scholarly journals Total Cinema: Or, “What is VR?" Senses of cinema

2021 ◽  
Author(s):  
Raqi Syed

In the late 1980s, throughout the ‘90s, and well into the 2000s, MIT Principle Research Scientist, Gloriana Davenport investigated the idea that movies had begun to operate as a kind of new “elastic” media. She wrote, “Interactive cinema reflects the longing of cinema to become something new, something more complex, something more intimate, as if in conversation with an audience.” The cultural artefacts informing this shift were in Davenport’s opinion as disparate as interactive TV, video games, large format simulation rides, and experimental VR. Between 1987 and 2004, her Interactive Cinema Lab at MIT designed multi-threaded movies, multiplayer VR experiences, previsualization tools for visual effects, documentary platforms, and “smart” VR characters driven by story databases. When asked in a 1995 interview with American Cinematographer, what kind of filmmaker would adopt the radical new tools she was building, Davenport replied that the current generation of 30-year old filmmakers steeped in the culture of video games were already deploying them.

2021 ◽  
Author(s):  
Raqi Syed

In the late 1980s, throughout the ‘90s, and well into the 2000s, MIT Principle Research Scientist, Gloriana Davenport investigated the idea that movies had begun to operate as a kind of new “elastic” media. She wrote, “Interactive cinema reflects the longing of cinema to become something new, something more complex, something more intimate, as if in conversation with an audience.” The cultural artefacts informing this shift were in Davenport’s opinion as disparate as interactive TV, video games, large format simulation rides, and experimental VR. Between 1987 and 2004, her Interactive Cinema Lab at MIT designed multi-threaded movies, multiplayer VR experiences, previsualization tools for visual effects, documentary platforms, and “smart” VR characters driven by story databases. When asked in a 1995 interview with American Cinematographer, what kind of filmmaker would adopt the radical new tools she was building, Davenport replied that the current generation of 30-year old filmmakers steeped in the culture of video games were already deploying them.


Author(s):  
Martin van Velsen

Besides the visual splendor pervasive in the current generation of digital video games, especially those where players roam simulated landscapes and imaginary worlds, few efforts have looked at the resources available to embed human meaning into a game's experience. From the art of persuasion to the mechanics of meaning-making in digital video games and table-top role playing games, this chapter investigates the changes and new opportunities available that can extend our understanding of digital rhetoric. Starting with a breakdown of the role of choice, workable models from psychology and the untapped body of knowledge from table-top role playing games are shown to allow game designers to enrich their products with a deeper human experience.


Author(s):  
Milagros Huerta Gómez de Merodio ◽  
Juan Manuel Dodero ◽  
Nestor Mora Núñez ◽  
José Mª Portela Núñez

Flip-GET has been developed with the objective of optimizing engineering practicals. The innovative element of this methodology is the use of serious games, as a complement to the flipped classroom method, in the teaching-learning process of engineering studies. This methodology uses serious games to take advantage of the capacity of motivation that video games have for the current generation of students, who have been involved with digital content, software, and electronic devices. This methodology has been evaluated using the method of case studies and by an experimental evaluation carried out in different stages, each of which has been developed during an academic course. In the experimental evaluation of the methodology, the control group carried out the practicals dividing the students into subgroups, without using the Flip-GET methodology, while the experimental group performed them with the methodology.


Gamification ◽  
2015 ◽  
pp. 1848-1864
Author(s):  
Martin van Velsen

Besides the visual splendor pervasive in the current generation of digital video games, especially those where players roam simulated landscapes and imaginary worlds, few efforts have looked at the resources available to embed human meaning into a game's experience. From the art of persuasion to the mechanics of meaning-making in digital video games and table-top role playing games, this chapter investigates the changes and new opportunities available that can extend our understanding of digital rhetoric. Starting with a breakdown of the role of choice, workable models from psychology and the untapped body of knowledge from table-top role playing games are shown to allow game designers to enrich their products with a deeper human experience.


Tekstualia ◽  
2017 ◽  
Vol 1 (3) ◽  
pp. 45-59
Author(s):  
Piotr Kubiński

Humanistic reflection on video games seems like a necessity nowadays, due to the enormous popularity of digital entertainment and the infl uence it exerts over modern culture. This need for a deeper refl ection also stems from the fact that, increasingly, video games give their players various pleasures – created by spectacular visual effects, exciting plot or an opportunity to solve logical puzzles. Electronic games are progressively becoming a tool of artistic pursuits and intellectual experiments that would be impossible in analogue media. An example of such phenomenon, and a game especially worthy of refl ection, is The Stanley Parable [Galactic Cafe, 2013]. The author of the article focuses on it.


1986 ◽  
Vol 10 (11) ◽  
pp. 309-312 ◽  
Author(s):  
A. C. Carr ◽  
R. T. Woods ◽  
B. J. Moore

Microcomputers are increasingly being used in psychiatry for a variety of purposes. When used in computer-patient ‘interviews’ they have generally proved acceptable—indeed popular—with psychiatric patients. Automated psychological assessment is one form of computer-patient interview that is attracting much interest. Some of the early applications were with elderly patients. Kendrick has expressed doubts regarding this application with the current generation of elderly people, suggesting that their relative unfamiliarity with computers and video games might cause difficulties.


1997 ◽  
Vol 161 ◽  
pp. 711-717 ◽  
Author(s):  
John W. Dreher ◽  
D. Kent Cullers

AbstractWe develop a figure of merit for SETI observations which is anexplicitfunction of the EIRP of the transmitters, which allows us to treat sky surveys and targeted searches on the same footing. For each EIRP, we calculate the product of terms measuring the number of stars within detection range, the range of frequencies searched, and the number of independent observations for each star. For a given set of SETI observations, the result is a graph of merit versus transmitter EIRP. We apply this technique to several completed and ongoing SETI programs. The results provide a quantitative confirmation of the expected qualitative difference between sky surveys and targeted searches: the Project Phoenix targeted search is good for finding transmitters in the 109to 1014W range, while the sky surveys do their best at higher powers. Current generation optical SETI is not yet competitive with microwave SETI.


Author(s):  
G. D. Gagne ◽  
M. F. Miller

We recently described an artificial substrate system which could be used to optimize labeling parameters in EM immunocytochemistry (ICC). The system utilizes blocks of glutaraldehyde polymerized bovine serum albumin (BSA) into which an antigen is incorporated by a soaking procedure. The resulting antigen impregnated blocks can then be fixed and embedded as if they are pieces of tissue and the effects of fixation, embedding and other parameters on the ability of incorporated antigen to be immunocyto-chemically labeled can then be assessed. In developing this system further, we discovered that the BSA substrate can also be dried and then sectioned for immunolabeling with or without prior chemical fixation and without exposing the antigen to embedding reagents. The effects of fixation and embedding protocols can thus be evaluated separately.


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

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