Academic literature on the topic 'Real Escape Game'

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Journal articles on the topic "Real Escape Game"

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Koenig, Nikolaus, Natalie Denk, Simon Wimmer, and Hanna Prandstaetter. "Creating an Escape Room for Cultural Mediation: Insights from "The Archivist's Dream"." European Conference on Games Based Learning 16, no. 1 (September 29, 2022): 297–306. http://dx.doi.org/10.34190/ecgbl.16.1.682.

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The Archivist’s Dream („Der Traum der Archivarin“) is a Live Escape Room Game that has been developed by the University of Krems’ Center for Applied Game Studies on behalf of the Archives of Contemporary Arts in Krems, Austria, which are dedicated to collecting pre-mortem bequests and post-mortem estates of outstanding artists. Located in the underground facilities of the archive, the Escape Room interweaves selected archival materials, historic media devices and archivist approaches to form an interactive puzzle experience. However, it is not an interactive exhibition showcasing the archives’ contents; and while the Escape Room incorporates elements of educational game design, it is an example for a less common application of (Escape Room) Games: the use of game design in the field of cultural mediation (Kulturvermittlung). Instead of following an educational goal in the narrower sense, the Escape Room is designed to turn aspects of cultural mediation and archival practice into gameplay principles, focusing on letting players explore the tenets of archival thinking rather than on “teachable” content. This is achieved by establishing different levels of (un-)reality players have to travers within the game: players follow a fictional archivist into her dreams, which merge with the real-life archives. In order to “escape” this dream world, players combine archival practices with dream logic to solve a secret tied to actual archival materials, while at the same time dissolving the borders between real life, dream and game.
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Tzima, Stavroula, Georgios Styliaras, and Athanasios Bassounas. "Revealing Hidden Local Cultural Heritage through a Serious Escape Game in Outdoor Settings." Information 12, no. 1 (December 25, 2020): 10. http://dx.doi.org/10.3390/info12010010.

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Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.
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Maggiorini, Dario, Laura Anna Ripamonti, and Federico Sauro. "Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine." International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/485019.

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Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. While the existing game engines appropriately address many aspects of physics simulation, some others are still in need of improvements. In particular, several specific physics properties of bodies not usually involved in the main game mechanics (e.g., properties useful to represent systems composed by soft bodies), are often poorly rendered by general-purpose engines. This issue may limit game designers when imagining innovative and compelling video games and game mechanics. For this reason, we dug into the problem of appropriately representing soft bodies. Subsequently, we have extended the approach developed for soft bodies to rigid ones, proposing and developing a unified approach in a game engine: Sulfur. To test the engine, we have also designed and developed “Escape from Quaoar,” a prototypal video game whose main game mechanic exploits an elastic rope, and a level editor for the game.
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Whaley, Ben. "Virtual Earthquakes and Real-World Survival in Japan'sDisaster ReportVideo Game." Journal of Asian Studies 78, no. 1 (February 2019): 95–114. http://dx.doi.org/10.1017/s0021911818002620.

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This article analyzes the first video game in theZettai Zetsumei Toshi(2002, Disaster Report) series for Sony's PlayStation 2 console against the backdrop of the 2011 Tōhoku earthquake and tsunami. In the game, players must use limited resources to escape from an earthquake-stricken city while rescuing other survivors. The article argues that the game makes visible the marginal victims and narratives of survival often erased under the collective rhetoric of national trauma. This is explored in relation to disaster photography and artistic representations of 3.11. The article suggests that the game's narrative rejects governmental rhetoric about nuclear energy and that the gameplay mechanisms utilize “limited engagement” or a form of operationalized weakness in order to communicate victimhood to players. The article concludes with an examination of how the in-game disaster photography inscribes players’ actions, making it more difficult to subsume these images into a generalized account of natural disaster trauma.
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Wang, Danli, Tingting Wang, and Zhen Liu. "A Tangible Programming Tool for Children to Cultivate Computational Thinking." Scientific World Journal 2014 (2014): 1–10. http://dx.doi.org/10.1155/2014/428080.

