSc User Experience Design with more flexible specialism across arts and science topicswithin the subject APPLY NOW
“Increasing User Engagement in Cut Scenes”, a Computer Vision Project as part of “Digital Interdisciplinary Practice” Core Module 2011-12. Anna Chen, (MA Games) Josiah Allen-Litchmore, (MSc Games) Guy Alexandre-Moulin (MA UXD) and Xi Tan (MSc UXD)
Digital Media Kingston is cross faculty postgraduate micro-studio at Kingston University London where you can undertake a unique MA or MSc in Games Development, User Experience Design or 3D Computer Generated Imaging. The DMK courses have been designed to transcend the inherited boundaries between the arts and the sciences and education and industry to ensure a synergy between teaching, research and enterprise and the market place.
We aim to provide an industry-focused learning experience in digital media, providing graduates with work placements, live projects and internships, contextualised by a research culture focused upon collaboration and innovation. Dreamworks, Sony Computer Entertainment Europe and Samsung Design Europe are among the top firms who have helped us refine a six Industry facing Masters Courses, designed to facilitate the development of specialist technical skills in the context of professional production and team working to help fill the UKs digital media skills gap.