Introducció Al Disseny De Videojocs
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
As Promised, Faculty, Admin, and Tech Have All Been Coming up with Works to Watch While Shuttered Inside (In the Physical, and Not Psychological, Sense)
As promised, Faculty, Admin, and Tech have all been coming up with works to watch while shuttered inside (in the physical, and not psychological, sense). We will have more forthcoming from other members of the department, I’d hope next week, to get you through the exam period and beyond. The range below is eclectic, at times challenging, and most of all fun of all sorts. A lot of the material is easily streamable and/or downloadable; I’m sure there are other ways you can find material too. We hope you find stuff here to get you through the days and nights and days and nights and days and nights. We are all in this together, so feel free to come up with lists (on your own, or even better, get together digitally and socialize) of works you think faculty, admin, and techs ought to be watching. Teach us something and make it a two- way street! UPDATE, April 14: See below for new recommendations from Adonay, Tama, and Karine! Films for Students: From Karine Here is my Top Ten list of Road Movies (from around the world) to watch while in Quarantine (Traveling without risk): 1. Traveling to France: Agnes Varda's Faces Places (2017). 2. Traveling to Germany: Wim Wenders' Kings of the Road (1976). 3. Traveling to New Zealand: Taika Waititi's Hunt for the Wilderpeople (2016). 4. Traveling to Mexico: Alfonso Curaon's Y Tu Mama Tambien (2001) 5. Traveling to Argentina: Lucrecia Martel's La Mujer Sin Cabeza (2008) 6. Traveling to Australia: Ivan Sen's Beneath Clouds (2002) 7. -
Shamdani Sara 2020 Phd.Pdf (3.001Mb)
AFFECT & PLAY: SOCIO-POLITICAL VIDEOGAMES AS A SITE OF FELT- KNOWLEDGE PRODUCTION SARA SHAMDANI A DISSERTATION SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSPHY GRADUATE PROGRAM IN SOCIAL AND POLITICAL THOUGHT YORK UNIVERSITY TORONTO, ONTARIO NOVEMBER 2020 ©Sara Shamdani, 2020 ii Abstract Videogames are affective networks, made up of organic and in-organic matters that come to create a space, where the player learns through doing and watching herself do. For decades, videogames researchers and players have discussed the myriad of ways in which videogames carry enormous pedagogical potentials through their procedures and the creation of a space of play that immerses the player in those procedures and the story of the game. This dissertation builds on this body of knowledge by bringing together the different understandings of affect and affective capacities to further examine the pedagogical potentials of socio-political games through the creation of a felt-knowledge-producing assemblage. I argue this felt knowledge is achieved through the processes of acting in the space of play, watching that action while it takes place, and then engaging with the consequences of the said action. The socio-political videogames curated for the purposes of this research are primarily from the perspectives of civilians living in a warzone, engaging in revolutionary efforts, or civilians who are forced to cross borders as refugees and immigrants as a result of chaos and violence of their homelands. I examine the affective capacities of the space of play through the works of D. -
Mediální Reprezentace Duševních Nemocí V Současných Videohrách
FAKULTA SOCIÁLNÍCH STUDIÍ Mediální reprezentace duševních nemocí v současných videohrách Diplomová práce Bc. Petr Uhlíř Vedoucí práce: Mgr. Iveta Jansová, Ph.D. Katedra mediálních studií a žurnalistiky Program Mediální studia a žurnalistika Brno 2021 MEDIÁLNÍ REPREZENTACE DUŠEVNÍCH NEMOCÍ V SOUČASNÝCH VIDEOHRÁCH Bibliografický záznam Autor: Bc. Petr Uhlíř Fakulta sociálních studií Masarykova univerzita Katedra mediálních studií a žurnalistiky Název práce: Mediální reprezentace duševních nemocí v současných videohrách Studijní program: Mediální studia a žurnalistika Vedoucí práce: Mgr. Iveta Jansová, Ph.D. Rok: 2021 Počet stran: 135 Klíčová slova: reprezentace, duševní zdraví, duševní onemocnění, videohry, nová média, sociální sémiotika 2 MEDIÁLNÍ REPREZENTACE DUŠEVNÍCH NEMOCÍ V SOUČASNÝCH VIDEOHRÁCH Bibliographic record Author: Bc. Petr Uhlíř Faculty of Social Studies Masaryk University Department of Media Studies and Journalism Title of Thesis: Media representation of mental illness in