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Megadungeon: A Model for Media Complexity 巨型地下城媒体复杂性模型
Pub Date : 2023-12-19 DOI: 10.30687/mag/2724-3923/2023/02/003
Paolo Berti
The essay aims to propose the diagrammatic structure of the megadungeon as a metaphor to represent the complexity, interconnectedness, and multi-layered nature of the current media scenario, including its active branches such as new media art and Digital Humanities. The reference is drawn from the concept of the dungeon, which has been successfully introduced into the realm of role-playing games since the 1970s. Conventionally, a dungeon refers to a complex, multi-level maze of corridors, tunnels, rooms, and hidden chambers. The nature of dungeons is to be theoretically infinite floor plans that game designers have learned to produce algorithmically: when they cross a certain size threshold, they are known as megadungeons. In this article, I propose the megadungeon as a productive topological model that intersects different sociotechnical aspects of digital media, drawing on shared characteristics such as a layered structure, labyrinthine exploration, game-derived grammar, and an affinity with computational domain. Additionally, the essay proposes comparisons with similar representation models that challenge outdated cartographic metaphors and addresses specific connections between new media and the concepts of verticality and stratification
本文旨在提出 "巨型地牢 "的图解结构,以此作为一种隐喻,来表现当前媒体情景的复杂性、相互关联性和多层次性,包括其活跃的分支,如新媒体艺术和数字人文。地牢的概念自 20 世纪 70 年代起被成功引入角色扮演游戏领域。通常,地牢指的是由走廊、隧道、房间和密室组成的复杂的多层迷宫。地牢的本质是理论上无限的平面图,游戏设计者已经学会了通过算法来制作这些平面图:当它们的大小超过一定的界限时,它们就被称为巨型地牢。在本文中,我提出巨型地下城是一种富有成效的拓扑模型,它利用分层结构、迷宫式探索、游戏衍生语法以及与计算领域的亲和力等共同特征,将数字媒体的不同社会技术方面交织在一起。此外,文章还提出了与类似表现模型的比较,挑战过时的制图隐喻,并探讨了新媒体与垂直性和分层概念之间的具体联系。
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引用次数: 0
A Preliminary Geography of the (Mega)Dungeon Spatial Practice and Tabletop Role-Playing Games 巨型)地下城空间实践与桌面角色扮演游戏的初步地理学研究
Pub Date : 2023-12-19 DOI: 10.30687/mag/2724-3923/2023/02/002
Asa Roast
The dungeon and megadungeon are imagined spaces of a complex and interconnected network that emerged in fantasy tabletop role-playing games (TTRPGs) from the 1970s. As a space distinctive to early TTRPGs it is characterised by asymmetry between the dungeon as an object of design, and the dungeon as a practice of play. The discourse of games manuals, independent publications and blogs emerging from the TTRPG scene tracks the origins and evolution of these procedural and labyrinthine spaces, and the distinct spatiality of the megadungeon as a geographical object. The space of the megadungeon can be mapped onto a Lefebvrian triad of spatial production: it exists as a representation of space produced by a dungeon master or algorithmic generation that forms an infrastructure of play; it exists as a spatial practice emerging out of the unique experience of players traversing the megadungeon; and it forms a space of representation by seeking to imagine the megadungeon as a living fictional world, intersecting with the assumptions about spatial norms and relations originating in tropes of fantasy fiction. Surveying these trends in conversation with recent insights from human geography illustrates the distinct spatiality of the megadungeon that is derived from its origins in TTRPG play. This brings forward important questions for the utility of the megadungeon as a metaphor for digital media ecologies, and asks whether the metaphor could be extended to enrich conceptual debates in human geography.
