995 resultados para Nature (Aesthetics)


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As an animator and practice-based researcher with a background in games development, I am interested in technological change in the video game medium, with a focus on the tools and technologies that drive game character animation and interactive story. In particular, I am concerned with the issue of ‘user agency’, or the ability of the end user to affect story development—a key quality of the gaming experience and essential to the aesthetics of gaming, which is defined in large measure by its interactive elements. In this paper I consider the unique qualities of the video game1 as an artistic medium and the impact that these qualities have on the production of animated virtual character performances. I discuss the somewhat oppositional nature of animated character performances found in games from recent years, which range from inactive to active—in other words, low to high agency. Where procedural techniques (based on coded rules of movement) are used to model dynamic character performances, the user has the ability to interactively affect characters in real-time within the larger sphere of the game. This game play creates a high degree of user agency. However, it lacks the aesthetic nuances of the more crafted sections of games: the short cut-scenes, or narrative interludes where entire acted performances are mapped onto game characters (often via performance capture)2 and constructed into relatively cinematic representations. While visually spectacular, cut-scenes involve minimal interactivity, so user agency is low. Contemporary games typically float between these two distinct methods of animation, from a focus on user agency and dynamically responsive animation to a focus on animated character performance in sections where the user is a passive participant. We tend to think of the majority of action in games as taking place via playable figures: an avatar or central character that represents a player. However, there is another realm of characters that also partake in actions ranging from significant to incidental: non-playable characters, or NPCs, which populate action sequences where game play takes place as well as cut scenes that unfold without much or any interaction on the part of the player. NPCs are the equivalent to supporting roles, bit characters, or extras in the world of cinema. Minor NPCs may simply be background characters or enemies to defeat, but many NPCs are crucial to the overall game story. It is my argument that, thus far, no game has successfully utilized the full potential of these characters to contribute toward development of interactive, high performance action. In particular, a type of NPC that I have identified as ‘pivotal’3—those constituting the supporting cast of a video game—are essential to the telling of a game story, particularly in genres that focus on story and characters: adventure games, action games, and role-playing games. A game story can be defined as the entirety of the narrative, told through non-interactive cut-scenes as well a interactive sections of play, and development of more complex stories in games clearly impacts the animation of NPCs. I argue that NPCs in games must be capable of acting with emotion throughout a game—in the cutscenes, which are tightly controlled, but also in sections of game play, where player agency can potentially alter the story in real-time. When the animated performance of NPCs and user agency are not continuous throughout the game, the implication is that game stories may be primarily told through short movies within games, making it more difficult to define video games animation as a distinct artistic medium.

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M.H. Lee, On Models, Modelling and the Distinctive Nature of Model-Based Reasoning, AI Communications, 12 (3), pp127-137.1999.

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Hutzler, S., Weaire, D., Cox, S.J., Van der Net, A. and Janiaud, E. (2007) Pre-empting Plateau: the nature of topological transitions in foam. Europhys. Lett. 77: 28002 Sponsorship: EPSRC / ESA / ESTEC / Science Foundation Ireland/ Gulbenkian Foundation

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Woods, Timothy, The Poetics of the Limit (New York: Palgrave Macmillan, 2003) RAE2008

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People with sight loss in the United Kingdom are known to have lower levels of emotional wellbeing and to be at higher risk of depression. Consequently ‘having someone to talk to’ is an important priority for people with visual impairment. An on-line survey of the provision of emotional support and counselling for people affected by sight loss across the UK was undertaken. The survey was distributed widely and received 182 responses. There were more services offering ‘emotional support’, in the form of listening and information and advice giving, than offered ‘counselling’. Services were delivered by providers with differing qualifications in a variety of formats. Waiting times were fairly short and clients presented with a wide range of issues. Funding came from a range of sources, but many felt their funding was vulnerable. Conclusions have been drawn about the need for a national standardised framework for the provision of emotional support and counselling services for blind and partially sighted people in the UK

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Oculographical research of people watching a human face indicates than beholder's eyes stop most often and for the longest period of time on the eyes and the mouth of the face looked at and that they move among these three points most frequently. The position of the eyes and mouth in relation to one another can be described with a single number being a measure of an angle with the vertex in the middle of the mouth and with arms crossing the centers of the eye pupils. The angles were measured from photographs of people from all over the world, as well as of residents of Lublin. Subsequently, the subjects from Lublin were asked to make face schemas by positioning the eyes and the mouth in the way they considered most attractive. The eye-mouth-eye angle of these schemas was measured. Additionally, measurements of the same angle were taken from the faces depicted in icons. The schemas of the most attractive - according to the subjects - faces were characterized by angles approximating the mean angle from the photographs, and significantly greater than the mean angle from the icons.

