Am I Mod Or Not? - an Analysis of First Person Shooter Modification Culture." Paper Presented at Creative Gamers Seminar - Exploring Participatory Culture in Gaming
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Shading in Valve's Source Engine
Advanced Real-Time Rendering in 3D Graphics and Games Course – SIGGRAPH 2006 Chapter 8 Shading in Valve’s Source Engine Jason Mitchell9, Gary McTaggart10 and Chris Green11 8.1 Introduction Starting with the release of Half-Life 2 in November 2004, Valve has been shipping games based upon its Source game engine. Other Valve titles using this engine include Counter-Strike: Source, Lost Coast, Day of Defeat: Source and the recent Half-Life 2: Episode 1. At the time that Half-Life 2 shipped, the key innovation of the Source engine’s rendering system was a novel world lighting system called Radiosity Normal Mapping. This technique uses a novel basis to economically combine the soft realistic 9 [email protected] 10 [email protected] 11 [email protected] 8 - 1 © 2007 Valve Corporation. All Rights Reserved Chapter 8: Shading in Valve’s Source Engine lighting of radiosity with the reusable high frequency detail provided by normal mapping. In order for our characters to integrate naturally with our radiosity normal mapped scenes, we used an irradiance volume to provide directional ambient illumination in addition to a small number of local lights for our characters. With Valve’s recent shift to episodic content development, we have focused on incremental technology updates to the Source engine. For example, in the fall of 2005, we shipped an additional free Half- Life 2 game level called Lost Coast and the multiplayer game Day of Defeat: Source. Both of these titles featured real-time High Dynamic Range (HDR) rendering and the latter also showcased the addition of real-time color correction to the engine. -
Video Games Auction- 840 N. 10Th Street Sacramento - August 21
09/25/21 02:04:36 Video Games Auction- 840 N. 10th Street Sacramento - August 21 Auction Opens: Tue, Aug 18 8:20am PT Auction Closes: Fri, Aug 21 10:00am PT Lot Title Lot Title HA9500 PS4 Overcooked HA9533 Nintendo DS Safe Cracker HA9501 Wii Sega Superstars Tennis HA9534 Diablo HA9502 PCDVD Prince of Persia HA9535 Diablo HA9503 PCDVD Prince of Persia HA9504 Tropico 5 PC DVD-ROM Software HA9505 Nintendo Switch Runbow Deluxe Edition HA9506 XBOXONE Mirrors Edge Catalyst HA9507 XBOX 360 Dungeon Siege HA9508 PS4 Special Edition HA9509 XBOXONE The Golf Club 2019 HA9510 XBOX lood Bowl HA9511 Konami PES 2011 HA9512 Play Station 2 Wave Rally HA9513 XBOXONE Shinobi Striker HA9514 New Nintendo 3DS Minecraft HA9515 Nintendo 3DS Super Smash Bros HA9516 PS4 Call of Duty Black Ops HA9517 Nintendo Switch NBA 2K20 HA9518 XBOXONE Grid HA9519 PS4 Sims4 Bundle HA9520 Quit for Good My Stop Smoking Coach HA9521 PS4 Subnautica HA9522 Wii Ultimate Duck Hunting HA9523 PS4 Lego City HA9524 PS4 Lego City HA9525 XBOXONE game HA9526 XBOXONE Tennis World Tour HA9527 PS4 Injustice 2 HA9528 Nintendo Switch Mario Cart HA9529 XBOXONE Red Dead Redemption HA9530 XBOXONE NBA2K19 HA9531 Pixel in 3D HA9532 Battlefield 1942 Road to Rome 1/2 09/25/21 02:04:36 Full payment for all items must be received within 5 days of the auction closing date, this includes Sundays and Holidays. This payment deadline is firm. All items not paid for by the payment deadline will be considered abandoned, the winning bidders claim to those items will be forfeited and a 15% relisting fee will be charged. -
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 -
Playing with Race: the Ethics of Racialized Representations in E-Games
IRIE International Review of Information Ethics Vol. 4 (12/2005) Dean Chan Playing with Race: The Ethics of Racialized Representations in E-Games Abstract: Questions about the meanings of racialized representations must be included as part of developing an ethical game design practice. This paper examines the various ways in which race and racial contexts are repre- sented in a selected range of commercially available e-games, namely war, sports and action-adventure games. The analysis focuses on the use of racial slurs and the contingencies of historical re-representation in war games; the limited representation of black masculinity in sports games and