Vocabulary Can Be Reinforced by Using a Variety of Game Formats. Focus May Be Placed Upon Word Building, Spelling, Meaning, Soun
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A Functional Taxonomy of Logic Puzzles
A Functional Taxonomy of Logic Puzzles Lianne V. Hufkens Cameron Browne Department of Data Science and Knowledge Engineering Maastricht University Maastricht, The Netherlands flianne.hufkens, [email protected] Abstract—There currently exists no taxonomy for the full range of puzzles including “pen & paper” Japanese logic puzzles. We present a functional taxonomy for these puzzles in prepa- ration for implementing them in digital form. This taxonomy reveals similarities and differences between these puzzles and locates them within the context of single player games. Index Terms—games, puzzles, logic, taxonomy, classification I. INTRODUCTION This work is part of a project on digitally implementing the full range of pen & paper puzzles for computer analysis. In order to model these puzzles, it is useful to devise a taxonomy to highlight differences and similarities between Fig. 1: A Sudoku challenge (left) and solution (right). them to facilitate their implementation. We define a puzzle as a problem with defined steps for books, with further examples and information on Nikoli-style achieving one or more defined solutions, such that the chal- logic puzzles obtained from online sources including [2], [3], lenge contains all information needed to achieve its own [4], [5] and [6]. solution. Puzzles are distinct from games as they lack the Some simple schemes for logically grouping logic puzzles adversarial element: ”Puzzles are solved. Games are won.”1 already exist. For example, our final taxonomy was inspired by We focus on the group of puzzles commonly known as the classification found at [2], and Nikoli [3] uses the following Japanese logic puzzles [1], of which Sudoku (Fig. -
Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015
Repositorium für die Medienwissenschaft Jennifer deWinter; Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015 https://doi.org/10.25969/mediarep/14996 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: deWinter, Jennifer; Kocurek, Carly A.: Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2. In: Thomas Hensel, Britta Neitzel, Rolf F. Nohr (Hg.): »The cake is a lie!« Polyperspektivische Betrachtungen des Computerspiels am Beispiel von PORTAL. Münster: LIT 2015, S. 31– 48. DOI: https://doi.org/10.25969/mediarep/14996. Erstmalig hier erschienen / Initial publication here: http://nuetzliche-bilder.de/bilder/wp-content/uploads/2020/10/Hensel_Neitzel_Nohr_Portal_Onlienausgabe.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Weitergabe unter Attribution - Non Commercial - Share Alike 3.0/ License. For more gleichen Bedingungen 3.0/ Lizenz zur Verfügung gestellt. Nähere information see: Auskünfte zu dieser Lizenz finden Sie hier: http://creativecommons.org/licenses/by-nc-sa/3.0/ http://creativecommons.org/licenses/by-nc-sa/3.0/ Jennifer deWinter / Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in ›Portal‹ and ›Portal 2‹ Chell stands in a corner facing a portal, then takes aim at the adjacent wall with the Aperture Science Handheld Portal Device. Between the two portals, one ringed in blue, one ringed in orange, Chell is revealed, reflected in both. And, so, we, the player, see Chell. She is a young woman with a ponytail, wearing an orange jumpsuit pulled down to her waist and an Aperture Science-branded white tank top. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Tatamibari Is NP-Complete
Tatamibari is NP-complete The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Adler, Aviv et al. “Tatamibari is NP-complete.” 10th International Conference on Fun with Algorithms, May-June 2021, Favignana Island, Italy, Schloss Dagstuhl and Leibniz Center for Informatics, 2021. © 2021 The Author(s) As Published 10.4230/LIPIcs.FUN.2021.1 Publisher Schloss Dagstuhl, Leibniz Center for Informatics Version Final published version Citable link https://hdl.handle.net/1721.1/129836 Terms of Use Creative Commons Attribution 3.0 unported license Detailed Terms https://creativecommons.org/licenses/by/3.0/ Tatamibari Is NP-Complete Aviv Adler Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Jeffrey Bosboom Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Erik D. Demaine Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Martin L. Demaine Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Quanquan C. Liu Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Jayson Lynch Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Abstract In the Nikoli pencil-and-paper game Tatamibari, a puzzle consists of an m × n grid of cells, where each cell possibly contains a clue among , , . The goal is to partition the grid into disjoint rectangles, where every rectangle contains exactly one clue, rectangles containing are square, rectangles containing are strictly longer horizontally than vertically, rectangles containing are strictly longer vertically than horizontally, and no four rectangles share a corner. We prove this puzzle NP-complete, establishing a Nikoli gap of 16 years. -
