Untitled Dating Sim & Boyˇs Curse/Boyˇs Blessing

Total Page:16

File Type:pdf, Size:1020Kb

Untitled Dating Sim & Boyˇs Curse/Boyˇs Blessing InVisible Culture Journal • Issue 30: Poetics of Play Untitled Dating Sim & Boy’s Curse/Boy’s Blessing Nilson Carroll1 1Visual Studies Workshop Published on: Apr 18, 2019 DOI: 10.47761/2019.30.08 License: Creative Commons Attribution 4.0 International License (CC-BY 4.0) InVisible Culture Journal • Issue 30: Poetics of Play Untitled Dating Sim & Boy’s Curse/Boy’s Blessing Using game genre as metaphor, I put a digital avatar of myself in a series of vulnerable positions for Untitled Dating Sim. This work considers the abstractions of human bodies in games as more than just a means to score points through (a patriarchal notion). Players follow the logic of visual novels to create the possibility for love/connection rather than an exchange between player and game aestheticized by violence. Video games are made up of designed exchanges between player and game. It is up to the game creator to assign these exchanges moralities, in-game values, and meanings, to give them flavor, inject them with violence, cleverness, primordial energy. By their nature, visual novels are designed to be quieter and more contemplative compared to games in other genres, dealing more with relationships between characters than centering around violent action sequences. Stemming from visual novels is the niche Japanese genre of dating sims, which vary from the playfully absurd to the pornographacation of characters of all genders and ages.1 Inspired by dating sims, I developed a game where the player dates three iterations of Nilson. Players are given many options throughout the dates, and while ultimately contrived and controlled, the game allows players the choice to act kind, flirty, or cold toward Nilson. 2 InVisible Culture Journal • Issue 30: Poetics of Play Untitled Dating Sim & Boy’s Curse/Boy’s Blessing Untitled Dating Sim begins with a questionnaire. The game asks for a player’s gender, a video game trope, and then doesn’t record the answer. All other answers in the initial questionnaire are recorded in variables except for this one. A queer video game, I consider Untitled Dating Sim an interactive self-portrait and intense act of sharing. It’s a game best played in bed with your friends. The three fragmented identities are divided into Barista Nilson, Art School Nilson, and Boy Nilson, and each is a critical, often humorous, often earnest self-reflection. The work sometimes stumbles into self-parody, but ultimately is a way toward meaningful connection. It is an un-ironic work designed to upset the imperialist/capitalist values found in mainstream gameplay. Untitled Dating Sim exists in a subversive place in video games because it deals exclusively with non-violent exchanges and forgoes the explicit promise of sexual gratification found in the majority of dating sims. Commercial dating sims are designed around the bargain between player and game that, if the player scores 3 InVisible Culture Journal • Issue 30: Poetics of Play Untitled Dating Sim & Boy’s Curse/Boy’s Blessing enough points, the game will reward that player with increasingly sexy anime pictures (another patriarchal system, churning forward).2 Many of the choices in the game involve physical closeness between the player character and Nilson. Players decide if they want to remain a foot away, an inch away, shake hands or not, give a quick hug or a lingering squeeze. My challenge here is to introduce intimacy between the player and the digital avatar version of myself. Visit the web version of this article to view interactive content. Untitled Dating Sim by Nilson Carroll Boy’s Curse/Boy’s Blessing is an inversion of the idyllic, simplistic Untitled Dating Sim. Whereas the dating sim is an exploration of tangible themes through everyday, mundane encounters, Boy’s Curse/Boy’s Blessing illustrates thoughts and questions that are far more ambiguous and uncomfortable: “Is he asking for it?” … “What is my true name?” … “Am I a guy, man or boy?” … “How am I perceived here?” … A “boy” is in a constant state of stasis threatened by transformation/chaos (maturation). It is subjective which state is the curse and which is the blessing. There are no answers to these questions. Only answers to the puzzles exist, and these solutions are incredibly difficult to parse out. The