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A Third Age of Avatars Bruce Damer, [email protected] Damer.Com | Digitalspace.Com | Ccon.Org | Biota.Org | Digibarn.Com
A Third Age of Avatars Bruce Damer, [email protected] damer.com | digitalspace.com | ccon.org | biota.org | digibarn.com Ò Started life on a PDP-11 fresh out of high school (1980), programmed graphics, videotext systems, dreamed of self replicating robots on the moon, designed board games, built model space stations. Ò Worked at IBM Research in 1984 (Toronto, New York), introduced to Internet, optical computing. Ò At Elixir Technologies 1987-94, wrote some of first GUI/Windows-Icons Publishing software on the IBM PC platform used 100 countries. Ò Established Contact Consortium in 1995, held first conferences on avatars (Earth to Avatars, Oct 1996) Ò Wrote “Avatars!”in 1997. Hosted and supported 9 conferences until 2003 on various aspects of virtual worlds (AVATARS Conferences, VLearn3D, Digital Biota) Ò Founded DigitalSpace in 1995, produced 3D worlds for government, corporate, university, and industry. Evangelism for Adobe (Atmosphere), NASA (Digital Spaces, open source 3D worlds for design simulation of space exploration) and NIH (learning games for Autism) Ò Established DigibarnComputer Museum (2002) Ò Virtual Worlds Timeline project (2006-2008) to capture and represent the history of the medium Ò The Virtual World, its Origins in Deep Time Ò Text Worlds Ò Graphical Worlds Ò Internet-Connected Worlds Ò The Avatars Cyberconferences Ò Massive Multiplayer Online RPGs Ò Virtual World Platforms Ò Virtual Worlds Timeline Project and Other Research History of Virtual Worlds The Virtual World, its Origins in Deep Time So what is a Virtual World? A place described by words or projected through pictures which creates a space in the imagination real enough that you can feel you are inside of it. -
Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002
Brian Sutton-Smith Library and Archives of Play Atari Coin-Op Division Corporate Records Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002 Summary Information Title: Atari Coin-Op Division corporate records Creator: Atari, Inc. coin-operated games division (primary) ID: 114.6238 Date: 1969-2002 (inclusive); 1974-1998 (bulk) Extent: 600 linear feet (physical); 18.8 GB (digital) Language: The materials in this collection are primarily in English, although there a few instances of Japanese. Abstract: The Atari Coin-Op records comprise 600 linear feet of game design documents, memos, focus group reports, market research reports, marketing materials, arcade cabinet drawings, schematics, artwork, photographs, videos, and publication material. Much of the material is oversized. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Conditions Governing Access: At this time, audiovisual and digital files in this collection are limited to on-site researchers only. It is possible that certain formats may be inaccessible or restricted. Custodial History: The Atari Coin-Op Division corporate records were acquired by The Strong in June 2014 from Scott Evans. The records were accessioned by The Strong under Object ID 114.6238. -
Cashbox/Coinmachinenews
cashbox/coinmachine news Mireo Expands U.S. Facilities: MOA Expo ' 75 Revisited Opens European Subsid. -Germany PHOENIX — Mirco, Incorporated, this the lease. city, announced the signing of a ten year Walsh noted that executive and sales lease on a commercial building located offices for Mirco Games. Inc. and Mirco at 10888 N 19th Avenue, Phoenix. The Electronic Distributors, Inc. would re- move into substantially larger facilities main at their present locations of 1960 was necessitated by the firm's extensive W North Lane and 2005 W Peoria expansion of business activities in all Avenue (Phoenix), respectively. areas. European Subsidiary Formed. Also in Mirco, Incorporated is the parent com- line with its current expansion program, pany of five wholly-owned subsidiaries Mirco recently opened a wholly-owned which manufacture and market a wide subsidiary in Germany, called Mirco variety of electronic products, compo- Games GmbH, to manufacture and nents, and systems. The subsidiaries are: market coin-operated amusement pro- Mirco Games, Inc., manufacturer of ducts in Europe. It is located in home and coin-operated electronic and Frankfurt, Germany and will be managed mechanical games; Mirco Electronic Dis- by Klaus J Strauss, a German National tributors, Inc., supplier of transistors, in- Mirco board chairman John L Walsh tegrated circuits, microprocessors, and noted that the off-shore operation result- other electronic components to builders ed from an increasing demand through- of electronic equipment; Mirco Systems, out Europe for sophisticated, electronic- Inc., manufacturer of automatic test type video games. These games have equipment for use in checking electronic been successfully distributed through- components and complex, assembled, out North America by Mirco. -
Classic Gaming Expo 2005 !! ! Wow
