Unifying Game Ontology: a Faceted Classification of Game Elements
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The Versatility of Visualization: Delivering Interactive Feature Film Content on DVD
Nebula4.2, June 2007 The Versatility of Visualization: Delivering Interactive Feature Film Content on DVD. By Sarah Atkinson Abstract This article investigates how the film production process has been influenced by the DVD format of delivery. It discusses how the digital output is affecting the creative process of feature film production and the affect upon the visualization process during preproduction. It will deploy two case studies - M y Little Eye (2002, Dir: Marc Evans) and Final Destination 3 (2006, Dir: James Wong) – utilizing diagrammatical visualizations of their interactive content. Both these films produced additional content during the feature film production phase to offer viewers an alternate and interactive viewing experience on DVD. The article concludes by exploring how a current technological advancement, Blu Ray DVD Production, will act as a further catalyst to develop the interactive film genre beyond the initial phases investigated within the current case studies. Article The two most important aspects of visualization, the physical connections with the medium and the opportunity to review and refine work as it is created, are hard to implement because of the complexity of film production. (Katz, 1991:5) It has been 10 years since the mass inception of the so-called Digital Versatile Disc (DVD). Since that time, the market for DVD hardware and content has expanded exponentially. The DVD forum reported that ‘Film distributors depend more on DVD sales than box office takings.’ (July 31, 2006) Home video sales now account for nearly 60% of Hollywood’s revenue (LA Times 2004). The versatile format allows for a higher volume of media content to be stored and accessed in a non-linear manner. -
Game Design 2 Game Balance
CE810 - Game Design 2 Game Balance Joseph Walton-Rivers & Piers Williams Friday, 18 May 2018 University of Essex 1 What is Balance? Game Balance Question What is balance? 2 Game Balance “All players have an equal chance of winning” – Richard Bartle Richard covered a combat example in the first part of the module. 3 On Strategies Game Balance • What about higher level strategies? • Zerg rush? • Dominant strategies • Metagaming 4 Metagaming - Rock Paper Scissors • A beats B, B beats C, C beats A • If there are lots of A players, people will play C • Then there are a lot of C players, so people play B • and so on... 5 Metagaming - Dominant Strategies • What if A is significantly stronger? • No one will use the other two strategies • We want to encourage variety in play 6 Can we detect this? • Can we detect strategies which are overpowered? • Try to punish strategies we don’t want to see • We did this earlier in the week with rotate and shoot! • Can we measure this? 7 Automated Game Tuning • Academics seem to think so... • Ryan Leigh et al (2008) - Co-evolution for game balancing • Alexander Jaffe et al (2012) - Restricted-Play balance framework • Mihail Morosan - GAs for tuning parameters 8 Game Curves First Move Advantage First Move Advantage • Typically affects turn based games • Going first in tac tac toe means either a win or adraw • White has > 50% win rate over all games • Worse effects if you have resources • We need a way of dealing with this 9 First Move Advantage Magic Second player gets an extra card Go Second player gets 7.5 bonus -
De-Framing Video Games from the Light of Cinema
Issue 04 – 2015 Journal –Peer Reviewed BERNARD PERRON Université de Montréal De-framing video [email protected] & DOMINIC ARSENAULT Université de Montréal games from the light [email protected] of cinema Interactivity is the cinema of the 21st century. David Cage (foreword of L’empire des jeux, 2005) ABSTRACT In this essay, we shall try to step back from a blinding cinema-centric approach in order to examine the impact such a framing has caused, to question its limi- tations, and to refect on the interpretive communities that have relied on flm (communities we are part of, due to our flm studies background) to position video games as an important cultural phenomenon as well as an object worthy of scholarly attention. Using Gaudreault and Marion’s notion of cultural series and wishing to spread a French theoretical approach we fnd very relevant to the discussion, we will question the bases on which we frame video games as cinema. This inquiry will focus on the audiovisual nature of both media and highlight their difering technical and aesthetic aspects, which will lead us to consider video games as being closer to other forms of audiovisual media. KEYWORDS: video game; cinema; theory; history; remediation It is difcult not to rephrase the theme of this issue and try to see outside its box. It seems that video games, since a while already, have been framed in the light of cinema by the designers, producers and scholars who have begun to study them. Indeed, as we have been doing for ten years throughout the activi- ties of the Ludiciné research group (www.ludicine.ca), flm theories have been one of the most important body of works used to analyse video games at the dawn of game studies. -
Video-Based Interactive Storytelling
