Search results for "computer.software_genre"
showing 10 items of 3858 documents
Claude Lefort as interpreter of Machiavellian social conflict
2020
Claude Lefort, French philosopher and activist, exponent of the anti-totalitarian moment in France, has developed an original theoretical proposal on democracy and totalitarianism. When he distanced himself from the creed of the proletarian revolution as an instrument of understanding of human action, he focused on the understanding of the political as a space in which the social emerges, in which it takes shape. The idea that society acquired a unity through the revolutionary project was overturned by the knowledge that the social cannot be contained; it cannot be the object of appropriation and unification through action or knowledge without threatening freedom and the existence of societ…
In Other Words: The Ethics of the Translator in 17th-century al-Andalus. The Perspective of Aḥmad Ibn Qāsim al-Ḥaǧarī al-Andalusī
2015
This study focuses on a particular aspect of the Translation Studies orDirāsāt al-tarǧamah, i.e. the ethics of the translator.Starting from the analysis of concepts like “cultural otherness” or “linguistic hospitality”, theorized by Antoine Berman, Lawrence Venuti and Paul Ricoeur, and concerning the translator’s process of mediating between languages and between cultures, it will be taken into account the specific case of a muslim traveller and interpreter, Aḥmad ibn Qāsim al-Ḥaǧarī al-Andalusī (d. 1051/1641), author of theKitāb Nāṣir al-dīn ʿalà l-qawm al-kāfirīn, who was asked, by a Christian authority (the Archbishop of Granada), to translate some Arabic manuscripts.In such a context, t…
Establishing Video Game Genres Using Data-Driven Modeling and Product Databases
2015
Establishing genres is the first step toward analyzing games and how the genre landscape evolves over the years. We use data-driven modeling that distils genres from textual descriptions of a large collection of games. We analyze the evolution of game genres from 1979 till 2010. Our results indicate that until 1990, there have been many genres competing for dominance, but thereafter sport-racing, strategy, and action have become the most prevalent genres. Moreover, we find that games vary to a great extent as to whether they belong mostly to one genre or to a combination of several genres. We also compare the results of our data-driven model with two product databases, Metacritic and Mobyga…
Communicative memory of irregular migration: The re-circulation of news images on YouTube
2016
This article analyses user-generated YouTube cut and mix videos of irregular migration as producing communicative memory of those who have suffered at Europe’s external borders. Visual and textual analyses examine a neglected perspective on the study of media representations of migration by examining a particular practice through which people engage with news images and participate in (re)construction of collective memory in relation to irregular migration. The analysis shows that while hegemonic Eurocentric imagery prevails also in the vernacular amateur productions, re-mixing different cultural productions nevertheless complicates the representation of irregular migration and affords alte…
Narrative Tools for Games : Focalization, Granularity, and the Mode of Narration in Games
2015
This article looks at three narratological concepts—focalization, granularity, and the mode of narration—and explores how these concepts apply to games. It is shown how these concepts can be used as tools for creating meaning-effects, which are understood here as cognitive responses from the player. Focalization is shown to have a hybrid form in games. This article also explores the different types of narrators and granularities in games, and how these three concepts can be used to create meaning-effects. This is done by discussing examples from several games, for example, Assassin’s Creed III, Skyrim, Fallout: New Vegas, and Civilization.
A Multimedia Museum Application Based Upon a Landscape Embedded Digital 3D Model of an Ancient Settlement
2012
This paper describes the development of a digital reconstruction of the celtic hillfort “Altburg” (Germany), which was generated in the context of a museums exhibition in the Hunsruck-Museum Simmern (Germany). This model refers to the City GML standard and considers the principles of the London Charter for establishing internationally recognized principles for the use of three-dimensional visualization by researchers, educators and cultural heritage organizations.
A Collaborative Environment for Service Providing in Cultural Heritage Sites
2004
We present a model which can be used to describe hybrid entities in an augmented reality environment. An architectural description of the model is firstly given. Next, a FIPA-compliant agent description of the model is proposed. Finally the paper discusses an overview and some implementation details of a project dealing with Augmented Reality context aware services in a cultural heritage site. These services are provided based on visitors customized profiles and current position in the site, as revealed by a positioning site implemented with low cost Bluetooth devices (cellular phones, PDAs, USB terminals).
Visual Attention in Virtual Reality Settings: An Abstract
2019
Virtual reality, VR, is challenging marketers to understand both brand interaction and the customer experience at the point of sale. In order to test the usefulness of VR in retailing, research must address how the customer’s visual attention in a VR setting affects his/her behavior. There are two main drivers for this research. First, there has been an enormous growth in recent years in the use of neurophysiological methods to measure visual attention. At the store level, previous works show that attention to products measured through eye tracking influences consumer decision. Second, VR is being increasingly adopted by brands, but research is lacking into comparisons between VR formats. W…
Cyber Security and the Internet of Things: Vulnerabilities, Threats, Intruders and Attacks
2015
Internet of Things (IoT) devices are rapidly becoming ubiquitous while IoT services are becoming pervasive. Their success has not gone unnoticed and the number of threats and attacks against IoT devices and services are on the increase as well. Cyber-attacks are not new to IoT, but as IoT will be deeply interwoven in our lives and societies, it is becoming necessary to step up and take cyber defense seriously. Hence, there is a real need to secure IoT, which has consequently resulted in a need to comprehensively understand the threats and attacks on IoT infrastructure. This paper is an attempt to classify threat types, besides analyze and characterize intruders and attacks facing IoT device…
Phenomena in the Cyber World
2015
This chapter describes and evaluates the cyber world, including its phenomena, from a strategic perspective. As no universally accepted definitions for the cyber world exist, associated literature and publications address it in many different ways. A five-layer model is constructed for cyber threats, which include cybervandalism, cybercrime, cyber intelligence, cyberterrorism and cyberwarfare. This chapter depicts the standards-based risk model, cyber operations and cyberweaponry, as well as the critical structures of society as the targets. Moreover, cyber security definitions are provided. Cyber world phenomena are addressed in more detail in other chapters of this book.