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Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29 -
Nonverbal Communication in Text Based Virtual Realities
University of Montana ScholarWorks at University of Montana Graduate Student Theses, Dissertations, & Professional Papers Graduate School 1996 Nonverbal communication in text based virtual realities John T. Masterson The University of Montana Follow this and additional works at: https://scholarworks.umt.edu/etd Let us know how access to this document benefits ou.y Recommended Citation Masterson, John T., "Nonverbal communication in text based virtual realities" (1996). Graduate Student Theses, Dissertations, & Professional Papers. 5466. https://scholarworks.umt.edu/etd/5466 This Thesis is brought to you for free and open access by the Graduate School at ScholarWorks at University of Montana. It has been accepted for inclusion in Graduate Student Theses, Dissertations, & Professional Papers by an authorized administrator of ScholarWorks at University of Montana. For more information, please contact [email protected]. Maureen and Mike MANSFIELD LIBRARY The UniversityfMONTANA o Permission is granted by the author to reproduce this material in its entirety, provided that this material is used for scholarly purposes and is properly cited in published works and reports. ** Please check "Yes" or "No" and provide signature ** Yes, I grant pennission No, I do not grant permission Author's Signature Date Any copying for commercial purposes or financial gam may be undertaken only with the author's explicit consent. NONVERBAL COMMUNICATION IN TEXT BASED VIRTUAL REALITIES by John T. Masterson, III B.A. University of Miami 1991 presented in partial fulfillment of the requirements for the degree of Master of Arts The University of Montana 1996 Approved by: Chair Dean, Graduate School Date UMI Number: EP40930 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. -
Cite4me: Semantic Retrieval and Analysis of Scientific Publications
Cite4Me: Semantic Retrieval and Analysis of Scientific Publications Bernardo Pereira Nunes Besnik Fetahu Marco Antonio Casanova PUC-Rio L3S Research Center PUC-Rio Rio de Janeiro, Brazil Appelstrasse 9a Rio de Janeiro, Brazil [email protected] Hannover, Germany [email protected] [email protected] ABSTRACT lications3. However, current approaches by main digital library 4 5 This paper presents the Cite4Me Web application and its features providers, such as ACM Digital Library and Elsevier , do not created for the LAK Challenge 2013. The Web application focuses represent the current state of research on exploring resources us- on two main directions: (i) interlinking of the LAK dataset with ing approaches from Information Retrieval, Information Extraction related data sources from the Linked Open Data cloud; and (ii) and Semantic Web. Thus, get an overview of research topics, find providing innovative search, visualization, retrieval and recommen- publications and discover new nomenclatures are an arduous and dation of scientific publications from the LAK dataset and related laborious task that are not always successful. interlinked resources. Our approach is based on semantic and co- In this paper, we introduce Cite4Me a novel application for ex- occurrence relations to provide new browsing experiences to Web ploratory search, retrieval and visualization of scientific publica- users and an overview of scientific data available. Furthermore, we tions. Cite4Me intends to provide to the end users a single point for present a detailed analysis of the LAK dataset along with applica- accessing papers and hence reducing efforts of searching in several data sources. Our system takes advantage of reference datasets, tions which contributes to the development of the learning analytics 6 field. -
Mud Connector
Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base. -
How to Read a Daily Mud Report a Guide for Mud Engineers CONTENTS
Pegasus Vertex, Inc. Drilling Software | Sophisticated Yet Simple WHITE PAPER How to Read a Daily Mud Report A Guide for Mud Engineers CONTENTS I. Introduction .................................................................................. 3 II. Breakdown ................................................................................... 4 1. Header ........................................................................................... 5 2. Wellbore and Drill Strings .............................................................. 6 3. Drilling, Volume and Circulation ..................................................... 6 4. Solid Control Equipment ................................................................ 7 5. Mud Properties .............................................................................. 7 6. Inventory ........................................................................................ 10 7. Recommend Tour Treatments and Remarks ................................. 11 8. Volume Tracking ............................................................................ 11 9. Hydraulics ...................................................................................... 11 10. Solid Analysis and Time Distribution ............................................ 12 III. Conclusion .................................................................................. 13 Pegasus Vertex, Inc. How to Read a Daily Mud Report —A Guide for Mud Engineers I. Introduction Drilling fluids are a vital part of drilling operations. Figure -
How to Play the Game?