What the Riddle-Makers Have Hidden Behind the Fire of a Dragon
Volume 38 Number 2 Article 7 5-15-2020 What the Riddle-Makers Have Hidden Behind the Fire of a Dragon Laurence Smith Independent Follow this and additional works at: https://dc.swosu.edu/mythlore Part of the Children's and Young Adult Literature Commons Recommended Citation Smith, Laurence (2020) "What the Riddle-Makers Have Hidden Behind the Fire of a Dragon," Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature: Vol. 38 : No. 2 , Article 7. Available at: https://dc.swosu.edu/mythlore/vol38/iss2/7 This Article is brought to you for free and open access by the Mythopoeic Society at SWOSU Digital Commons. It has been accepted for inclusion in Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature by an authorized editor of SWOSU Digital Commons. An ADA compliant document is available upon request. For more information, please contact [email protected]. To join the Mythopoeic Society go to: http://www.mythsoc.org/join.htm Mythcon 51: A VIRTUAL “HALFLING” MYTHCON July 31 - August 1, 2021 (Saturday and Sunday) http://www.mythsoc.org/mythcon/mythcon-51.htm Mythcon 52: The Mythic, the Fantastic, and the Alien Albuquerque, New Mexico; July 29 - August 1, 2022 http://www.mythsoc.org/mythcon/mythcon-52.htm Abstract Classical mythology, folklore, and fairy tales are full of dragons which exhibit fantastic attributes such as breathing fire, hoarding treasure, or possessing more than one head. This study maintains that some of these puzzling phenomena may derive from riddles, and will focus particularly on some plausible answers that refer to a real creature that has for millennia been valued and hunted by man: the honeybee. -
Major and Minor Transnationalism in Yoko Inoue's
asian diasporic visual cultures and the americas 6 (2020) 27-47 brill.com/adva Major and Minor Transnationalism in Yoko Inoue’s Art Yasuko Takezawa AQ1 Kyoto University, Kyoto, Japan takezawa.yasuko.2u@ kyoto-u.jp Abstract This article elucidates major transnationalism and minor transnationalism through an analysis of works by New York-based Japanese artist Yoko Inoue (b. 1964). Inoue en- gages in social criticism through varied media such as ceramics, installations, and per- formance art. Her works demonstrate minor-transnationalism observed in the rela- tionships she has built with other transmigrants and minoritized individuals over such issues as xenophobia and racism after 9/11, and Hiroshima/Nagasaki and related con- temporary nuclear issues. Inoue also addresses the disparities in collective memory and narratives between Japan and the US as well as socio-economic inequalities be- tween nation-states and the movement of people/goods/money within Trans-Pacific power dynamics, all of which illustrates major transnationalism in the Trans-Pacific. Keywords transnationalism – Hiroshima – transmigrants – 9/11 – Japan – performance art – Sherman E. Lee – General Headquarters (ghq) In their book Minor Transnationalism, Françoise Lionnet and Shu-mei Shih de- fine minor transnationalism as the horizontal relationship between transmi- grants and/or between minoritized people.1 Meanwhile Janet Alison Hoskins and Viet Thanh Nguyen discuss major-transnationalism in the Trans-Pacific, in reference to the economic, political, and military contact -
Convict Footprints on the Old Great North Road
April 29 - May 15, 2016 Vol. 33 - Issue 9 CONVICT FOOTPRINTS ON THE OLD GREAT NORTH ROAD When: Sat 07 May 2016 & Sun 08 May Selected Dates until Sun 23 Oct 2016 More information http://convictfootprints.com.au/ This is an interactive play conducted on the convict built Old Great North Road in Dharug National Park beside the Hawkesbury River. Audiences are taken on a journey up the road and learn about it from soldiers, convicts and officials. Sandstone LOCAL NEWSPAPER FOR SALE It’s time to find a new owner for the Hills to Hawkesbury Living Magazine. Sales MARK VINT This magazine has been running for over 33 years providing a TV guide, Buy Direct From the Quarry 9651 2182 local history, news and events to a dedicated local community readership. 270 New Line Road The current fortnightly production is run using up-to-date technology and 9652 1783 Dural NSW 2158 has a cost effective, efficient workflow. This magazine is ideally suited to Handsplit [email protected] an owner/operator but could easily be run by a community group. We have Random Flagging $55m2 ABN: 84 451 806 754 thoroughly enjoyed running this magazine but it is time to find it a new 113 Smallwood Rd Glenorie WWW.DURALAUTO.COM home as we are moving to pastures new. Enquiries to Diana 0408 011 193. AIRPORT & CRUISE SHIP TRANSFERS Competitive Pricing, Quality Service. After 20+ years servicing the Hills District, Shuttlz believes it is the longest for in a shuttle is quality, punctuality, reliability, and peace of mind. consistently running shuttle business in the area, and is now UNDER With a LATE MODEL fleet of vehicles, clean and well presented, NEW MANAGEMENT. -