installation includes the fully playable sokoban-like puzzle game with four scenarios, an additional monitor (void) scrolling through various definitions, questions, and incantations, and a video loop projected over the entire area.3 Mirrors are used to erase/shatter the distinctions and boundaries between player, monitor, and the body of the artist being projected. There is a sense of scrolling and uneasy movement within the installation, no footing, a game built on broken glass. Visit the web version of this article to view interactive content. Boy's Curse/Boy's Blessing by Nilson Carroll The four scenarios pose questions about identity, intent, and interpretation. Scenarios are activated through a block-pushing puzzle aestheticized by mis-spellings of my name (Nilson… Nielson, Nelson, and Milton). Each scenario’s puzzle gives the player a task to solve: for instance, Nielson strives to be a successful artist, so players help him 4 InVisible Culture Journal • Issue 30: Poetics of Play Untitled Dating Sim & Boy’s Curse/Boy’s Blessing allocate Six Pack Ab blocks into his artist slots to make him a sexier (more successful) artist. Akin to Brainard’s I Remember, the projected video loop’s audio poses question after question, and statements of remembered and forgotten truths.4 Topics and specifics filter in and out of the space, only to emerge later in-game for the player to reconsider (or not). While the game is guarded and steeped in cold abstraction and post-modern game jokes, the loop depicts my actual face, voice, and body, splayed out onto the installation space, offering a shade of vulnerability, coloring the experience in warm, fleshy light. The two pieces together challenge each other’s assumptions. Only together do they begin to paint an accurate self-portrait, mired in doubt, confusion, unanswered questions, self-damnation, longing. Idyllic dates cannot describe the whole. Untitled Dating Sim essentially plays itself. Boy’s Curse/Boy’s Blessing is practically impenetrable. Both stretch the capacity to offer intimacy in games. These projects work to introduce a boy’s vulnerability into video games that currently struggles to find a space. 5 InVisible Culture Journal • Issue 30: Poetics of Play Untitled Dating Sim & Boy’s Curse/Boy’s Blessing Footnotes 1. Playfully absurd: Hatoful Boyfriend (2011); Pornographacation: see any eroge and most bishōjo (meaning “pretty girl”) games. ↩ 2. See HuniePop (2015) for a recent popular example. ↩ 3. Sokoban (meaning “warehouse keeper”) is a genre of puzzle game usually involving block pushing along a tile-based grid. ↩ 4. Joe Brainard, I Remember (New York: Angel Hair Books, 1970). ↩ 6.
Recommended publications
  • Vedio Games and DV
    Dr Nandini C P DSNLU Visakhapatnam DATA 32% of American adults play video games and as of 2007 the number was increasing. ... Some research finds that violent video game use is correlated with, and may cause, increases in aggression and decreases in pro-social behaviour. Other research argues that there are no such effects of violent video games. India 300 Million gamers in India. 95% of them are below 30. Reports are indicating that the Gaming Industry in India itself by 2020 is more than 1.1 Billion Dollars. With a turnover of $890 million in 2018, the video game sector is still underdeveloped compared to other Asian countries, such as China and South Korea. However, many video game companies are beginning to invest, and India could become an important market for this sector. To conducted by KPMG, the number of game development companies in India today stands at around 275. This number was a mere 25 in the year 2010. Estimates suggest that India’s mobile games market will be worth $1.1 billion by 2020, and number of users projected to become 628 million by then. Minecraft Game and effect on children- New York The study was conducted on children aged between 8-12 years who were assigned to play three different versions of the game Minecraft. About 57 per cent of the 74 children who played the game with sword violence touched a gun, and about 44 per cent of the 70 kids who played the non-violent version touched a gun. Although, the research is limited by the artificial setting of a university laboratory and Minecraft is not a very violent game with no gore, the researchers encourage gun owners to secure their firearms and reduce children's exposure to violent video games.
