scholarly journals Online Gaming as Digital Heuristics

2021 ◽  
Vol 4 (2) ◽  
pp. 160-184
Author(s):  
Miriam G Clinton

While 3D modeling has only come into widespread archaeological use in recent years, it is hardly a new or untested approach in the study of architecture. Even so, archaeological 3D modeling has largely been limited to use in illustrations, rather than treated as a part of the scientific method. Using the case study of the Minoan House of the Rhyta at Pseira, this article discusses the results of applying 3D modeling as not only a visualization, but also a hypothesis testing tool. In the summer of 2014, the Minoan Modeling Project undertook a new intensive architectural examination of the Minoan House of the Rhyta at Pseira. The project produced both state and reconstructed 3D models. The 3D reconstruction became the basis of an educational video game designed as a scientific tool to test architectural theories about the use of space. As gamers interact with and circulate through the various rooms in the House of the Rhyta, their movements are tracked and statistically compared with the results of more traditional methods of access and circulation pattern analysis. This article presents preliminary results of this crowdsourced online game study, in addition to discussing strengths and weaknesses of the technique as learned through the process of building the model and game.

Author(s):  
V. I. Korenev

The paper studies the use of digital technologies and 3D models of cities in solving urban planning problems. The experience in creating the information system for ensuring urban planning and internet sites in Tomsk is demonstrated and the possibilities are shown for their use in graphic-analytic research. The 3D model of the Tomsk-city is proposed to design and explore the flood processes, land use non-observances, architectural design and modeling of the urban environment, and requirements for the architectural heritage preservation.


Resources ◽  
2020 ◽  
Vol 9 (4) ◽  
pp. 43
Author(s):  
Pavel Hronček ◽  
Bohuslava Gregorová ◽  
Dana Tometzová ◽  
Mário Molokáč ◽  
Ladislav Hvizdák

The study provides a methodology for 3D model processing of historic mining landscape, and its features as mining digital cultural heritage with the possibility of using new visualization means in mining tourism. Historic mining landscapes around the towns of Gelnica (eastern Slovakia) had been chosen for the case study. The underground mining spaces around Gelnica, which are currently inaccessible to clients of mining tourism, were processed using 3D modeling. Historically, correctly processed 3D models of mining spaces enable customers of mining tourism to virtually travel not only in space, but what is most important, in time as well. The up-to-date computer-generated virtual mining heritage in the form of 3D models can be viewed via the Internet from different perspectives and angles. The models created this way are currently the latest trend in developing mining tourism.


2016 ◽  
Vol 12 (2) ◽  
pp. 136-155 ◽  
Author(s):  
Amanda C. Cote

Although video game audiences have greatly diversified over recent years, players who are not the stereotypical straight, White, male “gamer” are still frequently viewed as outsiders to online gaming and face harassment because of this status. However, many choose to play games despite this and have developed specific coping strategies they employ to avoid or respond to harassment. Using grounded theory and in-depth interviews with female gamers, this gender-based case study explores women’s strategies for coping with online game-related harassment. It shows that women are first and foremost an active audience, carefully managing their media environment to help ensure positive experiences. At the same time, their strategies come with limitations, such as hiding their contributions to gaming or provoking further harassment. Although women are capable media managers, their continued status as “outsiders” deeply affects their gaming experiences and demonstrates a need for cultural change in online environments.


2020 ◽  
Vol 10 (1) ◽  
pp. 27-30
Author(s):  
G.V. Herman ◽  
T. Caciora ◽  
Dorina Camelia Ilies ◽  
A. Ilies ◽  
Anca Deac ◽  
...  

AbstractRomania, due to its historical background, has many vestigial belongings to the cultural heritage, out of which the most noticeable (by number, age, architecture, symbolism and representation) are the wooden churches. Under these circumstances the role of the current study is to emphasize certain practical aspects (focused on the need to assess, preserve, restore and valorize) regarding the use of modern technology based on photogrammetry and 3D scanning. The case study was represented by the “Saint Martyrs Constantin Brȃncoveanu and His Sons” wooden church from Oradea Municipality, Bihor County, Romania; the edifice being included on the list of historical monuments ever since 2010. The final goal being to create 3D models for both the exterior and interior of the monument for research, restoration in case of need, sharing for education, entertainment, tourism purposes etc.


Author(s):  
B. Carrión-Ruiz ◽  
S. Blanco-Pons ◽  
A. Weigert ◽  
S. Fai ◽  
J. L. Lerma

<p><strong>Abstract.</strong> In recent years, Augmented Reality (AR) technology has experienced considerable progress and the combination of AR and 3D modeling opens up new opportunities regarding 3D data visualization and interaction. Consequently, the dissemination of cultural heritage can benefit from these technologies in order to display the cultural assets as realistically and interactively as possible. In this way, high-accuracy 3D models are integrated in the real world.</p><p>Nevertheless, progress has also still been limited due to several factors. The paper presents a case study based on the recreation of the Queen Victoria sculpture in an AR application. Furthermore, the environment of the sculpture is simulated by panoramic images, inside the Library of Parliament in Ottawa, Canada. The main problems for the development of an AR smartphone application from panoramic images and photogrammetric 3D data are described in this paper. The characteristics of AR systems are explained in detail, analyzing all the steps involved and the available solutions considered.</p>


2016 ◽  
Vol 2016 ◽  
pp. 1-9 ◽  
Author(s):  
Deirdre Kerr

Game log data have great potential to provide actionable information about the in-game behavior of players. However, these low-level behavioral data are notoriously difficult to analyze due to the challenges associated with extracting meaning from sparse data stored at such a small grain size. This paper describes a three-step solution that uses cluster analysis to determine which strategies players use to solve levels in the game, sequence mining to identify changes in strategy across multiple attempts at the same level, and state transition diagrams to visualize the strategy sequences identified by the sequence mining. In the educational video game used in this case study, cluster analysis successfully identified 15 different in-game strategies. The sequence mining found an average of 40 different sequences of strategy use per level, which the state transition diagrams successfully displayed in an interpretable way.


2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


2017 ◽  
Vol 14 (7-8) ◽  
pp. 742-762
Author(s):  
Michael Ryan Skolnik ◽  
Steven Conway

Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.


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