San Francisco, California August 20-21, 2005 $5.00 Welcome to Classic Gaming Expo 2005 !! ! Wow .... eight years! It's truly amazing to think that we 've been doing this show, and trying to come up with a fresh introduction for this program, for eight years now. Many things have changed over the years - not the least of which has been ourselves. Eight years ago John was a cable splicer for the New York phone company, which was then called NYNEX, and was happily and peacefully married to his wife Beverly who had no idea what she was in for over the next eight years. Today, John's still married to Beverly though not quite as peacefully with the addition of two sons to his family. He's also in a supervisory position with Verizon - the new New York phone company. At the time of our first show, Sean was seven years into a thirteen-year stint with a convenience store he owned in Chicago. He was married to Melissa and they had two daughters. Eight years later, Sean has sold the convenience store and opened a videogame store - something of a life-long dream (or was that a nightmare?) Sean 's family has doubled in size and now consists of fou r daughters. Joe and Liz have probably had the fewest changes in their lives over the years but that's about to change . Joe has been working for a firm that manages and maintains database software for pharmaceutical companies for the past twenty-some years. While there haven 't been any additions to their family, Joe is about to leave his job and pursue his dream of owning his own business - and what would be more appropriate than a videogame store for someone who's life has been devoted to collecting both the games themselves and information about them for at least as many years? Despite these changes in our lives we once again find ourselves gathering to pay tribute to an industry for which our admiration will never change . -
Afterword: Omissions,Additions, and Corrections
Afterword: Omissions,Additions, and Corrections The astute reader will notice that I’ve omitted a few online services. Some were so short-lived or of so little consequence that they would be meaningless to most readers. Others are beyond the theme or time frame of this book. Some of the omissions: ABI/INFORM (Abstracted Business Information), a database of abstracted information from selected business publications, hosted by ORBIT, Dialog, and eventually UMI/ProQuest Data Courier, a small online service hosted by the Louisville Courier- Journal (the owners of which bought ABI/INFORM under the company name “Data Courier”) EasyLink, Western Union’s now-defunct email/FAX/mail system Easynet, a front end for more than 700 database services EasyPlex, a specialized CompuServe email service E-COM, the United States Postal Service’s electronic messaging service (EMS) Freenet, free BBSs in cities such as Cleveland and Rochester that used the same software and were designed to serve as community centers Info-Look, a gateway to online services hosted by Nynex Internet Relay Chat (IRC), the first implementation of real-time chatting via the Internet (Jarkko Oikarinen, 1988) Knowledge Index (KI), a subset of Dialog databases The Microsoft Network (MSN), more an ISP than online service that started after Bill Gates decided that the Internet was going to be important, after all 177 178 Afterword MIX, the McGraw-Hill Information Exchange, a CoSy-based service for educators NABU Network, a Canadian online service that operated -
Steve Bristow Papers M1887
http://oac.cdlib.org/findaid/ark:/13030/c8cz3cmb No online items Guide to the Steve Bristow Papers M1887 Tim Noakes Department of Special Collections and University Archives 2012 Green Library 557 Escondido Mall Stanford 94305-6064 [email protected] URL: http://library.stanford.edu/spc Guide to the Steve Bristow M1887 1 Papers M1887 Language of Material: English Contributing Institution: Department of Special Collections and University Archives Title: Steve Bristow papers creator: Bristow, Steve, 1950-2015 Identifier/Call Number: M1887 Physical Description: 12.25 Linear Feet(23 boxes) Date (inclusive): 1969-1996 Special Collections and University Archives materials are stored offsite and must be paged 36 hours in advance. For more information on paging collections, see the department's website: http://library.stanford.edu/depts/spc/spc.html. Access to Collection The materials are open for research use. Audio-visual materials are not available in original format, and must be reformatted to a digital use copy. Publication Rights While Special Collections is the owner of the physical and digital items, permission to examine collection materials is not an authorization to publish. These materials are made available for use in research, teaching, and private study. Any transmission or reproduction beyond that allowed by fair use requires permission from the owners of rights, heir(s) or assigns. Restrictions also apply to digital representations of the original materials. Use of digital files is restricted to research and educational purposes. Acquisition Information This collection given by Steve Bristow to Stanford University, Special Collections in April, 2012. Preferred Citation [identification of item], Steve Bristow papers (M1887). -
Game Development Essentials
