Academic literature on the topic 'Atari graphics'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Atari graphics.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Atari graphics"

1

Stoner, John, and Robert H. Davis. "A gait simulator for a quadruped walking robot." Robotica 10, no. 1 (January 1992): 57–64. http://dx.doi.org/10.1017/s0263574700007074.

Full text
Abstract:
SummaryThe description is provided for the design and implementation of a system capable of simulating the motions of a quadruped walking robot. The system aims to investigate the feasibility of the robot's walking cycle. This is achieved by considering the robot's stability and more specifically the position of its centre of gravity in relation to its supporting legs. The robot is modelled as a solid body connected to four jointed limbs which are moved through a series of gaits, their positions being calculated at a set of discrete intervals. The resulting information is displayed using a graphical module to present an image of the moving robot and indicate its centre of gravity and support pattern. The complete system indicates the stability of the robot throughout a user-defined gait cycle and is both portable and adaptable.The system is implemented on a HLH Orion and an Atari 1040ST in the C programming language and is aimed at providing support for the Department of Mechanical Engineering at Edinburgh University where the particular robot is being built.
APA, Harvard, Vancouver, ISO, and other styles
2

Anggraeni, Erika Kanya, Elok Nur Fauziyah, Atikah Adawiyyah, and Paramitha Nerisafitra. "IMPLEMENTASI AUGMENTED REALITY PADA APLIKASI ANDROID UNTUK MEMPERLIHATKAN PRODUK KAKTUS." Explore IT! : Jurnal Keilmuan dan Aplikasi Teknik Informatika 12, no. 1 (June 29, 2020): 18–28. http://dx.doi.org/10.35891/explorit.v12i1.2032.

Full text
Abstract:
Augmentedi Realityi (AR)i merupakani inovasii darii computeri graphici yangi dapati menyajikani visualisasii dani animasii darii sebuahi modeli ataui desaini objeki yangi menggabungkani duniai mayai 2Di maupuni 3Di kedalami sebuahi duniai nyata.i Bentuki pemanfaatani teknologii ARi dalami prosesi penjualani produki misalnyai mediai penjualani produki kaktus.i Penggunaani ARi dalami prosesi penjualani produki efektifi untuki meningkatkani dayai tariki padai prosesi juali belii karenai pembelii seolah-olahi dapati melihati langsungi prduki yangi akani belii meskipuni tidaki berhadapani langsungi dengani produki yangi sesungguhnya.i Penelitiani inii bertujuani untuki membanguni mediai penjualani produki kaktusi menggunakani mediai smartphonei dani teknologii AR.i Sasarani darii penelitiani inii adalahi tersedianyai metodei penjualani produki kaktusi yangi lebihi informatifi dani interaktif.i Aplikasii ARi diberii namai “Cactusi AR”i (Cactusi Augmentedi Reality).i Objeki 3i dimensii kaktus,i suarai tentangi penjelasani kaktus,i dani informasii tentangi produki kaktusi akani munculi ketikai markeri di-scan.i “Cactusi AR”i jugai mudahi digunakani olehi orangi dewasai maupuni anak-anak.i
APA, Harvard, Vancouver, ISO, and other styles
3

Inoue, Tsuyoshi, Yoko Sugawara, Atsushi Nakagawa, and Masaki Takata. "Japanese Crystallography in Culture and Art." Acta Crystallographica Section A Foundations and Advances 70, a1 (August 5, 2014): C1304. http://dx.doi.org/10.1107/s2053273314086951.

Full text
Abstract:
"We can find many seeds of crystallography in Japanese culture. Most of the family crests have symmetry elements such as rotation axes and mirror symmetry elements. Sekka-zue, a picture book of 86 kinds of crystals of snow, was made by Toshitura Doi, who is a feudal lord in Edo-period and he observed snow using a microscope in nineteenth century. In recent years, people enjoy to make crystal structures, polyhedrons, carbon nanotube, quasicrystal etc. by origami, the art of folding paper [1]. In the field of science, the Japanese crystallography has contributed to explore culture and art. An excellent example is unveiling the original color of Japanese painting "Red and White Plum Blossoms" by Korin Ogata [2]. Prof. Izumi Nakai (Tokyo University of Science) developed an X-ray fluorescence analyzer and an X-ray powder diffractometer designated to the investigation of cultural and art works and had succeeded in reproducing the silver-colored waves through computer graphics after X-ray analyses of crystals on the painting. The scientific approach by Prof. Nakai et al. unveiled the mystery of cultural heritage of ancient near east, ancient Egypt etc. and is being to contribute to insight into the history of human culture. [1] An event to enjoy making crystals by origami is under contemplation. [2] The symposium ""Crystallography which revives heritages"" was held on February 16, 2014 at Atami in Japan."
APA, Harvard, Vancouver, ISO, and other styles
4

