During the meetings, we observed that game creation and playing helped the participants. Five additional collaborators (three with a Computer Science and two with a Nursing background) provided accessibility features and artistic improvements to the projects. Two healthcare professionals evaluated the activities. Ten adults in a healthcare service co-created games using the framework as a part of their rehabilitation, in ten meetings spanning four months. In this paper, we describe how the framework assisted adults involved in an alcohol and drugs rehabilitation program to co-create their own games. Our focus is on skills, communication, and collaboration, since these qualities can enable more people to co-create inclusive games. We are working towards establishing a framework to enable more people to create and play digital games. We report on feedback from storyboard artists, industry professionals and the director of a live action, feature film on which Storeoboard was deployed.
![paintboard java paintboard java](https://i.stack.imgur.com/Yzvzs.png)
We present our design guidelines and implementation of a tool combining stereo-sketching, depth manipulations and storyboard features into a coherent and novel workflow. Storeoboard is the design outcome of interviews and field work with directors, stereographers, and storyboard artists. Storeoboard is the first of its kind, allowing filmmakers to explore, experiment and conceptualize ideas in stereo early in the film pipeline, develop new stereo-cinematic constructs and foresee potential difficulties. Concepts like plane separation, parallax position, and depth budgets are missing from early planning due to the 2D nature of existing storyboards. The resurgence of stereoscopic media has motivated filmmakers to evolve a new stereo-cinematic vocabulary, as many principles for stereo 3D film are unique. We present Storeoboard, a system for stereo-cinematic conceptualization, via storyboard sketching directly in stereo. Game creation became a jigsaw puzzle, on which each piece (contribution) allowed people to create and play according to their abilities and skills. Hence, with the framework, opportunities were provided to enable people with different interaction needs to contribute, create, and play. By following the collaborative work model, they enabled people with different interaction needs than their own to play their games. With the framework, participants were able to create their own games despite their different interaction needs (including low literacy, no previous contact with computers, emotional disabilities). The framework was evaluated over ten meetings spanning four months by people with alcohol and drug addiction from a public healthcare service. Abilities were focused to provide opportunities for contributions based on skills, interests, and knowledge of people. To verify the hypothesis, the architecture, the collaborative work model, and a game creation platform (Lepi) were designed to support game creation and play activities.
![paintboard java paintboard java](https://i.pinimg.com/originals/76/2b/18/762b18a0fd2f04ab62d416c72c501e17.jpg)
#PAINTBOARD JAVA SOFTWARE#
The hypothesis is that if end-users used creation tools suitable to their interaction needs and followed a collaborative work model to iteratively improve accessibility features to be inserted into a software architecture able to modify human-computer interaction at use-time, then they would be able to create games satisfying heterogeneous interaction needs of possible players. In this paper, our efforts toward a framework for inclusive creation of inclusive games are discussed. One strategy toward universalizing play is enabling more people to develop their own games. Finally, we performed a comparison of machine learning algorithms' performance on our storyboard data.
![paintboard java paintboard java](https://i.pinimg.com/736x/a1/8d/05/a18d0590b6e9740ddd87d9fb7069e571.jpg)
We conducted two exploratory studies that grounded the prototype design, and present the results of a proof-of-concept workshop with game developers. We designed and developed a novel authoring technique for creating behaviors (painting storyboards) and a novel algorithm based on machine-learning, that analyzes a storyboard to create a behavior that works beyond situations provided in the input storyboard. We present PaintBoard, a system that enables users to prototype and test discrete, real-time, interactive movements in a 2D grid environment simply by digitally painting a storyboard. This work addresses authoring the interactive aspect of these characters' behaviors - how characters act automatically in response to a dynamic user-controlled character. The creation of interactive computer-controlled characters in interactive media is a challenging and multi-faceted task requiring the skills and effort of professionals from many fields.