We propose the term procedural cultural sign systems generation to help define the emergent practice of procedurally generating games that seek to mimic or in some way signify fictitious culture. We borrow from cybernetics to understand procedural cultural sign systems generation and exemplify this with our VMachine algorithm. We argue the need for procedural content generation algorithms that are readily implementable, and generalizable for multiple use cases. In this paper we discuss cybernetics in the context of procedural content generation followed by an overview of recent games that generate elements of culture as part of gameplay. We then outline our VMachine Algorithm and our method, before demonstrating practical applications in tw...
In this dissertation, the simulation of culture with virtual characters is investigated. Thereby the...
Contemporary media and arts often deploy computational systems to develop complex algorithmic experi...
Procedural Content Generation has been a part of videogames for most of their existence. Early use ...
This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on ...
This article describes procedural content generation algorithms used by an independent video game de...
Within both game studies and development communities, it is often argued that a game’s processes (ru...
The nature of the computers as a machine for processing symbolic logic is widely recognised. However...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
The benefits of using some type of automation to reduce the time and cost of software development is...
One of the main difficulties that computer game designers face is finding engaging content for their...
What a videogame is about is not easy to say. While existing theoretical approaches can help us unde...
Computer games have always become more and more advanced. One of the biggest reasons to its rapid ev...
This paper will explore a family of digital media languages that have been constructed or evolved in...
Computer game technology produces compelling ‘immersive environments’ where our digitally-native you...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In this dissertation, the simulation of culture with virtual characters is investigated. Thereby the...
Contemporary media and arts often deploy computational systems to develop complex algorithmic experi...
Procedural Content Generation has been a part of videogames for most of their existence. Early use ...
This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on ...
This article describes procedural content generation algorithms used by an independent video game de...
Within both game studies and development communities, it is often argued that a game’s processes (ru...
The nature of the computers as a machine for processing symbolic logic is widely recognised. However...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
The benefits of using some type of automation to reduce the time and cost of software development is...
One of the main difficulties that computer game designers face is finding engaging content for their...
What a videogame is about is not easy to say. While existing theoretical approaches can help us unde...
Computer games have always become more and more advanced. One of the biggest reasons to its rapid ev...
This paper will explore a family of digital media languages that have been constructed or evolved in...
Computer game technology produces compelling ‘immersive environments’ where our digitally-native you...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In this dissertation, the simulation of culture with virtual characters is investigated. Thereby the...
Contemporary media and arts often deploy computational systems to develop complex algorithmic experi...
Procedural Content Generation has been a part of videogames for most of their existence. Early use ...