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This chapter provides an exploration of meaning, information and pleasure in Sid Meier's Civilization III. Various theorists, including Poblocki and Douglas have argued that games within the Civilization series perpetrate a reductive folk-history that positions Western-style technologically orientated progress as 'the only logical development' for humanity. In moving from a critique of the game's rules and the prejudicial bias that they house, to the continuity of myths within Western popular culture, and then to statements about the effect of the game on its users, these discussions stray across Salen and Zimmerman's three schema: evidence tends to be collected from two schemas (rules, culture), yet conclusions are drawn in a third (play). The trouble with such critique is that play is the schema of the experiential, and it involves the actualization, interpretation and configuration of the game in real-time by users.
Doom 3 is filled with graphical eye candy,' echoed PC Magazine. 'The use of bump-mapping and lighting effects provides an entirely eerie setting, and one that has never looked better. [But] the retro-styled game play is another story, and one that might leave you longing for much more. The actual plot is built around a far too linear quest that, while true to the original, feels dated.' Moreover, the competing forces in Doom 3 are crucial to understanding the experience of playing it - indeed, of playing any first person shooter - reliving the mingled terrors and pleasures of a traumatic stage in our avatarial relations. Early in Doom 3, the game seems to remark on its own heritage. On a computer terminal at the UAC research lab, players can access an informational clip on base security. The animation shows a cartoon maze from first-person perspective.
This chapter is based on a production case study undertaken in Pivotal Games' studios in Autumn 2003. It reconstructs the history of the video game in three modes; the voices of designers, the experiences of a player and through critical writing. By triangulating the designers' perspective with the direct experience of a player, the chapter exemplifies a way of writing about new media that is rooted in situated material practices rather than technophiliac abstraction. Vietnam is a tactical squad based shooter. The player commands a squad of four soldiers on a series of missions set in the period of the Tet offensive in the Vietnam war of 1968. Competition within the mainstream console games market has increased faster than its overall expansion; in 2001 there were 270 games available for the three main consoles. Vietnam almost inevitably emerges as a site for the next game in the Conflict series.
This chapter begins by explaining the title: what is the split condition of digital textuality? In literature, drama, and films, the magic formula for reaching the tourists of the Tropics has been traditional narrative structures, the magic formula for reaching those in love with the North Pole has often been the rejection, or what Alan Liu would call the creative destruction, of these structures, and the magic formula for reaching the population of the Temperate Zone has been the renewal of narrative. Most importantly, the fictional world should be adaptable, so that when the player returns to a site he has already visited, something will have changed, and different narrative possibilities will open themselves. In other words, he will not encounter the same character who says the same things every time he visits the same spot, as is too often the case in videogames.
SimCity clearly pays homage to the device of wonders of the past. It is the postmodern equivalent of these archaic visual machines, and it perfectly demonstrates the fluid boundaries between simulation and art, urban planning and literature, technology and entertainment. The evolution of SimCity has been characterized by a reduction of abstraction in the graphic depiction of urban and natural elements, to the point that some commentators such as Israels argued that the game displayed a sense of aesthetic perfection that only true works of art possess. Although SimCity was originally designed for a single-player, offline experience, since its inception it has always been a moderately massively online game. SimCity is one of the first computer games to be used for pedagogical and educational purposes. In SimCity, however, this desire is never satisfied. In a sense, the game is truly Bunuellian: pleasure is constantly postponed, delayed and deferred.
This chapter considers what it means to a play a game in a series like 'Street Fighter', and what kinds of pleasure are found in that moment of revelation as one executes a 'special move' - the super-powered secret techniques of a chosen player-character. It discusses what it means to be 'good' or 'bad' at this predominantly two-player game, and how this impacts on the shared experience of spectacle, since, as Guy Debord suggests, 'The spectacle is not a collection of images; it is a social relation between people that is mediated by images'. By figuring the performing gamer into a critique of spectacle, the chapter foregrounds the spectacular potential of play. The chapter explores the relationship between the spectacular aesthetic and a sense of gratification associated with skilled gameplay, called the 'reward-spectacle'. The reward-spectacle is a textual motif of games design and play.
