MHS and GCHQ "Get in the Game" with Target Development for World of Warcraft Online Gaming
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Splice: a Standardized Peripheral Logic and Interface Creation Engine
Washington University in St. Louis Washington University Open Scholarship All Computer Science and Engineering Research Computer Science and Engineering Report Number: WUCSE-2007-22 2007 Splice: A Standardized Peripheral Logic and Interface Creation Engine Justin Thiel Recent advancements in FPGA technology have allowed manufacturers to place general- purpose processors alongside user-configurable logic gates on a single chip. At first glance, these integrated devices would seem to be the ideal deployment platform for hardware- software co-designed systems, but some issues, such as incompatibility across vendors and confusion over which bus interfaces to support, have impeded adoption of these platforms. This thesis describes the design and operation of Splice, a software-based code generation tool intended to address these types of issues by providing a bus-independent structure that allows end-users to easily integrate their customized peripheral logic into embedded systems.... Read complete abstract on page 2. Follow this and additional works at: https://openscholarship.wustl.edu/cse_research Part of the Computer Engineering Commons, and the Computer Sciences Commons Recommended Citation Thiel, Justin, "Splice: A Standardized Peripheral Logic and Interface Creation Engine" Report Number: WUCSE-2007-22 (2007). All Computer Science and Engineering Research. https://openscholarship.wustl.edu/cse_research/126 Department of Computer Science & Engineering - Washington University in St. Louis Campus Box 1045 - St. Louis, MO - 63130 - ph: (314) 935-6160. This technical report is available at Washington University Open Scholarship: https://openscholarship.wustl.edu/ cse_research/126 Splice: A Standardized Peripheral Logic and Interface Creation Engine Justin Thiel Complete Abstract: Recent advancements in FPGA technology have allowed manufacturers to place general-purpose processors alongside user-configurable logic gates on a single chip. -
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. -
PC-Based Aviation Training Devices for Pilot Training in Visual Flight Rules Procedures; Development, Validation and Effectiveness
Copyright is owned by the Author of the thesis. Permission is given for a copy to be downloaded by an individual for the purpose of research and private study only. The thesis may not be reproduced elsewhere without the permission of the Author. PC-Based Aviation Training Devices for Pilot Training in Visual Flight Rules Procedures; Development, Validation and Effectiveness A thesis presented in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Aviation at Massey University, Palmerston North, New Zealand Savern Reweti 2014 Abstract Flying is a difficult and complex activity that requires a significant level of attention from the pilot as well as a lengthy training period to gain sufficient competency. For issues of both cost and safety, flight simulation has been an integral part of flight training from its earliest beginnings. There have been a number of technological developments and improvements in both the level of fidelity and the training effectiveness of flight simulators. As a result, flight simulators in use today are the result of this technological, psychological, and engineering evolution. Indeed, simulator cockpits can now accurately replicate all of the functions of flight controls and instrumentation found in real aircraft. Furthermore, the development of high- resolution display systems utilising computer-generated imagery (CGI), means that flight simulators can now display very realistic terrain and environmental effects. The high cost of modern full motion flight simulators (FFSs) has meant that their use has generally been restricted to commercial airlines, military forces, and government agencies. More recently, rapid advances and decreasing costs in PC-based computer technology has enabled flight-training organisations to conduct more training with less expensive fixed-base flight training devices (FTDs). -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Digital Skills in Sub-Saharan Africa Spotlight on Ghana