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Game and creation are activities which have good potential for computational thinking skills. In this paper we present T-Maze, an economical tangible programming tool for children aged 5–9 to build computer programs in maze games by placing wooden blocks. Through the use of computer vision technology, T-Maze provides a live programming interface with real-time graphical and voice feedback. We conducted a user study with 7 children using T-Maze to play two levels of maze-escape games and create their own mazes. The results show that T-Maze is not only easy to use, but also has the potential to help children cultivate computational thinking like abstraction, problem decomposition, and creativity.
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Levan, Kristine, and Steven Downing. "Virtual Total Control: Escaping a Simulated Prison." Games and Culture 14, no. 1 (June 26, 2016): 46–66. http://dx.doi.org/10.1177/1555412016653035.

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Previous studies have examined media portrayals of total control and institutionalization in prison, and a few studies have considered the connection between media portrayals and depictions of prison escape attempts. The current inquiry seeks to fill this gap in the literature through an autoethnographic case study of the video game The Escapists, in which players assume the role of an inmate whose ultimate goal is to escape prison amid an environment populated by other nonplayer character inmates and guards. In this inquiry, specific attention is paid to the player’s experiences as a subject of control from guards, inmates, surveillance systems, and the prison construct, and how these interactions contextualize and potentially motivate the player to attempt escape. Connections between virtual and real-world escape attempts are discussed. Conceptual and theoretical links between total control and interactive experiences of simulated prison life, as well as implications of this study, are examined.
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Chiu, H.-P. "PLAYFUL AND SOCIAL INTERACTION IN PHYSICAL GAME: A QUANTITATIVE AND QUALITATIVE STUDY OF REAL-LIFE ESCAPE ROOM." Trames. Journal of the Humanities and Social Sciences 26, no. 2 (2022): 207. http://dx.doi.org/10.3176/tr.2022.2.06.

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Binns, Daniel. "Attuning to the environment through media: Escape and incorporation through fire, plague and video game development software." Journal of Environmental Media 2, no. 1 (March 1, 2021): 117–30. http://dx.doi.org/10.1386/jem_00043_1.

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This article proposes the possibility of an attunement to the environment through media. The aim of this work is to observe how one might attune and re-tune their consideration of the environment, and environmental issues, through the media they make and consume. It does so by examining the short video Memories of Australia, made by Andrew Svanberg Hamilton. The video was crafted in the digital game development software Unreal Engine 4, and this is addressed in part via a discussion of Jean Baudrillard’s work on simulation, considering the idea of a lack of real-world referentials. This lack of geographic specificity is latterly considered through Timothy Morton’s notion of nonlocality, and Marc Augé’s concept of non-places. Primarily, though, a formal analysis of Hamilton’s piece is considered alongside digital game studies research, specifically models of player involvement and the concept of embodied textuality as means of measuring and modelling engagement not just with videogames, but with media more broadly. Hamilton’s video uses elements captured using photogrammetry, but he has replicated these pieces multiple times in order to craft a three-dimensional world. The idea of attunement is drawn from Kathleen Stewart’s work, and is re-offered here as a means of engaging with media and surviving the uncertain times to come. The article considers how a digitally constructed environment might be attuned to by the viewer, through Hamilton’s creation of a world based on memory and sensation, rather than any real-world geographical elements; this emotional resonance is proffered not only as an example of incorporation, but also as a tool for communicating other environmental attunements and issues.
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Adkins, Alex, Lorraine Lin, Aline Normoyle, Ryan Canales, Yuting Ye, and Sophie Jörg. "Evaluating Grasping Visualizations and Control Modes in a VR Game." ACM Transactions on Applied Perception 18, no. 4 (October 31, 2021): 1–14. http://dx.doi.org/10.1145/3486582.

