diff --git a/submissions/438/index.qmd b/submissions/438/index.qmd index 02d5138..fe4ee94 100644 --- a/submissions/438/index.qmd +++ b/submissions/438/index.qmd @@ -17,12 +17,13 @@ keywords: - 1980s-1990s Home Computers - Video Game Studies abstract: | - What is the purpose of blood splattering onto the screen in a video game? Does it serve functional value, or is it mere intended to shock the user? Up to this day, little advance has been made in studying video game graphics' material and structural conditions. They are not only narrative and aesthetic devices comparable to films but also hold functional information for players and are of an interactive nature [@fizekLudicGlassMaking2022; @gerlingScreenImagesInGame2023]. Classical visual analysis struggles to encompass video game images because they focus on analogue or time-based visual media [@arsenaultGameFAVRFramework2015]. How can blood spurting from a virtual body be analyzed? This research applies and extends the _Framework for the Analysis of Visual Representation in Video Games_ (FAVR) to conduct and further adequate research on video game images. + What is the purpose of blood splattering onto the screen in a video game? Does it serve functional value, or is it simply intended to shock the user? Up to this day, little advance has been made in studying video game graphics' material and structural conditions. They are not only narrative and aesthetic devices comparable to films but also hold functional information for players and are of an interactive nature [@fizekLudicGlassMaking2022; @gerlingScreenImagesInGame2023]. Classical visual analysis struggles to encompass video game images because they focus on analogue or time-based visual media [@arsenaultGameFAVRFramework2015]. How can blood spurting from a virtual body be analyzed? This research applies and extends the _Framework for the Analysis of Visual Representation in Video Games_ (FAVR) to conduct and further adequate research on video game images. key-points: - The study of video game graphics integrates narrative and aesthetic aspects with interactive and functional elements, differing significantly from classical visual media. - The Framework for the Analysis of Visual Representation in Video Games (FAVR) provides a structured approach to analyze video game images through annotation, focusing on their formal, material, and functional aspects. - The initial implementation of the FAVR framework as a linked open ontology for tools like Tropy has proven valuable in formally analyzing video game images and comparing aspects such as dynamic versus static image space, facilitating further digital and computational research. date: 07-19-2024 +date-modified: last-modified bibliography: references.bib --- @@ -40,7 +41,7 @@ While the framework can identify different game modes and the different function ![Fig. 1: Barbarian (Palace Software Inc, 1987, DOS). A similar scene from the game's DOS version. Technical limitations, such as a limited color palette, can be a difficult factor to implement and port the same game on another system, raising questions about the tension between technology and design.](images/barbarian_dos_in-game.png){width=100%} -A simple example could be blood spurting from an agent, which can be any gameplay-relevant character on screen. The blood holds information relevant to the player, indicating that the character on screen got hurt and may prompt a change in play behavior. Whereas a life bar can represent the player’s character health, such indications are usually absent for enemies. Some video games also play with the distinction between in- and off-game planes. In Final Fight (Capcom, 1989, Arcade), our character walks from left to right in a raging city and, on the way, fights numerous enemies entering the screen from left and right. The off-game plane, the background, is composed of run-down houses and alleyways. At one point during the game, those houses’ doors start to open and spawn enemies as well. This mixes up the formerly established convention of what visual information is relevant for gameplay in terms of interactive and decorative elements. +A simple example could be blood spurting from an agent, which can be any gameplay-relevant character on screen. The blood holds information relevant to the player, indicating that the character on screen got hurt and may prompt a change in play behavior. Whereas a life bar can represent the player’s character health, such indications are usually absent for enemies. Some video games also play with the distinction between in- and off-game planes. In Final Fight (Capcom, 1989, Arcade), our character walks from left to right in a hazardous city and, on the way, fights numerous enemies entering the screen from left and right. The off-game plane, the background, is composed of run-down houses and alleyways. At one point during the game, those houses’ doors start to open and spawn enemies as well. This mixes up the formerly established convention of what visual information is relevant for gameplay in terms of interactive and decorative elements. ![Fig. 3: Final Fight (Capcom, 1987, Arcade). Our character wrestles a pedestrian. The door on the right is closed and part of the background plane.](images/final_fight_1_arcade_in-game_walking_along.png) @@ -48,7 +49,7 @@ A simple example could be blood spurting from an agent, which can be any gamepla Another relevant point regarding FAVR is its limitation to qualitative analysis and manual application. Since I am interested in a larger historical trajectory of video game images in the 1980s and 1990s, I need to leverage digital tools and