Ludic Interfaces Kilby Tarot 200
   HOME
*





Ludic Interfaces Kilby Tarot 200
Ludic may refer to: *Ludic language, a Finnic language in the Uralic language family *Ludic fallacy, is "the misuse of games to model real-life situations." *Ludic interface, are types of computer interface that are inherently "playful". * Ludology, Game studies (Not to be confused with Game theory Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has appli ...
.) {{disambig ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Ludic Language
Ludic, or ''Ludian'', or ''Ludic Karelian'' ( or ), is a Finnic language in the Uralic language family or a Karelian dialect. It is transitional between the Olonets Karelian language and the Veps language. It is spoken by 300 Karelians in the Republic of Karelia in Russia, near the southwestern shore of Lake Onega, including a few children. Classification In the Finnish research tradition, Ludic has been considered a transitional dialect area between Karelian and Veps, while in the Russian research tradition it is, on ethnographic grounds, normally considered a dialect of Karelian. A status as an independent language has been proposed in recent times. Ludic is characterised by a specific mixture of Karelian-like traits (such as the diphthongisation of the Proto-Finnic non-open long vowels: e.g. *pää > ''piä'' 'head', *soo > ''suo'' 'swamp', contrast Veps ''pä'', ''so'') and Veps-like traits (such as an almost complete loss of consonant gradation). Dialects Ludic comprises t ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Ludic Fallacy
The ludic fallacy, proposed by Nassim Nicholas Taleb in his book '' The Black Swan'' ( 2007), is "the misuse of games to model real-life situations". Taleb explains the fallacy as "basing studies of chance on the narrow world of games and dice".Taleb, Nassim (2007). ''The Black Swan''. New York: Random House. p. 309. . The adjective ''ludic'' originates from the Latin noun ''ludus'', meaning "play, game, sport, pastime".Simpson, D.P. (1987). ''Cassell's Latin and English Dictionary''. New York: Hungry Minds. p. 134. Description The fallacy is a central argument in the book and a rebuttal of the predictive mathematical models used to predict the future – as well as an attack on the idea of applying naïve and simplified statistical models in complex domains. According to Taleb, statistics is applicable only in some domains, for instance casinos in which the odds are visible and defined. Taleb's argument centers on the idea that predictive models are based on platonified forms, ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Ludic Interface
A ludic interface is a type of computer interface. In the field of human–computer interaction (HCI), the term ludic Interfaces describes a discipline that focuses on user interfaces that are inherently "playful". This field of interface research and design draws on concepts introduced by Dutch historian and cultural theorist Johan Huizinga in the book Homo Ludens ("Man the Player" or "Playing Man"). Huizinga's work is considered an important contribution to the development of game studies. The various tools and concepts associated with ludic interface development differ from mainstream technological systems that employ human computer interfacing and interaction. Ludic interfaces tend to be more playful, are user-generated and user-driven, flexible, low-cost and cooperative. Such interfaces are often experimental and draw upon methods and knowledge from video game design, interactive media, modding cultures, media conversion, and social networking. The goal of ludic interfac ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Ludology
Game studies, also known as ludology (from ''ludus'', "game", and ''-logia'', "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc. Before video games, game studies was rooted primarily in anthropology. However, with the development and spread of video games, games studies has diversified methodologically, to include approaches from sociology, psychology, and other fields. There are now a n ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]