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Tytuł:
Propozycja architektury dekodera arytmetycznego standardu H.264/AVC
Context-adaptive binary arithmetic decoder architecture for H.264/AVC
Autorzy:
Abramowski, A.
Pastuszak, G.
Powiązania:
https://bibliotekanauki.pl/articles/156691.pdf
Data publikacji:
2011
Wydawca:
Stowarzyszenie Inżynierów i Techników Mechaników Polskich
Tematy:
H.264/AVC
CABAC
dekoder entropijny
dekoder wideo
entropy decoder
video decoder
Opis:
Artykuł przedstawia architekturę binarnego dekodera arytmetycznego standardu H.264/AVC, zdolną do obsługi profilu High. Pozwala ona na dekodowanie w przybliżeniu jednego symbolu w czasie pojedynczego taktu sygnału zegarowego, głównie dzięki modyfikacji kolejności kroków algorytmu oraz wprowadzeniu potokowości w pętli sprzężenia zwrotnego. Architektura została opisana w języku VHDL, a analiza wyników syntezy wskazuje, że umożliwia ona obsługę sekwencji HDTV.
This paper presents a novel architecture of the H.264/AVC binary arithmetic decoder, which conforms to High Profile, including all chroma formats and Macroblock Adaptive Frame/Field coding (MBAFF). It is able to decode almost one symbol per clock cycle, while consuming very limited hardware resources. The main feature of the proposed solution is the parallelization of the feedback loop between the arithmetic decoder core and the context generator, achieved by calculation of two contexts for each possible case in advance and selection of the correct one immediately after the current symbol is available. Some smaller optimizations include the modification of the operation order on the critical path, and the projection of mvd values, allowing economizing the memory usage. The architecture was described in VHDL and realized using TSMC 0.13žm technology. Comparison of the synthesis results and the performance with previous works proves that the proposed architecture maintains the best trade-off between the speed of the video processing and the hardware utilization, while being able to process HDTV in real time.
Źródło:
Pomiary Automatyka Kontrola; 2011, R. 57, nr 1, 1; 49-51
0032-4140
Pojawia się w:
Pomiary Automatyka Kontrola
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
On Foreclosure and Fresh Cherries
O wykluczeniu i świeżych wiśniach
Autorzy:
Ajder, Teodor
Powiązania:
https://bibliotekanauki.pl/articles/593885.pdf
Data publikacji:
2013
Wydawca:
Łódzkie Towarzystwo Naukowe
Tematy:
Anna Baumgart
Polish Contemporary Art
Video art
Serge Daney
Women’s Rights
Film Theory
Jean-Luc Godard
French New Wave Cinema
Jacques Rivette
współczesna sztuka polska
video art
prawa kobiet
teoria filmu
francuska Nowa Fala w filmie
Opis:
This is an attempt to put a video artwork – Świeże wiśnie [Fresh cherries] by Anna Baumgart to a critical test proposed by the film critic Serge Daney. Daney formulated it while discussing a number of films that emerged in Europe as a result of the Holocaust experience. He claims that first, an author creating a film dealing with such a theme should not place beauty before the just; second, the author should honestly acknowledge the impossibility of telling the story – the stopping point in the course of history, when storytelling freezes or runs idle, and finally, such a film should not be talking about amnesia or repression, but rather about foreclosure, that is a hallucinatory return to the reality of something upon which it was impossible to place a ’judgment of reality’.
Artykuł stanowi próbę poddania pracy wideo, zatytułowanej Świeże wiśnie autorstwa Anny Baumgart, krytycznemu testowi zaproponowanemu przez krytyka filmowego Serge’a Daney’a. Daney sformułował go w czasie omawiania szeregu filmów, które powstały w Europie w wy-niku doświadczeń Holocaustu. Twierdzi on, że po pierwsze, autor/ka tworząc film o takim temacie nie powinien/na stawiać piękna nad słusznością, po drugie, powinien/na nadać filmo-wi szczerość, która uniemożliwiłaby opowiadanie fabuły. Jest to moment, w którym opowia-danie toczy się na jałowym biegu lub ulega zawieszeniu. Film taki nie powinien mówić w związku z tym o amnezji lub represji, lecz raczej o wykluczeniu, o halucynacyjnym powro-cie do prawdziwości czegoś, czego nie można było osądzić „orzeczeniem rzeczywistości”.
