965 research outputs found

    Judged

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    Judged is a film about the subconscious battle between good and evil. The way I see it, every person has a good side and a bad side. No matter how good a person is, there is always an evil side lurking in the back of their mind. Not every person acts upon this evil side. For some people, this evil side just takes over. For some others it is brought out by some other act. In this instance, a normal man is recruited to go to war. A gun is put in his hands and he is forced to kill. Gradually his evil side overtakes his good side and soon his evil side causes him to find enjoyment in the deaths of others. When the army finds this out they realize there is something wrong and decide to send him home

    Randomly Generated 3D Environments for Serious Games

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    Abstract — This paper describes a variety of methods that can be used to create realistic, random 3D environments for serious games requiring real-time performance. These include the generation of terrain, vegetation and building structures. An interactive flight simulator has been created as proof of concept. An initial evaluation with two small samples of users (remote and hallway) revealed some usability issues but also showed that overall the flight simulator is enjoyable and appears realistic and believable. Keywords – serious games; 3D terrain modeling; computer graphics; flight simulator. I

    "People don't die like in Rambo": representations of violence in Band of Brothers

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    Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-Graduação em Inglês: Estudos Linguísticos e Literários, Florianópolis, 2015.Abstract : The subject of the present study consists of an analysis of the implications of graphic violence in the HBO miniseries Band of Brothers (Spielberg and Hanks prods. 2001), more specifically whether violence can be regarded as adding layers of meaning to the narrative or as only emphasizing the technological innovations in re-creating the rough battlefield environment. In ten episodes, Band of Brothers depicts the hardships of Easy Company, a group of paratroopers during the Second World War, as they struggle to survive until the end of the war. The theme of brotherhood permeates the miniseries and becomes a significant feature in the violent sequences. The scene analysis will focus on instances of extreme body damage and mutilation in the episodes as notions of cinematography and mise-en-scene from David Bordwell and Kristin Thompson are applied. The reverberation of the violent act will be analyzed in relation to the episodic narrative and the miniseries as a whole, by taking into consideration Seymour Chatman's notion of kernel and satellite scenes. The intertwined relationship of violent images and narrative flow of Band of Brothers will demonstrate that by focusing on the physical and emotional reverberations caused by violence, instead of highlighting shock value, the miniseries offers the opportunity of reflection upon human behavior and fragility during ruthless times.O tema do presente estudo consiste na análise das implicações da violência gráfica na minissérie da HBO Band of Brothers (Spielberg e Hanks prods. 2001), mais especificamente se a violência pode adicionar camadas de significado a narrativa ou se apenas enfatiza as inovações tecnológicas na re-criação do ambiente hostil do campo de batalha. Em dez episódios, Band of Brothers retrata as dificuldades da Easy Company, um grupo de paraquedistas durante a Segunda Guerra Mundial, enquanto eles lutam pela sobrevivência até o término da guerra. O tema de companheirismo permeia a minissérie e torna-se uma característica significante durante as sequências violentas. A análise de cena irá concentrar-se nos momentos de extremo dano e mutilação corporal dos soldados, aplicando as noções de cinematografia e mise-en-scene de David Bordwell and Kristin Thompson. A reverberação do ato violento será analisado em relação a estrutura da narrativa do episódio e da minissérie em geral, levando em consideração os conceitos de Seymour Chatman sobre cenas kernel e satellite. A relação intrínseca das imagens violentas e a narrativa de Band of Brothers demonstrará que ao focar nas consequências físicas e emocionais causadas pela violência, ao invés de salientar o efeito de choque, a minissérie oferece uma oportunidade de reflexão sobre o comportamento humano e a fragilidade da vida durante momentos cruéis

    Synthesizing interactive fires

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    Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1994.Includes bibliographical references (leaves 58-60).by Christopher Harton Perry.M.S

    Bulletin of the Center for Children's Books 53 (07) 2000

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    published or submitted for publicatio

    New Game Physics - Added Value for Transdisciplinary Teams

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    This study focused on game physics, an area of computer game design where physics is applied in interactive computer software. The purpose of the research was a fresh analysis of game physics in order to prove that its current usage is limited and requires advancement. The investigations presented in this dissertation establish constructive principles to advance game physics design. The main premise was that transdisciplinary approaches provide significant value. The resulting designs reflected combined goals of game developers, artists and physicists and provide novel ways to incorporate physics into games. The applicability and user impact of such new game physics across several target audiences was thoroughly examined. In order to explore the transdisciplinary nature of the premise, valid evidence was gathered using a broad range of theoretical and practical methodologies. The research established a clear definition of game physics within the context of historical, technological, practical, scientific, and artistic considerations. Game analysis, literature reviews and seminal surveys of game players, game developers and scientists were conducted. A heuristic categorization of game types was defined to create an extensive database of computer games and carry out a statistical analysis of game physics usage. Results were then combined to define core principles for the design of unconventional new game physics elements. Software implementations of several elements were developed to examine the practical feasibility of the proposed principles. This research prototype was exposed to practitioners (artists, game developers and scientists) in field studies, documented on video and subsequently analyzed to evaluate the effectiveness of the elements on the audiences. The findings from this research demonstrated that standard game physics is a common but limited design element in computer games. It was discovered that the entertainment driven design goals of game developers interfere with the needs of educators and scientists. Game reviews exemplified the exaggerated and incorrect physics present in many commercial computer games. This “pseudo physics” was shown to have potentially undesired effects on game players. Art reviews also indicated that game physics technology remains largely inaccessible to artists. The principal conclusion drawn from this study was that the proposed new game physics advances game design and creates value by expanding the choices available to game developers and designers, enabling artists to create more scientifically robust artworks, and encouraging scientists to consider games as a viable tool for education and research. The practical portion generated tangible evidence that the isolated “silos” of engineering, art and science can be bridged when game physics is designed in a transdisciplinary way. This dissertation recommends that scientific and artistic perspectives should always be considered when game physics is used in computer-based media, because significant value for a broad range of practitioners in succinctly different fields can be achieved. The study has thereby established a state of the art research into game physics, which not only offers other researchers constructive principles for future investigations, but also provides much-needed new material to address the observed discrepancies in game theory and digital media design
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