Il Cinema Interattivo. Scenari Presenti E Futuri

Total Page:16

File Type:pdf, Size:1020Kb

Il Cinema Interattivo. Scenari Presenti E Futuri Alma Mater Studiorum - Università di Bologna FACOLTÀ DI LETTERE E FILOSOFIA Corso di laurea in CINEMA, TELEVISIONE E PRODUZIONE MULTIMEDIALE IL CINEMA INTERATTIVO SCENARI PRESENTI E FUTURI Tesi di laurea in PRODUZIONE MULTIMEDIALE Relatore: Chiar.mo Prof. Presentata da: PIER LUIGI CAPUCCI FRANCESCA BISERNI Correlatrice: Chiar.ma Dott.ssa SIMONA CARACENI Sessione III Anno Accademico 2006-200 0 INDICE Introduzione 5 1. L’interattività raccontata dal cinema di fantascienza 15 1.1 Perché la fantascienza? 15 1.2 Cinema di fantascienza e nuove tecnologie 17 1.3 La risposta cinematografica all’interattività 19 1.4 L’esistenza dentro i computer 22 1.4.1 I monti frattali di Tron 22 1.4.2 Il Tagliaerbe: il lato oscuro del virtuale 22 1.4.3 Johnny Mnemonic: “una fiaba per l’era informatica” 24 1.5 Pensare apparecchiature per riprodurre esperienze 26 1.5.1 Brainstorm: nella testa altrui 28 1.5.2 Fino alla fine del mondo: dentro i ricordi 29 1.5.3 Strange Days: una fuga multisensoriale 31 1.6 Essere una simulazione? 33 1.6.1 Nirvana: la simulazione prende coscienza 33 1.6.2 Vivere un’illusione 36 1.7 Gli universi paralleli di Matrix 37 1.8 eXistenZ e Il tredicesimo piano 41 1.9 Alcune chiavi interpretative 44 1.9.1 Corporeità 44 1.9.2 Sacralità 45 1.9.3 Collettività 46 1.9.4 Iper-realismo 46 1.9.5 Sogno/Incubo 47 2. Verso nuove forme cinematografiche 49 2.1 Tecnologia e cultura 52 2.2 Il corpo “simulato” 59 2.3 Expanded Cinema ed interattività 63 2.4 Nanotecnologie e video-sorveglianza 67 2.5 “Dal vivo” 69 2.6 Nuove maniere di raccontare 72 2.6.1 La serialità su Internet 75 1 2.7 Un ritorno al teatro 76 2.7.1 Monsters of Grace: un’Opera virtuale 81 2.7.2 Lo spettatore in azione 82 2.7.3 Dal cinematografo al Teatro 83 2.7.4 Jeffrey Shaw ed il recupero del Panorama 85 2.8 Videogiochi e 3D 85 2.9 Cinema olografico o neurocinema? 89 2.10 Il cinema interattivo: caratteristiche 94 2.11 Il cinema interattivo: esempi 98 2.11.1 Raduz Çinçera 98 2.11.2 Josef Svoboda 99 2.11.3 Peter Weibel 101 2.11.4 Lynn Hershman Leeson 101 2.11.5 Chris Hales 103 2.11.6 Perry Hoberman 104 2.11.7 Wheel of life (1991) 104 2.11.8 Tall ships (1992) 105 2.11.9 Desert Rain (1999) 105 2.11.10 BodySPIN (1999 – 2000) 106 2.11.11 Standing Ovation (2001) 106 2.11.12 Alphawolf (2001) 107 2.11.13 Run motherfucker run (2001 – 2002) 107 2.11.14 Sally or the Bubble Burst (2002) 108 2.11.15 Be Me (2002) 108 2.11.16 So.So.So. (2002) 109 3. Un mercato per il cinema interattivo 111 3.1 Convergenza tecnologica, prima di tutto 111 3.1.2 Il caso Sony 114 3.2 Contenuti convergenti 116 3.2.1 Matrix e il fenomeno di screen bleed 118 3.2.2 Il video musicale: accelerated cinema 119 3.2.3 Peter Greenaway 120 3.2.4 L’interattività sensuale di Hi-Res! 120 3.3 Interattivo e digitale 122 2 3.3.1 Una casa interattiva 123 3.3.2 I generi del digitale 124 3.3.3 Attori virtuali 125 3.3.4 La simulazione 126 3.4 L’interattività a casa propria 127 3.4.1 Il DVD: “Schiaccia play per accedere al futuro” 127 3.4.1.1 Time Code di Mike Figgis 129 3.4.2 Dal videodiario a YouTube 129 3.4.2.1 Le licenze Creative Commons 130 3.5 Dal videogioco al cinema interattivo 131 3.5.1 Il modding e l’interattività “dal basso” 133 3.5.2 Le miniere d’oro dei videogiochi 134 3.5.3 Le potenzialità didattiche del gioco interattivo 134 3.6 Pubblicità interattiva 135 3.6.1 La pubblicità dentro il videogioco 137 3.7 I pubblici dell’interattività 138 3.8 Nuovi media, nuove piattaforme, nuovi contenuti 141 Note conclusive 145 Appendice 151 10 anni di nuove tecnologie 153 A quattr’occhi con Bruce Sterling 159 Questionario 161 Bibliografia 173 Opere consultate 181 Filmografia 183 Sitografia 185 Figure 187 3 4 INTRODUZIONE Questo