The Naismith Stratagem

2020 ◽  
pp. 249-268
Author(s):  
Jennifer Woodward ◽  
Peter Wright

This chapter critically considers Genevieve Cogman’s Vorkosigan sourcebook for Steve Jackson Games’ tabletop Generic Universal Roleplaying System (GURPS). It examines how the sourcebook reframes Lois McMaster Bujold’s Vorkosigan saga as an immersive environment through six key processes employed typically in TRPG adaptation: distillation, accentual emphasis, nomenclatural qualification, statistical quantification, ludic systematisation, and fictional gazetteering. The chapter assesses how the adaptation balances the requirements of the GURPS ruleset with the need to facilitate immersion in an authentic version of the saga, and analyses how Cogman preserves and adapts the novels to promote and sustain imaginative, immersive gameplay faithful to the saga’s structural, narrative, and shifting intergeneric qualities. The chapter further shows how the game allows players to immerse themselves in the saga; conceive, develop and enhance character types from the novels; and experience plots and story structures reflecting the unique tenor of Bujold’s work. In its emphases, the game reveals what it assumes to be the most appealing aspects of the books: its characterisation, relationships, locations, and the emotional immersion central to Bujold’s treatment of the science fictional family saga.

eLearn ◽  
2019 ◽  
Vol 2019 (12) ◽  
Author(s):  
Michael A. Dzbenski

2021 ◽  
Vol 11 (11) ◽  
pp. 5067
Author(s):  
Paulo Veloso Gomes ◽  
António Marques ◽  
João Donga ◽  
Catarina Sá ◽  
António Correia ◽  
...  

The interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real time the biodata generated by the user during the exhibition. The analysis, processing and conversion of these biodata into multimodal data allows to relate the stimuli with the emotions they trigger. This work describes an adaptive model for biofeedback data flows management used in the design of interactive immersive systems. The use of an affective algorithm allows to identify the types of emotions felt by the user and the respective intensities. The mapping between stimuli and emotions creates a set of biodata that can be used as elements of interaction that will readjust the stimuli generated by the system. The real-time interaction generated by the evolution of the user’s emotional state and the stimuli generated by the system allows him to adapt attitudes and behaviors to the situations he faces.


Author(s):  
Zhenyu Yang ◽  
K. Nahrstedt ◽  
Yi Cui ◽  
Bin Yu ◽  
Jin Liang ◽  
...  

2016 ◽  
Vol 75 (2) ◽  
Author(s):  
Roberto Bertoni
Keyword(s):  

In spite of the title, this is not the beginning of a long and boring family saga. I simply need to take a few minutes of your time to explain the history of this journal:  where it is coming from, why it is changing and where it is going...


2018 ◽  
Author(s):  
Jorge A Fuentes ◽  
Rodrigo Nieto ◽  
Francisca Melis ◽  
Luz María González ◽  
Gonzalo Mauricio Rojas ◽  
...  

To feel fear in a specific situation is a normal human experience, however, when this fear or aversion becomes excessive and disrupts the day to day life of an individual, it is said the person suffers from a type of anxiety disorder called phobia. One common type of treatment for phobias is exposure therapy (professionals expose the patient gradually to the feared object or situation).The objective of this paper is to implement a Virtual Reality system that simulates a real highway environment which allows to treat patients affected by highway phobias in a safe place.In cooperation with psychologists and psychiatrists, an action protocol was conducted to create and recreate the variables of the virtual environment to which the patient will be subjected to. Once this was completed, a Virtual Reality application was made that simulates a realistic highway which includes exits, overpasses, underpasses, and tunnels, among others.This hardware/software system will include Oculus Rift DK2 VR glasses in order to create an immersive environment that the patient can consider real and who will be able to interact with it. The performance of the vehicle was programmed through physical responses similar to reality as well as techniques of artificial intelligence in the vehicles that will interact with the one controlled by the patient. Also, this system includes a steering wheel, pedals, and a gearshift (manual or automatic).We think that this system will contribute to treating highway phobias, allowing the psychiatrist or psychologist to carry out therapy in an appropriate manner and through the support of technology the professional will have the ability to simulate the anxiogenic environment in a realistic manner so as to achieve effective treatment. In a future work, we must quantify the possible benefits of this type of VR system in phobia patients.


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