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Recent decades have witnessed a shift in the studies on Spanish rural commons, in line with the changes in the international literature as a whole. The focus in the 1970s was on the land privatization process referred to as disentailment (Desamortización), being considered one of the essential dimensions of the transition to capitalism. The recent revival of interest in rural commons has focused less on privatization than on the real functioning of the commons and the social relations articulated around them. A further focus of interest is the interaction between rural society and the State, mainly through the study of forestry policy and its effects on different regions. A third field of interest is the emergence of conflicts around rural commons; not only those of a distributive nature but also environmental and political ones. Accordingly, these new approaches go beyond the old image of a fatal destiny in order to profoundly analyze the environmental and social interactions of rural commons dynamics.

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Projeto de Pós-Graduação/Dissertação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Mestre em Medicina Dentária

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http://www.archive.org/details/liberalchristian00rvuoft

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http://www.archive.org/details/missionarynature013246mbp

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The World Wide Web (WWW or Web) is growing rapidly on the Internet. Web users want fast response time and easy access to a enormous variety of information across the world. Thus, performance is becoming a main issue in the Web. Fractals have been used to study fluctuating phenomena in many different disciplines, from the distribution of galaxies in astronomy to complex physiological control systems. The Web is also a complex, irregular, and random system. In this paper, we look at the document reference pattern at Internet Web servers and use fractal-based models to understand aspects (e.g. caching schemes) that affect the Web performance.

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End-to-End differentiation between wireless and congestion loss can equip TCP control so it operates effectively in a hybrid wired/wireless environment. Our approach integrates two techniques: packet loss pairs (PLP) and Hidden Markov Modeling (HMM). A packet loss pair is formed by two back-to-back packets, where one packet is lost while the second packet is successfully received. The purpose is for the second packet to carry the state of the network path, namely the round trip time (RTT), at the time the other packet is lost. Under realistic conditions, PLP provides strong differentiation between congestion and wireless type of loss based on distinguishable RTT distributions. An HMM is then trained so observed RTTs can be mapped to model states that represent either congestion loss or wireless loss. Extensive simulations confirm the accuracy of our HMM-based technique in classifying the cause of a packet loss. We also show the superiority of our technique over the Vegas predictor, which was recently found to perform best and which exemplifies other existing loss labeling techniques.

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This thesis focuses on two Western European cinematic cities, and two unique periods of their respective nations’ histories, in a bid to “locate” the transnational within a contemporary European milieu. I argue that my geo-cinematic case studies are emblematic of broader questions of the problematics of national identity in contemporary Europe in the face of cross-national flows yet, as a result of their representations as cities both “anchored” and “in flux”, they reject a European postnational identity. Through its engagement with cinematic Rome as the “Eternal City” of Europe and cinematic Dublin as the “newly Europeanised” city, my thesis traces how representations and aesthetics of the urban spaces of these two cities correspond with the tensions at the heart of the respective eras in question. Via the figures that inhabit it, navigate it and search for it, the city is utilised to highlight fixity and mobility, centrality and dislocation, in explicit and implicit ways, amid the rapidly changing landscape of its national terrain. It is through my analyses of the filmed places and sociopolitical, socioeconomic and sociocultural spaces of these capital cities under the rubric of the transnational that this research demonstrates the “pluralities” of the construct in its cinematic manifestations. It is also my aim to evaluate the concept of cinematic transnationalism when identifying and accounting for representations of a specific national, historical timeframe, when the momentousness of the changes that occur is not bound by the national, but rather is reflective of the influence of both domestic and external forces. To this end, my thesis draws attention to instances in which the nation is shown to persist and resist dilution, arguing that it is only against the backdrop and continuity of the nation (in its evershifting guises) that the transnational can be conceived in representative and aesthetic terms.