Results 51 to 60 of about 106 (98)
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Mathematical Structures in Computer Science, 2004
Summary: In ``Locus solum'' [ibid. 11, 301--506 (2001; Zbl 1051.03045)], \textit{J.-Y. Girard} presented a new theory, The Ludics, which is a model of realisability of logic that associates proofs with designs, and formulas with behaviours. In this article we study the interpretation in this semantics of formulas with first-order quantifications and ...
Marie-Renée Fleury, Myriam Quatrini
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Summary: In ``Locus solum'' [ibid. 11, 301--506 (2001; Zbl 1051.03045)], \textit{J.-Y. Girard} presented a new theory, The Ludics, which is a model of realisability of logic that associates proofs with designs, and formulas with behaviours. In this article we study the interpretation in this semantics of formulas with first-order quantifications and ...
Marie-Renée Fleury, Myriam Quatrini
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2017
Games that revolve around user-generated content have been explored mainly from a ludic perspective, leaving the work practices that are entailed in content production underexplored. What we argue in this paper is that there is an underlying economy in Minecraft’s community, which plays a significant role in the game’s current form.
Panagiotis Koutsouras +2 more
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Games that revolve around user-generated content have been explored mainly from a ludic perspective, leaving the work practices that are entailed in content production underexplored. What we argue in this paper is that there is an underlying economy in Minecraft’s community, which plays a significant role in the game’s current form.
Panagiotis Koutsouras +2 more
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2023
Ludic Pedagogy: A Seriously Fun Way to Teach and Learn outlines why and how having fun and positive experiences in college and university classes (and not just at social events or parties) leads to increased student success in face-to-face, hybrid, hyflex, or online environments.
Sharon Lauricella, T. Keith Edmunds
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Ludic Pedagogy: A Seriously Fun Way to Teach and Learn outlines why and how having fun and positive experiences in college and university classes (and not just at social events or parties) leads to increased student success in face-to-face, hybrid, hyflex, or online environments.
Sharon Lauricella, T. Keith Edmunds
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2022
Game design techniques are used to motivate participation in professional, educational, political, and social environments. This research study introduces the theory of ludic borders to examine how the boundary of gamespace is a design product that influences players beyond increasing motivation.
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Game design techniques are used to motivate participation in professional, educational, political, and social environments. This research study introduces the theory of ludic borders to examine how the boundary of gamespace is a design product that influences players beyond increasing motivation.
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Proceedings of the Sixth Australasian Conference on Interactive Entertainment, 2009
This paper is a close reading of the first-person shooter video game Bioshock. I analyse Bioshock within a heritage of dystopian media forms. I explore the commonalities between this particular dystopic vision and those that have preceded it in book and film.
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This paper is a close reading of the first-person shooter video game Bioshock. I analyse Bioshock within a heritage of dystopian media forms. I explore the commonalities between this particular dystopic vision and those that have preceded it in book and film.
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2022
The study of the ludic cultures of the past and the history of emotions offer many areas of potential overlapping and cross-fertilisation: from the passions that attract humans to all sort of play and accompany their practice, to the role moralists and physicians, among others, may attribute to play as a factor in balancing or unbalancing the usually ...
Alessandro Arcangeli, Antonella Fenech
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The study of the ludic cultures of the past and the history of emotions offer many areas of potential overlapping and cross-fertilisation: from the passions that attract humans to all sort of play and accompany their practice, to the role moralists and physicians, among others, may attribute to play as a factor in balancing or unbalancing the usually ...
Alessandro Arcangeli, Antonella Fenech
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2017
Ludic Dreaming uses (sometimes fictional) dreams as a method for examining sound and contemporary technoculture’s esoteric exchanges, refusing both the strictures of visually dominated logic and the celebratory tone that so often characterizes the “sonic turn.’ Instead, through a series of eight quasi-analytical essays on the condition of listening ...
Marc Couroux +3 more
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Ludic Dreaming uses (sometimes fictional) dreams as a method for examining sound and contemporary technoculture’s esoteric exchanges, refusing both the strictures of visually dominated logic and the celebratory tone that so often characterizes the “sonic turn.’ Instead, through a series of eight quasi-analytical essays on the condition of listening ...
Marc Couroux +3 more
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2015
In many ways, twenty-first century (western) childhood may be characterized by a cacophony of moral panics. Spatiality is pertinent, if not central to these moral panics, not least those concerning contemporary children’s play. Yet, despite this, the presence of spatiality within play research beyond the geographical discipline is at best marginal ...
Woodyer, Tara Louise +2 more
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In many ways, twenty-first century (western) childhood may be characterized by a cacophony of moral panics. Spatiality is pertinent, if not central to these moral panics, not least those concerning contemporary children’s play. Yet, despite this, the presence of spatiality within play research beyond the geographical discipline is at best marginal ...
Woodyer, Tara Louise +2 more
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2021
Abstract This chapter discusses the single movie made at Lenfilm by one of the USSR’s most important avant-garde directors, Kira Muratova. As she worked on the script, Muratova transformed a mild and sweet story about a pretty young factory worker, Lyuba, who was in love with two men at once, into a philosophical meditation on love.
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Abstract This chapter discusses the single movie made at Lenfilm by one of the USSR’s most important avant-garde directors, Kira Muratova. As she worked on the script, Muratova transformed a mild and sweet story about a pretty young factory worker, Lyuba, who was in love with two men at once, into a philosophical meditation on love.
openaire +1 more source

