Vision Transformation Through Radical Circles
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Video Games As Free Speech
The University of Maine DigitalCommons@UMaine Honors College 5-2014 Video Games as Free Speech Benjamin Cirrinone University of Maine - Main Follow this and additional works at: https://digitalcommons.library.umaine.edu/honors Part of the Political Theory Commons Recommended Citation Cirrinone, Benjamin, "Video Games as Free Speech" (2014). Honors College. 162. https://digitalcommons.library.umaine.edu/honors/162 This Honors Thesis is brought to you for free and open access by DigitalCommons@UMaine. It has been accepted for inclusion in Honors College by an authorized administrator of DigitalCommons@UMaine. For more information, please contact [email protected]. VIDEO GAMES AS FREE SPEECH by Benjamin S. Cirrinone A Thesis Submitted in Partial Fulfillment of the Requirements for a Degree with Honors (Political Science) The Honors College University of Maine May 2014 Advisory Committee: James E.Gallagher, Associate Professor of Sociology Emeritus & Honors Faculty Mark D. Brewer, Associate Professor of Political Science Richard J. Powell, Associate Professor, Department of Political Science/Leadership Studies Sol Goldman, Adjunct Assistant Professor of Political Science Mark Haggerty, Rezendes Professor for Civic Engagement, Honors College Copyright © 2014 Benjamin Cirrinone All rights reserved. This work shall not be reproduced in any form, except for the inclusion of brief quotations in review, without permission in written form from the author. Abstract The prevalence of video game violence remains a concern for members of the mass media as well as political actors, especially in light of recent shootings. However, many individuals who criticize the industry for influencing real-world violence have not played games extensively nor are they aware of the gaming community as a whole. -
Game Developer
ANNIVERSARY10 ISSUE >>PRODUCT REVIEWS TH 3DS MAX 6 IN TWO TAKES YEAR MAY 2004 THE LEADING GAME INDUSTRY MAGAZINE >>VISIONARIES’ VISIONS >>JASON RUBIN’S >>POSTMORTEM THE NEXT 10 YEARS CALL TO ACTION SURREAL’S THE SUFFERING THE BUSINESS OF EEVERVERQQUESTUEST REVEALEDREVEALED []CONTENTS MAY 2004 VOLUME 11, NUMBER 5 FEATURES 18 INSIDE EVERQUEST If you’re a fan of making money, you’ve got to be curious about how Sony Online Entertainment runs EVERQUEST. You’d think that the trick to running the world’s most successful subscription game 24/7 would be a closely guarded secret, but we discovered an affable SOE VP who’s happy to tell all. Read this quickly before SOE legal yanks it. By Rod Humble 28 THE NEXT 10 YEARS OF GAME DEVELOPMENT Given the sizable window of time between idea 18 and store shelf, you need to have some skill at predicting the future. We at Game Developer don’t pretend to have such skills, which is why we asked some of the leaders and veterans of our industry to give us a peek into what you’ll be doing—and what we’ll be covering—over the next 10 years. 36 28 By Jamil Moledina POSTMORTEM 32 THE ANTI-COMMUNIST MANIFESTO 36 THE GAME DESIGN OF SURREAL’S Jason Rubin doesn’t like to be treated like a nameless, faceless factory worker, and he THE SUFFERING doesn’t want you to be either. At the D.I.C.E. 32 Before you even get to the problems you typically see listed in our Summit, he called for lead developers to postmortems, you need to nail down your design. -
“Tracy Fullerton's Game Design Workshop Covers Pre Y
“Tracy Fullerton’s Game Design Workshop covers pre y much everything a working or wannabe game designer needs to know. She covers game theory, concepting, prototyping, testing and tuning, with stops along the way to discuss what it means to be a professional game designer and how to land a job. When I started thinking about my game studies course at the University of Texas at Austin, this was one book I knew I had to use.” —Warren Spector, Creative Director, Junction Point Studios “This is a break-through book, brimming with ba le-tested ‘how-to’s.’ Aspiring game designers: you will ‘break through’ to the next level when you learn to set, and then test, experience goals for your game players.” —Bing Gordon, Chief Creative Offi cer, Electronic Arts “Game Design Workshop is without a question the most important (and best book) on the topic of game design. Its unique approach is both deep and practi- cal and draws students’ into the very heart of what game design is all about. The emphasis on paper-and-pencil prototyping encourages students to think, quite literally, “outside the box,” and stretch themselves to innovate beyond simply rehashing commercially successful game genres. If the author’s students are any indication, this method has a proven track record of producing both original and successful games. Game Design Workshop is ideal for those starting new educa- tional programs as the book is structured around a design curriculum that can be easily implemented by instructors with no prior game design experience.” —Celia Pearce, Director, Experimental Game Lab, Georgia Institute of Technology “This book off ers a thoughtful and comprehensive look at the fi eld of game design. -
To Owners of Projection Televisions Epilepsy Warning
Warning: To Owners Of Projection Televisions Still pictures or images may cause permanent picture-tube damage or mark the phosphor of the CRT. Avoid repeated or extended use of video games on large-screen projection televisions. Epilepsy Warning Please Read Before Using This Game Or Allowing Your Children To Use It. Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns in everyday life. Such people may have a seizure while watching television images or playing certain video games. This may happen even if the person has no medical history of epilepsy or has never had any epileptic seizures. If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when exposed to flashing lights, consult your doctor prior to playing. We advise that parents should monitor the use of video games by their children. If you or your child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a video game, IMMEDIATELY discontinue use and consult your doctor. Precautions To Take During Use • Do not stand too close to the screen. Sit a good distance away from the screen, as far away as the length of the cable allows. • Preferably play the game on a small screen. • Avoid playing if you are tired or have not had much sleep. • Make sure that the room in which you are playing is well lit. • Rest for at least 10 to 15 minutes per hour while playing a video game. -
Game Developer
>> POSTMORTEM TWISTED PIXEL'S THE MAW DECEMBER 2008 THE LEADING GAME INDUSTRY MAGAZINE >> INTERVIEW >> AURAL FIXATION >> GAMESCAPE YUJI NAKA TAPS COMPRESSING SOUND A HISTORY OF BOSTON HIS CREATIVITY FOR THE IPHONE GAME DEVELOPMENT 0812gd_cover_vIjf.indd 1 11/20/08 10:43:45 AM “ReplayDIRECTOR rocks. I doubt we'd have found it otherwise. It turned out to be an occasional array overwrite that would cause random memory corruption…” Meilin Wong, Developer, Crystal Dynamics BUGS. PETRIFIED. RECORD. REPLAY. FIXED. ReplayDIRECTOR™ gives you Deep Recording. This is much more than just video capture. Replay records every line of code that you execute and makes certain that it will Replay with the same path of execution through your code. Every time. Instantly Replay any bug you can find. Seriously. DEEP RECORDING. NO SOURCE MODS. download today at www.replaysolutions.com email us at [email protected] REPLAY SOLUTIONS 1600 Seaport Blvd., Suite 310, Redwood City, CA, 94063 - Tel: 650-472-2208 Fax: 650-240-0403 accelerating you to market ©Replay Solutions, LLC. All rights reserved. Product features, specifications, system requirements and availability are subject to change without notice. ReplayDIRECTOR and the Replay Solutions logo are registered trademarks of Replay Solutions, LLC in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. []CONTENTS DECEMBER 2008 VOLUME 15, NUMBER 11 FEATURES 7 WHAT WENT WRONG? Over the years, postmortems start to echo each other. The same problems are encountered, and fixed, or dealt with. Here, we've compiled the 10 most common difficulties of the last three years for your reading (and cringing) pleasure. -
FULLTEXT01.Pdf
VETENSKAP OCH KONST INDUSTRIAL ENGINEERING AND MANAGEMENT !"#$%&'()* +,)"&)%-)./'() 0$12$*&$')* !"&3')2&(43 5("3-) 633&% 6)%%-5$*&$')* 63#() 78 0(-$*)&(/" MIKOLAJ DYMEK 9/2&/')* :,3%(% (" !"#$%&'()* ;2/"/-(2% )"# 6)").3-3"&, </=)* !"%&(&$&3 /8 :32,"/*/.= 0&/2>,/*-, 0?3#3" @ABA Akademisk avhandling som för avläggande av teknologie doktorsexamen och med tillstånd av Kungliga Tekniska Högskolan i Stockholm framläggs för oDentlig granskning. Onsdagen den BE juni @ABA, klockan BF.AA i sal GH, Lindstedsvägen @E, I:J i Stockholm. G)>$*&3&%/KK/"3"&: Professor Saara Taalas, Åbo Handelshögskola 0&/2>,/*- @ABA !"%&(&$&(/"3" 8L' ("#$%&'(3** 3>/"/-( /2, /'.)"(%)&(/", I$".*(.) :3>"(%>) JL.%>/*)" ( 0&/2>,/*- !"#$%!