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Ed 393 216 Author Title Report No Pub Date Available From
DOCUMENT RESUME ED 393 216 EA 027 482 AUTHOR Scribner, Jay D., Ed.; Layton, Donald H., Ed. TITLE The Study of Educational Politics. 1994 Commemorative Yearbook of the Politics of Education Association (1969-1994). Education Policy Perspectives Series. REPORT NO ISBN-0-7507-0419-5 PUB DATE 95 NOTE 225p. AVAILABLE FROM Falmer Press, Taylor & Francis, Inc., 1900 Frost Road, Suite 101, Bristol, PA 19007 (paperback: ISBN-0-7507-0419-5; clothbound: ISBN-0-7507-0418-7). PUB TYPE Books (010) Collected Works General (020) EDRS PRICE MF01/PC09 Plus Postage. DESCRIPTORS Educational Principles; Educational Sociology; Elementary Secondary Education; Feminism; Ideology; International Education; *Policy Analysis; *Policy Formation; Political Influences; *Politics of Education; Role of Education; Values ABSTRACT This book surveys major trends in the politics of education over the last 25 years. Chapters synthesize political and policy developments at local, national, and state levels in the United States, as well as in the international arena. The chapters examine the emerging micropolitics of education and policy-analysis, cultural, and feminist studies. The foreword is by Paul E. Peterson and the introduction by Jay D. Scribner and Donald H.Layton. Chapters include:(1) "Values: The 'What?' of the Politics of Education" (Robert T. Stout, Marilyn Tallerico, and Kent Paredes Scribner) ;(2) "The Politics of Education: From Political Science to Interdisciplinary Inquiry" (Kenneth K. Wong);(3) "The Crucible of Democracy: The Local Arena" (Laurence Iannaccone and Frank W.Lutz); (4) "State Policymaking and School Reform: Influences and Influentials" (Tim L. Mazzoni);(5) "Politics of Education at the Federal Level" (Gerald E. Sroufe) ;(6) "The International Arena: The Global Village" (Frances C. -
The Role of Audio for Immersion in Computer Games
CAPTIVATING SOUND THE ROLE OF AUDIO FOR IMMERSION IN COMPUTER GAMES by Sander Huiberts Thesis submitted in fulfilment of the requirements for the degree of PhD at the Utrecht School of the Arts (HKU) Utrecht, The Netherlands and the University of Portsmouth Portsmouth, United Kingdom November 2010 Captivating Sound The role of audio for immersion in computer games © 2002‐2010 S.C. Huiberts Supervisor: Jan IJzermans Director of Studies: Tony Kalus Examiners: Dick Rijken, Dan Pinchbeck 2 Whilst registered as a candidate for the above degree, I have not been registered for any other research award. The results and conclusions embodied in this thesis are the work of the named candidate and have not been submitted for any other academic award. 3 Contents Abstract__________________________________________________________________________________________ 6 Preface___________________________________________________________________________________________ 7 1. Introduction __________________________________________________________________________________ 8 1.1 Motivation and background_____________________________________________________________ 8 1.2 Definition of research area and methodology _______________________________________ 11 Approach_________________________________________________________________________________ 11 Survey methods _________________________________________________________________________ 12 2. Game audio: the IEZA model ______________________________________________________________ 14 2.1 Understanding the structure -
Trigger Happy: Videogames and the Entertainment Revolution
Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85 -
Chris Riddell
84 Greville Road, Cambridge, Chris Cambridgeshire, CB1 3QL Mobile: +44 (0)7395 484351 Riddell E-Mail: [email protected] Portfolio: www.axisphere.art -3D Artist- Profile As a highly motivated and self-taught CG artist I have always pushed the industries current tools to produce real-time art work of the upmost quality. Being interested in game engines, I have always enjoyed working with cutting edge technology to push the envelope of real- time graphics. I continue to provide creative input into producing some of the industry's best tools and rendering technology to produce work of excellent merit. As a keen learner and avid tech fanatic I always seek and pursue innovation. Experience Virtual Arts Limited 2017 - Present - Principal Artist/Tech Art I joined a new startup in Cambridge for a fresh challenge in Mobile VR/AR. My role at Virtual Arts Limited is creating shader networks, Unity tech art, content creation, inputting into creating our own engine/tool pipeline and to schedule artwork. Sony Interactive Entertainment 2004-2017 - Principal Artist I joined SCEE/SIE as a standard level artist and progressed to principal level. My 13-year period saw a lot of projects with some very challenging situations creating games for brand new platforms/technology, the toughest challenge being to create a Virtual Reality title (RIGS) which would be fast paced without creating nausea and achieve a solid 60 FPS throughout the experience. In my career at Sony I’ve inputted into developing our internal engines and tools, create 2D/3D graphics for our products, produce basic concept art to focus prototypes for future projects, write technical documentation and tutorials to educate the art team, worked closely with marketing to provide resources to advertise and create online social media presence, entertained VIP visitors, and educated myself in legal issues regarding design and copyright issues. -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
Gaikai - Wikipedia Case 3:19-Cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not Logged in Talk Contributions Create Account Log In
Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 1 of 8 EXHIBIT B Gaikai - Wikipedia Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Gaikai From Wikipedia, the free encyclopedia Main page Gaikai (外海, lit. "open sea", i.e. an expansive outdoor space) is an American company which provides technology for the streaming of high- Contents Gaikai Featured content end video games.[1] Founded in 2008, it was acquired by Sony Interactive Entertainment in 2012. Its technology has multiple applications, Current events including in-home streaming over a local wired or wireless network (as in Remote Play between the PlayStation 4 and PlayStation Vita), as Random article well as cloud-based gaming where video games are rendered on remote servers and delivered to end users via internet streaming (such as Donate to Wikipedia the PlayStation Now game streaming service.[2]) As a startup, before its acquisition by Sony, the company announced many partners using Wikipedia store [3] the technology from 2010 through 2012 including game publishers, web portals, retailers and consumer electronics manufacturers. On July Founded November 2008 Interaction 2, 2012, Sony announced that a formal agreement had been reached to acquire the company for $380 million USD with plans of establishing Headquarters Aliso Viejo, California, U.S. [4] Help their own new cloud-based gaming service, as well as integrating streaming technology built by Gaikai into PlayStation products, resulting Owner Sony [5] [6] About Wikipedia in PlayStation Now and Remote Play. -
Music in Video Games.”
“MUSIC IN VIDEO GAMES.” Thomas, M. The International Journal of Urban Labour and Leisure, 6(1) <http://www.ijull.org/vol6/1/thomas.pdf> Abstract Although the public image of computer games may be a stereotype of a adolescent boy playing alone in his bedroom, a more focused study will result in a realisation of the important part the computer game industry plays in both finance and culture. The computer games industry combines global corporations including Microsoft, Nintendo, and SEGA along with many smaller games developers. What they all have in common is a determination to be at the forefront of development in this branch of the computer industry. The financial implications of this market are huge. Enormous gains and losses have been made by major corporations because of the timing of new games consoles and games systems. The music industry has an important and growing part to play in this sector. From the first "pings" produced on a simple chip in the early games, there has been rapid progress to interactive music scores recorded by a symphony orchestra and the appearance both visually and vocally by world famous rock stars on video games. Research was carried out to assess the importance of music in video games by the reading of relevant textbooks, magazines articles, and related websites. The financial reports of major corporations involved in the computer game industry were also studied. With such a rapidly changing industry it emerged that the potential of economic, creative, and marketable growth is only limited by the technology of the day. As this technology improves, the games become more sophisticated and the music plays a vital role in the total game experience. -
