Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
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    688 research outputs found

    Prototype worlds of video games

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    In this paper the author analyzes the phenomenon of prototype worlds – synthetic environments of simulators, video games and other types of software – used to conduct experiments at the level of user sensorium, environmental physics and social design. The author presents the evolution of the concept, beginning with Buckminister Fuller’s World Game project, moving through media experiments in the field of game design, and finally presenting contemporary applications (such as a drone pilot training project for the U.S. Air Force) and their implications.In this paper the author analyzes the phenomenon of prototype worlds – synthetic environments of simulators, video games and other types of software – used to conduct experiments at the level of user sensorium, environmental physics and social design. The author presents the evolution of the concept, beginning with Buckminister Fuller’s World Game project, moving through media experiments in the field of game design, and finally presenting contemporary applications (such as a drone pilot training project for the U.S. Air Force) and their implications

    Artists play games

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    Andrzej Pitrus discusses complex relationships between the two worlds – art and computer/ games. Numerous artists are looking for inspirations in the world of an interactive entertainment, yet some of them are creating new paths of its development. Some of the artists focus on new and unique interfaces. Others refer to the mechanics of games to create their own interactive works. Bill Viola’s The Night Journey is an excellent example of such project. The author also reviews critical games, which are based on the mechanisms easily found in commercial games. Yet, their goal is to deconstruct them, rather than followig well known tracks. Pitrus examines this strategy in the works of a famous studio “Tale of Tales”.Andrzej Pitrus discusses complex relationships between the two worlds – art and computer/ games. Numerous artists are looking for inspirations in the world of an interactive entertainment, yet some of them are creating new paths of its development. Some of the artists focus on new and unique interfaces. Others refer to the mechanics of games to create their own interactive works. Bill Viola’s The Night Journey is an excellent example of such project. The author also reviews critical games, which are based on the mechanisms easily found in commercial games. Yet, their goal is to deconstruct them, rather than followig well known tracks. Pitrus examines this strategy in the works of a famous studio “Tale of Tales”

    The experience and exploration of worlds in single-player video games

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    The author indicates a few of the most common experiences that are encountered, particularly in single-player open-world games where exploration of the world plays a large part of the enjoyment of a game. The experiences mentioned in the essay are: arrival in the world, the gaining of an objective, the revelation of the expansiveness of the world, the first contact with the world’s residents, world routines, travel to the world’s boundaries, and the completist’s exhaustion of the world when one has seen and experienced everything.The author indicates a few of the most common experiences that are encountered, particularly in single-player open-world games where exploration of the world plays a large part of the enjoyment of a game. The experiences mentioned in the essay are: arrival in the world, the gaining of an objective, the revelation of the expansiveness of the world, the first contact with the world’s residents, world routines, travel to the world’s boundaries, and the completist’s exhaustion of the world when one has seen and experienced everything

    Notes about authors

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    Notes about author

    Mózg jako nowy wszechświat – wokół Incepcji Christophera Nolana

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    The article shows the growing interest of science fiction cinema in the human brain and related concepts, such as mind or consciousness. Nowadays, when distant space travel seems unreachable, artists find the exploration potential of the brain very promising. Thus, the main thesis of this analysis says that the brain has become for science fiction cinema the new universe. An excellent example of this paradigm shift is Inception (dir. Christopher Nolan, 2010). In the movie, the mind is depicted as a physical and accessible place, where we can find a lot of mysteries to solve. The characters travel to the deepest parts of subconsciousness because the processes inside the brain are the key to understanding and changing the real world. The article also shows how the director uses the achievements of science fiction cinema and, at the same time, that he postulates a new way of considering the issues relevant to modern neuroscience.The article shows the growing interest of science fiction cinema in the human brain and related concepts, such as mind or consciousness. Nowadays, when distant space travel seems unreachable, artists find the exploration potential of the brain very promising. Thus, the main thesis of this analysis says that the brain has become for science fiction cinema the new universe. An excellent example of this paradigm shift is Inception (dir. Christopher Nolan, 2010). In the movie, the mind is depicted as a physical and accessible place, where we can find a lot of mysteries to solve. The characters travel to the deepest parts of subconsciousness because the processes inside the brain are the key to understanding and changing the real world. The article also shows how the director uses the achievements of science fiction cinema and, at the same time, that he postulates a new way of considering the issues relevant to modern neuroscience

    Noty o autorach

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    Noty o autorac

    Story beats in videogames as value-driven choice-based unit operations

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    We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. Then, we present six types of story beats, Action, Interaction, Inaction, Mental, Emotion, and Sensory, providing videogame examples for each category. In the second half of the paper, we contextualise this framework in the classic game studies theory of videogame narrative and player action: unit operations, gamic action, anatomy of choice, and game design patterns, wrapping it up in the most recent trends in cognitive narratology. Ultimately, we present the story beat as a ludonarrative unit, working simultaneously as a ‘unit operation’ in the study of games as systems, and as a microunit of character action in narrative analysis. The conclusion outlines prospective directions for using story beats in formal, experiential, and cultural game research.We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. Then, we present six types of story beats, Action, Interaction, Inaction, Mental, Emotion, and Sensory, providing videogame examples for each category. In the second half of the paper, we contextualise this framework in the classic game studies theory of videogame narrative and player action: unit operations, gamic action, anatomy of choice, and game design patterns, wrapping it up in the most recent trends in cognitive narratology. Ultimately, we present the story beat as a ludonarrative unit, working simultaneously as a ‘unit operation’ in the study of games as systems, and as a microunit of character action in narrative analysis. The conclusion outlines prospective directions for using story beats in formal, experiential, and cultural game research

    Życie jak scenariusz. Na marginesie książki (Nie)zapomniani dokumentaliści

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    The book (Un)forgotten documentalists, edited by Katarzyna Mąka-Malatyńska and Jolanta Lemann-Zajiček (2020) is a significant achievement in research on Polish documentary film. The review of the collective work, consisting of ten texts preceded by an introduction, becomes the starting point for discussions with selected authors and reflection on the problem of the absence of significant documentary filmmakers in the history of the film. Entire currents are also forgotten, such as a film about art, represented by four out of nine documentary filmmakers discussed in the book. The meanders of life and creativity can be instructive for contemporary documentary filmmakers.The book (Un)forgotten documentalists, edited by Katarzyna Mąka-Malatyńska and Jolanta Lemann-Zajiček (2020) is a significant achievement in research on Polish documentary film. The review of the collective work, consisting of ten texts preceded by an introduction, becomes the starting point for discussions with selected authors and reflection on the problem of the absence of significant documentary filmmakers in the history of the film. Entire currents are also forgotten, such as a film about art, represented by four out of nine documentary filmmakers discussed in the book. The meanders of life and creativity can be instructive for contemporary documentary filmmakers

    W poszukiwaniu hierofanii – o filmie Góra Sulejmana Jelizawiety Stiszowej

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    The subject of the article is Elizaveta Stishova\u27s film Suleiman Mountain, the action of which focuses on the Kyrgyz mountain, surrounded by religious veneration. The title place is treated as a spatial hierophany, that is, according to Mircea Eliade\u27s concept, a place where and through which the sacred is revealed. The text will analyze the film\u27s space-time and its symbolic dimension, and the characters\u27 relations with the title place, especially the relationship between women and the mountain and its mythical character.  The subject of the article is Elizaveta Stishova\u27s film Suleiman Mountain, the action of which focuses on the Kyrgyz mountain, surrounded by religious veneration. The title place is treated as a spatial hierophany, that is, according to Mircea Eliade\u27s concept, a place where and through which the sacred is revealed. The text will analyze the film\u27s space-time and its symbolic dimension, and the characters\u27 relations with the title place, especially the relationship between women and the mountain and its mythical character. &nbsp

    Dźwięki reaktywne, dźwięki antycypujące. Z zagadnień funkcjonowania ścieżki dźwiękowej w grach wideo

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    The paper aims to outline features of video games’ sounds. In order to do that, the author presents the main thesis of ludomusicology and a theory of film music. The first part of the paper deals with a brief introduction concerning the characteristic of two important aspects of video games’ sounds: reactive and anticipating sounds. In the second part of the paper, the author explores the issue of facultative dialogues and adaptive sounds, as well as diegetic and non-diegetic sources of sound. The author examines the hypothesis that using sounds in video games determines gameplay and impacts players immersion.The paper aims to outline features of video games’ sounds. In order to do that, the author presents the main thesis of ludomusicology and a theory of film music. The first part of the paper deals with a brief introduction concerning the characteristic of two important aspects of video games’ sounds: reactive and anticipating sounds. In the second part of the paper, the author explores the issue of facultative dialogues and adaptive sounds, as well as diegetic and non-diegetic sources of sound. The author examines the hypothesis that using sounds in video games determines gameplay and impacts players immersion

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    Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
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