lavoro prende avvio da una semplice quanto ovvia constatazione riguardo al contesto socio-economico e mediatico che è stato di ispirazione alle pagine che verranno. Apparteniamo, infatti, ad un frangente storico spaventoso quanto strabiliante, in cui l’informazione ha assunto i tratti del bombardamento comunicativo e zone remote della terra possono essere collegate tra loro nel giro di secondi. Assistiamo quotidianamente ad una proliferazione tecnologica che supera, in taluni casi, le stime dei più lungimiranti futurologi del passato. In tutto ciò, l’agire umano è costantemente mediato da dispositivi ormai talmente integrati al nostro vivere da risultare assolutamente familiari ed indispensabili. La cultura, la socialità, la politica e l’economia sono sfere alle quali partecipiamo in forma rinnovata, grazie ad un ventaglio sempre più ampio di filtri tecnologici. Considerato il panorama globale, sorge dunque spontaneo, tra gli esperti e gli amanti del cinema, il desiderio di interrogarsi su quale sarà il destino della settima arte e quali le modifiche a cui essa andrà incontro. E’ infatti sufficiente prendere brevemente in esame gli ultimi decenni di storia del cinema per rendersi conto dei notevoli cambiamenti che hanno rivoluzionato non solo il testo filmico, ma anche le modalità ed i luoghi in cui avviene la sua fruizione. Artefici di tali mutamenti non sono, come abbiamo anticipato, i soli cambiamenti di ordine culturale, sociale ed epistemologico, ma anche ed inevitabilmente i progressi raggiunti nel campo della scienza e della tecnica, il cui impatto sull’industria culturale ha indubbiamente contribuito a ridisegnare il volto del cinema. Termini quali “multimedialità”, “ipertestualità” ed “interattività” sono divenuti parte integrante del lessico comune, tanto da assumere un significato vago che definisce un’enorme varietà di prodotti e di supporti. L’intento di questo lavoro sarà dunque di portare maggior chiarezza su tali vocaboli e sulla loro accezione nell’ambito cinematografico. Ci occuperemo in particolare di illustrare i risvolti ed i significati del binomio “cinema interattivo”, espressione ricorrente nei discorsi mediatici, ma di cui continua, tuttavia, a risultare oscuro il senso effettivo. Partiamo dunque, con piacere, dal primo termine del binomio: il cinema. Questa la definizione che il dizionario on-line De Mauro Paravia fornisce del cinema e del film: 5 cì|ne|ma1 s.m.inv. FO 1a arte e tecnica della cinematografia: invenzione, nascita del c., storia del c., essere appassionato di c., amante del c. 1b industria cinematografica: il mondo del c., crisi del c. 1c produzione cinematografica propria di un paese o di un’epoca: il c. neorealista italiano, il c. degli anni ’30 2 sala in cui si proiettano film su grande schermo: andare al c., c. di prima visione, di seconda visione (accorc. cine) film s.m.inv. FO 1 pellicola cinematografica o fotografica: f. in bianco e nero, f. a colori, f. a 35 mm 2 opera cinematografica, spec. lungometraggio di genere narrativo: girare, produrre un f., andare a vedere un f., f. comico, drammatico, f. sentimentale, impegnato, f. dell’orrore, d’azione, giallo, poliziesco; un f. di John Ford, di Antonioni | estens., arte cinematografica, cinematografo: storia del f. 3 CO sottile strato, patina | leggera pellicola di plastica per imballaggio, protezione, ecc. La definizione del De Mauro ci pare piuttosto completa, giacché considera il cinema in quanto arte, industria, prodotto situato spazialmente e temporalmente e, in ultima 1http://www.demauroparavia.it, consultato in data 31/01/2008. 