scholarly journals ВТІЛЕННЯ КОНЦЕПТІВ ГЕЙМ-ДИЗАЙНУ ПРИ РОЗРОБЛЕННІ ІГРОВОГО ПРОЕКТУ «МАВКА» В УМОВАХ ЗАПИТІВ СУЧАСНОСТІ

2019 ◽  
pp. 77-86
Author(s):  
О. В. Колісник ◽  
Є. П. Гула

The purpose of the study is to identify the features of creating a competitive game-design and its implementation in the game project "Mavka", adapted to the modern needs of the target audience, both from the standpoint of artistic and expressive means and technological limitations, and stylistic features caused by the genre of the project. Methodological basis of the study is a comparative method of analysis of successfully implemented game projects, which allowed to reveal the essential characteristics of the latter. The analysis of the functioning of avatars in game design was made possible by the modeling method. Also, the method of system analysis of publications and sociological methods were used, which allow to determine the basic patterns of the development of game content design, its direct influence on the perception of the target audience of the project, the needs and expectations of society. The results of this scientific study have a theoretical significance, which is to determine the influence of the characteristics of the character, his appearance, biography, attributes and game behavior to increase the degree of empathy experienced by the user in relation to the game character within the gameplay, given the modern socio-cultural realities reflected in the game. Also, the article studies the artistic and aesthetic qualities of the project and its general attractiveness for the target audience. The analysis of the main principles of the creation and  development of game characters has been carried out, and the main points have been defined in terms of players' needs and game-design abilities. The results provide an opportunity for a deeper understanding of the use of these developments to optimize the process of finding appropriate artistic and expressive means at the development stage of the visual component of the game project, the development domestic video games, as well as mobile games, whose aesthetic, technological and consumer properties will meet the expectations of the target audience and provide decent competition to foreign counterparts.

Author(s):  
Дмитрий Вячеславович Босов

Цель статьи: демонстрация процессов деинтеллектуализации в продукции современного мейнстрим-кинематографа. Методы: компаративистский метод, системный анализ. Результаты: выявлены соотношение арт-хауса и мейнстрим-кинематографа, элементы деинтеллектуализации в продукции мейнстрим-кинематографа. Выводы: Необходим инструментарий противодействия деинтеллектуализации кино. The purpose of the article: demonstration of de-intelligentalization processes in the products of modern mainstream cinema. Methods: comparative method, system analysis. Results: the ratio of art house and mainstream cinema, elements of de-intelligentalization in the production of mainstream cinema were revealed. Conclusions: A toolkit is needed to counter the de-intelligentalization of cinema.


Author(s):  
Svetlana Nesterenko

Purpose – тo generalize methodical approaches to the interpretation of the category of capitalization in the forestry complex and to identify sources of funds that can provide an additional financial basis for the capitalization of forest resources. Research methodology. In the context of this work, the method of system analysis and synthesis was used, as well as a comparative method, which allowed to determine the optimal approach to the identified issues. Scientific novelty. The article summarizes the existing interpretations of the concept of capitalization, according to which the main methodological approaches to it are highlighted, in particular, as: the process of attracting and increasing the value of any assets (resources); the process of transformation of factors of production (assets, resources) into capital; performance of the entity. The article forms directions and relevant additional sources of funds for the use of forest resources, which can provide an additional financial basis for the capitalization of forest resources (assets). Conclusions. It is established that today it is impossible to assess forest assets as a source of environmental and social functions, as there is no methodology for calculating their value. It is noted that the only approach to the assessment of forest resources is only the actual cost of part of forestry products, including by- products and in-use use, hunting, harvesting of secondary forest materials and, accordingly, capitalization of only part of rent in real sales prices. period of restoration and formation of forest stands. Key words: capitalization, forestry complex, forestry assets, forest rent, sources of financing.


2018 ◽  
Vol 2 (S1) ◽  
pp. 53-53
Author(s):  
Benjamin Chang ◽  
Shawn Lawson ◽  
Kathleen Ruiz ◽  
Mei Si ◽  
Jeremy Stewart ◽  
...  