Źródło:
Art Inquiry. Recherches sur les arts; 2013, 15; 89-106
1641-9278
Pojawia się w:
Art Inquiry. Recherches sur les arts
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Nomadyczność w cieniu Mordoru
Nomadicity in the Shadow of Mordor
Autorzy:
Alejski, Jakub
Powiązania:
https://bibliotekanauki.pl/articles/520028.pdf
Data publikacji:
2017
Wydawca:
Ośrodek Badawczy Facta Ficta
Tematy:
video game culture
video game
video games
game studies
Deleuze
Deleuze and Guattari
Shadow of Mordor
role-playing games
Opis:
The article Nomadicity in the Shadow of Mordor analyzes the tools of reproducing ideologies in video games based on Tolkien’s legendarium, including Middle Earth: Shadow of Mordor (2014). Alejski tackles its mechanics using the concepts presented by Gilles Deleuze and Felix Guatttari—the nomadic thought and dynamics of relations between particular objects, such as territory, map and diagram during the gameplay. In order to identify these nomadic strategies occurring in the game, the processes of deterritorialization, the creation of maps and diagrams, and the ways of functioning in relation to these processes occurring in the game are taken under consideration. Alejski’s particular attention is dedicated to the categories of inhabitation and movement—both in the topological and ontological context. An important source of reproduction of nomadic thought described in the article is the so-called Nemesis system— a gameplay management module contained in the code of Middle Earth: Shadow of Mordor that allows new actors to join the game, enabling them to enter into relations not only with the user but also with each other. The operation of the Nemesis system brings together the potential of the agency of all actors involved in the game (including the user) and allows for decentralized and non-hierarchical production of the story.
Źródło:
Creatio Fantastica; 2017, 2(57); 93-103
2300-2514
Pojawia się w:
Creatio Fantastica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
BEHIND THE SCENE: STUDENT-CREATED VIDEO AS A MEANING-MAKING PROCESS TO PROMOTE STUDENT ACTIVE LEARNING
Autorzy:
Anas, Ismail
Powiązania:
https://bibliotekanauki.pl/articles/569347.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
student-created video
meaning-making process
active learning
ELL
Opis:
Although many studies reported that student-created video task could promote learners’ active learning and engagement, the investigation on how the students worked and created the videos is still scarce. The process of video creation in a micro-reality context of English language learning involves social practice and cognition (a socio-cognitive process) of the students. The student-created video is an output-based learning activity that reflects a meaning-making process upon the completion of the project. This paper sheds light on how the students worked on the project through such stages as preparing the materials, setting the scene, selecting the video recording tool and editing the video before the submission. Encapsulated from the videos and semi-structured interviews from 41 Polytechnic students in Indonesia, the approaches that students employed during the process of video creation were explored to arrive at a meaning-making process of learning. As a result, the activity enabled the student active learning, vocabulary building, autonomous learning and self-confidence as well as the student’s technological skill. In addition to that, the challenges encountered by the students during the video-making process will also be presented.
Źródło:
Teaching English with Technology; 2019, 19, 4; 37-56
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The use of vlogging to enhance speaking performance of ESL students in a Malaysian secondary school
Autorzy:
Andiappan, Shoba
Hock Seng, Goh
Ruey Shing, Soo
Powiązania:
https://bibliotekanauki.pl/articles/2087208.pdf
Data publikacji:
2022
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
video-based blogs (vlogs)
asynchronous computer-mediated communication
out-of-class learning
ESL students
speaking
Opis:
This study investigates the effect of a vlogging project on Malaysian ESL students’ speaking performance in a secondary school. Additionally, the students’ experience and perception of making and using vlogs in their language learning were also investigated. To this end, a mixed-methods approach was adopted and the data was collected from 73 participants. A quasi-experiment was conducted to determine the effect of the vlogging project while a questionnaire and a retrospective self-report were utilised to obtain the participants’ views pertaining to their experience in creating vlogs. The findings indicate statistically significant improvement in the ESL students’ speaking scores. Additionally, the participants viewed the vlogging project positively and perceived it as a student-friendly learning tool which can also promote self-evaluation and function as a source of motivation. Drawing on the findings, ESL teachers should consider the pedagogical benefits of vlogs and incorporate them as an instructional technique in the language classrooms. This study indicates that the use of vlogs warrants further research in order to inform the feasibility and pedagogical impact of using vlogs to enhance students’ speaking skills.
