As Wortham (1990) suggests, “contemporary play structures can be an important part of a true play environment” (p. Paul Freiberg (1970), and follow Colin Ward's (1978) suggestion that the whole city should be a play space. Perhaps we should come back to the old concepts of playgrounds, e.g., gardens for children (Jekyll, 1908), to the idea of a designer's playground from the 1970s, we should look for inspirations in the works of Aldo van Eyck and M. Still, it has dominated play spaces in the Western world, thus gaining a strong position in the market and city landscape, which makes any and all research exploring ways of maximizing playground play and social potential necessary. As Cunningham and Jones (1999) argue, the playground is a confession of the failure of city planning. ![]() The playground's usefulness is also limited since the sites for them are often chosen without any careful studies of location and context, which causes problems with the playground's accessibility (Veitch, Salmon, & Ball, 2007). It is not a surprise that many researchers have begun to question the whole concept of ‘playground’ especially since most of children's play does not occur on playgrounds (Quigg, Gray, Reeder, Holt, & Waters, 2010). This may suggest that the concept of the contemporary playground of a “McDonald's model”-type, described by Eric Schlosser as “the most commercial end of product development” (Solomon, 2005 p. The basic expectation of a playground, i.e., to create a playful and social environment for children, their families or even the local community, is not met at all or only to a small degree. But there is more – most of today's playgrounds, defined by colorful multi-structures with platforms, steps and slides that are placed on safe rubber surfaces, not only fall short of stimulating a wide spectrum of play types, but also do not act as social places. It is not a surprise that they are widely criticized for their limited stimulation and activities (Cohen et al., 1978, Frost, 1992a, Lynch, 1961), for being developmentally inappropriate (Frost and Klein, 1983, Frost et al., 2001), for being predictable and boring (Beckwith, 1998, Beckwith, 2000, Moore, 1989), and for attracting children only when such playgrounds are new (Langendorfer et al., 2008). Many contemporary playgrounds consist of look-alike, isolated pieces of equipment in a monoculture of grass (Herrington & Studtmann, 1998) which have no relation to context. Thus, contemporary playgrounds can have strong play and social potential, and the existence of specific features affects a playground's potential regardless of its type. The results indicate that selected feature categories can determine a playground's playability and sociability, the strength of a feature's influence varies by playground zone type, there are two key features which increase zone type potential (supplementary features and alignment of playground zoning with the natural sequence of play development), and factors determine defunct zones (redundancy/duplication, functional or visual isolation and lack of loop activity). These questions are addressed by an observational study of child behavior in ten contemporary public playgrounds which includes play zone identification, on-site observations, statistical evaluation of zone playability/sociability and analysis of correlations between feature categories and play zone ratings. You'll find the three built-in particle systems in the Effects window.The play environment influences child behavior, but the strength of this influence and its variation across playground zones remain unknown. Let's look at some of the particle systems that are available within After Effects. It may sound complicated at first, but it's actually quite straightforward. You then set the number of particles (also known as the sprites on the screen), how large they are, how quickly they are generated, how fast they fall or rise (depending on your physics settings), and how long they remain onscreen before dying. ![]() With a particle system, you create a particle Emitter a point on the screen at which the particles will be generated. The overall image is of a gigantic, moving body of water, but if we break it down, that illusion of a moving shape of water actually consists of billions of individual particles. To simplify this concept, imagine you are watching a waterfall crashing onto the ground in front of you. ![]() Particle systems allow us to simulate physics-based effects and phenomena by using a collection of much smaller objects or sprites, which make up a larger whole image. Without further ado, let's jump in! What Is a Particle System?
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