284 research outputs found
What is the Avatar?
What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch
The naturalization of knowledge
Reflecting on how and with what kind of consequences something artificial, something manufactured becomes naturalized in video games will be the central issue of this text. It deals with the question of how the video game hides its artificiality in terms of technique. In a certain sense this retrieves one of the fundamental questions of modernity and industrialization: How does the manufacturing of our environment become a naturalized, self-evident and indubitable process
Simulation of self-action : on the morphology of remote-controlled role playing
Computer games may be defined as artifacts that connect the input devices of a computer (such as keyboard, mouse or controller) with its output devices (in most cases a screen and speakers) in such a way that on the screen a challenge is displayed. On the screen we see pictorial elements that have to be manipulated to master a game, that is to win a competition, to solve a riddle or to adopt a skill. Therefore the characteristics of the representational function of computer games have to be contrasted phenomenologically with conventional games on the one hand and cinematic depictions on the other. It shows that computer games separate the player from the playing field, and translate bodily felt concrete actions into situational abstract cinematic depictions. These features add up to the situational abstract presentation of self-action experience. In this framework computer games reveal a potential as a new means of shared cognition that might unfold in the 21st century and change the beingin- the-world in a similar way as cinematic depiction did in the 20th centur
Logic as a medium
Computer games are rigid in a peculiar way: the logic of computation was the first to shape the early games. The logic of interactivity marked the action genre of games in the second place, while in massive multiplayer online gaming all the emergences of the net occur to confront us with just another type of logic. These logics are the media in which the specific forms of computer games evolve. Therefore, a look at gaming supposing that there are three eras of computation is taken: the early synthetical era, ruled by the Turing machine and by mainframe computers, by the IPO principle of computing; the second, mimetical era, when interactivity and graphical user interfaces dominate, the domain of the feedback loop; and the third, emergent era, in which the complexity of networked personal computers and their users is dominant
Representação e Virtualidade em Videogames
In this article, I discuss the nature of participatory real-time graphical environments, which is the general form that enables a wide range of genres of action games. By adopting a positive definition of virtuality, I argue that the notion of virtual aptly accounts for the ontological status of these environments. I begin the argument by presenting how the opposition between action and representation leads the concept of virtuality to a dead end and proceed to explore other possible approaches. This exploration culminates in the conclusion that, unlike the abstract and concrete models of non-computerized mimetic play, the simulation of physical reality in games is capable of constituting its own irreducible ground of perception and action. When evaluated from an objective outside view, the spatio-visual graphical models of computer games are second-order models. However, from the phenomenal perspective, the subject is able to, and indeed required to, engage with them as first-order models, as if they were concrete objects and environments, not informational ones. From the participant's point of view, real-time participatory graphical simulations not only simulate a separate ontology, but creates it.O artigo discute a natureza dos ambientes gráficos participativos em tempo real, que correspondem à configuração que viabiliza uma ampla variedade de gêneros de games de ação. Ao adotar uma definição positiva de virtualidade, argumento que a noção de virtual dá conta do status ontológico desses ambientes. Inicio o argumento apresentando como a oposição entre ação e representação leva o conceito de virtualidade a um beco sem saída para, a seguir, explorar outras abordagens possíveis. Essa exploração culmina na conclusão de que, diferentemente dos modelos abstratos e concretos do jogar mimético não-computadorizado, a simulação da realidade física nos games é capaz de constituir seu próprio e irredutível terreno de percepção e ação. Quando avaliados desde um ponto de vista objetivo e externo, os modelos espaço-visuais gráficos dos jogos de computador são modelos de segunda-ordem. Entretanto, em uma perspectiva fenomenológica, o sujeito é capaz de, de fato verdade obrigado a se engajar com eles como se fossem modelos de primeira-ordem, como se fossem objetos e ambientes concretos, não informacionais. Do ponto de vista do participante, a participação em simulações gráficas em tempo real não apenas simula, mas cria, uma ontologia separada.
The Cultural Value of Games: Computer Games and Cultural Policy in Europe
In this chapter I want to discuss the concept of ‘cultural value’ in computer games, as a reflection on why and how games might be a part of a future European cultural policy. To readers who are only vaguely familiar with the various aesthetics and practices of this medium, the general considerations addressed may also serve as a useful first introduction to a relatively new field.acceptedVersio
Stata syntax of pre-planned analyses in the project "Effectiveness of black bars and related methods for de-identification of facial images"
Filename: analyze_data.do
Description: This do-file shows the pre-planned analyses in the project "Effectiveness of black bars and related methods for de-identification of facial images"
Language: Stata (version 15)
Encoding: UTF-8
Author: Martin Rune Hassan Hansen, Aarhus University ([email protected])
Date of last edit: 2021-08-1
Bureaucracy and Hierarchy – What Else!?
Hierarchy and bureaucracy have been more or less welcomed companions of human civilisation from the very beginning. In almost every culture and epoch, ruling elites and followers, superiors and subordinates can be identified. Hierarchy and bureaucracy are quite flexible, adaptable and they are fairly persistent – but why could, or even should we see this as a problem?
This introduction will first provide a brief history of no change, followed by the second section where the advantages and disadvantages and the contested terrain of hierarchy are elaborated in some length. The discussion focuses on three areas: the functional, social and ethical qualities of hierarchy. In the final section, the chapters of this volume will be briefly introduced. The chapters are grouped into three sections: (I) Fundamentals and historical accounts of bureaucracy, (II) Organisational, cultural and socio-psychological aspects of hierarchy and (III) Alternative views on, and alternatives to hierarchy.
Title: Bureaucracy and Hierarchy – what Else!?
Author(s): Thomas Diefenbach, Rune Todnem By
Volume: 35 Editor(s): Thomas Diefenbach, Rune Todnem By
ISBN: 978-1-78052-782-6 eISBN: 978-1-78052-783-3
Citation:
Thomas Diefenbach, Rune Todnem By (2012), Bureaucracy and Hierarchy – what Else!?, in Thomas Diefenbach, Rune Todnem By (ed.) Reinventing Hierarchy and Bureaucracy – from the Bureau to Network Organizations (Research in the Sociology of Organizations, Volume 35), Emerald Group Publishing Limited, pp.1-2
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