scholarly journals VIDEO GAMES LOCALISATION: POSING NEW CHALLENGES TO THE TRANSLATOR

Perspectives ◽  
2007 ◽  
Vol 14 (4) ◽  
pp. 306-323 ◽  
Author(s):  
Carmen Mangiron Hevia
Keyword(s):  
Author(s):  
Iskander Umarov ◽  
Maxim Mozgovoy

The rapid development of complex virtual worlds (most notably, in 3D computer and video games) introduces new challenges for the creation of virtual agents, controlled by artificial intelligence (AI) systems. Two important subproblems in this topic area which need to be addressed are (a) believability and (b) effectiveness of agents’ behavior, i.e., human-likeness of the characters and high ability to achieving their own goals. In this paper, the authors study current approaches to believability and effectiveness of AI behavior in virtual worlds. They examine the concepts of believability and effectiveness, and analyze several successful attempts to address these challenges.


Author(s):  
Graham Music

In this article I describe those caught up in an increasingly common but worrying phenomenon, that of addictive states of mind, seen, for example, in obsessional use of video games or pornography. While the contemporary world has exacerbated the risks, addictive traits often originate in attempts to escape from an inner pain or deadness towards the false promise offered by the object of addiction. The article offers a different view of the dopaminergic system. It also looks at how the contemporary world is posing new challenges for people who have developed with such a propensity, and we will see how those prone to addictive states of mind struggle to bear certain emotional states, finding them overwhelming, and instead reach for a solution via their addiction.


2004 ◽  
Vol 126 (09) ◽  
pp. 34-38
Author(s):  
Alan S. Brown

This article focuses on new technologies and skills that change the profession as it seeks to fit a wide-open global marketplace. Mechanical engineers are actively involved in analyzing the workings of muscle, developing interfaces for artificial nerves, creating virtual reality environments, building nanomachines and medical nanodiagnostics, and even creating realistic physical rules for video games. The MIT-Wharton international vehicle program is collecting case studies from component makers to determine what types of manufacturing are best suited for overseas facilities. The institute’s preliminary findings are not surprising. A manufacturer of diesel fuel injectors that runs a highly automated plant with clean rooms and tight-tolerance production may prefer to stay close to local technologists. Biomechanics, which develops prosthetics and medical devices, is already a growing field. In the future, though, new challenges will involve the mechanical aspects of artificial bone, skin, muscle, nerves, and even organs at both the cellular and tissue levels.


2017 ◽  
Vol 32 (4) ◽  
pp. 326-343 ◽  
Author(s):  
Rob Gleasure ◽  
Philip O'Reilly ◽  
Michael Cahalane

The number and scale of crowdfunding platforms has increased dramatically in recent years, arguably more so than any other open phenomenon. This increase has allowed several crowdfunding websites to capture significant public attention, e.g. Kickstarter, Indiegogo. Yet, the growth of these specialist websites is only one aspect of the increasing popularity of crowdfunding technologies. Another, less-commonly discussed development is the propagation and integration of crowdfunding technologies into novel hybrid or proprietary production contexts, such as t-shirts (e.g. Threadless) or video games (e.g. Star Citizen). Such integrations are to be expected as crowdfunding technologies grow and evolve. However, they also present new challenges for managers and system designers, as the manner in which different features of crowdfunding technologies are enacted becomes decreasingly predictable the more their application domains diverge. This study performs a socio-material case study of Unbound, an innovative book publisher based in the UK. Unbound uses crowdfunding technologies to help authors raise the funding necessary to publish their books. However, once this funding has been reached, Unbound assumes more typical publisher responsibilities, such as editing, printing, binding, shipping, and promoting these books. Findings from Unbound identify four categories of socio-material practices in this hybrid model, each of which contains multiple sub-practices enacting different material features. This includes practices for fundraising, practices for maintaining traditional publishing standards, practices for creative contribution by backers, and practices for motivations. Further, tensions are observed for each of these categories of practices, due to the conflicting demands for inclusivity and selectivity associated with crowdfunding and publishing, respectively.


Author(s):  
Joachim Frank

Compared with images of negatively stained single particle specimens, those obtained by cryo-electron microscopy have the following new features: (a) higher “signal” variability due to a higher variability of particle orientation; (b) reduced signal/noise ratio (S/N); (c) virtual absence of low-spatial-frequency information related to elastic scattering, due to the properties of the phase contrast transfer function (PCTF); and (d) reduced resolution due to the efforts of the microscopist to boost the PCTF at low spatial frequencies, in his attempt to obtain recognizable particle images.


2005 ◽  
Vol 38 (17) ◽  
pp. 80
Author(s):  
NELLIE BRISTOL

2009 ◽  
Vol 42 (19) ◽  
pp. 13
Author(s):  
LISA J. MERLO
Keyword(s):  

2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2008 ◽  
Vol 67 (1) ◽  
pp. 41-50 ◽  
Author(s):  
Frithjof Staude-Müller ◽  
Thomas Bliesener ◽  
Stefanie Luthman

This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).


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