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A primary goal of the Virtual Reality ( VR ) community is to build fully immersive and presence-inducing environments with seamless and natural interactions. To reach this goal, researchers are investigating how to best directly use our hands to interact with a virtual environment using hand tracking. Most studies in this field require participants to perform repetitive tasks. In this article, we investigate if results of such studies translate into a real application and game-like experience. We designed a virtual escape room in which participants interact with various objects to gather clues and complete puzzles. In a between-subjects study, we examine the effects of two input modalities (controllers vs. hand tracking) and two grasping visualizations (continuously tracked hands vs. virtual hands that disappear when grasping) on ownership, realism, efficiency, enjoyment, and presence. Our results show that ownership, realism, enjoyment, and presence increased when using hand tracking compared to controllers. Visualizing the tracked hands during grasps leads to higher ratings in one of our ownership questions and one of our enjoyment questions compared to having the virtual hands disappear during grasps as is common in many applications. We also confirm some of the main results of two studies that have a repetitive design in a more realistic gaming scenario that might be closer to a typical user experience.
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Chonka, Tetiana, and Adalbert Bárány. "The category of play as philosophical and aesthetic factor in the works by Hermann Hesse." Philological Review, no. 1 (May 31, 2022): 146–55. http://dx.doi.org/10.31499/2415-8828.1.2022.257965.

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In the scientific work has been carried out an interpretation of Hermann Hesse’s novels «Steppenwolf» and «The Game of Beads» on the basis of the dialogue «author – hero – reader», built on the principles of intellectual play. It has been illustrated that the category of play – as an artistic, magical element of creativity, as a means of creating and functioning of cultural values, as an artistic communication – is conceptual for the artist. The purpose of this game is the reader endowed with rich imagination. The model of the ideal reader, who is able to co-create and agrees to accept all the rules of the proposed game, laid down in the literary texts by H. Hesse. Emphasis is placed on the fact that philosophy and aesthetics are the basic, integral principles of Hesse’s game concept. The artist proceeds from the standpoint of aesthetics (as a way of escape from reality), and thanks to this aesthetics seeks a philosophical understanding of the depths of his own subconscious and conscious, solving this problem by the act of creation. Hesse’s literary works were a kind of playful communication with his own depths, which the author was not afraid to make «on people». The constant duality of the characters, the study of variations in life paths, the formation of a spiritual personality, the search for truth – the problems that most concerned Hesse, and therefore were covered in his works. The author «played» in the construction of his own personality, not forgetting for a moment about the annoying reality that was the source of his real «I». The game helps him to overcome this reality, gives him the opportunity to be «who the soul wants to be» and «where» he aspires. Most of the writer’s works are based on the game of intellect, but Hesse needs the reader’s trust, he does not intend to deceive him, on the contrary – the author wants to make him his partner in creating the world of novels: he plays «beauty» and offers to do so to his readers. It is proved that the concept of the game for Hesse is the principle of organization of the literary text and the basis of literary communication. The game is the main basis of the dialogue «author – hero – reader». Keywords: Hermann Hesse, «Steppenwolf», «The Game of Beads», dialogue «author – hero – reader», intellectual game.
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Dissertations / Theses on the topic "Real Escape Game"

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Mo, Juexiao. "ARG design for orientation of college students in mainland China." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/118351/2/Juexiao%20Mo%20Thesis.pdf.

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This project - ZOOMBREAK, is an Alternate Reality Game (ARG) designed to serve as an alternative to traditional university orientation events, especially in the context of China. It leverages the social engagement of an ARG to encourage participation, facilitate cooperation between new students, and build a culture of camaraderie. The exegetical document evidences a rigorous design-based research approach strengthened by a thorough context and case study analysis to inform the overall design concept and techniques for delivery. The analysis has included formats such as games, television shows, and marketing campaigns with similar themes and objectives, which informed the creation, evaluation, and refinement of the work. Hence, this exegesis may be used as a guide and reference for similar projects in the future.
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Yuan-Chung, Lin, and 林原君. "A Research Design of Reality Game on Model and Production : A Real Escape Game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/j57ft3.

