328 research outputs found

    Level design: environmental storytelling in first person video games

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    In this paper, the focus will be on environmental storytelling in first-person games. The aim is to examine and understand why this technique is rarely utilised in the AAA industry, as well as explore the ways it can assist players in comprehending the intended explanations of the designers. It will also analyse different video games that use this method of storytelling and how they deal with it, finding differences and similarities between them. Finally, a small video game demo will be developed using all the things learned and explaining why and how they were used

    Exploring New Horizons and Challenges for Social Studies in a New Normal

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    The new standards and changes exist in social science studies. Covid 19, especially in Indonesia, at the end of 2019, has an impact on changes in every sector of life. This change is a form of community adaptation. Therefore, this conference aims to explore theoretical and practical developments of the social sciences, to build academic networks while gathering academics from various research institutes and universities. This book provides the new standard and encourages many thoughts in theoretical and empirical studies in the social field. The scope that can be generated in this standard includes patterns, opportunities, and challenges in social science, learning to new standards, learning innovation, and implementing new learning standards in Indonesia, which was adopted in the form of the Merdeka Belajar program. The study results will fill the gaps in knowledge in the new social life and social science. Therefore, this book aims to mediate the researchers in the same field to discuss and find solutions to current issues in the social field and build cooperation and synergy in creative ideas to work together to create joint research. This book will be interesting to students, scholars, and practitioners who have a deep concern in social science. It is futuristic with a lot of practical insights for the students, faculty, and practitioners. Since the contributors are from across the globe, it is fascinating to see the global benchmarks

    Electronic Literature as Digital Humanities

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    This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. Electronic Literature as Digital Humanities: Contexts, Forms & Practices is a volume of essays that provides a detailed account of born-digital literature by artists and scholars who have contributed to its birth and evolution. Rather than offering a prescriptive definition of electronic literature, this book takes an ontological approach through descriptive exploration, treating electronic literature from the perspective of the digital humanities (DH)––that is, as an area of scholarship and practice that exists at the juncture between the literary and the algorithmic. The domain of DH is typically segmented into the two seemingly disparate strands of criticism and building, with scholars either studying the synthesis between cultural expression and screens or the use of technology to make artifacts in themselves. This book regards electronic literature as fundamentally DH in that it synthesizes these two constituents. Electronic Literature as Digital Humanities provides a context for the development of the field, informed by the forms and practices that have emerged throughout the DH moment, and finally, offers resources for others interested in learning more about electronic literature

    Music in Extended Realities

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    The intersection between music and Extended Reality (XR) has grown significantly over the past twenty years, amounting to an established area of research today. The use of XR technologies represents a fundamental paradigm shift for various musical contexts as they disrupt traditional notions of musical interaction by enabling performers and audiences to interact musically with virtual objects, agents, and environments. This article both surveys and expands upon the knowledge accumulated in existing research in this area to build a foundation for future works that bring together Music and XR. To this end, we created a freely available dataset of 260 publications in this space and conducted an in-depth analysis covering 199 works in the last decade. We conducted this analysis using a list of conceptual dimensions belonging to technical, artistic, perceptual and methodological domains. This review of the literature is complemented with a set of interviews with domain experts with the goal of establishing a definition for the emergent field of Musical XR, i.e., the field of music in Extended Realities. Based on the results of the conducted review, a research agenda for the field is proposed
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