Ian Bogost’s concept of procedural rhetoric is a tantalising theory of the power and potential of computer games, especially serious games. Yet does this concept really distinguish games from other media? Can this concept be usefully applied to the design and critique of serious games? This paper explores the ramifications of games (particularly serious games) as procedural rhetoric and whether this concept is problematic, useful, inclusive, or better employed as a recalibrated meta-epistemic theory of serious games that persuade or suggest to the player that the game mechanics, game genre, or digitally simulated world-view is open to criticism and reflection.
Analyzing the meta dimensions in TRPGs: Meta-action, metacognition, and metag...Cristo Leon
Role-play has critically influenced academic dialogue on education, psychology, and narrative. However, little research has been conducted around “gaming sessions” specifically the “point of contact” amongst participants due to its ephemeral qualities and subjective nature of the co-creative process. Acknowledging the complexity of the subject, the authors establish a clear set of definitions and conducted a literature review to examine the existing understanding of key components related to gameplay in Tabletop Role-play Games (TRPGs). Exploring TRPGs through the lens of narrative storytelling to better understand and categorize the ‘collaborative’ and ‘co-designed interactions during the gameplay experience. The paper discusses the three interconnected ideas of meta-action, metacognition, and metagaming, concerning the effective co-creation process and its impact on how participants collectively create and explore fantasy worlds in imaginary cosmos by using a vast system of concepts, rules, and mechanisms that function as the background or canvas for action and interaction amongst them. As Language, Communication, and Education occupy a central role in the gaming experience, miscommunication and assumptions will lead to a break in immersion. Metagaming is commonly labeled as the “worst” that can happen in a gaming session the problem is that it is also commonly confused with meta-action and metacognition which are essential to the game. This article aims to provide the tools, to all players, that will allow them to enjoy a more engaging in-game experience, based on the idea that the more players manage metagaming properly the better the game experience will be for all participants involved. The main focus is to clearly define essential discourse and clarify the line between in-game and extra-game narration, description, and action. The authors will start conceptualizing the situation by defining general terms. Presenting a systematic review of the literature (SRL) integrated by the three phases: Planning, Management and Report the results, will inform the following sections. An analysis of the concepts ‘Gaming and extra gaming’ followed by brief ‘Examples at the point of contact’, and conversations around ‘Action and Meta-actions’ will serve as a reference to discuss the metacognition and metagaming concepts. Finally, the authors will present their conclusions and a glossary of terms.
How AI can help games fulfil their purposeRui Prada
My keynote at the 7th EAI International Conference on Interactive Digital Media (https://icidm.eai-conferences.org/2021/).
It discusses the potential of games for serious purposes and the use of Artificial Intelligence (AI) for games. It discusses how AI can be used in games applied to learning of social skills and how AI can improve the social qualities of artificial agents in games. It concludes with a discussion of the use of AI for game production, in particular, to generate content and to automate playtesting.
4 hypotheses
Social learning is inter-active but Culture is also materially embedded or embodied.
To teach and disseminate immersive Digital History and Virtual Heritage, interaction and the learning that results from that interaction is crucial (see Mosaker, 2001).
To improve interaction, examine games and why they are so successful; academic literature suggests games are best examples of interactive digital engagement (references in Champion, 2008 et al.).
Game-based interaction has to be modified for Digital heritage-virtual heritage.
Analyzing the meta dimensions in TRPGs: Meta-action, metacognition, and metag...Cristo Leon
Role-play has critically influenced academic dialogue on education, psychology, and narrative. However, little research has been conducted around “gaming sessions” specifically the “point of contact” amongst participants due to its ephemeral qualities and subjective nature of the co-creative process. Acknowledging the complexity of the subject, the authors establish a clear set of definitions and conducted a literature review to examine the existing understanding of key components related to gameplay in Tabletop Role-play Games (TRPGs). Exploring TRPGs through the lens of narrative storytelling to better understand and categorize the ‘collaborative’ and ‘co-designed interactions during the gameplay experience. The paper discusses the three interconnected ideas of meta-action, metacognition, and metagaming, concerning the effective co-creation process and its impact on how participants collectively create and explore fantasy worlds in imaginary cosmos by using a vast system of concepts, rules, and mechanisms that function as the background or canvas for action and interaction amongst them. As Language, Communication, and Education occupy a central role in the gaming experience, miscommunication and assumptions will lead to a break in immersion. Metagaming is commonly labeled as the “worst” that can happen in a gaming session the problem is that it is also commonly confused with meta-action and metacognition which are essential to the game. This article aims to provide the tools, to all players, that will allow them to enjoy a more engaging in-game experience, based on the idea that the more players manage metagaming properly the better the game experience will be for all participants involved. The main focus is to clearly define essential discourse and clarify the line between in-game and extra-game narration, description, and action. The authors will start conceptualizing the situation by defining general terms. Presenting a systematic review of the literature (SRL) integrated by the three phases: Planning, Management and Report the results, will inform the following sections. An analysis of the concepts ‘Gaming and extra gaming’ followed by brief ‘Examples at the point of contact’, and conversations around ‘Action and Meta-actions’ will serve as a reference to discuss the metacognition and metagaming concepts. Finally, the authors will present their conclusions and a glossary of terms.