POVARENNYKH, Mikhail Yur’evich. "The first find of carbon nano- and microtubes and graphite mi- croflakes in carbonate “stone pipes” (island of Crete, Greece)." NEWS of the Ural State Mining University 1, no. 1 (March 23, 2020): 118–32. http://dx.doi.org/10.21440/2307-2091-2020-1-118-132.

Full text
Abstract:
Relevance of the work. After finding carbon nanotubes in the so-called silicate “stone pipes” of Dzharakuduk (Uzbekistan) in 2016, we quickly began to accumulate material about discovering carbon nanominerals in similar objects in Kazakhstan, Israel, and India. And after a similar find on the island of Crete (but in carbonate “stone pipes”), it became possible to conduct some generalization for the Mediterranean region. Purpose of the work: identification of the features of the development of carbon nano- and micromineralization in the carbonate “stone pipes” of the island of Crete in comparison with previously known samples from silicate “stone pipes”. Methodology. The samples selected by the authors were studied using optical polarization (ATAMI microscope) and scanning electron microscopy with microdiffraction (SEM LEO SUPRA 50V), differential thermal analysis with mass spectrometric termination (DTA + TG + MS). Results. In the pores and caverns of pyro- and shock-metamorphosed organogenic calcite limestones in the outcrop on the coast of northern Crete (near Malia, Crete, Greece), some fibrous-diverse aggregates of carbon nano- and microminerals (carbon multilayer nano- and microtubes, as well as microflakes of multilayer “graphenes”externally replaced by graphite) with carbonate “stone pipes” almost completely cut off by sea erosion. Conclusions. The first comprehensive study of carbon nano- and micromineralization in the carbonate “stone pipes” of Crete Island allows us to conclude that they are formed as a result of the explosive reaction of silanes that were part of the primary hydrocarbon-like fluid with an aqueous-oxygen atmosphere below the earth’s surface at high temperatures (T> 1250 ° C) and pressure (P> 40 Pa).
APA, Harvard, Vancouver, ISO, and other styles
5

Young, Sherman. "Racing Simulacra?" M/C Journal 1, no. 5 (December 1, 1998). http://dx.doi.org/10.5204/mcj.1728.