How to play the game? A study on MUD player types and their real life personality traits R.L.M. van Meurs, s395420 Master Thesis Leisure Studies Theme: Virtual Communities Supervisor: Drs. E.J. van Ingen Second Corrector: Dr. Ir. A. Bargeman Department of Social Sciences August 6th 2007, Tilburg Contents Contents II Abstract IV Preface V List of Abbreviations and MUD-related Concepts VII 1. Introduction 1 1.1 Laying Out the Research 2 1.1.1 Towards Different Playing Styles 3 1.1.2 Online versus Offline 4 1.2 Research Question, Goal and Relevance 5 2. Online Playing Styles and Offline Characteristics 7 2.1 Bartle’s Typology of Player Types 8 2.1.1 The Four Player Types 8 2.1.2 The Player Types Model and Dynamics 10 2.1.3 The Bartle Test 11 2.2 Criticism on Bartle’s Player Types 11 2.2.1 Yee’s Player Motivations 12 2.2.2 The Social versus Game-Like Debate 14 2.3 Alternative Ways of Categorizing Player Types and Motivations 15 2.3.1 Hierarchical Categorizations 16 2.3.2 Other Classifications 17 2.3.3 Relevance of Alternative Classifications 17 2.4 The Big Five / Offline Character Traits 18 2.4.1 Extraversion 19 2.4.2 Agreeableness 20 2.4.3 Conscientiousness 21 2.4.4 Emotional Stability 21 2.4.5 Intellect, Openness or Imagination 22 2.5 The Conceptual Model and Expectations 23 2.5.1 Summary of the Theory 23 2.5.2 The Conceptual Model and Expectations 24 II 3. -
Simulated Selves
Rochester Institute of Technology RIT Scholar Works Theses 5-1-2003 Simulated selves Erika Gentry Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Gentry, Erika, "Simulated selves" (2003). 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]. SIIM\UIILAlilEID SJEILVJES Erika Y. Gentry Graduate Thesis Master of Fine Arts School of Photographic Arts and Sciences Imaging Arts and Sciences Rochester Institute of Technology Thesis Board Members Angela Kelly, Thesis Chair, Associate Professor, School of Photographic Arts and Sciences Patricia Russotti, Associate Professor, School of Print Media Stephen Jacobs, Associate Professor, Information Technology SIIM\UIILAlilEID SIEILVIES Erika Y. Gentry A thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts, Imaging Arts and Sciences. Rochester Institute of Technology 2003 Approved by: Angela Kelly, Associate Professor, School of Photographic Arts and Sciences sl'~/03 date Patricia Russotti, Associate Professor, School of Print Media Stephen Jacobs, Associate Professor, Information Technology 1 SIIM\UIILAlilEID SIEILVIES I, Erika Y. Gentry, (author) hereby grant permission to Wallace Memorial Library of the Rochester Institute of Technology to reproduce my Thesis in whole or in part. Any reproduction will not be for commercial use or profit. Signature of author: ABSTRACT SIMULATED SELVES Erika Y. Gentry In an increasingly virtual world, new identities that exist only in cyber space are being created. -
Popielinski, M.A
Noncorporeal Embodiment and Gendered Virtual Identity Dissertation Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Lea Marie Popielinski, M.A. Graduate Program in Women’s Studies The Ohio State University 2012 Dissertation Committee: Cathy A. Rakowski, Advisor Cynthia Selfe Mary Thomas Copyright by Lea Marie Popielinski 2012 Abstract This dissertation introduces the concept of noncorporeal embodiment as an analytical tool for understanding the experience of having a body in three-dimensional graphical virtual space, i.e., a representational avatar body. I propose that users of virtual worlds such as Second Life develop a sense of embodiment that is comparable but not identical to a sense of embodiment in the actual world. The dissertation explores three key areas—the development of a virtual identity, the practice of virtual sexuality, and the experience of virtual violence—to locate evidence that Second Life residents identify with their avatars in ways that reflect the concept as it is developed in the text. Methods include interviews with Second Life residents, a blog that presents questions for public response, and the use of resident-produced written materials (e.g., blogs, forum discussions, classifed ads), while theoretical perspectives are drawn from feminist theorists concerned with studies of the body in various respects. The dissertation concludes with a summation of the social patterns observed in the previous chapters and with a discussion of future directions for further research. ii Acknowledgments The completion of this dissertation was long in coming, and it would never have arrived without the guidance, support, and participation of a number of individuals who did not give up on me and would not let me give up on myself throughout the process. -
GAME DEVELOPER TOP 50 the Best Ideas Evolve
THE LEADING GAME INDUSTRY MAGAZINE VOL18 NO10 NOVEMBER 2011 INSIDE: THE GAME DEVELOPER TOP 50 The best ideas evolve. Great ideas don’t just happen. They evolve. Your own development teams think and work fast. Don’t miss a breakthrough. Version everything with Perforce. Software and firmware. Digital assets and games. Websites and documents. More than 5,000 organizations and 350,000 users trust Perforce SCM to version work enterprise-wide. Try it now. Download the free 2-user, non-expiring Perforce Server from perforce.com Or request an evaluation license for any number of users. Perforce Video Game Game Developer page ad.indd 1 06/07/2011 19:14 DEPARTMENTS CONTENTS.1111 VOLUME 18 NUMBER 10 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Journalistic Rage 4 HEADS UP DISPLAY [NEWS] Indiecade illustrated, GDC Online Award winners, and new Atari 2600 game found. 26 TOOL BOX By Jeremy Putnam [REVIEW] Autodesk Maya 2012 POSTMORTEM 29 THE BUSINESS By Dave Voyles [BUSINESS] Promoting Indies 20 CRIMSON ALLIANCE 35 PIXEL PUSHER By Steve Theodore [ART] CRIMSON ALLIANCE is one of the first games on XBLA to use Gamma Drive Me Crazy! microtransactions. It also went for a different angle on the action RPG, by emphasizing action much more than role playing or stats 38 THE INNER PRODUCT By Andy Firth [PROGRAMMING] building. It turned out that one of the most important variables to Lighter Than Air fans enjoying both of these was the messaging—which developer 40 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Certain Affinity feels could have been gone much better. -