How AI can help games fulfil their purposeRui Prada
My keynote at the 7th EAI International Conference on Interactive Digital Media (https://icidm.eai-conferences.org/2021/).
It discusses the potential of games for serious purposes and the use of Artificial Intelligence (AI) for games. It discusses how AI can be used in games applied to learning of social skills and how AI can improve the social qualities of artificial agents in games. It concludes with a discussion of the use of AI for game production, in particular, to generate content and to automate playtesting.
4 hypotheses
Social learning is inter-active but Culture is also materially embedded or embodied.
To teach and disseminate immersive Digital History and Virtual Heritage, interaction and the learning that results from that interaction is crucial (see Mosaker, 2001).
To improve interaction, examine games and why they are so successful; academic literature suggests games are best examples of interactive digital engagement (references in Champion, 2008 et al.).
Game-based interaction has to be modified for Digital heritage-virtual heritage.
A multimodal discourse analysis of video games (toh weimin)Toh Weimin
This is a presentation of my PhD dissertation at the International Conference on Narrative 2016 at the University of Amsterdam on 17 June 2016 from 1:15 - 2:45 pm (Panel G7 - Narrative and Video Game Characters: Perspectives on Cognition, Meaning-making, and Subjectivity)
Séminaire de l'équipe MeTAH (LIG, Grenoble), juin 2010
Quelques notes sur les jeux pour l'apprentissage (serious games) et leur conceptualisation en didactique (théorie des situations didactiques).
My presentation at University of Manitoba entitled: "Digital Games, discourses and literacy" exposing some main points of my academic path until now dealing with games.
Video related at: http://vimeo.com/17143341
My presentation at University of Manitoba entitled: "Digital Games, discourses and literacy" exposing some main points of my academic path until now dealing with games.
Video related:
The role of ai in social games eladhari2011 uppsalauniMirjam Eladhari
Keynote at PhD course at Uppsala University in August 2011.
Outline:
•What does ”AI” and ”social” mean anyway?
•Social actions in terms of operational logics
•AI based game design
•Research prototype(s)
•A recipe
Eswaran Subrahmanian - Serious Games in Complex Design of Urban Systems and P...SeriousGamesAssoc
Presenter: Eswaran Subrahmanian, Research Professor, Carnegie Mellon University and Fields of View
The goal of this talk is to illustrate the use of Serious games for inclusive design of systems. The talk will take examples from a developing country context: India. The talk will illustrate how games enhances awareness and participation in the design process. The talk will also use a game on the design of operation of railways in a developed country. The talk will make the case that games are ideal way to deal with participation and design across functional divisions and also linguistic and social boundaries.
Assessment 1- Short essayInstructionsEssay Topic U.docxgalerussel59292
Assessment 1- Short essay
Instructions:
Essay Topic
:
Using reading from module 1 (and extra research if needed) Main Question: demonstrate your understanding of the relationships between play and games.
You are advised to base your discussion around one game. Here are some examples to get you thinking:
The End of Us
The Republia Times
The Raccoon Who Lost Their Shape
Entire Screen of One Game
Cookie Clicker
My Garbage Cat Wakes Me Up at 3am Every Day
Zork
Small Worlds
The essay should be
1500 words
in length, including in-text references; however, your reference list is not included in this count. You have 10% flexibility with the word limit, but being substantially under or over-length will result in a poorer mark.
Please keep in mind, you will need to develop your own analysis in this essay. Even if you agree completely with one article or book you are using, you will need to present a larger and more balanced examination than any single source can provide. You will be expected to have read and to utilise both core and deeper readings from the relevant topic. As this is a research essay, to do well you may also need to find appropriate additional material to further your analysis.
Your essay should include a fully formed introduction and conclusion, should be written in paragraph form, should present a clear argument and should meaningfully engage with the readings provided in the unit as well as including credible material from additional sources if required. Your essay should follow the APA 6th ed. referencing style.