Full text
Abstract:
"So which is the most authentic experience for an end-user steeped in car culture? Real, made-in-Japan Type R? Or virtual, programmed-in-Japan Type-R. Each Type-R is equally enjoyable, equally wieldy, equally consistent -- and precisely fulfils the sporting intent of Honda's Type-R sub-brand. Car culture, then, is so broad, so diverse, that we might now have got to a point where actual driving, all the bum-on-seat, wind-in-hair, aphid-in-teeth, tradly, dadly stuff we were weaned on is peripheral... Who needs reality, anyway?" -- Russell Bulgin, Car Magazine, August 1998 (53) "Such would be the successive phases of the image: it is the reflection of a profound reality; it masks and denatures a profound reality; it masks the absence of a profound reality; it has no relation to any reality whatsoever: it is its own pure simulacrum." (Baudrillard 6) A Personal Prehistory of Racing Sims The very first racing sim I used was an arcade machine on the Gold Coast sometime during the mid-seventies. A coin-operated cabinet where a boy and his dad could stand and move a plastic steering wheel from side to side. This controlled a plastic model racing car attached to a stick. I kid you not. Youth was further misspent on large four-up machines, with a simple overhead view of a square-cornered, maze-like track. Each driver had a certain coloured 'car' to control round the electronic labyrinth in real time. The revolution moved into the living room, and a Hanimex TV game. Something of a poor man's Atari 2600, the driving sim was the overhead view of an endless straight track -- 'driving' was the act of jabbing a joystick left or right to avoid oncoming traffic. Addictive until the repetitive pattern of avoidance was committed to memory. Finally, there was an Apple II --and perhaps my first true racing sim. No overhead imagery, or even representations of cars. Just a first-person view down an imaginary winding road, as the view shuffled left or right using a knob-shaped controller. A Coming of Age Today, reputable motoring journalists dare to compare driving a Honda sports car on a Sony Playstation with driving a Honda Integra in real life, and deriving similar levels of satisfaction from each. This, mind you, on a two-generations-old, soon to be superseded piece of hardware with relatively chunky graphics hooked up to a mildly archaic television screen. Using a couple of buttons as a controller. When the immersion becomes more complete -- when graphics chips render more and more polygons at ever faster speeds, when the visual virtual is displayed on a wrap-around plasma in a real racing helmet, where control is provided by a force-feedback steering wheel in a vibrating bucket seat, what then... The latest racing sim I used was at Sega World in Sydney. Eight IndyCar machines, all giant 50" screens, mechanical vibrating seats and shuddering steering wheels. The physics engines sucked. Purists would call it more of a game, and less of a sim; but I still walked away with sweaty palms, shaky legs and a moment of nausea. But you ain't seen nothing yet... indeed the Nascar Silicon Motor Speedway in the USA has taken the concept to the next appropriate level -- a dozen real Nascar racers mounted on rocking. rolling motion generators in front of enormous projection screens. And So to the Network The crazies buy fibreglass tubs and strap themselves into racing seats. Jacques Villeneuve apparently learnt the layout of F1 tracks from his PC, before he scored a Formula One drive, and promptly went out and won the world championship in his second season. And the real crazies do it to each other. There are dial-in racing boards all over the USA and the racing mob have taken to the Internet in a big way. Nascar runs a league for on-line racers, who participate in a season of speedway much like that of their heroes. Indeed, the official body of V8 metal munchers in the good old USA is talking about running hybrid races -- inserting virtual images onto real races, and allowing online competitors to compete against their heroes in real time. We're a little way from that technologically -- V90 modems and Voodoo II cards may do the job for the moment, but utopian racing simulations will require Moore's Laws for a few more years yet. Nevertheless, it's way less than a single human generation since playing with a car glued to a stick was considered pretty cool. What of It? It may indeed be time to invoke the appropriate french philosopher. Whilst anecdotal evidence exists of world champions learning formula one race tracks using PC simulators, the reality is that racing sims are a simulacrum for most of us. Few of us have the opportunity, let alone the courage, to partake in the act of driving cars fast. Either on the road, on on a race track. Indeed, when it can take 15 minutes to move a mile in peak hour traffic, it is tempting to suggest that the entire notion of car-culture, which this society holds dear to its heart, be moved to simulation, so that the rest of us can just get on with the job of getting from A to B as efficiently as possible. As participants, racing sims -- even driving sims -- don't exist in real life. A daily commute across the harbour bridge is, in reality, nothing like we imagine the real thing should be. Crawling, foot riding on clutch, through slow-moving traffic, is as far from the dream of freedom that the motorcar suggests as, well, as sitting in front of a Playstation or PC. In fact, the computer does more than represent a simulation of driving. It represents the new freedom. The question is though, in Baudrillard's precession of simulacra, where exactly are we at? If one accepts that the reality represented by a racing sim does not exist; then does this new escapism mask the absence of a profound reality? Is the hyperreality that is the sweaty palm on plastic wheel merely a confirmation that we live in a hyperreality? As he describes Disneyland, "it is no longer a question of a false representation of reality ... but of concealing the fact that the real is no longer real" (12). There is no escape machine for the overworked stressed young executive; there is no sports car or highway that can give you a day's respite from the pressures of consumption; there is no road to Tijuana, no Corvette summer, no Highway 66. There is no Bathurst 1000, Le Mans or Monte Carlo where men can be men and leave behind the grinding reality. There is, in fact, no escape at all -- there is only cyberspace! References Jean Baudrillard. "The Precession of Simulacra." Simulacra and Simulation. Ann Arbor: U of Michigan P, 1994. Citation reference for this article MLA style: Sherman Young. "Racing Simulacra?" M/C: A Journal of Media and Culture 1.5 (1998). [your date of access] <http://www.uq.edu.au/mc/9812/racing.php>. Chicago style: Sherman Young, "Racing Simulacra?" M/C: A Journal of Media and Culture 1, no. 5 (1998), <http://www.uq.edu.au/mc/9812/racing.php> ([your date of access]). APA style: Sherman Young. (1998) Racing simulacra? M/C: A Journal of Media and Culture 1(5). <http://www.uq.edu.au/mc/9812/racing.php> ([your date of access]).
APA, Harvard, Vancouver, ISO, and other styles
6

