Transhumanizm I Sztuka Cyfrowa
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Humanoid Robots – from Fiction to Reality?
KI-Zeitschrift, 4/08, pp. 5-9, December 2008 Humanoid Robots { From Fiction to Reality? Sven Behnke Humanoid robots have been fascinating people ever since the invention of robots. They are the embodiment of artificial intelligence. While in science fiction, human-like robots act autonomously in complex human-populated environments, in reality, the capabilities of humanoid robots are quite limited. This article reviews the history of humanoid robots, discusses the state-of-the-art and speculates about future developments in the field. 1 Introduction 1495 Leonardo da Vinci designed and possibly built a mechan- ical device that looked like an armored knight. It was designed Humanoid robots, robots with an anthropomorphic body plan to sit up, wave its arms, and move its head via a flexible neck and human-like senses, are enjoying increasing popularity as re- while opening and closing its jaw. By the eighteenth century, search tool. More and more groups worldwide work on issues like elaborate mechanical dolls were able to write short phrases, play bipedal locomotion, dexterous manipulation, audio-visual per- musical instruments, and perform other simple, life-like acts. ception, human-robot interaction, adaptive control, and learn- In 1921 the word robot was coined by Karel Capek in its ing, targeted for the application in humanoid robots. theatre play: R.U.R. (Rossum's Universal Robots). The me- These efforts are motivated by the vision to create a new chanical servant in the play had a humanoid appearance. The kind of tool: robots that work in close cooperation with hu- first humanoid robot to appear in the movies was Maria in the mans in the same environment that we designed to suit our film Metropolis (Fritz Lang, 1926). -
Video Games As Culture
There are only a few works that aim for a comprehensive mapping of what games as a culture are, and how their complex social and cultural realities should be stud- ied, as a whole. Daniel Muriel and Garry Crawford have done so, analyzing both games, players, associated practices, and the broad range of socio-cultural develop- ments that contribute to the ongoing ludification of society. Ambitious, lucid, and well-informed, this book is an excellent guide to the field, and will no doubt inspire future work. Frans Mäyrä, Professor of Information Studies and Interactive Media, University of Tampere This book provides an insightful and accessible contribution to our understand- ing of video games as culture. However, its most impressive achievement is that it cogently shows how the study of video games can be used to explore broader social and cultural processes, including identity, agency, community, and consumption in contemporary digital societies. Muriel and Crawford have written a book that transcends its topic, and deserves to be read widely. Aphra Kerr, Senior Lecturer in Sociology, Maynooth University This page intentionally left blank VIDEO GAMES AS CULTURE Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such -
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience. Doctoral thesis, Goldsmiths, University of London [Thesis] https://research.gold.ac.uk/id/eprint/29689/ The version presented here may differ from the published, performed or presented work. Please go to the persistent GRO record above for more information. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Goldsmiths, University of London via the following email address: [email protected]. The item will be removed from the repository while any claim is being investigated. For more information, please contact the GRO team: [email protected] “Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience Thomas Cole Department of Computing Goldsmiths, University of London April 2020 (corrections December 2020) Thesis submitted in requirements for the degree of Doctor of Philosophy Abstract This thesis investigates the mixed-affect emotional experience of playing videogames. Its contribution is by way of a set of grounded theories that help us understand the game players’ mixed-affect emotional experience, and that support ana- lysts and designers in seeking to broaden and deepen emotional engagement in videogames. This was the product of three studies: First — An analysis of magazine reviews for a selection of videogames sug- gested there were two kinds of challenge being presented. Functional challenge — the commonly accepted notion of challenge, where dexterity and skill with the controls or strategy is used to overcome challenges, and emotional chal- lenge — where resolution of tension within the narrative, emotional exploration of ambiguities within the diegesis, or identification with characters is overcome with cognitive and affective effort. -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
