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...
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...
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...
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...
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...
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...
This paper presents innovative research into the use of videogame environments within architectural design studios. In this context, 3D videogame environments encourage new unders...
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...
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...
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...