&$ 'e video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the signi(cantly older and es- tablished cultural industries. After decades of explosive growth the industry sur- prisingly (nds itself in a crisis – in terms of sales, future trajectories and creative paradigms. 'e global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enig- matic terra incognita with astonishingly little dedicated research. 'is thesis aims to amend this situation by presenting a study at the cross-section of the video game industry, game studies, literary theory, cultural industries and business studies. It deals with the following question: how does the global game industry relate to its own product, in terms of communication and media dimensions, and what are the (business) consequences, in terms of production, strategy and commercial/creative innovation, of this relationship? 'is study’s departure point is constituted by a comprehensive description of the industry’s structure, dynamics and processes, based on extensive interviews with industry professionals. -
Express Evaluate Exhibit Engage
Middle School Modules engage express evaluate exhibit ModuleTable 1: This of Contents is Senseless Module 1: This is Senseless Table of Contents ABOUT THIS MODULE 3 ACADEMIC VOCABULARY 4 REQUIRED MATERIALS 6 EVENT PLANNER 11 MONDAY: SENSES IN THE WORKS 12 TUESDAY: SENSORYMANIA 30 WEDNESDAY: I’VE GOT A FEELING 47 THURSDAY: EXTRAORDINAIRY SENSES 63 FRIDAY: COMMUNITY SHARING EVENT 72 engage express exhibit evaluate2 2 of 40 Module 1: This is Senseless About This Module This module focuses on the human senses, both traditional and some that are lesser known. Throughout the week, topics will focus on how Objective the senses work in the body and how they can be adapted to our appliances. How do the senses detect energy? How can we make our senses stronger? What if our senses became interconnected so we could smell sounds or taste colors? Driving Questions What kind of sixth sense would you like to develop? Is there a technology that acts in place of eyes/mouth to prepare the sense? Products of the SENSOR’d Appliance Design Week Community SENSOR’d Appliance Expo Sharing Event Our bodies are equipped to sense all kinds of energy–we can feel electric shocks in our fingertips, hear how much energy a sound wave possesses, and even smell energy in the form of food. But how might we perceive energy differently if we had no senses, a sixth sense, or Introduction recombined the senses we already have? This week we’ll work in teams to explore this year’s theme of “Energy of the Future” and create ideas for new inventions that use our senses in ways we’ve never used them before. -
Interplanetary Transmissions G
· Searc lds hi or ng W f o g r n i O v l R o D v E E R f o I N Y T t I h X e E C L O P M Y ACKNOWLEDGMENTS The SFI Press and the InterPlanetary Project would not exist without the support of William H. Miller and the Miller Omega Program. The SFI Press is also supported by Andrew Feldstein and the Feldstein Program on History, Law, and Regulation, and Alana Levinson-Labrosse. I [ INTERPLANETARY TRANSMISSIONS: GENESIS] Proceedings of the Santa Fe Institute’s First InterPlanetary Festival DAVID C. KRAKAUER CAITLIN L. MCSHEA editors with illustrations by Caitlin L. McShea © 2019 Santa Fe Institute All rights reserved. SFI PRESS THE SANTA FE INSTITUTE PRESS 1399 Hyde Park Road Santa Fe, New Mexico 87501 InterPlanetary Transmissions: Genesis Proceedings of the Santa Fe Institute’s First InterPlanetary Festival isbn (kindle): 978-1-947864-24-5 Library of Congress Control Number: 2019904092 The SFI Press is supported by the Feldstein Program on History, Regulation, & Law, the Miller Omega Program, and Alana Levinson-LaBrosse. Our model of the cosmos must be as inexhaustible as the cosmos. A complexity that includes not only duration but creation, not only being but becoming, not only geometry but ethics. It is not the answer we are after, but only how to ask the question. —Ursula K. Le Guin The Dispossessed (1974) T Part I: Genesis Preface: Restoring Focus at a Planetary Scale David C. Krakauer 3 “Out of this World” Reprint of Santa Fe Reporter article by Julia Goldberg 4 Introduction: The Recurring La Choza Chat Caitlin L. -
Postmortems from Game Developers.Pdf