OBJECTIVES/SPECIFIC AIMS: “Cure Quest” is an adventure quest game for mobile tablets that aims to teach the player about the complexities of discovery and development of new medicines. The game instills a sense of wonderment into the learning process, taking the player to a world of magic where a mysterious condition has affected the land and they must follow the steps of the discovery and development process to find a treatment. METHODS/STUDY POPULATION: The game is being developed through a collaboration between faculty and students at ISMMS and the Games and Simulation Arts and Science Program at Rensselaer Polytechnic Institute. The first target audience is 2nd–3rd year medical students, with the future goal of adapting the game to a broader population. RESULTS/ANTICIPATED RESULTS: The game is currently in development, but the project has yielded insight into the design process for serious games in medicine. We found that for a game of this type it is essential not just to have both designers and subject matter experts, but to enable cross-pollination of modes of thinking. Through multiple design iterations and focus groups, we found that a game design approach rooted in narrative and allegorical abstraction would have a better ability to engage the target audience than one focused only on realistic simulation. When complete, we anticipate that the game will improve understanding of the core concepts in drug discovery. DISCUSSION/SIGNIFICANCE OF IMPACT: If successful, the game-based learning approach can help fill key gaps in current formal medical and scientific training, as well as gaps in understanding among the general public. The design process serves as an informative model of evolving collaborative team science.


2020 ◽  
Vol 16 (1) ◽  
pp. 205-226
Author(s):  
Danguolė Satkauskaitė ◽  
Alina Kuzmickienė

SummaryDue to globalization, migration, tourism and other reasons multiculturalism and multilingualism have become the rule rather than the exception. In this context films, on the one hand, serve as a reflection of multilingual and multicultural reality, on the other hand, multilingualism inevitably occurs by translating films for different audiences since (interlingual) translation involves at least two languages. Films, in which characters belong to different cultures and languages, pose a considerable challenge to translators. Such a case is the American animated film “Ratatouille” (2007), which action takes place in France and most of its characters are French. However, by adapting the film for the main target audience – the children – the character identity is revealed not using complete foreign language dialogues but creatively combining various modes: verbal acoustic (dialogues and lyrics), verbal visual (written texts), nonverbal visual (images) and nonverbal acoustic (nondiegetic music). The same modes are applied to render culture-specific items, especially food and drink names. Since verbal mode varies depending on the target audience, American English source language as well as Lithuanian, Russian and French dubbed versions of the film “Ratatouille” will be compared in order to determine semiotic modes, which convey Frenchness. Additionally, by comparing selected dubbed versions of the film, amusing translations, resulting exactly from the encounter of cultures and languages, will be presented as well. For the research methodological approaches of audiovisual translation, multimodality and comparative method will be applied.


2020 ◽  
pp. 229-242
Author(s):  
Grzegorz Balawajder

The subject of the paper is reflections on the consequences of Brexit for the functioning of the border between Ireland and Northern Ireland. The author explains what this border means when the United Kingdom is no longer a member of the European Union, and thus the border may be a barrier to the free movement of people, goods, capital and services. At the same time, it is stressed that the exit of the United Kingdom from the European Union will have a significant impact on the change of the function of this border, which from then on is no longer an internal border of the Union. The aim of the paper is therefore to analyse the consequences of this change, with a simultaneous indication of different models of the UK’s functioning with relation to the European Union and their impact on the British-Irish relations, especially with regard to the various dimensions of the border as a barrier. The article presents various scenarios of solutions that will determine their mutual relations as a result of negotiations between the European Union and Great Britain, especially with regard to access to the single European market, which in turn will be influenced by the border between Ireland and Northern Ireland in the scope of the free movement of people, goods, capital and services. The author used the system analysis method and the comparative method. The author puts forward the thesis that if the negotiations cause a fairly strong loosening of relations between the UK and the European Union, to mitigate the consequences of such a situation for the Irish-British relations, it will be necessary to find and develop bilateral solutions that will facilitate border crossing. The Smart Border 2.0 concept can constitute such a solution.


2021 ◽  
Vol 5 ◽  
pp. 45-61
Author(s):  
Елена Гладунова ◽  

Goal – to carry out a comparative analysis of civil service in the judiciary of Europe and Ukraine and highlight the positive foreign experience for the possibility of borrowing it in the Ukrainian state. Research methodology – the article uses the method of system analysis, an integrated approach, a comparative method, as well as analysis and generalization of practical activities. Score/results – the article analyses the organization and functioning of the civil service on the example of some foreign countries. The main similarities and differences in the relationship between the institution of public service and the judicial authorities of Ukraine are highlighted. Ways of functional optimization and problem solution based on borrowing foreign experience are proposed. Originality/value – the work was performed by the author independently, without outside help. The article contains links to quotes, as well as links to legislation. In essence, the article is an overview report.