The Secret Sauce of Indie Games
EVERY ISSUE INCL. COMPANY INDEX 03-04/2017 € 6,90 OFFICIAL PARTNER OF DESIGN BUSINESS ART TECHNOLOGY THE SECRET SAUCE OF FEATURING NDIEThe Dwarves INDIE GAMES Can‘t Drive This I Cubiverse Savior GAMES GREENLIGHT BEST PRACTICE: TIPS TO NOT GET LOST ON STEAM LEVEL ARCHITECTURE CASE STUDY GREENLIGHT POST MORTEM INTERVIEW WITH JASON RUBIN HOW THE LEVEL DESIGN AFFECTS HOW WINCARS RACER GOT OCULUS‘ HEAD OF CONTENT ABOUT THE DIFFICULTY LEVEL GREENLIT WITHIN JUST 16 DAYS THE LAUNCH AND FUTURE OF VR Register by February 25 to save up to $300 gdconf.com Join 27,000 game developers at the world’s largest professional game industry event. Learn from experts in 500 sessions covering tracks that include: Advocacy Monetization Audio Production & Team Management Business & Marketing Programming Design Visual Arts Plus more than 50 VR sessions! NEW YEAR, NEW GAMES, NEW BEGINNINGS! is about 1.5 the world on edge with never-ending ques- months old, tionable decisions. Recently, Trump’s Muslim Dirk Gooding and just ban for entry into the United States caused Editor-in-Chief of Making Games Magazin within these mass protests and numerous reactions by few weeks it the international games industry which is seemed that negatively affected by such a ban in a not-to- 2017one news followed the other. The first big be underestimated way. Will 2017 be another conferences and events like Global Game troublesome year? Before Christmas, we Jam, PAX South, GIST, Casual Connect or asked acclaimed experts and minds of the White Nights in Prague are over, but the German games industry to name their tops planning for the next events like QUO and flops, desires and predictions – for both Nico Balletta VADIS and our very own Making Games last and this year. -
CRITICA / 1 Limiti Tecnologici
Il caso ‘Heavy Rain’ Quantic Dream/Sony Computer Entertainment, PS3, 2010 Dott. Marco Accordi Rickards, Presidente AIOMI [email protected] 1. Quantic Dream Quantic Dream is a French video game developer based in Paris, France, founded in 1997. The company also supplies motion capture services to the film and video game industries. www.quanticdream.com Dott. Marco Accordi Rickards, Presidente AIOMI [email protected] 2. David Cage David De Gruttola (born June 9, 1969), better known by his pseudonym David Cage, is a French musician and video game designer. He is the head of game developer studio Quantic Dream. Cage plays a central role in the company and the development of the games, being founder, co-CEO (with Guillaume de Fondaumière), director, lead game designer, and screenwriter. David Cage founded Quantic Dream in 1997. He has designed and directed all three games so far released by the studio: Omikron: The Nomad Soul (1999), Fahrenheit (2005), and Heavy Rain, which was released in February 2010. Dott. Marco Accordi Rickards, Presidente AIOMI [email protected] 3. Omikron: The Nomad Soul Quantic Dream/Eidos, PC-Dreamcast, 1999-2000 You are the Nomad Soul, a computer game player sucked into another dimension. At first you take on the role of Kay'l, an Omikron police officer. As Kay'l you must figure out what has happened over the past few days due to memory loss. As the game progresses you will find a plot that twists and turns at every corner. For transportation, you use a "Slider" that you can control manually or set to auto-pilot to take you throughout much of Omikron. -
Sony Computer Entertainment Europe Unveils the Future of Play with 22 Software Exclusives and a Variety of New Playstation®Vr Experiences