    [Show full text]
  • Imōto-Moe: Sexualized Relationships Between Brothers and Sisters in Japanese Animation
    Imōto-Moe: Sexualized Relationships Between Brothers and Sisters in Japanese Animation Tuomas Sibakov Master’s Thesis East Asian Studies Faculty of Humanities University of Helsinki November 2020 Tiedekunta – Fakultet – Faculty Koulutusohjelma – Utbildningsprogram – Degree Programme Faculty of Humanities East Asian Studies Opintosuunta – Studieinriktning – Study Track East Asian Studies Tekijä – Författare – Author Tuomas Valtteri Sibakov Työn nimi – Arbetets titel – Title Imōto-Moe: Sexualized Relationships Between Brothers and Sisters in Japanese Animation Työn laji – Arbetets art – Level Aika – Datum – Month and Sivumäärä– Sidoantal – Number of pages Master’s Thesis year 83 November 2020 Tiivistelmä – Referat – Abstract In this work I examine how imōto-moe, a recent trend in Japanese animation and manga in which incestual connotations and relationships between brothers and sisters is shown, contributes to the sexualization of girls in the Japanese society. This is done by analysing four different series from 2010s, in which incest is a major theme. The analysis is done using visual analysis. The study concludes that although the series can show sexualization of drawn underage girls, reading the works as if they would posit either real or fictional little sisters as sexual targets. Instead, the analysis suggests that following the narrative, the works should be read as fictional underage girls expressing a pure feelings and sexuality, unspoiled by adult corruption. To understand moe, it is necessary to understand the history of Japanese animation. Much of the genres, themes and styles in manga and anime are due to Tezuka Osamu, the “god of manga” and “god of animation”. From the 1950s, Tezuka was influenced by Disney and other western animators at the time.
    [Show full text]
  • How to Buy DVD PC Games : 6 Ribu/DVD Nama
    www.GamePCmurah.tk How To Buy DVD PC Games : 6 ribu/DVD Nama. DVD Genre Type Daftar Game Baru di urutkan berdasarkan tanggal masuk daftar ke list ini Assassins Creed : Brotherhood 2 Action Setup Battle Los Angeles 1 FPS Setup Call of Cthulhu: Dark Corners of the Earth 1 Adventure Setup Call Of Duty American Rush 2 1 FPS Setup Call Of Duty Special Edition 1 FPS Setup Car and Bike Racing Compilation 1 Racing Simulation Setup Cars Mater-National Championship 1 Racing Simulation Setup Cars Toon: Mater's Tall Tales 1 Racing Simulation Setup Cars: Radiator Springs Adventure 1 Racing Simulation Setup Casebook Episode 1: Kidnapped 1 Adventure Setup Casebook Episode 3: Snake in the Grass 1 Adventure Setup Crysis: Maximum Edition 5 FPS Setup Dragon Age II: Signature Edition 2 RPG Setup Edna & Harvey: The Breakout 1 Adventure Setup Football Manager 2011 versi 11.3.0 1 Soccer Strategy Setup Heroes of Might and Magic IV with Complete Expansion 1 RPG Setup Hotel Giant 1 Simulation Setup Metal Slug Anthology 1 Adventure Setup Microsoft Flight Simulator 2004: A Century of Flight 1 Flight Simulation Setup Night at the Museum: Battle of the Smithsonian 1 Action Setup Naruto Ultimate Battles Collection 1 Compilation Setup Pac-Man World 3 1 Adventure Setup Patrician IV Rise of a Dynasty (Ekspansion) 1 Real Time Strategy Setup Ragnarok Offline: Canopus 1 RPG Setup Serious Sam HD The Second Encounter Fusion (Ekspansion) 1 FPS Setup Sexy Beach 3 1 Eroge Setup Sid Meier's Railroads! 1 Simulation Setup SiN Episode 1: Emergence 1 FPS Setup Slingo Quest 1 Puzzle
    [Show full text]
  • Pembuatan Visual Novel Dengan Café Minigame Menggunakan Renpy
    PEMBUATAN VISUAL NOVEL DENGAN CAFÉ MINIGAME MENGGUNAKAN RENPY NASKAH PUBLIKASI diajukan oleh Dian Rizka Munandri 06.11.1104 Kepada JURUSAN TEKNIK INFORMATIKA SEKOLAH TINGGI MANAJEMEN INFORMATIKA DAN KOMPUTER AMIKOM YOGYAKARTA 2012 MAKING OF VISUAL NOVEL WITH CAFÉ MINIGAME USING RENPY PEMBUATAN VISUAL NOVEL DENGAN CAFÉ MINIGAME MENGGUNAKAN RENPY Dian Rizka Munandri Jurusan Sistem Informatika STMIK AMIKOM YOGYAKARTA ABSTRACT The development of Video Game continued to become more and more complex. In a time, a new format of Video Game known as Visual Novel slowly raised in Japan. They are one of the game which called as Japanese Bishoujo Game and now know as one of the format used in Japan as one of the subcultere in Gaming History. Appears as a normal novel in a screen, Visual Novel brings together such as background picture, character, sound, animation and many media in a single game, making the novel more realistic. Indonesia, as well as other country, already set some of the people's eyes on Visual Novel. Some gather to make it, some gather to translated it, and the other sharing about it. Several also start their own Visual Novel creator program, like Pytom, Renpy creator which made it purely based on Phyton, which is also used in this paper. Renpy as a Visual Novel creator program brings more advantages than several other Visual Novel creator. Renpy use pure script to make one, which capable to make anything possible, as long as your programming is adequate. While it's also possible to make a standard Visual Novel, to make it more better than a standard, Beach Restaurant, the name of the Visual Novel in this paper, implemented 2 minigames in it.
