The Use of ASCII Graphics in Roguelikes

2016 ◽  
Vol 12 (2) ◽  
pp. 115-135 ◽  
Author(s):  
Mark R. Johnson

This article explores the semiotics of the “roguelike” genre. Most roguelikes reject contemporary advances in graphical technology and instead present their worlds, items, and creatures as American Standard Code for Information Interchange (ASCII) characters. This article first considers why this unusual graphical style has endured over time and argues that it is an aesthetic construction of nostalgia that positions roguelikes within a clear history of gameplay philosophies that challenge the prevailing contemporary assumptions of role-playing games. It second notes that the semantic code for understanding the ASCII characters in each and every roguelike is different and explores the construction of these codes, how players decode them, and the potential difficulties in such decodings. The article then combines these to explore how such visuals represent potential new ground in the study of game semiotics.

2015 ◽  
Vol 1 (1) ◽  
pp. 39-52
Author(s):  
Till A. Heilmann

Abstract Materiality has often been a neglected factor in discussions of digitally encoded information. While a lot of early works in media studies suffered from this shortcoming, questions regarding the materiality of digital technology and artefacts have slowly gained prominence in recent debates. Matthew Kirschenbaum’s concept of “forensic” and “formal” materiality has proven particularly useful to the study of digital artefacts, differentiating the (routinely overlooked) physical existence of digital data from their (commonly discussed) logical character. However, analyses concerning the materiality of digital artefacts are often one-sided, focussing on the physicality of the medium in which digital data are inscribed. To counter this bias, I present the concept of a ‘reciprocal materiality’ of digital data: It is not only that digital data are always inscribed in some material substrate (Kirschenbaum’s ‘forensic’ dimension of data); conversely, the materiality of the medium inscribes itself into the structure of digital data (its ‘formal’ level). The ‘body of code’ is shaped by the material framework it inhabits. I will illustrate this using as an example one of the most important encoding schemes in the history of digital technology: the American Standard Code for Information Interchange (ASCII). A ‘close reading’ of the technical specifications of ASCII - a standard designed in the early 1960s to work across multiple technological platforms - will reveal the extent to which this code incorporates the materiality of media such as punched tape and teletype terminals.


2020 ◽  
Vol 61 (12) ◽  
pp. 136-138
Author(s):  
Bahar Aliosat Mustafayeva ◽  

One of the most relevant methods used in the rehabilitation of hearing-impaired children and for the development of speech is music-rhythm. In any games based on music-rhythm, it is possible to stimulate several areas, such as speech, motor, cognitive processes. Composing tasks in the form of role-playing games appropriate to the age characteristics of children increases its effectiveness. Music primarily affects the auditory analyzer in children, helps to increase auditory attention in children with dementia. Thus, the child perceives sounds better over time and develops the ability to differentiate them. Improved hearing allows children to understand the speech of adults better. Over time, it accelerates the process of sound imitation, allows the child to pronounce the initial sounds and syllables. Musical-rhythmic is based on the combination of sounds with movements, which leads to the improvement of children's motor skills. It helps to develop small and large motor skills, rhythm and coordination abilities during tasks. Key words: hearing, speech, game, music, exercise, child


Author(s):  
Marina Yuferova ◽  
Olga Koryakovtseva ◽  
Tatyana Bugaichuk

The history of mankind confirms: both harmony and conflict are characteristic of communication in society. This article is devoted to the problem of conflicts in education. Unfortunately, conflict interaction occurs in school life, therefore, teachers need to learn how to apply innovative technologies in resolving conflicts, focus on respecting the rights and freedoms of all participants in the educational process, and act in accordance with the interests of the parties. The article discusses the technology of mediation, which orients the participants in the interaction towards cooperation in the conflict with the help of a mediator. The implementation of mediation practice requires special training of teachers, the formation of completely new competencies and, first of all, conflict management, which should be developed within the framework of continuous pedagogical education, using interactive training technologies and role-playing games. The authors present the experience of implementing the advanced training program “successful strategies of behavior in conflict and the development of a teacher's resistance to conflict”.


2012 ◽  
Vol 11 ◽  
Author(s):  
Paul Mason

I explore some aspects of the early history of tabletop role-playing games (RPGs) that are perhaps not well known among media scholars, and which offer an alternative take on the idea of fan activity.


2021 ◽  
Vol 2 (1) ◽  
pp. 67-74
Author(s):  
Arina Shurygina ◽  

Local history as a kind of public history is gaining more and more popularity among researchers every year, because awareness of local historical experience is a tool for regional and personal self-identification, a way to define oneself, one’s uniqueness in the large multicultural world. Based on the study of the role-playing movement, it is possible to trace not only any peculiarities of the Krasnoyarsk cultural processes, but also to understand what influence the events of the “big” history had on the local history of the development of the role-playing movement in the Krasnoyarsk Territory in a specific cultural and historical period. The aim of the study is to reconstruct significant cultural events that contributed to the creation of the role movement, the influence of the socio-cultural environment on the role movement in the region, as well as to record the events characteristic of this subculture through the analysis of interviews with people participating in these events. The object of the study is the role-playing movement of Tolkienists in the Krasnoyarsk Territory, while the subject of the history (interviews) of informants who stood at the origins of the role-playing movement in the Krasnoyarsk Territory in the 1980s-90s. To conduct the study, the following tasks were set: conducting an interview with participants in the role movement as a subculture characteristic of the Soviet period in the history of the culture of the Krasnoyarsk Territory, and interpreting the received empiric material and identifying the features and trends in the development of the role movement subculture.


2018 ◽  
Vol 7 (4.10) ◽  
pp. 1
Author(s):  
Krishnaja. R. ◽  
Parameswaran. R.

The security of information passed through the communication channel has become a major concern. Encoding of the messages before transmitting through the channel is most vital. We propose a three level encryption (encoding) using musical notes in traditional Indian and Western system as well as the American Standard Code for Information Interchange (ASCII). A unique method for the decryption is also mentioned in the paper.  


2020 ◽  
Vol 9 (6) ◽  
pp. 2555-2561
Author(s):  
Azizi Abas ◽  
Yuhanis Yusof ◽  
Roshidi Din ◽  
Fazli Azali ◽  
Baharudin Osman

Quick response (QR) code is a printed code of black and white squares that is able to store data without the use of any of the electronic devices. There are many existing researches on coloured QR code to increase the storage capacity but from time to time the storage capacity still need to be improved. This paper proposes the use ofcompress, multiplexing and multilayered techniques, as an integrated technique known as CoMM, to increase the storage of the existing QR code. The American Standard Code for Information Interchange (ASCII) text characters are used as an input and performance is measured by the number of characters that can be stored in a single black and white QR code version 40. The experiment metrics also include percentage of missing characters, number of produced QR code, and elapsed time to create the QR code. Simulation results indicate that the proposed algorithm stores 24 times more characters than the black and white QR code and 9 times more than other coloured QR code. Hence, this shows that the coloured QR code has the potential of becoming useful mini-data storage as it does not rely on internet connection.


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