429 research outputs found

    Collaborative narrative generation in persistent virtual environments

    Get PDF
    This thesis describes a multi-agent approach to generating narrative based on the activities of participants in large-scale persistent virtual environments, such as massivelymultiplayer online role-playing games (MMORPGs). These environments provide diverse interactive experiences for large numbers of simultaneous participants. Involving such participants in an overarching narrative experience has presented challenges due to the difficulty of incorporating the individual actions of so many participants into a single coherent storyline. Various approaches have been adopted in an attempt to solve this problem, such as guiding players to follow pre-designed storylines, or giving them goals to achieve that advance the storyline, or by having developers (‘dungeon masters’) adapt the narrative to the real-time actions of players. However these solutions can be inflexible, and/or fail to take player interaction into account, or do so only at the collective level, for groups of players. This thesis describes a different approach, in which embodied witness-narrator agents observe participants’ actions in a persistent virtual environment and generate narrative from reports of those actions. The generated narrative may be published to external audiences, e.g., via community websites, Internet chatrooms, or SMS text messages, or fed back into the environment in real-time to embellish and enhance the ongoing experience with new narrative elements derived from participants’ own achievements. The design and implementation of this framework is described in detail, and compared to related work. Results of evaluating the framework, both technically, and through a live study, are presented and discussed

    A Redneck Head on a Nazi Body:Subversive Ludo-Narrative Strategies in Wolfenstein II: The New Colossus

    Get PDF
    This article argues that Wolfenstein: The New Colossus, a AAA First-Person Shooter, is not only politically themed, but presents in itself a critical engagement with the politics of its genre and its player base. Developed at the height of #Gamergate, the game is interpreted as a response to reactionary discourses about gender and ability in both mainstream games and the hardcore gamer community. The New Colossus replaces affirmation of masculine empowerment with intersectional ambiguities, foregrounding discourses of feminism and disability. To provoke its players without completely alienating them, the game employs strategies of carnivalesque aesthetics—especially ambivalence and grotesque excess. Analyzing the game in the light of Bakhtinian theory shows how The New Colossus reappropriates genre conventions pertaining to able-bodiedness and masculinity and how it “resolves„ these issue by grafting the player character’s head on a vat-grown Nazi supersoldier-body. The breaches of genre conventions on the narrative level are supported by intentionally awkward and punishing mechanics, resulting in a ludo-narrative aesthetic of defamiliarization commensurate to a grotesque story about subversion and revolt. Echoing the ritualistic cycle of death and rebirth at the heart of carnivalesque aesthetics, The New Colossus is nothing short of an ideological re-invention of the genre

    Collaborative narrative generation in persistent virtual environments

    Get PDF
    This thesis describes a multi-agent approach to generating narrative based on the activities of participants in large-scale persistent virtual environments, such as massivelymultiplayer online role-playing games (MMORPGs). These environments provide diverse interactive experiences for large numbers of simultaneous participants. Involving such participants in an overarching narrative experience has presented challenges due to the difficulty of incorporating the individual actions of so many participants into a single coherent storyline. Various approaches have been adopted in an attempt to solve this problem, such as guiding players to follow pre-designed storylines, or giving them goals to achieve that advance the storyline, or by having developers (‘dungeon masters’) adapt the narrative to the real-time actions of players. However these solutions can be inflexible, and/or fail to take player interaction into account, or do so only at the collective level, for groups of players. This thesis describes a different approach, in which embodied witness-narrator agents observe participants’ actions in a persistent virtual environment and generate narrative from reports of those actions. The generated narrative may be published to external audiences, e.g., via community websites, Internet chatrooms, or SMS text messages, or fed back into the environment in real-time to embellish and enhance the ongoing experience with new narrative elements derived from participants’ own achievements. The design and implementation of this framework is described in detail, and compared to related work. Results of evaluating the framework, both technically, and through a live study, are presented and discussed

    Novice programming environments: lowering the barriers, supporting the progression

