Thursday, February 21, 2013

Culture and technology Part 3

  the theoretical basis

       Involvement of the brain in the process of making the game play entertainment game one potential means to develop and practice skills, creativity, concentration and endurance of the human brain. More than that if this is done properly from an early age, allowing a person to have more brain capacity when growing up, and make the person a little easier to understand and enter the world of academic learning and compete and innovate in the world of work.  

        But of course this is necessary for games that have a positive charge and be able to build the character of a man. Therefore, we must be selective in choosing what games should we play. The development of very powerful game and kind of game variety, encourage the creation of some of the games that "do not build" and give more negative impact on the mental development of man. Some of the positive developments in the game and a promising field of labor in the world gaming industry, making various science and methods in the production of entertainment games is one science that should be studied and developed.

        (Http://webmail.informatika.org/ ~ rinaldi/Matdis/2006-2007/Makalah/Makalah0607-13.pdf)
Games can produce a large amount of search space. It is fairly large and complex requiring a powerful technique for determining alternative pengekpsplorasian space problems. This technique is known as heuristic and and is a major area of research on AI. Many things are commonly known as intelligence seems to be in heuristic used by humans to solve the problem. (Anita Desiani & Muhammad Arhami, 2006: 8)

Sunday, February 17, 2013

Know Your Culture And Technology Part 2


Many people think that playing the game is something that wastes time, energy and thoughts. Though gaming hobby can bring something different and new in our lives. For example, by playing games against something we can imagine that we play. If playing a game about World War II, then we as - if being a soldier assigned to a special mission diperitahkan by the state. If the form of strategy war game that we like - if a general governing forces in order to win the battle despite the forces that we have lost a lot. (http://ekitisna.wordpress.com).

     
Along with the progress of globalization, competitive feel more viscous in daily life. Along with that, the trend of events dominated by activities that consume more stamina brain. It is different from the trend of ancient human life (such as prehistoric times) are still dominated by the activities of a predominantly muscle performance. Stamina depletion of the brain that feels most modern human, certainly not sufficiently recovered with physical rest. Therefore it is vital entertainment needs today. Formerly one of the game is a minor aspect of entertainment, just as a distraction or entertainment only. And deemed not produce anything. If the consumer in terms of games is one thing that could be very interesting, to the point that can make a person "addicted". But not only negative things that are served by the gaming entertainment. One of the major elements of the modern entertainment world presents a number of positive things that even hard to find in other entertainment areas.

Wednesday, February 13, 2013

Mengenal Budaya Dan Teknologi Part 2


Banyak orang yang mengira bahwa bermain game adalah sesuatu yang membuang waktu, tenaga dan pikiran. Padahal hobi bermain game bisa mendatangkan sesuatu yang lain dan baru dalam kehidupan kita. Sebagai contoh, dengan bermain game kita bisa berimajinasi terhadap sesuatu yang kita mainkan. Jika bermain game tentang perang dunia ke II, maka kita seolah - olah menjadi seorang prajurit yang ditugaskan dalam misi khusus yang diperitahkan oleh negara. Jika game perang itu berbentuk stategi maka kita seolah - olah menjadi Jenderal yang mengatur pasukan agar bisa memenangi pertempuran meskipun pasukan yang kita miliki kalah banyak. (http://ekitisna.wordpress.com).

     
Seiring dengan kemajuan globalisasi, nuansa kompetitif makin kental dalam keseharian manusia. Seiring dengan itu, kecenderungan kegiatan didominasi oleh kegiatan-kegiatan yang lebih banyak menkonsumsi stamina otak. Hal itu berbeda dengan kecenderungan kehidupan manusia zaman dahulu (misalnya zaman prasejarah) yang masih di dominasi oleh kegiatan yang didominasi kinerja otot. Terkurasnya stamina otak yang dirasakan sebagian besar manusia zaman modern, tentu saja tidak cukup dipulihkan dengan istirahat fisik saja. Karena itu kebutuhan entertainment sangatlah vital saat ini. Dulunya game merupakan salah satu aspek entertainment yang minor, hanya sebagai selingan atau hiburan saja. Dan dianggap tidak menghasilkan sesuatu. Jika dipandang dari segi konsumen game merupakan salah satu hal yang bisa jadi amat menarik, sampai-sampai bisa membuat seseorang “kecanduan”. Namun tidak melulu hal negative yang disuguhkan oleh gaming entertainment. Salah satu elemen mayor dunia entertainment modern ini menyuguhkan sejumlah hal positif yang bahkan sulit dicari di area entertainment lain.