computational methods to aid my research. I work with two image corpora in my research. A smaller corpus contains 1525 screenshots from 35 video games from Switzerland from 1987-1998. Acquiring a sufficient number of screenshots from old video games from Switzerland is difficult due to their low popularity. The corpus consists of video stills from _Let’s Plays_[^4] and screenshots from various video game databases. The second and larger corpus consists of 115’848 screenshots from 4316 video games and is solely sourced through the Mobygames database. Mobygames is one of the largest community-driven platforms for the collection of knowledge on video games. Being maintained mainly by amateurs and video game enthusiasts is not without problems [@pfisterWarumWirEs2023]. There are open questions on accessing data, searchability, and, most importantly, completeness. Working with Mobygames makes it difficult to assess what will be missing from the dataset. Despite these shortcomings, the work of the community behind such database platforms is of immense value to video game research. -To leverage the potential of these corpora, I need to be able to apply FAVR in a formalized and digital method. To that end, I created a linked open ontology that derives and expands on FAVR [@demleitnerThgieFavrontologyAlpha2023]. It is based on CIDOC and can be applied in Tropy or similar image-annotation tools by providing templates. Other video game-related ontologies were not suitable for the tasks at hand. Most of the better-developed ontologies, such as Video Game Ontology (VGO), Digital Game Ontology (DGO), and Game Metadata and Citation Project (GAMECIP) are concentrating on describing the contents of a game and are mostly abandoned [@martinoModelingVideoGame2023]. Interestingly, both the VGO and VideOWL try to be of benefit to the industry and game developers. In turn, I’m mainly interested in the historic contextualization of video games and the practices of video game development. +To leverage the potential of these corpora, I need to be able to apply FAVR in a formalized and digital method. To that end, I created a linked open ontology that derives and expands on FAVR [@demleitnerThgieFavrontologyFAVR2024]. It is based on CIDOC and can be applied in Tropy or similar image-annotation tools by providing templates. Other video game-related ontologies were not suitable for the tasks at hand. Most of the better-developed ontologies, such as Video Game Ontology (VGO), Digital Game Ontology (DGO), and Game Metadata and Citation Project (GAMECIP) are concentrating on describing the contents of a game and are mostly abandoned [@martinoModelingVideoGame2023]. Interestingly, both the VGO and VideOWL try to be of benefit to the industry and game developers. In turn, I’m mainly interested in the historic contextualization of video games and the practices of video game development. ![Fig. 5: Tropy overview of an annotated still from Traps 'n' Treasures (Starbyte, 1993, Amiga).](images/annotated_screenshot_overview_traps_n_treasure_gameplay.png) diff --git a/submissions/438/presentation/A handful of pixels of blood - Slides.pdf b/submissions/438/presentation/A handful of pixels of blood - Slides.pdf new file mode 100644 index 0000000..1de883e Binary files /dev/null and b/submissions/438/presentation/A handful of pixels of blood - Slides.pdf differ diff --git a/submissions/438/presentation/A handful of pixels of blood - Transcript.md b/submissions/438/presentation/A handful of pixels of blood - Transcript.md new file mode 100644 index 0000000..caf5551 --- /dev/null +++ b/submissions/438/presentation/A handful of pixels of blood - Transcript.md @@ -0,0 +1,52 @@ +--- +created: 2024-09-06T11:02 +updated: 2024-09-09T13:04 +--- + +# A handful of pixels of blood + +## A Historical and Technological Perspective on Understanding Video Game Graphics + +Good afternoon, colleagues. Today, I'd like to share with you parts of my research on video game programming practices of the 1980s and 1990s, with a particular focus on graphics. This work is an integral part of my dissertation, where I'm exploring the technological foundations of video games as a popular medium. + +The advent of homebrew game development in the 1980s and 1990s fascinates me because it was such a formative period for video game development. During this time, countless individuals and small teams established techniques that would become foundational to the medium. I believe that video games, as a form of ludic software, have been instrumental in shaping our access to and understanding of the digital world. That's why I think it's crucial to comprehend how the technological underpinnings of this medium came into being. + +In my research, I've faced a significant challenge: we rarely have access to both the programmers and the source code from this period. However, I've found that we can examine the products themselves—the games—to draw meaningful conclusions. I see this approach as a form of critical code studies with historical material, but with code viewed through the lens of video game graphics. + +## Datasets, Framework, and Method + +To conduct this research, I'm working with two primary datasets. The first is called the Ludens Images Dataset. It contains a bit more than 3800 images from 35 games relevant to the Confoederatio Ludens project, all of which have strong connections to Switzerland. We would have around 220 video games in our corpus, but due to the obscurity of many of these games, it is difficult to get a hold on screenshots and I've primarily had to rely on video stills from Let's Play videos to populate this