Criteria for Assessment
You will be assessed on:
· Accurate definition of terms
· Clear and coherent writing and expression (spelling, grammar and formatting)
· Use of reading and accurate referencing following correct APA 6th ed. style
· Development of a coherent argument
Module-1:
In the first part of the unit we begin by unpacking our understanding of play and games. This is followed by a critical discussion of immersion and interactivity as core themes defining online and digital forms of play. This will function to springboard our discussion of deeper concepts in the second module, giving us a functional grounding in the early theories of play and gaming.
Topic 1.1: Play: An Introduction
Topic 1.2: Games and Rules
Topic 1.3: Immersion, Interactivity, and Narrative
Topic 1.1: Play: An Introduction
Play
In this unit we explore the evolution of web-based play and examine the crucial role of Internet connectivity in the contemporary video game industry. As we begin, however, a few of you might still be wondering: why study video games at all? Why do games matter? And why should we take them seriously in an academic context?
The short answer is that video games represent the single largest industry spawned by digital media. Globally, the video game industry is worth over one hundred billion dollars and increases in value each year.
Recent studies indicate that this trend will conti.
Assessment 1- Short essayInstructionsEssay Topic .docxgalerussel59292
Assessment 1- Short essay
Instructions:
Essay Topic
:
Using reading from module 1 (and extra research if needed) Main Question: demonstrate your understanding of the relationships between play and games.
You are advised to base your discussion around one game. Here are some examples to get you thinking:
The End of Us
The Republia Times
The Raccoon Who Lost Their Shape
Entire Screen of One Game
Cookie Clicker
My Garbage Cat Wakes Me Up at 3am Every Day
Zork
Small Worlds
The essay should be
1500 words
in length, including in-text references; however, your reference list is not included in this count. You have 10% flexibility with the word limit, but being substantially under or over-length will result in a poorer mark.
Please keep in mind, you will need to develop your own analysis in this essay. Even if you agree completely with one article or book you are using, you will need to present a larger and more balanced examination than any single source can provide. You will be expected to have read and to utilise both core and deeper readings from the relevant topic. As this is a research essay, to do well you may also need to find appropriate additional material to further your analysis.
Your essay should include a fully formed introduction and conclusion, should be written in paragraph form, should present a clear argument and should meaningfully engage with the readings provided in the unit as well as including credible material from additional sources if required. Your essay should follow the APA 6th ed. referencing style.
Criteria for Assessment
You will be assessed on:
· Accurate definition of terms
· Clear and coherent writing and expression (spelling, grammar and formatting)
· Use of reading and accurate referencing following correct APA 6th ed. style
· Development of a coherent argument
Module-1:
In the first part of the unit we begin by unpacking our understanding of play and games. This is followed by a critical discussion of immersion and interactivity as core themes defining online and digital forms of play. This will function to springboard our discussion of deeper concepts in the second module, giving us a functional grounding in the early theories of play and gaming.
Topic 1.1: Play: An Introduction
Topic 1.2: Games and Rules
Topic 1.3: Immersion, Interactivity, and Narrative
Topic 1.1: Play: An Introduction
Play
In this unit we explore the evolution of web-based play and examine the crucial role of Internet connectivity in the contemporary video game industry. As we begin, however, a few of you might still be wondering: why study video games at all? Why do games matter? And why should we take them seriously in an academic context?
The short answer is that video games represent the single largest industry spawned by digital media. Globally, the video game industry is worth over one hundred billion dollars and increases in value each year.
Recent studies indicate that this trend will co.
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
More Related Content
Similar to Algorithms Pushed Me to the Dark Side: Questions for Procedural Rhetoric
A multimodal discourse analysis of video games (toh weimin)Toh Weimin
This is a presentation of my PhD dissertation at the International Conference on Narrative 2016 at the University of Amsterdam on 17 June 2016 from 1:15 - 2:45 pm (Panel G7 - Narrative and Video Game Characters: Perspectives on Cognition, Meaning-making, and Subjectivity)
Séminaire de l'équipe MeTAH (LIG, Grenoble), juin 2010
Quelques notes sur les jeux pour l'apprentissage (serious games) et leur conceptualisation en didactique (théorie des situations didactiques).
My presentation at University of Manitoba entitled: "Digital Games, discourses and literacy" exposing some main points of my academic path until now dealing with games.
Video related at: http://vimeo.com/17143341
My presentation at University of Manitoba entitled: "Digital Games, discourses and literacy" exposing some main points of my academic path until now dealing with games.
Video related:
The role of ai in social games eladhari2011 uppsalauniMirjam Eladhari
Keynote at PhD course at Uppsala University in August 2011.
