Personal, Local and Global Identity Games. Modelling (re)mediated glocal t...Patrick John Coppock
油
This document discusses managing transworld "glocal" identities in an open world. It explores how analytical cultural semiotics can help identify criteria for successfully blending local and global identities in ethical ways. The document references various philosophers' ideas about experience, consciousness, selfhood and otherness. It also discusses fictional possible worlds and how they relate to our understanding of the actual world. Finally, it proposes some aspects of developing transworld glocal identities, such as taking shared responsibilities globally and learning through shared projects with others.
Il documento riguarda l'archivio videoludico di Bologna e il processo di pubblicazione di articoli sulla filosofia dei giochi. Sono state proposte 16 articoli, di cui 11 sono stati accettati, con autori provenienti da vari paesi. La pubblicazione 竪 avvenuta tra agosto 2008 e agosto 2009.
If it moves: shoot it!!- Comparing Enactive Immersion Processes in Fruitio...Patrick John Coppock
油
The document outlines a spring school event on international film studies hosted by Patrick J. Coppock, focusing on enactive immersion processes in various media such as computer games and films. It also introduces the interests and academic background of Gordon Freeman, a theoretical physicist who explores teleportation. Key concepts include player-avatar relations and the immersive experiences across different gaming formats.
The document discusses the concept of computer games as 'half real', highlighting the emotional and social engagement of players with games and their real-world consequences. It explores the nature of reality in terms of cultural artifacts and the idea of 'open works', emphasizing the interpretive role of players. Additionally, it examines the interplay between fiction and reality, suggesting that our understanding of the real world may mirror that of fictional characters.
The document discusses the interplay between rhetoric, semiotics, and the conceptualization of possible fictional worlds and their relationship to actual reality. It raises questions about how we experience and interact with both fictional and real worlds, emphasizing the importance of narrative construction, persuasion, and the cultural nature of these interactions. Through analysis of various rhetorical definitions and theories, the text explores how symbolic communication influences our understanding and engagement with different states of affairs across possible and actual worlds.
This document discusses how digital technologies are changing concepts of materiality, identity, and cognition. It explores how the immaterial can be made material through design, production and cultural innovation processes. New technologies are blurring the boundaries between mind and world, and between reality and play. Our identities are shaped through "identity work and play" using digital tools and virtual environments. The ubiquity of technologies and their integration into many aspects of life are transforming human experience and relationships in complex ways.
Amodal Perception in Hybrid Forms of Experienced Agency in Shared Multimodal ...Patrick John Coppock
油
The document explores the concept of amodal perception and its role in experienced agency within shared multimodal gaming environments, emphasizing that perception encompasses an uneliminable amodal component. It discusses how individuals actively engage with their environments, utilizing learned sensorimotor skills to explore and fill in missing details in their perceptual reality. Additionally, the text addresses the significance of remediated amodal spatial perception, particularly in the context of virtual reality and social interactions.
This document discusses the concepts of ludic and social media and their applications in learning and innovation processes. It defines ludic media as media that incorporates playfulness, and ludic interfaces as interfaces designed to connect users to technical systems in a playful manner promoting freedom and creativity. Social interfaces and social media facilitate social interactions and community building. The document explores how elements of play, games, and participatory culture can support learning, problem solving, and knowledge sharing in both formal and informal contexts.
Developing Enactive Political Gameplay in Transworld, Transmedia Genius LociPatrick John Coppock
油
1. The document discusses how political discourse occurs through building relationships with non-present others using new digital technologies and modalities.
2. Transworld and transmedia games aim to recreate experiences of engaging with non-present people and places through a sense of "presence in absence" enabled by amodal perception.
3. These spaces may facilitate the development of "glocal" political identities as players have enacting experiences that entangle their actual and possible identities across global and local worlds, past, present and future.
Annuaire pr辿nom - www.interpretation-prenom.comPaul France
油
Lily Castel, auteur et conteuse pour enfants, propose un dictionnaire de pr辿noms class辿s alphab辿tiquement, soulignant leur importance 辿motionnelle et affective. Le document offre 辿galement des conseils sur l'association des pr辿noms avec les signes zodiacaux et les th辿matiques telles que la num辿rologie, pour mieux comprendre et accompagner les enfants dans leur d辿veloppement. Enfin, il inclut une longue liste de pr辿noms pour gar巽ons et filles, ainsi que des suggestions sur les traditions li辿es aux pr辿noms.
