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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 -
The Con Psp Iso
The con psp iso click here to download Fight for the win or throw the fight to make some extra cash in this PSP fighting game. Download page for Con, The (USA). Fight for the win or throw the fight to make some extra cash in this PSP fighting game. Con, The (Europe). FILESIZE. VOTES. RATING. DownloadRATE. MBRATE. / Direct Download. ALTERNATIVE DOWNLOAD LINK: Con, The (Europe). PlayStation One (PSX) · PlayStation Portable (PSP) · Raine · Sega CD · Sega Dreamcast · Sega Master System · Sega Genesis 32X · Super Nintendo (SNES) · Turbo Grafx 16 · Wonderswan · Links · # A B C D E F G H I J K L M N O P Q R S T U V W X Y Z · Most Votes · Highest Rated · Most Popular. Con, The. FILESIZE. The Con (USA) PSP ISO Download for the Sony PlayStation Portable/PSP. Game description, information and PSP/PPSSPP download www.doorway.rued Size: MB. ISO download page for the game: The Con (PSP) - File: www.doorway.rut - www.doorway.ru Download Con, The (I)(BAHAMUT) ROM / ISO for PSP from Rom Hustler. % Fast Download. Game Title: The Con Publisher: Sony Computer Entertainment, Ertain Developer: Think and Feel Inc., SCEA Genre: Fighting Image Format: File Size: MB How to play? Download and Install PPSSPP emulator on your device and download The Con ISO rom, run the emulator and select your ISO. Play and enjoy the. Related Games. Forgotten Worlds (CPS1) · Patapon 2 PSP ISO · Shrek The Third PSP ISO · Petz My Baby Hamsterz PSP ISO · Petz Hamsterz Bunch PSP ISO · Petz PSP ISO · Strikers Plus PSP ISO · Up (PSP) · Tokobot PSP ISO. -
TOKYO GAME SHOW 2011 Visitors Survey Report November 2011
TOKYO GAME SHOW 2011 Visitors Survey Report November 2011 Computer Entertainment Supplier's Association ■ Contents ■ Outline of Survey 3 Ⅰ.Visitors' Characteristics 4 1.Gender -------------------------------------------------------------------------- 4 2.Age ---------------------------------------------------------------------------- 4 3.Residential area --------------------------------------------------------------- 5 4.Occupation --------------------------------------------------------------------- 5 5.Hobbies and interests --------------------------------------------------------------- 6 Ⅱ.Household Videogames 9 1.Hardware ownership・Hardware most frequently used -------------------------------------- 9 2.Hardware the respondents wish to purchase --------------------------------------------- 12 3.Favorite game genres ---------------------------------------------------------------- 15 4.Frequency of game playing ----------------------------------------------------------- 19 5.Duration of game playing ------------------------------------------------------------- 21 6.Tendency of software purchases ------------------------------------------------------ 24 7.Tendency of software purchases by downloading ----------------------------------------- 27 Ⅲ.Social Games 28 1.Familiarity with SNS and social games -------------------------------------------------- 28 2.Hardware used for SNS 【All SNS users】 ------------------------------------------------ 31 3.Frequency of game playing 【All social game players】 ------------------------------------- -
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007 Legends 1 Disc €10.oo G4TV Video Review Metascore 45 out of 100 Ace Combat – Assault Horizon 1 Disc €10.oo IGN Video Review Metascore 78 out of 100 Anarchy Reigns 1 Disc €10.oo Gamespot Video Review Metascore 72 out of 100 Angry Birds Trilogy (Better with Kinect) 1 Disc €10.oo IGN Video Review Metascore 63 out of 100 Army of Two 1 Disc €10.oo IGN Video Review Metascore 72 out of 100 Army of Two: 40th Day (Recently added) 1 Disc €10.oo IGN Video Review Metascore 73 out of 100 Army of Two: The Devil’s Cartel (NEW) 1 Disc €10.oo Gametrailers Review Metascore 55 out of 100 Presented by Cyprus Console Repairs - http://cyprusconsolerepairs.weebly.com/ - [email protected] Assassins Creed Revelations 1 Disc €10.oo G4TV Video Review Metascore 80 out of 100 Assassins Creed II 1 Disc €10.oo Gamespot Video Review Metascore 90 out of 100 Assassins Creed III 2 Discs €15.oo G4TV Video Review Metascore 85 out of 100 Asura’s Wrath 1 Disc €10.oo Game Trailers Video Review Metascore 71 out of 100 James Cameron's Avatar: The Game 1 Disc €10.oo IGN Video Review Metascore 61 out of 100 Batman Arkham Asylum 1 Disc €10.oo Gamespot Video Review Metascore 92 out of 100 Presented by Cyprus Console Repairs - http://cyprusconsolerepairs.weebly.com/ - [email protected] Batman Arkham City 1 Disc €10.oo G4TV Video Review Metascore 94 out of 100 Battlefield 3 2 Discs €15.oo GTV Video Review Metascore 84 out of 100 Battlefield Bad Company 1 Disc €10.oo IGN Video Review Metascore 83 out of 100 Battlefield Bad Company 2 1 Disc €10.oo IGN -
