10,328 research outputs found
Nostalgia videogames as playable game criticism
The aim of this paper is to consider the emergence of nostalgia videogames in the context of playable game criticism. Mirroring the development of the nostalgia film in cinema, an increasing number of developers are creating videogames that are evocative of past gaming forms, designs, and styles. The primary focus of this paper is to explore the extent to which these nostalgia videogames could be considered games-on-games: games that offer a critical view on game design and development, framed by the nostalgia and cultural memory of both gamers and game developers. Theories of pastiche and parody as applied to literature, film, and art are used to form a basis for the examination of recent nostalgia videogames, all of which demonstrate a degree of reflection on the videogame medium
Why bridge the Uncanny Valley? Photorealism vs suspension of disbelief in animation
In recent years, the Uncanny Valley theory has been used to frame critical analysis of hyper real character animation in both film and computer games. The theory predicts that, as characters become more humanÂlike in appearance, they run the risk of becoming unsettling to audiences. This dip in acceptability is the Uncanny Valley, and on the other side of this valley are the theoretical human simulants – characters co convincing that they are undistinguishable from real humans. However, the theory  which has its origins in robotics – can distract us from one of the primary aims of animation. While some character designers might be concerned with wowing their audiences with photorealistic character appearance and movement, other character animators are more concerned with exploring what it means to be human. Indeed, it can be argued that imagined characters that are unnatural in appearance and movement can in fact be more believably human than those that focus on visual mimicry. This article makes a case for an alternative approach to the Uncanny Valley for judging the aesthetics of humanÂlike animation, with specific focus on the intentions of the animator in presenting characters that reflect human experience rather than replicate human appearance
An optical processor for object recognition and tracking
The design and development of a miniaturized optical processor that performs real time image correlation are described. The optical correlator utilizes the Vander Lugt matched spatial filter technique. The correlation output, a focused beam of light, is imaged onto a CMOS photodetector array. In addition to performing target recognition, the device also tracks the target. The hardware, composed of optical and electro-optical components, occupies only 590 cu cm of volume. A complete correlator system would also include an input imaging lens. This optical processing system is compact, rugged, requires only 3.5 watts of operating power, and weighs less than 3 kg. It represents a major achievement in miniaturizing optical processors. When considered as a special-purpose processing unit, it is an attractive alternative to conventional digital image recognition processing. It is conceivable that the combined technology of both optical and ditital processing could result in a very advanced robot vision system
Playing outside the box:transformative works and computer games as participatory culture
The main purpose of this study is to examine the creative fan community as a paradigm of participatory culture, from a computer games perspective. A review of relevant literature is used to examine transformative works and the related subculture in its many diverse forms. The produced discussion seeks to respond to a number of questions, such as: What exactly constitutes transformative work, what is the legal status of such work, and how can it be improved? To what extent do transformative works constitute a part of the play experience and enjoyment of games? Does participation in associated creative activities influence, shape or redefine the aforementioned experience? Can transformative works be appreciated as valuable artistic pieces on their own merits, outside the communities in which they are produced? Does the existence of the transformative work benefit the wider gaming culture from an artistic, financial or other point of view
Recover:designing a videogame to assist with recovery from PTSD
Recover is a game prototype that was developed to explore the potential of videogames to provide users recovering from PTSD with an alternative form of immersive self-help. The game is presented as a playable concept that focuses on mindfulness techniques whilst aiming to engage and retain users. The concept also includes a companion application for mobile, whilst the main videogame has been designed for use with Virtual Reality (VR) headsets
Cost and Compensation of Injuries in Medical Malpractice
Compensation determinations for victims of medical malpractice were studied. Results showed that for birth-related and emergency room cases of permanent injury in Florida, a claimant receiving much more than economic loss in compensation more nearly appears to be the exception than the norm
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An independently validated nomogram for isocitrate dehydrogenase-wild-type glioblastoma patient survival.
