Ciberformance: a Performance Em Ambientes E Mundos Virtuais Tese
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The Social Media Marketing Book Dan Zarrella
the social media marketing book Dan Zarrella Beijing · Cambridge · Farnham · Köln · Sebastopol · Taipei · Tokyo The Social Media Marketing Book by Dan Zarrella Copyright © 2010 Dan Zarrella. Printed in Canada. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://my.safaribooksonline.com). For more information, contact our corporate/institutional sales department: (800) 998-9938 or [email protected]. Editor: Laurel R. T. Ruma Indexer: Julie Hawks Production Editor: Rachel Monaghan Interior Designer: Ron Bilodeau Copyeditor: Audrey Doyle Cover Designer: Monica Kamsvaag Proofreader: Sumita Mukherji Illustrator: Robert Romano Printing History: November 2009: First Edition. While every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions, or for damages resulting from the use of the information contained herein. This book presents general information about technology and services that are constantly changing, and therefore it may contain errors and/or information that, while accurate when it was written, is no longer accurate by the time you read it. Some of the activities discussed in this book, such as advertising, fund raising, and corporate communications, may be subject to legal restrictions. Your use of or reliance on the information in this book is at your own risk and the author and O’Reilly Media, Inc., disclaim responsibility for any resulting damage or expense. The content of this book represents the views of the author only, and does not represent the views of O’Reilly Media, Inc. -
Newsletter 3/2014
Newsletter 3/2014 Liebe Freunde des Hauses, morgen beginnt unser Gamefest am Computerspielemuseum Die Vorbereitungen für das „Gamefest am Computerspielemuseum“ sind fast alle abgeschlossen. Wir freuen uns schon morgen den Höhepunkt des Frühjahrs zu eröffnen. Im Rahmen der INTERNATIONAL GAMES WEEK laden wir morgen ab 16.45 Uhr zur Vernissage der Ausstellung“Let´s Play! Computerspiele aus Frankreich und Polen“ ein. Vom 8. bis 13. April 2014 findet die INTERNATIONAL GAMES WEEK BERLIN statt. Sie tritt in die Fußstapfen der vom Medienboard Berlin-Brandenburg vor sieben Jahren initiierten Deutschen Gamestage und verfolgt mit einer neuen Organisationsstruktur die Ziele, internationaler zu werden und die Publikumsevents stärker zu betonen. Fester Bestandteil ist seit 2013 das vom Computerspielemuseum in Kooperation mit der Stiftung Digitale Spielekultur veranstaltete Gamefest am Computerspielemuseum. Es ist DAS Event für Gamer, Familien, Retro-Fans und Kultur-Interessierte. Die Rolle des Festes im Rahmen der GAMES WEEK ist es, einem breiten Publikum die Vielseitigkeit digitaler und interaktiver Unterhaltungskultur näher zu bringen. Das Programm des Gamefestes Dienstag, 8. April Vernissage der Ausstellung „Let´s Play! Computerspiele aus Frankreich und Polen“ Dauer: 16:45 – 18:00 Uhr Mit der Vernissage startet die Ausstellung „Let's Play! Computerspiele aus Frankreich und Polen“ im Computerspielemuseum. Grußworte werden Katarzyna Wielga-Skolimowska (Direktorin des Polnischen Instituts Berlin), der Direktor des Institut français d´Allemagne Emmanuel Suard und Dr Peter Beckers (Stellvertretender Bürgermeister von Friedrichshain-Kreuzberg, Stadtrat für Wirtschaft, Ordnung, Schule und Sport) sprechen. Danach schließt sich ein Rundgang durch die Ausstellung mit dem Kurator Andreas Lange an. Die Vernissage ist für alle Interessierten offen. Einlass ist ab 16 Uhr. -
This Is Not a Dance Author(S): IRENE CHIEN Source: Film Quarterly, Vol
This Is Not a Dance Author(s): IRENE CHIEN Source: Film Quarterly, Vol. 59, No. 3 (Spring 2006), pp. 22-34 Published by: University of California Press Stable URL: http://www.jstor.org/stable/10.1525/fq.2006.59.3.22 . Accessed: 30/07/2014 13:46 Your use of the JSTOR archive indicates your acceptance of the Terms & Conditions of Use, available at . http://www.jstor.org/page/info/about/policies/terms.jsp . JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact [email protected]. University of California Press is collaborating with JSTOR to digitize, preserve and extend access to Film Quarterly. http://www.jstor.org This content downloaded from 128.122.149.145 on Wed, 30 Jul 2014 13:46:34 PM All use subject to JSTOR Terms and Conditions I IRENE CHIEN This Is Not a Dance U.S. NEWS AND FAN MEDIA recently descended upon Sustained by on- and offline fan communities, this the debunking of a prevailing cultural icon: the lone “arcade craze” revolved around the dance simulation video game player (chubby, pasty-faced, at home in a game Dance Dance Revolution, or DDR. Dance Dance dark room, planted in front of the computer or televi- Revolution was officially released to U.S. arcades in 2000 sion with his eyes locked on the glowing screen, totally and quickly became the most successful -
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. -
Antonio Pizzo