Game Development Essentials: An Introduction Third Edition Chapter 1 Historical Elements how did we get here? Key Chapter Questions ■ What are the significant milestones in the history of electronic game development? ■ Who are game development pioneers, and how did they contribute to the industry? ■ How did the game industry evolve from coin-operated electromechanical and mainframe computer games of the 1960s to the console, personal computer, online, and mobile industries of today? ■ What factors contributed to the video game slump of the early 1980s? ■ Why did certain game companies and titles succeed during game development history—and why did some fail miserably? Before the Arcades Big Stock Photo Big Stock Photo The first electronic games were played at military bases and universities. The Arcade Phenomenon Computer Space JN The Arcade Phenomenon Pong Atari Interactive, Inc. The Arcade Phenomenon Asteroids Atari Interactive, Inc. The Arcade Phenomenon Galaxian Namco Bandai Games America Inc. The Arcade Phenomenon Pac-Man Namco Bandai Games America Inc. The Arcade Phenomenon Donkey Kong Nintendo Nintendo The Arcade Phenomenon Tron leighjevans (Photobucket) The Birth of Console Games Atari VCS/2600 Atari Interactive, Inc. The Birth of Console Games Mattel Intellivision Mattel, Inc. The Birth of Console Games ColecoVision Mattel, Inc. The Video Game Slump & a New Golden Age Nintendo NES Game Boy Nintendo Nintendo The Video Game Slump & a New Golden Age Sega Sega Master System PlayStation Sega Sony Computer Entertainment America The Video Game Slump & a New Golden Age The “Big Three” Console Wars PlayStation 2 Sony Computer Entertainment America Xbox GameCube Reprinted with permission from Microsoft Corporation Nintendo The Personal Computer Revolution Mainframes & Text Adventures Will Crowther Colossal Cave The Personal Computer Revolution Apple II Apple Computer, Inc. -
Interactive Media
Interactive Media Pr isc illa Gran tham, Esq. Sr. Research Counsel National Center for Justice and the Rule of Law 1 Objectives After this session, you will be able to: Explain the concept behind the terms interactive media, Web 2.0, and Social Media; Identify different types of interactive media; Differentiate between various kinds of interactive media; and Summarize the ways in which interactive media are utilized. 2 But What Does It Mean? Interactive Web 2.0 Media Social MdiMedia A new model that utilizes user participation 3 Web 2.0 • Phrase coined in 2004 @ conference addressi ng st at e of W eb f oll owi ng dot-com crash. • Implied improvement over the old web • Democratization of web 4 Emphasis on people’s interactions with Internet Web sites harness collective intelligence of contributors/users Company can provide better service & build customer loyalty by observing Internet habits New Web Model 5 Media: Traditional v. Interactive Media = An instrument of communication Media in which users Interactive Media = participate & edit content of communication 6 Media 7 Interactive Media: “Hybrid Media Technology” – can combine anyy(p,, format (print, web, disc, video, audio, etc.) that allows users to interact w/ content. 8 Interactive Media Model: USER’S INPUT PROGRAM’S OUTPUT 9 Media v. Interactive Media 10 Encyclopedia v. Wikipedia Encyclopedias Wikipedia • Difficult to keep current • Updated constantly • Expensive to produce •Free and purchase • All contributors must cite • Inconsistencies / published sources Inaccuracies in info • Content must have • Bias & lack of expertise neutral POV of authors • No limitation on topics • Editorial choices • Anyone can edit an • Past allegations of article racism and sexism 11 Information being communicated: How the Internet works 12 Information being communicated: How the World Wide Web works http://www.commoncraft.com User can watch video online User can purchase & download on Kindle User can share video via Twitter or Email Written overview User can download transcript of video Download Fact Sheet [PDF]. -
August 21-22, 2004
San .Jose, California August 21-22, 2004 $5.00 Welcome to Classic Gaming Expo 2004!!! When this show first opened in 1998 no one really knew what to expect. The concept of "retro" gaming was still relatively new and was far from mainstream. It was a brave new world , where gaming fans worked to bring everyone together for a fun-filled weekend reminding us of how we got so excited about videogames in the first place. This year's event feels like that first time. For the last six years Classic Gaming Expo has taken residence in the glamorous confines of sin city, Las Vegas. It was a great run but recently we began to notice that Las Vegas is, in fact, an island . We could promote the show 24/7 for months but the one thing we could not change is that there are very few native gamers in the area. Everyone attending Classic Gaming Expo was in Las Vegas specifically to attend this show - so unless you were prepared to take a vacation on that weekend , you were going to miss it year in and year out. The move to San Jose not only brings the excitement of a fun-filled gaming weekend to a brave new world, but this brave new world also happens to be the home of videogaming itself. The roots of everything you know and love about this industry sprang not far from this very building. We think it's time to sow some new seeds and build a new home. A place where we can all experience the games, the people, and the excitement that filled our youth, all over again . -
Participate in Creating Their Own Content Through Message Boards and Online Chat Areas