地牢和巨型地牢是 20 世纪 70 年代在奇幻桌面角色扮演游戏(TTRPG)中出现的复杂而相互关联的网络空间。作为早期 TTRPG 游戏的独特空间,它的特点是作为设计对象的地下城和作为游戏实践的地下城之间的不对称。游戏手册、独立出版物和博客中出现的 TTRPG 场景追踪了这些程序化和迷宫式空间的起源和演变,以及巨型地下城作为地理对象的独特空间性。巨型地下城的空间可以映射为勒菲弗里特空间生产的三要素:它作为由地下城主或算法生成的空间表征而存在,形成了游戏的基础设施;它作为一种空间实践而存在,从玩家穿越巨型地下城的独特体验中产生;它通过寻求将巨型地下城想象为一个活生生的虚构世界而形成了表征空间,与奇幻小说套路中关于空间规范和关系的假设相交织。将这些趋势与人文地理学的最新见解结合起来进行研究,可以说明巨型地下城的独特空间性源自其在 TTRPG 游戏中的起源。这就提出了巨型地下城作为数字媒体生态隐喻的实用性的重要问题,并询问是否可以扩展该隐喻以丰富人文地理学的概念辩论。
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引用次数: 0
Contemporary Adventures with The Garden of Earthly Delights: Open Worlds and Hieronymus Bosch 与《世外桃源》的当代探险:开放的世界和博斯的作品
Pub Date : 2023-12-19 DOI: 10.30687/mag/2724-3923/2023/02/007
Rebekah Rhodes
Over 500 years after it was created, Hieronymus Bosch’s The Garden of Earthly Delights continues to intrigue viewers. It has inspired contemporary artwork across diverse media including experimental film, digital animation and video games, as well as providing stimuli for curators, critics and collectors. This article maps present-day approaches to The Garden of Earthly Delights and links the enduring appeal of this painting to its interactive, multi-layered structure in which countless narrative vignettes play out simultaneously. Contemporary artworks that reference Bosch’s triptych are examined, with a special focus on digital creations by SMACK, Miao Xiaochun, Michael Bielicky and Kamila B. Richter. The exhibition The Garden of Earthly Delights Through the Artworks of Colección SOLO is also analyzed to illustrate how an understanding of Bosch’s work as interactive art informed the exhibition discourse, publication and architecture.
希罗尼穆斯-博斯(Hieronymus Bosch)的《世外桃源》问世 500 多年后,仍然吸引着观众。它启发了包括实验电影、数字动画和视频游戏在内的各种媒体的当代艺术作品,也为策展人、评论家和收藏家提供了灵感。这篇文章描绘了当今对《世外桃源》的研究方法,并将这幅画的持久魅力与其互动式、多层次的结构联系起来,在这种结构中,无数的叙事小故事同时上演。文章对参考博世三联画的当代艺术作品进行了研究,并特别关注了 SMACK、缪晓春、迈克尔-比利奇和卡米拉-B-里希特的数字创作。此外,还分析了 "通过 SOLO 美术馆的艺术作品看世外桃源 "展览,以说明对博世作品作为互动艺术的理解是如何影响展览的论述、出版和建筑的。
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引用次数: 0
Digital Depth: A Volumetric Speculation 数字深度:体积推测
Pub Date : 2023-12-19 DOI: 10.30687/mag/2724-3923/2023/02/004
G. de Seta
Counter commonplace associations with superficial mediation and networked flatness, the digital seems to have its own peculiar depths, which range from the infrastructural (deep sea cables, deep packet inspection, crawl depth) to the metaphorical (Deep Web, deep learning, deepfakes). This article reviews recent discussions of digital depth and argues that this concept is central to understanding multiple aspects of digital media ranging from folk theorizations to technical expertise. What is digital depth? What is deep about digital media? How does this depth interface with volumes and scales beyond the digital? Through this effort, depth emerges as an underlying feature of deeply mediatized societies.
与肤浅的中介性和网络化的扁平性的普遍联想相反,数字似乎有其独特的深度,从基础设施(深海电缆、深度数据包检测、爬行深度)到隐喻(深度网络、深度学习、深度伪造),不一而足。本文回顾了近期关于数字深度的讨论,认为这一概念对于理解从民间理论到专业技术等数字媒体的多个方面至关重要。什么是数字深度?数字媒体的深度是什么?这种深度如何与数字以外的体量和规模相联系?通过这些努力,深度成为深度媒介化社会的一个基本特征。
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引用次数: 0
Mapping Our Digital Menagerie: A Monster Manual for the Megadungeon 绘制我们的数字动物园:巨型地下城怪物手册
Pub Date : 2023-12-19 DOI: 10.30687/mag/2724-3923/2023/02/005
Nicolas Nova
Relying on a comparison between the complex spatial organization of our current digital ecosystem and the ones from dungeons in role-playing games, this article analyzes the multiple entities that populate our computers, smartphones and video game consoles. Trolls, bugs, worms, conversational AI agents, NPCs, daemons, ghosts, Trojan horses and others are presented and discussed with a focus on their different degree of agency, ranging from human-controlled to having a certain degree of autonomy. By addressing how we coexist with such beings, this paper contributes to the nascent field of digital folklore.