    [Show full text]
  • The Otaku Phenomenon : Pop Culture, Fandom, and Religiosity in Contemporary Japan
    University of Louisville ThinkIR: The University of Louisville's Institutional Repository Electronic Theses and Dissertations 12-2017 The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan. Kendra Nicole Sheehan University of Louisville Follow this and additional works at: https://ir.library.louisville.edu/etd Part of the Comparative Methodologies and Theories Commons, Japanese Studies Commons, and the Other Religion Commons Recommended Citation Sheehan, Kendra Nicole, "The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan." (2017). Electronic Theses and Dissertations. Paper 2850. https://doi.org/10.18297/etd/2850 This Doctoral Dissertation is brought to you for free and open access by ThinkIR: The University of Louisville's Institutional Repository. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of ThinkIR: The University of Louisville's Institutional Repository. This title appears here courtesy of the author, who has retained all other copyrights. For more information, please contact [email protected]. THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Submitted to the Faculty of the College of Arts and Sciences of the University of Louisville in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Humanities Department of Humanities University of Louisville Louisville, Kentucky December 2017 Copyright 2017 by Kendra Nicole Sheehan All rights reserved THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Approved on November 17, 2017 by the following Dissertation Committee: __________________________________ Dr.
    [Show full text]
  • Folha De Rosto ICS.Cdr
    “For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos.
    [Show full text]
  • Artificial General Intelligence in Games: Where Play Meets Design and User Experience
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by The IT University of Copenhagen's Repository ISSN 2186-7437 NII Shonan Meeting Report No.130 Artificial General Intelligence in Games: Where Play Meets Design and User Experience Ruck Thawonmas Julian Togelius Georgios N. Yannakakis March 18{21, 2019 National Institute of Informatics 2-1-2 Hitotsubashi, Chiyoda-Ku, Tokyo, Japan Artificial General Intelligence in Games: Where Play Meets Design and User Experience Organizers: Ruck Thawonmas (Ritsumeikan University, Japan) Julian Togelius (New York University, USA) Georgios N. Yannakakis (University of Malta, Malta) March 18{21, 2019 Plain English summary (lay summary): Arguably the grand goal of artificial intelligence (AI) research is to pro- duce machines that can solve multiple problems, not just one. Until recently, almost all research projects in the game AI field, however, have been very specific in that they focus on one particular way in which intelligence can be applied to video games. Most published work describes a particu- lar method|or a comparison of two or more methods|for performing a single task in a single game. If an AI approach is only tested on a single task for a single game, how can we argue that such a practice advances the scientific study of AI? And how can we argue that it is a useful method for a game designer or developer, who is likely working on a completely different game than the method was tested on? This Shonan meeting aims to discuss three aspects on how to generalize AI in games: how to play any games, how to model any game players, and how to generate any games, plus their potential applications.