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碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
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Reality Escape reality game is a type of service activities, where main participants are trapped in a “Area” and are asked to find "key" and to effectively use these keys in order to successfully escape the" Area." The participants will encounter a series of obstacles and puzzle, and they have to use various means including observation, information collection, integration of information, and problem-solving to break through these obstacles. In this process, they would need to harness their skills of teamwork, interpersonal communication, imagination, logical inference, crisis management, etc., in order to accomplish their goals. Reality games are gaining popularity worldwide, the reason or which is that in the gaming arena where virtual and smart devices are the mainstreams, players constantly pursue a higher level of interactive experience and mental stimulation. As people never stops looking for new forms of entertainment and as technology advances, there are gradually more attempts to investigate if the traditional gaming experiences from the past can be copied to the reality world and REG has the communication element between reality and virtual world. The REG industry in Taiwan just got started during as the last two to three years. While a lot of reality game studios are being established, they vary greatly with each other in their themes and in how games are carried out. The reasons is that reality game is a relatively new industry and there is no inheritance of previous experiences regarding the design of procedures and game execution. This thesis proposal aims to discuss the design elements and production procedures of REG, so as to provide references for the industry and for other reality game- related fields.
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Stadler, Dennis Michael. "Real-life escape games: target group analysis and long-term customer satisfaction through franchising for the german market." Master's thesis, 2016. http://hdl.handle.net/10071/12045.

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JEL Classification: L11, L21, L89
TeamEscape Dresden is a branch of the ‘TeamEscape’ franchising network that was founded in 2013 by collaboRATIO GmbH. Today, the network is the biggest provider of real-life escape games on the German market. The author of this work is the managing director of the TeamEscape Dresden branch. In the current situation, from various newspaper articles it can be assumed that real-life escape games are a booming phenomenon in the German market (Ludwig, 2014). As a room escape concept appears to be a one-time experience, questions arise for venue owners whether their type of business is sustainable and what kind of actions can be undertaken to retain customers. In the specific case of TeamEscape Dresden, circumstances are once again different as the branch is part of a franchising company. Real-life escape games arrived in Germany only in 2013 (Dietrich, 2014). The amount and quality of available scientific literature dealing with real-life escape games can be described as very limited. Also, the generation of a random sample would exceed the given capacity of this work. Nevertheless, this work bases its findings on the available literature and conducts a survey with a convenient sample in order to reveal tendencies and assumptions that give more clarity about the customer profile of real-life escape games and strategies to maintain the business in a franchising environment for the German market
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Books on the topic "Real Escape Game"

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3DO Games Secrets: Book Two. Maui, HI: Sandwich Islands Publishing, 1996.

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Farrell, Simon, and Jon Sutherland. The Great Escape (Real Life Gamebooks). Berkley Pub Group (Mm), 1988.

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G, Uncle. Laughable Adolescence to Adult Lessons: Read the Book, Play the Game, and Enjoy the Escape! Inspired Forever Books, 2020.

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Frank, Jason. The Democratic Sublime. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190658151.001.0001.

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The transition from royal to popular sovereignty during the age of democratic revolutions—from 1776 to 1848—entailed not only the reorganization of institutions of governance and norms of political legitimacy, but also a dramatic transformation in the iconography and symbolism of political power. The representational difficulties posed by the replacement of the personal and external rule of the king, whose body was the tangible locus of authority, with the impersonal and immanent self-rule of the people, whose power could not be incontestably embodied, went beyond questions of institutionalization and law into the aesthetic realm of visualization, composition, and form. How to make the people’s sovereign will tangible to popular judgment was—and is—a crucial problem of democratic political aesthetics. This book explores how the revolutionary proliferation of popular assemblies—crowds, demonstrations, gatherings of the “people out of doors”—mediated and gave tangibility to the people manifesting itself as a collective actor capable of enacting dramatic political reforms and change. During the age of democratic revolutions, popular assemblies became privileged sites of democratic representation because they at once claim to represent the people while also signaling the material plenitude beyond any representational claim. They retain this power in part because popular assemblies make manifest that which escapes representational capture; they rend a tear in the established representational space of appearance and draw their power from tarrying with the ineffability and resistant materiality of the people’s will. During the age of democratic revolutions, popular assemblies became the locus of the democratic sublime.
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Book chapters on the topic "Real Escape Game"