Źródło:
Teaching English with Technology; 2022, 22, 1; 23-39
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
“Press Y to Quit the Game, or X to Resume…”: On Game Culture in the Context of Hermeneutics of Didactical Experience
Autorzy:
Androsiuk, Łukasz Wojciech
Powiązania:
https://bibliotekanauki.pl/articles/1931998.pdf
Data publikacji:
2021-12-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
new media
hermeneutics
didactics
new humanities
video games culture
Opis:
Assuming the statement, according to which video games (or the entire culture related to them) can serve as a valuable teaching material, is true, it is reasonable and justified to question the still-existing opposition and dispute that digital games must face in school environments. This fact is all the more astonishing as it is the representatives of educational environment that are currently providing particularly didactically inspiring evidence, and thus also strong arguments for this claim. At the same time, the fact that computer games have always dealt with the cultural industry, or at least as much as with culture, means that the “distrustfulness” towards digital games present in the educational space does not only have to be an expression of prejudices and moral panic. Acting from the position of a philosopher involved in the educational potential of computer games, in this text I take up to formulate a possible answer/possible answers explaining the reasons for this conjuncture. Relying on the hermeneutic method, I also suggest possible ways of reading a computer game, pointing to its didactic importance. This text is therefore directed primarily to teachers and educators interested in searching for innovative and practical educational strategies.
Źródło:
Kultura i Edukacja; 2021, 4(134); 123-138
1230-266X
Pojawia się w:
Kultura i Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
AN EXPERIMENTAL STUDY OF SUBTITLED ONLINE VIDEO SUPPORTING THAI STUDENTS LEARNING ENGLISH IT CONTENT
Autorzy:
Angkananon, Kewalin
Wald, Mike
Powiązania:
https://bibliotekanauki.pl/articles/569509.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
English skills
cloud computing
online learning
online video
Opis:
This research study investigated whether the innovation of online video media spoken in both Thai and English with appropriate subtitles improved English skills for new students in Business Computing at Suratthani Rajabhat University. Ninety two students were split equally between an experimental group using video online media for learning and a control group learning the same content face-to-face in the classroom. Evaluation was conducted through achievement and satisfaction tests. Trials of the instructional media by 33 students with a range of English skills helped to improve it. At the end of the learning period all students using the video online media passed the achievement test standard but only 54% of the control group passed. There was no significant difference between the pre-test scores of the two groups. The post-test scores showed that the experimental group had a significantly higher average score (23.39) than the control group (14.89) at the p level of 0.05. The achievement test results of the experimental group (listening = 3.98, reading =3.89, writing = 3.93, speaking = 3.91, discussion =3.91, presenting = 3.87) were significantly higher than the control group (listening = 2.94, reading =3.07, writing = 2.72, speaking = 1.93, discussion =2.20, presenting = 2.20) at the p level of 0.01 in every English skill. The students’ satisfaction for the innovation rated out of 5 was at a high level overall (4.54), the students were satisfied with the innovation (4.67), the innovation was interesting (4.63), and the innovation was easy to understand (4.28).
Źródło:
Teaching English with Technology; 2018, 18, 4; 48-70
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
System obsługi nagrywania i odtwarzania wiadomości wideo przez internet
It system handling recording and playback of video messages over the internet
Autorzy:
Antkowiak, P.
Jóźwiak, I. J.
Powiązania:
https://bibliotekanauki.pl/articles/325117.pdf
Data publikacji:
2012
Wydawca:
Politechnika Śląska. Wydawnictwo Politechniki Śląskiej
Tematy:
wiadomość wideo asynchroniczna
system obsługi nagrywania
system obsługi odtwarzania
asynchronous video messages
system handling recording
system playback recording
Opis:
Przedmiotem pracy jest opracowanie systemu informatycznego obsługującego nagrywanie i odtwarzanie asynchronicznych wiadomości wideo z poziomu strony internetowej. Przeprowadzono analizę, dzięki której opracowano funkcjonalności systemu.
