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Interactive Game Template Presentation

Transcript: Interactive Game Template Presentation Designing an Engaging eSports Experience Integrating Visuals and Audio Visuals and audio elements significantly influence gameplay experience. High-quality graphics and immersive soundtracks not only attract players but also enhance emotional engagement, contributing to overall satisfaction. Definition of eSports Overview of Competitive Gameplay Balancing Difficulty Levels Creating Engaging Storylines Introduction to eSports Competitive gameplay in eSports comprises organized tournaments where players or teams compete for titles and prize money. Major competitions, such as The International for Dota 2, showcase top talent and attract vast online and offline audiences. eSports refers to multiplayer video game competitions, particularly between professional players, individually or as teams. It encompasses various genres including first-person shooters, strategy games, and sports simulations, fostering a culture of competitive gaming. Storylines provide context and depth in gaming, enhancing emotional connections with players. Successful games craft immersive narratives that encourage players to invest time and experience the game's world. Balancing difficulty is essential to keep players challenged without causing frustration. Games that adapt difficulty based on player skill can maintain engagement while promoting a sense of achievement and progress. eSports represents organized, competitive video gaming, allowing players to compete for recognition and prizes in various genres. The rapid expansion of eSports has made it a significant facet of the gaming industry, attracting millions of fans globally. Audience Engagement Strategies Understanding User Experience Popular eSports Genres Mechanics of Game Play Some leading eSports genres include Battle Royale (e.g., Fortnite), first-person shooters (e.g., Call of Duty), and multi-player online battle arenas (e.g., League of Legends). Each genre has its community and events that enhance competitive play and viewer engagement. Game mechanics are the rules and systems that dictate player interactions and outcomes. Diverse mechanics, such as point scoring, resource management, and player skills, create dynamic and engaging gameplay that caters to varied player types. Engaging the audience is vital for eSports success. Strategies include interactive live streams, social media integration, and community events that allow fans to participate in the experience beyond just watching the game. User experience (UX) is crucial in game design, involving the overall satisfaction of players while interacting with the game. A well-designed UX enhances player retention and engagement, leading to a loyal gaming community. Game Design Principles Growth of eSports Industry Understanding the principles of game design is essential for creating engaging eSports experiences. With players' expectations constantly evolving, prioritizing user experience and gameplay mechanics is vital to keep audiences captivated. The eSports industry has seen unparalleled growth, with revenues projected to surpass $1.5 billion by 2023. The increase in sponsorships, broadcasting rights, and merchandise sales contributes significantly to this economic boom. Real-time Feedback Mechanisms Real-time feedback mechanisms provide players with immediate responses to their actions, enhancing engagement and gameplay experience. Metrics such as health status, score updates, and performance analytics displayed during matches help players adapt their strategies instantly. Multiplayer Functionality Platform Compatibility Software and Tools Overview Interactive Game Elements Technical Considerations Multiplayer functionality allows players to engage in competitive gameplay with others, fostering a sense of community. This feature can include cooperative modes, competitive matchmaking, and team-based challenges, enhancing the game's social aspect. Ensuring compatibility across platforms such as PC, consoles, and mobile devices expands audience reach. Games should support cross-play features to enhance player engagement and community building. Utilizing the right software and tools enhances game development efficiency. Key tools include Unity and Unreal Engine for graphics, while collaboration platforms like JIRA support project management in team environments. Interactive game elements are essential for creating an engaging eSports experience that captivates players and spectators alike. By incorporating real-time feedback, multiplayer functions, and live events, game developers can enhance gameplay and player satisfaction. In the realm of interactive gaming, understanding the technical aspects is critical for success. Effective management of software, platforms, and network integrity ensures an optimal player experience and secure gameplay. Reward Systems and Progression Live Tournament Features Data Analytics for Player Engagement Network and Server Management Reward systems and