Antonio Pizzo TEATRO E MULTIMEDIA Attore e scena nell’era digitale Indice CAPITOLO I: LA CONTAMINAZIONE DEL TEATRO 1. Il campo dell’indagine ---------------------------- 2. I caratteri del multimediale ---------------------- 3. La metafora teatrale ----------------------------- 4. La rappresentazione digitale --------------------- 5. La contaminazione tecnologica -------------------- CAP. II - SCENA TEATRALE E NUOVI MEDIA DIGITALI 1. La realtà virtuale come ambiente creativo -------- 2. Corpo reale e scena virtuale --------------------- 3. L’immersione e la perdita ------------------------ 4. Prime esperienze italiane ------------------------ Fonti e materiali dalla rete ------------------------ CAP. III - QUI, ALTROVE, ADESSO: LO SPETTACOLO NELLA RETE 1. Cyberspace --------------------------------------- 2. Dal palcoscenico al web -------------------------- 3. Drama on line: i MOO ----------------------------- 4. La presenza remota ------------------------------- 5. La performance globale -------------------------- Fonti e materiali dalla rete ----------------------- CAP IV - DRAMMATURGIA PROCEDURALE, PERSONAGGI ARTIFICIALI, ATTORE VIRTUALE 1. La fatica dell’organico ------------------------- 2. Gli antenati ------------------------------------ 3. Personaggi credibili ---------------------------- 4. Le tecniche del chatterbot ---------------------- 5. La macchina recitante --------------------------- 6. Verso l’attore virtuale ------------------------- 7. La marionetta digitale -------------------------- Fonti e materiali dalla rete ----------------------- -
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. -
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 -
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. -
Net-Ativismo: Protestos E Subversões Nas Redes Sociais Digitais
NET-ATIVISMO PROTESTOS E SUBVERSÕES NAS REDES SOCIAIS DIGITAIS MARINA MAGALHÃES LIVROS ICNOVA 1 | NOTÍCIAS EM PORTUGAL A Luther Blissett e Hakim Bey. Aos índios da Selva Lacan- dona. Às flores do norte da África e do Médio Oriente. Aos indignados de uma geração à rasca. Aos net-artistas e Anonymous espalhados pelas redes de redes: memórias afetivas da minha zona autónoma temporária. Este livro é sobre nós (e sobre nossas conexões). FICHA TÉCNICA TÍTULO Net-Ativismo: protestos e subversões nas redes sociais digitais AUTORA Marina Magalhães REVISÃO Cecília Avelino, Roberta Matias Simões e Raquel Lima COLEÇÃO Livros ICNOVA EDIÇÃO ICNOVA – Instituto de Comunicação da Nova Faculdade de Ciências Sociais e Humanas/Universidade NOVA de Lisboa Av. Berna, 26 1069-061 Lisboa – Portugal www.icnova.fcsh.unl.pt [email protected] DIREÇÃO Francisco Rui Cádima Maria Lucília Marques Cláudia Madeira ISBN 978-989-54285-1-9 (Digital) 978-989-54285-0-2 (Impresso) DESIGN E PAGINAÇÃO José Domingues | UNDO DATA DE PUBLICAÇÃO Dezembro 2018 APOIO Esta publicação é financiada por Fundos Nacionais através da FCT – Fundação para a Ciência e a Tecnologia no âmbito do projeto Refª: UID/CCI/04667/2016 O conteúdo desta obra está protegido por Lei. Qualquer forma de reprodução, distribuição, comunicação pública ou transformação da totalidade ou de parte desta obra carece de expressa autorização do editor e dos seus autores. Os artigos, bem como a autorização de publicação das imagens, são da exclusiva responsabilidade dos autores. AGRADECIMENTOS Aos professores e amigos José Bragança de Miranda e Massimo Di Felice, orienta- dor e coorientador da tese de doutoramento em Ciências da Comunicação, desen- volvida na Universidade Nova de Lisboa, que originou este livro. -
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). -
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. -
Identity Play in Moos
PRESENTING THE SELF IN CYBERSPACE: IDENTITY PLAY IN MOOS Andrea Chester Submitted in total fulfilment of the requirements of the degree of Doctor of Philosophy January, 2004 Department of Psychology The University of Melbourne Abstract The use of the Internet has increased exponentially over the last decade. Individuals across all continents are progressively engaging in cyberspace interactions at work, in education, and for leisure. These online interactions, unconstrained by the limitations of corporeal reality, offer the potential for unique presentations of the self. The general aim of the research described in this thesis was to examine self‐presentation in cyberspace. The research focused on MOOs, multi‐user, text‐based, user‐extensible online environments, as a likely site for identity experimentation and play in cyberspace. Two studies are described. In the first quantitative study, 75 university students logged on to the front page of a social MOO where they selected a screen name, chose their gender, and provided a character description. As hypothesised, self‐presentations were more likely to be based on actual identity rather than hoped for or feared selves. Contrary to expectation, little evidence was found of gender play. Self‐presentations were typically positively biased and results suggested that players also perceived themselves more positively in the online context. Although sex and age were generally unrelated to self‐presentation strategies, previous online experience, ethnicity, and personality profiles helped to explain self‐presentation behaviour. A qualitative study of a further 20 students in an educational MOO explored players’ understanding of their initial self‐presentational choices and their management of these self‐presentations over a 12‐week period.