The goal of the work is to develop a system that supports recording and playback of asynchronous video messages. After analysis system functionalities were developed.
Źródło:
Zeszyty Naukowe. Organizacja i Zarządzanie / Politechnika Śląska; 2012, z. 63a; 327-335
1641-3466
Pojawia się w:
Zeszyty Naukowe. Organizacja i Zarządzanie / Politechnika Śląska
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Sprzętowa realizacja fuzji obrazów metodą piramidy Laplacea w systemach nadzoru i diagnostyki
Hardware realization of the image fusion by Laplacian pyramid method in supervisory and diagnostic systems
Autorzy:
Antoniewicz, A.
Jamrozik, W.
Kondej, M.
Putz, B.
Powiązania:
https://bibliotekanauki.pl/articles/156895.pdf
Data publikacji:
2011
Wydawca:
Stowarzyszenie Inżynierów i Techników Mechaników Polskich
Tematy:
kamera termowizyjna
sekwencje wideo
układy FPGA
fuzja w czasie rzeczywistym
monitoring system
thermal camera
video sequences
FPGA circuits
real-time fusion
Opis:
Wiele współczesnych systemów nadzoru, monitorowania otoczenia czy diagnostyki procesów przemysłowych korzysta z optycznej kontroli powiązanej z akwizycją obrazów pochodzących z różnych źródeł. W artykule przedstawiono sposób implementacji w układzie FPGA przykładowego systemu diagnostycznego opartego na algorytmie fuzji obrazów metodą piramidy Laplace'a. System korzysta z dwóch kamer obserwujących ten sam obiekt (kamery termowizyjnej i kamery światła widzialnego) i działa w czasie rzeczywistym.
Many supervisory, monitoring and diagnostics systems need to acquire and analyze multisensor visual information, for example two video sequences from TV and thermal (IR) camera. Thus, an image fusion algorithm [1-6] is necessary if we want to have one common image containing details of both input images. The paper presents a hardware implementation of the Laplacian pyramid algorithm ([1, 7], Fig. 1-3) for image fusion. Prior image registration is necessary, which is presented by the authors in other paper [8]. The Laplacian pyramid algorithm generates stable video sequences, without flickering or glow, and enables real-time implementation, necessary for supervisory and similar systems. Some results of testing of the algorithm are presented (Fig. 4, 5). The system has been realized on a chip making use of a single Altera Cyclone III FPGA (Fig. 6), with a 3-levels Laplacian pyramid module (Fig. 7, 8). The image fusion process execution time is below 10 ms, with a clock speed of 150 MHz. The presented system allows for quick reconfiguration and stands out from similar solutions [6, 11] with very good economical factors (Tab. 1). This enables realization of additional algorithms simply by adjoining new components to the Avalon bus.
Źródło:
Pomiary Automatyka Kontrola; 2011, R. 57, nr 7, 7; 789-793
0032-4140
Pojawia się w:
Pomiary Automatyka Kontrola
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Measurement of flame temperature and soot amount for effective NOx and PM reduction in a heavy duty diesel engine
Autorzy:
Aoyagi, Yuzo
Powiązania:
https://bibliotekanauki.pl/articles/132846.pdf
Data publikacji:
2019
Wydawca:
Polskie Towarzystwo Naukowe Silników Spalinowych
Tematy:
Diesel engine
exhaust emissions
NOx
PM
EGR
BSFC
flame temperature
two-color method
video camera
silnik Diesla
emisje spalin
temperatura płomienia
metoda dwubarwowa
kamera wideo
Opis:
To reduce exhaust NOx and smoke, it is important to measure flame temperature and soot amount in combustion chamber. In diesel combustion it is effective to use the two-color method for the measurement of the flame temperature and KL factor, which is related with soot concentration. The diesel flame was directly and continuously observed from the combustion chamber at running engine condition by using a bore scope and a high-speed video camera. The experimental single cylinder engine has 2.0-liter displacement and has the ability with up to five times of the boost pressure than the naturally aspirated engine by external super-charger. The devices of High Boost, Wide Range and High EGR rate at keeping a relatively high excess air ratio were installed in this research engine in order to reduce exhaust NOx emission without smoke deterioration from diesel engines. The video camera nac GX-1 was used in this study. From observed data under the changing EGR rates, the flame temperature and KL factor were obtained by the software of two-color method analysis. The diesel combustion processes are understood well by analyzing high-speed movies of the diesel flame motion and its temperature. The NOx and smoke are mutually related to maximum flame temperature and also it is possible to reduce simultaneously both NOx and soot emissions by high EGR rate in a single cylinder diesel engine.