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Zintus-art, Kalanyu, Supat Saetia, Varichmaes Pongparnich, and Surapa Thiemjarus. "Dogsperate Escape: A Demonstration of Real-Time BSN-Based Game Control with e-AR Sensor." In Knowledge, Information, and Creativity Support Systems, 253–62. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-24788-0_23.

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Simon, David Carroll. "Knowingness and Eros: Andrew Marvell’s ‘Last Instructions to a Painter’." In Imagining Andrew Marvell at 400, 217–35. British Academy, 2022. http://dx.doi.org/10.5871/bacad/9780197267073.003.0012.

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This essay argues that Andrew Marvell's ‘Last Instructions to a Painter’ should be read as a critique and an evasion of knowingness – of the feeling of contented possession that stands in for knowledge and so renders thinking superfluous. The poem suggests that sexuality is a domain of human experience from which ideologies of self-evidence draw affective strength. Marvell holds up for comparison two ignominious experiences of knowing incuriosity: the conventionalized version of sexual pleasure in which desire is simply and conclusively gratified and the form of pseudo-understanding in which you seem to discover what in fact you presuppose. On the basis of Marvell's diagnosis and rejection of a culture of incuriosity, he casts a suspicious gaze on his own practice of political satire, which depends on thoughtless sexualization. Finally, Marvell seeks an escape from the realm of self-evidence in an experience of hyperbolic naïveté in which everything everyone assumes – about, in the first place, sexuality, but also about everything else – melts into air.
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Sembi, Pritpal Singh. "Writing Text." In Doing Text, 59–72. Liverpool University Press, 2017. http://dx.doi.org/10.3828/liverpool/9781911325031.003.0004.

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This chapter evaluates the act of writing text. It considers how gamers create culture before, during, and after gameplay via engagement with wider written discourses. Media literacy needs to be refocused towards an 'ongoing engagement with contemporary culture' and gaming is an expression of popular culture that would benefit from pedagogic engagement. It has now become impossible to ignore the impact of gaming on everyday culture, wherein time spent on gaming can outweigh time spent in formal education or employment for some. However, since many people use games to escape from real-life, how can it be that gaming might actually enhance real-life? The chapter suggests that writing has moved beyond traditional boundaries in terms of what is written, where one writes, and how one writes. Much of the experience of gaming is expressed within discourses that exist outside of the actual gameplay itself which, harnessed appropriately, can have important educational value.
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Kunzig, Robert. "Gee Whiz Science Writing." In A Field Guide for Science Writers. Oxford University Press, 2005. http://dx.doi.org/10.1093/oso/9780195174991.003.0025.

