8 research outputs found

    Gracz-turysta. Przewodniki po grach i kształtowanie doświadczenia użytkownika

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    The article addresses the issue of the gamer-tourist. The author discusses it from the perspective of a specific reception attitude, consisting in transferring behaviours and expectations typical of virtual tourism to gameplay. The article also takes a closer look at the issue of guides targeted at gamers, specific paratexts that can shape the user experience by formatting the vision of gameplay.The article addresses the issue of the gamer-tourist. The author discusses it from the perspective of a specific reception attitude, consisting in transferring behaviours and expectations typical of virtual tourism to gameplay. The article also takes a closer look at the issue of guides targeted at gamers, specific paratexts that can shape the user experience by formatting the vision of gameplay

    Structural pathways for ultrafast melting of optically excited thin polycrystalline Palladium films

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    Due to its extremely short timescale, the non-equilibrium melting of metals is exceptionally difficult to probe experimentally. The knowledge of melting mechanisms is thus based mainly on the results of theoretical predictions. This work reports on the investigation of ultrafast melting of thin polycrystalline Pd films studied by optical laser pump - X-ray free-electron laser probe experiments and molecular-dynamics simulations. By acquiring X-ray diffraction snapshots with sub-picosecond resolution, we capture the sample's atomic structure during its transition from the crystalline to the liquid state. Bridging the timescales of experiments and simulations allows us to formulate a realistic microscopic picture of melting. We demonstrate that the existing models of strongly non-equilibrium melting, developed for systems with relatively weak electron-phonon coupling, remain valid even for ultrafast heating rates achieved in femtosecond laser-excited Pd. Furthermore, we highlight the role of pre-existing and transiently generated crystal defects in the transition to the liquid state.Comment: main manuscript 33 pages, 9 figures; supplemental material 19 pages, 13 figures - all in one fil

    "Flâneur" in the sandbox – experiencing the navigable space in computer games

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    Spatiality of computer games is one of the most important features that affect the way they are received by the players. That is why it becomes a common subject of discussion among researchers involved in analyzing the properties of the medium. In this essay I will describe some aspects that may affect the player’s experience of being in an interactive environment. I will consider if it is possible to find joy in navigation through open world games and try to answer the question of whether the definition of flâneur can be applied to characterize the role of the player focused on strolling along the game world

    ”Alice in Nightmareland” – American McGee’s Alice and Alice Madness Returns Games as Gloomy Interpretations of Lewis Carroll’s Works

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    W niniejszym artykule autor przeprowadza analizę dwóch gier autorstwa Americana J. McGee, stanowiących interesujące przykłady adaptacji zapożyczających zrealizowanych w ramach interaktywnego cyfrowego medium. W tekście rozpatrywane są kwestie funkcjonowania przekładu intersemiotycznego w niestabilnym tekście narracyjnym, strategii autorstwa, obecnej poprzez oryginalną interpretację materiału źródłowego przez projektanta gier, oraz to, w jaki sposób zaczerpnięte z oryginału motywy, postaci, wydarzenia i miejsca znajdują zastosowanie w nawigowalnym środowisku wirtualnym. Autor wskazuje także na wielość możliwych odczytań treści zawartej w omawianych tytułach, zwracając jednocześnie uwagę na dojrzałość medium gier wideo oraz ich adaptacyjny potencjał.The author of this paper analyses two video games created by American J. McGee and which are an interesting example of borrowing adaptation accomplished within digital interactive medium. Article also considers the issues of intersemiotic translation in an unstable narrative text, authorship strategy realized by original interpretation of the source material and using themes, characters, events, and places from the original in navigational virtual space. Author points out the multiplicity of possible readings of these titles content while paying attention to the maturity of the medium of video games and their adaptive potential

    Is it Still Art or Already Game? The Penetration of Aesthetics and Mechanics of Video Games to Interactive Art

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    Dominika Staszenko, Marcin M. Chojnacki Is it Still Art or Already Game? The Penetration of Aesthetics and Mechanics of Video Games to Interactive Art In our article, we look at the work inspired by the medium, and the culture of video games. We analyze the specifics of contact with the electronic entertainment in a completely new context as considered by the producers of games. We make a brief characterization of the selected projects in the area of interactive art, aesthetics, mechanics or iconography drawn from the popular digital games. We also analyze interesting analog representations and solutions connected with certain ludic or thematic video games in the context of practices affecting the perception of the medium, as well as assessing its ‘maturity’ and the impact on today’s pop culture. We concentrate on the issue of tangible and intangible disposits which we consider significant in the context of art inspired by new media

    Czy to jeszcze sztuka czy już gra? Przenikanie estetyki oraz mechaniki gier wideo do sztuki interaktywnej

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     Is it Still Art or Already Game? The Penetration of Aesthetics and Mechanics of Video Games to Interactive ArtIn our article, we look at the work inspired by the medium, and the culture of video games. We analyze the specifics of contact with the electronic entertainment in a completely new context as considered by the producers of games. We make a brief characterization of the selected projects in the area of interactive art, aesthetics, mechanics or iconography drawn from the popular digital games. We also analyze interesting analog representations and solutions connected with certain ludic or thematic video games in the context of practices affecting the perception of the medium, as well as assessing its ‘maturity’ and the impact on today’s pop culture. We concentrate on the issue of tangible and intangible disposits which we consider significant in the context of art inspired by new media. Is it Still Art or Already Game? The Penetration of Aesthetics and Mechanics of Video Games to Interactive ArtIn our article, we look at the work inspired by the medium, and the culture of video games. We analyze the specifics of contact with the electronic entertainment in a completely new context as considered by the producers of games. We make a brief characterization of the selected projects in the area of interactive art, aesthetics, mechanics or iconography drawn from the popular digital games. We also analyze interesting analog representations and solutions connected with certain ludic or thematic video games in the context of practices affecting the perception of the medium, as well as assessing its ‘maturity’ and the impact on today’s pop culture. We concentrate on the issue of tangible and intangible disposits which we consider significant in the context of art inspired by new media
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