SONY COMPUTER ENTERTAINMENT EUROPE UNVEILS THE FUTURE OF PLAY WITH 22 SOFTWARE EXCLUSIVES AND A VARIETY OF NEW PLAYSTATION®VR EXPERIENCES Paris, 27th OctoBer 2015 - Sony Computer Entertainment Europe Ltd. (SCEE) today announced the future of PlayStation®4 (PS4™), with a huge range of exclusive software announcements from both first and third party studios, as well as brand new content announced for PlayStation®VR. On stage at the PlayStation® Media Preview in Paris, France, SCEE unveiled new details and PlayStation – exclusive features for over 20 games, with 9 of these newly announced, demonstrating why PS4 is the best place to play this holiday season and beyond. In addition to this, Jim Ryan, President and CEO of SCEE celebrated twenty years of play and the success of PS4, the fastest selling system in PlayStation history with a global sell-in set at 25.3 million as previously revealed*(Number as at June 2015). In addition he commented on the impressive range of network services offered across the region. A number of exciting new exclusive games for PS4 were revealed for the very first time, including the latest title from critically acclaimed studio Quantic Dream, Detroit™, as well as a brand new racing simulator from Polyphony Digital, GT SPORT™. A beta test for GT SPORT™ was also announced for early 2016. New footage from other exclusive titles was also shown during the conference, including the multiplayer premiere of Uncharted 4: A Thief’s End™ (SCE Worldwide Studios), as well as a look at the gameplay vision for Michel Ancel’s WiLD™ (WiLD Sheep Studios). -
Heavy Rain – How I Learned to Trust the Designer José P. Zagal Jzagal
Heavy Rain – How I Learned to Trust the Designer José P. Zagal [email protected] Published in Davidson, Drew (Ed). (2011) “Well-Played 3.0”, pp. 55-65, ETC Press: Pittsburgh http://www.etc.cmu.edu/etcpress/content/well-played-30-video-games-value-and-meaning Heavy Rain is a videogame developed by Quantic Dream and originally released for the Playstation 3 platform in 2010. The game, the brainchild of its director David Cage, was described in promotional materials as an interactive drama. The game features four main playable characters who are all involved, in some way or another, in the mystery of the Origami killer: a serial killer whose modus operandi is to kidnap a child during the rainy season and trap them such that they’ll drown due to the continued accumulation of rainfall. The children are later found in a remote location with an origami figure in their hands and an orchid on their chest. Heavy Rain first came to my attention after hearing about how its technological breakthroughs, such as highly realistic facial animation and modeling, would be used to provide an “adult emotional thriller” told “not through cutscenes but directly through the character’s actions: you don’t watch the story, you actually play it” (David Cage as quoted in Edge 2008). According to Cage, in Heavy Rain you play “with a story almost in the physical sense, changing it, twisting it, discovering it, making it unique, making it yours” (David Cage as quoted in Chester 2009). I confess I was both excited and skeptical. -
Music in Liquid Forms: a Framework for the Creation of Reactive Music
Music in Liquid Forms: A Framework for the Creation of Reactive Music Recordings Submitted for Doctor of Philosophy in Music 2018 Keith Hennigan Supervisors: Martin Adams & Simon Trezise Declaration I hereby declare that this thesis is entirely my own work; no part of it has been submitted as an exercise for a degree at this, or any other, University. I agree that the library of Trinity College Dublin may lend or copy this thesis upon request. Signed ____________________ (Keith Hennigan) Date ____________________ (July 2018) Summary The aim of this thesis is to research and propose possible methods and models for the creation and dissemination of what shall be defined as liquid music recordings. This will result in the establishment of a sound theoretical basis for the creation of such works, with practical demonstrations provided to showcase the proposed approach and methodology. It was initially intended that this thesis would focus on the creation of one liquid music authoring system or standard. However, after researching the field, it is apparent that the creation of a single liquid system or format is of little import or benefit. A number of previous efforts have been made, each offering only one viewpoint on the compositional paradigm of liquid music and necessarily limited in some way. What is needed for the field is a broader overview. For example, the proposition of the BRONZE format (see Chapter Three) as a new format for music, though laudable, falls short due to the nature of the work: offering only a single inherent style of generative music, this programming imparts a limited aesthetic onto any musical work written for it.