2019 ◽  
Vol 1 ◽  
pp. 133-144 ◽  
Author(s):  
Małgorzata Podolak

Parliament is the body of legislative power and, along with the government and the head of state, it plays the most important role in the state. The article concerns the analysis of the parliamentary institutions in the countries of the former Yugoslavia, i.e. Bosnia and Herzegovina, the Republic of Croatia, the Republic of Montenegro, the Republic of Kosovo, the Republic of Serbia, the Republic of Slovenia and the Republic of Macedonia. The method used in the study was a system analysis and a comparative method, thanks to which we can see the similarities and differences in the functioning of the parliaments. In the analyzed countries, parliaments are subjects that influence political processes and the creation of law. The creators of the constitution had to take into account the traditions of parliamentarism as well as the complicated nationality situation in the countries.


2003 ◽  
Vol 125 (3) ◽  
pp. 436-448 ◽  
Author(s):  
Uday A. Kulkarni ◽  
Han P. Bao

One of the major drawbacks of present cost estimation models is their incapability of embracing effectively complete product development stage. Parametric estimation works well in early design stage, but when it comes to detail design stage, a more complete estimation is provided by process model based and detail estimation techniques. A major paradigm shift is proposed in this paper whereby “Cost” is to be considered as a design parameter from scientific perspective and it is to be treated as a design consequence rather than as an operational outcome. A comprehensive framework using System Analysis fundamentals is designed to study ‘’Process Cost” aspects of a part or a design. The paper gives detailed implementation of this new approach for objects manufactured largely by milling operation. The paper also suggests a methodology to extend this approach to other manufacturing processes. The proposed Generic Cost Estimation Model shows good agreement with cost estimation by commercial estimation software when applied to the objects manufactured by milling process. It also promises integration of “Cost” with other disciplines in Multidisciplinary Optimization and Collaborative Engineering. The integration is achievable through new information technology interface tools.


Author(s):  
Pejman Sajjadi ◽  
Olga De Troyer

Empirical research that draws a framework on how the theory of MI could be incorporated in (learning) games is non-existent. Furthermore, the theory of MI fits well into the concept of individualization, as it distinguishes between individuals in terms of their abilities. In light of this, the chapter reports on the first evidence-based set of mappings between this theory and fundamental constructs of games known as mechanics. These mappings can be utilized by designers in the individualization paradigm of player-centered game design as guidelines on what mechanics to include in their design when targeting an audience with specific MI profiles. Such individualization can potentially positively affect the game experience of players while establishing the proper frame for affecting learning. As such, these mappings, available in form of a recommendation tool, act as guidelines on how to design (learning) games while considering the intelligences of the target audience.


2022 ◽  
Vol 5 (4) ◽  
pp. 5-19
Author(s):  
E. V. Vinogradova ◽  
T. A. Polyakova ◽  
A. V. Minbaleev

The subject of the research is the legal nature of the digital profile of a citizen, as well as a set of legal norms regulating digital profiling relations in Russia.The comparative method, the method of system analysis, as well as the method of legal modeling are used in the article.The purpose of the article is to confirm or disprove the hypothesis that legal regulation is not the only mechanism for regulating relations in the field of digital profiling.The main results, scope of application. The article studies the phenomenon of digital profile, the main approaches to the digital profiling as well as the circumstances that have caused the state's interest in digital profiling. The creation and operation of a digital profile should be aimed at achieving the goal set out in the legislation. The digital profile is a set of relevant, reliable information about individuals and legal entities formed in the unified identification and authentication system or other information systems of state and local government authorities. The formation of a digital profile is carried out in order to provide data to authorities, legal entities and persons who have requested access to this information through the digital profile infrastructure. The analysis of the Russian legal regulation of relations in the field of digital profiling is presented, the problems of enforcement practice are identified. The analysis revealed the main differences between the digital profile and related categories, including social scoring, the unified population register and others. The comparison of a digital profile with a digital avatar and a digital character was carried out. It is extremely important to pay close attention to the problems of digital profiling both at the level of fundamental and applied scientific research. At the state level, it is important to strategically determine what a digital profile is, as well as formulate the main directions of the digital profiling development, challenges and risks. The importance of the development of digital profiling for unified system of public authorities in the Russian Federation is outlined.Conclusions. The analysis of the emerging practice of digital profiling in contemporary society shows that legal regulation does not always allow us to keep up with the rapidly developing relations in this area. The possibility of using other mechanisms should be considered. The use of mechanisms of regulatory experiments can also be considered as special mechanisms for regulating relations in the field of digital profiling. The goal of the research has been achieved, the legal nature of the digital profile has been revealed, approaches to regulating this phenomenon in the conditions of digital transformation have been proposed.


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