dataset. + +The second dataset is much larger and more comprehensive, the Video Game History Screenshot Dataset, or VHS-Dataset for short. It contains approximately 113,000 images from around 4,300 games, encompassing nearly all pre-1990s games available on the video games information platform MobyGames. I created this dataset to provide a map or a distant view of video game graphics history and its development. + +Further, I'm using the Framework for the Analysis of Video game Representation (FAVR), which was introduced in a seminal 2015 paper. I find this framework particularly useful because it emerged from a fundamental critique of existing methods for analyzing video game images. The authors argued, and I agree, that vocabulary borrowed from art history and film studies was insufficient for capturing the unique aspects of video games. + +FAVR is built around five core elements: modes, composition, construction, spaces, and planes. Modes refer to the overall structure of what's visible on screen and its specific function, like title screens or gameplay screens. Composition and construction represent different levels and aspects of visual analysis. Composition focuses on the overall arrangement and organization of spaces on the screen surface, providing a broad view of how visual elements are laid out, and foundational understanding of the screen's visual organization. + +In contrast construction delves deeper into the layered nature of video games images, recognizing that the visual representation is composed of multiple conceptual planes. These can be agents, in-game environment, off-game environment, and interfaces. They take formal aspects into account, such as graphic materials and projection methods. These attributes help reading into technical aspects of what we see on screen, a bit like art historians that know what kind of pigmets were used by looking at a painting's colors in conjunction with when and where it was painted. Planes offer a more granular analysis of the technical and conceptual elements that make up the game's images. + +As part of my research, I translated the framework into an ontology, based on CIDOC CRM, and created Tropy templates to be able to properly annotate images. I've found it also necessary to expand FAVR by another element. I've incorporated the concept of ludemes as another type of plane. A ludeme is the minimal unit of play or the smallest element that can be grasped by a player, in terms of game rules or game mechanics. Think of the +4 card in Uno. They're essential for gameplay and can take many forms, such as these switch-orbs-and-barrier-puzzles in The Legend of Zelda: A Link to the Past. Ludemes combines both the structural aspect of game design and the experiential aspect of player engagement, and can be composed of graphics, sounds, and game mechanics. What I'm particularly interested in is their service as an interface between playing and creating games. They reflect the dual materiality of video games: playable forms and underlying code. I see ludemes as the meeting point between player agency and the game's visual representation of its internal states. + +## Findings + +So far, FAVR has proven invaluable in two specific cases in my research. First, in an exploratory case study, I investigated the ratio of static to dynamic content to infer computational resource requirements. This helped me understand how the technical limitations of the time influenced game design and vice versa. I mentioned before how computing ressources were limited. So, by simply looking at how complex and dynamic parts of a video game image are, one is able to deduct certain technological aspects. Was the game made for a certain system, the dynamics of video game graphics can conclude if a game was written in BASIC or Assembly. + +Second, FAVR has been crucial in my conceptualization of ludemes. It's helped me bridge the gap I've observed in my field between image studies and technical analyses. Either they are concentrating on a images content and semantic discourses or they focus on technical aspects and describe how these were the base for certain formal outcomes. But they rarely bridge that gap. If we want to have a better understading of video game programming practices we need to be able to do interdisciplinary analysis. Programmers don't just write code, they also have to pre-conceptualize the results, and work in several domains at the same time. That was certainly the case in 1980s video game development. I believe that ludemes are crucial in building such a bridge, since they are at the intersection of code and visuality in game design. + +And now for a brief detour. Working on the VHS-Dataset has provided valuable insights. So let me briefly talk about that, since it is shining another light on the same issue. I used the self-supervised transformer model DINOv2 and UMAP for dimensionality reduction, followed by k-means clustering. Interestingly, I found that clusters primarily formed around either formal or semantic aspects, or in some cases bringing these two together to build genre clusters. + +An example of a cluster around formal aspects is the isometric projection cluster. This cluster picked up on the specific formal element of isometric or oblique projection, which is a way of constructing a 3-dimensional representation without perspective. Regarding semantics we can pull up this nsfw-ish one. The ability to include images, graphics and illustrations, of course, introduced visual material to video games, that is deemed not safe for work. This includes pornographic images, display of violence and gore, and material