contemporary video games Degree Programme: Media Studies and Journalism Supervisor: Mgr. Iveta Jansová, Ph.D. Year: 2021 Number of Pages: 135 Keywords: representation, mental health, mental illness, video games, new media, social semiotics 3 MEDIÁLNÍ REPREZENTACE DUŠEVNÍCH NEMOCÍ V SOUČASNÝCH VIDEOHRÁCH Anotace Tato výzkumná diplomová práce se zabývá reprezentací duševních one- mocnění v současných videohrách. Postavy trpící duševní nemocí se ve hrách objevují zcela běžně. Často je však jejich obraz pojímán stereo- typně nebo nerealisticky. Role takovýchto postav je pak hráče buď poba- vit nebo vystrašit. V posledních letech se začínají častěji objevovat hry zaměřující se na realistickou reprezentaci dané problematiky. Jejich cí- lem je mimo jiné zvýšit povědomí o duševních onemocněních a destig- matizovat je. Počátky těchto tendencí lze pozorovat u nezávislých her. Postupně se tento trend začíná projevovat také u mainstreamové video- herní produkce. -
Paolo Nosenzo, Estetica E Storytelling Negli Indie Game
Università degli Studi di Torino Dipartimento di Studi Umanistici Laurea Magistrale in Cinema e Media Dissertazione Finale Estetica e Storytelling negli Indie Game Relatore: Prof. Alessandro Amaducci Correlatori: Prof. Riccardo Fassone Candidato: Paolo Nosenzo matr. N° 702043 Anno Accademico 2014/2015 INDICE Introduzione: definire un Indie Game ................................................................................................ 4 Capitolo 1: Storia della scena indipendente .................................................................................... 11 1.1 Da mercato frammentato a comunità globale .......................................... 11 1.2 Indie, il nuovo Mainstream...................................................................... 15 1.3 L’evoluzione dello stile indipendente ...................................................... 18 Capitolo 2: Estetica e Graphic Design, il ritorno del Vintage............................. 22 2.1 Pixel Art ................................................................................................... 22 2.1.1 Pixel Art in 2D ................................................................................ 24 2.1.2 Pixel Art in 3D: da quadrati a cubi.................................................. 31 2.2 Il Low Poly .............................................................................................. 36 2.3 Retrò: una rivisitazione in chiave moderna ............................................. 40 Capitolo 3: Astrazione, Minimalismo, e altre soluzioni visive.......................... -
The Sacred & the Digital
Tilburg University The Sacred & the Digital Bosman, Frank DOI: 978-3-03897-831-2 Publication date: 2019 Document Version Publisher's PDF, also known as Version of record Link to publication in Tilburg University Research Portal Citation for published version (APA): Bosman, F. (Ed.) (2019). The Sacred & the Digital: Critical Depictions of Religions in Video Games. MDPI AG. https://doi.org/978-3-03897-831-2 General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 27. sep. 2021 The Sacred & the Digital Critical Depictions of Religions in Video Games Edited by Frank G. Bosman Printed Edition of the Special Issue Published in Religions www.mdpi.com/journal/religions The Sacred & the Digital The Sacred & the Digital: Critical Depictions of Religions in Video Games Special Issue Editor Frank G. Bosman MDPI • Basel • Beijing • Wuhan • Barcelona • Belgrade Special Issue Editor Frank G. -
Il Sonoro Nei Videogiochi
CONSERVATORIO STATALE DI MUSICA \SANTA CECILIA", ROMA DIPLOMA SPERIMENTALE DI II LIVELLO IN COMPOSIZIONE PER LA MUSICA APPLICATA IL SONORO NEI VIDEOGIOCHI CARATTERISTICHE, TECNICHE COMPOSITIVE E UN ESEMPIO PRATICO Relatore: Candidato: M˚ ANTONIO DI POFI FRANCESCO DEL PIA Matricola 1769 BN ANNO ACCADEMICO 2013/2014 A Matilde, la mia famiglia, i miei Maestri INDICE i Indice I Perch´estudiare il sonoro dei videogiochi 2 1 Il videogioco come mezzo di espressione 2 1.1 Interattivit`ae iterativit`a. 3 1.2 La sospensione dell’incredulit`a . 4 1.3 Videogiochi come forma d'arte . 6 1.3.1 L'esposizione al MoMA . 8 2 Alcune difficolt`a 13 2.1 La censura di alcuni titoli impegnati . 13 2.2 I titoli che presentano violenza . 15 3 Il sonoro nei videogiochi 16 3.1 Il successo delle colonne sonore . 17 3.2 Pubblicazioni, documentari, fiere e corsi . 20 3.3 La richiesta di compositori . 