Outline:
•What does ”AI” and ”social” mean anyway?
•Social actions in terms of operational logics
•AI based game design
•Research prototype(s)
•A recipe
Eswaran Subrahmanian - Serious Games in Complex Design of Urban Systems and P...SeriousGamesAssoc
Presenter: Eswaran Subrahmanian, Research Professor, Carnegie Mellon University and Fields of View
The goal of this talk is to illustrate the use of Serious games for inclusive design of systems. The talk will take examples from a developing country context: India. The talk will illustrate how games enhances awareness and participation in the design process. The talk will also use a game on the design of operation of railways in a developed country. The talk will make the case that games are ideal way to deal with participation and design across functional divisions and also linguistic and social boundaries.
Assessment 1- Short essayInstructionsEssay Topic U.docxgalerussel59292
Assessment 1- Short essay
Instructions:
Essay Topic
:
Using reading from module 1 (and extra research if needed) Main Question: demonstrate your understanding of the relationships between play and games.
You are advised to base your discussion around one game. Here are some examples to get you thinking:
The End of Us
The Republia Times
The Raccoon Who Lost Their Shape
Entire Screen of One Game
Cookie Clicker
My Garbage Cat Wakes Me Up at 3am Every Day
Zork
Small Worlds
The essay should be
1500 words
in length, including in-text references; however, your reference list is not included in this count. You have 10% flexibility with the word limit, but being substantially under or over-length will result in a poorer mark.
Please keep in mind, you will need to develop your own analysis in this essay. Even if you agree completely with one article or book you are using, you will need to present a larger and more balanced examination than any single source can provide. You will be expected to have read and to utilise both core and deeper readings from the relevant topic. As this is a research essay, to do well you may also need to find appropriate additional material to further your analysis.
Your essay should include a fully formed introduction and conclusion, should be written in paragraph form, should present a clear argument and should meaningfully engage with the readings provided in the unit as well as including credible material from additional sources if required. Your essay should follow the APA 6th ed. referencing style.
Criteria for Assessment
You will be assessed on:
· Accurate definition of terms
· Clear and coherent writing and expression (spelling, grammar and formatting)
· Use of reading and accurate referencing following correct APA 6th ed. style
· Development of a coherent argument
Module-1:
In the first part of the unit we begin by unpacking our understanding of play and games. This is followed by a critical discussion of immersion and interactivity as core themes defining online and digital forms of play. This will function to springboard our discussion of deeper concepts in the second module, giving us a functional grounding in the early theories of play and gaming.
Topic 1.1: Play: An Introduction
Topic 1.2: Games and Rules
Topic 1.3: Immersion, Interactivity, and Narrative
Topic 1.1: Play: An Introduction
Play
In this unit we explore the evolution of web-based play and examine the crucial role of Internet connectivity in the contemporary video game industry. As we begin, however, a few of you might still be wondering: why study video games at all? Why do games matter? And why should we take them seriously in an academic context?
The short answer is that video games represent the single largest industry spawned by digital media. Globally, the video game industry is worth over one hundred billion dollars and increases in value each year.
Recent studies indicate that this trend will conti.
Assessment 1- Short essayInstructionsEssay Topic .docxgalerussel59292
Assessment 1- Short essay
Instructions:
Essay Topic
:
Using reading from module 1 (and extra research if needed) Main Question: demonstrate your understanding of the relationships between play and games.
You are advised to base your discussion around one game. Here are some examples to get you thinking:
The End of Us
The Republia Times
The Raccoon Who Lost Their Shape
Entire Screen of One Game
Cookie Clicker
My Garbage Cat Wakes Me Up at 3am Every Day
Zork
Small Worlds
The essay should be
1500 words
in length, including in-text references; however, your reference list is not included in this count. You have 10% flexibility with the word limit, but being substantially under or over-length will result in a poorer mark.
Please keep in mind, you will need to develop your own analysis in this essay. Even if you agree completely with one article or book you are using, you will need to present a larger and more balanced examination than any single source can provide. You will be expected to have read and to utilise both core and deeper readings from the relevant topic. As this is a research essay, to do well you may also need to find appropriate additional material to further your analysis.
Your essay should include a fully formed introduction and conclusion, should be written in paragraph form, should present a clear argument and should meaningfully engage with the readings provided in the unit as well as including credible material from additional sources if required. Your essay should follow the APA 6th ed. referencing style.