Universidade Federal Do Amazonas Faculdade De Informação E Comunicação Programa De Pós-Graduação Em Ciências Da Comunicação
UNIVERSIDADE FEDERAL DO AMAZONAS FACULDADE DE INFORMAÇÃO E COMUNICAÇÃO PROGRAMA DE PÓS-GRADUAÇÃO EM CIÊNCIAS DA COMUNICAÇÃO MAYANE BATISTA LIMA PERSPECTIVISMO MAQUÍNICO Sobre um ponto de vista heurístico concernente aos ecossistemas comunicacionais MANAUS 2020 MAYANE BATISTA LIMA PERSPECTIVISMO MAQUÍNICO Sobre um ponto de vista heurístico concernente aos ecossistemas comunicacionais Dissertação apresentada como requisito para título de Mestre no Programa de Pós- Graduação em Ciências da Comunicação da Universidade Federal do Amazonas. Linha de Pesquisa 1: Redes e processos comunicacionais. Orientador: Prof. Dr.Renan Albuquerque Coorientadora: Profa. Dra. Denize Piccolotto Carvalho MANAUS 2020 Ficha Catalográfica Ficha catalográfica elaborada automaticamente de acordo com os dados fornecidos pelo(a) autor(a). Lima, Mayane Batista L732p Perspectivismo Maquínico : Sobre um ponto de vista heurístico concernente aos ecossistemas comunicacionais / Mayane Batista Lima . 2020 74 f.: il. color; 31 cm. Orientador: Renan Albuquerque Coorientadora: Denize Piccolotto Carvalho Dissertação (Mestrado em Ciência da Comunicação) – Universidade Federal do Amazonas. 1. perspectivismo maquínico. 2. ecossistemas comunicacionais. 3. inteligência artificial. 4. robôs. I. Albuquerque, Renan. II. Universidade Federal do Amazonas III. Título PERSPECTIVISMO MAQUÍNICO Sobre um ponto de vista heurístico concernente aos ecossistemas comunicacionais Dissertação apresentada como requisito para título de Mestre no Programa de Pós- Graduação em Ciências da Comunicação da Universidade Federal do Amazonas. Linha de Pesquisa 1: Redes e processos comunicacionais. BANCA EXAMINADORA Prof. Dr. Renan Albuquerque – Presidente Universidade Federal do Amazonas Prof. Dr. João Luiz de Souza – Membro Universidade Federal do Amazonas Profa. Dra. Edilene Mafra – Membro Universidade Federal do Amazonas Profa. Dra. Maria Emília de Oliveira Pereira Abbud – Suplente Universidade Federal do Amazonas Prof. Dr. -
Mechanics As Meaning: Examining Ludic Forms of Representation in Contemporary Video Games
Mechanics as Meaning: Examining Ludic Forms of Representation in Contemporary Video Games Catherine Canning A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media. 2014 1 Declaration I declare that the work in this research Paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: __________________________ Catherine Canning 27/2/2014 2 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research paper upon request. Signed: __________________________ Catherine Canning 27/2/2014 3 Acknowledgements Acknowledgements I would like to thank my supervisor Marguerite Barry for her guidance and support throughout the researching and writing process. I would also like to thank Glenn Strong and the other lecturers on the Interactive Digital Media course for their enthusiasm and commitment to the course’s students. Finally, thanks should go to Josef for being a constant source of love and support. 4 Abstract Abstract This research paper examines how game mechanics and game rules perform representational functions in contemporary video games. A definition of game mechanics is advanced based on Sicart’s (2008) ‘object-oriented’ notion of mechanics as “methods invoked by agents, designed for interaction with the game state” (ibid.). This definition is then applied in qualitative analyses of three recently published video games - Lucas Pope’s Papers, Please (2013), Yager’s Spec Ops: The Line (2012), and Richard Hofmeier’s Cart Life (2011) - in order to examine different aspects of the interaction of games’ ludic elements and their representational or ideological goals. -
Jurnal Teknologi Elektro Jurnal Ilmiah Teknik Elektro Universitas Mercu Buana
Jurnal Teknologi Elektro Jurnal Ilmiah Teknik Elektro Universitas Mercu Buana http://publikasi.mercubuana.ac.id/index.php/jte Volume 5, Nomor 2, Januari 2014 ISSN: 2086-9479 Pemodelan Simulasi Kontrol Pada Sistem Pengolahan Air Limbah Dengan Menggunakan PLC 58 Badaruddin, Endang Saputra Penerapan Lego Mindstroms NXT Forklift Dan Conveyor Robot Untuk Mensortir Barang Menggunakan Sensor Warna 67 Yudhi Gunardi, Eko Saputro Perancangan Jaringan Transmisi Gelombang Mikro Pada Link Site Mranggen 2 Dengan Site Pucang Gading 76 Said Attamimi, Rachman Perancangan Simulasi Sistem Pemantauan Pintu Perlintasan Kereta Api Berbasis Arduino 87 Eko Ihsanto, Ferdian Ramadhan Rancang Bangun Humanoid Robotic Hand Berbasis Arduino Andi Adriansyah , Muhammad Hafizd Ibnu Hajar 95 Jurnal Mei Halaman ISSN Teknologi Volume Nomor 2014 58– 104 2086-9479 Elektro 5 2 JURNAL TEKNOLOGI ELEKTRO Program Studi Teknik Elektro Fakultas Teknik - Universitas Mercu Buana Volume 5 - Nomor 2 Mei 2014 ISSN: 