Exploring the Kinect's Ability to Create Immersive Experiences
Exploring the Kinect’s Ability to Create Immersive Experiences Jerome Morrison New Media Studio M.A. Morrison 2 Abstract Can the Kinect be used to create an immersive experience? Many consumers see the Kinect as still in its infancy, and not yet able to offer a truly immersive experience. However, current trends in technology suggest that devices are moving away from physical peripherals, such a keyboard and mouse, and towards a Natural User Interface (NUI). This project is an explo- ration of how to utilize the Kinect to create a more sophisticated immersive experience, that can’t be replicated with traditional peripherals. The development for the interactive experiment has included, modeling, texturing, materials, animation, scripting, and visual programming. Through the use of the Kinect’s ability to track a user’s head location, and using that information to modify an in-game camera in real time, I have been able to create a sense of parallax with a projected virtual environment. Combin- ing this with an engaging character that challenges the user to reflect on their relationship with media and cues the user to perform specific physical actions which it responds to, the user will be engaged. By placing this character within an optical illusion known as Pepper’s Ghost, where an image projected onto glass appears to float in midair, I have discovered a means of utilizing the Kinect to create an immersive experience. Morrison 3 The introduction of a consumer based Natural User Interface (NUI) such as Microsoft’s Ki- nect is a sign of the technological evolution of computer-human interfaces. -
Anthropomorphic Machines: Alien Sensation and Experience in Nonhumans Created to Be Like Us
Anthropomorphic machines: alien sensation and experience in nonhumans created to be like us by Tessa Gwendoline Leach ORCID 0000-0002-0560-7667 Doctor of Philosophy (Arts) June 2018 School of Historical and Philosophical Studies This thesis is submitted in total fulfilment of the requirements of the degree i Abstract This thesis is positioned at the intersection between technology studies and the nonhuman turn in the humanities. It argues that typical approaches to the study of technology omit any consideration of the alien nature of nonhuman sensation and experience. The discussion of metaphysical theory aimed at redressing this omission is grounded in this thesis in the study of specific case studies of anthropomorphic machines, objects which are typically surrounded by human-centric rhetoric. There are four main case studies presented. The first, the Microsoft Kinect for Xbox One, is a sensor designed for use in videogames. The second is the “robot tortoises” (Machina speculatrix) designed by William Grey Walter in the 1940s and 50s. The third is the language- using artificial intelligence program SHRDLU developed by Terry Winograd between 1968 and 1972. The fourth is the concept of the gynoid (female humanoid robot) and particularly the gynoid sexbot. Each of these case studies has previously been analysed in Science and Technology Studies, Cultural Studies or Engineering, and this thesis builds on this past work by giving primacy and due consideration to the alien in these anthropomorphic technologies. The thesis aims to decentre the anthropomorphic qualities of machines that are often foregrounded in both engineering and critical texts. This is done both by emphasising the alien nature of nonhuman sensation and experience, and through anthrodecentric theory and language. -
Microsoft Xbox 360
Microsoft Xbox 360 Last Updated on October 1, 2021 Title Publisher Qty Box Man Comments 007 Legends Activision 007: Quantum of Solace Activision 007: Quantum of Solace: Collector's Edition Activision 007: Quantum of Solace: Best Buy T-shirt Activision 2006 FIFA World Cup Electronic Arts 2010 FIFA World Cup South Africa Electronic Arts 2014 FIFA World Cup Brazil Electronic Arts 2K Essentials Collection 2K 2K Rogues and Outlaws Collection Take-Two Interactive Software 2K12 Sports Combo Pack 2K Sports 2K13 Sports Combo Pack 2K Sports 50 Cent: Blood on the Sand THQ AC/DC Live: Rock Band Track Pack Electronic Arts Ace Combat 6: Fires of Liberation Namco Bandai Games America Ace Combat 6: Fires of Liberation: Limited Edition Ace Edge Flightstick Bundle Namco Bandai Games America Ace Combat 6: Fires of Liberation: Platinum Hits Namco Bandai Games America