that shows ideologically problematic material, like war and fascist symbolic. Lastly and is an example of a clusters around a video game genre. The _Boxing_ cluster is an example of a clustering, in which formal and semantic aspects mingle and evolve in the direction of a genre. Despite being of fundamental different game play and mechanics, and aesthetics, the cluster is held together by a few semantic-formal elements. + +I'm at the moment in the process of compiling the research on the VHS-dataset into a paper, so I'm not going into any more details for now. The important takeaway for this presentation is that DINOv2 can identify modes. Many of the clusters that were produced, for example only contain start screens or in-game screens with levels with an isometric projection. But, the model struggles with ludemes. Those typically manifest as repeated graphical elements within a game, but were not recognized as an important visual or semantic unit within the clusterings. Ludemes are most often intuitively comprehended by players, if the game developers and designers did their job. But for now they pose a semantic category, that is beyond what the computer vision model can see. Beyond epistemological questions, this also raises the need to continue the work on the FAVR ontology, in order to teach the computer to see these elements. + +## Implications + +How does this research align with the theme of the conference: "Historical Research, Digital Literacy, and Algorithmic Criticism."? I'm examining how digital matter can take various forms—source code, algorithms, executable software, on-screen image—and exploring ways to formalize aspects that traverse these forms, like ludemes. I believe this to be an important take away for this conference. Algorithms don't manifest only in social media feeds, online marketplaces or stock trading software. They are also imbued in everyday things such as modern car radios or video games. Often, studying these digital objects means looking at them from a variety of perspectives, in a multiplicity of forms, and of course their context. + +By combining historical analysis, technological understanding, and visual examination, I believe we can gain deeper insights into the evolution of video game graphics and programming practices. This multifaceted approach not only enriches our understanding of video game history but also provides valuable perspectives on the interplay between technology, design, and player experience in the broader context of digital media. Moreover, I see it contributing to digital literacy and algorithmic criticism in a broader sense, helping us better understand the digital artifacts that increasingly shape our world. + +Of course, this research comes with its challenges and limitations. The scarcity of source material from the period I'm studying is a significant hurdle. Additionally, the subjective nature of visual analysis means that some of my interpretations may be open to debate. However, I believe that by being transparent about these limitations and by combining multiple analytical approaches, we can still draw meaningful and valuable conclusions. + +As of now, the two datasets, as well as the formalized FAVR ontology stand and are published on Zenodo. I wish I could have already done concrete case studies and ask questions to the datasets, through the application of FAVR. But for now the creation and maintaining of the datasets as well the construction of the ontology used far more time than I anticipated. After finishing the VHS-dataset paper I will continue with this work here and start to annotate specific examples from the datasets. If you have some free time on your hand, I'd be more than welcoming if you want to join this endeavour. And if not, I would be eager to hear your thoughts and be open to any questions or discussions about this work. + +Thank you for your attention. diff --git a/submissions/438/presentation/A handful of pixels of blood - Transcript.pdf b/submissions/438/presentation/A handful of pixels of blood - Transcript.pdf new file mode 100644 index 0000000..a02fa91 Binary files /dev/null and b/submissions/438/presentation/A handful of pixels of blood - Transcript.pdf differ diff --git a/submissions/438/references.bib b/submissions/438/references.bib index 93029db..5881534 100644 --- a/submissions/438/references.bib +++ b/submissions/438/references.bib @@ -13,6 +13,21 @@ @book{albertsHackingEuropeComputer2014 langid = {english} } +@book{arnoldDistantViewingComputational2023, + title = {Distant Viewing: Computational Exploration of Digital Images}, + shorttitle = {Distant Viewing}, + author = {Arnold, Taylor and Tilton, Lauren}, + date = {2023}, + publisher = {The MIT Press}, + location = {Cambridge, Massachusetts}, + abstract = {"The authors construct theories and methods for "distant viewing" as a method for analyzing collections of digitized visual materials with computer vision"--}, + isbn = {978-0-262-37516-0 978-0-262-37517-7}, + langid = {english}, + pagetotal = {1}, + keywords = {Computer vision,Digital techniques,Image data mining,Image processing,Technique,Visual sociology}, + file = {/home/adrian/Zotero/storage/5ZWX8Z59/Arnold and Tilton - 2023 - Distant viewing computational exploration of digi.pdf} +} + @article{arsenaultGameFAVRFramework2015, title = {The {{Game FAVR}}: {{A Framework}} for the {{Analysis}} of {{Visual Representation}} in {{Video Games}}}, author = {Arsenault, Dominic and Côté, Pierre-Marc and Larochelle, Audrey}, @@ -23,32 +38,102 @@ @article{arsenaultGameFAVRFramework2015 file = {/home/adrian/Zotero/storage/32VD7ULH/FAVR-article.pdf;/home/adrian/Zotero/storage/59U2PCWH/Arsenault