Man and Tree & Space Games (original) (raw)

A game for space

Acta Astronautica, 2010

As countermeasure to heavy workloads or monotony, astronauts have drawn on leisure activities imported from Earth or invented in situ. Aside from consumption of media, physical exercise, Earth observation, communication with ground or crew and the practising of instruments, also games play an important role. With a few exceptions, the emphasis, however, lies on virtual games and software applications. A review of play activities in orbit and their benefits to date suggests a need for additional recreational opportunities. In response, an interactive strategy game for use in microgravity is presented that relies on interlocking sphere-shaped game pieces in order to make the most of the kinetic and sensory potential of reduced gravity conditions. Aside from the play value and aesthetics of this reconfigurable modular game structure, the activity may help maintain and enhance manual dexterity, mental alertness and sociability amongst the crew. The design solution and prototype are presented and needs for further research and development are outlined. She specialises in habitability design strategies for extended space flight and other capsule environments.

Science & Technologies Volume VI, 2016, Number 3: NATURAL AND MATHEMATICAL SCIENCE 103 DESIGN OF SERIOUS GAME "ON A LONELY ISLAND

An increasing awareness about the potential of serious games for education and training at school. The pedagogical value of serious games to raise the level of knowledge, skills and competencies of students, they, like all models are limited due to the inability to recreate the pedagogical reality in its complexity and dynamism, to outline in detail the act of teaching and learning at school. This article describes the design of serious game "On a lonely island" (Biology and health education for 9-th grade). Design of the game inspired by technologies, methods and gameplay theories. Serious games are games that do not have only entertainment as the purpose but rather an educational, training, advertisement or other purpose that benefits from the engaging context that games provide to motivate the players. The pedagogical value of serious games to raise the level of knowledge, skills and competencies of students, they, like all models are limited due to the inability to rec...

Monkey Games

Marie Strauss: Monkey Games, 2018

Catalogue essay by Hilary Radner, published on the occasion of the exhibition "Marie Strauss: Monkey Games", Eskdale Gallery, Dunedin, November 2018.

Can't See the Science for the Trees: Representations of Science in Videogames

Depictions of scientific development in popular media carry significant influence over the way that the public envisions science as a process and as an institution. One such popular depiction of science is the “Tech Tree,” a common game mechanic in strategy videogames. This mechanic is often problematic, as in its most common form, the tech tree depicts a technologically deterministic view of science.

Forests in Digital Games - An Ecocritical Framework

FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games

Forests are, both culturally and ecologically, one of the most important environments on our planet. As such, there are countless representations of them-with Digital Games being no exception. In this paper we adopt the perspective of ecocriticism, which regards the analysis of the textual portrayal of physical environments of the natural world. In particular, we propose here a framework for the analysis of forest representations in digital games, mindful of the many different layers that coexist together: cultural, discursive, representational and ludic. In order to test our framework and to showcase its potential, in the last section we present a brief analysis of the slicing game Jack Lumber and of the ideological tensions that emerge from the game. CCS CONCEPTS • Applied computing → Computer games; Media arts; • Humancentered computing → Empirical studies in HCI.

General game playing: An overview and open problems

2009

General Game Playing has emerged, in recent years, as a challenging testbed for Artificial Intelligence research. The premise is to build game players that are able to play any game without prior knowledge about the game. The purpose of this paper is to give an overview of the open problems in the current form of General Game Playing, along with a short survey of work already done. We also provide a discussion on possible enhancements to the current format to make learning based players more viable in the competition. The aim of this paper is to highlight some of the key issues in the area of General Game Playing and generate interest amongst the academic community.

Game Playing: The Next Moves

Aaai, 1999

Computer programs now play many board games as well or better than the most expert humans. Human players, however, learn, plan, allocate resources, and integrate multiple streams of knowledge. This paper highlights recent achievements in game playing, describes some cognitively-oriented work, and poses three related challenge problems for the AI community. Game Playing as a Domain Work on games has had several traditional justifications. Given unambiguous rules, playing a game to win is a well-defined problem. A game's rules create artificial world states whose granularity is explicit. There is an initial state, a state space with clear transitions, and a set of readily describable goal states. Without intervening instrumentation, games are also noise-free. For these reasons, as well as for their ability to amuse, games have often been referred to as "toy domains." To play the most difficult games well, however, a program must contend with fundamental issues in AI: knowledge representation, search, learning, and planning. There are two principal reasons to continue to do research on games, despite Deep Blue's triumph (Hamilton and Hedberg 1997). First, human fascination with game playing is long-standing and pervasive. Anthropologists have catalogued popular games in almost every culture. Indeed, the same game, under various names, often appears on many continents (Bell 1969; Zaslavsky 1982). Games intrigue us because they address important cognitive functions. In particular, the games humans like to play are probably the ones we are good at, the ones that capitalize on our intellectual strengths and forgive our weaknesses. A program that plays many games well must simulate important cognitive skills. The second reason to continue game-playing research is that some difficult games remain to be won, games that people play very well but computers do not. These games clarify what our current approach lacks. They set challenges for us to meet, and they promise ample rewards. This paper summarizes the role of search and knowledge in game playing, the state of the art, and recent relevant data on expert human game players. It then shows how cognitive skills can enhance a game-playing program, and poses three new challenge problems for the AI community. Although rooted in game playing, these challenges could enhance performance in many domains.

The role of space in sustaining children's traditional games

ARTEKS : Jurnal Teknik Arsitektur, 2020

Playing is one of the activities naturally possessed by children from childhood and elements of learning have been observed to be in playing and vice versa. For example, traditional games have philosophical values with moral messages but they have been replaced by games prioritizing technological advancements over time. This has reduced the familiarity of many children with traditional games in recent times. Meanwhile, the reduction in the quantity and quality of play and public open space for children is often considered one of the factors causing the extinction of traditional games. The availability of an adequate environment including play areas or playground aids children's development. This paper discusses the traditional games known by the present generation and the role of space in sustaining them with the focus on West Java. The study was conducted through observation and distribution of questionnaires to children aged 6-12 years living in Bandung city and some urban set...