Criteria for Assessment
You will be assessed on:
· Accurate definition of terms
· Clear and coherent writing and expression (spelling, grammar and formatting)
· Use of reading and accurate referencing following correct APA 6th ed. style
· Development of a coherent argument
Module-1:
In the first part of the unit we begin by unpacking our understanding of play and games. This is followed by a critical discussion of immersion and interactivity as core themes defining online and digital forms of play. This will function to springboard our discussion of deeper concepts in the second module, giving us a functional grounding in the early theories of play and gaming.
Topic 1.1: Play: An Introduction
Topic 1.2: Games and Rules
Topic 1.3: Immersion, Interactivity, and Narrative
Topic 1.1: Play: An Introduction
Play
In this unit we explore the evolution of web-based play and examine the crucial role of Internet connectivity in the contemporary video game industry. As we begin, however, a few of you might still be wondering: why study video games at all? Why do games matter? And why should we take them seriously in an academic context?
The short answer is that video games represent the single largest industry spawned by digital media. Globally, the video game industry is worth over one hundred billion dollars and increases in value each year.
Recent studies indicate that this trend will co.
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
S12. Digital Infrastructures and New (and Evolving) Technologies in Archaeology (Roundtable)
The role of new technologies in digital infrastructures.
Significant investment, potential risks and rewards.
Pros and cons of technology [platforms] already in use within an archaeological data infrastructure, OR introduction of new technology [photog; XR, GIS+].
Technologies may include but are not limited to Linked Data, Natural Language Processing, Image Recognition and machine/deep learning. OR VR, AR, MR.
Challenges and potential usefulness of these technologies within archaeological data infrastructures
Current and future best practices.
For the 1-2 PM (GMT+8) March 2021 webinar:
ASEAN AUSTRALIA SMART CITIES WEBINAR SERIES: PROMOTING SMART TOURISM RECOVERY VIA VIRTUAL REALITY Part 7 via ZOOM, https://events.development.asia/learning-events/asean-australia-smart-cities-webinar-series-part-7-promoting-smart-tourism-recovery
This short 7-8 minute speech considers XR (extended reality) for cultural tourism.
TIPC 2 Online 2020 conference, virtual/Leiden
This paper explores Assassin’s Creed: Odyssey as a way to explore idyllic historic landscapes and heritage sites with some degree of questing and simulated danger. It applies Assassin’s Creed: Odyssey in two ways, as discovery tour option mode and as a metaphor to explore in more general and speculative terms how questing and historical dilemmas and conflicts could be incorporated into both fan tourism and cultural/historical tourism (Politopoulos, Mol, Boom, & Ariese, 2019).
Keza MacDonald views Assassin’s Creed as a virtual museum, Ubisoft regards it as the recovery of lost worlds: “ “We give access to a world that was lost” said Jean Guesdon (MacDonald, 2018). “Discovery Tour will allow a lot of our players to revisit this world with their kids, or even their parents.”
Origins’ Discovery Tour mode “promises” educational enlightenment (Thier, 2018; Walker, 2018); Odyssey’s additional Story Creator Mode (Zagalo, 2020) adds personalized quests. Beyond the polaroid fun of sharing landscape selfies with other players and ancient history voyeurs across the Internet, there is also the prospect of “Video game–induced tourism: a new frontier for destination marketers” (Dubois & Gibbs, 2018). Plus physical location VR games. Game company Ubisoft created escape game VR and virtual tours inside physical exhibitions such as Assassin’s Creed VR – Temple of Anubis (Gamasutra Staff, 2019). Is there a market for historical playgrounds as virtual tourism?
Abstract. This paper discusses a simplified workflow and interactive learning opportunities for exporting map and location data using a free tool, Recogito into a Unity game environment with a simple virtual museum room template. The aim was to create simple interactive virtual museums for humanities scholars and students with a minimum of programming or gaming experience, while still allowing for interesting time-related tasks. The virtual environment template was created for the Oculus Quest and controllers but can be easily adapted to other head-mounted displays or run on a normal desktop computer. Although this is an experimental design, it is part of a project to increase the use of time-layered cultural data and related mapping technology by humanities researchers.
Conference keynote slides for Hainan Conference, November 2019, Hainan China.
Virtual heritage is the combination of virtual reality and cultural heritage. It promises the best features of both, but is difficult to achieve in reality. Why is this so challenging? Has virtual reality offered more than tantalising glimpses of the future in the related fields of cultural heritage and tourism?
The features virtual reality (VR) shares with mixed reality (MR) and augmented reality (AR) are mostly agreed upon, but there are at least two perplexing issues. Technological fusion implies imaginative fusion, and augmented reality had a previous ocular focus.