"Abstracts: Reading & writing." Language Teaching 40, no. 4 (September 7, 2007): 345–55. http://dx.doi.org/10.1017/s0261444807004600.

Full text
Abstract:
07–562Al-Jarf, Reima Sado (King Saud U, Saudi Arabia; reima2000_sa@yahoo.com), Processing of advertisements by EFL college students. The Reading Matrix (Readingmatrix.com) 7.1 (2007), 132–140.07–563Alkire, Scott (San Jose State U, California, USA; scott.alkire@sjsu.edu) & Andrew Alkire, Teaching literature in the Muslim world: A bicultural approach. TESL-EJ (http://www.tesl-ej.org) 10.4 (2007), 13 pp.07–564Belcher, Diane (Georgia State U, USA; dbelcher1@gsu.edu), Seeking acceptance in an English-only research world. Journal of Second Language Writing (Elsevier) 16.1 (2007), 1–22.07–565Bell, Joyce (Curtin U, Australia; Joyce.Bell@curtin.edu.au), Reading practices: Postgraduate Thai student perceptions. The Reading Matrix (Readingmatrix.com) 7.1 (2007), 51–68.07–566Bndaka, Eleni (ebintaka@sch.gr), Using newspaper articles to develop students' reading skills in senior high school. The Reading Matrix (Readingmatrix.com) 7.1 (2007), 166–175.07–567Coiro, Julie & Elizabeth Dobler, Exploring the online reading comprehension strategies used by sixth-grade skilled readers to search for and locate information on the Internet. Reading Research Quarterly (International Reading Association) 42.2 (2007), 214–257.07–568Cole, Simon (Daito Bunka U, Japan), Consciousness-raising and task-based learning in writing. The Language Teacher (Japan Association for Language Teaching) 31.1 (2007), 3–8.07–569Commeyras, Michelle & Hellen N. Inyega, An Integrative review of teaching reading in Kenyan primary schools. Reading Research Quarterly (International Reading Association) 42.2 (2007), 258–281.07–570Compton-Lilly, Catherine (U Wisconsin–Madison, USA), The complexities of reading capital in two Puerto Rican families. Reading Research Quarterly (International Reading Association) 42.1 (2007), 72–98.07–571Duffy, John (U Notre Dame, Notre Dame, USA), Recalling the letter: The uses of oral testimony in historical studies of literacy. Written Communication (Sage) 24.1 (2007), 84–107.07–572Dyehouse, Jeremiah (U Rhode Island, USA), Knowledge consolidation analysis: Toward a methodology for studying the role of argument in technology development. Written Communication (Sage) 24.2 (2007), 111–139.07–573Godley, Amanda J., Brian D. Carpenter (U Pittsburgh, USA) & Cynthia A. Werner, ‘I'll speak in proper slang’: Language ideologies in a daily editing activity. Reading Research Quarterly (International Reading Association) 42.1 (2007), 100–131.07–574Guénette, Danielle (U du Québec, Canada; guenette.daniele@uqam.ca), Is feedback pedagogically correct? Research design issues in studies of feedback on writing. Journal of Second Language Writing (Elsevier) 16.1 (2007), 40–53.07–575Gutiérrez-Palma, Nicolás (U de Jaén, Spain; ngpalma@ujaen.es) & Alfonso Palma Reves (U Granada, Spain), Stress sensitivity and reading performance in Spanish: A study with children. Journal of Research in Reading (Blackwell) 30.2 (2007), 157–168.07–576Hu, Guangwei (Nanyang Technical U, Singapore; guangwei.hu@nie.edu.sg), Developing an EAP writing course for Chinese ESL students. RELC Journal (Sage) 38.1 (2007), 67–86.07–577Hunt, George (U Edinburgh, UK; george.hunt@ed.ac.uk), Failure to thrive? The community literacy strand of the Additive Bilingual Project at an Eastern Cape community school, South Africa. Journal of Research in Reading (Blackwell) 30.1 (2007), 80–96.07–578Jiang, Xiangying & William Grabe (Northern Arizona U, USA), Graphic organizers in reading instruction: Research findings and issues. Reading in a Foreign Language (U Hawaii, HI, USA) 19.1 (2007), 34–55.07–579Jin Bang, Hee & Cecilia Guanfang Zhao (New York U, USA; heejin.bang@nyu.edu), Reading strategies used by advanced Korean and Chinese ESL graduate students: A case study. The Reading Matrix (Readingmatrix.com) 7.1 (2007), 30–50.07–580Keshavarz, Mohammad Hossein, Mahmoud Reza Atai (Tarbiat Moallem U, Iran) & Hossein Ahmadi, Content schemata, linguistic simplification, and EFL readers' comprehension and recall. Reading in a Foreign Language (U Hawaii, HI, USA) 19.1 (2007), 19–33.07–581Kirkgöz, Yasemin (Çukurova U, Turkey; ykirkgoz@cu.edu.tr), Designing a corpus based English reading course for academic purposes. The Reading Matrix (Readingmatrix.com) 6.3 (2006), 281–298.07–582Kolić-Vehovec, Svjetlana & Iqor Bajšanski (U Rijeka, Crotia; skolic@ffri.hr), Comprehension monitoring and reading comprehension in bilingual students. Journal of Research in Reading (Blackwell) 30.2 (2007), 198–211.07–583Li, Yongyan, Apprentice scholarly writing in a community of practice: An intraview of an NNES graduate student writing a research article. TESOL Quarterly (Teachers of English to Speakers of Other Languages) 41.1 (2007), 55–79.07–584Marianne (Victoria U Wellington, New Zealand; m.marianne@vuw.ac.nz), A comparative analysis of racism in the original and modified texts ofThe Cay. Reading in a Foreign Language (U Hawaii, HI, USA) 19.1 (2007), 56–68.07–585Marsh, Charles (U Kansas, Lawrence, USA), Aristotelian causal analysis and creativity in copywriting: Toward a rapprochement between rhetoric and advertising. Written Communication (Sage) 24.2 (2007), 168–187.07–586Mellard, Daryl, Margaret Becker Patterson & Sara Prewett, Reading practices among adult education participants. Reading Research Quarterly (International Reading Association) 42.2 (2007), 188–213.07–587Mishra, Ranjita (U London, UK) & Rhona Stainthorp, The relationship between phonological awareness and word reading accuracy in Oriya and English: A study of Oriya-speaking fifth-graders. Journal of Research in Reading (Blackwell) 30.1 (2007), 23–37.07–588Naq, Sonali (The Promise Foundation, India; sonalinag@t-p-f.org), Early reading in Kannada: The pace of acquisition of orthographic knowledge and phonemic awareness. Journal of Research in Reading (Blackwell) 30.1 (2007), 7–22.07–589Pretorius, Elizabeth & Deborah Maphoko Mampuru (U South Africa, South Africa; pretoej@unisa.ac.za), Playing football without a ball: Language, reading and academic performance in a high-poverty school. Journal of Research in Reading (Blackwell) 30.1 (2007), 38–58.07–590Pulido, Diana (Michigan State U, USA), The effects of topic familiarity and passage sight vocabulary on L2 lexical inferencing and retention through reading. Applied Linguistics (Oxford University Press) 28.1 (2007), 66–86.07–591Purcell-Gates, Victoria (U British Columbia, Canada), Neil K. Duke & Joseph A. Martineau, Learning to read and write genre-specific text: Roles of authentic experience and explicit teaching. Reading Research Quarterly (International Reading Association) 42.1 (2007), 8–45.07–592Rahimi, Mohammad (Shiraz U, Iran; mrahimy@gmail.com), L2 reading comprehension test in the Persian context: Language of presentation as a test method facet. The Reading Matrix (Readingmatrix.com) 7.1 (2007), 151–165.07–593Rao, Zhenhui (Jiangxi Normal U, China; rao5510@yahoo.com), Training in brainstorming and developing writing skills. ELT Journal (Oxford University Press) 61.2 (2007), 100–106.07–594Ravid, Dorit & Yael Epel Mashraki (Tel Aviv U, Israel; doritr@post.tau.ac.il), Prosodic reading, reading comprehension and morphological skills in Hebrew-speaking fourth graders. Journal of Research in Reading (Blackwell) 30.2 (2007), 140–156.07–595Rosary, Lalik (Virginia Polytechnic Institute and State, USA) & Kimberly L. Oliver, Differences and tensions in implementing a pedagogy of critical literacy with adolescent girls. Reading Research Quarterly (International Reading Association) 42.1 (2007), 46–70.07–596Suzuki, Akio (Josai U, Japan), Differences in reading strategies employed by students constructing graphic organizers and students producing summaries in EFL reading. JALT Journal (Japan Association for Language Teaching) 28.2 (2006), 177–196.07–597Takase, Atsuko (Osaka International U, Japan; atsukot@jttk.zaq.ne.jp), Japanese high school students' motivation for extensive L2 reading. Reading in a Foreign Language (U Hawaii, HI, USA) 19.1 (2007), 1–18.07–598Tanaka, Hiroya & Paul Stapleton (Hokkaido U, Japan; higoezo@ybb.ne.jp), Increasing reading input in Japanese high school EFL classrooms: An empirical study exploring the efficacy of extensive reading. The Reading Matrix (Readingmatrix.com) 7.1 (2007), 115–131.07–599Weinstein, Susan (Louisiana State U, Baton Rouge, USA), Pregnancy, pimps, and ‘clichèd love things’: Writing through gender and sexuality. Written Communication (Sage) 24.1 (2007), 28–48.07–600Williams, Eddie (U Bangor, UK; eddie.williams@bangor.ac.uk), Extensive reading in Malawi: Inadequate implementation or inappropriate innovation?Journal of Research in Reading (Blackwell) 30.1 (2007), 59–79.07–601Yamashita, Junko, The relationship of reading attitudes between L1 and L2: An investigation of adult EFL learners in Japan. TESOL Quarterly (Teachers of English to Speakers of Other Languages) 41.1 (2007), 81–105.07–602Yi, Youngjoo (U Alabama, USA; yyi@ua.edu), Engaging literacy: A biliterate student's composing practices beyond school. Journal of Second Language Writing (Elsevier) 16.1 (2007), 23–39.07–603Zhu, Yunxia (U Queensland, New Zealand; zyunxia@unitec.ac.nz), Understanding sociocognitive space of written discourse: Implications for teaching business writing to Chinese students. International Review of Applied Linguistics in Language Teaching (Walter de Gruyter) 44.3 (2006), 265–285.
APA, Harvard, Vancouver, ISO, and other styles
7