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A couple of years ago I learned something: I learned that black holes spin. And as they spin, they drag the fabric of space-time around with them, whirling it like a tornado. “Where have you been?” you ask. “That's a direct consequence of general relativity! Lense and Thirring predicted that more than 80 years ago.” It had escaped my notice. It made my day when I (sort of) understood it. I wanted to tell someone—and by a wonderful stroke of luck, I'm paid to do just that. Days like that are why I'm a science writer—a “gee whiz” science writer, if you like. A lot of my peers these days consider the gee whiz approach outdated, naive, even a little lap-doggish; investigative reporting is in. “Isn't the real story the process of how science and medicine work?” Shannon Brownlee said recently, upon receiving a well-deserved prize for her critical reporting on medicine. “I'm talking about the power structure. I'm talking about influence. I'm talking about money.” I'm not much interested in those things. I agree they're often important—more important, no doubt, in breast cancer than in black hole research, more important the more applied and less basic the research gets. One of the real stories about medical research may well be how it is sometimes corrupted by conflicts of interest. Power, influence, and money are constants in human affairs, like sex and violence; and sometimes a science writer is forced to write about them, just as a baseball writer may be forced with heavy heart to write about contract negotiations or a doping scandal. Yet just as the “real story” about baseball remains the game itself, the “real story” about science, to me, is what makes it different from other human affairs, not the same. I'm talking about ideas. I'm talking about experiments. I'm talking about truth, and beauty, too. Most of all, I'm talking about the little nuggets of joy and delight that draw all of us, scientists and science writers alike, to this business, when with our outsized IQs we could be somewhere else pursuing larger slices of power, influence, and money.
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Bailey, James. "‘A study, in a way, of self-destruction’: The Driver’s Seat and the Impotent Gaze." In Muriel Spark's Early Fiction, 142–70. Edinburgh University Press, 2021. http://dx.doi.org/10.3366/edinburgh/9781474475969.003.0005.

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This chapter extends the preceding chapter’s discussion of The Driver’s Seat to offer a thorough reassessment of its largely one-sided critical reception, as well as its nuanced approach to the inextricable relationship between gender, narrative perspective and epistemological power. It argues that the novel – which has been read predominantly as Spark’s most starkly drawn parable of human fallibility versus divine omniscience – is concerned instead with that which escapes and thus destabilises the exacting, investigative and emphatically male gaze of its narrator. Through a critical framework which combines critical commentary on the nouveau roman, previously unexamined archival material, studies of metaphysical detective fiction, and theory related to narrative point of view, the chapter shifts focus from existing readings of the protagonist, Lise, as the hopeless object of a godlike narrative viewpoint, and considers her instead as a captivating figure who, even after death, confronts and commands the epistemologically limited perspective of her hopelessly fascinated narrator-voyeur. Spark’s description of The Driver’s Seat as ‘a study, in a way, of self-destruction’ can thus be seen to relate not only to Lise’s determined drive to death, but to the subversive unravelling of the narrating ‘self,’ tormented and undone by the novel’s perennially unknowable subject.
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Conference papers on the topic "Real Escape Game"

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Zhang, John, and Yu Sun. "A Real-time Multiplayer FPS Game using 3D Modeling and AI Machine Learning." In 12th International Conference on Computer Science and Information Technology (CCSIT 2022). Academy and Industry Research Collaboration Center (AIRCC), 2022. http://dx.doi.org/10.5121/csit.2022.121310.

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AIs have been a key component in the gaming industry throughout its history. Developers have had multiple ways of creating new AI models that best suit their game in order to enhance the playing experience. However, with the increase in the popularity of online multiplayer games, AIs now must compete with the experience of playing with other people.To enhance AI behaviors to match that of a real player, the paper discusses the one solution for creating models that can be used for further AI research. Through utilizing some of the built-in features of Unity as well as Photon Network services, the game Maze Escape combines the multiplayer aspect of FPS games and some simple game AI models to allow them to be compared against each other in order to more easily recreate multiplayer experience using AI bots. Thus, this paper hopes to encourage developers to think about how AIs are not only used to enhance single player experiences, but it can also be used in multiplayer.
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Armie, Madalina, José Francisco Fernández Sánchez, and Verónica Membrive Pérez. "ESCAPE ROOM AS A MOTIVATING TOOL IN THE ENGLISH LITERATURE CLASSROOM AT TERTIARY EDUCATION." In International Conference on Education and New Developments. inScience Press, 2021. http://dx.doi.org/10.36315/2021end058.

