title: Extracting game-play metric data from audio/video processing: A practical solution for game studies research

authors: Marczak, Raphaël

subjects: videogame classification

abstract: Today videogame classification works to a set of guidelines initially designed for, and more conducive to linear mediums (film, television and literature). As a result, digital games receive an age restriction rating based on both their depiction of harmful content and its prospective impact on players. Not accounting for the medium’s interactive qualities means that envisaging the player’s experience and the nature and impact of interactions between players and game texts remains a largely inferential practice and an exercise in caution. Given the medium’s interactive nature, we argue that classification processes would be supported by research that provides empirical accounts of the interactive experience of games. In order to take into account the unique experiential properties of games, a mixed methodological approach located at an intersection between humanities, social sciences and computer science is being employed in a large-scale study of player experiences. This paper presents one of the earliest challenges for this study: the capacity to gather game-play metric data from game texts that are selected by participants as an ongoing process throughout the course of the study. With no real advance knowledge of game choices, access to source code or game developers, a pragmatic solution was required to capture player interactions with game texts. This paper presents the beginnings of a method of gathering game-play metrics through utilizing audio and video processing and its required synchronization with other forms of data output.

text: Extracting game-play metric data from audio/video processing: A practical solution for game studies research Today videogame classification works to a set of guidelines initially designed for, and more conducive to linear mediums (film, television and literature). As a result, digital games receive an age restriction rating based on both their depiction of harmful content and its prospective impact on players. Not accounting for the medium’s interactive qualities means that envisaging the player’s experience and the nature and impact of interactions between players and game texts remains a largely inferential practice and an exercise in caution. Given the medium’s interactive nature, we argue that classification processes would be supported by research that provides empirical accounts of the interactive experience of games. In order to take into account the unique experiential properties of games, a mixed methodological approach located at an intersection between humanities, social sciences and computer science is being employed in a large-scale study of player experiences. This paper presents one of the earliest challenges for this study: the capacity to gather game-play metric data from game texts that are selected by participants as an ongoing process throughout the course of the study. With no real advance knowledge of game choices, access to source code or game developers, a pragmatic solution was required to capture player interactions with game texts. This paper presents the beginnings of a method of gathering game-play metrics through utilizing audio and video processing and its required synchronization with other forms of data output.

year: 2012-07-21

title: Clustering documents using a Wikipedia-based concept representation

authors: Huang, Anna

subjects: Machine learning

abstract: This paper shows how Wikipedia and the semantic knowledge it contains can be exploited for document clustering. We first create a concept-based document representation by mapping the terms and phrases within documents to their corresponding articles (or concepts) in Wikipedia. We also developed a similarity measure that evaluates the semantic relatedness between concept sets for two documents. We test the concept-based representation and the similarity measure on two standard text document datasets. Empirical results show that although further optimizations could be performed, our approach already improves upon related techniques.

text: Clustering documents using a Wikipedia-based concept representation This paper shows how Wikipedia and the semantic knowledge it contains can be exploited for document clustering. We first create a concept-based document representation by mapping the terms and phrases within documents to their corresponding articles (or concepts) in Wikipedia. We also developed a similarity measure that evaluates the semantic relatedness between concept sets for two documents. We test the concept-based representation and the similarity measure on two standard text document datasets. Empirical results show that although further optimizations could be performed, our approach already improves upon related techniques.

year: 2009

title: Whaikoorero: a study of formal Maori speech

authors: Mahuta, Robert Te Kotahi

subjects: Whaikoorero

abstract: Whaikoorero is regarded as the traditionally valued mode of communication. It is the language of the marae, the language of the chiefs and elders, and the only acceptable form of public statement in the Maori world. At the same time it is an artistic form, difficult to master, and demanding long years of practice and experience.
It is true, as I have pointed out, that one can read and listen to the myths and traditions of the Maori in books, on tapes, and through radio broadcasts. Yet it is the public rendering, the synthesising of myth and tradition, the living and the dead, and the interweaving of topical matters with the beliefs and values of the society, which hold the greatest interest for the Maori. For in whaikoorero history is relived, man reaffirmed, and status gained. The dead are recalled to participate with the living in social gatherings where tradition is orally transmitted, reaffirmed and relived. These then are some of the reasons why whaikoorero persists as a literary form and as a social feature within contemporary Maori society.

text: Whaikoorero: a study of formal Maori speech Whaikoorero is regarded as the traditionally valued mode of communication. It is the language of the marae, the language of the chiefs and elders, and the only acceptable form of public statement in the Maori world. At the same time it is an artistic form, difficult to master, and demanding long years of practice and experience.
It is true, as I have pointed out, that one can read and listen to the myths and traditions of the Maori in books, on tapes, and through radio broadcasts. Yet it is the public rendering, the synthesising of myth and tradition, the living and the dead, and the interweaving of topical matters with the beliefs and values of the society, which hold the greatest interest for the Maori. For in whaikoorero history is relived, man reaffirmed, and status gained. The dead are recalled to participate with the living in social gatherings where tradition is orally transmitted, reaffirmed and relived. These then are some of the reasons why whaikoorero persists as a literary form and as a social feature within contemporary Maori society.

year: 1974