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NG16 Program
C M Y CM MY CY CMY K PROGRAM 2016 #nordicgame Award-winning projects from Swiss indie studios Surprising Gamedesigns / Innovative Gameplay Late Shift Niche Booth Booth CtrlMovie AG Niche Game C2 lateshift-movie.com niche-game.com C4 Welcome to Nordic Game 2016: Knowledge, Emotion, Business. We are very proud to welcome you to three days of Knowledge, Emotion and Business. It’s the thirteenth edition of the conference, and it’s been Personal hectic, fun, challenging and inspiring to prepare it for you. Booth Photorealistic C5 Avatar SDK We look at this year’s show as sort of a reboot. We have focused heavily Dacuda AG dacuda.com on tweaking some essential parts, while maintaining the elements that we know you love and define as the special Nordic Game experience. As always, we’re more than happy to get feedback and input from you, because this show is as much yours as it is ours, and we want to keep on learning and improving. So, we hope you are ready to listen, talk, learn, share, build, connect, evolve, inspire, laugh, drink, eat, joke, be serious, have fun, be tired but also happy, and that you will enjoy NG16 as much as we enjoyed creating it. Thank you for joining us, and may you and your business prosper! The Nordic Game 2016 Team Booth World Never End Schlicht Booth C7 HeartQuake Studios Mr. Whale’s Game Service C8 heartquakestudios.com schlichtgame.ch NG16 TIME SCHEDULE We are 17 May PRE-CONFERENCE DAY 13:00 – 17:00 Badge pick-up 14:00 Game City Studio Tour pick-up 18 May CONFERENCE DAY 1 Join us to democratize 9:00 Badge pick-up -
056 – New Puzzle Videogames — 3/4
056 – New Puzzle videogames — 3/4 Here, a succinct review of different types of puzzle videogames published between 2001 and 2020. Not in chronological order. Single character control ● Antichamber – 2013 A first-person puzzle-platform game released for Microsoft Windows, Linux and OS X. Many of the puzzles are based on phenomena that occur within impossible objects created by the game engine, such as passages that lead the player to different locations depending on which way they face, and structures that seem otherwise impossible within normal three- dimensional space. The game includes elements of psychological exploration through brief messages of advice to help the player figure out solutions to the puzzles as well as adages for real life. The player controls the unnamed protagonist from a first- person perspective, in an environment full of obstacles. Upon completing a core set of puzzles, the player can access the exit door, upon which he starts to chase down a black cloudlike shape, using all the solving techniques learned before. Eventually he is able to capture the cloud as a black cube and enter a final, more expansive area, where the shape becomes a waiting shell. The shell creates a structure around it (similar to the game's logo) and sucks everything around it into its center, sending the screen to black and ending the game. ● Bobby Carrot – 2004 A video game series developed for iOS and as a WiiWare. The object of the game is to collect all of the carrots in an area and reach a point on the map that progresses the player to the next level. -
Artificial General Intelligence in Games: Where Play Meets Design and User Experience
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by The IT University of Copenhagen's Repository ISSN 2186-7437 NII Shonan Meeting Report No.130 Artificial General Intelligence in Games: Where Play Meets Design and User Experience Ruck Thawonmas Julian Togelius Georgios N. Yannakakis March 18{21, 2019 National Institute of Informatics 2-1-2 Hitotsubashi, Chiyoda-Ku, Tokyo, Japan Artificial General Intelligence in Games: Where Play Meets Design and User Experience Organizers: Ruck Thawonmas (Ritsumeikan University, Japan) Julian Togelius (New York University, USA) Georgios N. Yannakakis (University of Malta, Malta) March 18{21, 2019 Plain English summary (lay summary): Arguably the grand goal of artificial intelligence (AI) research is to pro- duce machines that can solve multiple problems, not just one. Until recently, almost all research projects in the game AI field, however, have been very specific in that they focus on one particular way in which intelligence can be applied to video games. Most published work describes a particu- lar method|or a comparison of two or more methods|for performing a single task in a single game. If an AI approach is only tested on a single task for a single game, how can we argue that such a practice advances the scientific study of AI? And how can we argue that it is a useful method for a game designer or developer, who is likely working on a completely different game than the method was tested on? This Shonan meeting aims to discuss three aspects on how to generalize AI in games: how to play any games, how to model any game players, and how to generate any games, plus their potential applications. -
A06 Glossary 53182-04P 27..30
THIS DOCUMENT IS IN DRAFT FORM, INCOMPLETE AND SUBJECT TO CHANGE AND THAT THE INFORMATION MUST BE READ IN CONJUNCTION WITH THE SECTION HEADED ‘‘WARNING’’ ON THE COVER OF THIS DOCUMENT. GLOSSARY OF TECHNICAL TERMS This glossary contains definitions of certain terms used in this document in connection with our Company and our business. Some of these may not correspond to standard industry definitions. ‘‘AAA title’’ an informal classification for high-quality games, typically developed by a professional team with large amount of time and investment and published by renowned publishers ‘‘ACG’’ a subculture of Greater China particularly referring to Japanese anime, comics and games, or the fictional world or characters created in such work ‘‘App Annie’’ a mobile data and analytics platform ‘‘ARPU’’ average revenue per month per monthly active account, which is calculated by dividing the revenue generated from a particular mobile game or all our mobile games, as applicable, for the respective period by the total MAUs of the particular mobile game or the aggregate of the total MAUs of all our mobile games, as applicable, for that period ‘‘beta testing’’ a form of pre-launch external player acceptance testing, which is usually accessible to a limited number of game players and used to obtain feedback regarding game quality ‘‘C++ language’’ a general-purpose programming language, as an extension of the C programming language ‘‘CAGR’’ compound annual growth rate ‘‘casual game’’ a genre of games that feature relatively simple but attractive gameplay -
Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes. -
Cloud Gaming
Cloud Gaming Cristobal Barreto[0000-0002-0005-4880] [email protected] Universidad Cat´olicaNuestra Se~norade la Asunci´on Facultad de Ciencias y Tecnolog´ıa Asunci´on,Paraguay Resumen La nube es un fen´omeno que permite cambiar el modelo de negocios para ofrecer software a los clientes, permitiendo pasar de un modelo en el que se utiliza una licencia para instalar una versi´on"standalone"de alg´un programa o sistema a un modelo que permite ofrecer los mismos como un servicio basado en suscripci´on,a trav´esde alg´uncliente o simplemente el navegador web. A este modelo se le conoce como SaaS (siglas en ingles de Sofware as a Service que significa Software como un Servicio), muchas empresas optan por esta forma de ofrecer software y el mundo del gaming no se queda atr´as.De esta manera surge el GaaS (Gaming as a Servi- ce o Games as a Service que significa Juegos como Servicio), t´erminoque engloba tanto suscripciones o pases para adquirir acceso a librer´ıasde jue- gos, micro-transacciones, juegos en la nube (Cloud Gaming). Este trabajo de investigaci´onse trata de un estado del arte de los juegos en la nube, pasando por los principales modelos que se utilizan para su implementa- ci´ona los problemas que normalmente se presentan al implementarlos y soluciones que se utilizan para estos problemas. Palabras Clave: Cloud Gaming. GaaS. SaaS. Juegos en la nube 1 ´Indice 1. Introducci´on 4 2. Arquitectura 4 2.1. Juegos online . 5 2.2. RR-GaaS . 6 2.2.1. -
Immersive Virtual Reality Game with Bimanual Interaction Techniques
NATIONAL AND KAPODISTRIAN UNIVERSITY OF ATHENS SCHOOL OF SCIENCE DEPARTMENT OF INFORMATICS AND TELECOMMUNICATION BSc THESIS Break free (DI edition): Immersive Virtual Reality Game with Bimanual Interaction Techniques Theodoros N. Ratzos Supervisor: Maria Roussou, Assistant Professor ATHENS OCTOBER 2018 ΕΘΝΙΚΟ ΚΑΙ ΚΑΠΟΔΙΣΤΡΙΑΚΟ ΠΑΝΕΠΙΣΤΗΜΙΟ ΑΘΗΝΩΝ ΣΧΟΛΗ ΘΕΤΙΚΩΝ ΕΠΙΣΤΗΜΩΝ ΤΜΗΜΑ ΠΛΗΡΟΦΟΡΙΚΗΣ ΚΑΙ ΤΗΛΕΠΙΚΟΙΝΩΝΙΩΝ ΠΤΥΧΙΑΚΗ ΕΡΓΑΣΙΑ Break free (DI edition): Παιχνίδι Εικονικής Πραγματικότητας Εμβύθισης με Αμφίχειρες Τεχνικές Αλληλεπίδρασης Θεόδωρος Ν. Ράτζος Επιβλέπουσα: Μαρία Ρούσσου, Επίκουρη Καθηγήτρια ΑΘΗΝΑ ΟΚΤΩΒΡΙΟΣ 2018 BSc THESIS Break free (DI edition): Immersive Virtual Reality Game with Bimanual Interaction Techniques Theodoros N. Ratzos S.N.: 1115201300148 SUPERVISOR: Maria Roussou, Assistant Professor ΠΤΥΧΙΑΚΗ ΕΡΓΑΣΙΑ Break free (DI edition): Παιχνίδι Εικονικής Πραγματικότητας Εμβύθισης με Αμφίχειρες Τεχνικές Αλληλεπίδρασης Θεόδωρος Ν. Ράτζος Α.Μ.: 1115201300148 ΕΠΙΒΛΕΠΟΥΣΑ: Μαρία Ρούσσου, Επίκουρη Καθηγήτρια ABSTRACT Virtual Reality games are becoming more and more common, as the technological advancements enable increasingly faster and sophisticated hardware to become affordable to a greater number of people. Our home computers, whether they are desktops or laptops, are gradually getting more powerful and affordable, as time goes on. At the same time, head mounted display (HMD) manufacturers are developing better and cheaper gear for virtual reality gameplay. This has led to a boom of virtual reality games in the video game scene, as more and more game developers choose this new and exciting technology, to serve a unique experience to their customers. This thesis attempts to underline the core concepts around what really makes virtual reality games special by focusing on bimanual interaction techniques used in VR games. A virtual reality experience was developed to explore the effect of bimanual interactions on immersion and engagement. -
Guide to Darkest Hour Index Introduction
Guide to Darkest Hour Index Introduction......................................................................................................................................................4 New concepts...................................................................................................................................................5 Claims.........................................................................................................................................................5 Decisions.....................................................................................................................................................6 New Spying System....................................................................................................................................7 Improved trade system and stockpiles........................................................................................................8 Mobilization system....................................................................................................................................8 Automatic release of nations.....................................................................................................................10 Changes to the rebel system......................................................................................................................11 Actions and commands with triggers........................................................................................................11 Events -
Bab I Pendahuluan
BAB I PENDAHULUAN 1.1 Latar Belakang Meningkatnya perkembangan teknologi di era modern, merupakan salah satu proses dari globalisasi. Globalisasi dapat diartikan sebagai era kemajuan pengetahuan, alat transportasi, serta teknologi tanpa batas. Teknologi komunikasi informasi berkembang dengan sangat cepat ini tentunya memberikan manfaat yang besar bagi kehidupan manusia. Berbagai bidang kehidupan manusia mulai menerapkan berbagai perangkat berteknologi baru guna memudahkan kamunikasi dan pekerjaan (Sendari, 2019) . Salah satu efek dari globalisasi di bidang teknologi adalah terciptanya komputer, melalui komputer individu dapat saling terhubung bila memiliki jaringan internet. Jaringan internet memudahkan setiap individu untuk berbagi informasi, berinteraksi dengan individu lain yang menggunakan internet. Hal tersebut mengubah perilaku individu menjadi lebih modern. Salah satu contohnya adalah pergantian prilaku cara mengirim surat menjadi lebih praktis seperti penggunaan e-mail, atau aplikasi media sosial lainnya. 1 Tabel 1.1 20 Negara dengan Pengguna Internet Tebanyak sumber: Internet World Stats, 2019 Menurut data dari Internet World Stats (2020), China menjadi negara dengan pengguna internet terbanyak yakni 22,5 juta pengguna, sementara Indonesia berada di peringkat ke- 5 sebanyak 2 juta pengguna dan pertumbuhan internet sebesar 7,063%. Lalu menurut Digital Agency Indonesia pada tahun 2019 total populasi masyarakat Indonesia pada Januari 2019 diketahui sebanyak 355,5 juta pengguna ponsel. Hal ini membuat presentase pengguna ponsel lebih besar 133% dari jumlah asli masyarakat Indonesia. Dapat disimpulkan bahwa sebagian masyarakat Indonesia memiliki lebih dari satu ponsel. 2 sumber: Tomato Digital Indonesia , 2019 Gambar 1.1 Jumlah Pengguna Smartphone di Indonesia Masyarakat Indonesia tentunya menghabiskan banyak waktu online dalam satu hari. Selama 2019, pengguna internet di Indonesia yang berusia 16 hingga 64 tahun memiliki waktu rata-rata selama 7 jam 59 menit per hari untuk berada di dunia maya. -
Preliminaries
Version 07/2020 v2 The ROVR SteamVR Driver & Dashboard works with Steam VR games by enabling “binding” of hand- controller “First Person movement” native to the game to movement on a ROVR. So, for instance in The Talos Principle VR by Croteam, free walking is available by touching the left hand trackpad on a Vive hand controller – If you are in The Talos Principle VR and you stroke your finger forwards on the left hand controller trackpad then you would move forward in game. Similarly for Oculus Rift Touch – it’s usually Lefthand Thumbstick forward for forward motion in game and for the Oculus remote it will be D-Pad up. There are exceptions of which Nature Treks VR and Google Earth VR are examples. These both use trigger press for movement. Using Steam VR controller bindings allows hand controller native bindings i.e. those designed by the game developer for movement or actions in game to be “bound” to an alternative input device e.g. Native game movement is lefthand trackpad touch and this can be “bound” to movement on a ROVR VR treadmill. Fallout4 uses Left Trackpad/Thumbstick actions to move forward and so we’ll show how this is done, but the same approach can be used for all other VR games on Steam and many that are not. Because we are keen on making VR feel real and intuitive, we’ve included a really useful link which changes direction of movement for Fallout4 VR and Skyrim VR to be more intuitive for most people. So first up you need to know the native movement mechanics in the game you want to play. -
The Talos Principle the Player Character, an Unnamed Android, Is Awoken in a Serene Environment
An Imitation Game By Kyle Jacobs Summary ● Can machines think? ● Changing the question ● Testing the game ● Intelligence and Bias ● What makes a person? Can machines think? ~51% of all activity online is Machine-to-Machine Cisco Systems estimated 507 petabytes a month by 2016 The Imitation Game A B C What will happen when a machine The Interrogator takes the part of A must determine the sex of each in this game? individual. A will try and confuse C B will try and help C Digital Computers As universal machines ● Mimic any discrete-state machine ● Storage capacity ● Processing Speed ● All-in-one machine Testing the Game 1966 ELIZA 1980 “Chinese 2016 Tay Room” Mimicked human Tay was chatterbot The program enables that was originally conversation by a person in the room released via Twitter. It matching user to past the Turing Test was shut down only prompts to scripted without understanding 16 hours after its responses. chinese. launch. The Talos Principle The player character, an unnamed android, is awoken in a serene environment. A disembodied entity named Elohim instructs the android to explore the worlds he has created for it, and to solve the various puzzles to collect sigils, but warns it not to climb a tower at the centre of these worlds. As the android progresses, it becomes evident that these worlds exist only in virtual reality, and that it, like other androids it encounters, are separate artificial intelligence (AI) entities within a computer program. Some AIs it encounters act as Messengers, unquestioningly serving Elohim and guiding the android through the puzzles. -
Share Purchase Agreement Wiki
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