    Get PDF
    In 2011, the author published an article that looked at the state of the art in novice programming environments. At the time, there had been an increase in the number of programming environments that were freely available for use by novice programmers, particularly children and young people. What was interesting was that they offered a relatively sophisticated set of development and support features within motivating and engaging environments, where programming could be seen as a means to a creative end, rather than an end in itself. Furthermore, these environments incorporated support for the social and collaborative aspects of learning. The article considered five environments—Scratch, Alice, Looking Glass, Greenfoot, and Flip— examining their characteristics and investigating the opportunities they might offer to educators and learners alike. It also considered the broader implications of such environments for both teaching and research. In this chapter, the author revisits the same five environments, looking at how they have changed in the intervening years. She considers their evolution in relation to changes in the field more broadly (e.g., an increased focus on “programming for all”) and reflects on the implications for teaching, as well as research and further development

    Representing Game Dialogue as Expressions in First-Order Logic

    Get PDF
    Despite advancements in graphics, physics, and artificial intelligence, modern video games are still lacking in believable dialogue generation. The more complex and interactive stories in modern games may allow the player to experience different paths in dialogue trees, but such trees are still required to be manually created by authors. Recently, there has been research on methods of creating emergent believable behaviour, but these are lacking true dialogue construction capabilities. Because the mapping of natural language to meaningful computational representations (logical forms) is a difficult problem, an important first step may be to develop a means of representing in-game dialogue as logical expressions. This thesis introduces and describes a system for representing dialogue as first-order logic predicates, demonstrates its equivalence with current dialogue authoring techniques, and shows how this representation is more dynamic and flexible

    Reflexivity, methodology and contexts in participatory digital media research: making games with Latin American youth in London

    Get PDF
    In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people’s game-making in an after-school programme targeting Latin American migrants in London/UK. I will pay special attention to how my subjectivities influenced planning, data generation and analysis of this programme, and to how context, lived experiences, curricular decisions and interpersonal relationships shaped the kinds of knowledge produced through this research. Findings emerging from this experience included relevant dissonances between curricular design/decisions and the use of participatory approaches in game-making, and the limitations of traditional analytical categories within the Social Sciences field (e.g., gender and intersectionality) to understanding subjectivities expressed through game-making. This study offers relevant insights into the place of reflexivity in research on digital media production by young people by highlighting its complexity and by calling for more critical and less homogenising approaches to this type of research

    Introduction : Patrimoine/Cultural Heritage in France and Ireland

    Get PDF
    Assessing something as all-pervasive as cultural heritage can run the risk of resorting to cliches and stereotypes, even though these very things are also an integral part ofwhat constitutes the patrimoine ofany given society. The French are rightly acclaimed for their fashion, wines, gastronomy, literature, philosophy, regional specificities, architecture, and cafe culture, to name but a few ofthe Hexagone\u27s most distinctive traits. Ireland, on the other hand, has its pubs, its writers, many ofwhom traditionally spent far too much time in the aforementioned pubs, its fighting spirit, its greenness, its historic struggle with its nearest neighbour, perfidious Albion, its beef and its Guinness. Patrimoine is what marks one country out from any other country; it is what makes it distinctive, different, sometimes appealing, at other times, unappealing. Therefore, when the organizers were considering the theme for the AFIS 2017 conference in Limerick, the former Conseiller Culturel at the French Embassy, Frederic Rauser, suggested it could be both interesting and worthwhile to examine how cultural heritage plays out in both countries. The view beforehand was that the French are more adept at underlining their heritage, even at commodifying it, than the Irish are, but some of the essays you will read in this collection illustrate the fact that the Irish are starting to catch up in this regard, as the country begins to attract more and more tourists to its shores and to see the potential that has for economic prosperity

    Athlete Activism

    Get PDF
    This book examines the phenomenon of athlete activism across all levels of sport, from elite and international sport, to collegiate and semi-pro, and asks what this tells us about the relationship between sport and wider society. With contributions from scholars around the world, the book presents a series of fascinating case studies, including the activism of world-famous athletes such as Serena Williams, Megan Rapinoe and Raheem Sterling. Covering a broad range of sports, from the National Football League (NFL) and Australian Rules, to fencing and the Olympic Games, the book sheds important light on some of the most important themes in the study of sport, including gender, power, racism, intersectionality and the rise of digital media. It also considers the financial impact on athletes when they take a stand and the psychological impact of activism and how that might relate to sports performance. It has never been the case that ‘sport and politics don’t mix’, and now, more than ever, the opposite is true. This is essential reading for anybody with an interest in the politics or sociology of sport, the politics of protest, social movements or media studies
    • 

    corecore