Dark Souls™ Series By: BANDAI NAMCO Entertainment Inc
1 Contents Introduction . 3 Character Activations . 22 Overview . 22 Game Contents . 4 Character Movement . 22 Setup . 8 Character Attacks . 22 Initial Setup . 8 Enemy Activations . 24 Setup After the Mini Boss . 9 Overview . 24 Tiles and Nodes . 10 Enemy Movement . 24 The Basics . 10 Enemy Attacks . 25 Node Movement . 10 Boss Encounters . 26 Range . 10 Boss Basics . 26 Node Model Limits . 10 Boss Data Cards . 26 Characters . 11 Behaviour Cards . 27 Character Boards . 11 Boss Arcs . 27 Estus Flask Tokens . 11 Starting a Boss Encounter . 28 Luck Tokens . 11 Ending a Boss Encounter . 28 Equipment . 12 Boss Activations . 29 Equipment Cards . 12 Overview . 29 Upgrade Cards . 12 Boss Attacks . 29 Equipment Modifiers . 12 Boss Movement . 29 Embers . 12 Boss Activation Example . 30 The Bonfire Tile . 13 Post-Game Ritual . 31 Home Base . 13 Blacksmith Andre . 14 The Firekeeper . 15 Resting at the Bonfire . 15 Exploration . 16 Into the Dungeon . 16 The Fog Gate . 16 Campaign Rules . 32 Introduction . 32 Encounter Setup . 17 Encounter Cards . 17 Rules of the Campaign . 33 Terrain . 17 Setup . 33 Trap Tokens . 18 Adding and Dropping Players . 33 Encounter Setup Example . 18 Dashing Through . 33 Sparks . 33 Encounters . 19 Progressing through The Basics . 19 the Campaign . 33 Activating Models . 19 The Bonfire Tile . 33 Ending an Encounter . 19 Campaign Scenarios Combat Basics . 20 Using the Core Set . 34 Target versus Hit . 20 The Endurance Bar . 20 The First Journey . 34 Enemy Data Cards . 20 The Coiled Sword . 36 Pushing . 21 Conditions . 21 Campaign -
Baguenaudier - Wikipedia, the Free Encyclopedia
Baguenaudier - Wikipedia, the free encyclopedia http://en.wikipedia.org/wiki/Baguenaudier You can support Wikipedia by making a tax-deductible donation. Baguenaudier From Wikipedia, the free encyclopedia Baguenaudier (also known as the Chinese Rings, Cardan's Suspension, or five pillars puzzle) is a mechanical puzzle featuring a double loop of string which must be disentangled from a sequence of rings on interlinked pillars. The puzzle is thought to have been invented originally in China. Stewart Culin provided that it was invented by the Chinese general Zhuge Liang in the 2nd century AD. The name "Baguenaudier", however, is French. In fact, the earliest description of the puzzle in Chinese history was written by Yang Shen, a scholar in 16th century in his Dan Qian Zong Lu (Preface to General Collections of Studies on Lead). Édouard Lucas, the inventor of the Tower of Hanoi puzzle, was known to have come up with an elegant solution which used binary and Gray codes, in the same way that his puzzle can be solved. Variations of the include The Devil's Staircase, Devil's Halo and the Impossible Staircase. Another similar puzzle is the Giant's Causeway which uses a separate pillar with an embedded ring. See also Disentanglement puzzle Towers of Hanoi External links A software solution in wiki source (http://en.wikisource.org/wiki/Baguenaudier) Eric W. Weisstein, Baguenaudier at MathWorld. The Devil's Halo listing at the Puzzle Museum (http://www.puzzlemuseum.com/month/picm05/200501d-halo.htm) David Darling - encyclopedia (http://www.daviddarling.info/encyclopedia/C/Chinese_rings.html) Retrieved from "http://en.wikipedia.org/wiki/Baguenaudier" Categories: Chinese ancient games | Mechanical puzzles | Toys | China stubs This page was last modified on 7 July 2008, at 11:50. -
Comparison of Esports and Traditional Sports Consumption Motives by Donghun Lee, Ball State University and Linda J
Comparison of eSports and Traditional Sports Consumption Motives by Donghun Lee, Ball State University and Linda J. Schoenstedt, and in turn, has boosted eSports consumption. Consequently, Xavier University multimedia outlets cover more eSports games and potential investors have paid more attention to this market segment as Abstract a growing sponsorship opportunity. Global companies such as With recognition of the need for studying eSports in this Samsung and Microsoft have been sponsoring the World Cyber interactive digital communication era, this study explored 14 Games at event and team levels. Corporate sponsors have jumped motivational factors affecting the time spent on eSports gaming. into the online advertising industry because online games have Using a sample of 515 college students and athletic event become a common promotional venue in which brands get repeated attendees, we further compared eSports game patterns to their exposure to an avid target market (Chaney, Lin, & Chaney, 2004). non-eSport or traditional sport involvements (game participation, Electronic sports have, in recent years, become a more popular game attendance, sports viewership, sports readership, sports form of leisure activity for many people. Based on the units sold listenership, Internet usage specific to sports, and purchase of in 2007, sports video games (including auto racing) comprised team merchandise). Multiple regression results indicated that more than 22% of the entire video game industry (Entertainment competition and skill had a statistically significant impact on the Software Association, 2008). This number rose to 44.7% if ‘action’ time spent on eSports games while peer pressure had marginal genre was included. Among the list of the top 20 popular video significance. -
Personal Social and Emotional Development Guess the Emotion
Personal Social and Emotional Development Guess the emotion game 1. Find a watch or a clock to use as a timer. 2. Copy the facial expressions below onto separate pieces of paper. 3. Shuffle the pieces of paper and place them upside down. 4. Set the timer for one minute. 5. Player one takes one of the pieces of paper and, without looking, puts it on their head. 6. Player two must describe the emotion without using the word written on their head. 7. Winner is the player who guesses the most emotions correctly within the time limit. After the game ask your child which of the emotions they think that they identify with the most. Why do they feel this way? What do they think might change their mood if they are feeling upset? Think of someone who is special to you and say three things that make them smile. Here is a link to support children who may be feeling a little anxiety towards what’s going on around them at the moment and Yoga really helps to relax the body and mind, give it a go! Parents don’t forget to join in! https://www.youtube.com/watch?v=LhYtcadR9nw Communication and Language Choose and tell your favourite jokes to other people in your family to make them laugh. Can you make up your own jokes? https://inews.co.uk/light-relief/jokes/jokes-kids-funny-497875 Listen to a story that someone else reads to you. There are plenty on our You Tube channel. Can you retell the story when they are finished? https://www.youtube.com/watch?v=CgoihSunrfQ&list=PLk1TAPJ2DJXy- UzjV_iGejNK5rVrxAp_M&index=5 Tell someone in your family a story about an adventure you have had with your favourite toy, for example on holiday, at the shops, in the park. -
Shopping for Game Mechanics
Shopping for Game Mechanics Tiago Machado, Ivan Bravi, Zhu Wang, Andy Nealen, Julian Togelius New York University {tiago.machado, ivan.bravi, zhu.wang, nealen, julian.togelius}@nyu.edu ABSTRACT Recommender systems are very common nowadays, from shopping websites to social net- works, from map routing systems to entertainment stream services. We use recommender systems as an inspiration to create an AI Game Design Assisted tool which recommends game elements, such as sprites and mechanics, during the development process. Sugges- tions are based on similarities between games and freely inspired by game analysis studies. The tool is based on the Video Game Description Language. Keywords Recommender Systems, AI Game Design Assisted Tool, Game Analysis Studies INTRODUCTION Recommender systems are very common nowadays. Practically every system has its own way to suggest users to be friends with, movies to watch, or something to buy. It is possible to find recommender systems in the game industry as well, although they focus on suggesting games to the user, based on the games she or her friends played before (newgrounds.com 2016). In this work, we describe a recommender system designed to assist developers, by sug- gesting VGDL game mechanics (Ebner et al. 2013). Our methods are inspired by Game Analysis studies, which describe some methods commonly used in games’ pre-production phase. Our system uses the games in the GVG-AI framework game library as its knowledge base (Perez et al. 2015). Every time a user requests suggestions, it provides recommenda- tions by comparing the current game with the games in the library. Two types of sugges- tions are provided based on two search paradigms: the item-based search and the user-based search.