TY - CHAP A1 - Bartle, Richard T1 - When openness closes : the line between play and design N2 - One of the informal properties often used to describe a new virtual world is its degree of openness. Yet what is an “open” virtual world? Does the phrase mean generally the same thing to different people? What distinguishes an open world from a less open world? Why does openness matter anyway? The answers to these questions cast light on an important, but shadowy, and uneasy, topic for virtual worlds: the relationship between those who construct the virtual, and those who use these constructions. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24536 ER - TY - CHAP A1 - Pinchbeck, Dan T1 - Trigens can’t swim : intelligence and intentionality in first person game worlds N2 - This paper explores the role of the intentional stance in games, arguing that any question of artificial intelligence has as much to do with the co-option of the player’s interpretation of actions as intelligent as any actual fixed-state systems attached to agents. It demonstrates how simply using a few simple and, in system terms, cheap tricks, existing AI can be both supported and enhanced. This includes representational characteristics, importing behavioral expectations from real life, constraining these expectations using diegetic devices, and managing social interrelationships to create the illusion of a greater intelligence than is ever actually present. It is concluded that complex artificial intelligence is often of less importance to the experience of intelligent agents in play than the creation of a space where the intentional stance can be evoked and supported. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-27609 ER - TY - CHAP A1 - Yli-Jyrä, Anssi T1 - Transducers from parallel replace rules and modes with generalized lenient composition N2 - Generalized Two-Level Grammar (GTWOL) provides a new method for compilation of parallel replacement rules into transducers. The current paper identifies the role of generalized lenient composition (GLC) in this method. Thanks to the GLC operation, the compilation method becomes bipartite and easily extendible to capture various application modes. In the light of three notions of obligatoriness, a modification to the compilation method is proposed. We argue that the bipartite design makes implementation of parallel obligatoriness, directionality, length and rank based application modes extremely easy, which is the main result of the paper. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-27246 ER - TY - CHAP A1 - Liebe, Michael T1 - There is no magic circle : on the difference between computer games and traditional games N2 - This text compares the special characteristics of the game space in computer-generated environments with that in non-computerized playing-situations. Herewith, the concept of the magic circle as a deliberately delineated playing sphere with specific rules to be upheld by the players, is challenged. Yet, computer games also provide a virtual playing environment containing the rules of the game as well as the various action possibilities. But both the hardware and software facilitate the player’s actions rather than constraining them. This makes computer games fundamentally different: in contrast to traditional game spaces or limits, the computer-generated environment does not rely on the awareness of the player in upholding these rules. – Thus, there is no magic circle. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24597 ER - TY - CHAP A1 - Günzel, Stephan T1 - The space-image BT - Interactivity and spatiality of computer games N2 - In recent computer game research a paradigmatic shift is observable: Games today are first and foremost conceived as a new medium characterized by their status as an interactive image. The shift in attention towards this aspect becomes apparent in a new approach that is, first and foremost, aware of the spatiality of games or their spatial structures. This rejects traditional approaches on the basis that the medial specificity of games can no longer be reduced to textual or ludic properties, but has to be seen in medial constituted spatiality. For this purpose, seminal studies on the spatiality of computer games are resumed and their advantages and disadvantages are discussed. In connection with this, and against the background of the philosophical method of phenomenology, we propose three steps in describing computer games as space images: With this method it is possible to describe games with respect to the possible appearance of spatiality in a pictorial medium. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24561 ER - TY - CHAP A1 - Løvlie, Anders Sundnes T1 - The rhetoric of persuasive games : freedom and discipline in America's Army N2 - This paper suggests an approach to studying the rhetoric of persuasive computer games through comparative analysis. A comparison of the military propaganda game AMERICA’S ARMY to similar shooter games reveals an emphasis on discipline and constraints in all main aspects of the games, demonstrating a preoccupation with ethos more than pathos. Generalizing from this, a model for understanding game rhetoric through balances of freedom and constraints is proposed. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24616 ER - TY - CHAP A1 - Bogost, Ian T1 - The phenomenology of videogames N2 - Jesper Juul has convincingly argued that the conflict over the proper object of study has shifted from “rules or story” to “player or game.” But a key component of digital games is still missing from either of these oppositions: that of the computer itself. This paper offers a way of thinking about the phenomenology of the videogame from the perspective of the computer rather than the game or the player. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24547 ER - TY - CHAP A1 - Glashüttner, Robert T1 - The perception of video games : from visual power to immersive interaction N2 - This paper highlights the different ways of perceiving video games and video game content, incorporating interactive and non-interactive methods. It examines varying cognitive and emotive reactions by persons who are used to play video games as well as persons who are unfamiliar with the aesthetics and the most basic game play rules incorporated within video games. Additionally, the principle of “Flow” serves as a theoretical and philosophical foundation. A small case-study featuring two games has been made to emphasize the numerous possible ways of perception of video games. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24578 ER - TY - CHAP A1 - Juul, Jesper T1 - The magic circle and the puzzle piece N2 - In a common description, to play a game is to step inside a concrete or metaphorical magic circle where special rules apply. In video game studies, this description has received an inordinate amount of criticism which the paper argues has two primary sources: 1. a misreading of the basic concept of the magic circle and 2. a somewhat rushed application of traditional theoretical concerns onto games. The paper argues that games studies must move beyond conventional criticisms of binary distinctions and rather look at the details of how games are played. Finally, the paper proposes an alternative metaphor for game-playing, the puzzle piece. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24554 ER - TY - CHAP A1 - Liboriussen, Bjarke T1 - The landscape aesthetics of computer games N2 - Landscape aesthetics drawing on philosophy and psychology allow us to understand computer games from a new angle. The landscapes of computer games can be understood as environments or images. This difference creates two options: 1. We experience environments or images, or 2. We experience landscape simultaneously as both. Psychologically, the first option can be backed up by a Vygotskian framework (this option highlights certain non-mainstream subject positions), the second by a Piegatian (highlighting cognitive mapping of game worlds). Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24586 ER - TY - CHAP A1 - Hoffstadt, Christian A1 - Nagenborg, Michael T1 - The concept of war in the World of Warcraft N2 - MMORPGs such as WORLD OF WARCRAFT can be understood as interactive representations of war. Within the frame provided by the program the players experience martial conflicts and thus a “virtual war.” The game world however requires a technical and as far as possible invisible infrastructure which has to be protected against attacks: Infrastructure means e.g. the servers on which the data of the player characters and the game’s world are saved, as well as the user accounts, which have to be protected, among other things, from “identity theft.” Besides the war on the virtual surface of the program we will therefore describe the invisible war concerning the infrastructure, the outbreak of which is always feared by the developers and operators of online-worlds, requiring them to take precautions. Furthermore we would like to focus on “virtual game worlds” as places of complete surveillance. Since action in these worlds is always associated with the production of data, total observation is theoretically possible and put into practice by the so-called “game master.” The observation of different communication channels (including user forums) serves to monitor and direct the actions on the virtual battlefield subtly, without the player feeling that his freedom is being limited. Finally, we will compare the fictional theater of war in WORLD OF WARCRAFT to the vision of “Network-Centric Warfare,” since it has often been observed that the analysis of MMORPGs is useful to the real trade of war. However, we point out what an unrealistic theater of war WORLD OF WARCRAFT really is. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24674 ER - TY - CHAP A1 - Fernando, Tim T1 - Temporal propositions as regular languages N2 - Temporal propositions are mapped to sets of strings that witness (in a precise sense) the propositions over discrete linear Kripke frames. The strings are collected into regular languages to ensure the decidability of entailments given by inclusions between languages. (Various notions of bounded entailment are shown to be expressible as language inclusions.) The languages unwind computations implicit in the logical (and temporal) connectives via a system of finite-state constraints adapted from finite-state morphology. Applications to Hybrid Logic and non-monotonic inertial reasoning are briefly considered. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-27194 ER - TY - CHAP A1 - Ilarraza, Arantza Díaz de A1 - Gojenola, Koldo A1 - Oronoz, Maite A1 - Otaegi, Maialen A1 - Alegria, Iñaki T1 - Syntactic error detection and correction in date expressions using finite-state transducers N2 - This paper presents a system for the detection and correction of syntactic errors. It combines a robust morphosyntactic analyser and two groups of finite-state transducers specified using the Xerox Finite State Tool (xfst). One of the groups is used for the description of syntactic error patterns while the second one is used for the correction of the detected errors. The system has been tested on a corpus of real texts, containing both correct and incorrect sentences, with good results. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-27180 ER - TY - CHAP A1 - Didakowski, Jörg T1 - SynCoP : combining syntactic tagging with chunking using weighted finite state transducers N2 - This paper describes the key aspects of the system SynCoP (Syntactic Constraint Parser) developed at the Berlin-Brandenburgische Akademie der Wissenschaften. The parser allows to combine syntactic tagging and chunking by means of constraint grammar using weighted finite state transducers (WFST). Chunks are interpreted as local dependency structures within syntactic tagging. The linguistic theories are formulated by criteria which are formalized by a semiring; these criteria allow structural preferences and gradual grammaticality. The parser is essentially a cascade of WFSTs. To find the most likely syntactic readings a best-path search is used. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-27172 ER - TY - CHAP A1 - Blanc, Olivier A1 - Constant, Matthieu A1 - Watrin, Patrick T1 - Segmentation in super-chunks with a finite-state approach N2 - Since Harris’ parser in the late 50s, multiword units have been progressively integrated in parsers. Nevertheless, in the most part, they are still restricted to compound words, that are more stable and less numerous. Actually, language is full of semi-fixed expressions that also form basic semantic units: semi-fixed adverbial expressions (e.g. time), collocations. Like compounds, the identification of these structures limits the combinatorial complexity induced by lexical ambiguity. In this paper, we detail an experiment that largely integrates these notions in a finite-state procedure of segmentation into super-chunks, preliminary to a parser.We show that the chunker, developped for French, reaches 92.9% precision and 98.7% recall. Moreover, multiword units realize 36.6% of the attachments within nominal and prepositional phrases. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-27133 ER - TY - CHAP ED - Warschburger, Petra ED - Ihle, Wolfgang ED - Esser, Günter T1 - Seelisch gesund von Anfang an : Programm und Abstracts des 26. Symposiums der Fachgruppe Klinische Psychologie und Psychotherapie der Deutschen Gesellschaft für Psychologie, 1. - 3. Mai 2008 in Potsdam N2 - Der Tagungsband enthält das Programm und die Abstracts des 26. Symposiums der Fachgruppe Klinische Psychologie und Psychotherapie der Deutschen Gesellschaft für Psychologie, veranstaltet an der Universität Potsdam vom 1. bis 3. Mai 2008. Etwa 450 Kongressteilnehmer präsentieren den aktuellen Forschungs- und Wissensstand der Klinischen Psychologie und Psychotherapie in Deutschland. Grußworte halten die brandenburgische Ministerin für Arbeit, Soziales, Gesundheit und Familie, Dagmar Ziegler, die Präsidentin der Universität Potsdam, Prof. Dr.-Ing. Dr. Sabine Kunst, sowie Prof. Dr. Michael Linden als Vertreter der Deutschen Gesellschaft für Psychiatrie, Psychotherapie und Nervenheilkunde (DGPPN). Zu den Themenschwerpunkten des Kongresses gehören Einflussfaktoren auf die psychische Gesundheit Älterer, Impulsivität, Schlaf- und Traumforschung in der Klinischen Psychologie, Behandlung von Essstörungen, Wirksamkeitsstudien psychischer Störungen des Kindes- und Jugendalters, Angst und Depression, Behandlung von Kriegs- und Folteropfern, Risiko- und Schutzfaktoren der Kindesentwicklung sowie Adipositas im Kindes- und Jugendalter. Außer den Vorträgen gibt es eine Präsentation von etwa 150 Postern. Zum Programm der Tagung gehört ebenso die Verleihung des Klaus-Grawe-Awards for the Advancement of Innovative Research in Clinical Psychology and Psychotherapy an Prof. Dr. Timothy J. Strauman von der Duke University (USA), die Verleihung der Nachwuchswissenschaftler- und Posterpreise sowie ein Pre-conference Workshop für Doktorandinnen und Doktoranden der Klinischen Psychologie zum Thema "Verhaltens- und Molekulargenetik". KW - Konferenz KW - Tagung KW - Klinische Psychologie KW - Älterer Mensch / Psychische Gesundheit KW - Kinderpsychologie / Jugendpsychologie / Psychische Störung KW - Symposium KW - Essstörung KW - Adipositas KW - Impulsivität KW - Schlaf- und Traumforschung KW - Angst KW - Depression KW - Kriegsopfer KW - Folteropfer KW - symposium KW - impulsivity KW - eating disorder KW - clinical psychology KW - middle aged / mental health KW - child / adolescent / mental-health problem Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-17551 SN - 978-3-940793-34-8 PB - Universitätsverlag Potsdam CY - Potsdam ER - TY - CHAP A1 - Ljungström, Mattias T1 - Remarks on digital play spaces N2 - Most play spaces support completely different actions than we normally would think of when moving through real space, out of play. This paper therefore discusses the relationship between selected game rules and game spaces in connection to the behaviors, or possible behaviors, of the player. Space will be seen as a modifier or catalyst of player behavior. Six categories of game space are covered: Joy of movement, exploration, tactical, social, performative, and creative spaces. Joy of movement is examined in detail, with a briefer explanation of the other categories. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24602 ER - TY - CHAP A1 - Calvillo-Gámez, Eduardo H. A1 - Cairns, Paul T1 - Pulling the strings : a theory of puppetry for the gaming experience N2 - The paper aims to bring the experience of playing videogames closer to objective knowledge, where the experience can be assessed and falsified via an operational concept. The theory focuses on explaining the basic elements that form the core of the process of the experience. The name of puppetry is introduced after discussing the similarities in the importance of experience for both videogames and theatrical puppetry. Puppetry, then, operationalizes the gaming experience into a concept that can be assessed. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-27509 ER - TY - CHAP A1 - Schrape, Niklas T1 - Playing with information : how political games encourage the player to cross the magic circle N2 - The concept of the magic circle suggests that the experience of play is separated from reality. However, in order to interact with a game’s rule system, the player has to make meaningful interpretations of its representations – and representations are never neutral. Games with political content refer in their representations explicitly to social discourses. Cues within their representational layers provoke the player to link the experience of play to mental concepts of reality. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24668 ER - TY - CHAP A1 - González, Jorge A1 - Casacuberta, Francisco T1 - Phrase-based finite state models N2 - In the last years, statistical machine translation has already demonstrated its usefulness within a wide variety of translation applications. In this line, phrase-based alignment models have become the reference to follow in order to build competitive systems. Finite state models are always an interesting framework because there are well-known efficient algorithms for their representation and manipulation. This document is a contribution to the evolution of finite state models towards a phrase-based approach. The inference of stochastic transducers that are based on bilingual phrases is carefully analysed from a finite state point of view. Indeed, the algorithmic phenomena that have to be taken into account in order to deal with such phrase-based finite state models when in decoding time are also in-depth detailed. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-27209 ER -