The document discusses the ethics of game design, highlighting three ethical paradigms: virtue ethics, consequentialist ethics, and deontological ethics. It emphasizes the moral responsibility of game designers and the importance of ethical gameplay, citing notable figures in the field and their perspectives. Additionally, it mentions game rating systems like ESRB and PEGI that aim to inform and protect consumers, especially parents, regarding game content.
pr辿nom fille - www.interpretation-prenom.comPaul France
油
Ce document pr辿sente un guide sur le choix de pr辿noms pour gar巽ons et filles, bas辿 sur les pr辿noms les plus populaires en France en 2010, parus dans le carnet du jour du Figaro. Il fournit des informations sur l'origine, l'辿volution, et le caract竪re associ辿 chaque pr辿nom, incluant des exemples tels que Louise, Arthur, et Camille. Le document inclut 辿galement les tendances r辿centes et l'attrait des pr辿noms travers les ann辿es.
Este documento presenta los objetivos de evaluaci坦n de varias asignaturas. Resume los objetivos centrales de cada asignatura en 叩reas como aprender vocabulario, gram叩tica y estructuras ling端鱈sticas en idiomas, comprender conceptos hist坦ricos y cient鱈ficos, desarrollar habilidades matem叩ticas y mejorar h叩bitos de estudio. Tambi辿n enfatiza la importancia de participar activamente en clase, realizar tareas y mostrar una actitud responsable.
El documento explica c坦mo expresar 'qui辿n' en euskera usando el verbo 'ukan' y sus variaciones. Se detallan las reglas para a単adir 'k' o 'ek' a palabras en funci坦n de si terminan en vocal o consonante, as鱈 como excepciones. Tambi辿n se presentan ejemplos de verbos que llevan 'ukan' y oraciones que ilustran su uso.
The document discusses the interplay between rhetoric, semiotics, and the conceptualization of possible fictional worlds and their relationship to actual reality. It raises questions about how we experience and interact with both fictional and real worlds, emphasizing the importance of narrative construction, persuasion, and the cultural nature of these interactions. Through analysis of various rhetorical definitions and theories, the text explores how symbolic communication influences our understanding and engagement with different states of affairs across possible and actual worlds.
This document discusses how digital technologies are changing concepts of materiality, identity, and cognition. It explores how the immaterial can be made material through design, production and cultural innovation processes. New technologies are blurring the boundaries between mind and world, and between reality and play. Our identities are shaped through "identity work and play" using digital tools and virtual environments. The ubiquity of technologies and their integration into many aspects of life are transforming human experience and relationships in complex ways.
Amodal Perception in Hybrid Forms of Experienced Agency in Shared Multimodal ...Patrick John Coppock
油
The document explores the concept of amodal perception and its role in experienced agency within shared multimodal gaming environments, emphasizing that perception encompasses an uneliminable amodal component. It discusses how individuals actively engage with their environments, utilizing learned sensorimotor skills to explore and fill in missing details in their perceptual reality. Additionally, the text addresses the significance of remediated amodal spatial perception, particularly in the context of virtual reality and social interactions.
This document discusses the concepts of ludic and social media and their applications in learning and innovation processes. It defines ludic media as media that incorporates playfulness, and ludic interfaces as interfaces designed to connect users to technical systems in a playful manner promoting freedom and creativity. Social interfaces and social media facilitate social interactions and community building. The document explores how elements of play, games, and participatory culture can support learning, problem solving, and knowledge sharing in both formal and informal contexts.
Developing Enactive Political Gameplay in Transworld, Transmedia Genius LociPatrick John Coppock
油
1. The document discusses how political discourse occurs through building relationships with non-present others using new digital technologies and modalities.
2. Transworld and transmedia games aim to recreate experiences of engaging with non-present people and places through a sense of "presence in absence" enabled by amodal perception.
3. These spaces may facilitate the development of "glocal" political identities as players have enacting experiences that entangle their actual and possible identities across global and local worlds, past, present and future.
