2007년 10월 23일 화요일

Towards an Ontological Language for Game Analysis

In philosophy, ontology is the study of being or existence and forms the basic subject matter of metaphysics. It seeks to describe or posit the basic categories and relationships of being or existence to define entities and types of entities within its framework.

In computer science and information science, an ontology is a data model that represents a set of concepts within a domain and the relationships between those concepts. It is used to reason about the objects within that domain.

Ontology in Computer Science
In computer science, an ontology is a data model that represents a domain and is used to reason about the objects in that domain and the relations between them.
• Individuals: the basic or ‘ground level’ objects
They are all instants, which have yet no relationship between them and so there is no hierarchy of data. These all data will be put in classes according as their entities.
• Classes: sets, collections, or types of objects
Every class behaves as an independent object like as an object oriented program language. You can easily make a new class which includes the entities of the original and change it.
• Attributes: properties, features, characteristics, or parameters that objects can have and share
Under Attributes come properties, features, characteristics or parameters that object can have and share.
• Relations: ways that objects can be related to one another
This is the ways how a class can be connected with one another.

Use of the ontological language for game

• based on perceive or experience as players
 Our ontology is primarily based on that which we can perceive or experience as players
• Every game will be divided in this ontological language system
 An ontological language identifies the important structural elements of games and the relationships between them through organizing them hierarchically.
• An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized. there is no necessity of presume to have any inside knowledge of the game designer’s ideas or intentions, how the game was implemented or even the internal functioning of a game.


I think, the system of ontological language has the same advantages which OOP (object oriented programming) has. There is already a structure that is standardized in a hierarchical form and the objects are ready to be use. This structure acts like OOP. You can create a new game efficiently and economically in use and connect the objects of the system. Through this system will be created a better gameness of a game with small efforts.

Collaborative games: Lessons learned from board games

Toword a Cultural Theory of Gaming: Digital Games and the Co-Evolution of Media, Mind, and Culture, by Janet H. Murray

2007년 10월 15일 월요일

The topic of my final paper...,

Avartar: Subjectivity in the virtual world

1. The Role of Avartar in the mythology
2. How about the greek mythology?
3. What sort of role plays Avartar in the virtual world.
3. Which role plays subjectivity in there?

Formulating Abstraction: Conceptual Art and the Architectural Object, by Therese Tierney

What is art? What are artworks?
This article is about the ontology of art and artworks in these days. What are artworks? What sort of entities are artworks? Are they physical objects itself or are they rather creative ideas such as concepts? In the classical art we didn’t need to separate art objects from the ideas. But during the early 20th century the normative vision of the fine art was called into question as a result of numerous advances in methods of representation, first in photography and later in Dadaist film. Furthermore the conceptual art began to make questions about the ontology of artworks and to build a concept that art is not depend on its materialization.

Formulating Abstraction
When we can accept that art is a formulated idea of an abstract representation in our mind then we can also accept that the real affection of artworks doesn’t lie on an object but on the representation. The object plays just a role of medium. This sort of philosophical sift is not only the problem for architecture but for new-media artists. They produce artworks, which can fill no traditional criterion and has just virtual form in digital world.

This ontological crisis of representation is crucial to understanding one of the forms of resistance in architecture toward new forms of media expression.