Mazes in Videogames

An overhead mapped view of the maze would struggle to reveal these minute details. Both the maze and labyrinth exist as designs as well as experiences. The labyrinth in particular is laid out in front of us, placing all of its paths on ...

Author: Alison Gazzard

Publisher: McFarland

ISBN: 9780786492923

Category: Games & Activities

Page: 192

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From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author’s personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.

Secrets of Creativity

In these studies, subjects learned to navigate their way through a virtual maze to its single exit (Figure 6.9, left). Participants never see the overhead view of the maze shown here. Instead, they only see the view from inside the maze ...

Author: Suzanne Nalbantian

Publisher: Oxford University Press

ISBN: 9780190462338

Category: Psychology

Page: 384

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Secrets of Creativity: What Neuroscience, the Arts, and Our Minds Reveal draws on insights from leading neuroscientists and scholars in the humanities and the arts to probe creativity in its many contexts, in the everyday mind, the exceptional mind, the scientific mind, the artistic mind, and the pathological mind. Components of creativity are specified with respect to types of memory, forms of intelligence, modes of experience, and kinds of emotion. Authors in this volume take on the challenge of showing how creativity can be characterized behaviorally, cognitively, and neurophysiologically. The complementary perspectives of the authors add to the richness of these findings. Neuroscientists describe the functioning of the brain and its circuitry in creative acts of scientific discovery or aesthetic production. Humanists from the fields of literature, art, and music give analyses of creativity in major literary works, musical compositions, and works of visual art.

The Oxford Handbook of Comparative Cognition

It has been suggested that laboratory rats may show complex maze behavior by responding only to a sequence of local views (Leonard & McNaughton, 1990; McNaughton, 1988). Thus, given an initial local view at the start of a maze, ...

Author: Thomas R. Zentall

Publisher: Oxford University Press

ISBN: 9780199930661

Category: Psychology

Page: 960

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In the past decade, the field of comparative cognition has grown and thrived. No less rigorous than purely behavioristic investigations, examinations of animal intelligence are useful for scientists and psychologists alike in their quest to understand the nature and mechanisms of intelligence. Extensive field research of various species has yielded exciting new areas of research, integrating findings from psychology, behavioral ecology, and ethology in a unique and wide-ranging synthesis of theory and research on animal cognition. The Oxford Handbook of Comparative Cognition contains sections on perception and illusion, attention and search, memory processes, spatial cognition, conceptualization and categorization, problem solving and behavioral flexibility, and social cognition processes including findings in primate tool usage, pattern learning, and counting. The authors have incorporated findings and theoretical approaches that reflect the current state of the field. This comprehensive volume will be a must-read for students and scientists who want to know about the state of the art of the modern science of comparative cognition.

Pattern Recognition

4 Experiments Our vision-based navigation approach was tested in two. Fig. 4. A. Example of a maze solved by the wall-follower algorithm using the right turn. B. Virtual view of the maze environment. Fig. 1.

Author: Jesús Ariel Carrasco-Ochoa

Publisher: Springer

ISBN: 9783319192642

Category: Computers

Page: 314

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This book constitutes the refereed proceedings of the 7th Mexican Conference on Pattern Recognition, MCPR 2015, held in Mexico City Mexico, in June 2015. The 30 revised full papers presented were carefully reviewed and selected from 63 submissions. The papers are organized in topical sections on pattern recognition and artificial intelligence; image processing and analysis; robotics and computer vision; natural language processing and recognition; and applications of pattern recognition.

The Idea of the Labyrinth from Classical Antiquity through the Middle Ages

confusing that only the elect can solve them-mazes intended to be more or less impenetrable-have a center containing something so valuable ... Such a maze is almost by definition in malo, at least from the point of view of the victim.

