Bo Kampmann Walther
University of Southern Denmark
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Bo Kampmann Walther.
conference on computability in europe | 2005
Bo Kampmann Walther
In this article we attempt to describe and analyze the formalisms of pervasive games and pervasive gaming (PG). As the title indicates, PG consists of atomic entities that nevertheless merge into a molecular structure that exhibits emergent features during the actual game-play. The article introduces four axes of PG (mobility, distribution, persistence, and transmediality). Further, it describes and analyses three key units of PG (rules, entities, and mechanics) as well as discusses the role of space in PG by differentiating between tangible space, information-embedded space, and accessibility space. The article is generally concerned with classifying the indispensable components of pervasive games and, in addition, it lists the invariant features of pervasive game-play, meaning the epistemology that is tied to this new kind of gaming situated on the borderline between corporeal and immaterial space. Of particular interest are game rules in pervasive gaming, since they seem to touch upon both the underlying, formal structure of the game (i.e., the ontology of PG) and the actual play vis-à-vis physical and/or virtual constraints (i.e., the PG epistemology).
international conference on entertainment computing | 2005
Bo Kampmann Walther
The paper introduces four axes of pervasive gaming (PG): mobility, distribution, persistence, and transmediality. Further, it describes and analyses three key units of PG (rules, entities, and mechanics) as well as discusses the role of space in PG by differentiating between tangible space, information embedded space, and accessibility space. Categories and Subject Descriptors: H.5.1 [Multimedia Information Systems]: Artificial, augmented, and virtual realities. General Terms: Performance, Human Factors, Theory.
advances in computer entertainment technology | 2005
Bo Kampmann Walther
The paper introduces four axes of pervasive gaming (PG): mobility, distribution, persistence, and transmediality. Further, it describes and analyses three key units of PG (rules, entities, and mechanics) as well as discusses the role of space in PG by differentiating between tangible space, information embedded space, and accessibility space.
Virtual space | 2002
Bo Kampmann Walther
Ridley Scott’s much celebrated and highly trendsetting motion pictureBladerunner(1982) deals with imaginary transitions and images forming a subtle web of reality and virtuality. Down to brass tacks, the film asks the question: what does it require to be a real person? Social impacts, software implementations, memories — do they really make up the whole story? Thus, a fragile ontology is staged. And this “liquid ontology”’ is indeed a fine portrait of the order of society depicted inBladerunner, in the metropole of the future (Los Angeles), development and turbulence are bad news for most people and good news for the lucky few. Larry and Andy Wachowski’sThe Matrix(1999) owes a great deal to Scott in terms of plot, setting, design, and martial art choreography. But, transcendingBladerunnerin momentous provisions, the film is also the story about what happens when immersion and simulation that are perfectly indiscernable from the “real” reality take control over mankind — especially the psychic apparatus. InThe Matrixhuman space is transformed into a computer generated milieu The space is alienated, or, rather, it becomes alienated as soon as the acting protagonists intervene in its hollow lack of truth.
Weekendavisen | 2018
Bo Kampmann Walther; Andreas Rasch-Christensen
Archive | 2018
Bo Kampmann Walther; Jakob Genz
Archive | 2018
Bo Kampmann Walther
Archive | 2018
Bo Kampmann Walther
KommunikationsForum | 2018
Bo Kampmann Walther
KommunikationsForum | 2018
Bo Kampmann Walther