et al. - The Game FAVR A Framework for the Analysis of Vis.pdf} } -@software{demleitnerThgieComingofageofthevideogameimageInitial2024, - title = {Thgie/Coming-of-Age-of-the-Video-Game-Image: {{Initial Release}}}, - shorttitle = {Thgie/Coming-of-Age-of-the-Video-Game-Image}, +@book{aycockAMNESIAREMEMBEREDReverse2023, + title = {{{AMNESIA REMEMBERED}}: {{Reverse Engineering}} a {{Digital Artifact}}}, + shorttitle = {{{AMNESIA REMEMBERED}}}, + author = {Aycock, John}, + date = {2023-03-10}, + edition = {1}, + publisher = {Berghahn Books}, + doi = {10.3167/9781800738676}, + url = {https://www.berghahnbooks.com/title/AycockAmnesia}, + urldate = {2024-03-19}, + abstract = {Our modern culture is increasingly expressed in the form of digital artifacts, yet archaeology is in its infancy when it comes to researching and understanding them. The study and reverse engineering of digital artifacts is no longer the exclusive domain of computer scientists. Presented by way of analogy to the process of archaeological fieldwork familiar to readers, the 1986 Electronic Arts game Amnesia is used as a vehicle to explain the procedure and thought process required to reverse engineer a digital artifact. As a go-to reference to learn how to begin studying the digital, Amnesia is shown to be a multi-layered artifact with a complex backstory; through it, topics in data compression, copy protection, memory management, and programming languages are covered.}, + isbn = {978-1-80073-867-6}, + file = {/home/adrian/Zotero/storage/2THZA99Z/Aycock - 2023 - AMNESIA REMEMBERED Reverse Engineering a Digital .pdf} +} + +@book{berryPhilosophySoftwareCode2015, + title = {The Philosophy of Software: Code and Mediation in the Digital Age}, + shorttitle = {The Philosophy of Software}, + author = {Berry, David M.}, + date = {2015}, + publisher = {Palgrave Macmillan}, + location = {Basingstoke}, + abstract = {"[This] is a critical introduction to the subject of code and software, and develops an understanding of its social and philosophical implications in the digital age. The book has been written specifically for people interested in the subject from a non-technical background and provides a lively and interesting analysis of these new media forms. Software is a tangle, a knot, which ties together the physical and the ephemeral, the material and the ethereal, into a complete system that can be controlled and directed. However, software exceeds our ability to place limits on its entanglement, for it has in the past decade entered the everyday home through electronic augmentation that has replaced the mechanical world of the twentieth century. From washing machines to central heating systems, children's toys to television and video; the old electro-magnetic and servo-mechanical world is being revolutionised by the silent logic of virtual devices. It is time, therefore, to examine our virtual situation"--Publisher's description}, + isbn = {978-1-137-49027-8}, + langid = {english}, + keywords = {Critical-Code-Studies,Harman,Heidegger,Media-Theory,Object-Oriented-Ontology,Ontoloy,Philosophy,Sears,Software,Software-Studies}, + annotation = {OCLC: 898154211}, + file = {/home/adrian/Zotero/storage/SZDM4PIJ/Berry - 2015 - The philosophy of software code and mediation in .pdf} +} + +@article{birkenIllusionAlsVersprechen2023, + title = {Illusion als Versprechen - Die unerwartete Uberzeugungskraft des frühen 3D-Spiels}, + author = {Birken, Jacob}, + date = {2023}, + langid = {ngerman}, + file = {/home/adrian/Zotero/storage/4BHNVZUM/Birken - Illusion als Versprechen - Die unerwartete Uberzeu.pdf} +} + +@article{casveanIntroductionVideogameGenre2015, + title = {An {{Introduction}} to {{Videogame Genre Theory}}. {{Understanding Videogame Genre Framework}}}, + author = {Cășvean, Tulia-Maria}, + date = {2015-12-27}, + journaltitle = {Athens Journal of Mass Media and Communications}, + shortjournal = {AJMMC}, + volume = {2}, + number = {1}, + pages = {57--68}, + issn = {24079499}, + doi = {10.30958/ajmmc.2.1.5}, + url = {http://www.athensjournals.gr/media/2016-2-1-5-Casvean.pdf}, + urldate = {2024-09-04}, + abstract = {Paraphrasing Eco, the "playing contract" should allow players to instantly recognize a genre. Videogames use resources from the fertile field of popular culture, exploiting models, pre-worked materials, well-known heroes, stereotypes, and myths. Since genres have multiple meanings, functions, production models and audience expectations that evolve through time, it is important to understand if a videogame genre framework exists or if there are just labels or marketing tools used by the game producers. Finding out if there is a blueprint for videogame genres requires the understanding of specific elements and their arrangement. Being aware that it is not possible to present an exhaustive genre categorization but only a general structure of the videogame genres, this paper uses the genres’ framework identified by Aaretsh, Smedstad and Sunnanå (2003) and integrates interviews with professionals. It also reviews the general and the specific genre literature and analyses the role and the characteristics of several elements that articulate the videogame genres.}, + langid = {english}, + file = {/home/adrian/Zotero/storage/JB8R22Y3/Cășvean - 2015 - An Introduction to Videogame Genre Theory. Understanding Videogame Genre Framework.pdf} +} + +@software{demleitnerThgieFavrontologyFAVR2024, + title = {Thgie/Favr-Ontology: {{FAVR}}+}, + shorttitle = {Thgie/Favr-Ontology}, author = {Demleitner, Adrian}, - date = {2024-07-17}, - doi = {10.5281/zenodo.12755609}, - url = {https://zenodo.org/records/12755609}, - urldate = {2024-07-19}, - abstract = {Distant viewing the early history of the video game image.