NG18 Program (Screen)
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Program BMIM 2012
PROGRAM 2012 (May 24, 2012 – Pakhuis de Zwijger, Amsterdam) Music and Audio Branding for Games .................................................................................................... 2 Case Study: Stars of Football .................................................................................................................. 2 Composing for Advertising, Film and TV: Getting Started ...................................................................... 3 Listening to Chanel No.5: How Music Maps the Sense of Smell ............................................................. 5 BMIM Talent Award: Van God Los Score Competition (Kick-Off Session) .............................................. 5 Composing for Kids and Teens ................................................................................................................ 6 The Challenges of Composing for Games ............................................................................................... 8 BMIM Talent Award: Van God Los Score Competition (Fine Tuning Session) ........................................ 9 DIY – Making Money with Your Music Copyright ................................................................................. 10 Music in Advertising – Joined at the Hip? ............................................................................................. 10 From Band to Screen ............................................................................................................................. 12 BMIM New Talent Award: Van God Los -
Redeye-Gaming-Guide-2020.Pdf
REDEYE GAMING GUIDE 2020 GAMING GUIDE 2020 Senior REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Tomas Otterbeck Kristoffer Lindström Jonas Amnesten Head of Digital Senior Analyst Senior Analyst Analyst Entertainment Johan has a MSc in finance Tomas Otterbeck gained a Kristoffer Lindström has both Jonas Amnesten is an equity from Stockholm School of Master’s degree in Business a BSc and an MSc in Finance. analyst within Redeye’s tech- Economic and has studied and Economics at Stockholm He has previously worked as a nology team, with focus on e-commerce and marketing University. He also studied financial advisor, stockbroker the online gambling industry. at MBA Haas School of Busi- Computing and Systems and equity analyst at Swed- He holds a Master’s degree ness, University of California, Science at the KTH Royal bank. Kristoffer started to in Finance from Stockholm Berkeley. Johan has worked Institute of Technology. work for Redeye in early 2014, University, School of Business. as analyst and portfolio Tomas was previously respon- and today works as an equity He has more than 6 years’ manager at Swedbank Robur, sible for Redeye’s website for analyst covering companies experience from the online equity PM at Alfa Bank and six years, during which time in the tech sector with a focus gambling industry, working Gazprombank in Moscow he developed its blog and on the Gaming and Gambling in both Sweden and Malta as and as hedge fund PM at community and was editor industry. -
Creating Accessibility in VR with Reused Motion Input
Replay to Play: Creating Accessibility in VR with Reused Motion Input A Technical Report presented to the faculty of the School of Engineering and Applied Science University of Virginia by Cody Robertson May 8, 2020 On my honor as a University student, I have neither given nor received unauthorized aid on this assignment as defined by the Honor Guidelines for Thesis-Related Assignments. Signed: ___________________________________________________ Approved: ______________________________________ Date _______________________ Seongkook Heo, Department of Computer Science Replay to Play: Creating Accessibility in VR with Reused Motion Input Abstract Existing virtual reality (VR) games and applications tend not to factor in accommodations for varied levels of user ability. To enable users to better engage with this technology, a tool was developed to record and replay captured user motion to reduce the strain of complicated gross motor motions to a simple button press. This tool allows VR users with any level of motor impairment to create custom recordings of the motions they need to play VR games that have not designed for such accessibility. Examples of similar projects as well as recommendations for improvements are given to help round out the design space of accessible VR design. Introduction In many instances, high-end in-home virtual reality is synonymous with a head-mounted display (HMD) on the user’s face and motion-tracked controllers, simulating the hand’s ability to grip and hold objects, in a user’s hands. This is the case with all forms of consumer available HMD that is driven by a traditional computer rather than an integrated computer, including the Oculus Rift, Valve Index, HTC Vive, the variously produced Windows Mixed Reality HMDs, and Playstation VR with the Move Controllers. -
Download Cuphead -Free Cuphead Cursor
