Samenvatting
This paper presents a new direction of research in entertainment computing. The problem addressed is drawing on results from different disciplines: anthropology, sociology, design, and engineering sciences. Starting with the three divine concepts in Hinduism (Brahma, Vishnu and Shiva) each individual human life on earth can be divided into three main phases: (1) childhood, (2) adolescence, and (3) retirement. Each of these phases is specified and characterized by the following main motive complexes: (1) love, (2) power and (3) death. In the Greek mythology the trilogy of Oedipus introduced and discussed already these relationships. In the last century three main psycho-analytical schools concentrate on each of these primary motive complexes: (1) S. Freud on love/libido, (2) A. Adler on power and autonomy, and (3) C.G. Jung on death and transcendence. This paper describes these relationships and discusses the possible contributions of entertainment technology (i.e. Life Action Role Playing) in supporting the two main transitions in each human life between these three phases. Hence cultural computing is based on a form of cultural translation that uses scientific methods to capture and represent essential aspects of a particular culture to support cultural development.
Originele taal-2 | Engels |
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Titel | Proceedings of the 2nd International Conference on Culture and Computing, 20-22 October 2011, Kyoto, Japan |
Plaats van productie | Brussels |
Uitgeverij | IEEE Computer Society |
Pagina's | 80-85 |
ISBN van geprinte versie | 978-0-7695-4546-2 |
Status | Gepubliceerd - 2011 |
Evenement | 2nd International Conference on Culture and Computing - Kyoto, Japan Duur: 20 okt. 2011 → 22 okt. 2011 |
Congres
Congres | 2nd International Conference on Culture and Computing |
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Land/Regio | Japan |
Stad | Kyoto |
Periode | 20/10/11 → 22/10/11 |
Ander | 2nd International Conference on Culture and Computing |