the romanticization of ‘ghetto play’ in urban street games; and the pathologization and fetishization of race in ‘crime sim’ action-adventure games such as True Crime: Streets of LA. This paper argues for, firstly, a continuous critical engagement with these dominant representations in all their evolving forms; secondly, the necessary inclusion of reflexive precepts in e-games development contexts; and thirdly, the importance of advocating for more diverse and equitable racialized representations in commercial e-games. Agenda Introduction ........................................................................................................................................ 25 War Games and the Contingencies of Historical ‘Authenticity’................................................................... 26 Sports Games, Urban Spaces and ‘Pixilated Minstrelsy’ ........................................................................... -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
BATTLEFIELD 1942 Joel Bengt Eriksson, Arr
BATTLEFIELD 1942 Joel Bengt Eriksson, arr. Sam Daniels Grade / Moeilijkheidsgraad / Degré de difficulté / Schwierigkeitsgrad / Difficoltà 3 Duration / Tijdsduur / Durée / Dauer / Durata 4:23 Recording on / Opname op / Enregistrement sur / Aufnahme auf / Registrazione su Tierolff for Band No. 28 "TWO MARIMBA REFLECTIONS" LMCD-12402 Tierolff Muziekcentrale Postbus 18 Markt 90-92 4700 AA Roosendaal/Nederland Tel.: ++ 31 (0) 165 541255 Fax: ++ 31 (0) 165 558339 Website: www.tierolff.nl E-mail: [email protected] N Young Concert Band O I Full score 1 T A Flute 5 S T T Oboe (optional) 1 N Bassoon (optional) 1 R A E Bb Clarinet 1 5 M Bb Clarinet 2 5 P U Bb Bass Clarinet (optional) 1 R Eb Alto Saxophone 3 Y T Bb Tenor Saxophone 2 R A S Eb Baritone Saxophone (opt.) 1 Bb Soprano Saxophone 1 N Bb Trumpet 1 3 T Bb Flugelhorn 1 1 I Bb Trumpet 2 3 N Bb Flugelhorn 2 1 F Horn 2 E Eb Horn 2 C Trombone 3 M Bb Trombone bass clef 1 C Euphonium 2 E Bb Trombone treble clef 2 Bb Euphonium treble clef 3 L Bb Euphonium bass clef 2 C Bass 2 P Eb Bass treble clef 1 Snare Drum/Bass Drum 2 P Eb Bass bass clef 1 Percussion 1 U Bb Bass treble clef 1 Timpani 1 S Bb Bass bass clef 1 BATTLEFIELD 1942 English: Video gaming is all the rage, and it’s not only young people that participate. There are adults, too, who are just as passionate. Battlefield 1942 is based on World War II, and its music is impressive, accompanying a game filled with weapons, vehicles, maps and battles. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Learning Human Behavior from Observation for Gaming Applications
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2007 Learning Human Behavior From Observation For Gaming Applications Christopher Moriarty University of Central Florida Part of the Computer Engineering Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Moriarty, Christopher, "Learning Human Behavior From Observation For Gaming Applications" (2007). Electronic Theses and Dissertations, 2004-2019. 3269. https://stars.library.ucf.edu/etd/3269 LEARNING HUMAN BEHAVIOR FROM OBSERVATION FOR GAMING APPLICATIONS by CHRIS MORIARTY B.S. University of Central Florida, 2005 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in the School of Electrical Engineering and Computer Science in the College of Engineering and Computer Science at the University of Central Florida Orlando, Florida Summer Term 2007 © 2007 Christopher Moriarty ii ABSTRACT The gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in. -
Uncorrected Transcript
VIETNAM-2011/11/10 1 THE BROOKINGS INSTITUTION VIETNAM’S LONG SHADOW: THE WAR’S IMPACT ON U.S. FOREIGN AND MILITARY POLICY Washington, D.C. Thursday, November 10, 2011 PARTICIPANTS: Introduction: MARTIN INDYK Vice President and Director, Foreign Policy The Brookings Institution Moderator: ROBERT KAGAN Senior Fellow The Brookings Institution Featured Speakers: MARVIN KALB Guest Scholar The Brookings Institution RON NESSEN Journalist in Residence The Brookings Institution * * * * * ANDERSON COURT REPORTING 706 Duke Street, Suite 100 Alexandria, VA 22314 Phone (703) 519-7180 Fax (703) 519-7190 VIETNAM-2011/11/10 2 P R O C E E D I N G S MR. INDYK: Good afternoon, ladies and gentlemen. I’m Martin Indyk, the vice president and director