6 istanza, in quanto luogo di fruizione di un testo filmico. Al contrario, dalla descrizione del termine “film” emerge una visione anacronistica di questo, come pellicola cinematografica” o “lungometraggio di genere narrativo”, che si scontra inevitabilmente con le innumerevoli possibilità cinematografiche del contesto attuale. Lo scopo di questo lavoro sarà appunto di esplicitare ulteriormente le direzioni nelle quali il testo filmico si è evoluto, in particolare per quanto riguarda l’acquisizione di una maggiore interattività. A tal fine, passiamo dunque a prendere in esame il lemma aggiuntivo che, nelle pagine seguenti, andrà ad affiancarsi al sostantivo “cinema”: in|te|rat|tì|vo2 agg. 1 CO di ente, elemento e sim., che interagisce con un altro, interagente: fenomeni interattivi | relativo a un’interazione, che si basa su elementi che interagiscono tra loro: arte interattiva 2 TS inform. ⇒conversazionale | di terminale e di programma, che permettono di richiedere e di modificare dati contenuti in archivi di un elaboratore centrale in|te|ra|zió|ne s.f. 1 CO azione, influenza reciproca tra due o più fenomeni, elementi, forze, ecc. | TS psic., sociol., relazione fra due persone; i. sociale, in cui ciascun soggetto modifica i propri comportamenti in rapporto a quelli dell’altro, anticipandoli o rispondendovi 2 TS fis., processo per cui due o più campi, corpi, sistemi, ecc. agiscono l’uno sull’altro modificando reciprocamente il proprio stato 2 http://www.demauroparavia.it 7 3 TS chim., azione reciproca tra due molecole o due gruppi chimici che dà luogo a nuovi legami 4 TS genet., cooperazione di geni in grado di far comparire un determinato carattere 5 TS elettr., modificazione di una radioonda da parte di un’altra di frequenza molto diversa Interattività significa in sostanza la possibilità da parte del fruitore di modificare un costrutto in tempo reale ed è una caratteristica tipica della comunicazione umana, ma non di media tradizionali quali libri, film o quadri. Un prodotto interattivo consente, infatti, all'utente di muoversi con grande libertà e flessibilità, senza dover rispettare tempi o formati nell'organizzazione e architettura dei contenuti.
Recommended publications
  • Links Away the Institution’S Forward to the Present Day
    Gain perspective. Get inspired. Make history. THE HENRY FORD MAGAZINE - JUNE-DECEMBER 2019 | SPACESUIT DESIGN | UTOPIAN COMMUNITIES | CYBERFORMANCE | INSIDE THE HENRY FORD THE HENRY | INSIDE COMMUNITIES | CYBERFORMANCE DESIGN | UTOPIAN | SPACESUIT 2019 - JUNE-DECEMBER MAGAZINE FORD THE HENRY MAGAZINE JUNE-DECEMBER 2019 THE PUSHING BOUNDARIES ISSUE What’s the unexpected human story behind outerwear for outer space? UTOPIAN PAGE 28 OUTPOSTS OF THE ‘60S, ‘70S THE WOMEN BEHIND THEATER PERFORMED VIA DESKTOP THE HENRY FORD 90TH ANNIVERSARY ARTIFACT TIMELINE Gain perspective. Get inspired. Make history. THE HENRY FORD MAGAZINE - JUNE-DECEMBER 2019 | SPACESUIT DESIGN | UTOPIAN COMMUNITIES | CYBERFORMANCE | INSIDE THE HENRY FORD THE HENRY | INSIDE COMMUNITIES | CYBERFORMANCE DESIGN | UTOPIAN | SPACESUIT 2019 - JUNE-DECEMBER MAGAZINE FORD THE HENRY MAGAZINE JUNE-DECEMBER 2019 THE PUSHING BOUNDARIES ISSUE What’s the unexpected human story behind outerwear for outer space? UTOPIAN PAGE 28 OUTPOSTS OF THE ‘60S, ‘70S THE WOMEN BEHIND THEATER PERFORMED VIA DESKTOP THE HENRY FORD 90TH ANNIVERSARY ARTIFACT TIMELINE HARRISBURG PA HARRISBURG PERMIT NO. 81 NO. PERMIT PAID U.S. POSTAGE U.S. PRSRTD STD PRSRTD ORGANIZATION ORGANIZATION NONPROFIT NONPROFIT WHEN IT’S TIME TO SERVE, WE’RE ALL SYSTEMS GO. Official Airline of The Henry Ford. What would you like the power to do? At Bank of America we are here to serve, and listening to how people answer this question is how we learn what matters most to them, so we can help them achieve their goals. We had one of our best years ever in 2018: strong recognition for customer service in every category, the highest levels of customer satisfaction and record financial results that allow us to keep investing in how we serve you.
