Educational Games Online 2019
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Metadefender Core V4.12.2
MetaDefender Core v4.12.2 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
Cintiq Series
PEN & LCD TABLET Baik untuk desain fashion, grafis, produk, maupun fotografi, pen & LCD tablet Wacom siap mendukung Anda para pekerja kreatif. Dengan teknologi pressure-sensitive yang dimilikinya, Anda leluasa membuat konsep, mengeksekusi, mengedit, dan finalisasi karya secara intuitif dan efektif dengan perangkat lunak apapun. Cintiq Series PRODUCT Cintiq 24HD touch Cintiq 24HD Ref. No. DTH-2400 DTK-2400 GENERAL 30.3" W x 18.3" H x 2.5" D 30.29" W x 18.26" H x 2.5" D Overall dimensions (769.3 x 463.74 x 64 mm) (769.3 x 463.74 x 64 mm) Weight 62.9 lbs with stand (28.6 kg) 63.8 lbs with stand (29.0 kg) Pen data port USB Graphics input Analog RGB, digital DVI, DisplayPort Display connector DVI-I, DisplayPort Display adapters included DisplayPort, DVI-I to VGA, DVI-I to DVI-D DVI-I to VGA, DVI-I to DVI-D Bundled software Adobe Photoshop Elements 10, Autodesk SketchBook Express, Corel Painter Sketch Pad, Nik Software Color Efex Pro 3 System requirements Windows 8, 7 (32 / 64-bit), Vista SP1, XP SP2, Mac OS X v10.6.8 or later (Intel processor) DISPLAY Aspect ratio 16 : 10 Screen size 24.1" diagonal (612.14 mm) Display area 20.4" W x 12.8" H (518.4 x 324 mm) Native resolution 1920 x 1200 Contrast ratio 850 : 1 550 : 1 Viewing angle 178° (89°/89°) H, (89°/89°) V PEN & TABLET Resolution 5080 lpi ExpressKeys 10 user-assignable Touch strips 2 Touch Rings, finger sensitive, front mounted Multi-touch Yes No Pen type Pressure-sensitive, cordless, battery-free Pressure levels 2048 on pen tip and eraser 170 PEN & LCD TABLET Cintiq Series PRODUCT Cintiq 22HD touch Cintiq 22HD Cintiq 13HD Ref. -
State of the Art of Stem Technologies with Applications in the Clasroom
systematic approach for implementation of STEAM education in schools STATE OF THE ART OF STEM TECHNOLOGIES WITH APPLICATIONS IN THE CLASROOM Authors: Belén López, Rafael Marín, Laura Rubio, David Segarra (FCRi) with the kind assistance of Martí Badal 1 Contents INTRODUCTION .................................................................................................................................................... 3 CONSOLIDATED TECHNOLOGIES ............................................................................................................4 PROGRAMMING ................................................................................................................................................... 4 ROBOTICS ............................................................................................................................................................. 7 VIRTUAL AND REMOTE LABS ........................................................................................................................... 1 EDUCATIONAL VIDEO GAMES ......................................................................................................................... 5 LOW-COST EXPERIMENTATION ...................................................................................................................... 8 EMERGING TECHNOLOGIES ....................................................................................................................10 3D PRINTING ...................................................................................................................................................... -
R-Photo User's Manual
User's Manual © R-Tools Technology Inc 2020. All rights reserved. www.r-tt.com © R-tools Technology Inc 2020. All rights reserved. No part of this User's Manual may be copied, altered, or transferred to, any other media without written, explicit consent from R-tools Technology Inc.. All brand or product names appearing herein are trademarks or registered trademarks of their respective holders. R-tools Technology Inc. has developed this User's Manual to the best of its knowledge, but does not guarantee that the program will fulfill all the desires of the user. No warranty is made in regard to specifications or features. R-tools Technology Inc. retains the right to make alterations to the content of this Manual without the obligation to inform third parties. Contents I Table of Contents I Start 1 II Quick Start Guide in 3 Steps 1 1 Step 1. Di.s..k.. .S..e..l.e..c..t.i.o..n.. .............................................................................................................. 1 2 Step 2. Fi.l.e..s.. .M..a..r..k.i.n..g.. ................................................................................................................ 4 3 Step 3. Re..c..o..v..e..r.y.. ...................................................................................................................... 6 III Features 9 1 File Sorti.n..g.. .............................................................................................................................. 9 2 File Sea.r.c..h.. ............................................................................................................................ -
