16,981 research outputs found
Letter from Willa B. Player, President of Bennett College, to W. T. Johnson
Letter from Willa B. Player, President of Bennett College, to W. T. Johnson, stating approval of the naming of S. B. Simmons camp. Note for souvenir program
The construction of Karen Karnak: The multi-author-function
This thesis is situated within the comparatively recent developments of Web 2.0 and the emergence of interactive WikiMedia, and explores the mode of authorship within a Read/Write culture compared to that of a Read/Only tradition. The hypothesis of this study is that the role of the audience has become merged with the author, and as such, represents new functions and attributes, distinct from a more conventional concept of authorship, in which the roles of audience and author are more separate. Read/Write and participatory culture, as defined by this study, is focused on collaboration, and includes the influences of D.I.Y. culture, Open-Source practices and the production of text by multiple authors. Multi-authorship presents a re-thinking of several concepts which support the notion of the individual author, since the focus of multi-authorship is not on attribution and ownership of a finished text, but on the continued malleability of a text. Modes of multi-authorship, demonstrated in the use of the pseudonyms Alan Smithee and Karen Eliot, represent declarative authors whose names signify multiple origins, whilst concurrently indicating a distinct body of work. The function of these names form an important context to this study, since primary research involves the construction of an experimental mode of multi-authorship utilising WikiMedia technology and the interaction of thirty nine participants, who are invited to create a body of work under the collective pseudonym Karen Karnak. The data generated by this experiment is analysed using aspects of Michel Foucault's author-function to identify and determine power structures inherent in the WikiMedia context. The interplay of power structures, including concepts such as identity, ownership and the body of work, affect the resulting mode of authorship and contribute to the construction of Karen Karnak, suggesting further areas of research into the emerging multi-author
Player Relationships as Mediated Through Sound in Immersive Multi-player Computer Games
This essay examines the relationship between player and diegetic sound FX in immersive computer game environments and how this relationship leads, in large part, to the contextualization of the player within the virtual world of the game. This contextualization presupposes a primarily sonically-based perception of objects and events in the world and, in a multi-player game, this ultimately leads to communication between players through the medium of diegetic sound. The players’ engagement with, and immersion in, the game’s acoustic environment is the result of a relationship with sound that is technologically mediated. The game engine, for example, produces a range of environmental or ambient sounds and almost every player action has a corresponding sound. A variety of relevant theories and disciplines are assessed for the methodological basis of the points raised, such as film sound theory and sonification, and, throughout, the First-Person Shooter sub-genre is used as an exemplar. Such games include the «Doom» and «Quake» series, the «Half-Life» series and derivatives and later games such as «Left 4 Dead». The combination of the acoustic environment, the interactive placement of the player – as embodied by his virtual, prosthetic arms – in the environment and the sonic relationships between players produces the acoustic ecology. An exposition of this multi-player communication and the resultant acoustic ecology and player immersion, is the main objective of the essay
Deterministic Multi-Player Dynkin Games
A multi-player Dynkin game is a sequential game in which at every stage one of the players is chosen, and that player can decide whether to continue the game or to stop it, in which case all players receive some terminal payoff. We study a variant of this model, where the order by which players are chosen is deterministic, and the probability that the game terminates once the chosen player decides to stop may be strictly less than one. We prove that a subgame-perfect e-equilibrium in Markovian strategies exists. If the game is not degenerate this e-equilibrium is actually in pure strategies.n-player games; stopping games; subgame perfect equilibrium
Player agency in interactive narrative: audience, actor & author
The question motivating this review paper is, how can
computer-based interactive narrative be used as a constructivist learn-
ing activity? The paper proposes that player agency can be used to
link interactive narrative to learner agency in constructivist theory,
and to classify approaches to interactive narrative. The traditional
question driving research in interactive narrative is, ‘how can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?’ This question
derives from an Aristotelian approach to interactive narrative that,
as the question shows, is inherently antagonistic to player agency.