Źródło:
Combustion Engines; 2019, 58, 4; 32-39
2300-9896
2658-1442
Pojawia się w:
Combustion Engines
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Preliminary Detonation Study of Dry, Wet and Aluminised ANFO Using High-Speed Video
Autorzy:
Araos, Migue
Onederra, Italo
Powiązania:
https://bibliotekanauki.pl/articles/358312.pdf
Data publikacji:
2019
Wydawca:
Sieć Badawcza Łukasiewicz - Instytut Przemysłu Organicznego
Tematy:
ANFO
detonation
high-speed video
aluminised ANFO
nitrogen oxide fumes
velocity of detonation
non-ideal explosives
Opis:
ANFO is a well-known, reliable and safe commercial explosive. It has been around since the late 1950’s and its detonation properties are well characterized. In this study, the detonation process of dry, wet and aluminised ANFO, was recorded using two high-speed cameras with recording rates of 1,200 fps and 50,000 fps. The 1,200-fps footage allowed the observation of the post blast fumes (i.e. NOx) produced by ANFOs with different water contents. The 50,000-fps footage allowed the observation of the detonation area, gas expansion phase and the measurement of the velocity of detonation (VOD). The video footage also recorded a bright zone in front of the gases (longer than 50 mm). We assumed that a reaction is taking place in this zone, but it is difficult to be sure if this is the reaction zone or not as it is longer than previously reported reaction zone lengths. Analysis showed that ANFO detonates effectively for water contents of up to 9 wt.%, and more importantly, there is little variation in the VOD. As far as the expansion of gases is concerned, the ANFO-Al expansion rate appears to be different. In this mixture, the absence of NOx fumes could have been due to the expected higher temperatures produced by the burning of the aluminium additive as observed in the images recorded with the high-speed camera.
Źródło:
Central European Journal of Energetic Materials; 2019, 16, 2; 227-244
1733-7178
Pojawia się w:
Central European Journal of Energetic Materials
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Video Transmission Using Network Coding
Autorzy:
Asís López-Fuentes de, F.
Cabrera-Medina, C.
Powiązania:
https://bibliotekanauki.pl/articles/308479.pdf
Data publikacji:
2012
Wydawca:
Instytut Łączności - Państwowy Instytut Badawczy
Tematy:
communication networks
information theory
network coding video streaming
Opis:
Network coding is a new technique in the field of information theory and coding theory. This emerging technique offers great benefits in the communication networks such as increased throughput and energy savings. In this paper, we evaluate network coding for video transmission scenarios. In these scenarios, the source nodes encode the video packets, while the intermediate nodes implement network coding before forwarding the encoded packets to the end nodes. Finally, the end nodes decode the received packets in order to recovery the original video. H.264/MPEG-4 AVC is used as the video compression standard in this work. We have used the network simulator (NS-2) for our simulations. Our results show that network coding improves the system throughput, reduces the packet loss and improves the video quality in the end nodes.
Źródło:
Journal of Telecommunications and Information Technology; 2012, 1; 50-57
1509-4553
1899-8852
Pojawia się w:
Journal of Telecommunications and Information Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
THE APPLICATION OF VIDEO CLIPS WITH SMALL GROUP AND INDIVIDUAL ACTIVITIES TO IMPROVE YOUNG LEARNERS’ SPEAKING PERFORMANCE
Autorzy:
Asnawi, Muslem
Faisal, Mustafa
Bustami, Usman
Aulia, Rahman
Powiązania:
https://bibliotekanauki.pl/articles/940883.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
individual and small group activity
speaking performance
young learners
video clips
Opis:
This study investigated whether the application of video clips with small groups or with individual teaching-learning activities improved the speaking skills of young EFL learners the most; accordingly a quasi-experimental study with a pre-test, post-test design was done. The instrument used in this study was a test in the form of an oral test or interview. The results showed that the mean score from the students in the Small Group Activities group at 67.27 was higher than the mean score from the Individual Activities group at 51.29 with a level of significance 0.00 < 0.05. This meant that the application of video clips and teaching-learning Small Group Activities gave better results than teaching with Individual Activities. The results suggested that teaching-learning speaking ESL with video clips using Small Group Activity techniques could be one of the best alternatives to improve young learners’ speaking performances.