Author: Penelope Reed Doob

Publisher: Cornell University Press

ISBN: 9781501738463

Category: Literary Criticism

Page: 376

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Ancient and medieval labyrinths embody paradox, according to Penelope Reed Doob. Their structure allows a double perspective—the baffling, fragmented prospect confronting the maze-treader within, and the comprehensive vision available to those without. Mazes simultaneously assert order and chaos, artistry and confusion, articulated clarity and bewildering complexity, perfected pattern and hesitant process. In this handsomely illustrated book, Doob reconstructs from a variety of literary and visual sources the idea of the labyrinth from the classical period through the Middle Ages. Doob first examines several complementary traditions of the maze topos, showing how ancient historical and geographical writings generate metaphors in which the labyrinth signifies admirable complexity, while poetic texts tend to suggest that the labyrinth is a sign of moral duplicity. She then describes two common models of the labyrinth and explores their formal implications: the unicursal model, with no false turnings, found almost universally in the visual arts; and the multicursal model, with blind alleys and dead ends, characteristic of literary texts. This paradigmatic clash between the labyrinths of art and of literature becomes a key to the metaphorical potential of the maze, as Doob's examination of a vast array of materials from the classical period through the Middle Ages suggests. She concludes with linked readings of four "labyrinths of words": Virgil's Aeneid, Boethius' Consolation of Philosophy, Dante's Divine Comedy, and Chaucer's House of Fame, each of which plays with and transforms received ideas of the labyrinth as well as reflecting and responding to aspects of the texts that influenced it. Doob not only provides fresh theoretical and historical perspectives on the labyrinth tradition, but also portrays a complex medieval aesthetic that helps us to approach structurally elaborate early works. Readers in such fields as Classical literature, Medieval Studies, Renaissance Studies, comparative literature, literary theory, art history, and intellectual history will welcome this wide-ranging and illuminating book.

Handbook Of Clinical And Experimental Neuropsychology

Karnath, Wallesch, and Zimmerman (1991) allowed their subjects only a partial view of the maze display, thus requiring them to generate a mental plan or cognitive map of each of seven mazes in order to perform the task correctly, ...

Author: Gianfranco Denes

Publisher: Psychology Press

ISBN: 9781317735021

Category: Psychology

Page: 1120

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The domain of neuroscience has had one of the most explosive growths in recent decades: within this development there has been a remarkable and renewed interest in the study of the relations between behaviour and the central nervous system. Part of this new attention is connected with the contribution of new technologies (PET, fMRI) permitting more precise mapping of neural structures responsible for cognitive functions and the development of new theoretical models of mental activities. The diffusion of new pathologies (for example the pattern of cognitive impairment associated with AIDS) has further enlarged the field of clinical neuropsychology. Finally there has been an expanding clinical interest in the understanding and management of age-related cognitive changes. This volume is the translated and updated version of the second edition of Manuale di Neuropsicologia (Zanichelli, 1996), by the same authors, and it reflects the current status of the art. It is intended to blend clinical and theoretical aspects of neuropsychology. The first part discusses the instrumental and clinical methods of investigation in neuropsychology, together with their development. A long section is dedicated to the language and memory disorders. The impairment of non-verbal cognitve functions, such as the disorders of space orientation, of of visuo-perceptive abilities, and of the emotions and attention, are extensively discussed. The pattern of degenerative dementias is thorougly described, as e is thoroughly described, as well as a number of new topics, such as a neuropsychological approach to consciousness. Finally, perspectives for treatment of some cognitive disorders are outlined.

The Game Design Reader

the individual views are relative to the whole, the greater the difficulty in assembling them into an overall picture. ... It is a catacomb—type maze, with the lamp glow surrounding the cursor allowing only a partial view of each room.

Author: Katie Salen Tekinbas

Publisher: MIT Press

ISBN: 9780262195362

Category: Computers

Page: 955

View: 374

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Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Kilobaud Microcomputing

Perspective view of all possible walls . A By Brian McCarson Beha ehavioral scientists often place rats into mazes to test their reactions . But except at a few elegant British gardens , most human beings never see a maze from the ...

Author:

Publisher:

ISBN: UOM:39015029621656

Category: Minicomputers

Page: 1342

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Index Medicus

MCPA see 2 - METHYL - 4 - CHLOROPHENOXYACETIC ACID A room with a view and a polarizing cue : individual differences ... DRUG EFFECTS MDR GENES see GENES , MDR SURGERY A relation between maze performance and increased ethanol intake MDR1 ...

Author:

Publisher:

ISBN: OSU:32436011091137

Category: Medicine

Page: 1668

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The New York Drama

Charming — such a view ! Maze . Forget ? I wish I could ; catch me inMaze . Oh , you like views ? He must go to dulging in such an unsatisfactory luxury a second the summer - house , Georgy , such a prospect - a time .

Author:

Publisher:

ISBN: IND:30000115307013

Category: American drama

Page:

View: 341

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