Zobrazeno 1 - 10
of 61
pro vyhledávání: '"walking simulator"'
Autor:
Charles Meyer
Publikováno v:
Sciences du Jeu, Vol 20 (2023)
Through a study of the walking simulator genre, this paper focuses on game sound writing. First, Dear Esther: Landmark Edition (DE:LE) is presented as a well-documented example of the walking simulator genre. Then, a sound and semiopragmatic analysis
Externí odkaz:
https://doaj.org/article/e5122ec5d1d54ca1924d19e5e3e72a04
Publikováno v:
tripleC: Communication, Capitalism & Critique, Vol 16, Iss 2, Pp 782-804 (2018)
This article has a dual purpose. The first is to establish the relationship between videogames and utopia in the neoliberal era and clarify the origins of this compromise in the theoretical dimension of game studies. The second is to examine the ways
Externí odkaz:
https://doaj.org/article/bf7caef90fa24d0684908a651f853f8b
Publikováno v:
Press Start, Vol 5, Iss 2 (2019)
The aim of this paper is to contribute both theoretically and methodologically to discussions on walking simulator video games. We base our reflection on results grounded in a video game design project conducted as part of our master's thesis. Our re
Externí odkaz:
https://doaj.org/article/0f47a19fb9434a15beaafad07309c3e9
Publikováno v:
Press Start, Vol 5, Iss 2 (2019)
This article examines walking simulators through the lens of video game genre study. Following Arsenault’s (2011) thesis which theorized genre as the “temporary crystallization of a common cultural consensus” (pp. 333–334), it maps the shared
Externí odkaz:
https://doaj.org/article/c30ee44832a24e3fb06c6976b8638881
Autor:
Felix Zimmermann, Christian Huberts
Publikováno v:
Press Start, Vol 5, Iss 2 (2019)
When Dear Esther (The Chinese Room, 2012) was released in 2012 as a standalone game, the new “walking simulator” genre name came into popular use. The term implies a banalization of game design while also missing the core characteristics of the g
Externí odkaz:
https://doaj.org/article/4cdc8b37e7104a2288db5302f52e4df5
Publikováno v:
Sensors, Vol 21, Iss 2, p 397 (2021)
We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of th
Externí odkaz:
https://doaj.org/article/2406e5f4a4704be5992c555aea70aca0
Publikováno v:
AUTEX 2022 : 21st World Textile Conference AUTEX 2022 : AUTEX Conference Proceedings
The electrostatic characterization was performed using a walking simulator to validate it for a fully automated test procedure using different dwell times between moves and time of the test. An existing standard ISO 6356 measures the voltage created
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::1e1bf3026c53b81c821ab6c04cbc44e7
Autor:
Turcotte-Talbot, Michaël
Cette recherche utilise la création d’un nouveau genre de jeux vidéo hyper-narratifs, les walking simulators, comme prétexte pour revisiter des théories liées à la narratologie et aux études du jeu vidéo de prime abord inadaptées à cette
Externí odkaz:
http://hdl.handle.net/1866/26061
Publikováno v:
Sensors (Basel, Switzerland)
Sensors, Vol 21, Iss 397, p 397 (2021)
Sensors
Volume 21
Issue 2
Sensors, Vol 21, Iss 397, p 397 (2021)
Sensors
Volume 21
Issue 2
We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users&rsquo
percepti
percepti