    [Show full text]
  • Implementation of A* Algorithm for Solving Sokoban Logic Games
    Journal of Applied Intelligent System (e-ISSN : 2502-9401 | p-ISSN : 2503-0493) Vol. 4 No. 2, December 2019, pp. 104 – 111 Implementation of A* Algorithm for Solving Sokoban Logic Games Rosa Tri Setiani *1, Bonifacius Vicky Indriyono 2 School of Information and Computer Management Kadiri, Jl. Balowerti II No. 26-30 Kediri East Java,(0354-696770) E-mail : [email protected]*1, [email protected] Abstract - Sokoban is one of the puzzle category games that requires players to push boxes towards the top, bottom, left and right until the specified destination. Sometimes it takes a long time to complete a very difficult level so that a solution is needed. So that these difficulties can be overcome, we need an algorithm that can help find the right path. A * algorithm is an algorithm that minimizes the total cost of the track under the right conditions that will provide the best solution in optimal time. A * algorithm will find the distance of the fastest route to be taken by a starting point to the destination object by removing unnecessary steps. From the test results, this A * algorithm can help players in finding a solution to the road in the form of completion steps in the Sokoban game by determining the smallest F value. Keywords - Artificial Intelligence, Games, Sokoban, A * algorithm 1. INTRODUCTION The development of science and technology will never end and will grow faster along with the development of supporting technology. One of the many technologies that is growing is artificial intelligence. Artificial intelligence (AI) is the main focus in the world of research on how a computer program is able to learn and make decisions like humans.
    [Show full text]
  • The Rape Fantasy As Transformation in a Japanese Male-Male Pornographic Video Game Series
    ABSTRACT Title ofThesis: “DESTROY ME!”: THE RAPE FANTASY AS TRANSFORMATION IN A JAPANESE MALE-MALE PORNOGRAPHIC VIDEO GAME SERIES Alexander Jackson Graves, Master of Arts, 2016 Thesis Directed By: Professor Martha Nell Smith, Department of English The thesis explores the use of the rape fantasy in Japanese male-male pornography through an analysis of Nitro+CHiRAL‟s DRAMAtical Murder and DRAMAticalMurder: re:connectas case studies of the larger genre and cultural history. The thesis puts Western and Japanese scholars in conversation with one another to encourage more academic attention to the emerging fields of Boys Love (BL) and pornographic video gaming. The methodology relies on intersections between gaming, sexuality, and trauma studies to deconstruct the DRAMAtical Murderseries‟ embodiments of rape with critical consideration to both the victim and the perpetrator. “DESTROY ME!”: THE RAPE FANTASY AS TRANSFORMATION IN A JAPANESE MALE-MALE PORNOGRAPHIC VIDEO GAME SERIES by Alexander Jackson Graves Thesis submitted to the Faculty of the Graduate School of the University of Maryland, College Park, in partial fulfillment of the requirements for the degree of Master of Arts 2016 Advisory Committee: Professor Martha Nell Smith, Chair Associate Professor Michele Mason Associate Professor Kellie Robertson © Copyright by Alexander Jackson Graves 2016 Note on Japanese Names and Terminology For the thesis, I have reproduced Japanese names with the family name appearing first (when known), followed by the personal or pen name. Citations of Western-language sources and Japanese scholars who publish in English are presented in the traditional order of the personal or pen name followed by the family name. Japanese terms are italicized with the long vowels indicated by macrons unless they are proper nouns (e.g., names of people, places, organizations, companies), have been assimilated into English language (e.g., samurai, manga, anime), or are commonplace names (e.g., Tokyo, Kyoto).
    [Show full text]
  • Hyperstate Space Graphs for Automated Game Analysis
    Hyperstate Space Graphs For Automated Game Analysis Michael Cook Azalea Raad Queen Mary University of London Max Planck Institute for Software Systems [email protected] [email protected] Abstract—Automatically analysing games is an important chal- combat, are either elided or combined into higher-level states. lenge for automated game design, general game playing, and co- Another option, commonly used in the design of AI agents, is creative game design tools. However, understanding the nature of to limit the size of the SSG – many Chess agents are limited an unseen game is extremely difficult due to the lack of a priori design knowledge and heuristics. In this paper we formally define in how far ahead they may look to evaluate a move. hyperstate space graphs, a compressed form of state space graphs These abstraction processes for state space compression which can be constructed without any prior design knowledge require game-specific expert knowledge: what is important and about a game. We show how hyperstate space graphs produce what is not, and which aspects of the game we wish to focus compact representations of games which closely relate to the on. However, many AI systems are required to play, analyse heuristics designed by hand for search-based AI agents; we show how hyperstate space graphs also relate to modern ideas or interact with games that have never been seen before by about game design; and we point towards future applications for anyone. Automated game design systems must understand a hyperstates across game AI research. game in order to be able to evaluate or change its design.