Digital Skills in Sub-Saharan Africa Spotlight on Ghana IN COOPERATION WITH: ABOUT IFC Research and writing underpinning the report was conducted by the L.E.K. Global Education practice. The L.E.K. IFC—a sister organization of the World Bank and member of team was led by Ashwin Assomull, Maryanna Abdo, and the World Bank Group—is the largest global development Ridhi Gupta, including writing by Maryanna Abdo, Priyanka institution focused on the private sector in emerging Thapar, and Jaisal Kapoor and research contributions by Neil markets. We work with more than 2,000 businesses Aneja, Shrrinesh Balasubramanian, Patrick Desmond, Ridhi worldwide, using our capital, expertise, and influence to Gupta, Jaisal Kapoor, Rohan Sur, and Priyanka Thapar. create markets and opportunities in the toughest areas of Sudeep Laad provided valuable insights on the Ghana the world. For more information, visit www.ifc.org. market landscape and opportunity sizing. ABOUT REPORT L.E.K. is a global management consulting firm that uses deep industry expertise and rigorous analysis to help business This publication, Digital Skills in Sub-Saharan Africa: Spotlight leaders achieve practical results with real impact. The Global on Ghana, was produced by the Manufacturing Agribusiness Education practice is a specialist international team based in and Services department of the International Finance Singapore serving a global client base from China to Chile. Corporation, in cooperation with the Global Education practice at L.E.K. Consulting. It was developed under the ACKNOWLEDGMENTS overall guidance of Tomasz Telma (Senior Director, MAS), The report would not have been possible without the Mary-Jean Moyo (Director, MAS, Middle-East and Africa), participation of leadership and alumni from eight case study Elena Sterlin (Senior Manager, Global Health and Education, organizations, including: MAS) and Olaf Schmidt (Manager, Services, MAS, Sub- Andela: Lara Kok, Executive Coordinator; Anudip: Dipak Saharan Africa). -
RESEARCH, ART and VIDEO GAMES: ETHNOGRAPHY of an EXTRA-DISCIPLINARY EXPLORATION Cédric Parizot and Douglas Edric Stanley
antiAtlas Journal #01 - Spring 2016 RESEARCH, ART AND VIDEO GAMES: ETHNOGRAPHY OF AN EXTRA-DISCIPLINARY EXPLORATION Cédric Parizot and Douglas Edric Stanley Cédric Parizot is Researcher in Anthropology at IREMAM (CNRS UMR 7310). He is initiator and coordinator of the antiAtlas of Borders project. His most recent publications are: Israelis and Palestinians in the Shadows of the Wall. Spaces of Separation and Occupation, 2015, Ashgate (co-edited with S. Latte Abdallah) and “Marges et Numérique/Margins and Digital Technologies”, 2015, Journal des anthropologues 142-143 (co-edited with T.Mattelart, J. Peghini and N. Wanono). Douglas Edric Stanley is an American-born artist and teaches in Aix en Provence where he founded the Atelier Hypermédia, an atelier dedicated to the exploration of algorithms and code as artistic materials. Douglas also teaches Algorithmic Design in the Media Design Master of the Geneva University of Art and Design (HEAD). As an artist, he has participated in several exhibitions related to digital art. Translated by Caroline Mackenzie. Keywords : apparatus, art, digital art, distanciation, device (dispositif), ethnography, borders, Intifada, Israel, video games, Palestine, walls, research, mobility regime, procedural rhetoric To quote this article: Parizot, Cedric, Stanley, Douglas Edric, "Research, Art and Video games: Ethnography of an extra-disciplinary exploration", antiAtlas Journal, 01 | 2016, [Online], published on June 30th, 2016, URL : http://www.antiatlas-journal.net/01-research-art-and-video-games- ethnography-of-an-interdisciplinary-exploration, accessed on juillet 7, 2016 Introduction Introduction 1 This article reviews the process of conception and development of a documentary and artistic video game: A Crossing Industry. This game focuses on the operations of the Israeli separation regime in the West Bank during the three years following the second Intifada (2007-2010). -
Immersive Virtual Reality Methods in Cognitive Neuroscience and Neuropsychology: Meeting the Criteria of the National Academy Of