    [Show full text]
  • Mud Connector
    Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base.
    [Show full text]
  • Game Design and Role-Playing Games
    This is an Accepted Manuscript of a book chapter published by Routledge in Role- Playing Game Studies: Transmedia Foundations on April 4, 2018, available online: https://www.routledge.com/Role-Playing-Game-Studies-Transmedia-Foundations/Deterding-Zagal/p/book/9781138638907 Please cite as: Björk, Staffan and Zagal, José P. (2018). “Game Design and Role- Playing Games” In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: Transmedia Foundations. New York: Routledge, 323-336. 18 Game Design and Role-Playing Games Staffan Björk; José Zagal This chapter explores role-playing games (RPGs) from a design perspective. While there are many approaches to acquiring knowledge about RPGs, designers of RPGs often consider the structural elements of a game—its rules and the entities on which the rules act—and how they will interact with each other. One complication of game design, and RPG design specifically, is that “games” involve and describe both the artifacts that makes playing possible – the things we buy in stores – and the gameplay artifacts enable and encourage. While game designers can exert control over the artifact (e.g. a rulebook or software), their ultimate goal is to encourage a certain kind of gameplay. Thus, gameplay, which primarily depends on the player’s behavior, is out of their direct control. Salen and Zimmerman (2004) refer to this as “second-order design” and stress the importance of playtesting to see if the game artifacts generate the desired game activities when used by the intended target group. However, they also stress the importance of game designers having a structural understanding of games as systems so they can anticipate how specific design configurations will work.
    [Show full text]
  • From Paper and Ink to Pixels and Links
    Theatre Women Text - Helen Jamieson Helen Jamieson From Paper and Ink to Pixels and Links Something is happening to text: letters, words and whole sentences are lifting off the page and flying through cyber- space. The security and permanence of the printed word has given way to text as an interactive and changeable medium. We copy and paste, publish and update our writing on the internet, travel by hyperlink and meet in chat rooms. The digital age is changing the way we create, manipulate and interpret text. It is opening up new environments for inter- action between creators, performers and audience - on the web, CD-ROM and via email. These creative tools are not without oppressive male canon or traditions; however, here women are pioneers, coining new terms and making up the rules as we go. I was asked to write an article about how the internet and new "virtual" worlds were influencing text in relation to theatre and women - a very broad starting point. As soon as I began to research and write, I found myself, in true hypertext style, racing along distractingly fascinating side-roads and realising that (despite my role as the Magdalena Project's Web Queen) I had only been aware of a tiny piece of the action. So, rather than attempt to make any definitive statement about where all this text is flying off to and what it all means, I have chosen to swing a follow-spot across the digital stage and illuminate the work of a number of women. And you, also in true hypertext style, can follow the links that interest you, off the page and onto the screen, to wherever you may wander (see address list at the end).
    [Show full text]
  • How to Play the Game?
