Cities Simulation and Representation in Locative Games from the Perspective of Cultural Studies B
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World Academy of Science, Engineering and Technology International Journal of Computer and Information Engineering Vol:12, No:8, 2018 Cities Simulation and Representation in Locative Games from the Perspective of Cultural Studies B. A. A. Paixão, J. V. B. Gomide relation of people with simulation just as the complex Abstract—This work aims to analyze the locative structure used composition of the simulation, productive tension caused by by the locative games of the company Niantic. To fulfill this its development and usage, and production of new meanings. objective, a literature review on the representation and simulation of Computer games remains quite dynamic, and this dynamic cities was developed; interviews with Ingress players and playing does not resemble slow transformations, where researchers in Ingress. Relating these data, it was possible to deepen the relationship between the virtual and the real to create the simulation of cities and social studies have been previously used to, but it seems to be their cultural objects in locative games. Cities representation assuming the form of a multistage revolution [23]. They associates geo-location provided by the Global Positioning System demonstrate to be cybernetic systems with complex (GPS), with augmented reality and digital image, and provides a new interactions between nature, technology and identity in a point paradigm in the city interaction with its parts and real and virtual of view defended by [13], making technology an element of world elements, homeomorphic to real world. Bibliographic review our environment and nature. of papers related to the representation and simulation study and their application in locative games was carried out and is presented in the The ability of storage, manipulating and recovering present paper. The cities representation and simulation concepts in information very quickly with mobile devices, such as locative games, and how this setting enables the flow and immersion computers, laptops, tablets and smartphones in an almost in urban space, are analyzed. Some examples of games are discussed omnipresent way combined with a network of great insertion for this new setting development, which is a mix of real and virtual that connects all of these devices, makes the line between what world. Finally, it was proposed a Locative Structure for electronic is real and what is simulated to be thinner. The GPS, the games using the concepts of heterotrophic representations and isotropic representations conjoined with immediacy and possibility of generating and processing 3D graphics in real hypermediacy. time, the stereoscopic images for cinema, television and games, the new interaction systems for games with body Keywords—Cities representation, city simulation, games movement, and the mobile devices open up new horizons for simulation, locative games. the interaction between real and virtual [11]. Spatiality in locative games does not correspond to simple I. INTRODUCTION pre-determined scenery exhibitions but consists of a HIS study aims at analyzing cities and its cultural objects translation from physical spaces to mixed and virtual spaces in Trepresentation and simulation with locative games and which experience is mediated. All of the locative games have how this changes the player experience, by means of a a level of environment incorporation since the narrative is literature review and analyses on some digital games and directly related to physical locations instead of just sub-using groups of players. By cultural object, we understand a signal space [13]. Other elements, such as texts, photographs and 3D or a fragment of it, physically identified in the city such as, a images are combined with technological parameters for a theater, a movie theater, a monument, a statue, graffiti, playful and complex universe simulation in virtual or museums and buildings or its parts, which does not limit to augmented reality. These factors, mostly noticeable in locative conventional historical interests. Cities representation relates games, engineer a new geography in the electronic world geo-location provided by the GPS with augmented reality and according to their players’ collaborative and memorized action digital image and provides a new paradigm in the interaction through mobile devices. with the city and its parts, real and virtual world elements Aiming at conducting this analysis, a bibliographic review homeomorphic to the real world. of studies related to the representation and simulation study, “Technology has become our environment, and and their appliance in locative games was carried out. The International Science Index, Computer and Information Engineering Vol:12, No:8, 2018 waset.org/Publication/10009413 environmental factors obviously perform an important applied methodology along with the systematic review and role in producing consciousness and identity [13].” case studies are presented on the next section. City and its cultural objects simulation in applications and Starting from the fourth section, the concepts of digital games, and the number of people who use these representation and simulation and this new space setting are resources immersing in these worlds cause reflections on the discussed. The sixth section is directed to the games created by Niantic Inc. as examples of locative games inside this study’s perspective. Lastly, the locative structure concept is Bruno Assad Admus Paixão is a master student at FUMEC University, presented, and the study is concluded. Belo Horizonte, MG, Brazil (e-mail: [email protected]). João Victor Boechat Gomide, is with FUMEC University, Belo Horizonte, MG, Brazil (corresponding author, phone: +55 31 383056; fax: +55 31 383046; e-mail: [email protected]). International Scholarly and Scientific Research & Innovation 12(8) 2018 629 scholar.waset.org/1307-6892/10009413 World Academy of Science, Engineering and Technology International Journal of Computer and Information Engineering Vol:12, No:8, 2018 II. RELATED WORKS provide delimited transgression opportunities in the virtual Representation is the way to access the world controlled by environment [42]. In this scenario, it is possible to imply the rules, that means the representation is a component of links between virtual and physical spheres established by simulation [13]. Complementing these data, simulation is an simulation along with their consequences, for instance the event triggering defined by the computer to enforce the state construction of simulations of the physical world in virtuality, change [22]. This event triggering by the computer is a matter influencing old concepts and habits. of feedback in high speed, access to huge database, interaction The mobile practices are particularly appropriate to connect with a large number of minds generating a simultaneous each other to our locations, our historical moment and our perception of several opinions in every dimension of the social and political commitments [40]. Besides, the identities associative thinking [30]. In this context, the US Department are reconfigured, social life is more complex and imaginative of Defense works with three modalities of simulation: live, and the display of affection takes root in the virtual virtual and created, which consist of the physical reality status environment [30]. Using these concepts in this study, the variation and simulation between humans and systems. representation is the basic unit to create simulation, and it Hereinafter, the description of each modality [18]: “In a live corresponds not only to physical elements, such as streets or simulation, real people operate real systems. For instance, a buildings but to seasonal elements like weather conditions. pilot who throws weapons from a real airplane on physical Representation and simulation of cities come from the targets with the purpose of training, testing or evaluating the unfolding of the differentiation between simulation and operational capacity is a live simulation. In a virtual representation [13], the ‘peripheral appropriation’ and simulation, real people operate simulated systems. For ‘centralized use’ of the mobile technologies [1], [3]. instance, a pilot flying a simulated airplane, throwing Simulation, necessity for state change [22] and levels of simulated weapons on simulated targets would be considered interactions offered by the game [18]. Besides, simulation was as a virtual simulation. In a created simulation, simulated analyzed through the playful, narrative and environmental people operate simulated systems”. layers concepts [22], as discussed in fourth section. Among the simulation modalities, the player’s experience Technology enables the relation of all of these concepts [20], provoked by a locative game consists of the combination of [13], [19]. The main concept that made easier the live simulation and virtual simulation. By importing these two understanding of this new environment setting was the modalities to locative games in live simulation the player and categorization in heterotrophic and isotropic space [29]. These urban physical representation are contained [13], while the concepts were adapted to the locative games. This new space computational dynamics in order to generate a playful setting [8], [15], [1]-[3], [9] entices the interest and attention environment consistent with the locative game corresponds to of the player and causes the immersion expanding the virtual simulation [22], [30]. dichotomy between real and virtual by the concepts