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Cold War Games: Operational Gaming and Interactive Programming in Historical and Contemporary Contexts

机译:冷战游戏:历史和当代语境下的操作性游戏和交互式编程

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摘要

With the emergence of STEM-centric educational strategies, particularly those that promote what is called "computational thinking", computer programming is being marketed as a critical skill with a fervour not seen since the 1980s. Products such as the Raspberry Pi computer and Arduino circuit board are very deliberately marketed as DIY computing tools, inheritors of the legacy left by companies such as Commodore and Tandy Corporation. At the same time, new programming languages and systems have emerged that very much target new learners, with MIT's Scratch system being foremost among them.;The present study traces the historical roots of DIY computing by focusing on the concept of interactivity, and especially interactive forms of digital gaming. Interactivity may take a variety of forms, but due to certain forces discussed in this study, a particularly limiting type of interactivity was picked up and popularized via the earliest personal computers. This model sharply divides the roles of programmer and user, and reduces the user largely to a supplier of data for pre-existing programs and games.;This study will discuss and analyze a variant form of interactive computing that emerged in the late 1970s, and is typically known as the Interactive Programming System (IPS). In an IPS, developers and users occupy the same environment, thus giving users virtually full access to code. The IPS model, moreover, encourages all users to develop code "ecosystems", which may contain variables, functions, objects, and relationships between them all. For various reasons, IPSs only had limited success, but this study will advocate for their continued use by presenting a simple IPS developed by the author of this thesis called Hail-Workshop. Designed as a platform for text-based games, Hail-Workshop allows users to develop such games in piecemeal fashion, and thus treats game players the same as game developers.
机译:随着以STEM为中心的教育策略的出现,特别是那些促进所谓的“计算思维”的策略,计算机编程作为一种关键技能被推向市场,这是1980年代以来从未出现过的热情。 Raspberry Pi计算机和Arduino电路板之类的产品非常有意地作为DIY计算工具销售,是Commodore和Tandy Corporation等公司留下的遗产的继承者。同时,出现了许多针对新学习者的编程语言和系统,其中以麻省理工学院的Scratch系统最为重要。本研究通过关注交互性(尤其是交互性)的概念来追溯DIY计算的历史根源。数字游戏的形式。交互可以采取多种形式,但是由于本研究中讨论的某些因素,最早的个人计算机开始采用并普及了一种特别有限的交互类型。该模型将程序员和用户的角色急剧地划分开来,并将用户很大程度上减少为现有程序和游戏的数据提供者。该研究将讨论和分析1970年代后期出现的交互式计算的一种变体形式,以及通常被称为交互式编程系统(IPS)。在IPS中,开发人员和用户使用相同的环境,从而使用户几乎可以完全访问代码。此外,IPS模型鼓励所有用户开发代码“生态系统”,其中可能包含变量,函数,对象以及它们之间的关系。由于种种原因,入侵防御系统仅取得了有限的成功,但本研究将通过介绍由本文作者开发的简单的入侵防御系统(Hail-Workshop)来提倡继续使用入侵防御系统。 Hail-Workshop被设计为基于文本的游戏的平台,允许用户以零碎的方式开发此类游戏,因此将游戏玩家与游戏开发者一样对待。

著录项

  • 作者

    Wells, Matthew Jason.;

  • 作者单位

    University of Toronto (Canada).;

  • 授予单位 University of Toronto (Canada).;
  • 学科 Information science.;History.;Computer science.
  • 学位 Ph.D.
  • 年度 2017
  • 页码 267 p.
  • 总页数 267
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:54:22

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