Virtual reality as a term is also in danger of being replaced by the term XR. What is XR and why is it so potentially useful to heritage tourism? Given VR, AR, MR and XR are typically screen-based, how can screen tourism capitalize of cultural heritage and virtual reality, and on the unique selling points of XR?
I will conclude with a few suggestions and projects we are currently working on or about to commence.
Cite as: K8 Champion, E. (2019). Virtual Heritage, Gaming, & Cultural Tourism, 4th Boao International Tourism Communication Forum (ITCF), Hainan, China, 23-24 November. Interviewed on Chinese television. http://www.baitcf.com/index.php/Ch/Cms/Index/indexe
2019 DH downunder 9 December 2019 talk:
Digital heritage, Virtual Heritage, Extended Reality (XR): what are they?
Can gaming, AR or MR provide insight to the past?
OR: Are they a waste of money, expensive new technology?
Could, for example, digital heritage pose a threat to culture? Ziauddin Sardar 1995: “Cyberspace is a giant step forward towards museumization of the world: where anything remotely different from Western culture will exist only in digital form.”
Digital Heritage highlights and challenges (interactive + immersive examples).
How to avoid one hit AR wonders?
scalable yet engaging content
appropriate evaluation research
stable tools, long-term robust infrastructure essential
Non-technical constraint: VR and AR/MR preconceptions.
WebVR and WebXR formats
Two projects
CMR: two HoloLens HMDs
CVR: 2 people, 2 devices share + control 1 character
29 March 2019 Presentation on the relation of digital and virtual heritage to digital humanities, issues, some projects..at Curtin University Perth Australia
Publishing tips for Virtual Heritage articles and related issues (3D models), Cities Cultural Heritage and Digital Humanities, Turin Summer School 17 September 2018
VHEs require cultural agents?
How to distinguish social from cultural agents?
Cultural agents meet VHE/DC objectives?
See https://digitalheritageresearch.wordpress.com/conference/
Major points:
#1 Spatial and experiential issues of digital/virtual archives
#2 Archives of spatial objects and platial relationships
For Knowescape workshop, 3-4 September 2015, Valetta, Malta. Workshop: "Knowledge maps and access to digital archives". URL: http://knowescape.org/event/the-role-of-knowledge-maps-for-access-to-digital-archives/
Displaying research data between archaeologists or to the general public is usually through linear presentations, timed or stepped through by a presenter. Through the use of motion tracking and gestures being tracked by a camera sensor, presenters can provide a more engaging experience to their audience, as they won't have to rely on prepared static media, timing, or a mouse. While low-cost camera tracking allow participants to have their gestures, movements, and group behaviour fed into the virtual environment, either directly (the presenter is streamed) or indirectly (a character represents the presenter).
Using an 8 metre wide curved display (Figure 1) that can feature several on-screen panes at once, the audience can view the presenter next to a digital environment, with slides or movies or other presentation media triggered by the presenter’s hand or arm pointing at specific objects (Figure 2). An alternative is for a character inside the digital environment mirroring the body gestures of the presenter; where the virtual character points will trigger slides or other media that relates to the highlighted 3D objects in the digital scene.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Chapter 4 - Islamic Financial Institutions in Malaysia.pptx
Algorithms Pushed Me to the Dark Side: Questions for Procedural Rhetoric
1. Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
Algorithms Pushed Me to the Dark Side:
Questions for Procedural Rhetoric
Erik Champion, Faculty of Humanities
2. Algorithms Pushed Me to the Dark Side
• Ian Bogost (2007) defined
procedural rhetoric as ‘a
practice of using processes
persuasively.’
• But, are c. games unique?
• Useful for design /critique of
serious games?
• Or better employed as a
recalibrated meta-epistemic
theory of serious games?
http://bogost.com/books/persuasive_games/
3. My expertise in Procedural Rhetoric??
https://en.wikipedia.org/wiki/Casio_FX-702P
5. Biased questions for PR
1. PR or criticism and dissection of PR?
2. Is it successful if people can dissect/deconstruct PR?
3. Too formalist?
4. How does PR work with agency?
5. Is Rhetoric empty argument? How does PR differ to Gamification?
6. Traditional rhetoric is speech +writing and oratory also spatial? Can
sequentially experienced art be PR? Karnak, Acropolis?
7. Rhetoric depends on memory, how does it work in people with different
cognitive load and with different strategies/game-play, learning
modalities?
8. What if you want characters to drive PR? (Like competing archaeological
theories)
9. Can it be work with real-world input and physical computing?
10. How does it relate to the 3 ways of designing /playing historical games?
6. 1. Problem With ‘Rhetoric’
• Rhetoric has a negative connotation.
