• Title/Summary/Keyword: parkour

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Contemporary urbanism represented in game : Focusing on 'Hacking' and 'Parkour' system (게임 <와치독2>에서 재현되는 현대 도시성)

  • Kwangtaek Park;Seungjea Lee;Sangjoon Bae
    • Global Cultural Contents
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    • no.34
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    • pp.67-91
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    • 2018
  • This article analyzed how contemporary urbanism is revealed in the digital game (2016) with the contemporary city as a setting. The city in the game is a precisely directed space, so the experience of the user in the space has a special meaning. It's because the urbanism implied in player's game experience. Urbanism is properties of the city constructed between citizen's everyday life and space. Of course, it as the self of the city is influenced by cultural tradition and modern infrastructure. Therefore, contemporary cities inherit the modernity that is standard and norm, and at the same time, it can be unique space caused by network system installed around the city. In this context, contemporary citizenry accepts the urbanism as matter of course but try to surpass the modern limits and imprisonment of the network. This challenge reveals as resistance, creativity, and amusement in the relation in contemporary urbanism. Hacking and parkour are the representative examples of resistance, creativity and amusement acts of the citizen in the virtual and non-virtual environment. A protagonist in the game is a hacker and also traceur who resist modern network power. The playable character does the hacking and parkour striding the city. And these acts melt into the worldview, interface, and visualization to represent contemporary urbanism. In this regard, hacking and parkour performed by the player character are interfaced in different ways, giving the user a creative urban experience of the city in the game. In addition, the game's high-angle view of the hacked CCTV and the low-angle view of the small device show contemporary people's play on the city. This way, city people represented in are not different from contemporary fläneur who actively practice. Consequently, the city as the space in the game contents are not just settings, but one of the important axes that implies the message of the contents.

Genetic Variability of Show Jumping Attributes in Young Horses Commencing Competing

  • Prochniak, Tomasz;Rozempolska-Rucinska, Iwona;Zieba, Grzegorz;Lukaszewicz, Marek
    • Asian-Australasian Journal of Animal Sciences
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    • v.28 no.8
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    • pp.1090-1094
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    • 2015
  • The aim of the study was to select traits that may constitute a prospective criterion for breeding value prediction of young horses. The results of 1,232 starts of 894 four-, five-, six-, and seven-year-old horses, obtained during jumping championships for young horses which had not been evaluated in, alternative to championships, training centres were analyed. Nine traits were chosen of those recorded: ranking in the championship, elimination (y/n), conformation, rating of style on day one, two, and three, and penalty points on day one, two, and three of a championship. (Co)variance components were estimated via the Gibbs sampling procedure and adequate (co)variance component ratios were calculated. Statistical classifications were trait dependent but all fitted random additive genetic and permanent environment effects. It was found that such characteristics as penalty points and jumping style are potential indicators of jumping ability, and the genetic variability of the traits was within the range of 14% to 27%. Given the low genetic correlations between the conformation and other results achieved on the parkour, the relevance of assessment of conformation in four-years-old horses has been questioned.