22 4 Conclusioni 25 II L'audio dinamico 27 5 Sonoro interattivo e adattativo 27 6 Alcune difficolt`adell'audio dinamico 30 6.1 La durata del gameplay ........................ 31 6.2 L’affaticamento uditivo . 31 6.3 I giochi multiplayer ........................... 32 7 Le categorie di interventi musicali 34 7.1 Interventi principali . 34 7.2 Ambient tracks ............................. 34 7.3 Stinger ................................. 35 INDICE ii 8 La non linearit`anei videogiochi 35 8.1 La non linearit`anell'audio . 37 8.2 Le transizioni . 39 8.2.1 I metodi tradizionali . 39 8.2.2 L'utilizzo del MIDI nelle transizioni . 40 9 Dieci metodi di variazione nella musica dinamica 41 9.1 Variazioni di tempo . -
UNIVERSITY of CALIFORNIA Santa Barbara Haptic Media
UNIVERSITY OF CALIFORNIA Santa Barbara Haptic Media: Sexuality, Gender, and Affect in Technology Culture, 1959–2015 A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Film and Media Studies by Diana M. Pozo Committee in charge: Professor Anna Everett, Chair Professor Constance Penley Professor Michael Curtin Professor Mireille Miller-Young Professor Lisa Cartwright December 2016 The dissertation of Diana M. Pozo is approved. ____________________________________________ Constance Penley ____________________________________________ Michael Curtin ____________________________________________ Mireille Miller-Young ____________________________________________ Lisa Cartwright ____________________________________________ Anna Everett, Committee Chair November 2016 Haptic Media: Sexuality, Gender, and Affect in Technology Culture, 1959–2015 Copyright © 2016 by Diana M. Pozo iii ACKNOWLEDGEMENTS I could not have finished this project without the many people who touched me along the way. My dissertation committee—Anna Everett, Constance Penley, Michael Curtin, Mireille Miller-Young, and Lisa Cartwright—made this unique piece of research possible with their openness, as well as their many areas of diverse expertise. Many others at UC Santa Barbara were instrumental to my intellectual and personal development, including members of my MA committee Janet Walker, Lisa Parks, and Charles Wolfe; Paul Amar, who I worked with as a manuscript editor during the later years of my dissertation; and Edward Branigan, whose library office was an idyllic retreat for the first year of the project. My research would not have been possible without a number of collaborators and mentors. Some of my earliest helpers were those I met or heard speak at the conferences I attended for this project, including Heather Kelley, Kyle Machulis, Maggie Mayhem, Dee Dennis, Mark Kernes, Kelly Holland, Lafe Spietz, Jiz Lee, and Shine Louise Houston, among many others. -
Vilniaus Dailės Akademijos Kauno Fakultetas
VILNIAUS DAILĖS AKADEMIJOS KAUNO FAKULTETAS TAIKOMOSIOS GRAFIKOS KATEDRA Sandros Grebliauskaitės NEPRIKLAUSOMŲ KOMPIUTERINIŲ ŽAIDIMŲ PERSONALIZACIJA Magistro baigiamasis teorinis darbas Taikomosios grafikos studijų programa, valstybinis kodas 621W10007 Magistrantas (-ė): Sandra Grebliauskaitė .................................................. (parašas) .................................................. (data) Darbo vadovas(-ė): dr. Reda Šatūnienė .................................................. (parašas) .................................................. (data) Tvirtinu, katedros vedėjas(-a): doc. Vaidas Naginionis .................................................. (parašas) .................................................. (data) Kaunas, 2016 AUTENTIŠKUMO DEKLARACIJA Aš, Sandra Grebliauskaitė, kandidatas (-ė) VDA Taikomosios grafikos katedros magistro laipsniui gauti, patvirtinu, kad šis baigiamasis darbas paremtas mano paties (-čios) tyrimais ir jame naudotasi tik tokia papildoma informacija, kuri nurodyta nuorodose, paaiškinimuose, šaltinių, literatūros bei lentelių ir paveikslų sąrašuose. Patvirtinu, kad baigiamajame darbe nėra naudojamasi kitų darbais to nenurodant ir nė viena baigiamojo darbo dalis nepažeidžia jokių asmens ar institucijos autorinių teisių. Taip pat nė viena baigiamojo darbo dalis nebuvo pateikta jokiai kitai aukštojo mokslo institucijai, kaip akademinis atsiskaitymas ar siekiant gauti mokslo laipsnį. Sandra Grebliauskaitė TURINYS SANTRAUKA .......................................................................................................................... -
NEO Scavenger Released for Mac!