• In Arguing well, John Shand (2002) declared ‘Logic must be sharply
distinguished from what might generally be called rhetoric… rhetoric is not
committed to using good arguments.’
• Rhetoric involves the art of persuading, not necessarily the art of opening
up games as vehicles of critical discourse (Chaplin 2011)
• Aristotle (dialectical reasoning=universal truths & then rhetoric) vs. Plato
(sophists employ empty rhetoric).
• Components: Inventio (discovery of arguments), dispositio, elocutio,
memoria, and pronuntiatio develop convincing and compelling arguments
• Anc. Greeks were their own lawyers!
http://www.newsgaming.com/games/index12.htm
7. 2. PR de=sign or critical method?
• Aim of PR: design or
understand the design
of PR in computer
games?
• Similar as problem to
epistemic games-
epistemic or
epistemological?
• What is success?
Defined by whom?
8. 3. Too formalist?
• Sicart: ‘The proceduralists take their
starting point in Murray’s statement
that digital games are unique, among
other things, because of their
procedural nature (Murray, 1998),
that is, because they are processes
that operate in way that is akin to
how computers operate.’
• ‘Proceduralists claim that players, by
reconstructing the meaning
embedded in the rules, are
persuaded by virtue of the games’
procedural nature.’
• But ‘Play belongs to players, and the
games’ meaning resides in the
actions of players.’
• But players often distort or
misunderstand the rules!
• Are game designers authors?
September 12: Not a game
9. Games definitions: challenge?
• A rule-based formal system with a variable and quantifiable outcome,
where different outcomes are assigned different values, the player exerts
effort in order to influence the outcome, the player feels attached to the
outcome, and the consequences of the activity are optional and
negotiable. (Juul 2003, para 15).
• A system in which players engage in an artificial conflict, defined by rules,
that results in a quantifiable outcome. (Salen and Zimmerman, 2004).
• A challenge that offers up the possibility of temporary or permanent tactical
resolution without harmful outcomes to the real world situation of the
participant (Champion, 2006).
• NB Virtual environments have constraints and affordances while games have
risks and rewards.
10. Difficult to separate game from play
Rules of the game =the rules of the designer
=the rules of the player?
Essence of the game as rules-based system?
A rule-based system can be random, changing,
and open to change by the player.
Flanagan (2013): critical game play ==willful
subversion of the rules, avant-garde art as
exemplars.
Tronstad (2010) review: Critical play “means
to create or occupy play environments and
activities that represent one or more
questions about aspects of human
life…characterized by a careful examination of
social, cultural, political, or even personal
themes that function as alternates to popular
play spaces. […] games as “situations with
guidelines and procedures” (p. 7) and as
“social technologies” (p. 9).
11. 4. Agency: PR strips it away?
• Michael Mateas –procedural literacy
• Janet Murray -one feature of digital
games is their procedural nature
• Sicart: “The proceduralists take their
starting point in Murray’s statement
that digital games are unique, among
other things, because of their
procedural nature (Murray, 1998),
that is, because they are processes
that operate in way that is akin to
how computers operate.”
• Answer: .’games create complex
relations between the player, the
work, and the world via unit
operations that simultaneously
embed material, functional, and
discursive modes of representation
(Bogost, 2006, p.106).
12. 5. Too Similar to Gamification?
• [1]the addition to websites and learning environments of quantifiable actions that can be
ranked and processed (and information stored), with immediate and vastly exaggerated
feedback and graphically designed in the idiom of well-known computer game genres.
• [2] The use of game-based rules structures and interfaces by corporations “to manage and
control brand-communities and to create value”, this definition reveals both the attraction of
gamification to business and the derision it has received (Fuchs 2013).
• USEFULNESS: Task performance can be graphically rewarded and socially shared and
proponents have argued that gamification can provide deeper, richer and more engaging
learning (Schoech et al. 2013; Betts, Bal and Betts 2013; Hamari, Koivisto and Sarsa 2014).
• Task performance can be graphically rewarded and socially shared and proponents have
argued that gamification can provide deeper, richer and more engaging learning (Schoech et
al. 2013; Betts, Bal and Betts 2013; Hamari, Koivisto and Sarsa 2014).
• Many opposed to it (Bogost 2011b; Deterding et al. 2011b; Fuchs 2014).
Major features:
1. Has some goal in mind, the player works to achieve
2. Has systematic or emergent rules and
3. Is considered a form of play or competition
13. 6. Uniqueness? Spatiality?