    [Show full text]
  • Analysis and Development of a Game of the Genre Roguelike
    UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL INSTITUTO DE INFORMÁTICA CURSO DE CIÊNCIA DA COMPUTAÇÃO CIRO GONÇALVES PLÁ DA SILVA Analysis and Development of a Game of the Roguelike Genre Final Report presented in partial fulfillment of the requirements for the degree of Bachelor of Computer Science. Advisor: Prof. Dr. Raul Fernando Weber Porto Alegre 2015 UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL Reitor: Prof. Carlos Alexandre Netto Vice-Reitor: Prof. Rui Vicente Oppermann Pró-Reitor de Graduação: Prof. Sérgio Roberto Kieling Franco Diretor do Instituto de Informática: Prof. Luís da Cunha Lamb Coordenador do Curso de Ciência da Computação: Prof. Raul Fernando Weber Bibliotecária-Chefe do Instituto de Informática: Beatriz Regina Bastos Haro ACKNOWLEDGEMENTS First, I would like to thank my advisor Raul Fernando Weber for his support and crucial pieces of advisement. Also, I'm grateful for the words of encouragement by my friends, usually in the form of jokes about my seemingly endless graduation process. I'm also thankful for my brother Michel and my sister Ana, which, despite not being physically present all the time, were sources of inspiration and examples of hard work. Finally, and most importantly, I would like to thank my parents, Isabel and Roberto, for their unending support. Without their constant encouragement and guidance, this work wouldn't have been remotely possible. ABSTRACT Games are primarily a source of entertainment, but also a substrate for developing, testing and proving theories. When video games started to popularize, more ambitious projects demanded and pushed forward the development of sophisticated algorithmic techniques to handle real-time graphics, persistent large-scale virtual worlds and intelligent non-player characters.
    [Show full text]
  • Alex Mendel: Robot Tatrabot Rieši Hru Sokoban
    UNIVERZITA KOMENSKÉHO V BRATISLAVE FAKULTA MATEMATIKY, FYZIKY A INFORMATIKY Robot Tatrabot rieši hru Sokoban Bakalárska práca 2017 Alex Mendel UNIVERZITA KOMENSKÉHO V BRATISLAVE FAKULTA MATEMATIKY, FYZIKY A INFORMATIKY Robot Tatrabot rieši hru Sokoban Bakalárska práca Študijný program: Aplikovaná informatika Študijný odbor: 2511 Aplikovaná informatika Školiace pracovisko: Katedra aplikovanej informatiky Školiteľ: Mgr. Pavel Petrovič, PhD. Bratislava, 2017 Alex Mendel ČESTNÉ VYHLÁSENIE Čestne vyhlasujem, že som bakalársku prácu „Robot Tatrabot rieši hru Sokoban" vypracoval samostatne s použitím uvedenej literatúry a zdrojov dostupných na internete. V Bratislave dňa 25.5.2017 ……………………………………........... Alex Mendel Poďakovanie Touto cestou by som rád poďakoval svojmu školiteľovi Mgr. Pavlovi Petrovičovi, PhD. za užitočné rady, pripomienky, trpezlivosť a usmernenie pri písaní mojej bakalárskej práce. Bratislava 25.5.2017 Alex Mendel ABSTRAKT Cieľom tejto práce je navrhnúť a implementovať algoritmus na riešenie hry a jeho prepojenie s reálnym mobilným robotickým systémom. Tatrabot je riadený 32-bitovým jednočipovým počítačom rady STM32, má bohatú senzorickú výbavu: 3 osí akcelerometer, gyroskop, magnetometer, barometer, teplomer, 2 IR senzory na detekciu prekážok, SHARP IR senzor na meranie vzdialenosti, 4-kanálový senzor na čiaru, zvukový výstup, tlačidlá, signálne LED, otáčkové senzory, BlueTooth. V tejto práci sa zameriame na riešenie úloh presúvania kociek v labyrinte - úloha podobná hre Sokoban a simultánnu vizualizáciu jeho činnosti.
    [Show full text]