4 Video-Based Interactive Storytelling This thesis proposes a new approach to video-based interactive narratives that uses real-time video compositing techniques to dynamically create video sequences representing the story events generated by planning algorithms. The proposed approach consists of filming the actors representing the characters of the story in front of a green screen, which allows the system to remove the green background using the chroma key matting technique and dynamically compose the scenes of the narrative without being restricted by static video sequences. In addition, both actors and locations are filmed from different angles in order to provide the system with the freedom to dramatize scenes applying the basic cinematography concepts during the dramatization of the narrative. A total of 8 angles of the actors performing their actions are shot using a single or multiple cameras in front of a green screen with intervals of 45 degrees (forming a circle around the subject). Similarly, each location of the narrative is also shot from 8 angles with intervals of 45 degrees (forming a circle around the stage). In this way, the system can compose scenes from different angles, simulate camera movements and create more dynamic video sequences that cover all the important aspects of the cinematography theory. The proposed video-based interactive storytelling model combines robust story generation algorithms, flexible multi-user interaction interfaces and cinematic story dramatizations using videos. It is based on the logical framework for story generation of the Logtell system, with the addition of new multi-user interaction techniques and algorithms for video-based story dramatization using cinematography principles. -
Dialogues with the Machine, Or Ruins of Closure and Control in Interactive Digital Narratives
Hoydis, J 2021 Dialogues with the Machine, or Ruins of Closure and Control in Interactive Digital Narratives. Open Library of Humanities, 7(2): 4, pp. 1–24. DOI: https://doi.org/10.16995/olh.4695 Dialogues with the Machine, or Ruins of Closure and Control in Interactive Digital Narratives Julia Hoydis, University of Graz, Austria, [email protected] The interrelations between literary studies and posthumanism deserve attention beyond the focus on the representation of posthuman identities on the story level. To explore these, this article looks at examples of interactive digital narratives (IDN): Bandersnatch (2018), a ‘choose-your-own- adventure’-type instalment of Netflix’s dystopian Sci Fi-anthology series Black Mirror, the short film The Angry River (2017), which employs gaze-detection technology to determine what viewers get to see, and the serious multi-platform videogame The Climate Trail (2019), specifically designed to move players ‘into action’. Straddling the border between ludology and narrative to varying degrees, all offer the chance of ‘do-overs’ and the exploration of complex patterns and processes. They raise questions about the co-production of pre-scripted meanings, about authorial and reader agency, conceptions of control, closure, and narrative (un)reliability. Thus, this article argues, they challenge ideas about the potential of narratives in and beyond posthuman digital environments. Open Library of Humanities is a peer-reviewed open access journal published by the Open Library of Humanities. © 2021 The Author(s). This is an open-access article distributed under the terms of the Creative Commons Attribution 4.0 International License (CC-BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. -
Landon Cat.PM
VIDEO UNIVERSITY HOW TO START OR EXPAND A SUCCESSFUL HOME-BASED BUSINESS PRODUCING CORPORATE VIDEOS ■#77 PROFESSIONAL VIDEO PRODUCER - A Comprehensive Course If you love making videos as much as I do, you know it’s an expensive hobby. That’s why I produce videos for others. So they can help pay for my equipment. For the last 12 years I’ve been producing corporate videos, having been in the film and video business for over 20 years. And over those years I have learned a lot! NEW VIDEO What they don’t teach you in college College courses costing hundreds of dollars are great for learning the theory of visual communication, but they don’t teach you how to build a profitable business and support BUSINESSES ARE yourself. That’s why I wrote Professional Video Producer to show you the real world of video business from people who actually run successful production companies. In this HOTTER unique home study course you’ll discover the techniques and strategies used by large and small video production companies who’ve learned the most important lesson of all - how THAN EVER… to make a profit in this $8 BILLION business. But before we explore that, let me tell you the FOUR THINGS I LOVE about this work: ARE YOU 1. Variety Since I started producing corporate videos, I've been paid to learn about and produce GETTING YOUR videos on subjects ranging from dock building, lipstick manufacturing, electronic surveying, furniture sales training, computer programs, architecture, nursing, interstate highway SHARE? building, sexual harassment, waterfront reconstruction, book printing, food preparation and many more. -
Video-Based Interactive Storytelling