As an extension of the well-established Warcraft series, World of Warcraft is a subscription-based massively multiplayer role-playing game that came online in late 2004. Alongside an analysis of the game's specific stylistic and textural milieu, it is the way that this particular multiplayer game facilitates a balance between player agency and restriction and the relationship between interpellation and identity that provide the main focus of this chapter. In addition, a variety of issues around player identity arise because of the social context afforded by the game and it is a core contention of this essay that it is the complex interactions between text and player/s that breathe vitality and drama into this world. Assessing what impact playing a social and fantasy-based game like World of Warcraft has on personal identity is not easy, particularly as identity is performative and has playful aspects.
This chapter examines the balance between notions of play and claims to the status of realism, of various kinds, in the squad-based tactical shooter Full Spectrum Warrior. All forms of media communication include modality markers that signify their status; distinctive framing routines and formal devices, for example, that establish through convention whether something is meant to be taken as reality or fantasy. Functional realism is particularly central to game understanding issues because of its perceived potential to translate into the series of terms that begins with 'training', implying as it does the modelling into gameplay of particular modes of activity or behaviour that might be learned by the player. Interpellation is understood as a fundamental mechanism in the maintenance of bourgeois ideology. The form of interpellation offered by games would include the role of the player as player, a playful subject self-consciously aware of the act of playing.
System components usually attain marginal lifetimes with stochastic dependence in the context of load-sharing reliability structures. This study deals with the load-sharing parallel systems of two components. We prove that two marginal lifetimes are positively quadrant dependent when component lifetimes have continuous probability distributions, and such a stochastic dependence is upgraded to the total positive of order 2 in the setting of component lifetimes having an exponential distribution. In addition, we discuss how these findings shed light on related results for the load-sharing Ross model, the conditional residual lifetime, and the conditional inactivity time.
Legged robots have demonstrated remarkable potential for dynamic locomotion and terrain adaptability, making them a prominent focus of research. However, achieving robust and agile bipedal running remains challenging due to the complex dynamics of legged locomotion. In this paper, we propose a reinforcement learning framework for robust bipedal running, incorporating a simple reference trajectory generator and an asymmetric actor-critic architecture. The reference generator, based on kinematics, provides diverse trajectory references while preserving key gait characteristics, facilitating efficient policy exploration. To mitigate the simulation-to-reality gap, we extract latent variables encoding environmental and motion information from dual historical observations. Our method simplifies the trajectory generation process while maintaining effective guidance for learning. Extensive simulation and physical experiments demonstrate that, compared to model-based and learning-based baselines, our approach achieves higher agility, more accurate velocity tracking, and stronger disturbance rejection while preserving gait stability. The resulting controller exhibits spring–mass running dynamics that remain robust on both flat and uneven terrains.
In this paper, we study the joint distribution of the forward and backward recurrence times in a delayed renewal process, as well as their marginal distributions. We obtain several exact results and bounds for these quantities. Some of these bounds are “general,” in the sense that the bounds are valid for any arbitrary distributions of the inter-arrival times, and some are based on aging properties of the distributions of the interarrival times of the renewals. Finally, several numerical examples are presented to illustrate the results.
Constant-force mechanisms (CFMs) are attractive for mechanical energy storage owing to their distinctive force–displacement characteristics, particularly under conditions with limited external load capacity and restricted space. However, conventional CFMs often suffer from short constant-force strokes and inefficient space utilization, which hinder their broader application. To address these limitations, this study exploits the buckling of compliant beams and increases the structural degrees of freedom by adopting a less constrained configuration, which extends the constant-force stroke and space utilization while reducing the required external load, thus improving energy storage efficiency for the same stored elastic energy. A novel catapult was developed through NSGA-II multi-objective optimization, achieving a high energy-to-cost ratio and an extended constant-force stroke. This work presents an effective design approach for motion mechanisms that demand high energy-storage efficiency and high-power output.