Źródło:
Teaching English with Technology; 2017, 17, 4; 25-37
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The futuristic model for physical activity and exercise: active video games
Autorzy:
Aygün, Cihan
Çakır-Atabek, Hayriye
Powiązania:
https://bibliotekanauki.pl/articles/1031698.pdf
Data publikacji:
2018
Wydawca:
PPHU Projack Jacek Wąsik
Tematy:
active video games
energy expenditure
exer-game
heart rate.
physical activity
Opis:
Physical inactivity is one of the main causes of noncommunicable diseases worldwide. In addition, obesity worldwide is increasing day by day due to insufficient energy expenditure, which is the result of physical inactivity. This review aimed to examine the physio logical effects of active video games (AVGs) systems and tried to define whether the AVGs could be suggested as an alternative exercise model considering the American College of Sports Medicine (ACSM) criteria. This review was based on the physiological re sponses of the different AVGs that were discussed in previous studies. It was revealed that AVGs significantly increased the energy expenditure and metabolic equivalent according to resting state. The majority of AVGs were found to achieve physical activit y levels of moderate intensity which meet ACSM criteria for health and fitness (3 -6 MET). Especially, AVGs can be considered as an alternative exercise model that is integrated with fun and technology in everyday use of individuals, reducing obesity preval ence and improving physical activity level with the ever - evolving modern and sophisticated AVGs systems. AVGs can actually be considered among the exercise models for the future, with the increasing use of active video game systems around the world.
Źródło:
Physical Activity Review; 2018, 6; 45-53
2300-5076
Pojawia się w:
Physical Activity Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Rola formy i organizacji tekstu pisanego w akcie kreacji świata gry komputerowej. Na przykładzie Heroes of Might and Magic V: Tribes of the East
Role of form and design of a written text in creation of a computer game world. The case of Heroes of Might and Magic V: Tribes of the East
Autorzy:
Bajew, Mikołaj
Powiązania:
https://bibliotekanauki.pl/articles/2135600.pdf
Data publikacji:
2021-10-15
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
tekst pisany
gra komputerowa
krój pisma
font
forma
akt kreacji
gracz
written text
video game
typeface
form
act of creation
player
Opis:
Artykuł podejmuje temat udziału tekstu pisanego w akcie kreacji świata gry komputerowej. Jego celem jest pokazanie, jak duży jest potencjał tej formy tekstów we współtworzeniu wizji gry wideo (powstającej w umyśle gracza) i podtrzymywaniu immersji. Aby ten cel zrealizować, autor poddał analizie materiał tekstowy pochodzący z gry Heroes of Might and Magic V: Tribes of the East, turowej strategicznej gry komputerowej, której akcja toczy się w fikcyjnym, fantastycznym świecie Ashan. Teskt pisany, we wspomnianej grze, wpływa znacząco na odbiór świata przedstawionego i w znacznym stopniu determinuje odbiór także innych elementów gry, oddziałując na całe doświadczenie rozgrywki. Dowodzi tego zaprezentowana w artykule analiza fontów/krojów pisma, organizacji przestrzennej tekstów pisanych oraz znaczenia treści tych tekstów.
This article is about functions of written text in video game space. It aims to show the true potential of the written text in creating a vision of game in player’s mind and in keeping him immersed. I analyzed text material from the Heroes of Might and Magic V: Tribes of the East, a turn-based strategy video game which action takes place in the fictional, colorful, fantasy world of Ashan. The written texts in mentioned video game determines the player’s perception of the other elements in the game and affects his playing experience. The following analysis of fonts, space organization of written texts and their meaning proves that point.
Źródło:
Replay. The Polish Journal of Game Studies; 2020, 7, 1; 27-45
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł

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