Edirlei Everson Soares de Lima Video-Based Interactive Storytelling TESE DE DOUTORADO DEPARTAMENTO DE INFORMÁTICA Programa de Pós-Graduação em Informática Rio de Janeiro August 2014 Edirlei Everson Soares de Lima Video-Based Interactive Storytelling TESE DE DOUTORADO Thesis presented to the Programa de Pós-Graduação em Informática of the Departamento de Informática, PUC-Rio as partial fulfillment of the requirements for the degree of Doutor em Informática Advisor: Prof. Bruno Feijó Rio de Janeiro August 2014 Edirlei Everson Soares de Lima Video-Based Interactive Storytelling Thesis presented to the Programa de Pós-Graduação em Informática, of the Departamento de Informática do Centro Técnico Científico da PUC-Rio, as partial fulfillment of the requirements for the degree of Doutor. Prof. Bruno Feijó Advisor Departamento de Informática - PUC-Rio Prof. Simone Diniz Junqueira Barbosa Departamento de Informática - PUC-Rio Prof. Helio Côrtes Vieira Lopes Departamento de Informática - PUC-Rio Prof. Angelo Ernani Maia Ciarlini UNIRIO Prof. Sean Wolfgand Matsui Siqueira UNIRIO Prof. José Eugenio Leal Coordinator of the Centro Técnico Científico da PUC-Rio Rio de Janeiro, August 4th, 2014 All rights reserved. No part of this thesis may be reproduced in any form or by any means without prior written permission of the University, the author and the advisor. Edirlei Everson Soares de Lima Graduated in Computer Science at Universidade do Contestado (2008), and received his Master Degree in Computer Science from Universidade Federal de Santa Maria (2010). He joined the Doctorate program at PUC- Rio in 2010, researching on interactive storytelling, games, artificial intelligence and computer graphics. In 2011 and 2012, his research on video-based interactive storytelling received two honorable mentions from the International Telecommunication Union (ITU). -
Teachers Course Description
Teachers Stephanie Boluk Patrick LeMieux Associate Professor Assistant Professor English, Cinema and Digital Media Cinema and Digital Media University of California, Davis University of California, Davis [email protected] [email protected] http://stephanieboluk.com http://patrick-lemieux.com Course Description Rather than treat “videogames and culture” as two distinct categories that play off one another, in this large lecture and in discussion sections we will examine the community histories and material practices that have evolved alongside videogames as a mass medium, cultural commodity, and digital technology. We will challenge the seemingly self-evident differences between play and production, leisure and labor, form and function, and freedom and control through a quarter-long investigation of the concept of “metagaming.” Metagames are the games we play in, on, around, and through videogames. From the most complex player practices to the simple decision to press start, just as there are no videogames without culture, there are no games without metagames. And although the term “metagame” has a long history–from Cold War mind games in the 1940s to countercultural role-playing games in the 1970s to collectable card games in the 1990s–the concept has taken on renewed importance and political urgency with the rise of social media, streaming video, and sharing services in the twenty-first century. From speedrunning The Legend of Zelda to making a living playing League of Legends and from modding miniature computers in Minecraft to laundering money through Team Fortress 2, in this class we will document and theorize histories of play through the concept of metagaming and a rigorous engagement with academic disciplines such as media studies, games studies, software studies, platform studies, and code studies. -
Character Balance in MOBA Games
Character Balance in MOBA Games Faculty of Arts Department of Game Design Authors: Emanuel Palm, Teodor Norén Bachelor’s Thesis in Game Design, 15 hp Program: Game Design and Programming Supervisors: Jakob Berglund Rogert, Masaki Hayashi Examiner: Mikael Fridenfalk June, 2015 Abstract As live streaming of video games has become easier, electronic sports have grown quickly and they are still increasing as tournaments grow in viewers and prizes. The purpose of this paper is to examine the theory Metagame Bounds by applying it to League of Legends and Dota 2, to see if it is a valid way of looking at character balance in the Multiplayer Online Battle Arena game genre. The main mode of both games consist of matches played on a map where a team of five players is up against another team of five players. Characters in the games generally have four abilities and a number of attributes, making them complex to compare without context. We gathered character data from websites and entered the data into a file that we used with the Metagame Bounds application. We compared the graphs that the data yielded with how often a character wins and how often it is played. To examine whether the characters were balanced we also played the games and analysed the characters in depth. All statistical data gathered was retrieved over the span of a few hours on the 21st of April 2015 from the websites Champion.gg for League of Legends and Dotabuff for Dota 2. Sirlin’s (2001) definition of multiplayer game balance is “A multiplayer game is balanced if a reasonably large number of options available to the player are viable – especially, but not limited to, during high-level play by expert players.” and with the data we see that these games are balanced in terms of characters according to that definition. -
