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Record W2716508834 · doi:10.3138/cart.52.2.3823

The Impact of 1980s and 1990s Video Games on Multimedia Cartography

2017· article· en· W2716508834 on OpenAlex
Dennis Edler, Frank Dickmann

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

venuePublished in a venue whose home country is Canada.
no affNo Canadian affiliation: this work is invisible to an affiliation-only frame.
No Canadian affiliation. An affiliation-only frame, the usual design, would never have seen this work. It is one of the works that make the case for inverting the frame.

Bibliographic record

VenueCartographica The International Journal for Geographic Information and Geovisualization · 2017
Typearticle
Languageen
FieldSocial Sciences
TopicGeographic Information Systems Studies
Canadian institutionsnot available
Fundersnot available
KeywordsVideo gameEntertainmentMultimediaComputer scienceVirtual realityComputer graphics (images)AnimationHuman–computer interactionVisual artsArt

Abstract

fetched live from OpenAlex

The video game industry revolutionized the game market from the 1970s onwards. Stationary video game machines, such as “coin-ops” and, later, consoles for home entertainment made it possible to experience and interact with new virtual environments. Based on technical innovations, early video games already included different graphic and auditory effects that were used to present and emphasize the spatial dimension of game stories. One of the most famous and successful video game series that “told” spatial stories and included many visualizations of virtual topographies was Nintendo's Super Mario series. Nintendo developed diverse video game topographies including different interactive and animated cartographic media throughout the Super Mario series. These maps were early and fundamental examples that were user-friendly and suitable for children. Moreover, they established a basis for future video game spaces, and the techniques used to create, animate, and visualize these maps have also found their ways into other applications of cartography and geomatics. It seems that the early worlds of Super Mario animated cartographers to animate cartographic visualizations. This article presents the characteristic spatial structures and cartographic techniques found in early Super Mario games, from the arcade classic Donkey Kong (1981) to the Super Nintendo classic Super Mario Kart (1992). The meaning of these structures and techniques for other cartographic applications is discussed.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.003
metaresearch head score (Gemma)0.001
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesScience and technology studies, Scholarly communication
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.361
Threshold uncertainty score0.999

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0030.001
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.000
Science and technology studies0.0060.002
Scholarly communication0.0020.002
Open science0.0010.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.018
GPT teacher head0.359
Teacher spread0.341 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it