}, + date = {2024-09-09}, + doi = {10.5281/zenodo.13735972}, + url = {https://zenodo.org/records/13735972}, + urldate = {2024-09-11}, + abstract = {finalized ontology}, organization = {Zenodo}, - version = {v1.0}, - file = {/home/adrian/Zotero/storage/J7WZWHCC/12755609.html} + version = {v1.2}, + file = {/home/adrian/Zotero/storage/9AMFP39Q/13735972.html} } -@software{demleitnerThgieFavrontologyAlpha2023, - title = {Thgie/Favr-Ontology: {{Alpha Release}}}, - shorttitle = {Thgie/Favr-Ontology}, +@software{demleitnerThgieLudensimagecorpusInitial2024, + title = {Thgie/Ludens-Image-Corpus: {{Initial Release}}}, + shorttitle = {Thgie/Ludens-Image-Corpus}, author = {Demleitner, Adrian}, - date = {2023-11-16}, - doi = {10.5281/zenodo.10142313}, - url = {https://zenodo.org/records/10142313}, - urldate = {2024-03-15}, - abstract = {Ontology based on FAVR, FAVR, a model to described digital game's visual representations.}, + date = {2024-07-15}, + doi = {10.5281/zenodo.12745042}, + url = {https://zenodo.org/records/12745042}, + urldate = {2024-09-11}, + abstract = {A dataset with screenshots from Swiss video games from 1968-2000}, organization = {Zenodo}, version = {v1.0}, - file = {/home/adrian/Zotero/storage/KXVBUKCR/10142313.html} + file = {/home/adrian/Zotero/storage/L4UYFHC2/12745042.html} +} + +@software{demleitnerThgieVhsdatasetCluster2024, + title = {Thgie/Vhs-Dataset: {{Cluster Labels}} and {{Descriptions}}}, + shorttitle = {Thgie/Vhs-Dataset}, + author = {Demleitner, Adrian}, + date = {2024-08-20}, + doi = {10.5281/zenodo.13349250}, + url = {https://zenodo.org/records/13349250}, + urldate = {2024-09-11}, + abstract = {Added detailed and structured labels for 8 and 32 k-means cluster runs, and a quick summary for the run with 128 clusters. New process to generate randomized subsamples for each of the k-means clusters.}, + organization = {Zenodo}, + version = {v1.1}, + file = {/home/adrian/Zotero/storage/HRNGERSP/13349250.html} } @article{fizekLudicGlassMaking2022, @@ -67,6 +152,19 @@ @article{fizekLudicGlassMaking2022 file = {/home/adrian/Zotero/storage/CJUY3GSB/Fizek_2022_Through the Ludic Glass.pdf} } +@book{gabouryImageObjectsArchaeology2021, + title = {Image Objects: An Archaeology of Computer Graphics}, + shorttitle = {Image Objects}, + author = {Gaboury, Jacob}, + date = {2021}, + publisher = {The MIT Press}, + location = {Cambridge [Massachusetts]}, + abstract = {"Though an analysis of five objects that have shaped the history of computer graphics, this book explores what historical technologies shaped and limited the development of simulated images"}, + isbn = {978-0-262-04503-2}, + langid = {english}, + file = {/home/adrian/Zotero/storage/HG4JLU6G/Gaboury - 2021 - Image objects an archaeology of computer graphics.pdf} +} + @book{gerlingScreenImagesInGame2023, title = {Screen {{Images}}. {{In-Game Photography}}, {{Screenshot}}, {{Screencast}}}, author = {Gerling, Winfried and Möring, Sebastian and Mutiis, Marco}, @@ -94,6 +192,22 @@ @article{haddonHomeComputerMaking1988 file = {/home/adrian/Zotero/storage/Q477ERFF/Haddon - 1988 - The home computer The making of a consumer electr.pdf} } +@book{hansenParlerJeuVideo2023, + title = {Parler le jeu vidéo : Le ludème comme unité minimale d’une grammaire vidéoludique\,?}, + shorttitle = {Parler le jeu vidéo}, + author = {Hansen, Damien}, + date = {2023}, + series = {Culture contemporaine}, + publisher = {Presses universitaires de Liège}, + location = {Liège}, + url = {https://books.openedition.org/pulg/18941}, + urldate = {2024-09-04}, + abstract = {L’idée d’un langage ou d’une grammaire spécifiques au médium vidéoludique est une problématique qui refait ponctuellement surface, rassemblant des préoccupations propres aux études sur le jeu vidéo et sur le jeu en général, à la conception et aux game studies. Cet ouvrage montre qu’il s’agit d’une discussion riche, qui rejoue dans ses différentes approches des thématiques plus larges, notamment entre ludologie et narratologie, entre études du game ou études du play. S’inspirant de ces discussions, l’ouvrage entend d’abord dresser un inventaire et une typologie des approches proposées, ainsi que des critiques qui ont pu leur être opposées, mais aussi actualiser dans un second temps cette thématique au regard de théories plus récentes dans le champ des études du jeu, de la linguistique et de la sémiotique. Par l’intermédiaire du concept de ludème, dont l’évolution particulière symbolise pleinement la problématique dans son ensemble, la réflexion menée montrera finalement qu’il est possible de réarticuler celle-ci sur différents niveaux d’analyses, pour y concilier les différents aspects de la conception et du jouer, et qu'elle peut également être repensée pour apporter un nouvel éclairage sur des questions d’expérience de jeu, de gameplay émergent ou encore de détournement.