Interactive presentation

Transcript: Name: Angie Aylen Trujillo Martinez Matrícula: 2055707 Stage 1 Definition 1.1 Operative systems The operative system is a program (software) that after turning on the mobile device or desktop, is in charge to administrate all the resources of the system, both hardware and software, so its permits the communication between the user and the device. Functions It interprets and executes the instructions through the interface that provides to the user. It optimizes the communication between the input and output (I/O)devices. It coordinates the processing of tasks It provides diagnosis services of error of the basic parts of the equipment. It serves as a connection to execute the application software. Functions Multiuser: It permits to two or more users execute programs at the same time. Classifications Multitask: It permits that two or more programs or applications be executed at the same time Multiprocessing: Multiprocessing media that has more than one processor that one processor that operates in the same memory but executes processes simultaneously There are two types of operative system Types One for computers And other for mobile devices Cmap 1.2 Windows 1o It is the last operative system developed by Microsoft Each version is represented with updates. Requirements of the system: Processor: 1 GHz or more RAM: 1 GB for 32 bits or 2 GB for 64 bits Hard disk space: 16 GB for SO of 32 bits Graphic card: DirectX) Pantalla: 800 x 600 Desktop Th background of the desktop is an image and the user can change. In the desktop appears icons, which represents programs, folders or files installed in the computer. It is used as an electronic garbage Recycle Bin There are some icons that are distinguished for having an arrow in the lower left corner Short cuts Represents a grouping of data or information identified by a name File The folders store files, programs or other folders Folder When the mouse pointer is placed in some icon, the screen tip is displayed, which shows specific information of the selected file Screen tip The start menu is composed by two sections. The one of the left side shows all applications an the recent used programs. Action center The action is a zone of the desktop of this operative system where it is shown the notifications of Windows and the programs designed for Windows 10 File explorer Is a Windows application whose function is to manage the files of the computer, so the user can create, edit or eliminate files or folders Control panel Permits to do settings of the system, such as to add new hardware, to review the status of security, to view the status of the network, to unistall programs, etc. Introduction Android is an operative system thought to be used in electronic devices, as well as iOS and other competitors. 1.3 Android This operative system provides the necessary interfaces to develop several applications for the electronic devices in a simple way. This simplicity and the various programming tools allow this operating system to access an infinity of applications, allowing a unique experience for the user. It is an operating system owned by the Apple company, mainly oriented to the electronic devices such as iPhones, iPod Touch and iPad 1.4 iOS It has periodic updates that are available for downloading and updating through iTunes that is free sotfware and indispensable to manipulate and sychronize all kind of files in these devices 1.5 Storage tools The storage tools in the networks allows to save the information in the cloud and to have it available in any place and time, just only with having acces to an equipment, Internet and the Access account to work with the information uploaded in the cloud Prezi is an available application in the network to create interactive presenations on line, so the information can be shared 1.6 Prezi This application is distinguished by its graphicals interface and a zoom in each one of the details. The final presentations can be shown in a browser or be downloaded Cmaptools is a program that permits the user to generate, build, navigate and share concept maps which you can combine text with images and arrows to organizate the concepts and ideas in a simple way 1.7 Cmaptools 1.8 Educative Plataforms An eduative platform is a teaching-learning virtual enviroment that permits to interact with one or many users through different tools with pedagogical purposes Communication tools: It serves so that both students and teachers can communicate and work together Administration tools: It serves for the administration of the courses, estblish permissions to users, assign password, access to courses,etc. Grade tools: It serves so that the student reviews his academic situation and can detect opportunity areas. LCMS: It serves to work aspect related to the content of the courses. Characteristics Nexus Platform This learning-teaching platform is a tool designed by the Dirección de Tecnologias de la Información, of the UANL to work with with different educative

Interactive Presentation

Transcript: MEOW WOOF BUZZ BUZZ Animal Acting A lesson by Christina Wright How do animals sound & act? Age: 4-preschool Introduction QUACK What's your favorite animal? Today, we are going to learn about all of our favorite animals, how they sound, and how they act! We will do a super fun, outdoor, hands-on learning activity where each one of you will be able to act out and demonstrate the sounds and behaviors of different animals! Who's ready? What animals can you think of? Lets all think of some super fun animals, how they act in nature, and what sounds they make! Animal List -Bee - Dog - Butterfly - Cat - Pig -Horse - Dragonfly -Bird -Spider -Monkey -Caterpillar -Sheep Great Job! Now lets go through each animal and discuss how they act and the different sounds they make. OINK Now, lets all get up off our feet, go outside, and show our best animal impressions! WOW! Great animal imitations! Think about why these animals make such loud or quiet noises, move super slow, or run super fast. Lets discuss what we've learned. After acting out all of our favorite animals, we can now identify and differentiate one animal from the next based on the sounds they make, the way they walk, and how they act. Let's go over some of the one's you modeled: Sting like a bee Flutter like a butterfly Muck like a pig Soar like a dragonfly Spin like a spider Bark like a dog Moo like a cow Closing What are some things that we learned today about the many different animals? That's right! We learned: Flamingos balance on one leg. Spiders spin around and make webs. Pigs make the oink sound and roll around in mud. Sloths move very slowly. Birds, butterflies, and dragonflies can all fly around in the sky. Animal Acting Lesson Overview Subject: Gross motor (outdoor) Learning objectives: Students will be able to identify specific animals based on their physical behavior in relation to their appearance. Students will also be able to identify animals by their image and name. Materials: Cards with animal image as well as their written name. Procedure: Hold up a single animal card at a time for each child to act out individually. DAP: This activity is developmentally appropriate because it allows children to use their senses and gross motor skills to enhance their understanding of animals.