download cuphead -free Cuphead Cursor. You still do not have a Custom Cursor for Chrome extension? Install it from official Chrome Web Store. You still do not have a Custom Cursor for Edge addon? Install it from official Microsoft Edge Addons site. You still do not have a Custom Cursor for Opera addon? Install it from official Opera addons site. You still do not have a Custom Cursor for Yandex addon? Install it from official Opera addons for Yandex site. You still do not have a Custom Cursor for Firefox addon? Install it from official Firefox Browser Add-ons site. You still do not have a Custom Cursor? 2017 - 2021, Blife Team. Content provided on this website is FanArt. All product names, logos, characters, brands, trademarks and registered trademarks are property of their respective owners and unrelated to Custom Cursor. Where to get: Cuphead Download. Cuphead is a fun game where you will possibly have a love and hate cycle of the game. It’s one of the best run and gun titles that came out in recent years. Here is where you can download it for all the platforms it’s available at the moment. For the time being, Cuphead is available on PC, macOS, PlayStation, Xbox, and Nintendo Switch. In this article, we will show where to download Cuphead, provide a brief overview of the compatibility with the platform, and tell you our take on where it’s played the best. Cuphead for PC – Windows. Cuphead was first released on PC along with Xbox One and Xbox Play Anywhere on September 29, 2017. -
Game Oscars, Recap, and Evaluation
"Every creative act is open war against The Way It Is. What you are saying when you make • “Everything should be as simple as something is that the universe is possible, but not simpler.” – Einstein • Occam (of Razor fame – parsimony, not sufficient, and what it really economy, succinctness in needs is more you. And it does, logic/problem-solving) actually; it does. Go look outside. • “Entities should not be multiplied more You can’t tell me that we are than necessary” • “Of two competing theories or done making the world." explanations, all other things being equal, -Tycho Brahe, Penny Arcade the simpler one is to be preferred.” • Mikhail Kalashnikov (of AK-47 fame) • “All that is complex is not useful. All that is useful is simple.” • “Perfect is the enemy of good” • https://en.wikipedia.org/wiki/Perfect_is_ the_enemy_of_good Course Recap & Game Oscars 2019-11-25 CIOS: The Course Instructor Opinion Survey • Please do CIOS: http://gatech.smartevals.com • Disclaimers: https://www.academiceffectiveness.gatech.edu/resources/cios/ • Please complete. I take them seriously and use them to improve my methods • Should only take 10 to 15 minutes, tops. • Surveys are anonymous, and instructors do not see survey results until 5 days after grades are due. Also, please address comments directly to your instructors. Comments for your regular instructors are shared only with those instructors (not with school chairs or other administrators, as they see the numerical results only), while comments for your TAs are shared with both the TA and their supervising instructor. Announcements • HW 8 due December 2, 23:55 • FINAL EXAM: • Friday, December 6, here. -
Chinese Corporate Acquisitions in Sweden: a Survey Jerker Hellström, Oscar Almén, Johan Englund
Chinese corporate acquisitions in Sweden: A survey Jerker Hellström, Oscar Almén, Johan Englund Main conclusions • This survey has resulted in the first comprehensive and openly accessible compilation of Chinese corporate acquisitions in Sweden. • The audit has identified 51 companies in Sweden in which Chinese (including Hong Kong) companies have acquired a majority ownership. In addition, the survey has identified another 14 minority acquisitions. • Zhejiang Geely’s acquisition of a minority stake in Swedish truck-maker AB Volvo was among the largest Chinese acquisitions completed in Europe and North America in 2018. • Through these acquisitions, Chinese investors have taken control of at least some one hundred subsidiaries. • Most of the identified acquisitions were made since 2014. The highest annual amount of acquisitions was recorded in 2017. • The majority of the acquired companies belong to the following five sectors: industrial products and machinery, health and biotechnology, information and communications technology (ICT), electronics, and the automotive industry. • For nearly half of the acquired companies, there is a correlation between their operations and the technology sectors highlighted in the “Made in China 2025” plan for China's national industrial development. The sectors included in the plan are of particular importance to the Chinese state. • This survey includes several companies that have not been identified as Chinese acquisitions in previous compilations of Chinese investments. • More than 1,000 companies have reported to Sweden’s Companies Registration Office that their beneficial owner is a citizen of either China or Hong Kong. For the majority of these companies, however, the Chinese ownership is not a result of an acquisition. -
Cyclopaedia 15 – Alternate History Overview