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The escape room, also known as escape game, is a gamification tool that aims to promote increased motivation and improved teamwork (Wood & Reiners, 2012). Recently, escape rooms have achieved prominence in the classroom as pedagogical instruments valid for any type of discipline. In the educational field in particular, the escape room can be defined as an action game in real time where the players, in teams, solve a series of puzzles or problems and carry out tasks related to the curricular contents worked on throughout the course, in one or more rooms with a specific objective and at a specific time (Nicholson, 2015). To do this, learners must put into practice the knowledge acquired about a particular subject, as well as their creative and intellectual abilities, and deductive reasoning. Despite being a pedagogical tool that has emerged as an innovative element in the last five years or so, the use of escape rooms for teaching-learning the English language at different educational levels has been studied qualitatively and quantitatively (Dorado Escribano, 2019; López Secanell & Ortega Torres, 2020). However, there is no study on the applicability of the escape room in the English literature classroom at the tertiary educational level. This paper aims to demonstrate how the inclusion of this innovative pedagogical tool can serve not only for teaching the language, but also for working on theoretical-practical contents of subjects focused on literary studies of the Degree in English Studies. In order to achieve the proposed objectives, the study will focus on the identification of types of exercises to implement as part of the educational escape room aimed at a sample of students; the preparation of tests/ exercises based on the established objectives; the design of a pre- and a post- questionnaire based on the established objectives; the implementation of the escape room in the literature class and the evaluation of the impact of this educational tool to foster students’ motivation.
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Pappas, Georgios, Adamantini Peratikou, Joshua Siegel, Konstantinos Politopoulos, Christopher Christodoulides, and Stavros Stavrou. "CYBER ESCAPE ROOM: AN EDUCATIONAL 3D ESCAPE ROOM GAME WITHIN A CYBER RANGE TRAINING REALM." In 14th International Technology, Education and Development Conference. IATED, 2020. http://dx.doi.org/10.21125/inted.2020.0788.

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Casarin, Jordana, Haline Costa, and Jorge Forero. "Extended researchers. Towards ameta social human beings." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.113.

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Extended reality (XR) technologies, particularly those derived from virtual reality (VR), offer promising alternatives in so far as they foster new social contexts that must be analyzed and systematized. The virtual world-centered Metaverse began to spotlight educational and social interaction, with possibilities to break the boundaries between real-world and virtual spaces that help escape from isolation constraints. The necessity for alternative solutions became evident in times of isolation, where physical interactions were limited. In July 2021, during the restrictions imposed by the Covid 19 pandemic, researchers from the University of Porto in Portugal created a virtual event called “Surviving a Ph.D: Tec and Arts Experiences,” aimed at helping doctoral students face the challenges of conducting lengthy and sometimes solitary investigations. The emotional problem related to the isolation of investigators was already evident in previous research, and the pandemic scenario served as an even greater warning to professionals such as scientists, in which alternative contact solutions are very welcome. To achieve the purpose, a three-dimensional virtual environment was developed, among other things, that allowed providing, in addition to presentations and discussion panels, an immersive experience to promote an instance of dialogue and discussion around the problems that occurred in doctoral programs. Attendees were invited to participate in scheduled activities in an environment developed in Mozilla Hubs, a web open-source platform that allows creating multi-user virtual spaces under a first-person game mechanic. The scenarios produced (also called rooms) sought to reflect the idea of isolation by incorporating the imaginary of four interconnected islands, which were developed in the Spoke editor provided by Mozilla. These islands housed a particular activity in a specific virtual space (Lobby, Conference Area, Culture and Leisure, and Food for thought area). Likewise, the participants had to choose an avatar with which they could visit the facilities provided for the event. The results showed that, unlike those platforms that we could consider linear, such as Zoom, Google Meet, or even YouTube, where interactions occur sequentially, virtual environments promote group relationships that can occur simultaneously and asynchronously. Likewise, positive effects were observed in the registered impressions of concurrent visitors from twenty-three countries worldwide from five continents, who evaluated the rooms as modern, innovative, fun, and friendly. In this article, we expose the antecedents, the methodology, and the results of this experience to contribute to the systematized knowledge around these new information technologies that, from the Metaverse, invite us to rethink ourselves as social beings.
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Rosero, Veronica, Andrea Gritti, Juan Carlos Dall'Asta, Riccardo Porreca, Daniele Rocchio, and Franco Tagliabue. "Study of morphological structures of historical centres as a basic toll for understanding the new conditions of social habitat. Quito, Siracusa and Suzhou." In 24th ISUF 2017 - City and Territory in the Globalization Age. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/isuf2017.2017.6261.