2086-9479 Daftar Isi i Kata Pengantar ii Susunan Redaksi iii Pemodelan Simulasi Kontrol Pada Sistem Pengolahan Air Limbah 58 Dengan Menggunakan PLC Badaruddin, Endang Saputra Penerapan Lego Mindstroms NXT Forklift Dan Conveyor Robot 67 Untuk Mensortir Barang Menggunakan Sensor Warna Yudhi Gunardi, Eko Saputro Perancangan Jaringan Transmisi Gelombang Mikro 76 Pada Link Site Mranggen 2 Dengan Site Pucang Gading Said Attamimi, Rachman Perancangan Simulasi Sistem Pemantauan Pintu Perlintasan Kereta Api 87 Berbasis Arduino Eko Ihsanto, Ferdian Ramadhan Rancang Bangun Humanoid Robotic Hand Berbasis Arduino 95 Andi Adriansyah , Muhammad Hafizd Ibnu Hajar i KATA PENGANTAR REDAKSI Kami memanjatkan Puji dan Syukur kepada Allah SWT karena atas rahmat dan ridho-nya Jurnal Teknologi Elektro Universitas Mercu Buana, Volume: 5, Nomor: 2 Mei 2014 telah dapat diterbitkan dan sampai kehadapan para pembaca yang budiman. -
Amended Final Draft
Independent or Indie? Creative Autonomy and Cultural Capital in Independent Video Game Production Martin Graham Smith A thesis submitted in fulfilment of the requirements of the Manchester Metropolitan University for the degree of Master of Arts (By Research) Manchester Institute for Research and Innovation in Art and Design (MIRIAD) May 2016 ABSTRACT The use of the word ‘indie’ in relation to video games has shifted from referring to games made independently of a large publisher to being a more nebulous term that is harder to define but that is clearly used at times to refer to games other than those made without the financial assistance of publishers. This thesis seeKs to contribute to the ongoing debate in academic writing on video games as to the meaning of the phrase ‘indie games’. The thesis combines textual and institutional analysis to contextualise the modern indie game by investigating the history of independent video game production in the UK and USA from the 1970s to the modern day, with reference to how changes in technology have shaped independent video game production over time. Alternative models of production that existed before the indie games of the mid-2000s onwards are an under researched area, and this thesis argues that a number of independent counter trends to dominant industry practices set precedents for many of the features of later indie games, in terms of content, style, distribution methods, and models of production. The thesis also contains a case study into the publisher-funded indie games of Jenova Chen and Thatgamecompany which investigates the conflicting definitions of indie in academic writing on video games and other forms of media, arguing that as with indie in cinema, indie in games functions as a form of cultural capital for the audience and developers. -
Robot Umanoidi E Tecniche Di Interazione Naturale Per Servizi Di Accoglienza Ed Informazioni
POLITECNICO DI TORINO Corso di Laurea Magistrale in Ingegneria Informatica Tesi di Laurea Magistrale Robot umanoidi e tecniche di interazione naturale per servizi di accoglienza ed informazioni Relatori Prof. Fabrizio Lamberti Ing. Federica Bazzano Candidato Simon Dario Mezzomo Dicembre 2017 Quest’opera è stata rilasciata con licenza Creative Commons Attribuzione - Non commerciale - Non opere derivate 4.0 Internazionale. Per leggere una copia della licenza visita il sito web http://creativecommons.org/licenses/by-nc-nd/4.0/ o spedisci una lettera a Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. Ringraziamenti Grazie a tutti quelli che mi sono stati vicino durante questo lungo percorso che mi ha portato al tanto atteso traguardo della laurea. A tutta la famiglia che mi ha sempre sostenuto anche nei momenti più difficili. Agli amici di casa e di università Andrea, Hervé, Jacopo, Maurizio, Didier, Marco, Matteo, Luca, Thomas, Nicola, Simone che hanno condiviso numerose esperienze. A tutti i colleghi di lavoro Edoardo, Francesco, Emanuele, Gianluca, Gabriele, Nicolas, Rebecca, Chiara, Allegra. E a tutti quelli di cui mi sarò sicuramente scordato. iii Sommario L’obiettivo di questo lavoro di tesi è quello di esplorare l’uso di robot umanoidi nel- l’ambito della robotica di servizio per applicazioni che possono essere utili all’uomo e di analizzarne l’effettiva utilità. In particolare, è stata analizzata l’interazione con un robot umanoide (generalmente chiamato receptionist) che accoglie gli utenti e fornisce loro, su richiesta, delle indicazioni per raggiungere il luogo in cui questi si vogliono recare. L’innovazione rispetto allo stato dell’arte in materia consiste nell’integrare le in- dicazioni vocali fornite all’utente con delle indicazioni che mostrano il percorso da seguire su una mappa posta di fronte al robot. -
Primjena Robotike U Osnovnoj Školi