Ace Combat: Assault Horizon Namco Ace Combat: Assault Horizon: Walmart Exclusive Namco Adidas miCoach 505 Games Adrenalin Misfits Konami Adventure Time: Explore the Dungeon Because I DON'T KNOW D3Publisher Adventure Time: The Secret of the Nameless Kingdom Little Orbit Adventures of Tintin, The: The Game Ubisoft Afro Samurai Namco Bandai Games Air Conflicts: Secret Wars Kalypso Media USA Air Conflicts: Vietnam bitComposer Games Akai Katana Rising Star Games Alan Wake: Limited Collector's Edition Microsoft Alan Wake Microsoft Alice: Madness Returns Electronic Arts Alien: Isolation: Nostromo Edition Sega Aliens vs Predator: Hunter Edition Sega Aliens vs Predator Sega Aliens: Colonial Marines Sega -
A Study for the Artist Through Theories of Art & Visual Perception
This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. Building 'Game worlds' : a study for the artist through theories of art & visual perception Lee, Jolly Yu See 2017 Lee, J. Y. S. (2017). Building 'Game worlds' : a study for the artist through theories of art & visual perception. Master's thesis, Nanyang Technological University, Singapore. http://hdl.handle.net/10356/70522 https://doi.org/10.32657/10356/70522 Downloaded on 27 Sep 2021 20:17:27 SGT Building ‘Game Worlds’: A Study For the Artist Through Theories of Art & Visual Perception by Lee Yu See Jolly Supervised by Kenneth Feinstein A thesis submitted in partial fulfilment of the requirements for the degree of Master of Arts Research programme in the School of Arts, Design and Media Nanyang Technological University May 2016 2 Acknowledgement The process of research is never an easy road and there are many people to be grateful to. This will be done in my acknowledgements and unfortunately, it may not be enough to express the amount of gratitude I have for all the encouragement, guidance and help received. Firstly, Rudolf Arnheim’s literature inspired the inclusion of the topic of visual perception within this research on visual game world. He was an exceptional psychologist, theorist and writer, who created Art and Visual Perception and The Power of the Center. It is an honour to study and apply his perceptual theories into the medium of video games. Secondly, I would like to thank the Professor and Chair, Vibeke Sorenson, for this wonderful opportunity to conduct a research within the School of Art, Design, and Media. -
Viewing the Critics
REVIEWING THE CRITICS: EXAMINING POPULAR VIDEO GAME REVIEWS THROUGH A COMPARATIVE CONTENT ANALYSIS BEN GIFFORD Bachelor of Arts in Journalism Cleveland State University, Cleveland, OH May, 2009 submitted in partial fulfillment of requirements for the degree MASTER OF APPLIED COMMUNICATION THEORY AND METHODOLOGY at the CLEVELAND STATE UNIVERSITY May, 2013 THESIS APPROVAL SCHOOL OF COMMUNICATION This thesis has been approved for the School of Communication and the College of Graduate Studies by: ________________________________________________________________________ Thesis Committee Chairperson – print name ________________________________________________________________________ Signature School of Communication ________________________________________________________________________ (Date) ________________________________________________________________________ Committee Member – print name ________________________________________________________________________ Signature School of Communication ________________________________________________________________________ (Date) ________________________________________________________________________ Committee Member – print name ________________________________________________________________________ Signature School of Communication ________________________________________________________________________ (Date) ii In memory of Dr. Paul Skalski, You made friends wherever you went, and you are missed by all of them. iii ACKNOWLEDGEMENTS First, I would like to acknowledge to efforts of my original -
Les Régimes Effrayants De La Vision Vidéoludique*
8 Bernard Perron * * Cet article est une version abrégée du Les régimes effrayants de la vision vidéoludique chapitre sept de mon ouvrage The World of Scary Video Game : A Study in Video ludic Horror, New York, Bloomsbury, 2018. Toutes les citations en anglais sont librement traduites par l’auteur. Les fictions d’horreur ont toujours poussé – et la plupart du temps forcé – des personnages à voir l’invisible, à regarder l’insupportable, à découvrir des menaces imminentes pour leur santé physique et mentale ainsi qu’à affronter des entités monstrueuses et des dangers effroyables pour l’humanité. C’est ce qui définit selon Peter Hutchings ce genre ciné matographique : « A bien des égards, l’œil est le principal organe humain du cinéma d’hor- reur. Les réalisateurs utilisent fréquemment des gros plans des yeux des victimes, grands ouverts et sans défense, et ceux des monstres, rétrécis 1 Peter Hutchings, Historical Diction et agressifs, pour accentuer les sensations sado-masochistes du genre. » 1 ary of Horror Cinema, Lanham, Scare- En se référant à l’œil tranché par un rasoir dans Un chien andalou de crow Press, 2008, p. 112. Luis Bunũel (1928), Hutchings souligne également que les yeux ont été l’objet des moments les plus violents du genre de l’horreur. Si des images de globes oculaires effrayants et d’expressions de frayeur peuvent être 2 Par exemple, des yeux effrayés sont trouvées sur la couverture de boîtes de jeux vidéo d’épouvante 2, ceux- au centre de la jaquette du jeu Haunted ci – à la différence du cinéma d’horreur – ne se concentrent pas sur l’œil, House pour l’Atari 2600 (1981), tandis mais plutôt sur le point de vue, au sens figuré et littéral. -
Heuristiikat Liikeohjattavien Pelien Suunnitteluun Ja Arviointiin
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Trepo - Institutional Repository of Tampere University Heuristiikat liikeohjattavien pelien suunnitteluun ja arviointiin Minna Hara Tampereen yliopisto Informaatiotieteiden yksikkö Vuorovaikutteinen teknologia Pro gradu -tutkielma Ohjaaja: Saila Ovaska Joulukuu 2013 i Tampereen yliopisto Informaatiotieteiden yksikkö Vuorovaikutteinen teknologia Minna Hara: Heuristiikat liikeohjattavien pelien suunnitteluun ja arviointiin Pro gradu -tutkielma, 90 sivua, 4 liitesivua Joulukuu 2013 Liikeohjattava pelaaminen tarkoittaa sitä, että pelin ohjaaminen tapahtuu pelaajan tietyn vartalon osan tai koko vartalon avulla. Pelien liikeohjaus on viime vuosien aikana yleistynyt, kun Wii, PlayStation 3 ja Xbox 360 ovat tuoneet liikeohjauksen perinteisen peliohjaimella tapahtuvan ohjauksen rinnalle. Liikeohjattava pelaaminen eroaa kuitenkin sormien liikkeisiin ja painikkeiden painalluksiin perustuvasta perinteisestä peliohjain-ohjauksesta huomattavasti, joten pelien suunnittelussa on otettava huomioon erilaisia asioita. Tutkielman tavoitteena on luoda heuristiikat liikeohjattavien pelien suunnitteluun ja arviointiin tarkastelemalla liikeohjattavaan pelaamiseen liittyviä ongelmia. Näitä liikeohjaukseen liittyviä ongelmia ja kokemuksia kerättiin useista eri Internet-sivustojen julkaisemista peliarvosteluista. Tarkastelun kohteena oli joukko Move- ja Kinect-pelejä, joissa pelin ohjaus tapahtuu liikeohjauksella joko liikeohjainta käyttäen tai ilman ohjainta. Peliarvosteluista -
Du Mutisme Au Dialogue
École Nationale Supérieure Louis Lumière Promotion Son 2015 Du mutisme au dialogue Les interactions vocales dans le jeu vidéo Partie pratique : v0x Mémoire de fin d'étude Rédacteur : Charles MEYER Directeur interne: Thierry CODUYS Directrice externe : Isabelle BALLET Rapporteur : Claude GAZEAU Année universitaire 2014-2015 Mémoire soutenu le 15 juin 2015 Remerciements : Je tiens à remercier chaleureusement mes deux directeurs de mémoire pour leur implication, leur confiance et leur exigence. Je remercie tout particulièrement Nicolas GIDON, sans qui la réalisation de la partie pratique de ce mémoire aurait été plus chronophage et complexe.. Je remercie et salue Nicolas FOURNIER et Baptiste PALACIN, dont les travaux et la gentillesse ont été une source d'inspiration et de détermination. Je remercie également ma mère, ma tante, Jordy, Julien et Julien (n'en déplaise à Julien), Timothée et mes amis pour leur soutien indéfectible. Merci à madame VALOUR, monsieur COLLET, monsieur FARBRÈGES ainsi qu'à leurs élèves. Enfin, merci à From Software et à NetherRealm Studios pour leur jeux, qui auront été un défouloir bienvenu. Page 2 Résumé Ce mémoire de master a pour objet d'étude les interactions vocales dans le jeu vidéo. Cependant, il ne se limite pas à une étude historique de l'évolution de la vocalité au sein des jeux vidéo mais en propose une formalisation théorique autour de trois concepts essentiels : Mécanique, Narration et Immersion. De ces trois concepts découlent trois types de voix : les voix système, les voix narratives (linéaires et non- linéaires) et les voix d'ambiance. Dans le prolongement de cette étude et en s'appuyant sur les travaux menés dans le cadre des parties expérimentale et pratique de ce mémoire, ayant abouti à la réalisation d'un jeu vidéo basé sur l'analyse spectrale de la voix du joueur, v0x, nous proposons une extension de cette théorie de la vocalité vidéo-ludique afin d'intégrer l'inclusion de la voix du joueur au sein de ce cadre d'étude.