700 Künste; Bildende und angewandte Kunst
Refine
Year of publication
Document Type
- Article (42)
- Conference Proceeding (21)
- Doctoral Thesis (18)
- Monograph/Edited Volume (12)
- Part of a Book (4)
- Master's Thesis (2)
- Postprint (2)
- Bachelor Thesis (1)
- Journal/Publication series (1)
Language
- German (54)
- English (47)
- Multiple languages (1)
- Spanish (1)
Keywords
- Computerspiele (3)
- Ästhetik (2)
- Affect (1)
- Affekt (1)
- Age (1)
- Agency (1)
- Alter (1)
- Andres Serrano (1)
- Anselm Kiefer (1)
- Archive (1)
Institute
- Institut für Künste und Medien (81)
- Historisches Institut (6)
- Department Musik und Kunst (3)
- Fachgruppe Soziologie (2)
- Institut für Romanistik (2)
- Philosophische Fakultät (2)
- Department Grundschulpädagogik (1)
- Department Psychologie (1)
- Institut für Germanistik (1)
- Institut für Jüdische Studien und Religionswissenschaft (1)
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.
Wer schreibt? Wer spricht?
(2022)
Vor aller Augen unsichtbar?
(2021)
Un dandy de zapatos gastados
(2021)
El comienzo podrían ser dos imágenes de Vallejo en París. La primera la extraigo de la más reciente biografía del escritor peruano, César Vallejo: A Literary Biography, obra del hispanista británico Stephen Hart. Refiere Hart que en sus primeros años en París la situación de Vallejo era tan precaria que cuando viajaba en tren evitaba descender del vagón hasta que no se hubiera detenido del todo para no desgastar su único par de zapatos. En cierta ocasión, yendo con unos amigos y topándose con una acera encharcada por la ruptura de una boca de riego, Vallejo prefirió dar media vuelta y despedirse de sus amigos antes que arriesgarse a arruinar sus zapatos atravesando el charco (108). Quisiera contrastar esta imagen, que sintetiza la penuria económica que marcó la vida de Vallejo en París y en general los quince años que pasó en Europa desde que abandonó el Perú en 1923 hasta su muerte en 1938, con la imagen que propone una fotografía (véase Fig. 1).
Es una fotografía muy conocida: tomada en 1929 por Juan Domingo Córdoba en el curso de un paseo veraniego por Versalles, se ha convertido en una suerte de imagen emblemática, reproducida en numerosas reediciones de la obra de Vallejo. De hecho, lo que a mí siempre me llamó la atención en esta imagen es la pose. La pose, y la elegancia del atuendo. Consideremos por un momento lo atildado del traje, el coqueto pañuelo que asoma del bolsillo superior de la chaqueta, el anillo con un ágata negra engastada en el dedo corazón, el sombrero de fieltro dejado al desgaire en la pierna, el señorial bastón—o la corbata anudada en pajarita con que aparece en otra fotografía contemporánea (véase Fig. 2). Si hubiera que definir en una palabra la elegancia de esa pose, yo diría que es la pose de un dandy. Un dandy de zapatos gastados.
En los múltiples transtierros de Vallejo, y en particular en los quince años que vivió en París, coexisten así pues la precariedad económica del emigrante y el cosmopolitismo del viajero culto.
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.
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.
The space-image
(2008)
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.
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.