本文通过对当前数字生态系统的复杂空间组织与角色扮演游戏中的地牢进行比较,分析了充斥在我们的电脑、智能手机和视频游戏机中的多种实体。文章介绍并讨论了巨魔、虫子、蠕虫、会话式人工智能代理、NPC、守护神、幽灵、木马等,重点关注它们不同的代理程度,从人类控制到拥有一定程度的自主权。通过探讨我们如何与这些生物共存,本文为新生的数字民俗学领域做出了贡献。
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引用次数: 0
The AI Work of Art in the Age of its Co-Creation 共同创造时代的人工智能艺术品
Pub Date : 2023-12-19 DOI: 10.30687/mag/2724-3923/2023/02/008
Carolina Fernández-Castrillo
Almost one century after Walter Benjamin’s dissertation on the value of the work of art under the impact of its technological reproduction on the roots of globalization and mass media society, the current research aims to provide some coordinates to approach the influence of AI co-creative processes in the artistic field. From a media archaeological approach, we will map the collaborative practices that emerge in the Generative Art landscape to understand the creative possibilities of interaction between humans and machine-driven artistic goals. By conceiving the Web 3.0 as an expansive megadungeon, we find an increasing number of projects based on participative dynamics where online communities join forces with AI decentralized artists to reshape the current state of the art. We will take as an example the Botto Project, a community-driven creator conceived by Mario Klingemann, a pioneer of AI artworks who employs machine learning methods to revolutionize the blockchain and crypto art market. This case study leads us to reconsider the (wo)man-machine co-creation as the base of the auratic experience of the work of art in the age of AI co-creativity.
沃尔特-本雅明(Walter Benjamin)在其论文中论述了艺术作品在技术复制对全球化和大众传媒社会根源的影响下的价值,时隔将近一个世纪,当前的研究旨在提供一些坐标,以接近人工智能共同创造过程在艺术领域的影响。从媒体考古学的角度出发,我们将绘制生成艺术景观中出现的合作实践,以了解人类与机器驱动的艺术目标之间互动的创造可能性。通过将 Web 3.0 视为一个广阔的巨型地下城,我们发现越来越多的项目以参与式动态为基础,在线社区与人工智能去中心化艺术家联手重塑艺术现状。我们将以Botto项目为例,这是一个由马里奥-克林格曼(Mario Klingemann)构想的社区驱动型创作者,他是人工智能艺术作品的先驱,采用机器学习方法彻底改变了区块链和加密艺术市场。这一案例研究引导我们重新考虑(人)机共创作为人工智能共创时代艺术作品灵光体验的基础。
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引用次数: 0
Year of the Goblin Tracing New Developments of Digital Folklore and Urban Modes of Living in Online Music Subcultures 妖精年》追溯在线音乐亚文化中数字民俗和城市生活模式的新发展
Pub Date : 2023-12-19 DOI: 10.30687/mag/2724-3923/2023/02/006
Luigi Monteanni
This paper sheds light on the connections between musical undergrounds and the global emergence of ‘goblin mode’ as a political aesthetic. In March 2022 The Guardian published an article discussing the popularity of a new locution emerging on social media: ‘goblin mode’. Characterized by a 'complete lack of aesthetic' and vaguely pointing towards ‘the opposite of trying to better oneself’, ‘goblin mode’ was linked to embracing dishevelment, rejecting societal expectations, and giving in to the heavy consumption of junk food and digital content in reaction to the pandemic obsession for domestic and personal improvement.
本文揭示了地下音乐与 "妖精模式 "作为一种政治美学在全球兴起之间的联系。2022 年 3 月,《卫报》发表了一篇文章,讨论了社交媒体上流行的一种新说法:"妖精模式":妖精模式"。妖精模式 "的特点是 "完全缺乏审美",并隐约指向 "努力改善自己的反面",它与拥抱颓废、拒绝社会期望、屈从于大量消费垃圾食品和数字内容有关,以回应对家庭和个人改善的普遍痴迷。
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引用次数: 0
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