Interactive Presentation

Transcript: The requirement for the assignment is to create a multimedia product that is aimed at entertaining and/or educating audiences of small children. With this in mind, the product is to be created with the following purposes: - To entertain the viewers who are primarily small children and any other users who wish to utilise the multimedia product. - To educate the viewers about the issue of high school bullying and how to effectively deal with this issue. In order to identify the needs of the new systems, the purposes of the system are considered: - To entertain the viewers: In order for the product to be entertaining, it needs to be able to effectively engage the audience, which in this case are primarily small children. This may be achieved using various filming and editing techniques that are discussed in the following section. - To educate the viewers about the issue of high school bullying: As the purpose is to “educate” and audience composed mainly of small children, the information must be provided in a way that is clear and easy to understand. The ways in which this need is to be achieved are also discussed in the following section. - As a digital multimedia product, the quality of the system must also meet the general modern standards. The video and sound must be of high quality to be suitable for viewing purposes. - A timeframe restriction was placed (1:30 minutes to 2 minutes). The file size threshold is also set at 100MB. The product’s runtime must satisfy this timeframe and its size must not exceed 100MB. - Various elements are going to be included in the creation of the multimedia product in order to engage the audience. For instance, the use of music would help in creating an atmosphere and attracts that audience’s attention. Humour is another technique that would be utilised to further engage the viewers. Smaller elements, such as the use of “emoticon” in captioning and special sound effects would be used to help creating humorous situations. Colloquial and informal language are going to be used during the intro, transitions and dialogue instead of formal language to help the younger audience relate and further engaging them. - To educate the audience, the product would feature a story, which contains multiple scenarios, anecdotes and cueing texts relating to the subject of bullying and how to deal with the issue. A storyboard is to be created in order to effectively apply these elements to the multimedia product. As the audience are primarily small children, no profanity or excessive violence are to be included in the production of the video. The story would be delivered in the form of video, sounds and on-screen texts. - To deliver a high-quality live-action multimedia product, multiple hardware and software are required. Details and justifications for these devices are included in later sections. - In order for the product to satisfy the timeframe and file size, trimming and editing techniques would likely to be required. Careful planning and timing would be taken to ensure that the runtime would not under-achieve or overly-excess the timeframe. Participants who actively develop and contribute to the production of the multimedia product include: - David Ifield: Actor and screenwriter. - Nicolas McKay: Actor and cameraman. - Sue Crowe: Actor and screenwriter. - Nhat Anh Nguyen: Actor, director, screenwriter, story design, editor, publisher, general project manager. All of these participants are vital to the production of the stand-alone multimedia product. Their decisions and choices have a profound impact on not only the quality of the final product, but also various other factors that relate to the multimedia product, such as distribution. For instance, due to privacy issue, the participants may not wish to have the multimedia product which contains their names and images distributed over the internet. On a boarder range, when talking about distribution, distributors such as YouTube would also be considered as participants. They do not participate on the process of creating the multimedia itself. They, however, are responsible for the storing and broadcasting of the product to the audience and therefore are vital to achieve the purposes of the product. Many distributors have restrictions placed on the types of contents uploaded to their sites and/or the sizes of the contents being uploaded and this would have an impact on the creation of the multimedia product itself (should the publisher decided to utilise these distributors). Therefore, it can be said that the distributors are also participants to the multimedia project, of course only on the aspects of distribution and communication. Data and Information The process of producing the multimedia product utilises many forms of digital media and technologies. This means that almost every piece of data and information related to this project were created and displayed digitally with the small exception of the storyboard. Storyboard The

Interactive presentation

Transcript: Books Introduction The integral accident The vision machine The end of the State Techno-science Post scientific extremism Extreme science "Telesurveillance" Big data 1984 - Brave New World Little game War Virilio's ideas Progress, power, war The impact of social networks Scientific progress: on the path to decline? Automation of perception Artificial vision Delegation of objective reality to a machine "I'm not pessimistic" Who has the right to put the world in danger? Dromology and distance reduction Standardization & synchronization Threat of the cyber space The information bomb Who is Paul Virilio? The new way of memorizing Smarter or dumber? Claustrophobia Globalization Do you think you are free? Weapons became strategy State of emergency The danger of automation Conclusion Progress, power, war Information weaks Science of the excess The accident of knowledge http://lea.u-paris10.fr/IMG pdf/5.la_vitesse_version_def_.pdf http://www.monde-diplomatique.fr/1997/08/VIRILIO/4878 ftp://ftp.ac-nantes.fr/ia/72/poleHG/transports_enseignant.pdf http://2mconnaissances.free.fr/accueil_transports.php#terre https://notavparis.wordpress.com/2004/06/14/dromologie-logique-de-la-course/ http://lea.u-paris10.fr/IMG/pdf/5.la_vitesse_version_def_.pdf http://www.arte.tv/fr/le-documentaire/2382838,CmC=2395064.html New technologies can alter our memory capacities Bad consequences 5'49 Little game Articles Bibliography Voyeurism & espionage Information stream The vision machine - Paul Virilio Speed and Politics - Paul Virilio The Aethetics of Disappearance - Paul Virilio The Information Bomb - Paul Virilio CERN, Geneva The new vision Concepts Introduction His inspirations Dromology Speed Stereo-reality Megaloscopie From live information to anticipation Interactive presentation

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