1,721,022 research outputs found
Machine gaze on women: how machine vision technologies see women in films
Machine vision systems provide new ways to study moving images. Recently, tools employing specifically designed machine vision algorithms are being used to analyze gender perspective in films. The results are effective for policymaking and creating awareness for gender imbalance in film culture. Adopting an experimental approach, this study looks at women’s images in films through commercially available machine vision systems and discusses what we can learn from machine ways of looking at films about both films and machines. The first section discusses the tectonic shift machine vision systems caused in contemporary visual culture and how this shift challenges visual culture researchers to find new ways to make sense of new visuality. The second part addresses the continuity, validity of discussions on race and gender in contemporary visual culture by introducing the concepts such as “coded gaze” and “algorithmic oppression” and it is followed by a review of how computational approaches have been employed to study gender representation in films. The last section presents a playful experiment to look at film images through commercially available machine vision systems and discusses the findings as a basis to initiate further questions interrogating the agency of women in contemporary visuality
Narrative explorations in videogame poetry
This chapter focuses on examples of videogame poetry with possible narrative aspects and examines how poetry, gaming and narrative combined into one coherent system. It discusses examples of videogame: Passage, Today I Die, and Fatale, which people think will open up new perspectives on possible directions for interactive digital narratives (IDNs). Jason Rohrer's Passage has garnered special attention, both from the critics and the public, and has been praised for its simple but emotionally intensive design and poetic nature. Fatale consists of three segments, differing from each other in content and even slightly in mechanics. The first segment bundles events related to youth, the second segment groups midlife experiences and aging, and the last segment deals with solitude and death. Finally, the chapter concludes videogame poems not only differ from mainstream games but also from IDNs following epic or prose-based approaches and open up new perspectives for future IDN design
Political game design
Political game design the exploration of the scope, limits, and possibilities of game design for a politically motivated position. Political games may aim to inform, motivate, or challenge people about politics and let them to engage with different levels of political sphere through gameplay
In conversation with Professor Henry Jenkins
The following interview includes Professor Henry Jenkins' answers to the questions of Dr Diğdem Sezen regarding transmedia storytelling, new media literacies and fan culture. The interview, hosted by Istinye University, was held online on 5 November, 2022, on the occasion of the fiftieth anniversary of John Berger's book 'Ways of Seeing'
Digital games as a medium for artistic expression
In November 2012, the New York Museum of Modern Art announced that it will exhibit a collection of digital games. In an article, art critic Jonathan Jones responded to this announcement by declaring that games lacked ‘authorial vision’ and were inadequate as an expressive medium. In 2010, the late film critic Roger Ebert wrote a similar article arguing that games could never be considered art. Such articles sparked discussions of whether or not digital games may be considered ‘art’. This article examines the relationship between arts and digital games through a comparative analysis of the literature on the nature of art and digital games. The article focuses on the participatory nature of art works, beginning with the interactive tradition in art from the 1960s onward, today focusing on the application of digital technologies. Since the 1990s, some artists have seen digital games as both an inspiration and a medium for artistic expression. Thus, they have created a variety of art works utilizing games as the medium. The importance of this artistic application of games comes from the use of procedurality as a form of expression. The article comes from this perspective to discuss not only the relationship between art and games, but also to explore the artistic applications to digital games through both looking at examples of such games as well as concepts from digital game studies
Narrative Intelligibility and Closure in Interactive Systems
In this article we define various aspects, or parameters, of interactive narrative systems and present them as a framework that can help authors, creators and designers to conceive, analyze, or prioritize the narrative goals of a given system. We start by defining the Author-Audience distance (AAD), which in turn can be seen as a function of Narrative Intelligibility. AAD can also be influenced by the intended or unintended level of abstractedness or didascalicity (i.e. figurativeness) of a given narrative. We define narrative intelligibility in complementarity with the related notion of Narrative Closure. We also make a distinction between the goals of the system and the goals of the narrative that it mediates, and consider the proposed parameters at two interrelated levels of analysis: the system level and the embedded narrative level, as the normative values and goals of these two levels should not be taken for granted
Introduction:Perspectives on Interactive Digital Narrative
This introduction presents an overview of key concepts discussed in this book. This book covers a diverse and vibrant field that has continually grown since the late 1970s, from the first text-based Interactive Fiction to such forms as Hypertext Fiction, Interactive Cinema, Interactive Installations, Interactive Drama and Video Game Narrative. Chris Hales describes the historical development of interactive cinema with a focus on the impact of digital technology on this form of Interactive Digital Narrative (IDN). The book addresses how forms of IDN emerged over the years as distinct phenomena and how the transformations of digital media shaped the current forms. It emphasises the importance of user interface design for the IDN experience, as well as its implementation in practice. IDN connects artistic vision with technology. IDN promises to dissolve the division between active creator and passive audience and herald the advent of a new triadic relationship between creator, dynamic narrative artefact and audience-turned-participant
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