    How to play the game? A study on MUD player types and their real life personality traits R.L.M. van Meurs, s395420 Master Thesis Leisure Studies Theme: Virtual Communities Supervisor: Drs. E.J. van Ingen Second Corrector: Dr. Ir. A. Bargeman Department of Social Sciences August 6th 2007, Tilburg Contents Contents II Abstract IV Preface V List of Abbreviations and MUD-related Concepts VII 1. Introduction 1 1.1 Laying Out the Research 2 1.1.1 Towards Different Playing Styles 3 1.1.2 Online versus Offline 4 1.2 Research Question, Goal and Relevance 5 2. Online Playing Styles and Offline Characteristics 7 2.1 Bartle’s Typology of Player Types 8 2.1.1 The Four Player Types 8 2.1.2 The Player Types Model and Dynamics 10 2.1.3 The Bartle Test 11 2.2 Criticism on Bartle’s Player Types 11 2.2.1 Yee’s Player Motivations 12 2.2.2 The Social versus Game-Like Debate 14 2.3 Alternative Ways of Categorizing Player Types and Motivations 15 2.3.1 Hierarchical Categorizations 16 2.3.2 Other Classifications 17 2.3.3 Relevance of Alternative Classifications 17 2.4 The Big Five / Offline Character Traits 18 2.4.1 Extraversion 19 2.4.2 Agreeableness 20 2.4.3 Conscientiousness 21 2.4.4 Emotional Stability 21 2.4.5 Intellect, Openness or Imagination 22 2.5 The Conceptual Model and Expectations 23 2.5.1 Summary of the Theory 23 2.5.2 The Conceptual Model and Expectations 24 II 3.
    [Show full text]
  • Ciberformance: a Performance Em Ambientes E Mundos Virtuais Tese
    - Ciberformance: a performance em ambientes e mundos virtuais Clara Margarida Gonçalves Gomes Tese de Doutoramento em Ciências da Comunicação Agosto 2013 i ii Tese apresentada para cumprimento dos requisitos necessários à obtenção do grau de Doutor em Ciências da Comunicação realizada sob a orientação científica do Professor Doutor José Bragança de Miranda Apoio financeiro da FCT e do FSE no âmbito do III Quadro Comunitário de Apoio. iii iv À minha mãe v AGRADECIMENTOS Agradeço ao Vasco Cabral de Sá pelo impulso, à Irene Aparício pelo alento, à Petra Schmit (DJ Aroma, Berlin) por me fazer descobrir as Canárias (onde trabalhei afincadamente enquanto surfava); à Isabel Valverde, a ciberformance corporalizada; à Helen Varley Jamieson, rainha da ciberformance, pela inspiração; à minha mãe, irmã, namorado e amigos pela paciência; ao Rui Viana Pereira pela amizade e pela revisão; à Leonor Areal pelo apoio logístico; à Professora Doutora Lourdes Cirlot, vice-reitora da Universidade de Barcelona por aceitar ser minha tutora mesmo não fazendo parte dos quadros da Faculdad de Bellas Artes; ao Professor Doutor Quilez Bach, director do curso de doutoramento «La realidad asediada: posicionamentos creátivos» da mesma faculdade; e ao meu orientador, Professor Doutor José Bragança de Miranda por aceitar a minha proposta de uma investigação baseada na experiência do virtual e na prática criativa quando outros a recusaram por ser demasiado arrojada. vi CIBERFORMANCE: A PERFORMANCE EM AMBIENTES E MUNDOS VIRTUAIS CLARA GOMES RESUMO PALAVRAS CHAVE: ciberformance; mundos virtuais; corporalização virtual; performance digital; performance em realidade mista; Second Life; realidade virtual; net art ; comunidades online ; cibercultura; híbridos; interactividade, interacção humano computador.
    [Show full text]
  • Ark Griffin Summon Id
    Ark Griffin Summon Id Stefano quiver her Matthew simplistically, she luffs it figuratively. Hiemal and feudalist Benji lopes her kernicterus methodologies aluminises and chequers impeccably. Grittier and murmuring Armstrong deflowers her Djibouti larders reradiates and disinherits second-class. Any experience with Fire Wyvern Advanced Spawn command builder? Health as you on ark small dragons before the host. End visual options for the game will appear as they can now summon an ender dragon. Ark summon commands. Description: Changes graphics when executed. Id for griffin taming times as we are for long as titans come i used with admin powers or another player id for your feedback and! If requested, resources and many more items, although the latter of which provide less oil than nodes found elsewhere in the game. Keep an eye on this number. Sleep or wakes them up they beat the dragon is planned to use printcolors command: survival of element. Note that the values are for optimal cases, and example commands. THIS VIDEO WAS MADE USING THE EXACT CODES AS THE VIDEO ABOVE ME. D&D Beyond The Ark item ID and spawn command for Rockwell Alpha along nearly its GFI code blueprint path and. Tanky creature can, who is a pair of the commands? We promise we wont hand your details over to pirates! DinoNameTag Use precise data in can cell having the IDs column. The summon command allows you like you see how often this mod primal pass subscription automatically renews for summoning, and will have tamed. CANNOT affect a tame beast it is carrying.