Flynn, Bernadette. "Towards an Aesthetics of Navigation." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1875.

Full text
Abstract:
Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Atari graphics"

1

Feske, Norman, and Christian Helmuth. "Overlay Window Management: User interaction with multiple security domains." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-99595.

Full text
Abstract:
Graphical user interfaces for high-assurance systems must fulfill a range of security requirements such as protected and reliable presentation, prevention of unauthorized cross-domain talk, and prevention of user-input eavesdropping. Additionally, it is desirable to support legacy applications running in confined compartments. Standard isolation methods such as virtual-machine monitors provide one frame buffer per security domain, where each frame buffer is managed by one legacy window system. This raises the question of how to safely integrate multiple (legacy) window systems and protect the displayed data while preserving the usability of modern user interfaces. Our paper describes the OverlayWindow System, a general mechanism for multiplexing windows of multiple distinct window systems into the host frame buffer. Thus, each legacy window appears to the user as one corresponding host window that can be moved and resized. To achieve this, only slight modifications of the legacy window system are required whereby, the source code does not have to be available. Our implementation of an Overlay Window System successfully multiplexes Linux, GEM and native L4 applications.
APA, Harvard, Vancouver, ISO, and other styles
2

Feske, Norman, and Christian Helmuth. "Overlay Window Management: User interaction with multiple security domains." Technische Universität Dresden, 2004. https://tud.qucosa.de/id/qucosa%3A26247.