Influencing Behavior Unobtrusively in Virtual Gaming Environments
ABSTRACT DOMÍNGUEZ, IGNACIO XAVIER. Influencing Behavior Unobtrusively in Virtual Gaming Environments. (Under the direction of David L. Roberts). Virtual gaming environments mediate interaction between players within a game and/or be- tween a player and the game itself to make gameplay more enjoyable. Although game designers strive to achieve a delicate balance between content and interaction that promotes player enjoy- ment, sometimes players want to take actions that would result in this balance being broken. Many games simply prevent player actions that will put the game in an undesired state at the expense of player agency. More recent approaches attempt to accommodate player actions by adapting the game, but this solution has limited applicability. In this work, we introduce an alternative way to reduce the tension between player actions and authorial constraints by unobtrusively influencing player behavior to promote player actions that align with authorial intentions. This enables players choosing author-desired actions out of their own volition, therefore preserving player agency. Subtly influencing player behavior is also useful to make games easier or harder, and we also present examples of behavior influence techniques that can be used to alter players’ performance, effectively controlling the game’s difficulty. As an extension, we can use behavior influence techniques to inspect how player behavior changes and compare it to a known baseline, allowing authors to obtain additional insight about their players, such as determining if players are actively attentive and engaged, or if players are likely to be automated agents instead of human players. We also introduce a taxonomy that partitions behavior influence on two categories. -
Educational Games & Health Sciences
University of Massachusetts Medical School eScholarship@UMMS National Network of Libraries of Medicine New National Network of Libraries of Medicine New England Region (NNLM NER) Repository England Region 2017-04-18 Educational Games & Health Sciences Allison K. Herrera University of Massachusetts Medical School Et al. Let us know how access to this document benefits ou.y Follow this and additional works at: https://escholarship.umassmed.edu/ner Part of the Library and Information Science Commons, and the Public Health Commons Repository Citation Herrera AK, Wehbe RR, Mathews FZ. (2017). Educational Games & Health Sciences. National Network of Libraries of Medicine New England Region (NNLM NER) Repository. https://doi.org/10.13028/5hgc-4k47. Retrieved from https://escholarship.umassmed.edu/ner/44 Creative Commons License This work is licensed under a Creative Commons Attribution 4.0 License. This material is brought to you by eScholarship@UMMS. It has been accepted for inclusion in National Network of Libraries of Medicine New England Region (NNLM NER) Repository by an authorized administrator of eScholarship@UMMS. For more information, please contact [email protected]. Educational Games & Health Sciences Rina R. Wehbe F. Zeb Mathews University of Waterloo & The Games Institute University of Tennessee Health Science Center Allison Herrera University of Massachusetts Medical School Outline Learning Objectives Overview & Introduction – 10 min Objectives: • Understand some of the benefits and advantages of game-based Rina Wehbe – 20 -
Real-Time Oil Painting on Mobile Hardware
Volume xx (200y), Number z, pp. 1–10 Real-Time Oil Painting on Mobile Hardware Tuur Stuyck1 y Fang Da2 z Sunil Hadap3 x Philip Dutré1 { 1KU Leuven 2Columbia University 3Adobe Research Figure 1: Oil painting examples made with our mobile painting system. Abstract This paper presents a realistic digital oil painting system, specifically targeted at the real-time performance on highly resource constrained portable hardware such as tablets and iPads. To effectively use the limited computing power, we develop an efficient adaptation of the Shallow Water Equations that models all the characteristic properties of oil paint. The pigments are stored in a multi-layered structure to model the peculiar nature of pigment mixing in oil paint. The user experience ranges from thick shape-retaining strokes to runny diluted paint that reacts naturally to the gravity set by tablet orientation. Finally, the paint is rendered in real-time using a combination of carefully chosen efficient rendering techniques. The virtual lighting adapts to the tablet orientation, or alternatively, the front-facing camera captures the lighting environment, which leads to a truly immersive user experience. Our proposed features are evaluated via a user study. In our experience, our system enables artists to quickly try out ideas and compositions anywhere when inspiration strikes, in a truly ubiquitous way. They don’t need to carry expensive and messy oil paint supplies. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Computer Graphics—Three-Dimensional Graphics and Realism Animation I.3.4 [Computer Utilities]: Paint Systems— 1. Introduction artists. Our system offers the best of both worlds: a fully expressive digital medium that closely mimics the serendipitous real life oil Oil paint has been a popular medium for artists for several painting experience and the convenience and ubiquity of mobile centuries. -
Digital Painting – the Emerging Art Form in Which Traditional Painting Techniques Such As Watercolor, Oils, Impasto, Etc
With Corel Painter & Adobe Photoshop By Brad Grigor Digital Painting – the emerging art form in which traditional painting techniques such as watercolor, oils, impasto, etc. are applied using digital tools by means of a computer, a digitizing tablet and stylus, and software. Digital Art – an umbrella term for a range of artistic works and practices that utilize digital technology No mess Less waste ◦ You consume materials only when you print Virtually unlimited flexibility & options ◦ Can do things not achievable with traditional media Direct workflow for prints, web sites, books, publications, merchandizing, etc. ◦ Reproduction costs are much lower No physical storage of “originals” Can “Undo” “The Art World” doesn’t get it (yet) ◦ Still hung up that the “Original” is a computer file, not a tangible entity ◦ Still hung up that the work is easily reproduced ◦ Still hung up on misconception that “it’s too easy, just push a button and the computer does it all” Steep learning curve ◦ Heavy on technology High cost of entry Computer $1500+ TIPS: 1. You might already have a Tablet 300+ suitable computer. 2. You can “farm out” the Software 500+ printing 3. Many inexpensive and free Printer 1000+ software options exist. E.g. Adobe Photoshop Elements ----------------- and Corel Painter Essentials are bundled with cameras TOTAL $3300+ and tablets. TIPS: 1. PC or Mac – they both work fine. 2. Get as much power as you can afford. Digital Painting is fairly demanding. 3. Don’t be overly swayed by Apple’s clever “I’m a Mac” Mac ads. PC TIPS: 1. I recommend getting a genuine Wacom tablet. -
Creating a Rhythm Audio Game
Bachelor’s thesis Information and Communication Technology 2021 Janne Soikkeli CREATING A RHYTHM AUDIO GAME BACHELOR´S THESIS | ABSTRACT TURKU UNIVERSITY OF APPLIED SCIENCES Information and Communication Technology 2021 | number of pages: 35 Janne Soikkeli CREATING A RHYTHM AUDIO GAME Audio games - as opposed to video games - are generally created for visually impaired players and are wholly playable without visual stimulus. Audio games are a diverse sector of games without a well-defined design architecture, and as such offer a fertile ground for experimentation. The challenge of this thesis was to create a unique audio game, as a solo developer commissioned by myTrueSound game company, that would be appealing to both visually impaired -and normally sighted players. To accomplish this, I composed a genre blending idea that’s mechanics can be distilled into three main systems: rhythm gameplay, typing interaction and dynamic audio. The co-operation of these main components resolved the success of the project, measured by the results of a testing period done on a game build with all systems implemented, performed by players ranging from blind to fully sighted. The results were compiled from a questionnaire regarding the three main areas of the game (rhythm gameplay, typing interaction and dynamic audio), yielding positive results in each area. This thesis reports how the project advanced from the idea conception stage to a fully playable horror-themed rhythm audio game, to be published on various online marketplaces, including Itch.io and AudioGames.store. In the scope of this thesis, the resulting game was a success, based on the feedback gathered in the testing phase. -
Grafika Rastrowa I Wektorowa