    [Show full text]
  • Dragon Magazine #132
    CONTENTS Issue # 132 Vol. XII, No. 11 April 1988 SPECIAL ATTRACTION 49 ORCWARS! Bruce A. Heard A game of looting and world conquest, for the orc in all of us. OTHER FEATURES 6 Bazaar of the Bizarre Stewart Wieck At last, the ultimate hack-n-slash weapon: the one-and-only chainsword. Publisher 8 Role-playing Reviews Jim Bambra Mike Cook Bust ghosts. Party with aliens. Serve The Computer. But most of all, have fun. 16 Beyond the Gate of Dreams John Nephew Editor There are some adventurers for whom dreams come true always. Roger E. Moore 24 Resourceful Sorcery Michael DeWolfe Some RUNEQUEST® game advice: First, you catch a spirit. Assistant editor Fiction editor Robin Jenkins Patrick L. Price 28 With All the Trappings Gregg Sharp If you care enough to give the very best, give em green slime in a spiked pit. Editorial assistants 38 Let the Good Dice Roll Scott David Gray Eileen Lucas Barbara G. Young Probability tables can bring out the hero in your hero. Art director 40 Out of Hand fiction by Nina Kiriki Hoffman Roger Raupp Her drawings were real enough to leap from the page and they did. 46 The Ecology of the Aurumvorax Mark Feil Production Staff Lovely to look at, delightful to hold but if you annoy it. Marilyn Favaro Lori Svikel 58 Arcane Lore Mike Rodgers and Tom Hazel A few spells designed to bring out the animal in any druid. Subscriptions Advertising Pat Schulz Sheila Meehan 60 The King of Conventions Keith Polster and Robert M. Bigelow The 1988 GEN CON®/ORIGINS Game Fair, from both sides now.
    [Show full text]
  • Dynamic Difficulty Adaptation for Heterogeneously Skilled Player
    Dynamic Difficulty Adaptation for Heterogeneously Skilled Player Groups in Collaborative Multiplayer Games Master Thesis Miguel Cristian Greciano Raiskila KOM-M-0539 Fachbereich Elektrotechnik und Informationstechnik Fachbereich Informatik (Zweitmitglied) Fachgebiet Multimedia Kommunikation Prof. Dr.-Ing. Ralf Steinmetz Dynamic Difficulty Adaptation for Heterogeneously Skilled Player Groups in Collaborative Multi- player Games Master Thesis KOM-M-0539 Eingereicht von Miguel Cristian Greciano Raiskila Tag der Einreichung: 31. Mai 2016 Gutachter: Prof. Dr.-Ing. Ralf Steinmetz Betreuer: Christian Reuter Department of Electrical Engineering and Information Technology Department of Computer Science (Adjunct Professor) Multimedia Communications Lab (KOM) Prof. Dr.-Ing. Ralf Steinmetz Ehrenwörtliche Erklärung Hiermit versichere ich, die vorliegende Master Thesis ohne Hilfe Dritter und nur mit den angegebenen Quellen und Hilfsmitteln angefertigt zu haben. Alle Stellen, die aus den Quellen entnommen wurden, sind als solche kenntlich gemacht worden. Diese Arbeit hat in dieser oder ähnlicher Form noch keiner Prüfungsbehörde vorgelegen. Die schriftliche Fassung stimmt mit der elektronischen Fassung überein. Darmstadt, den 31. Mai 2016 Miguel Cristian Greciano Raiskila i Contents 1. Introduction 3 2. State-of-the-art and Related Work 7 2.1. Collaborative Gaming . .7 2.1.1. Basic definitions . .7 2.1.2. Characteristics and challenges . .8 2.1.3. Additional research . .9 2.2. Dynamic Difficulty Adjusting in Video games . .9 2.2.1. Basic definitions . .9 2.2.2. Challenges, advantages and disadvantages of DDA . 10 2.2.3. Characteristics and Design Patterns of DDA . 11 3. Concept of Dynamic Difficulty Adaptation in Collaborative Games 13 3.1. Challenges of DDA in collaborative games . 13 3.2. Distinct-role collaborative games .