POSTMORTEMS FROM Austin Grossman, editor San Francisco, CA • New York, NY • Lawrence, KS Published by CMP Books an imprint of CMP Media LLC Main office: 600 Harrison Street, San Francisco, CA 94107 USA Tel: 415-947-6615; fax: 415-947-6015 Editorial office: 1601 West 23rd Street, Suite 200, Lawrence, KS 66046 USA www.cmpbooks.com email: [email protected] Designations used by companies to distinguish their products are often claimed as trademarks. In all instances where CMP is aware of a trademark claim, the product name appears in initial capital letters, in all capital letters, or in accordance with the vendor’s capitalization preference. Readers should contact the appropriate companies for more complete information on trademarks and trademark registrations. All trademarks and registered trademarks in this book are the property of their respective holders. Copyright © 2003 by CMP Media LLC, except where noted otherwise. Published by CMP Books, CMP Media LLC. All rights reserved. Printed in the United States of America. No part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher; with the exception that the program listings may be entered, stored, and executed in a computer system, but they may not be reproduced for publication. The publisher does not offer any warranties and does not guarantee the accuracy, adequacy, or complete- ness of any information herein and is not responsible for any errors or omissions. The publisher assumes no liability for damages resulting from the use of the information in this book or for any infringement of the intellectual property rights of third parties that would result from the use of this information. -
System Shock Credits
SysShock UK PG 4 Classics 12/9/95 2:06 pm Page 1 TERMINAL ACCESS BY TUESDAY FRASE AND ASSORTED ORIGIN AND ™ LOOKING GLASS HACKERS 1 SysShock UK PG 4 Classics 12/9/95 2:06 pm Page 2 TABLE OF CONTENTS 0.0 Starting the Game ............................................4 8.3 Energy Indicator .......................................19 Main Menu.......................................................4 9.0 Moving...........................................................20 PLAY INTRO 9.1 Running, Walking and Turning.................20 NEW GAME Mouse Commands ..................................20 CREDITS 9.2 Fatigue .....................................................20 CONTINUE 9.3 Jumping and Climbing.............................20 Configuration Menu..........................................4 10.0 Manipulating Objects...................................20 Quick Reference................................................5 Identifying Objects..................................20 Quick Tips.........................................................5 Picking up Objects...................................21 1.0 Ten-Minute Tutorial ...........................................6 Placing Items in Inventory.......................21 On-Line Interface Help Using an Item in Inventory......................21 On-Line Action Help Using an Item on an External Object ......21 2.0 Summary of Events ........................................10 Discarding, Throwing or 3.0 Incident Report ...............................................11 Destroying an Item..................................21 -
University of California Santa Cruz the Stabilization
UNIVERSITY OF CALIFORNIA SANTA CRUZ THE STABILIZATION, EXPLORATION, AND EXPRESSION OF COMPUTER GAME HISTORY A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Eric Kaltman September 2017 The Dissertation of Eric Kaltman is approved: Noah Wardrip-Fruin, Chair Michael Mateas Henry Lowood Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Eric Kaltman 2017 Table of Contents List of Figures vi List of Tables viii Abstract ix Dedication xi Acknowledgments xii 1 Introduction 1 1.1 On the history of technology . .4 1.2 On the history of software . 10 1.3 On the history of computer games in the history of software in the history of technology . 12 1.4 On preservation . 13 1.5 On knowledge accumulation, exploration and expression in the his- tory of technology . 15 1.6 On an intermediary perspective for the history of games as software 20 1.7 Stabilization . 25 1.8 Exploration . 27 1.9 Expression . 29 2 Appraisal 31 2.1 Compiling the Record . 31 2.2 Appraisal . 33 2.2.1 Related Work . 38 2.3 Prom Week .............................. 41 2.3.1 Choice of Prom Week ..................... 42 2.3.2 Process . 43 2.3.3 Context . 57 2.3.4 Documentary Enumeration . 62 iii 2.4 Conclusion . 79 3 Description 82 3.1 Introduction . 82 3.1.1 A Brief on Controlled Vocabularies . 84 3.1.2 A Course Through the Thicket . 86 3.2 Controlled Vocabularies . 90 3.2.1 A Brief Record Example . 92 3.2.2 Vocabulary and Ontology Best Practices .