Game Developer
T H E L E A D I N G G A M E I N D U S T R Y MAGAZINE vo L 1 8 N o 8 se p tem b er 2 0 1 1 I N S I D E : intelligent c ameras S w o rd & S w o R c ery p o STM o RTEM The best ideas evolve. Great ideas don’t just happen. They evolve. Your own development teams think and work fast. Don’t miss a breakthrough. Version everything with Perforce. Software and firmware. Digital assets and games. Websites and documents. More than 5,000 organizations and 350,000 users trust Perforce SCM to version work enterprise-wide. Try it now. Download the free 2-user, non-expiring Perforce Server from perforce.com Or request an evaluation license for any number of users. Perforce Video Game Game Developer page ad.indd 1 06/07/2011 19:14 THE LEADING GAME INDUSTRY MAGAZINE VOL18 NO5 CONTENTS.0911 VOLUME 18 NUMBER 08 MAYM A Y 20112 0 1 1 INSIDE: BROWSER TECH MEGA-ROUNDUP DEPARTMENTS 2 GAME PLAN By Brandon Sheffield [EDITORIAL] The Portable Future 4 HEADS UP DISPLAY [NEWS] The Difference Initiative, HALO 2600 Source Code Released, and Flashback, Recipes, and Zombies POSTMORTEM 31 TOOL BOX By Bradley Meyer [REVIEW] Soundminer HD 14 SECTION 8: PREJUDICE With SECTION 8: PREJUDICE, TimeGate took what was planned as a 35 THE INNER PRODUCT By Nick Darnell [PROGRAMMING] console game and presented it as a $15 downloadable title. Not only Automated Occluders for GPU Culling did the team have to change its way of thinking about pricing and presentation, it also had to work out how to shrink assets and scale 42 THE BUSINESS By David Edery [BUSINESS] the design appropriately to fit within the download limit. -
Hyperidentities Within Mmorpgs: an Analysis of Social Interaction in Mmorpgs and Their Effects on Their Players
Hyperidentities within MMORPGs: an analysis of social interaction in MMORPGs and their effects on their players. One of the most academically ignored forms of media in recent years has been video games. With a huge dominance of film studies and television studies, the concept of video games as anything more than a trivial pastime has been mostly overlooked. However, there has been a very gradual shift of taking video games seriously as both an art form and as something worthy of academic analysis. This has been due to the mainstream popularisation of the media which has caused an increase in the number of people playing all types of video game. This study aims to concentrate on the MMORPG genre, Massively Multiplayer Online Role-Playing Games (which will from now on be referred to as MMORPGs and be defined later on). It aims to look at the development of the genre into mainstream popularity and to examine the concept of a hyperidentity being used within them, possibly altering the identity of the player ‘outside’ of the game. With games such as these even becoming profitable for players, it is an interesting phenomenon to analyse as it is evidently becoming a more important part of ‘real life’ to an increasing number of players. ‘If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.’ (Marcus Brigstocke, 1999) 1 This analysis will be done by contrasting Baudrillard’s vision of hyperreality with the ‘reality’ that some MMORPGs produce for its players to see if his vision is similar to the MMORPG ‘world’ and whether it does affect players ‘outside’ of the game. -
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Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 2001 by Jessica M. Mulligan Copyright 2000 by Jessica Mulligan. All right reserved. Biting the Hand 6/12/01 Jessica M. Mulligan Page 2 Table of Contents 1 THE 1997 COLUMNS......................................................................................................6 1.1 ISSUE 1: APRIL 1997.....................................................................................................6 1.1.1 ACTIVISION??? WHO DA THUNK IT? .............................................................7 1.1.2 AMERICA ONLINE: WILL YOU BE PAYING MORE FOR GAMES?..................8 1.1.3 LATENCY: NO LONGER AN ISSUE .................................................................12 1.1.4 PORTAL UPDATE: December, 1997.................................................................13 1.2 ISSUE 2: APRIL-JUNE, 1997 ........................................................................................15 1.2.1 SSI: The Little Company That Could..................................................................15 1.2.2 CompuServe: The Big Company That Couldn t..................................................17 1.2.3 And Speaking Of Arrogance ...........................................................................20 1.3 ISSUE 3 ......................................................................................................................23 1.3.1 December, 1997.................................................................................................23