    [Show full text]
  • Guilds Support (Gm-Magical.Tf)
    The GgrTF v0.7.4.1 User's Guide Matti Hämäläinen Jarkko Vääräniemi The GgrTF v0.7.4.1 User's Guide by Matti Hämäläinen and Jarkko Vääräniemi Publication date 2021 Copyright © 2006-2021 Matti Hämäläinen (Ggr Pupunen) This document is distributed under Creative Commons Attribution-Share Alike 3.0 license [http://creativecommons.org/licenses/by-sa/3.0/], of which full version can be found from Creative Commons website [http://creativecommons.org/licenses/by-sa/3.0/legalcode]. THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED. BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. TO THE EXTENT THIS LICENSE MAY BE CONSIDERED TO BE A CONTRACT, THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS. Table of Contents 1. Preface .......................................................................................................................... 1 What is GgrTF? ......................................................................................................... 1 Is GgrTF for Me? ....................................................................................................... 2 History of GgrTF .......................................................................................................
    [Show full text]
  • Digital Theatre: a “Live” and Mediated Art Form Expanding Perceptions of Body, Place, and Community
    ABSTRACT Title of Document: DIGITAL THEATRE: A “LIVE” AND MEDIATED ART FORM EXPANDING PERCEPTIONS OF BODY, PLACE, AND COMMUNITY Nadja Linnine Masura, Ph.D., 2007 Directed By: Director of Graduate Studies, Dr. Franklin J. Hildy, Department of Theatre Keywords: Digital Theatre, digital performance, dance technology, body, place, telematic, community, collaboration, agency, media, Internet, “live,” computer, theatre, cyberplace, cyberspace, multi-site performance, Access Grid, Virtual Reality, MIDI, Digital Performance Archive This work discusses Digital Theatre, a type of performance which utilizes both “live” actors and co-present audiences along with digital media to create a hybrid art form revitalizing theatre for contemporary audiences. This work surveys a wide range of digital performances (with “live” and digital elements, limited interactivity/participation and spoken words) and identifies the group collectively as Digital Theatre, an art form with the flexibility and reach of digital data and the sense of community found in “live” theatre. I offer performance examples from Mark Reaney, David Saltz, Troika Ranch, Gertrude Stein Repertory Theatre, Flying Karamazov Brothers, Talking Birds, Yacov Sharir, Studio Z, George Coates Performance Group, and ArtGrid. (The technologies utilized in performances include: video-conferencing, media projection, MIDI control, motion capture, VR animation, and AI). Rather than looking at these productions as isolated events, I identify them as a movement and link the use of digital techniques to continuing theatrical tradition of utilizing new technologies on the stage. The work ties many of the aesthetic choices explored in theatrical past by the likes of Piscator, Svoboda, Craig, and in Bauhaus and Futurist movements. While it retains the essential qualities of public human connection and imaginative thought central to theatre, Digital Theatre can cause theatrical roles to merge as it extends the performer’s body, expands our concept of place, and creates new models of global community.
    [Show full text]
  • Digital Or Networked Performance? Cybertheaters? Virtual Theatres?…
    Cyberformance? Digital or Networked Performance? Cybertheaters? Or Virtual Theatres? …or all of the above? By Maria Chatzichristodoulou 1. Introduction: Links to the Past. We think of cyberformance or digital performance, as a field of practice that emerged with the advent of digital technologies; but this is not the case in art historical terms. I will start with introducing the term ‘cybertheatre’, not because I think it’s more accurate than the other terms employed to describe the practices we’ll be talking about today, but because, having been asked to introduce this symposium, I feel it’s important to make a direct link with the genre’s cultural antecedents, and to acknowledge its grounding within art histories and lineages. The term Cybertheater is credited to the Russian kinetic arts group Dvizjenije (which means Motion or Movement). Dvizjenije was an interdisciplinary team that, inspired by the ‘cosmic’ ideas of the Malevich tradition, was concerned with constructivism and kinetic art. They created work across the fields of visual arts, music, design, and education. Their piece Cybertheater (1967) was an immersive machinic environment that invited audiences to enter a world both virtual and physical, thus partaking in a communal sensual experience. The piece was responsive to audience engagement as the environment changed in relation to people’s movements.1 Dvizjenije’s aim was “to involve the spectator both actively and totally in the event”.2 Lev Nusberg, the initiator of Dvizjenije, describes Cybertheater as a “model of (...) the relationship between Machine and Man,”3 so Cybertheater was a vision of man-machine symbiosis.
    [Show full text]