USC School of Spring 2017—Mondays 10:00 – 13:50 Course Website: Ctcs505.Com
CTCS 505 Survey of Interactive Media Units: 2.0 USC School of Spring 2017—Mondays 10:00 – 13:50 Course Website: ctcs505.com Cinematic Arts Instructor: Kiki Benzon Office: SCI 101c Cinema and Media Division Office Hours: by appointment Contact Info: [email protected] Teaching Assistant: Manouchka Labouba Office / Office Hours: by appointment Contact Info: [email protected] Course Description In this course, we will examine the history, aesthetics, and cultural implications of interactivity through media. Pursuing a spectrum of interactive avenues—cinematic, literary, artistic, virtual, ludic, communicative—we will consider the ways in which media work to mobilize creativity and extend individual and collective agency. Our exploration will involve critical analyses of media artifacts and the representation of the cultural effects of these artifacts in cinematic, online, and exhibitory contexts. We will also experience, play, and create interactive media works, and discuss practices in the field with industry, academic, and artistic specialists. Learning Objectives You will emerge from this course with - an enhanced understanding of interactive media modalities and their function in cultural evolution and exchange - a grounding in media theory in the contexts of critical theory and art history - insight into the interactive affordances of digital technology - familiarity with important interactive media applications in cinema, games, documentary, mixed-media/immersive storytelling, and installation/environmental art - critical writing on media theory, cultural studies, and interactive practices and artifacts - a creative work employing production technologies and software in interactive cinema, video games, augmented reality, digital narrative, or another media platform Required Readings and Supplementary Materials Readings will be provided as PDFs, which can be accessed on the course website, ctcs505.com. -
New Frontier Showcases Storytelling's Future at 2017
FOR IMMEDIATE RELEASE Media Contact: December 1, 2016 Spencer Alcorn 310.360.1981 [email protected] New Frontier Showcases Storytelling’s Future at 2017 Sundance Film Festival Virtual / Augmented Reality Experiences, Installations, Live Performances Lead Programming, Including Works by Saschka Unseld, Chris Milk, Terence Nance, Shaun Gladwell, Nonny de la Peña (L-R) ASTEROIDS!, Credit: Courtesy of Sundance Institute; Heroes, Credit:Jamie Caliri; Journey to the Center of the Natural Machine, Credit: Meta. Park City, UT — Now in its second decade of breaking new ground at the forefront of art and technology, Sundance Institute has curated an in-depth vision of storytelling’s future for the 2017 edition of New Frontier at the Sundance Film Festival, January 19-29 in Park City. The full slate — including storyworlds in Augmented Reality headsets, projection-mapped acrobatics, a VR beauty salon producing neuroscience data via the internet of things and a host of socialized, interactive and immersively haptic VR story experiences — stands as a testament to New Frontier’s expertise in identifying, developing and amplifying the most relevant and high-impact modes of tech-enabled narrative. Live performances, a feature film and augmented reality experiences will complement a total of 20 VR experiences and 11 installations, showcased between three venues in Park City. The historic Claim Jumper will host seven immersive installations focused on cross-disciplinary story construction and and two video works; the VR Palace will feature 15 VR experiences alongside additional installations; and the VR Bar will offer a lineup of mobile VR. Three projects are part of the Festival’s The New Climate program, which highlights the environment and climate change. -
Beyond Panels Interactive Storytelling: Developing a Framework for Highly Emotive Narrative Experiences on Mobile Devices
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2017 Beyond Panels Interactive Storytelling: Developing a Framework for Highly Emotive Narrative Experiences on Mobile Devices Michael Joseph Eakins University of Central Florida Part of the Arts and Humanities Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Eakins, Michael Joseph, "Beyond Panels Interactive Storytelling: Developing a Framework for Highly Emotive Narrative Experiences on Mobile Devices" (2017). Electronic Theses and Dissertations, 2004-2019. 6272. https://stars.library.ucf.edu/etd/6272 BEYOND PANELS INTERACTIVE STORYTELLING: DEVELOPING A FRAMEWORK FOR HIGHLY EMOTIVE NARRATIVE EXPERIENCES ON MOBILE DEVICES by MICHAEL JOSEPH EAKINS B.A. University of Central Florida, 2009 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts in Emerging Media in the School of Visual Arts and Design in the College of Arts and Humanities at the University of Central Florida Orlando, Florida Fall Term 2017 Major Professor: Rudy McDaniel and Joseph Fanfarelli © 2017 Michael Eakins ii ABSTRACT Balancing passive and interactive experiences within a narrative experience is an area of research that has broad applicability to the video game, cinematic, and comic book industries. Each of these media formats has attempted various experiments in interactive experience.