Cyclopaedia 15 – Alternate History By T.R. Knight (InnRoads Ministries * Article Series) Overview dimensions, or technological changes to explore these historical changes. Steampunk, Alternate History brings up many thoughts dieselpunk, and time/dimensional travel and feelings. To historical purists, this genre stories are good examples of this subcategory of fiction can look like historical revisionism. of Alternate History. Alternate History rides a Speculative fiction fans view these as “What fine line between Historical Fiction and If” scenarios that challenge us to think Science Fiction at this point. outside historical norms to how the world could be different today. Within the science Whatever type of Alternate History you fiction genre, alternate history can take on enjoy, each challenges your preconceived many sub-genres such as time travel, understandings and feelings for a time period alternate timelines, steampunk, and in history, perhaps offering you new dieselpunk. All agree that Alternate History perspectives on the people and events speculates to altered outcomes of key events involved. in history. These minor or major alterations Most common types of have ripple effects, creating different social, political, cultural, and/or scientific levels in Alternate History? the world. Alternate History has so many sub-genres Alternate History takes some queues from associated with it. Each one has its own Science Fiction as a genre. Just like Science unique alteration of history, many of which Fiction, Alternate History can be organized are considered genres or themes unto into two sub-categories that are “Hard” and themselves. “Soft” like Science Fiction. 80s Cold War invasion of United “Hard” Alternate History could be viewed as States stories and themes that stay as true to actual Axis victory in World War II history as possible with just one or two single Confederate victory in American changes that change the outcome, such as Civil War the Confederate Army winning the Civil War Dieselpunk or the Axis winning World War 2. -
A Hat in Time Switch Release Date
A Hat In Time Switch Release Date Tarry Blare reddens unremittingly, he evaginated his souterrains very boldly. Sometimes truistic Waiter palpates her asteroids rightfully, but robustious Park familiarizing boyishly or nettled intermediately. Marten still iron modestly while gummatous Roberto pleach that pitcher. The greek gods to hurt her sprint hat in a time will start your order in time pieces so well Not mario all times in hat kid and release dates is owned by the hats. Please enable Cookies and reload the page. What the ugly neon red stetson hat kid hits this web and the murder mystery experience is awesome poster! Please enter the page URL with the price match item. And hat in time now he made through space and medievil to switch! With the power of a timepiece, its destructive potency has been augmented to a whole new level. A Hat any Time DLC Is myself For 36 Hours On PC Game Informer. Hat reading, a little girl trying the return home however her spaceship. Unlock new hat in the switch released switch game had crashed. Adventure Time joins Immortals Fenyx Rising! A brake in church on Nintendo Switch Review Rated 7 out of 10 Page 1. Hat Kid to materialize transparent objects or vice versa, and can also be used to find hidden secrets that are not visible by normal means. FIFA as soon Most Authentic Interactive Football Experience. Important as hat grants hat too big the heap library of customization tools. Roblox without downloading it can roblox be played on nintendo switch can. Changes to switch release date for in time pieces to points later date at times before. -
Magisterarbeit / Master's Thesis
MAGISTERARBEIT / MASTER’S THESIS Titel der Magisterarbeit / Title of the Master‘s Thesis „Player Characters in Plattform-exklusiven Videospielen“ verfasst von / submitted by Christof Strauss Bakk.phil. BA BA MA angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Magister der Philosophie (Mag. phil.) Wien, 2019 / Vienna 2019 Studienkennzahl lt. Studienblatt / UA 066 841 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Magisterstudium Publizistik- und degree programme as it appears on Kommunikationswissenschaft the student record sheet: Betreut von / Supervisor: tit. Univ. Prof. Dr. Wolfgang Duchkowitsch 1. Einleitung ....................................................................................................................... 1 2. Was ist ein Videospiel .................................................................................................... 2 3. Videospiele in der Kommunikationswissenschaft............................................................ 3 4. Methodik ........................................................................................................................ 7 5. Videospiel-Genres .........................................................................................................10 6. Geschichte der Videospiele ...........................................................................................13 6.1. Die Anfänge der Videospiele ..................................................................................13 -
Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data
MASTER THESIS Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data Author: Stijn de Koning Supervisor: Mata Haggis-Burridge This thesis is submitted in fulfilment of the requirements for the degree of Master Game Technology In the International Games Architecture and Design Academy for Digital Entertainment June 25, 2021 Declaration of Authorship I, Stijn de Koning, declare that this thesis titled, “Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data” and the work presented are my own. I confirm that: ● This work was done wholly or mainly while in candidature for a research degree at this University. ● Where any part of this thesis has previously been submitted for a degree or any other qualification at this University or any other institution, this has been clearly stated. ● Where I have consulted the published work of others, this is always clearly attributed. ● Where I have quoted from the work of others, the source is always given. With the exception of such quotations, this thesis is entirely my own work. ● I have acknowledged all main sources of help. ● Where the thesis is based on work done by myself jointly with others, I have made clear exactly what was done by others and what I have contributed myself. Signed: Date: June 24, 2021 1 2 Breda University of Applied Sciences Abstract International Games Architecture and Design Academy for Digital Entertainment Master of Game Technology Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data By Stijn de Koning The application of audio to a nonlinear context causes several issues in the game audio design workflow. -
Crimson Skies Aircraft Gallery Artbook
AIRCRAFT GALLERY ARTBOOK Compiled by Lukas Visingr http://lvisingr.czweb.org/ Bell King Cobra Bell Valiant Mk II 2 Bird Dog Police Autogyro Blackflag Firestorm 3 Boeing AZ2 Groundhog Boeing Model H Sandhill 4 Bristol Type 140 Balmoral Chance-Vought Skewer 5 Curtiss-Wright J2 Fury Curtiss-Wright J2C Nemesis 6 Curtiss-Wright P2 Warhawk Dassault S-30 Dauphin 7 Davis Zion Mk IV De Havilland F9 Hornet 8 Desert Air U-23 Cloud Raider Fairchild F4 Bandit 9 Fairchild F6-II Brigand Fairchild F8 Buccaneer 10 Fairchild F9 Kingfisher Fassenbeinder Mini-Gyro 11 Focke-Wulf Fw 21 Piranha Focke-Wulf Fw 193 (Fw 140) Hellhound 12 Ford Hoplite Autogyro General Motors GM-1 Tempest 13 Grumman E-1C Avenger Grumman E-3C Doppelganger 14 Grumman Skylance Hughes Bloodhawk 15 Hughes Bulldog Hughes P21-J Mk III Devastator 16 Hughes / Consolidated Albatross Hughes / Lockheed Firebrand 17 ISA Motors Constable Liberte Travel Air Autogyro 18 Lockheed Z1 Silver Phantom Marquette PR-1 Defender 19 Marquette YV-1 Stalwart McDonnell S2B Kestrel 20 McKinley FB-99 Phalanx McKinley L-17 Wind Saber 21 Messerschmitt / General Motors Interpid Metroliner Autogyro 22 Misericorde Prototype North American A2 Thunderbird 23 Northrop ZF-2 Black Bat PacAir Hammer Fist 24 Ravenscroft Coyote Ravenscroft Coyote Mk II (Bandito) 25 Ravenscroft Desert Fox Rolls-Royce PZ1 Phantasm 26 Sanderson BP1 Dust Devil Sanderson FB14 Vampire 27 Sanderson FL12 Cutlass Seversky SEV-8 Scrapper 28 Sikorsky SB-3 Mako Sikorsky SR-2 Seer 29 StoutMetal R3 Ramrod TNCA F-3 Aguila 30 Voss 157 Krieg Kraut WADG / Fairchild -
Guidelines on Successfully Porting Non-Immersive Games to Virtual
Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft John Porter III Matthew Boyer Andrew Robb Clemson University Clemson University Clemson University Clemson, SC, USA Clemson, SC, USA Clemson, SC, USA [email protected] [email protected] [email protected] ABSTRACT top 10 best seller list on the Steam marketplace after it was Virtual reality games have grown rapidly in popularity since released for pre-ordering. the first consumer VR head-mounted displays were released When porting a game to VR, one of the major challenges faced in 2016, however comparatively little research has explored by developers is adapting the controls of the non-immersive how this new medium impacts the experience of players. In game to work in the new immersive context. Several options this paper, we present a study exploring how user experience are open to developers. At the most basic level, developers can changes when playing Minecraft on the desktop and in im- change nothing and continue to allow users to play the game mersive virtual reality. Fourteen players completed six 45 using a keyboard or a gamepad. This method relies purely on minute sessions, three played on the desktop and three in VR. indirect input, as no aspect of the player’s bodily motion is The Gaming Experience Questionnaire, the i-Group presence used to interact with the game (expect for head motion). At the questionnaire, and the Simulator Sickness Questionnaire were most advanced level, developers can completely recreate the administered after each session, and players were interviewed controls to take full advantage of the motion controls afforded at the end of the experiment.