game environments
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2021 ◽  
Author(s):  
Thais Ferreira ◽  
Esteban Clua ◽  
Troy Costa Kohwalter

Author(s):  
Jaeyoung Suh ◽  
Casey C. Bennett ◽  
Benjamin Weiss ◽  
Eunseo Yoon ◽  
Jihong Jeong ◽  
...  

2021 ◽  
Vol 27 (1) ◽  
pp. 231-246
Author(s):  
Tomasz Gnat

When Lara Croft travels, she travels light – sans suitcase, but in most cases with enough firepower to take opposing forces ranging from dinosaurs to bloodthirsty locals. However, her big guns seems often unnecessary titillation, for she can manage very well without them thanks to her exquisite acrobatic and hand-to-hand combat skills. She will vault over any obstacle, swim across rapid flowing rivers and abseil the steepest ravines. Lara Croft’s travels are often as physical as the virtual world would allow. That physicality returns our attention to the oft forgotten aspect of travelling namely the body of the traveller, not only defined by its position in space, but also by the ordinary and extraordinary circumstances of its biological interaction with the surrounding environment.In this paper I would like to explore the interplay between the body of the traveller and contexts it is located in. These contexts range from the narrative and gameplay aspects of the Tomb Raider series, but also go beyond the border of the game and are realised in the transformative and reflective cultural milieu of the game. In particular I want to focus on the representations of Lara Croft as an archetypal “action girl” and “adventurer archaeologist” and how these representations are realised in reference to the changing (maturing?) video game environments. In the framework of postcolonial and ecocritical theories I want to explore the dyads of body/the purported exotic, body/natural environment, as well as physical/mental aspects of travelling.


2021 ◽  
Vol 2021 (3) ◽  
pp. 433-452
Author(s):  
Abdul Wajid ◽  
Nasir Kamal ◽  
Muhammad Sharjeel ◽  
Raaez Muhammad Sheikh ◽  
Huzaifah Bin Wasim ◽  
...  

Abstract Internet privacy is threatened by expanding use of automated mass surveillance and censorship techniques. In this paper, we investigate the feasibility of using video games and virtual environments to evade automated detection, namely by manipulating elements in the game environment to compose and share text with other users. This technique exploits the fact that text spotting in the wild is a challenging problem in computer vision. To test our hypothesis, we compile a novel dataset of text generated in popular video games and analyze it using state-of-the-art text spotting tools. Detection rates are negligible in most cases. Retraining these classifiers specifically for game environments leads to dramatic improvements in some cases (ranging from 6% to 65% in most instances) but overall effectiveness is limited: the costs and benefits of retraining vary significantly for different games, this strategy does not generalize, and, interestingly, users can still evade detection using novel configurations and arbitrary-shaped text. Communicating in this way yields very low bitrates (0.3-1.1 bits/s) which is suited for very short messages, and applications such as microblogging and bootstrapping off-game communications (dialing). This technique does not require technical sophistication and runs easily on existing games infrastructure without modification. We also discuss potential strategies to address efficiency, bandwidth, and security constraints of video game environments. To the best of our knowledge, this is the first such exploration of video games and virtual environments from a computer vision perspective.


Gaming Sexism ◽  
2020 ◽  
pp. 177-206
Author(s):  
Amanda C. Cote

This chapter reconnects with interviewees five years after their first interviews to address two main questions. First, it assesses how participants interpret events like the 2014 online harassment campaign GamerGate. Surprisingly, interviewees revealed that GamerGate was not particularly significant to them; this situates the event in context, revealing it to be merely a symptom of gaming's deeper structures of sexism and backlash. At the same time, women’s split identity as female/gamer also played out in diverse ways when they were confronted with this event, again emphasizing the casualized era’s struggle between hegemonic and counterhegemonic forces. Second, this chapter analyzes how players’ gaming habits have changed more generally and what factors account for these changes, furthering our understanding of player lifecycle and providing a perspective on whether female gamers’ strategies for managing game environments are sustainable. Thus, this chapter serves as a relevant update to the conclusions put forth in the preceding chapters.


2020 ◽  
Vol 34 (02) ◽  
pp. 1693-1700 ◽  
Author(s):  
Angela Fan ◽  
Jack Urbanek ◽  
Pratik Ringshia ◽  
Emily Dinan ◽  
Emma Qian ◽  
...  

Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements. In this work, we investigate a machine learning approach for world creation using content from the multi-player text adventure game environment LIGHT (Urbanek et al. 2019). We introduce neural network based models to compositionally arrange locations, characters, and objects into a coherent whole. In addition to creating worlds based on existing elements, our models can generate new game content. Humans can also leverage our models to interactively aid in worldbuilding. We show that the game environments created with our approach are cohesive, diverse, and preferred by human evaluators compared to other machine learning based world construction algorithms.


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