of the Foreign Policy Program at Brookings. Welcome. It’s an honor for me to have the opportunity to introduce two gentlemen who are valued friends and colleagues here at Brookings and have storied legends in their own right as journalists for television and radio. It so happened serendipitously that they’ve both written books that are coming out more or less at the same time so we thought it was a good opportunity to bring them together to discuss those two books. The first, by Ron Nessen, Making the News, Taking the News: From NBC to the Ford White House. I don’t know whether you can all see this. It’s an amazingly handsome picture of Ron. SPEAKER: You mean with hair? (Laughter) MR. INDYK: I didn’t say that but -- The other one, by Marvin Kalb and his daughter Deborah, Haunting Legacy: Vietnam and the American Presidency from Ford to Obama. -
BAB I PENDAHULUAN 1.1 Latar Belakang Secara Singkat, Perang
BAB I PENDAHULUAN 1.1 Latar Belakang Secara singkat, perang Vietnam adalah perang terpanjang dalam sejarah Amerika Serikat dan paling populer pada abad ke-20. Perang ini mengakibatkan hampir 60.000 pasukan Amerika Serikat yang menjadi korban dan sekitar 2 juta korban di pihak Vietnam. Awal mula Perang Vietnam ini adalah sekitar tahun 1953 hingga 1973 yang diawali oleh perang anti-kolonial melawan Perancis.1 Setelah Jepang menyerah kepada sekutu pada tahun 1945, Ho Chi Minh adalah seorang komunis yang menginginkan Vetnam merdeka dibawah bayang-bayang paham komunis. Akan tetapi Perancis sebagai negara yang telah menjajah Vietnam tidak menginginkan hal itu terjadi. Oleh karena itu pada tahun 1946, tentara Amerika datang untuk membantu Perancis dalam menjadikan Vietnam sebagai negara berpaham nasionalis. Namun, Amerika juga tidak mau Perancis tetap mengambil sepenuhnya dataran Vietnam.2 Oleh karena itulah untuk sementara waktu, Vietnam dibagi dua yaitu Vietnam Selatan yang berpaham Liberalis dan Vietnam Utara yang berpaham Komunis. Dari tahun 1968 hingga 1973, berbagai upaya dilakukan untuk mengakhiri konflik ini melalui diplomasi. Hingga pada akhirnya pada tahun 1973 terdapat sebuah kesepakatan yang dinama Pasukan Amerika Serikat ditarik dari Vietnam dan seluruh tawanan AS di 1The Vietnam War 1954-1975 (Chapter 26), hal. 883 diakses dalam http://www.kingherrud.com/uploads/3/7/5/9/37597419/chapter_26.pdf (28/2/2018, 09:12 WIB) 2Ibid 1 bebaskan. Pada bulan April 1975, Vietnam Selatan menyerah dan terjadilah penyatuan kembali negara Vietnam.3 -
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. -
Investigating Steganography in Source Engine Based Video Games
A NEW VILLAIN: INVESTIGATING STEGANOGRAPHY IN SOURCE ENGINE BASED VIDEO GAMES Christopher Hale Lei Chen Qingzhong Liu Department of Computer Science Department of Computer Science Department of Computer Science Sam Houston State University Sam Houston State University Sam Houston State University Huntsville, Texas Huntsville, Texas Huntsville, Texas [email protected] [email protected] [email protected] Abstract—In an ever expanding field such as computer and individuals and security professionals. This paper outlines digital forensics, new threats to data privacy and legality are several of these threats and how they can be used to transmit presented daily. As such, new methods for hiding and securing illegal data and conduct potentially illegal activities. It also data need to be created. Using steganography to hide data within demonstrates how investigators can respond to these threats in video game files presents a solution to this problem. In response order to combat this emerging phenomenon in computer to this new method of data obfuscation, investigators need methods to recover specific data as it may be used to perform crime. illegal activities. This paper demonstrates the widespread impact This paper is organized as follows. In Section II we of this activity and shows how this problem is present in the real introduce the Source Engine, one of the most popular game world. Our research also details methods to perform both of these tasks: hiding and recovery data from video game files that engines, Steam, a powerful game integration and management utilize the Source gaming engine. tool, and Hammer, an excellent tool for creating virtual environment in video games.