BackgroundIn 2016, the World Health Organization reclassified the definition of glioblastoma (GBM), dividing these tumors into isocitrate dehydrogenase (IDH)-wild-type and IDH-mutant GBM, where the vast majority of GBMs are IDH-wild-type. Nomograms are useful tools for individualized estimation of survival. This study aimed to develop and independently validate a nomogram for IDH-wild-type patients with newly diagnosed GBM.MethodsData were obtained from newly diagnosed GBM patients from the Ohio Brain Tumor Study (OBTS) and the University of California San Francisco (UCSF) for diagnosis years 2007-2017 with the following variables: age at diagnosis, sex, extent of resection, concurrent radiation/temozolomide (TMZ) status, Karnofsky Performance Status (KPS), O6-methylguanine-DNA methyltransferase (MGMT) methylation status, and IDH mutation status. Survival was assessed using Cox proportional hazards regression, random survival forests, and recursive partitioning analysis, with adjustment for known prognostic factors. The models were developed using the OBTS data and independently validated using the UCSF data. Models were internally validated using 10-fold cross-validation and externally validated by plotting calibration curves.ResultsA final nomogram was validated for IDH-wild-type newly diagnosed GBM. Factors that increased the probability of survival included younger age at diagnosis, female sex, having gross total resection, having concurrent radiation/TMZ, having a high KPS, and having MGMT methylation.ConclusionsA nomogram that calculates individualized survival probabilities for IDH-wild-type patients with newly diagnosed GBM could be useful to physicians for counseling patients regarding treatment decisions and optimizing therapeutic approaches. Free software for implementing this nomogram is provided: https://gcioffi.shinyapps.io/Nomogram_For_IDH_Wildtype_GBM_H_Gittleman/
Creative approaches to emotional expression animation
In facial expression research, it is well established that certain emotional expressions are universally recognized. Studies into observer perception of expressions have built upon this research by highlighting the importance of particular facial regions, actions, and movements to the recognition of emotions. In many studies, the stimuli for such studies have been generated through posing by non-experts or performances by trained actors. However, character animators are required to craft recognizable, believable emotional facial expressions as a part of their profession. In this poster, the authors discuss some of the creative processes employed in their research into emotional expressions, and how practice-led research into expression animation might offer a new perspective on the generation of believable emotional expressions
A sweetspot for innovation:developing games with purpose through student-staff collaboration
Within industry as well as academia, developing games that have wider impact on society has been of particular interest in the last decade. The increasing use of terms such as ‘games with purpose’, ‘serious games’ and gamification’ has been mirrored in a flurry of activity in games research. Broader applications of games beyond entertainment are now well-understood and accepted, with universities and companies excelling in creating games to serve particular needs. However, it is not explicitly clear how undergraduates of game design and development courses can be directly involved in serious game creation. With most undergraduates inspired by commercial games development, and the games industry requiring that universities teach specific technical skills in their courses, balancing the research aspirations of academics with the educational requirements of an appropriate undergraduate course can be a difficult balancing act. In this paper, the authors present three case studies of games with purpose developed through collaboration between undergraduate students and academic staff. In all cases, the educational value of the projects for the students is considered in relation to the research value for the academics, who face increasing demands to develop research outcomes despite a necessity to provide a first-rate learning experience and nurture future game developers
Characterization of nanoparticle transport through quartz and dolomite gravels by magnetic resonance imaging
Magnetic resonance imaging (MRI) has tremendous potential for revealing transport processes in engineered and geologic systems. Here, we utilize MRI to image nanoparticle (NP) transport through a saturated coarse-grained system. Commercially available paramagnetically tagged NPs are used; the paramagnetic tag making the NP visible to MRI. NP transport was imaged as NPs migrated through packed columns of quartz and dolomite gravel. Changes in T2-weighted image intensity were calibrated to provide fully quantitative maps of NP concentration at regular time intervals (T 2 being the spin–spin relaxation time of 1H nuclei). Transport of nanoparticles was significantly retarded in dolomite compared to quartz due to electrostatic attraction between nanoparticle and dolomite surfaces. NP concentration profiles were evaluated with the CXTFIT computer package to estimate nanoparticle transport parameters at multiple points along the length of the column. This provided temporally resolved parameters that standard breakthrough curve analysis cannot provide. Particle–surface interaction energy profiles were described through Derjaguin-Landau-Verwey-Overbeek (DLVO) theory. While dispersion coefficients and fast deposition rate constant (k fast) were found to increase with distance, deposition rate constant (k) and collision efficiency (α) were found to decrease with distance. These length-dependant variations have significant scaling-up implications for transport models used to predict NP transport in natural and engineered coarse-grained systems, such as sustainable urban drainage systems and river beds
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