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Define real, Moron!
(2011)
Academic language should not be a ghetto dialect at odds with ordinary language, but rather an extension that is compatible with lay-language. To define ‘game’ with the unrealistic ambition of satisfying both lay-people and experts should not be a major concern for a game ontology, since the field it addresses is subject to cultural evolution and diachronic change. Instead of the impossible mission of turning the common word into an analytic concept, a useful task for an ontology of games is to model game differences, to show how the things we call games can be different from each other in a number of different ways.
No Stopping Points Anymore
(2020)
Albert Camus in Rumänien
(2009)
Purpose - To provide illumination of how systems tend to produce an output nobody expected. It is in these moments that observers may learn something about their own expectations. Design/methodology/approach - The paper discusses two cases in the history of art: faked Vermeer paintings and a test Heinz von Foerster did in the art department at the University of Illinois. Findings - McLuhan's notion "collide-oscope" is applied to the way Heinz von Foerster (ab)uses images in his own texts; furthermore it is applied to the way the Biological Computer Laboratory (BCL) was organized. The formal structure of the "collide-oscope" offers a model of perception. Originality/value - Provides a discussion of a fundamental message of cybernetics - that we cannot escape collisions and disturbances. They are its essence
Nach einer Einführung in die Geschichte der Strategiespiele und im Speziellen von 4X-Spielen wird das Phänomen der „Hands-off-Games“ erläutert. Im Anschluss wird ein Vorschlag unterbreitet, wie 4X-Geschichtsspiele im Unterricht eingesetzt werden können. Dabei soll ein 4X-Strategiespiel zu einem historischen Thema entworfen werden. Die Modellierung erfolgt in drei Arbeitsschritten: Themenfindung, Modellfindung, Parametrierung. In den Entwurf des Modells fließen viele Überlegungen ein, die zentrale Fragen der Gemeinschaftskunde betreffen.
Verspielt
(2016)
This paper is a critical examination of the relationship between reality and simulation. After a brief theoretical introduction, it unfolds its argument on an empirical level, using a thick game playing description of GRAND THEFT AUTO IV. This in-game experience serves as material for the subsequent analysis, in the course of which defining characteristics of computer game playing are formulated. Finally, on the basis of this analysis, the paper postulates the hypothesis that playing computer games like GTA IV promotes competency in deconstructing simulations and implements a cyclic logic of recreation.
Normality is one of the defining categories of our society. Statistics of all kinds play a crucial part in establishing the normal. Computers, on the other hand, have a very close connection to statistics as the digital world is a statistical one in itself. In a multitude of games statistics are used as an element of gameplay. In this perspective, games can be regarded as a training in self-normalization. However, it is still questionable whether this leads to a genuine production of normality.