GRAFIKA RASTROWA I WEKTOROWA Grafikę komputerową, w dużym uproszczeniu, można podzielić na dwa rodzaje: 1) grafikę rastrową, zwaną też bitmapową, pikselową, punktową 2) grafikę wektorową zwaną obiektową. Grafika rastrowa – obraz budowany jest z prostokątnej siatki punktów (pikseli). Skalowanie rysunków bitmapowych powoduje najczęściej utratę jakości. Grafika ta ma największe zastosowanie w fotografice cyfrowej. Popularne formaty to: BMP, JPG, TIFF, PNG GIF, PCX, PNG, RAW Znane edytory graficzne: Paint, Photoshop, Gimp. Grafika wektorowa – stosuje obiekty graficzne zwane prymitywami takie jak: punkty, linie, krzywe opisane parametrami matematycznymi. Podstawową zaletą tej grafiki jest bezstratna zmian rozmiarów obrazów bez zniekształceń. Popularne formaty to: SVG, CDR, EPS, WMF - cilparty Znane edytory graficzne: Corel Draw, Sodipodi, Inscape, Adobe Ilustrator, 3DS LISTA PROGRAMÓW DO GRAFIKI BITMAPOWEJ Darmowe: CinePaint , DigiKam , GIMP , GimPhoto , GIMPshop , GNU Paint , GrafX2 , GraphicsMagick , ImageJ , ImageMagick , KolourPaint , Krita , LiveQuartz , MyPaint , Pencil , Pinta , Pixen , Rawstudio , RawTherapee , Seashore , Shotwell , Tile Studio , Tux Paint , UFRaw , XPaint , ArtRage Starter Edition , Artweaver , Brush Strokes Image Editor , Chasys Draw IES , FastStone Image Viewer , Fatpaint , Fotografix , IrfanView , Paint.NET , Picasa , Picnik , Pixia , Project Dogwaffle , TwistedBrush Open Studio , Xnview Płatne: Ability Photopaint, ACD Canvas, Adobe Fireworks, Adobe Photoshop, Adobe Photoshop Lightroom, Adobe Photoshop Elements, -
Sketchup Tutorials, Tips & Tricks, and Links
SketchUp Tutorials, Tips & Tricks, and Links This compendium is for all to use. While I have taken the time to verify every site listed below when they were initially added, that’s also the last time I have checked them. Therefore I ask, you, the user, should a link no longer be valid, or the link contains incorrect information, please e-mail me at [email protected] and I will have the link removed or corrected. It is only through your efforts this compendium can remain as accurate as possible. Thank you for you help and keep on SketchUpping! Steven. ------------------------------------------------------------------------------------------------------------------------------------------------------------------ Quick Links Index (Not all headings are listed below) Animation CAD Related Components Drafting Software File Conversion Fun Stuff Latitude/Longitude/Maps Misc. Software Modeling Software Models New User Tips PDF Creator Photo Editing Photo Measure Polygon Reduction Presentation Software Rendering Ruby Scripts SU Books Terrain Text Texture Editor Textures TimeTracking Tips & Tricks Tutorials Utilities Video Capture Web Music ------------------------------------------------------------------------------------------------------------------------------------------------------------------ SketchUp Books e-mail: [email protected] telephone: 1-973-364-1120 fax: 1-973-364-1126 The SketchUp 5 “Delta” Book -- 49.95The SketchUp Book (Release 5, color) -- 84.95 SU Version 5 Delta: Price $49.95 (This just covers what’s new in V5) SU Version 5: Price $84.95 SU Version 4: Price: $69.95 USD SU Version 4 Delta: Price: $43.95 USD (This just covers what’s new in V4) SU Version 3: Price: $62.95 USD SU Version 2: Price: $54.95 USD Orders can be placed via e-mail, phone, or fax. Visa, MasterCard, American Express accepted. -
When a Console Game Becomes CSCL: Play, Participatory Learning and 8-Bit Home Computing in India
When a console game becomes CSCL: Play, participatory learning and 8-bit home computing in India Derek Lomas, Carnegie Mellon University, 5000 Forbes Ave, Pittsburgh, PA 15213 USA Dixie Ching, Chris Hoadley, New York University, 239 Greene St. Suite 300, New York, NY 10003 USA Kishan Patel, Dhirubhai Ambani Institute of ICT, Gandhinagar Gujarat 382007 India Matthew Kam, Carnegie Mellon University, 5000 Forbes Ave, Pittsburgh, PA 15213 USA Email: [email protected], [email protected], [email protected], [email protected], [email protected] Abstract: This paper presents evidence describing how a single player typing game, designed for use on a low-cost (~US$10) computing platform, was utilized as a computer-supported collaborative learning activity. The group computer interaction was found to consistently in- duce verbal language experiences that extended the potential educational utility of the highly limited 8-bit computing platform. Building on these experiences, we describe some of the de- sign implications for promoting participatory learning with video games, particularly in low- income households and developing contexts. Introduction CSCL (Computer Supported Collaborative Learning) applications have traditionally focused on technologies that directly support person-to-person interaction, mediated by a computer. But CSCL can also broker virtual connections between people outside the system (Hoadley & Pea, 2002) or around the system in a physically shared context (Roschelle & Pea, 2002). As gaming becomes a more important educational technology strategy, we face a similar set of design challenges: games can be designed for individual use, for directly mediated group use, and, importantly, for indirectly mediated group use. We describe how this issue plays out in the widespread but understudied context of 8-bit home computing in developing countries.