Sciweavers

IE
2007
13 years 9 months ago
Dismembers of the audience: the expulsive, explosive force of bodies in games
In this paper, a conceptual framework is developed for critiquing extreme violence in computer and videogames from an aesthetic perspective. In particular focus is the common play...
Christian McCrea
IE
2007
13 years 9 months ago
Two families: dynamical policy models in interactive storytelling
In this paper we introduce a mathematical model of conflict that enhances Richardson’s model of Arms Race accounting for interactive scenarios, such as the ones provided by CRP...
Fabio Zambetta, Adam Nash, Paul Smith
IE
2007
13 years 9 months ago
Simulating sensory perception in 3D game characters
Extensive simulation of sensory perception for NPCs (Non Playing Characters) or bots in 3D games has been quite rare if not absent until recently. However, a few games have proven...
Fabio Zambetta
IE
2007
13 years 9 months ago
Through the looking glass: game worlds as representations and views from elsewhere
This paper describes the rationale and subsequent development stages of a work in progress: a graffiti toolkit for rich spatial 3D environments and an actual world mnemonic collec...
J. Turner, Nicola J. Bidwell
IE
2007
13 years 9 months ago
Dramatic flow in interactive 3D narrative
The concept of dramatic level is crucial for a model of dramatic flow. We present a framework to maintain optimal dramatic flow in an interactive 3D environment where both linea...
Alyx Macfadyen, Andrew Stranieri, John Yearwood
IE
2007
13 years 9 months ago
Citizenship and consumption: convergence culture, transmedia narratives and the digital divide
Henry Jenkins’ recent publications on convergence have focused on the way that the active audience, equipped with the productive and distributive tools of digital technology mig...
Thomas Apperley
IE
2007
13 years 9 months ago
Observing the learning curve of videogames in architectural design
This paper presents innovative research into the use of videogame environments within architectural design studios. In this context, 3D videogame environments encourage new unders...
Greg More, Andrew Burrow
IE
2007
13 years 9 months ago
The nonsense of the aura
An examination of Walter Benjamin’s notion of the aura as it appears in videogames, and the relation between the nondirectional sense of smell, non-directional visual fields, an...
Darshana Jayemanne
IE
2007
13 years 9 months ago
Utzon's studio as a collaborative virtual environment
In order to investigate the design of virtual place for creative collaboration, I have modeled scenes from a real place of creative collaboration – Jørn Utzon's studios, w...
Viveka Weiley
IE
2007
13 years 9 months ago
Real time art engines 3: post-convergent creative practice in MUVEs
In this paper, I describe a possible creative model for approaching realtime 3D Multi-user Virtual Environments (MUVEs) as formal, audio-visual composition environments. The model...
Adam Nash