NEO Scavenger Released For Mac! NEO Scavenger Released For Mac! 1 / 3 2 / 3 50 Games like NEO Scavenger for Mac OS, daily generated comparing ... #46, Posthuman: Sanctuary released the 1 July 2018 and ranked #9.. A new test version of Beta is available for NEO Scavenger. It includes new content, new features, but may also have new bugs. As such, it is .... OSX: Macintosh HD:Users:UserName:Library:Preferences:Macromedia:Flash ... For example, if your game was launched from "C:\games\NEO Scavenger" .... NEO Scavenger System Requirements (2020) - full specs, system checker and the gaming PC ... In terms of game file size, you will need at least 75 MB of free disk space available. NEO ... NEO Scavenger Mac system requirements (minimum).. NEO Scavenger is a game where you must survive in the wasteland ... http://bluebottlegames.com/content/neo-scavenger-mobile-released.. This app is available only on the App Store for iPhone and iPad. NEO Scavenger 17+. Post-apocalyptic survival RPG.. NEO Scavenger is a game where you must survive in the wasteland long enough to figure out who ... Release Date: Dec 15, 2014 ... Mac OS X.. Buy NEO Scavenger [Online Game Code]: Read Video Games Reviews - Amazon.com. ... We don't know when or if this item will be available again. ... Supported OS: [Mac Mountain Lion 10.8, Mac Lion 10.7, Mac Snow Leopard 10.6] .... Buy NEO Scavenger [Online Game Code] from Amazon.co.uk. Download and play ... Platform : Mac OS X 10.7 Lion, Mac OS X 10.8 Mountain Lion, Mac OS X 10.6 Snow Leopard | .. -
Announcement
Announcement Total 25 articles, created at 2016-04-03 00:03 1 Microsoft Office Casts a Wider Web, Takes Holographic Turn Developers can integrate more Office 365 functionality and intelligent services into their apps or take Excel for a spin on HoloLens. 2016-04-02 21:57 4KB www.eweek.com (2.00/3) 2 Tesla Model 3 unveiled: Everything you need to know Pre-orders for the $35,000 all-electric sedan have already reached 230,000. 2016-04-02 17:25 3KB zdnet.com.feedsportal.com (2.00/3) 3 Microsoft Positions Cortana, Skype, AI As 'Future Of Communications' Microsoft is exploring new communication technologies with updates to Skype, Cortana and artificial intelligence. 2016-04-03 00:02 4KB www.informationweek.com 4 New Acer All-in-One Chromebase Is Designed for Video Conferencing The Chromebase for meetings includes a 24-inch display, speakers, microphones, camera, software and service in a single Chrome OS-based system. 2016-04-02 22:01 4KB www.eweek.com 5 Web Users Must Stay Extra Wary to Fend Off Stealthy 'Malvertising' NEWS ANALYSIS: Computer users have to be more wary than ever to avoid malware infection via "malvertising" downloads, but there are ways to protect yourself. 2016-04-02 21:57 3KB www.eweek.com 6 Why the 12.9-Inch iPad Pro Works as a MacBook Air Replacement Can the 12.9-inch iPad Pro work as a MacBook Air replacement? Here's what makes Apple's larger slate a worthy buy for enterprise users and consumers. 2016-04-02 22:38 1KB www.eweek.com 7 Managing Governance, Risk and Compliance with ECM and BPM Many of the elements involved in meeting compliance and regulatory requirements are best managed by content and records management systems, particularly where 2016-04-02 21:32 1KB www.itworldcanada.com 8 LG sells its G5 phone with a lot of Jason Stathams and a little exaggeration Technically Incorrect: A new ad for LG's modular G5 phone makes you believe that its parts are quickly interchangeable. -
Aspekty Funkcjonowania Gier Cyfrowych We Współczesnej Kulturze: Studia Przypadków
