Game space design foundations for trans-reality games Lindley, Craig A.
ACM International Conference Proceeding Series; Vol. 265: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology; 15-17 June 2005,
06/2005
Conference Proceeding
Trans-reality games are games that take advantage of pervasive, mobile, ubiquitous, location-based and mixed reality technical infrastructures to create game spaces that can include physical reality ...together with one or more virtual realities. Creating these games requires basic design decisions about the relationships between the large scale game spaces involved. In particular, the different game spaces can be related by general 3D coordinate system transforms, together with decisions regarding isomorphism at different levels of spatial scale. The result is a large space of possibilities for trans-reality game space design supporting very different forms of game mechanics.
Modeling and simulation provide many excellent benefits in preparation for successful cyber operations. Whether used for creating realistic training environments, testing new cyber warfare ...techniques, or predicting possible adversary actions, it is critical for such simulations to take into account the possibility of an active cyber adversary, able to adapt its plans to network conditions. Without realtime high fidelity modeling and simulation, training fails to address how to cope with intelligent and adaptive opponents, and operations become trial and error exercises rife with high-risk improvisation in situations where the adversary does not follow a well defined script. Unfortunately, current simulation techniques are insufficient to model adversaries capable of dynamic adjustment to changes in the simulation environment. Either adversary actions are completely pre-scripted, or live red teams are required to be on hand to tailor adversary actions to circumstances. In this paper, we present a technique for avoiding the prohibitive cost associated with requiring live red team participation during each use of a simulation environment while still providing the advantages dynamic adversary modeling provides. Our approach utilizes game theoretic techniques, using a new probability based search technique to curtail the search-space explosion issues that previous attempts in this area have encountered. This technique, entitled Partially-Serialized Probability Cutoff Search, also includes a new approach to modeling time, allowing modeling of anticipatory strategies and time-dependent attack techniques.
This paper describes strategies used to assess augmented reality (AR) games in K-12 environments. While AR has the potential to provide participatory, situated, and collaborative experiences that ...foster inquiry-based problem solving and critical thinking skills, it also presents several assessment challenges to researchers and evaluators. The scholarly strategy we are using to assess the effectiveness and impact of AR on the classroom is design-based research, which is a mixed method model. The quantitative assessment challenges relate to: 1. statistical power; 2. statistical conclusion validity due to heterogeneous samples; and 3. limited intervention exposure. The qualitative challenges relate to: 1. novelty/complexity of outdoor collaborative problem solving; and 2. observations of student interaction in a hybrid learning environment.
What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, ...in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.
Space Age Grand Narratives in Videogames Horban, Olexander; Maletska, Mariia
Philosophy and cosmology : the journal of the International Society of Philosophy and Cosmology (ISPC),
2022, 2022-00-00, 2022-01-01, Letnik:
28, Številka:
28
Journal Article
Recenzirano
Odprti dostop
The phenomenon of outer space has become ingrained in the various levels of human culture. A feature of modern views on the phenomenon of outer space is its human-sizedness. It consists in a person’s ...subjective cultural experience of their relationship to outer space and allows the modeling of possible future states of outer space on the basis of comprehending the regularities of its development. With the beginning of the Space Age, the peculiar “accessibility” of space gives rise to new forms of cultural development of this phenomenon, where videogames occupy an important place since they allow a person to freely fulfill their most daring cosmic fantasies. The problem of representing outer space in videogames remains insufficiently studied. The authors’ hypothesis is that videogames reflect not only the physical characteristics of space, but also the grand narrative of space exploration and the unity of mankind in the implementation of the global task of space exploration. The authors have concluded that the grand narrative of space exploration is largely legitimized through videogames. The perception of reality, patterns of behavior, and a view on culture and science are formed through videogames. The legitimization of technical and social progress as a way to achieve significant success in space expansion is observed in most videogames where “outer space” is not only the setting, but also a part of the game mechanics. Interactivity as a central feature of the videogame phenomenon allows not only to describe and explain the idea of the physical properties of outer space or the operation of devices and mechanisms in these conditions, but also to participate directly in the development of such devices, as well as to be involved in simulators of real stay in space conditions.
Drawing Time Clear, Nic
Architectural design,
September/October 2013, Letnik:
83, Številka:
5
Journal Article
Head of the Department of Architecture and Landscape Architecture at the University of Greenwich, Nic Clear is renowned for his role in championing film and animation techniques in architectural ...education. Here he challenges architects to put aside their assigned roles as mere imagers or practice technicians and embrace ‘the spatial possibilities offered by a whole range of emerging design activities ‐ actual, augmented and virtual’.
In this article, the author investigates how computer games can be understood as sociospatial practices. Although spatiality has always been considered a central quality of any digital game, cultural ...and social functions of space have not been much theorized in relation to games. This article furthers a discussion on how they can be understood as spatial practices by proposing a first approach that makes an analysis of games as sociospatial practices possible. It introduces the concept of magic node as a manner to facilitate such a study of games. A case study of cartographical practices in real time strategy games exemplifies how games can be approached as such magic nodes.
Make Room for the Wii Aslinger, Ben
A Companion to New Media Dynamics,
02/2013
Book Chapter
This chapter contains sections titled:
Locating the Game Console
Limited Spatial Mobilities
Conclusion: Too Many Mobilities to Count?
References
Further Reading