In this research, a hierarchical dynamic and kinematic modeling framework is proposed for a wheeled-legged manipulator (WLM), explicitly incorporating wheel slip and skid effects through the Gibbs–Appell formulation. Unlike traditional Lagrangian methods that depend on constraint multipliers, the proposed approach unifies the platform and manipulator dynamics while substantially reducing computational complexity. This integration enables efficient handling of nonholonomic constraints without compromising physical fidelity and offers a clear separation between subsystems, allowing the effects of wheel-ground interactions to be analyzed independently from manipulator motions. The proposed formulation is validated through a combination of MATLAB/Webots simulations and laboratory experiments conducted under both dry and wet (soapy ceramic) surface conditions. Experimental results indicate end-effector position deviations of 8–10.5% primarily due to wheel slip and initial joint torque discrepancies of 6.5–20% that progressively diminish as steady-state motion is reached. Comparative evaluation against a conventional Lagrangian model highlights the computational advantage of the Gibbs–Appell formulation, demonstrating reduced assembly time and fewer symbolic differentiation operations. Furthermore, a sensitivity analysis on friction coefficients and slip ratios confirms the robustness of the model to variations in surface conditions. Beyond accurate dynamic prediction, the hierarchical structure enables modular real-time implementation, supporting controller design, trajectory planning, and fault detection. Overall, the results demonstrate that the Gibbs–Appell-based hierarchical modeling framework combines analytical rigor with computational efficiency, providing a robust foundation for control and optimization in advanced wheeled-legged robotic manipulators.
We evaluate the effect of reciprocal trust within pairs of individuals—gauged by total potential earnings in a trust experiment—on the probability of relationship formation, in comparison with well-known determinants of social ties, such as time of exposure and homophily along demographic traits. We measured trust and trustworthiness for every individual in an incoming cohort of undergraduate students before they began interacting. Using relationship data sourced from surveys and campus entry/exit times between one month and two years after the trust experiment, we find that reciprocal trust is neither a statistically nor an economically significant factor in determining the students’ social networks. Instead, time of exposure, prior acquaintance, and other demographic characteristics play important and persistent roles in relationship formation.
This chapter provides an introduction to the concepts of privacy, such as privacy-by-design and provides specific challenges related to privacy in HCI such as personally identifiable information, personal health data, personal genetic data, and location data. The chapter discusses Federal and state laws, as well as case law related to privacy of information, and how interfaces may enhance privacy or confuse users.
Efficient global localization of mobile robots in symmetrical indoor environments remains a formidable challenge, given the inherent complexities arising from uniform structures and a dearth of distinctive features. This review paper conducts an in-depth investigation into the nuances of global localization strategies, focusing on symmetrical environments, such as extended corridors, symmetrical rooms, tunnels, and industrial warehouses. The study comprehensively reviews and categorizes key techniques employed in this context, encompassing probabilistic-based approaches, learning-based approaches, Simultaneous Localization and Mapping (SLAM)-based approaches, and optimization-based approaches. The primary goal is to provide a contemporary and thorough literature review, offering insights into existing global localization solutions, followed by extant methods tailored for symmetrical indoor spaces. Also, the paper addresses practical challenges associated with implementing various global localization techniques, contributing to a holistic understanding of their real-world applicability. Comparative experimental results demonstrate that hybrid approaches achieve superior localization accuracy in symmetrical environments compared to any single method alone. These experiments, conducted in indoor settings with different symmetry levels, highlight the hybrid approach’s robustness and precision in resolving symmetry-induced ambiguities. This work signifies a significant step forward in mobile robot global localization, which addresses symmetrical environments’ complexities by leveraging the strengths of hybrid methodologies.