Media Selling, 4th Edition Chapter 20 – The Internet By Vincent Thompson and Paul Talbot As an advertising medium, the Internet is complex and measured differently from traditional media. Also, online advertising buys are often difficult to execute and to implement. So why are marketers switching billions of dollars to the Internet? Because the Internet is one of the most disruptive innovations of our time and represents the most fertile environment ever for marketer-consumer interaction. Disruptive technologies transform societies – the way people live, think, and conduct business – and the Internet has been as disruptive and transformative as movable type, the telegraph, airplanes, and the computer have. The History of the Internet Most historians agree that the birth of the Internet occurred in 1969 when computer scientists from the government and universities linked large mainframe computers together with the objectives of sharing data and distributing information over a network. This groundbreaking work came from a desire to ensure the safety of government data during natural disasters or war and to allow university researchers the ability to share information. Prior to this project, networks were set up like phone systems with information traveling through vulnerable centralized hubs. With the invention of the distributed network, information could be simply routed along any of the networks’ many connections until it found its way to its final destination. Aiding in this concept was the use of packets. Packets allow small chunks of digital data to be sent into the network independently and then reassembled at their final destinations. Once the initial computers at UCLA and Stanford Universities were connected in 1969, other Universities followed suit and with each addition the network gained more power and provided more value to its users.i Over the next five years scientists developed cornerstone technologies such as e-mail, the ability to access the network remotely, and the ability to host multiple chat sessions. -
Digital Press Issue
Fifty II. Editor’s BLURB by Dave Giarrusso DIGITAL e had a lot of big plans for our 50th issue (“DP# 50: Wfi fty!” just in case your short term memory functions a bit like mine does as of late) and fortunately, most of ‘em made it in. UNfortunately, due to time and space constraints, and a mischievious orange tabby by the name of “Pickles”, a scant few of ‘em got left on the cutting room fl oor. The one portion of the 50th issue that we (okay, actually John) were working really hard on was the “alumni moments” section - a section devoted to all the PRESS game designers and artists who shaped what we’ve come to call our favorite pasttime. As you can probably imagine, it was a big undertaking - too big to make it into the pages of issue #50. DIGITAL PRESS # 52 MAY / JUNE 2003 BUT - guess what? John kept nagging everyone in his most convincing voice Founders Joe Santulli and eventually, with nothing but the most polite coercion, managed to round Kevin Oleniacz up the troops. In fact, everyone had such a blast working with John that we wound up with tons more material than we had originally anticipated having. Editors-In-Chief Joe Santulli Dave Giarrusso Which brings us back to THIS issue - the brainchild of John “Big Daddy” and “I’ll Senior Editors Al Backiel get to it when I get to it” Hardie. DP issue #50. Part II. In DP issue #52. Get it? Jeff Cooper John Hardie So join me in extending a hearty “thank you” to Big John and all of the folks Sean Kelly who took time out of their busy schedules to sit down with us and pass along Staff Writers Larry Anderson some of their favorite gaming anecdotes of the past. -
Stephen M. Cabrinety Collection in the History of Microcomputing, Ca
http://oac.cdlib.org/findaid/ark:/13030/kt529018f2 No online items Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Processed by Stephan Potchatek; machine-readable finding aid created by Steven Mandeville-Gamble Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc © 2001 The Board of Trustees of Stanford University. All rights reserved. Special Collections M0997 1 Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Collection number: M0997 Department of Special Collections and University Archives Stanford University Libraries Stanford, California Contact Information Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc Processed by: Stephan Potchatek Date Completed: 2000 Encoded by: Steven Mandeville-Gamble © 2001 The Board of Trustees of Stanford University. All rights reserved. Descriptive Summary Title: Stephen M. Cabrinety Collection in the History of Microcomputing, Date (inclusive): ca. 1975-1995 Collection number: Special Collections M0997 Creator: Cabrinety, Stephen M. Extent: 815.5 linear ft. Repository: Stanford University. Libraries. Dept. of Special Collections and University Archives. Language: English. Access Access restricted; this collection is stored off-site in commercial storage from which material is not routinely paged. Access to the collection will remain restricted until such time as the collection can be moved to Stanford-owned facilities. Any exemption from this rule requires the written permission of the Head of Special Collections.