Immersive virtual reality methods in cognitive neuroscience and neuropsychology: Meeting the criteria of the National Academy of Neuropsychology and American Academy of Clinical Neuropsychology Panagiotis Kourtesisa,b,c,d* and Sarah E. MacPhersone,f aNational Research Institute of Computer Science and Automation, INRIA, Rennes, France; bUniv Rennes, Rennes, France; cResearch Institute of Computer Science and Random Systems, IRISA, Rennes, France; dFrench National Centre for Scientific Research, CNRS, Rennes, France. eHuman Cognitive Neuroscience, Department of Psychology, University of Edinburgh, Edinburgh, UK; fDepartment of Psychology, University of Edinburgh, Edinburgh, UK; * Panagiotis Kourtesis, National Research Institute of Computer Science and Automation, INRIA, Rennes, France. Email: [email protected] Abstract Clinical tools involving immersive virtual reality (VR) may bring several advantages to cognitive neuroscience and neuropsychology. However, there are some technical and methodological pitfalls. The American Academy of Clinical Neuropsychology (AACN) and the National Academy of Neuropsychology (NAN) raised 8 key issues pertaining to Computerized Neuropsychological Assessment Devices. These issues pertain to: (1) the safety and effectivity; (2) the identity of the end-user; (3) the technical hardware and software features; (4) privacy and data security; (5) the psychometric properties; (6) examinee issues; (7) the use of reporting services; and (8) the reliability of the responses and results. The VR Everyday Assessment Lab (VR-EAL) is the first immersive VR neuropsychological battery with enhanced ecological validity for the assessment of everyday cognitive functions by offering a pleasant testing experience without inducing cybersickness. The VR-EAL meets the criteria of the NAN and AACN, addresses the methodological pitfalls, and brings advantages for neuropsychological testing. -
Redundancy-Free Analysis of Multi-Revision Software Artifacts
Empirical Software Engineering (preprint) Redundancy-free Analysis of Multi-revision Software Artifacts Carol V. Alexandru · Sebastiano Panichella · Sebastian Proksch · Harald C. Gall 30. April 2018 Abstract Researchers often analyze several revisions of a software project to obtain historical data about its evolution. For example, they statically ana- lyze the source code and monitor the evolution of certain metrics over multi- ple revisions. The time and resource requirements for running these analyses often make it necessary to limit the number of analyzed revisions, e.g., by only selecting major revisions or by using a coarse-grained sampling strategy, which could remove significant details of the evolution. Most existing analy- sis techniques are not designed for the analysis of multi-revision artifacts and they treat each revision individually. However, the actual difference between two subsequent revisions is typically very small. Thus, tools tailored for the analysis of multiple revisions should only analyze these differences, thereby preventing re-computation and storage of redundant data, improving scalabil- ity and enabling the study of a larger number of revisions. In this work, we propose the Lean Language-Independent Software Analyzer (LISA), a generic framework for representing and analyzing multi-revisioned software artifacts. It employs a redundancy-free, multi-revision representation for artifacts and avoids re-computation by only analyzing changed artifact fragments across thousands of revisions. The evaluation of our approach consists of measur- ing the effect of each individual technique incorporated, an in-depth study of LISA's resource requirements and a large-scale analysis over 7 million program revisions of 4,000 software projects written in four languages. -
Evaluating the Advantages of Physical and Digital Elements in Hybrid
