960 resultados para First-person narrator


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Player experience of spatiality in first-person, single-player games is informed by the maps and navigational aids provided by the game. This project uses textual analysis to examine the way these maps and navigational aids inform the experience of spatiality in Fallout 3, BioShock and BioShock 2. Spatiality is understood as trialectic, incorporating perceived, conceived and lived space, drawing on the work of Henri Lefebvre and Edward Soja. The most prominent elements of the games’ maps and navigational aids are analysed in terms of how they inform players’ experience of the games’ spaces. In particular this project examines the in-game maps these games incorporate, the waypoint navigation and fast-travel systems in Fallout 3, and the guide arrow and environmental cues in the BioShock games.

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Child molesters (n=13) and sexually non-deviant subjects (n=29) were immersed with virtual characters depicting relevant sexual features while their sexual arousal and gaze behaviour were assessed to characterize their sexual preferences and intentional dynamics. Sexual arousal was measured using circumferential penile plethysmography (PPG). Gaze behaviour dynamics was derived from average gaze radial angular deviation (GRAD) and GRAD coefficient of variation (GRADCV). Results show distinct sexual arousal profiles according to sexual preferences and point towards the existence of specific gaze behaviour dynamics guided by sexual intentions. Theoretical interpretations are based on the ecological psychology of J.J. Gibson and the integrated theory of sexual offending (Ward, 2009; Ward & Beech, 2006). Theoretical underpinnings coming from these approaches are advocated as being especially well suited to explain how virtual reality can help probing into child molesters’ phenomenology as lived from the first-person stance.

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Personal identity theory has become increasingly sensitive to the importance of the first-person perspective. However, certain ways of speaking about that perspective do not allow the full temporal aspects of first-person perspectives on the self to come into view. In this paper I consider two recent phenomenologically-informed discussions of personal identity that end up yielding metaphysically divergent views of the self: those of Barry Dainton and Galen Strawson. I argue that when we take a properly temporally indexical view of the first-person perspective, and thereby resist the assumption that phenomenally figured and theoretically-figured identity claims must have a common object, the metaphysically awkward accommodations each of these authors is compelled to make cease to be necessary.

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This article reports on the difference between points of view in narrating a short story. The EFL learners taking part in the control group were required to recount the events from the third person perspective and the subjects in the experimental group from the first person perspective. The methodological frame of the study was based on Koven’s (2002) ‘content analysis’ of codification of various speaker role inhabitances, published in the Journal of Pragmatics. The results demonstrate that the first person narrators’ recall performance and the length of their stories are closer to the original version of the story than those of the other group, which indicates a specific ‘orientation’ towards the sequence of events. This was seen in the patterning of clauses as well as in authorial and interlocutory double voicing speech in the first person narrators, which may be justified by the enhancement of two components essential to literary engagement: namely, ‘aesthetic reading’ and ‘personal response’ as parts of ‘critical focalization’.

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Worldwide, there has been a rapid increase in both the use of mobile technologies as a conduit for student learning and the use of wearable cameras to record sporting and recreational activities. The Expert in My Pocket project (EiMP) has combined these two technologies to produce a repository of freely available short videos and supporting materials to enhance student development of psychomotor clinical skills. The videos are presented from a first person point of view (1PPOV) with expert health professionals ‘thinking aloud’ as they demonstrate selected skills. Research indicates that students and educators overwhelmingly support the concept of EiMP videos and more importantly value the 1PPOV as an authentic view. This paper demonstrates the techniques and equipment employed to produce these videos, which consisted of a chest or head mounted GoPro camera operated via an iPad. Additionally, the paper explains another innovative feature, Quick Response (QR) Codes, that when linked to the videos placed on equipment assists with “just in time” mobile learning.

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Questa trattazione verterà sull'analisi di un sistema di gioco tra due individui, tra loro interagenti mediante handeld device, in un contesto immersivo posto in un luogo chiuso di natura museale. L'intera struttura, sviluppata nell'ambito del Corso di Sistemi ed Applicazioni Multimediali nell'anno 2010-2011, vuole porre un'innovazione rispetto agli scenari esistenti: laddove un'interazione museale richieda spesso la staticità dell'utilizzatore del servizio, il mezzo del gioco richiede invece la manipolazione e il movimento all'interno del luogo, garantendo un coinvolgimento maggiormente accentuato rispetto alla normale fruizione dei contenuti. Inoltre, la scelta alla base della realizzazione realizzazione si affida allo strumento multimediale e sempre più diffuso costituito dalle tecniche di Realtà Aumentata, che appongono aggiunte digitali all'ambiente circostante e permettono di modellare strutture d'informazione e manipolazione percepibili solo tramite apposite interfacce, ma pienamente inserite in un tessuto reale. La componente innovativa in questo schema è però portata da un'ulteriore aspetto, quello della cooper- azione di due dispositivi in contemporanea attori dell'interazione che, attraverso l'azione sulle informazioni esistenti, consentono di produrre modifiche rilevabili da ciascuno dei coinvolti.

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Sequel: The Meloon farm.