4,412 research outputs found

    The Burden of Choice, the Complexity of the World and Its Reduction: The Game of Go/Weiqi as a Practice of "Empirical Metaphysics

    Get PDF
    The main aim of the text is to show how a game of Go (Weiqi, baduk, Igo) can serve as a model representation of the ontological-metaphysical aspect of the actor–network theory (ANT). An additional objective is to demonstrate in return that this ontological-metaphys⁠ical aspect of ANT represented on Go/Weiqi game model is able to highlight the key aspect of this theory—onto-methodological praxis

    Action-based grammar

    Get PDF

    ‘New’ literacies: technologies and values

    Get PDF
    It is too easy to make light of ‘new literacies’ by saying things like: “Well, there are always newer ones coming along”. Such remarks suggest new literacies have a similar kind of life trajectory to an automobile: new in 2009, semi-new in 2010, and old hat by 2011. Against this kind of “that’s so yesterday” perspective, we suggest in this article that ‘new literacies’ are best understood in terms of an historical period of social, cultural, institutional, economic, and intellectual change that is likely to span many decades – some of which are already behind us. We associate new literacies with an historical conjuncture and an ascending social paradigm. From this perspective we suggest that the kinds of practices we currently identify as new literacies will cease to be ‘new’ once the social ways characterizing the ascending paradigm have become sufficiently establised and grounded to be regarded as conventional. Furthermore we suggest that at the heart of the idea of new ethos stuff is the idea of technological change aligning with a range of increasingly popular values.It is too easy to make light of ‘new literacies’ by saying things like: “Well, there are always newer ones coming along”. Such remarks suggest new literacies have a similar kind of life trajectory to an automobile: new in 2009, semi-new in 2010, and old hat by 2011. Against this kind of “that’s so yesterday” perspective, we suggest in this article that ‘new literacies’ are best understood in terms of an historical period of social, cultural, institutional, economic, and intellectual change that is likely to span many decades – some of which are already behind us. We associate new literacies with an historical conjuncture and an ascending social paradigm. From this perspective we suggest that the kinds of practices we currently identify as new literacies will cease to be ‘new’ once the social ways characterizing the ascending paradigm have become sufficiently establised and grounded to be regarded as conventional. Furthermore we suggest that at the heart of the idea of new ethos stuff is the idea of technological change aligning with a range of increasingly popular values

    A conceptual affective design framework for the use of emotions in computer game design

    Get PDF
    The purpose of this strategy of inquiry is to understand how emotions influence gameplay and to review contemporary techniques to design for them in the aim of devising a model that brings current disparate parts of the game design process together. Emotions sit at the heart of a game player’s level of engagement. They are evoked across many of the components that facilitate gameplay including the interface, the player’s avatar, non-player characters and narrative. Understanding the role of emotion in creating truly immersive and believable environments is critical for game designers. After discussing a taxonomy of emotion, this paper will present a systematic literature review of designing for emotion in computer games. Following this, a conceptual framework for affective design is offered as a guide for the future of computer game design

    Tactical entanglements:AI art, creative agency, and the limits of intellectual property

    Get PDF
    How do artistic experiments with artificial intelligence problematize human-centered notions of creative agency, authorship, and ownership? Offering a wide-ranging discussion of contemporary digital art practices, philosophical and technical considerations of AI, posthumanist thought, and emerging issues of intellectual property and the commons, this book is firmly positioned against the anthropomorphic spectacle of “creative AI.” It proposes instead the concept of the posthumanist agential assemblage, and invites readers to consider what new types of creative practice, what reconfigurations of the author function, and what critical interventions become possible when AI art provokes tactical entanglements between aesthetics, law, and capital

    Twining

    Get PDF
    Hypertext is now commonplace: links and linking structure nearly all of our experiences online. Yet the literary, as opposed to commercial, potential of hypertext has receded. One of the few tools still focused on hypertext as a means for digital storytelling is Twine, a platform for building choice-driven stories without relying heavily on code. In Twining, Anastasia Salter and Stuart Moulthrop lead readers on a journey at once technical, critical, contextual, and personal. The book’s chapters alternate careful, stepwise discussion of adaptable Twine projects, offer commentary on exemplary Twine works, and discuss Twine’s technological and cultural background. Beyond telling the story of Twine and how to make Twine stories, Twining reflects on the ongoing process of making

    Exploring the dynamics of knowledge sharing in the online affinity apaces of "Let's Play" Youtube Channels

    Get PDF
    With this dissertation the goal is to analyze the novel medium of video game streaming and more specifically the “Let’s Play” video format as seen on YouTube and other online platforms. The practice has experienced a rapid growth in popularity over the course of the last decade since its emergence, which means many of its intricacies are yet to be accounted for by academic research. The intent is to engage with it from the perspective of learning and knowledge exchange and see whether such processes take place within the channels dedicated to this type of content, and if so to map out their dynamics, and reflect critically on the picture that emerges from the exploration of these virtual spaces.El objetivo de esta tesis es analizar el nuevo medio para retransmisión de videojuegos y, en particular, el formato de vídeo "Let's Play" como el que está en YouTube y otras plataformas en línea. La práctica ha experimentado un rápido crecimiento de popularidad en el transcurso de la última década desde su aparición, lo que significa que muchas de sus complejidades aún deben tenerse en cuenta por la investigación académica. La intención es abordar este formato desde la perspectiva del aprendizaje y el intercambio de conocimientos y ver si tales procesos tienen lugar dentro de los canales dedicados a este tipo de contenido y, en caso de ser así, trazar la dinámica y reflexionar críticamente sobre el panorama que surge de la exploración de estos espacios virtuales.L'objectiu d'aquesta tesi és analitzar el nou mitjà de retransmissió de videojocs i, més concretament, el format de vídeo "Let's Play" que es veu a YouTube i altres plataformes en línia. La popularitat d'aquesta pràctica ha crescut ràpidament durant l'última dècada des de la seva aparició, cosa que significa que moltes de les seves complexitats encara no han estat considerades per la investigació acadèmica. La intenció és abordar-lo des de la perspectiva de l'aprenentatge i l'intercanvi de coneixements i veure si aquests processos es desenvolupen dins dels canals dedicats a aquest tipus de continguts i, en cas afirmatiu, establir-ne la dinàmica i reflexionar de manera crítica sobre el panorama que es desprèn de l'exploració d'aquests espais virtuals

    Twining : Critical and Creative Approaches to Hypertext Narratives

    Get PDF
    Twining is both a critical consideration of Twine and works made with it during the first decade of the software; and an exploration of concepts and techniques for making things with Twine.https://dc.uwm.edu/english_facbooks/1000/thumbnail.jp
    corecore