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In the age of globalization, architecture (through an identity crisis) is directly connected with the loss of progressive recognition of morphological studies of city and territory, in a gradual replacement with real-time views of phenomena and urban facts. The satellite gaze finally flattens the interpretation ability of living spaces that were the prerogative of the morphological studies. The actual complexity of cities and territories escapes from the architect's eyes as they increase their technical capability to know details. The season of great renovations and methodological studies that had powered the 1960s, 70s and 80s seems hopelessly distant. Studies on social, economic, and environmental components of the cities and territories (infrastructure, public space, environmental networks) are so proliferated without actually being supported by adequate interpretations of their physical-spatial dynamics. The result: a substantial failure of architectural design to express human habitat visions. It is imperative a theoretical and practical effort to pick up the threads of an interrupted conversation, and return where these studies have expressed their richest potential: the historical centers, the places with most dense and rich heritage. Historical centers of cities like Quito, Siracusa and Suzhou have settled and stratified the morphological structures of several different settlement patterns. As a result, architecture has demonstrated an ability of description and interpretation. Reflecting on how this goal was reached in these cities (by means much less powerful than the current) settlement will be able to bid the morphological component of urban and regional studies and architecture project as a fundamental tool for understanding the human habitat.
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Barreda Usó, Gemma, María Antonia Zalbidea Muñoz, and Julia Osca Pons. "Comparativa entre distintos consolidantes inorgánicos nanoparticulados a base de hidróxido cálcico." In III Congreso Internacional de Investigación en Artes Visuales :: ANIAV 2017 :: GLOCAL. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/aniav.2017.5702.

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El presente trabajo de investigación muestra el estudio comparativo entre diversos materiales consolidantes nanoparticulados de origen inorgánico a base de hidróxido cálcico, sobre soportes pétreos con matriz carbónica. En los últimos años con el desarrollo de la nanociencia y la nanotecnología se ha abierto un amplio campo en diferentes áreas científicas, que ha permitido la creación de diversos materiales con características funcionales y estructurales novedosos. Estos materiales nanoestructurados abren un infinito camino en el campo de la conservación y restauración del patrimonio, ya que están dotados de partículas a escala nanométrica que confieren un comportamiento totalmente diverso a los materiales tradicionales. Para realizar esta comparativa se han seleccionado diversos materiales nanoestructurados que han sido diseñados expresamente para al conservación del patrimonio, concretamente para la consolidación de soportes pétreos, morteros, pintura mural, etc. Debido a la novedad de estos productos, es necesario su estudio individualizado previamente a ser usados en ciertos campos de la restauración, como sucede con la consolidación de pintura rupestre realizada sobre roca calcárea. Por ello se seleccionaron los posibles productos afines a esta necesidad. Los consolidantes elegidos para realizar el proceso de testado son materiales nanoparticulados basados en soluciones coloidales de hidróxido cálcico Ca (OH)2 dispersos en diferentes tipos de alcoholes y en distintas concentraciones. Entre ellos encontramos, para tratamientos de consolidación superficial, el Nanorestore® y los productos de la gama CaLoSiL®; dentro de ésta se han testado distintas variantes como: CaLoSiL E5®, CaLoSiL E25 grey®, CaLoSiL IP5®, CaLoSiL NP5®; y para tratamientos de adhesión entre estratos se han escogido el CaLoSiL paste like® y el CaLoSiL Micro®. Tan sólo con los resultados obtenidos, se podrá determinar si estos nanoparticulados, son adecuados para su uso en obra real con unas características concretas. http://dx.doi.org/10.4995/ANIAV.2017.5702
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