5 research outputs found
Is Atlantis still a Greek myth − mythology in popular culture
The article focuses on the issue of reception of ancient myths in popular culture. As popular
culture is known for vast use of different ancient myths in many productions, the question may be
raised, if they can be still named as ‘ancient’. With the example of the drowned peninsula of Orr
in Guild Wars video games, which is compared with the Atlantis isle of Plato, the article proves
that despite structural similarity of the story, these two are different myths. The myth of Atlantis
is shaped by the Greek culture, which is oriented on the past, with strong conviction that the human
race is heading towards destruction. The story of Orr reflects immersion in present time and the need
to bury the past once and forever. Therefore, popular culture creates its own mythology, which is named
as the mythology of popular culture.Publikacja dofinansowana przez Rektora Uniwersytetu Łódzkiego oraz Dziekana Wydziału Filologicznego Uniwersytetu Łódzkiego
The dimensions of co-authorship in a playthrough experience of Guild wars 2
Let’s Plays and playthroughs have grown significantly throughout the past decade yet is still relatively unexplored. This study adds to the existing literature by focusing on Wooden Potatoes, a medium-sized Guild Wars 2 YouTuber, and his playthroughs of the Guild Wars 2: Path of Fire expansion. The study examined how Wooden Potatoes related gameplay, design, and narrative in his videos and how he commented on his playthroughs. The findings of this study showed how YouTube gamers such as Wooden Potatoes have dimensions of co-authorship. This co-authorship operates on three levels: as a gamer, as a fan, and as a YouTuber. As Guild Wars 2 is a theme park type of MMORPG with a branching hypernarrative, the research also explored a player’s mental schema through Wooden Potatoes commentary. Due to both in-game and external influences, the mental schema of Wooden Potatoes was affected and thus contributed to influencing his playthrough experience and commentary as a co-author. Finally, the findings of this study show that player values and experience are affected by the levels of co-authorship and vise-versa
Arquitectura e jogo digital. Intersecção e especificidade
Esta investigação propõe uma análise do paralelismo e intercepção dos conceitos e práticas de
modelação de espaço, forma e experiência em ambientes físicos e em ambientes virtuais interactivos.
A fusão progressiva de material e imaterial precipita a diluição dos limites das disciplinas que
conformam os dois universos. Arquitectura e design de jogo digital, considerados convencionalmente
exclusivos de realidades distintas, são alvos de necessária reformulação.Na esfera física a imposição da tecnologia e o potencial do virtual sugerem uma nova abordagem
à definição de arquitectura e à metodologia tradicional da prática arquitectónica. De que forma
é possível explorar a influência das experiências virtuais, e o conhecimento e hardware que as
desenvolvem, nos espaços físicos? Como programo a integração e resposta às novas condicionantes
tecnológicas e exigências das dinâmicas sociais cada vez mais divididas entre realidades?
Na esfera virtual a popularização do espaço imaterial protagonizada pelos jogos digitais, o
progressivo desenvolvimento de experiências imersivas e o aumento de oferta dos novos interfaces,
exponenciam o interesse na relação homem/máquina/virtual. Poderá o contributo do pensar
arquitectónico na conformação de espaço e função no virtual estreitar esta relação e aprofundar o
grau de imersão? É este o momento de voltar a falar de espaço virtual e da relevância da extensão
da arquitectura para este campo?This research proposes an analysis of the parallelism and intersection of space, form and experience
modeling practices across physical and virtual, immersive and interactive, environments. The
progressive fusion of material and immaterial precipitates the dilution of the boundaries in the
definition of architecture and game design. Disciplines conventionally considered exclusive of distinct
dominions of the real are focus of a necessary reform.
In the physical realm there must be a rethinking of the traditional methodology of architectural practice,
the manufacturing processes, and programmatic responses. How can I enhance the influence of
virtual experiences, know-how and hardware behind their development, in more fluid and flexible
physical spaces, able to assume a more reactionary position in contact with the user? How do I
plan integration and response to the new technological constraints and requirements of the social
dynamics increasingly divided between realities?
In the virtual realm the popularization of immaterial space featured by the universe of digital
games, the progressive development of immersive experiences and the increased supply of new
interfaces, trigger the renewed interest in the connections man/machine/avatar. Can the contribution
of architectural thinking in virtual space conformation and function strengthen this relationship and
deepen the degree of immersion
The Music Sound
A guide for music: compositions, events, forms, genres, groups, history, industry, instruments, language, live music, musicians, songs, musicology, techniques, terminology , theory, music video.
Music is a human activity which involves structured and audible sounds, which is used for artistic or aesthetic, entertainment, or ceremonial purposes.
The traditional or classical European aspects of music often listed are those elements given primacy in European-influenced classical music: melody, harmony, rhythm, tone color/timbre, and form. A more comprehensive list is given by stating the aspects of sound: pitch, timbre, loudness, and duration.
Common terms used to discuss particular pieces include melody, which is a succession of notes heard as some sort of unit; chord, which is a simultaneity of notes heard as some sort of unit; chord progression, which is a succession of chords (simultaneity succession); harmony, which is the relationship between two or more pitches; counterpoint, which is the simultaneity and organization of different melodies; and rhythm, which is the organization of the durational aspects of music