Annuaire pr辿nom - www.interpretation-prenom.comPaul France
油
Lily Castel, auteur et conteuse pour enfants, propose un dictionnaire de pr辿noms class辿s alphab辿tiquement, soulignant leur importance 辿motionnelle et affective. Le document offre 辿galement des conseils sur l'association des pr辿noms avec les signes zodiacaux et les th辿matiques telles que la num辿rologie, pour mieux comprendre et accompagner les enfants dans leur d辿veloppement. Enfin, il inclut une longue liste de pr辿noms pour gar巽ons et filles, ainsi que des suggestions sur les traditions li辿es aux pr辿noms.
The document discusses the ethics of game design, highlighting three ethical paradigms: virtue ethics, consequentialist ethics, and deontological ethics. It emphasizes the moral responsibility of game designers and the importance of ethical gameplay, citing notable figures in the field and their perspectives. Additionally, it mentions game rating systems like ESRB and PEGI that aim to inform and protect consumers, especially parents, regarding game content.
pr辿nom fille - www.interpretation-prenom.comPaul France
油
Ce document pr辿sente un guide sur le choix de pr辿noms pour gar巽ons et filles, bas辿 sur les pr辿noms les plus populaires en France en 2010, parus dans le carnet du jour du Figaro. Il fournit des informations sur l'origine, l'辿volution, et le caract竪re associ辿 chaque pr辿nom, incluant des exemples tels que Louise, Arthur, et Camille. Le document inclut 辿galement les tendances r辿centes et l'attrait des pr辿noms travers les ann辿es.
Este documento presenta los objetivos de evaluaci坦n de varias asignaturas. Resume los objetivos centrales de cada asignatura en 叩reas como aprender vocabulario, gram叩tica y estructuras ling端鱈sticas en idiomas, comprender conceptos hist坦ricos y cient鱈ficos, desarrollar habilidades matem叩ticas y mejorar h叩bitos de estudio. Tambi辿n enfatiza la importancia de participar activamente en clase, realizar tareas y mostrar una actitud responsable.
El documento explica c坦mo expresar 'qui辿n' en euskera usando el verbo 'ukan' y sus variaciones. Se detallan las reglas para a単adir 'k' o 'ek' a palabras en funci坦n de si terminan en vocal o consonante, as鱈 como excepciones. Tambi辿n se presentan ejemplos de verbos que llevan 'ukan' y oraciones que ilustran su uso.
1. Azken lana irakasleari bidaltzeko Azken lana jaisteko bi lekutara joan zaitezke Saioko tresna erabiliz Saio bakoitzeko AZKEN LANA aukeratuta, fitxategia zure konputagailuan gorde eta egin ondoren berriro igo. Saio bakoitzeko AZKEN LANA aukeratuta, Word fitxategia deskargatuko duzu eta egin ondoren tresna bera erabiliz plataformara igo eta irakasleari bidali ahal diozu.
2. Azken lana pantaila irekiko zaizu Erabili tresna hau zure AZKEN LANA irakasleari bidaltzeko Lana igo ondoren, Hemen ikusiko duzu
3. Zuzenketa ikusteko Irakasleak AZKEN LANA zuzentzen duenean, bere feedbacka ikusiko duzu pantaila berean: Azken lana. Zuk igotako dokumentu zuzendu gabea Kalifikazioa eta feedbacka
4. Azken lana irakasleari bidaltzeko Azken lana jaisteko bi lekutara joan zaitezke Pantailaren ezkerreko ZEREGINAK erabiliz ZEREGINAK hau aukeratuta kurtsoan zehar egindako AZKEN LAN guztiak ikusi eta kontsultatu ahal izango dituzu.
5. AZKEN LANA noiz bidali duzun eta irakasleak zer kalifikazio eman dion ikusiko duzu. 34.a irakasleak zuzendu du; 35., berriz, oraindik ez. Hemen click eginez gero, saioko pantaila berera joango zara.
6. Zuzenketa ikusteko Irakasleak AZKEN LANA zuzentzen duenean, bere feedbacka ikusiko duzu pantaila berean: Azken lana. Zuk igotako dokumentu zuzendu gabea Kalifikazioa eta feedbacka