EVALUATING THE ADVANTAGES OF PHYSICAL AND DIGITAL ELEMENTS IN HYBRID TABLETOP GAMES MASTER’S THESIS Submitted in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE HTW BERLIN – UNIVERSITY OF APPLIED SCIENCES INTERNATIONAL MEDIA AND COMPUTING Submitted by: Tobias Wehrum ([email protected]) First Supervisor: Prof. Dr.-Ing. Carsten Busch Second Supervisor: André Selmanagić Date and Place: September 23, 2014, Berlin Acknowledgements With this thesis I will complete my studies of International Media and Computing at the HTW Berlin. For that reason I want to express my gratitude to everyone who supported me during my studies in general and this thesis in particular. Firstly, I would like to thank Prof. Dr.-Ing. Carsten Busch for providing me with the opportunity to write this thesis, for his support and for the freedom I was granted while researching, designing and developing. I would also like to express my heartfelt gratitude for the support of André Selmanagić, whose supervision guided me during these months, whose feedback and corrections vastly improved every aspect of this thesis and who was always willing to listen to any issues I encountered. I am very grateful for all the participants of the testing sessions and for everyone who spent their time discussing concepts and ideas for this thesis, especially the Berlin game development community which provided a lot of interesting input and food for thought. Special thanks go to Marina Bahlke who proofread a large part of this thesis. Her feedback lead to the correction of many mistakes and unclear sentences. I am also thankful to Kurt Chapman, who provided some last-minute proofreading and corrections. -
Re-Purposing Commercial Entertainment Software for Military Use
Calhoun: The NPS Institutional Archive Theses and Dissertations Thesis Collection 2000-09 Re-purposing commercial entertainment software for military use DeBrine, Jeffrey D. Monterey, California. Naval Postgraduate School http://hdl.handle.net/10945/26726 HOOL NAV CA 9394o- .01 NAVAL POSTGRADUATE SCHOOL Monterey, California THESIS RE-PURPOSING COMMERCIAL ENTERTAINMENT SOFTWARE FOR MILITARY USE By Jeffrey D. DeBrine Donald E. Morrow September 2000 Thesis Advisor: Michael Capps Co-Advisor: Michael Zyda Approved for public release; distribution is unlimited REPORT DOCUMENTATION PAGE Form Approved OMB No. 0704-0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302, and to the Office of Management and Budget, Paperwork Reduction Project (0704-0188) Washington DC 20503. 1 . AGENCY USE ONLY (Leave blank) 2. REPORT DATE REPORT TYPE AND DATES COVERED September 2000 Master's Thesis 4. TITLE AND SUBTITLE 5. FUNDING NUMBERS Re-Purposing Commercial Entertainment Software for Military Use 6. AUTHOR(S) MIPROEMANPGS00 DeBrine, Jeffrey D. and Morrow, Donald E. 8. PERFORMING 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) ORGANIZATION REPORT Naval Postgraduate School NUMBER Monterey, CA 93943-5000 9. SPONSORING / MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSORING/ Office of Economic & Manpower Analysis MONITORING AGENCY REPORT 607 Cullum Rd, Floor IB, Rm B109, West Point, NY 10996-1798 NUMBER 11. -
EA and Digital Illusions Announce New Booster Packs for Battlefield 2
EA and Digital Illusions Announce New Booster Packs for Battlefield 2; Award-Winning Battlefield Franchise to Receive 2 New Booster Packs, Battlefield 2: Euro Force and Battlefield 2: Armored Fury REDWOOD CITY, Calif.--(BUSINESS WIRE)--Jan. 12, 2006--The award-winning Battlefield 2™ is about to get a boost... Electronic Arts (NASDAQ:ERTS) and Digital Illusions today announced that 2 new Booster Packs will be released for the award- winning Battlefield 2™ PC game. The two packs, which will each retail for $9.99 in North America, EUR 9.99 in Europe and GBP 5.99 in the UK, will be available exclusively online at www.downloader.ea.com. Powered by the Battlefield 2 game engine, Battlefield 2: Euro Force™, releasing Feb. 8th, will introduce the all-new European Army to three brand new maps. Battlefield 2: Armored Fury™, releasing March 28th, will focus on large mechanized battles in the American heartland. In Battlefield 2: Euro Force, the European Army joins the Battlefield fray for the first time on PC. Complete with seven new weapons and four new vehicles, the European Army will be sent into battle against MEC and Chinese forces on three brand new maps. "Operation Smoke Screen" takes place amidst the burning wreckage of an oil field on fire. "The Great Wall of China" will see Chinese Forces attempting to repel a European attack in the shadow of the ancient landmark. "Taraba Quarry" takes place in a large canyon which holds a vital tactical advantage. Battlefield 2: Armored Fury will add three new maps, all set in the rural heartland of America where the US forces defend their homeland from Chinese and MEC forces. -
10Th IAA FINALISTS ANNOUNCED
10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer