An Analysis of Continuous Consistency Models in Real Time Peer-To-Peer Fighting Games
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Issn 2320-9186 1668
GSJ: Volume 8, Issue 8, August 2020 ISSN 2320-9186 1668 GSJ: Volume 8, Issue 8, August 2020, Online: ISSN 2320-9186 www.globalscientificjournal.com Theoretical overview of playing multiplayer video game using EEG device (Neuro Sky Mobile 2) DR. ASHRAF UDDIN,MD.SHAID HASAN PRANTO, ERSHADUL ALAM SEZAN,ABDUS SALAM NIHAL,MOSTAFIZ SHOVON ABSTRACT In this paper we proposed a multiplayer number picker game using brain computer interface (BCI). This game will be controlled by at least two or more people using NeuroSky MindWave Mobile 2. The users will advance through the game by choosing numbers through their brain. Our assumption is the game can be played by both able body or people with disability or both. This will be a simple game which may determine people’s impression and maybe helpful to other Electroencephalography (EEG) based brain computer interface devices to perform multi computational task from multiple users. In our paper we have examined different paper on BCI process using EEG devices that enabled us to learn more about multiplayer gaming advantages in the field of brain computer interface (BCI). 1. INTRODUCTION In brain computer interface it offers a non-invasive means of enabling a human to send messages and commands directly from his or her brain to a computer without moving or by wearing a simple scalp probe. Brain computer interface (BCI) provide the brain with the new output channels that depends on brain activity rather that on peripheral nerves and muscles. BCI can for example provide communication and control, in which the users intent is decoded from electrophysiological measures of brain activity. -
Game Developers Agree: Lag Kills Online Multiplayer, Especially When You’Re Trying to Make Products That Rely on Timing-Based CO Skill, Such As Fighting Games
THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO9 SEPTEMBER 2012 INSIDE: SCALE YOUR SOCIAL GAMES postmortem BER 9 m 24 PIXELJUNK 4AM How do you invent a new musical instrument? PIXELJUNK 4AM turned PS3s everywhere into music-making machines and let players stream E 19 NU their performances worldwide. In this postmortem, lead designer Rowan m Parker walks us through the ups (Move controls, online streaming), the LU o downs (lack of early direction, game/instrument duality), and why you V need to have guts when you’re reinventing interactive music. By Rowan Parker features NTENTS.0912 7 FIGHT THE LAG! Nine out of ten game developers agree: Lag kills online multiplayer, especially when you’re trying to make products that rely on timing-based co skill, such as fighting games. Fighting game community organizer Tony Cannon explains how he built his GGPO netcode to “hide” network latency and make online multiplayer appetizing for even the most picky players. By Tony Cannon 15 SCALE YOUR ONLINE GAME Mobile and social games typically rely on a robust server-side backend—and when your game goes viral, a properly-architected backend is the difference between scaling gracefully and being DDOSed by your own players. Here’s how to avoid being a victim of your own success without blowing up your server bill. By Joel Poloney 20 LEVEL UP YOUR STUDIO Fix your studio’s weakest facet, and it will contribute more to your studio’s overall success than its strongest facet. Production consultant Keith Fuller explains why it’s so important to find and address your studio’s weaknesses in the results of his latest game production survey. -
Cisco 200 Series Smart Switches Administration Guide 1.4.0.X
ADMINISTRATION GUIDE Cisco Small Business 200 Series Smart Switch Administration Guide Table of Contents 1 Table of Contents Chapter 1: Table of Contents 1 Chapter 2: Getting Started 8 Starting the Web-based Configuration Utility 8 Quick Start Device Configuration 12 Interface Naming Conventions 12 Window Navigation 14 Chapter 3: Status and Statistics 18 System Summary 18 Ethernet Interfaces 18 Etherlike Statistics 19 802.1X EAP Statistics 20 Health 21 RMON 22 View Log 29 Chapter 4: Administration: System Log 30 Setting System Log Settings 30 Setting Remote Logging Settings 32 Viewing Memory Logs 33 Chapter 5: Administration: File Management 35 System Files 35 Upgrade/Backup Firmware/Language 38 Download/Backup Configuration/Log 41 Cisco Small Business 200 Series Smart Switch Administration Guide 1 Table of Contents 1 Configuration Files Properties 46 Copy/Save Configuration 46 Auto Configuration/Image Update via DHCP 48 56 Chapter 6: Administration 57 Device Models 57 System Settings 59 Management Interface 61 User Accounts 61 Defining Idle Session Timeout 61 Time Settings 62 System Log 62 File Management 62 Rebooting the Device 62 Health 64 Diagnostics 65 Discovery - Bonjour 65 Discovery - LLDP 66 Discovery - CDP 66 Ping 66 Chapter 7: Administration: Time Settings 68 System Time Options 68 SNTP Modes 70 Configuring System Time 70 Chapter 8: Administration: Diagnostics 77 Copper Ports Tests 77 Displaying Optical Module Status 79 Cisco Small Business 200 Series Smart Switch Administration Guide 2 Table of Contents 1 Configuring Port and -
Cows, Clicks, Ciphers, and Satire
This is a repository copy of Cows, Clicks, Ciphers, and Satire. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/90362/ Version: Accepted Version Article: Tyler, TRJ (2015) Cows, Clicks, Ciphers, and Satire. NECSUS : European Journal of Media Studies, 4 (1). ISSN 2213-0217 Reuse Unless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version - refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher’s website. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Cows, Clicks, Ciphers and Satire Farmville, launched in 2009, is a social game developed by Zynga that can be played on Facebook. The game is, as its name suggests, a farming simulation which allows players to grow crops, raise animals, and produce a variety of goods. Gameplay involves clicking on land tiles in order to plough, plant and then harvest maize, carrots, cabbages or any of a huge variety of crops, both real and fantastic, as well as clicking on cows, sheep, chickens and the like to generate milk, wool, eggs and other products, all of which generates virtual income. -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
Massively Multiplayer Online Role Playing Game Chat Project
[Massively Multiplayer Online Role Playing Game Chat] 175 Lakeside Ave, Room 300A Phone: (802)865-5744 Fax: (802)865-6446 1/21/2016 http://www.lcdi.champlain.edu Disclaimer: This document contains information based on research that has been gathered by employee(s) of The Senator Patrick Leahy Center for Digital Investigation (LCDI). The data contained in this project is submitted voluntarily and is unaudited. Every effort has been made by LCDI to assure the accuracy and reliability of the data contained in this report. However, LCDI nor any of our employees make no representation, warranty or guarantee in connection with this report and hereby expressly disclaims any liability or responsibility for loss or damage resulting from use of this data. Information in this report can be downloaded and redistributed by any person or persons. Any redistribution must maintain the LCDI logo and any references from this report must be properly annotated. Contents Introduction ............................................................................................................................................................................ 2 Background: ........................................................................................................................................................................ 2 Purpose and Scope: ............................................................................................................................................................. 3 Research Questions: ........................................................................................................................................................... -
Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature
EDUCATIONAL SCIENCES: THEORY & PRACTICE eISSN: 2148-7561, ISSN: 2630-5984 Received: 28 November 2019 Revision received: 16 December 2019 Copyright © 2020 JESTP Accepted: 20 January 2020 www.jestp.com DOI 10.12738/jestp.2020.1.004 ⬧ January 2020 ⬧ 20(1) ⬧ 40-58 Review article Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature Elena Shliakhovchuk Adolfo Muñoz García Universitat Politècnica de València, Spain Universitat Politècnica de València, Spain Abstract The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the diversification of the player base, until very recently little attention was devoted to understanding how playing video games affects the way people think and collaborate across cultures. This paper examines the recent literature regarding the impact of video games on players from an intercultural perspective. Sixty-two studies are identified whose aim is to analyze behavioral-change, content understanding, knowledge acquisition, and perceptional impacts. Their findings suggest that video games have the potential to help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces, to reinforce or weaken stereotypes, and to some extent also facilitate the development of intercultural skills. The paper provides valuable insights to the scholars, teachers, and practitioners of cultural studies, education, social studies, as well as to the researchers, pointing out areas for future research. -
Informa 2018 Full Year Results Statement
Informa LEI: 5493006VM2LKUPSEDU20 Press Release 7 March 2019 Informa PLC Results for 12 Months to 31 December 2018 2018: Combination & Creation 2019: Performance & Growth KEY FINANCIAL AND OPERATING HIGHLIGHTS1 • Strong Revenue Growth: +3.7% underlying and +34.9% reported to £2,369.5m, including six months of UBM (2017: £1,756.8m) • Higher Adjusted Operating Profit: +2.3% underlying and +34.4% reported to £732.1m (2017: £544.9m) • Improved Statutory Operating Profit: £363.2m (2017: £344.7m) • Increased Adjusted Diluted Earnings per Share: +7.0% to 49.2p (2017: 46.0p); Statutory EPS of 19.7p (2017: 37.6p), with prior year including non-cash credit from US tax reforms • Attractive Free Cash Flow: £503.2m and £600m+ including a full year of UBM (2017: £400.9m) • Robust Balance Sheet, in line with plan: Net debt/EBITDA1 at 2.9x (2017: 2.5x) • Enhanced Dividend: up 7.1% to 21.90p (2017: 20.45p) London: Informa (LSE: INF.L), the International Exhibitions, Events, Information Services and Scholarly Research Group, today published its financial results for the 12 months to 31 December 2018, reporting a further period of operational progress and improving financial performance. Stephen A. Carter, Group Chief Executive, said: “In 2018, the Informa Group delivered a fifth consecutive year of improving growth, increasing adjusted profits, adjusted earnings per share, cashflow and dividends.” He added: “In 2019, our focus is on continuing Performance and Growth as we consolidate our market positions and further reduce complexity. This will enable -
The Effects of Latency on Player Performance and Experience in A
The Effects of Latency on Player Performance and Experience in a Cloud Gaming System Robert Dabrowski, Christian Manuel, Robert Smieja May 7, 2014 An Interactive Qualifying Project Report: submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science Approved by: Professor Mark Claypool, Advisor Professor David Finkel, Advisor This report represents the work of three WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract Due to the increasing popularity of thin client systems for gaming, it is important to un- derstand the effects of different network conditions on users. This paper describes our experiments to determine the effects of latency on player performance and quality of expe- rience (QoE). For our experiments, we collected player scores and subjective ratings from users as they played short game sessions with different amounts of additional latency. We found that QoE ratings and player scores decrease linearly as latency is added. For ev- ery 100 ms of added latency, players reduced their QoE ratings by 14% on average. This information may provide insight to game designers and network engineers on how latency affects the users, allowing them to optimize their systems while understanding the effects on their clients. This experiment design should also prove useful to thin client researchers looking to conduct user studies while controlling not only latency, but also other network conditions like packet loss. Contents 1 Introduction 1 2 Background Research 4 2.1 Thin Client Technology . -
Griefing, Massacres, Discrimination, and Art: the Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia)
UC Irvine Law Review Volume 2 Issue 2 Governing the Magic Circle: Regulation of Article 3 Virtual Worlds 6-2012 Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia) Follow this and additional works at: https://scholarship.law.uci.edu/ucilr Part of the Contracts Commons, Internet Law Commons, and the Rule of Law Commons Recommended Citation Sal Humphreys, Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games, 2 U.C. Irvine L. Rev. 507 (2012). Available at: https://scholarship.law.uci.edu/ucilr/vol2/iss2/3 This Article is brought to you for free and open access by UCI Law Scholarly Commons. It has been accepted for inclusion in UC Irvine Law Review by an authorized editor of UCI Law Scholarly Commons. UCILR V2I2 Assembled v4 (Do Not Delete) 7/14/2012 2:14 PM Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys* and Melissa de Zwart** Introduction ..................................................................................................................... 507 I. Game Rules, the Magic Circle, and Heterotopias .................................................. 510 II. End User License Agreements ................................................................................ 515 III. Breaking the Rules ................................................................................................... 516 IV. Griefing ..................................................................................................................... -
Platf Orm Game First Person Shooter Strategy Game Alternatereality Game
First person shooter Platform game Alternate reality game Strategy game Platform game Strategy game The platform game (or platformer) is a video game genre Strategy video games is a video game genre that emphasizes characterized by requiring the player to jump to and from sus- skillful thinking and planning to achieve victory. They empha- pended platforms or over obstacles (jumping puzzles). It must size strategic, tactical, and sometimes logistical challenges. be possible to control these jumps and to fall from platforms Many games also offer economic challenges and exploration. or miss jumps. The most common unifying element to these These games sometimes incorporate physical challenges, but games is a jump button; other jump mechanics include swing- such challenges can annoy strategically minded players. They ing from extendable arms, as in Ristar or Bionic Commando, are generally categorized into four sub-types, depending on or bouncing from springboards or trampolines, as in Alpha whether the game is turn-based or real-time, and whether Waves. These mechanics, even in the context of other genres, the game focuses on strategy or tactics. are commonly called platforming, a verbification of platform. Games where jumping is automated completely, such as The Legend of Zelda: Ocarina of Time, fall outside of the genre. The platform game (or platformer) is a video game genre characterized by requiring the player to jump to and from sus- pended platforms or over obstacles (jumping puzzles). It must be possible to control these jumps and to fall from platforms or miss jumps. The most common unifying element to these games is a jump button; other jump mechanics include swing- ing from extendable arms, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves. -
Esports: a Network Focus
Esports: A Network Focus ©2019 Extreme Networks, Inc. All rights reserved Esports: A Network Focus ESPORTS Latency/ Visibility Security ClouD/ISP Tools/Network- Performance #1 Management 2 ©2019 Extreme Networks, Inc. All rights reserved Esports: A Network Focus Latency/Jitter “Anything over 1 or 2 Mbps download speed is going to be sufficient for most online gaming. - What matters for online gamers is low latency. Latency (defined as the average time it takes a network packet to travel from you, to a server, and back) is that lag you can sometimes see online, be it in a web page download stuttering or game struggling to keep up.” IND (Interpolation Delay) is in some games Stat’s Display. IND is the small buffer of time between when your client gets information from the server, and when it's shown to you in the game. This is normally around 50-60ms for normal games. RTT (RounD Trip Time) https://www.imperva.com/learn/performance/round-trip-time-rtt/ Round-trip time (RTT) is the duration, measured in milliseconds, from when a browser sends a request to when it receives a response from a server. It’s a key performance metric for web applications and one of the main factors, along with Time to First Byte (TTFB), when measuring page load time and network latency Protocols Online gaming uses TCP for non-critical traffic such as chat, game lobbies, etc. The Game traffic uses UDP. 3 ©2019 Extreme Networks, Inc. All rights reserved Esports: A Network Focus Visibility If you can’t see it, you can’t manage it.