12,556 research outputs found

    CGAMES'2009

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    Body parts

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    In this project, the artist wishes to examine corporeality in the virtual realm, through the usage of the (non)-physical body of the avatar. An art installation created in the virtual world of Second Life®, which is meant to be accessed with site specific avatars, will provide the creative platform whereby this investigation is undertaken. Thus, “body parts” seeks to challenge the residents of virtual environments into connecting with the virtual manifestations, i.e., avatars of others in an emotionally expressive/intimate manner

    A Pedagogy for Original Synners

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    Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams

    Embodied in a metaverse: "anatomia" and "body parts"

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    In this paper, the artist/author wishes to examine corporeality in the virtual realm, through the usage of the (non)-physical body of the avatar. Two sister art installations created in the virtual world of Second Life®, both of which are meant to be accessed with site specific avatars, will provide the creative platform whereby this investigation is undertaken. While the installation “Anatomia” wishes to propel the visitor towards reflections of an introverted nature, involving the fragility of the physical self; “body parts” seeks to challenge the residents of virtual environments into connecting with the virtual manifestations, i.e., avatars, of others in an emotionally expressive/intimate manner

    Can We Programme Utopia? The Influence of the Digital Neoliberal Discourse on Utopian Videogames

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    This article has a dual purpose. The first is to establish the relationship between videogames and utopia in the neoliberal era and clarify the origins of this compromise in the theoretical dimension of game studies. The second is to examine the ways in which there has been an application of the utopian genre throughout videogame history (the style of procedural rhetoric and the subgenre of walking simulator) and the way in which the material dimension of the medium ideologically updates the classical forms of that genre, be it through activation or deactivation. The article concludes with an evaluation of the degree in which the neoliberal discourse interferes with the understanding of utopia on behalf of the medium and with its imaginary capabilities to allow for an effective change in social reality

    Link Clustering with Extended Link Similarity and EQ Evaluation Division.

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    Link Clustering (LC) is a relatively new method for detecting overlapping communities in networks. The basic principle of LC is to derive a transform matrix whose elements are composed of the link similarity of neighbor links based on the Jaccard distance calculation; then it applies hierarchical clustering to the transform matrix and uses a measure of partition density on the resulting dendrogram to determine the cut level for best community detection. However, the original link clustering method does not consider the link similarity of non-neighbor links, and the partition density tends to divide the communities into many small communities. In this paper, an Extended Link Clustering method (ELC) for overlapping community detection is proposed. The improved method employs a new link similarity, Extended Link Similarity (ELS), to produce a denser transform matrix, and uses the maximum value of EQ (an extended measure of quality of modularity) as a means to optimally cut the dendrogram for better partitioning of the original network space. Since ELS uses more link information, the resulting transform matrix provides a superior basis for clustering and analysis. Further, using the EQ value to find the best level for the hierarchical clustering dendrogram division, we obtain communities that are more sensible and reasonable than the ones obtained by the partition density evaluation. Experimentation on five real-world networks and artificially-generated networks shows that the ELC method achieves higher EQ and In-group Proportion (IGP) values. Additionally, communities are more realistic than those generated by either of the original LC method or the classical CPM method
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