3D of WWII prompts memories Little Big Planet
http://www.mediamolecule.com/blog/article/kareems_tal
k_from_learning_without_frontiers_2011/
UPF-SPECS Lab, Barcelona
14. 7. Memory and Learning Style
• What is the role of
memory and explicit
understanding in
gameplay?
• Do different types of
players necessitate
different forms of
rhetoric and is this
incorporated into PR
theory / design?
18. Conclusion: Responses to PR
Counter-Arguments
• Strong negative connotations but also specific terms for speaking & writing.
• PR: applied to game design OR understanding of game design?
• Success is? Shares issue with epistemic games-cannot lead horse to water.
• Ironically shares features with Gamification (but can be fruitfully resolved)?
Parameters
• Unclear how it works with different levels of agency.
• Unclear how unique it is in relation to procedurally experienced art forms.
• Unclear how it works with different cognitive loads, strategies, learning modalities.
• Needs more work in terms of variable biofeedback and other variable input.
Possibilities
• What if you want characters to drive PR? (E.g. competing archaeological theories).
• It could drive the design of historically contested places and environments and
simulations of historical interpretations but the theory needs more work.
19. Key References
Bogost, Ian, Persuasive Games: The Expressive Power of Videogames,
Cambridge, MA: The MIT Press, 2007).
Bogost, I. (2008). The Rhetoric of Video Games. In K. Salen (Ed.), The Ecology of
Games: Connecting Youth, Games, and Learning (pp. 117–140). Cambridge,
MA:: The MIT Press.
Bogost, I. (2008). Unit operations: An approach to videogame criticism: MIT
Press.
King, M. Procedural Rhetoric:Analyzing Video Games. Retrieved 24 March, 2014,
from http://www.dwrl.utexas.edu/old/content/procedural-rhetoric-analyzing-
video-games
Reid, A. (2010, 11 March). post-procedural rhetoric and serious games.
Retrieved from http://alex-reid.net/2010/03/postprocedural-rhetoric-and-
serious-games.html
Thominet, L. (2012). Procedural Rhetoric. Retrieved 24 March, 2014, from
https://sites.google.com/site/composingvideogames/six-levels-of/level-4-
critical-game-studies/procedural-rhetoric
Treanor, M., & Mateas, M. (2009). Newsgames: Procedural rhetoric meets
political cartoons. Digital Games Research Association-DIGRA, 2009.
Sicart, M. (2011). Against Procedurality. Game Studies the international journal
of computer game research, 11(3), online. Retrieved from Gamestudies website:
http://gamestudies.org/1103/articles/sicart_ap
Aiken, S. F., & Talisse, R. B. (2014). Why We Argue (And How We Should): A
Guide to Political Disagreement. New York: Routledge.
Betts, B. W., Bal, J., & Betts, A. W. (2013). Gamification as a tool for increasing
the depth of student understanding using a collaborative e-learning
environment. International Journal of Continuing Engineering Education
and Life Long Learning, 23(3), 213-228.
Bogost, I. (2011). Gamification Is Bullshit. The Atlantic. Retrieved from The
Atlantic website:
http://www.theatlantic.com/technology/archive/2011/08/gamification-is-
bullshit/243338/
Bogost, I. (2011). Gamification is bullshit. Ian Bogost blog, 8, 2011.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification.
using game-design elements in non-gaming contexts. Paper presented at the
CHI'11 Extended Abstracts on Human Factors in Computing Systems.
Flanagan, M. (2010). Creating Critical Play. In R. Catlow, M. Garrett, & C.
Morgana (Eds.), Artists Re: thinking Games (pp. 49-53). Liverpool: Liverpool
University Press.
Flanagan, M. (2013). Critical Play Radical Game Design. Cambridge MA: The MIT
Press.
Frasca, G. (2003). Simulation versus narrative. The video game theory reader,
221-235.
Fuchs, M. (2014). Gamification as twenty-first-century ideology. Journal of
Gaming & Virtual Worlds, 6(2), 143-157.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work?--A
Literature Review of Empirical Studies on Gamification. Paper presented at the
System Sciences (HICSS), 2014 47th Hawaii International Conference on.
Shand, J. (2002). Arguing well. London: Routledge.
Shelton, B. E., & Wiley, D. A. (Eds.). (2007). The Design And Use Of Simulation
Games In Education: Sense Publishers.
Stansbury, M. (2013, 19 August). Why you should care about gamification in
higher education. Blog Retrieved from http://www.ecampusnews.com/top-
news/gamification-higher-education-028/
Editor's Notes
The FX-702P is a Pocket Computer, manufactured by Casio from 1981 to 1984.[1]