}, + isbn = {978-2-87562-396-6}, + langid = {french}, + keywords = {game play,game studies,jeu vidéo,linguistique,ludème,ludologie,sémiotique,vidéoludique} +} + @online{heDeepResidualLearning2015, title = {Deep {{Residual Learning}} for {{Image Recognition}}}, author = {He, Kaiming and Zhang, Xiangyu and Ren, Shaoqing and Sun, Jian}, @@ -110,6 +224,18 @@ @online{heDeepResidualLearning2015 file = {/home/adrian/Zotero/storage/7IWNT2PN/He et al. - 2015 - Deep Residual Learning for Image Recognition.pdf;/home/adrian/Zotero/storage/SPVFJRT6/1512.html} } +@article{hurelExperienceCreationJeux2020, + title = {L'expérience de création de jeux vidéo en amateur - Travailler son goût pour l'incertitude}, + author = {Hurel, Pierre-Yves}, + date = {2020-05-22}, + publisher = {ULiège - Université de Liège, Liège, Belgium}, + url = {https://orbi.uliege.be/handle/2268/247377}, + urldate = {2024-09-02}, + abstract = {"La création de jeux vidéo est une importante pratique culturelle produisant des œuvres interactives et l’objectif de cette thèse est de rendre intelligible l’expérience de ses praticiens. La création de jeux vidéo, parce qu’elle est traversée par le jeu et l’interaction, est un terrain de choix pour apporter une contribution originale aux études des pratiques culturelles. C’est là son principal intérêt scientifique, qui trouve son origine dans la situation nécessairement intermédiaire des amateurs. Ces derniers naviguent entre jeu, création de jeu et jeu de création. Il y a alors une occasion unique de revisiter, au-delà même du jeu vidéo, notre compréhension des productions amateur : les « joueurs » sont-ils les seuls à jouer ? Les photographes et les cinéastes ne semblent pas être les derniers à jouer avec leurs appareils : mais alors à quoi jouent-ils ? Et qu’est-ce que ce jeu nous dit de leur processus créatif ? Nous apporterons au moins deux réponses, qui se rejoignent et qui imprègnent cette recherche de manière transversale. D’abord, c’est que l’acte de jouer est un acte intime nécessairement orienté vers le joueur lui-même. On ne joue jamais que pour soi (et pourtant, parfois, ce faisant, on crée pour un autre). Ensuite, c’est qu’il n’y a pas de jeu sans amour, ou du moins sans plaisir. On mettra à l’épreuve, dans ce travail, un critère définitoire du jeu aussi évident que délaissé, et loin d’être simple à étudier : si l’on joue, c’est par goût. Aussi, quand les amateurs créent du jeu, ils continuent de travailler leur goût. Mais, à nouveau : on ne peut jamais goûter que pour soi-même. Jouer et goûter : tout nous ramène à un faire pour soi dont l’articulation à un faire pour l’autre s’annonce problématique. Nous touchons là à l’ambition de ce travail : comprendre un agir culturel qui est profondément intime et personnel, sans abandonner la compréhension de ses modalités de partage – structurellement et nécessairement complexes." (page 7)}, + langid = {french}, + file = {/home/adrian/Zotero/storage/LPWERIVM/Hurel - 2020 - L'expérience de création de jeux vidéo en amateur - Travailler son goût pour l'incertitude.pdf} +} + @incollection{kurfessArtificialIntelligence2003, title = {Artificial {{Intelligence}}}, booktitle = {Encyclopedia of {{Physical Science}} and {{Technology}} ({{Third Edition}})}, @@ -126,6 +252,21 @@ @incollection{kurfessArtificialIntelligence2003 file = {/home/adrian/Zotero/storage/988HKH5Q/B0122274105000272.html} } +@book{marinoCriticalCodeStudies2020, + title = {Critical Code Studies}, + author = {Marino, Mark C.}, + date = {2020}, + series = {Software Studies}, + publisher = {The MIT Press}, + location = {Cambridge, Massachusetts}, + abstract = {"Critical Code Studies (CCS) names a set of methodologies for the exploration of computer source code using the hermeneutics of the humanities. Like 10 PRINT CHR\$ (205.5 + RND (1)); : GOTO 10, Mark Marino's Critical Code Studies treats code not as merely functional but as a text, one that can be read, and misinterpreted, by non-programmers. As the author notes, code's "meaning is not determined entirely by the programmer's intention but also by how it is received and recirculated. That is not to argue that code can be taken out of context or that code means whatever people say it means but rather that the meaning of code is contingent and that code is subject to the rhetorical triad of speaker, audience (both human and machine), and message." It is time to develop methods of tracing the meaning of code. Computer source code has become part of our political, legal, aesthetic, and popular discourse. Code is being read by lawyers, corporate managers, artists, pundits, reporters, and even literary scholars. Code is being used in political debate, in artistic exhibitions, in popular entertainment, and in historical accounts. As code reaches more and more readers and as programming languages and methods continue to evolve, we need to develop methods to account for the way code accrues meaning and how the readers and shifting contexts shape that meaning. We need to learn not only to understand the functioning of code but the way code signifies. We need to learn to read code critically. Critical Code Studies offers a CCS "starting kit," a set of techniques that scholars and other interested parties can use to interpret code in a non-computational context"--}, + isbn = {978-0-262-04365-6}, + langid = {english}, + pagetotal = {275}, + keywords = {Coding-Theory,Critical-Code-Studies,Philosophy,Programming-Languages,Programming-Practices,Rhetoric,Software}, + file = {/home/adrian/Zotero/storage/T7JQ82DP/Marino - 2020 - Critical code studies.pdf} +} + @article{martinoModelingVideoGame2023, title = {Modeling the {{Video Game Environment}}: The {{VideOWL Ontology}}}, author = {Martino, Simone De and Nicolosi-Asmundo, Marianna and Rizzo, Stefano Angelo and Santamaria, Daniele Francesco}, @@ -135,6 +276,36 @@ @article{martinoModelingVideoGame2023 file = {/home/adrian/Zotero/storage/IEJ4ME8E/Martino et al. - Modeling the Video Game Environment the VideOWL O.pdf} } +@online{mcinnesUMAPUniformManifold2020, + title = {{{UMAP}}: {{Uniform Manifold Approximation}} and {{Projection}} for {{Dimension Reduction}}}, + shorttitle = {{{UMAP}}}, + author = {McInnes, Leland and Healy, John and Melville, James}, + date = {2020-09-17}, + eprint = {1802.03426}, + eprinttype = {arXiv}, + eprintclass = {cs, stat}, + doi = {10.48550/arXiv.1802.03426}, + url = {http://arxiv.org/abs/1802.03426}, + urldate = {2024-07-22}, + abstract = {UMAP (Uniform Manifold Approximation and Projection) is a novel manifold learning technique for dimension reduction. UMAP is constructed from a theoretical framework based in Riemannian geometry and algebraic topology. The result is a practical scalable algorithm that applies to real world data. The UMAP algorithm is competitive with t-SNE for visualization quality, and arguably preserves more of the global structure with superior run time performance. Furthermore, UMAP has no computational restrictions on embedding dimension, making it viable as a general purpose dimension reduction technique for machine learning.