How to analyze movement? Coding “glitches” in the game “Play the Knave”

 
12.10.2017
 
Center for Science and Technology Studies (STS Center)

 30 October, 5.00 - 7.00 p.m. As part of the Regular seminar of the STS Center will be held the presentation by Alina Contareva: "How to analyze movement? Coding “glitches” in the game “Play the Knave”. (Gagarinskaya, st. 6/1, 201 auditorium)


The seminar proposes to discuss the topic of quantitative evaluation of the data and the issues faced by researchers when developing a methodology for Digital Humanities projects. We will focus on the case of visual data with 3D motion sensor computer game "Play the Knave” Modlab laboratory, University of California, Davis, USA.
The game consists in the presentation of scenes from Shakespeare's plays virtual avatars of players who are using touch gaming controller & Kinect copied their movements in real time on the screen. The game performs several tasks simultaneously, where the actor's intent of the user is forced to consider not only the original text and scene partner, but also the technical ability to reproduce movement on the screen. The result will inevitably fail, or”glitch". For example, avatars can fly in the air, to fall on the floor or go to the frame structure. In addition to visual glitches, can also cause problems with the playback of text - players may not be familiar with the text as a whole or the original language is difficult to understand. As a result of the glitch is not the only feature of the game, but what makes "play the Knave" game.
Analysis of bugs and their conditions of emergence allows us to understand how players interact with the interface and use the text where technology serves as a tool and as a companion or collaborator. It was developed for coding of motion, with the features of the virtual environment. The project results can provide theoretical and practical interest to such areas as media studies, game development and monitoring of technological movements.