Primjena robotike u osnovnoj školi Raguž, Roberta Master's thesis / Diplomski rad 2019 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: University of Pula / Sveučilište Jurja Dobrile u Puli Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:137:671702 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-10-03 Repository / Repozitorij: Digital Repository Juraj Dobrila University of Pula Sveučilište Jurja Dobrile u Puli Fakultet informatike u Puli ROBERTA RAGUŽ PRIMJENA ROBOTIKE U OSNOVNOJ ŠKOLI Diplomski rad Pula, srpanj 2019. Sveučilište Jurja Dobrile u Puli Fakultet informatike u Puli ROBERTA RAGUŽ PRIMJENA ROBOTIKE U OSNOVNOJ ŠKOLI Diplomski rad JMBAG: 0165060002, izvanredni student Studijski smjer: Nastavni smjer informatike Predmet: Opća pedagogija Znanstveno područje: Društvene znanosti Znanstveno polje: Informacijske i komunikacijske znanosti Znanstvena grana: Informacijski sustavi i informatologija Mentor: prof. dr. sc. Nevenka Tatković Komentor: doc. dr. sc. Sven Maričić Pula, srpanj 2019. IZJAVA O AKADEMSKOJ ČESTITOSTI Ja, dolje potpisana Roberta Raguž, kandidatkinja za magistru edukacije informatike (mag. educ. inf.) ovime izjavljujem da je ovaj Diplomski rad rezultat isključivo mojega vlastitog rada, da se temelji na mojim istraživanjima te da se oslanja na objavljenu literaturu kao što to pokazuju korištene bilješke i bibliografija. Izjavljujem da niti jedan dio Diplomskog rada nije napisan na nedozvoljen način, odnosno da je prepisan iz kojega necitiranog rada, te da ikoji -
Master Thesis Robot's Appearance
VILNIUS ACADEMY OF ARTS FACULTY OF POSTGRADUATE STUDIES PRODUCT DESIGN DEPARTMENT II YEAR MASTER DEGREE Inna Popa MASTER THESIS ROBOT’S APPEARANCE Theoretical part of work supervisor: Mantas Lesauskas Practical part of work supervisor: Šarūnas Šlektavičius Vilnius, 2016 CONTENTS Preface .................................................................................................................................................... 3 Problematics and actuality ...................................................................................................................... 3 Motives of research and innovation of the work .................................................................................... 3 The hypothesis ........................................................................................................................................ 4 Goal of the research ................................................................................................................................ 4 Object of research ................................................................................................................................... 4 Aims of Research ..................................................................................................................................... 5 Sources of research (books, images, robots, companies) ....................................................................... 5 Robots design ......................................................................................................................................... -
1 Robot Penari Hanoman Duta Dengan Sensor Suara Built-In Mikrokontroler CM-530 William Hans Arifin , Nemuel Daniel Pah , Agung P
Calyptra: Jurnal Ilmiah Mahasiswa Universitas Surabaya Vol.2 No.2 (2013) Robot Penari Hanoman Duta Dengan Sensor Suara Built-In Mikrokontroler CM-530 William Hans Arifin 1), Nemuel Daniel Pah 2), Agung Prayitno 3) Teknik Elektro – Universitas Surabaya 1, 2, 3) [email protected] 1) [email protected] 2) [email protected] 3) Abstrak - Pada tugas akhir ini dibuat robot penari “Hanoman Duta” untuk mengikuti perlombaan KRSI 2013. Robot harus dapat menari maupun bergerak tanpa terjatuh, mengikuti alunan musik “Hanoman Duta”, dan sesuai dengan zonanya. Robot penari tersebut merupakan modifikasi dari robot BIOLOID PREMIUM tipe A yang mana robot modifikasi memiliki jumlah servo sebanyak 22 DOF dan tinggi robot 58.5 cm. Hasil dari pengerjaan tugas akhir ini telah berhasil lolos hingga tingkat nasional tetapi belum berhasil untuk menjadi pemenang pada pertandingan, dikarenakan lapangan pada tempat lomba tidak rata serta tidak kuatnya servo pada kaki untuk menopang badan robot. Sebagai pembanding dilakukan pengujian pada meja rata yang panjangnya dibuat sama dengan panjang lapangan. Hasil dari pengujian lebih baik dikarenakan permukaan lebih datar dan tidak bergelombang tetapi untuk beberapa gerakan masih menyebabkan robot terjatuh karena servo tidak kuat untuk melakukan gerakan dari ”Hanoman Duta”. Kata kunci: Hanoman Duta, robot penari, BIOLOID PREMIUM, KRSI 2013 Abstract – This final project was to make a dancing robot to dance “Hanoman Duta” for the competition at KRSI 2013. This robot must be able to dance and move without falling, dancing follow the music of “Hanoman Duta”, and dance in according with the zone. This dancing robot is a modification of BIOLOID PREMIUM type A which had 22 DOF servo and height 58.5 cm.