Marak, Katarzyna i Miłosz Markocki. Aspekty funkcjonowania gier cyfrowych we współczesnej kulturze: studia przypadków . Toruń: Wydawnictwo Naukowe Uniwersytetu Mikołaja Kopernika, 2016 (wersja sprzed druku) Katarzyna Marak i Miłosz Markocki Aspekty funkcjonowania gier cyfrowych we współczesnej kulturze Studia przypadków (pre-print) Spis treści: Wprowadzenie Część I Rozdział 1 Charakterystyka gier cyfrowych Gry – czyli jakie teksty? Proponowana definicja gry Gameplay i mechanika Sekwencyjność Immersja Interaktywność Gry jako teksty, które nie są statyczne (fixed) Zwrot ku dostępności, czyli casual revolution Inne aspekty kultury graczy Rozdział 2 Gry cyfrowe w światowym i polskim dyskursie akademickim Jak bada się gry na świecie Podejścia do badania gier Polskie badania nad grami i polska retoryka ludologiczna: ludologia w perspektywie groznawstwa Gamergate i Anita Sarkeesian Część II Rozdział 3 Gry MMORPG jako czynnik stymulujący, integrujący i określający społeczności graczy Wstęp Społeczności graczy Gracze solo Rozdział 4 Kreowanie tożsamości postaci gracza na przykładach pojedynczych graczy oraz zorganizowanych grup graczy w grach MMORPG Wstęp Tożsamość pojedynczego gracza. Tożsamość grupy graczy – gildii. Rozdział 5 Zjawisko indie horror games: teksty niezależne Zarys charakterystyki gier niezależnych Narracja i opowiadana historia Zadanie Techniki wzbudzania przerażenia Styl i grafika Problemy właściwe grom niezależnym Eksperymenty i innowacje Konkluzja Rozdział 6 Letsplayerzy i ich nagrania: filmy typu letsplay jako nowa forma obcowania z tekstem Postać letsplayera Styl i focus Narracje i performance Zjawisko nagrań typu letsplay w szerszym ujęciu Rozdział 7 Eksperymentalne aspekty artystyczne i medialne gry The Music Machine Bibliografia Aneks 1: Słownik Aneks 2: Gry Aneks 3: Źródła opinii graczy 2 (pre-print) Wprowadzenie Podobnie jak badania nad kulturą nie mają pojedynczego punktu wyjścia (Barker i Jane 2016: 6), tak i do badań nad grami cyfrowymi można podchodzić z wielu różnych perspektyw. -
Best Long Term Games Android
Best Long Term Games Android Nonpathogenic and metronymic Derick still cobbles his pewit joyously. Uncontentious Ramesh settle no lucre kindle barefoot after Frankie endues nightmarishly, quite dipterocarpaceous. Plenipotentiary Broddy lay-by very ineffably while Sanson remains folio and severest. 35 Best Offline Android Games 2021 to pardon without the. 5 Best Group Games you can coincide with slow Phone Republic. On this tactical rpg is strategic battle other clicker game play this time brainstorming improvement over each driver is! RPG, as custom hero battles a and of enormous monsters and levels up his weapons, armour and skills. The android apps meant big world as a lot of best long term games android strategy games users can get strategy. Downwell is a lightly interactive scenes to. Major institutions accountable and build your best long term games android for survival games? Along life journey you complete goals, earn points, and collect coins that white be used to upgrade your equipment and abilities. Vip heroes level of savior, as long term usage habits. Battle enemies you encounter along is way and collect loot and thus upgrade your ass and weapons. You can play this game center of starting your feet and across familiar with his way to seize control various modes, financial sectors and. 50 best games for tablets and smartphones Apps The. Real-time strategy games aren't usually associated with mobile platforms. The gameplay is very axis of DayZ eat drink nap and fight around the simplified graphics the mobile title motivates for a think time You. You ask for internal metrics of pachisi, lead them all things like most popular.