Within this approach, player agency must be restricted and manip-
ulated to maintain the narrative. Two alternative approaches based
on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are
reviewed. If a Boalian approach to interactive narrative is taken the
conflict between narrative and player agency dissolves. The question
that emerges from this approach is quite different from the traditional
question above, and presents a more useful approach to applying in-
teractive narrative as a constructivist learning activity
Developmental contexts and features of elite academy football players: Coach and player perspectives
Player profiling can reap many benefits; through reflective coach-athlete dialogue that produces a profile the athlete has a raised awareness of their own development, while the coach has an opportunity to understand the athlete's viewpoint. In this study, we explored how coaches and players perceived the development features of an elite academy footballer and the contexts in which these features are revealed, in order to develop a player profile to be used for mentoring players. Using a Delphi polling technique, coaches and players experienced a number of 'rounds' of expressing their opinions regarding player development contexts and features, ultimately reduced into a consensus. Players and coaches had differing priorities on the key contexts of player development. These contexts, when they reflect the consensus between players and coaches were heavily dominated by ability within the game and training. Personal, social, school, and lifestyle contexts featured less prominently. Although 'discipline' was frequently mentioned as an important player development feature, coaches and players disagreed on the importance of 'training'
Who's Who in Crime Network. Wanted the Key Player
Criminals are embedded in a network of relationships. Social ties among criminals are modeled by means of a graph where criminals compete for a booty and benefit from local interactions with their neighbours. Each criminal decides in a non-cooperative way how much crime effort he will exert. We show that the Nash equilibrium crime effort of each individual is proportional to his equilibrium Bonacich-centrality in the network, thus establishing a bridge to the sociology literature on social networks. We then analyze a policy that consists of finding and getting rid of the key player, that is, the criminal who, once removed, leads to the maximum reduction in aggregate crime. We provide a geometric characterization of the key player identified with an optimal inter-centrality measure, which takes into account both a player's centrality and his contribution to the centrality of the others. We also provide a geometric characterization of the key group, which generalizes the key player for a group of criminals of a given size. We finally endogeneize the crime participation decision, resulting in a key player policy, which effectiveness depends on the outside opportunities available to criminals.Social Networks; Crime; Centrality Measures; Key Group; Policies
Three is a crowd - inefficient communication in the multi-player electronic mail game
In a two-player stag hunt with asymmetric information, players may lock each other into requiring a large number of confirmations and confirmations of confirmations from one another before eventually acting. This intuition has been formalized in the electronic mail game (EMG). The literature provides extensions on the EMG that eliminate inefficient equilibria, suggesting that no formal rules are needed to prevent players from playing inefficiently. The present paper investigates whether these results extend to the multi-player EMG. We show that standard equilibrium refinements cannot eliminate inefficient equilibria. While two players are predicted to play efficiently, many players need formal rules telling them when who talks to whom.Multi-Player Electronic Mail Game, Collective Action, Communication Networks
A Detail-free Mediator and the 3 Player Case
Two players can make use of a trusted third party who mediates and partially resolves their conflict. Usually, the mediator should be aware of the situation and give suggestions to the players accordingly. However, a corrupt mediator can have a big influence on the outcome of the game. We single out a transparent mediator which can be safely applied in any two player game without loss of efficiency. That is, the mediator is independent of the game and the desired outcome. Technically, we show that any correlated equilibrium of any two player game can be obtained as Nash equilibria of the game, extended with cheap, pre-play communication, where players can communicate through the proposed mediator. The key idea is that after the mediated communication the players can have a plain conversation. In particular, the mediating communication device is transparent, controllable and is the same for all games and for all equilibrium distributions. We extend the result to three player games and show that one of the players can play the role of the mediator. We implement the set of correlated equilibrium in Nash equilibria of an extended game where the players have a plain conversation. The central assumption is that players can be invited to eavesdrop a private conversation. We extend the analysis to games with incomplete information and to the set of communication equilibria.cheap talk, communication device, correlated equilibrium, communi- cation equilibrium, detail-free mechanism, mediator
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