architecture

New entry in Digiplay games research bibliography:

Whether we think of a board game, an athletic competition in a stadium, a videogame, playful social networking on the World Wide Web, an Alternate Reality Game, a location-based mobile game, or any combination thereof: Ludic activities are, have, and take place in or at, spaces. “Toward a Ludic Architecture” is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying? “Toward a Ludic Architecture” is a must-read for analyzing and designing play and games from an architectural standpoint. Such a contribution is particularly applicable in an era when games extend into physical, designed space that is increasingly permeated by devices, sensors, and information networks, allowing for rules and fictions to superimpose our everyday environments. Including a maze-like, episodic, and critical discussion of interweaving “play-grounds,” “Toward a Ludic Architecture” is a playful look at the conceptual space of play and games.

New entry in Digiplay games research bibliography:

It is envisaged that within the next 10 years. the Dublin Institute of Technology (DIT), Ireland’s largest third level university, will move to a new campus in Grangegorman, located in the north inner city of Dublin This site is currently being used as a hospital. It has twelve listed buildings and is located in a densely populated urban community. This paper describes how the Crytek 3D Game engine is being used to create a game MOD (modification) of the current hospital site, how it will be used in the construction and public consultation process of the new campus and how students in the DIT are learning computer science in an new way.

New entry in Digiplay games research bibliography:

Over the past decade, there has been a growing interest in utilising intelligent agents in computer games and virtual environments. At the same time, computer game research and development has increasingly drawn on technologies and techniques originally developed in the large scale distributed simulation community, such as the HLA IEEE standard for simulator interoperability. In this paper, we address a central issue for HLA-based games, namely the development of HLA-compliant game agents. We present HLA _ AGENT, an HLA-compliant version of the SIM_AGENT toolkit for building cognitively rich agents. We outline the changes necessary to the SIM _ AGENT toolkit to allow integration with the HLA, and show that, given certain reasonable assumptions, all necessary code can be generated automatically from the FOM and the object class publications and subscriptions. The integration is transparent in the sense that the existing SIM_AGENT code runs unmodified and the agents are unaware that other parts of the system are running remotely. We present some preliminary performance results, which indicate that the overhead introduced by the HLA extension is modest even for lightweight agents with limited computational requirements.

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