Beyond film

2021 ◽  
pp. 87-112
Author(s):  
Cecilia Sayad

This chapter discusses the ways in which horror stories and creatures invade the space of spectators and players in gimmick horror screenings, experiential cinema, and video games—including those using augmented and virtual reality technologies. It considers films and games that engage the space of viewing and playing—the augmented auditorium, which augments the experience of the horror tales by inviting active participation and providing a sensorial experience beyond seeing and hearing (involving drafts, smells, motion). Case studies include William Castle’s gimmick horror films of the 1950s and ’60s, contemporary Secret Cinema screenings, and a variety of survival horror games.

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.


Author(s):  
Jonathan Weinel

This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which provide high-adrenaline experiences for ravers, and simulate dreams, meditation, or psychedelic states. Through the analysis of these, and building upon the previous chapters of Inner Sound, this chapter presents a conceptual model for ‘Altered States of Consciousness Simulations’: interactive audio-visual systems that represent altered states with regards to the sensory components of the experience.


Author(s):  
Christopher J. Ferguson ◽  
Anastasiia Gryshyna ◽  
Jung Soo Kim ◽  
Emma Knowles ◽  
Zainab Nadeem ◽  
...  
Keyword(s):  

Author(s):  
Nathan Sepich ◽  
Michael C. Dorneich ◽  
Stephen Gilbert

This research details the development of a human-agent team (HAT) analysis framework specifically aimed at video games. The framework identifies different dimensions of interest related to humans and software agents working together. Video games have a variety of user-tested interaction paradigms that may offer useful insights into HAT dynamics, but it can be difficult for researchers to know which games are relevant to their research without a systematic method of characterizing HAT relationships. The framework was developed based on previous literature and gameplay analysis. This paper offers three case studies, applying the framework to the games Madden 21, Call to Arms, and Civilization V. Possible trends related to agent intelligence, team structures, and interdependence are discussed.


2021 ◽  
Author(s):  
Kira A. Brown

This research paper explores the possibilities for virtual reality (VR) documentation of media art installations. Based on an analysis of the characteristics of media art, and a survey of current documentation strategies, this paper investigates the viability of three-dimensional documentation. Four cross-disciplinary case studies are presented and analysed to demonstrate that VR documentation provides an immersive and richer reconstruction of a media art installation in three dimensions. In addition, the interactive components can be simulated within the VR environment, offering the possibility for curators and visitors to virtually re-experience the artwork. The case studies show that, although the creation of VR documentation can be costly and time-consuming, and currently requires a high-level of expertise, it can be a useful addition to established documentation strategies by providing essential information about the visual aspects of the artwork, its environment and the user’s multi-sensory experience.


2021 ◽  
Vol 13 ◽  
pp. 197-212
Author(s):  
Hanna Kuliga

The presented article covers the subject of creating one’s identity in a virtual reality of video games, in the perspective of LGBT characters and their influence on the exploration of the sexual identity of a gamer. It describes the means by which the user has the ability to experiment with and express their identity, putting an emphasis on the role of immersion and cultural reflection in this process. The fol-lowing presented issues concern the representation of sexual minorities and negative phenomena that are present in the virtual space (such as queerbaiting), which have an impact on both the user, as well as the game industry. It emphasizes the role of the appearance of LGBT characters in this medium, which potentially can positively influence the player and producer communities. In this article I also describe three examples of non-heteronormative characters and their importance to users and developers of the given games.


2014 ◽  
Vol 13 (2) ◽  
pp. 289-297 ◽  
Author(s):  
Raphael José Perrier-Melo ◽  
Thiago De Aguiar Silva Coelho ◽  
Jorge Luiz Brito-Gomes ◽  
Saulo Fernandes Melo de Oliveira ◽  
Manoel Da Cunha Costa

Introdução: Verifica-se que Video Games Ativos (VGA) aumentam os níveis de aptidão física em populações diversas, contudo, esses efeitos são controversos em pessoas idosas. Objetivos: Revisar os efeitos dos VGAs no equilíbrio e analisar o gasto energético em idosos. Métodos: Realizou-se busca nas bibliotecas: MedLine, PubMed, Science Direct e Web of Knowledge, utilizando os termos: exergames, older adults, active video games, virtual reality e elderly. Resultados: Nos oito trabalhos analisados, os VGAs apresentaram intensidades de leve à vigorosa, possibilitando gastos energéticos de acordo com as indicações do ACSM. Verificou-se que, na maioria das pesquisas, utiliza-se a frequência cardíaca para estimar o gasto calórico. Os efeitos positivos no equilíbrio foram identificados nos indivíduos com redução dessa capacidade diagnosticada antes das intervenções, bem como naqueles nos quais foram usadas a escala de verificação do equilíbrio de maneira prática. Conclusão: VGAs são capazes de aumentar o gasto energético e melhorar o equilíbrio em idosos.


Author(s):  
Mona Dietrichkeit ◽  
Kristina Flint ◽  
Eva Krieger ◽  
Karsten Grzella ◽  
Matthias Nagel ◽  
...  

AbstractThe use of virtual reality (VR) interventions for psychosis is on the rise. As information-processing biases such as overconfidence in memory are likely to be involved in the formation and maintenance of delusions, VR could also be used to correct cognitive distortions and in turn ameliorate delusions. The present study illustrates two case studies in which a VR intervention was employed to reduce delusions by means of correcting experiences. Participants navigated four virtual environments via a head-mounted display (HMD) and computer and were asked to recollect previously seen faces and objects and to rate their response confidence. The scenarios were created to elicit false memories. Immediately after each response, they received feedback to correct possible overconfidence in false memories. We present two case studies to illustrate individual differences. Both participants benefited from the intervention: delusions were reduced from pre- to post-assessment (after 3 weeks) as measured with the Positive and Negative Syndrome Scale and Psychotic Symptom Scale. This was corroborated by results on the Paranoia Checklist and the Community Assessment of Psychic Experiences collected immediately after the session. Immediate effects also showed a reduction in delusion conviction rate. The present study provides preliminary evidence that delusions may be ameliorated by a VR paradigm designed to correct memory overconfidence. Cybersickness emerged as a problem in one of the patients.


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