}, + pubstate = {prepublished}, + keywords = {Computer Science - Computational Geometry,Computer Science - Machine Learning,Statistics - Machine Learning}, + file = {/home/adrian/Zotero/storage/L3N4TA5L/McInnes et al. - 2020 - UMAP Uniform Manifold Approximation and Projectio.pdf;/home/adrian/Zotero/storage/KXMU8WP4/1802.html} +} + +@book{montfortRacingBeamAtari2009, + title = {Racing the Beam: The {{Atari Video}} Computer System}, + shorttitle = {Racing the Beam}, + author = {Montfort, Nick and Bogost, Ian}, + date = {2009}, + series = {Platform Studies}, + publisher = {MIT Press}, + location = {Cambridge, Mass}, + isbn = {978-0-262-01257-7}, + langid = {english}, + file = {/home/adrian/Zotero/storage/E3V8VPVF/Montfort and Bogost - 2009 - Racing the beam the Atari Video computer system.pdf} +} + @online{oquabDINOv2LearningRobust2024, title = {{{DINOv2}}: {{Learning Robust Visual Features}} without {{Supervision}}}, shorttitle = {{{DINOv2}}}, @@ -152,6 +323,21 @@ @online{oquabDINOv2LearningRobust2024 file = {/home/adrian/Zotero/storage/AHH95UTH/Oquab et al. - 2024 - DINOv2 Learning Robust Visual Features without Su.pdf;/home/adrian/Zotero/storage/MBZSMA34/2304.html} } +@online{pfisterHowAnalyseVideo2023, + type = {Billet}, + title = {How to analyse a Video game from a historical, source-critical perspective: The HGP-Method}, + shorttitle = {How to analyse a Video game from a historical, source-critical perspective}, + author = {Pfister, Eugen}, + date = {2023-02-01}, + doi = {10.58079/piqb}, + url = {https://hgp.hypotheses.org/1754}, + urldate = {2024-05-13}, + abstract = {by Eugen Pfister \& Arno Görgen Four years ago, when we began to examine digital games from the perspective of the history of ideas, we entered uncharted territory in several respects, specifically in how and with which methods to approach digital games. Since the turn of the millennium, many analysis tools have been developed and … „How to analyse a Video game from a historical, source-critical perspective: The HGP-Method“ weiterlesen}, + langid = {ngerman}, + organization = {Horror - Game - Politics}, + file = {/home/adrian/Zotero/storage/JATF9TVZ/1754.html} +} + @incollection{pfisterWarumWirEs2023, title = {Warum wir es für eine gute Idee gehalten haben, eine DACH-Spieledatenbank aufzubauen}, booktitle = {Game-Journalismus: Grundlagen – Themen – Spannungsfelder. Ein Handbuch}, @@ -171,6 +357,21 @@ @incollection{pfisterWarumWirEs2023 file = {/home/adrian/Zotero/storage/JIQZA5RV/Pfister et al. - 2023 - Warum wir es für eine gute Idee gehalten haben, ei.pdf} } +@book{ruggillTempestGeometriesPlay2015, + title = {Tempest: {{Geometries}} of {{Play}}}, + shorttitle = {Tempest}, + author = {Ruggill, Judd and McAllister, Ken}, + date = {2015}, + publisher = {University of Michigan Press}, + location = {Ann Arbor, MI}, + doi = {10.3998/lvg.13030180.0001.001}, + url = {https://www.fulcrum.org/concern/monographs/8k71nj00w}, + urldate = {2024-05-03}, + isbn = {978-0-472-07269-9 978-0-472-12114-4}, + langid = {english}, + file = {/home/adrian/Zotero/storage/4M6HVR46/Ruggill and McAllister - 2015 - Tempest Geometries of Play.pdf} +} + @book{swalwellHomebrewGamingBeginnings2021, title = {Homebrew {{Gaming}} and the {{Beginnings}} of {{Vernacular Digitality}}}, author = {Swalwell, Melanie}, @@ -214,4 +415,4 @@ @article{xuApplicationImageSegmentation2024 doi = {10.54097/gq1s6737}, abstract = {In the field of computer vision (CV), image segmentation technology, as a fundamental part, has a crucial impact on the accuracy of subsequent image processing tasks. Image segmentation is not only a crucial transitional step from image processing to image analysis, but also a hot and difficult research topic in the field of CV. Although significant progress has been made in the research of image segmentation algorithms, existing segmentation algorithms may still face challenges in certain specific scenarios due to the complexity and diversity of images, making it difficult to achieve ideal segmentation results. In recent years, the rapid development of deep learning (DL) technology has brought new breakthroughs to the field of image segmentation. DL models, especially Convolutional Neural Networks (CNNs), can capture semantic information of images more accurately by automatically learning feature representations in images, thereby achieving more precise image segmentation. This article delves into the research and application of image segmentation algorithms in CV, with a focus on the application of DL in the field of image segmentation. With the continuous development of advanced technologies such as DL, it is believed that image segmentation technology will play a greater role in more fields in the future.}, file = {/home/adrian/Zotero/storage/PLIV6AN7/Xu - 2024 - Application of Image Segmentation Algorithms in Co.pdf} -} +} \ No newline at end of file