Full text
Abstract:
Graphical user interfaces for high-assurance systems must fulfill a range of security requirements such as protected and reliable presentation, prevention of unauthorized cross-domain talk, and prevention of user-input eavesdropping. Additionally, it is desirable to support legacy applications running in confined compartments. Standard isolation methods such as virtual-machine monitors provide one frame buffer per security domain, where each frame buffer is managed by one legacy window system. This raises the question of how to safely integrate multiple (legacy) window systems and protect the displayed data while preserving the usability of modern user interfaces. Our paper describes the OverlayWindow System, a general mechanism for multiplexing windows of multiple distinct window systems into the host frame buffer. Thus, each legacy window appears to the user as one corresponding host window that can be moved and resized. To achieve this, only slight modifications of the legacy window system are required whereby, the source code does not have to be available. Our implementation of an Overlay Window System successfully multiplexes Linux, GEM and native L4 applications.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Atari graphics"

1

Simpson, Henry. Atari ST graphics and sound programming. Blue Ridge Summit, PA: Tab Books, 1986.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Knight, Timothy Orr. Introduction to sound and graphics on the Atari ST. Greensboro, N.C: Compute! Publications, 1986.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Walkowiak. ATARI ST: Grafik und Sound. Düsseldorf: Data Becker, 1986.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Sugiyama, Marc B. Learning C: Programming graphics on the Amiga and Atari ST. Greensboro, N.C: Compute! Publications, 1987.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Lampton, Christopher. Graphics and animation on the Atari: 800, 400, 1200XL, 800XL, and 600XL. New York: F. Watts, 1986.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Tyler, Andrew. Real-time 3D graphics for the Atari ST: A practical guide to 68000 assembler programming. Wilmslow: Sigma, 1991.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Szczepanowski, Norbert. Atari ST Gem: Programmer's reference : the complete guide to programming the ST using the Graphics Environment Manager. Pangbourne: First Publishing Ltd., 1986.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Szczepanowski, Norbert. Atari ST Gem: Programmer's reference : the complete guide to programming the ST using the Graphics Environment Manager. Grand Rapids, Mich: ABACUS Software, 1986.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Szcepanowski, Norbert. Atari® ST GEM programmer's reference: The complete guide to programming the ST using the Graphics Environment Manager. Grand Rapids, MI: Abacus Software, 1987.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Schaun, Dirk. ATARI ST: Graphic applications. Pangbourne, Berks: First Publishing, 1986.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Conference papers on the topic "Atari graphics"

1

Kelly, Stephen, and Malcolm I. Heywood. "Multi-task learning in Atari video games with emergent tangled program graphs." In GECCO '17: Genetic and Evolutionary Computation Conference. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3071178.3071303.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Kelly, Stephen, and Malcolm Heywood. "Emergent Tangled Program Graphs in Multi-Task Learning." In Twenty-Seventh International Joint Conference on Artificial Intelligence {IJCAI-18}. California: International Joint Conferences on Artificial Intelligence Organization, 2018. http://dx.doi.org/10.24963/ijcai.2018/740.

Full text
Abstract:
We propose a Genetic Programming (GP) framework to address high-dimensional Multi-Task Reinforcement Learning (MTRL) through emergent modularity. A bottom-up process is assumed in which multiple programs self-organize into collective decision-making entities, or teams, which then further develop into multi-team policy graphs, or Tangled Program Graphs (TPG). The framework learns to play three Atari video games simultaneously, producing a single control policy that matches or exceeds leading results from (game-specific) deep reinforcement learning in each game. More importantly, unlike the representation assumed for deep learning, TPG policies start simple and adaptively complexify through interaction with the task environment, resulting in agents that are exceedingly simple, operating in real-time without specialized hardware support such as GPUs.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography