Downloading Over the Network
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
2020 WGEA Regional Meeting Abstract Compendium
2020 WGEA Regional Meeting Abstract Compendium Table of Contents Message from WGEA Chair ........................................................................................................... 2 Message from WGEA Conference/ Host Chairs ............................................................................ 3 Special Thanks and Acknowledgments .......................................................................................... 4 WGEA Awards ............................................................................................................................... 5 Innovation Abstracts ....................................................................................................................... 6 Research Abstracts ........................................................................................................................ 85 Small Group, Workshop and Panel Discussion Abstracts .......................................................... 155 List of WGEA Steering Committee members ............................................................................ 273 List of WGEA Planning Committee and Subcommittees members ........................................... 274 2020 WGEA Reviewer List ........................................................................................................ 275 1 Message from WGEA Chair On behalf of the Western Group on Educational Affairs (WGEA) Steering Committee, I welcome you to the WGEA 2020 Annual Spring Meeting, Finding Common Ground. We will highlight the following -
Attribution and Response to Cybercrime/Terrorism/Warfare Susan W
Journal of Criminal Law and Criminology Volume 97 Article 2 Issue 2 Winter Winter 2007 At Light Speed: Attribution and Response to Cybercrime/Terrorism/Warfare Susan W. Brenner Follow this and additional works at: https://scholarlycommons.law.northwestern.edu/jclc Part of the Criminal Law Commons, Criminology Commons, and the Criminology and Criminal Justice Commons Recommended Citation Susan W. Brenner, At Light Speed: Attribution and Response to Cybercrime/Terrorism/Warfare, 97 J. Crim. L. & Criminology 379 (2006-2007) This Symposium is brought to you for free and open access by Northwestern University School of Law Scholarly Commons. It has been accepted for inclusion in Journal of Criminal Law and Criminology by an authorized editor of Northwestern University School of Law Scholarly Commons. 0091-4169/07/9702-0379 THE JOURNALOF CRIMINAL LAW & CRIMINOLOGY Vol. 97. No. 2 Copyright 0 2007 by NorthwesternUniversity. Schoolof Low Printedin U.S.A. "AT LIGHT SPEED": ATTRIBUTION AND RESPONSE TO CYBERCRIME/TERRORISM/WARFARE SUSAN W. BRENNER* This Article explains why and how computer technology complicates the related processes of identifying internal (crime and terrorism) and external (war) threats to social order of respondingto those threats. First, it divides the process-attribution-intotwo categories: what-attribution (what kind of attack is this?) and who-attribution (who is responsiblefor this attack?). Then, it analyzes, in detail, how and why our adversaries' use of computer technology blurs the distinctions between what is now cybercrime, cyberterrorism, and cyberwarfare. The Article goes on to analyze how and why computer technology and the blurring of these distinctions erode our ability to mount an effective response to threats of either type. -
Saving the Information Commons a New Public Intere S T Agenda in Digital Media
Saving the Information Commons A New Public Intere s t Agenda in Digital Media By David Bollier and Tim Watts NEW AMERICA FOUNDA T I O N PUBLIC KNOWLEDGE Saving the Information Commons A Public Intere s t Agenda in Digital Media By David Bollier and Tim Watts Washington, DC Ack n owl e d g m e n t s This report required the support and collaboration of many people. It is our pleasure to acknowledge their generous advice, encouragement, financial support and friendship. Recognizing the value of the “information commons” as a new paradigm in public policy, the Ford Foundation generously supported New America Foundation’s Public Assets Program, which was the incubator for this report. We are grateful to Gigi Sohn for helping us develop this new line of analysis and advocacy. We also wish to thank The Open Society Institute for its important support of this work at the New America Foundation, and the Center for the Public Domain for its valuable role in helping Public Knowledge in this area. Within the New America Foundation, Michael Calabrese was an attentive, helpful colleague, pointing us to useful literature and knowledgeable experts. A special thanks to him for improv- ing the rigor of this report. We are also grateful to Steve Clemons and Ted Halstead of the New America Foundation for their role in launching the Information Commons Project. Our research and writing of this report owes a great deal to a network of friends and allies in diverse realms. For their expert advice, we would like to thank Yochai Benkler, Jeff Chester, Rob Courtney, Henry Geller, Lawrence Grossman, Reed Hundt, Benn Kobb, David Lange, Jessica Litman, Eben Moglen, John Morris, Laurie Racine and Carrie Russell. -
Critical Thinking Education and Debiasing
Critical Thinking Education and Debiasing TIM KENYON University of Waterloo Department of Philosophy 200 University Avenue West Waterloo, ON N2L 3G1 Canada [email protected] GUILLAUME BEAULAC Yale University Department of Philosophy 344 College St. New Haven, CT. 06511-6629 USA [email protected] Abstract: There are empirical Résumé: Des données empiriques grounds to doubt the effectiveness of nous permettent de douter de a common and intuitive approach to l'efficacité d'une approche commune teaching debiasing strategies in et intuitive pour enseigner des critical thinking courses. We stratégies de correction de biais summarize some of the grounds cognitifs dans les cours de pensée before suggesting a broader critique. Nous résumons certains de taxonomy of debiasing strategies. ces résultats empiriques avant de This four-level taxonomy enables a suggérer une taxonomie plus useful diagnosis of biasing factors étendue de ces stratégies de and situations, and illuminates more correction de biais. Cette taxonomie strategies for more effective bias à quatre niveaux permet un mitigation located in the shaping of diagnostic utile de facteurs causant situational factors and reasoning les biais et elle met en évidence infrastructure—sometimes called davantage de stratégies permettant la “nudges” in the literature. The correction plus efficace de biais, question, we contend, then becomes stratégies situées dans des mesures how best to teach the construction modifiant les infrastructures et les and use of such infrastructures. environnements cognitifs ("nudge" dans la littérature). Nous soutenons que la question porte dès lors sur les meilleures façons d'enseigner la construction et l'utilisation de ces infrastructures. Keywords: Critical thinking, biases, debiasing, education, nudges © Tim Kenyon and Guillaume Beaulac, Informal Logic, Vol. -
What Do Players Do in Idle Games?
This is a repository copy of Busy doing nothing? What do players do in idle games?. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/135461/ Version: Accepted Version Article: Cutting, Joe Timothy, Gundry, David Edward and Cairns, Paul Antony orcid.org/0000-0002- 6508-372X (2019) Busy doing nothing? What do players do in idle games? International journal of human-Computer studies. pp. 133-144. ISSN 1071-5819 https://doi.org/10.1016/j.ijhcs.2018.09.006 Reuse This article is distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs (CC BY-NC-ND) licence. This licence only allows you to download this work and share it with others as long as you credit the authors, but you can’t change the article in any way or use it commercially. More information and the full terms of the licence here: https://creativecommons.org/licenses/ 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/ Busy doing nothing? What do players do in idle games? Joe Cuttinga,∗, David Gundrya, Paul Cairnsa aUniversity of York, Heslington,York, United Kingdom Abstract Idle games – games where waiting for extended periods is an important dynamic – are increasing in popularity. The game Neko Atsume, a mobile game about collecting cats, is an extreme example of this genre where progress can only be achieved when the game is switched off (so-called "progress while gone"). -
Playing to Wait: a Taxonomy of Idle Games
CHI 2018 Paper CHI 2018, April 21–26, 2018, Montréal, QC, Canada Playing to Wait: A Taxonomy of Idle Games Sultan A. Alharthi,1 Olaa Alsaedi,1 Zachary O. Toups,1 Joshua Tanenbaum,2 Jessica Hammer3 1Play & Interactive Experiences for Learning Lab, New Mexico State University, Las Cruces, NM, USA 2 Transformative Play Lab, Department of Informatics, University of California, Irvine, CA, USA 3HCI Institute / Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, PA, USA {salharth, olaa}@nmsu.edu, [email protected], [email protected], [email protected] Figure 1. Sample of idle games featuring different styles of gameplay, interaction, and graphical or text interfaces. From left to right: Cookie Clicker [G50], AdVenture Capitalist [G38], Kittens Game [G16], Clicker Heroes [G66], and Cow Clicker [G39]. Screenshots taken cb author Alharthi. ABSTRACT are typically played in web browsers, on mobile devices, or Idle games are a recent minimalist gaming phenomenon in on a PC. Players progress with minimal-to-no interaction. Idle which the game is left running with little player interaction. games usually involve repeating a simple action (e.g., clicking, We deepen understanding of idle games and their characteris- rubbing, tapping) to accumulate resources as a core mechanic, tics by developing a taxonomy and identifying game features. an action that is regularly performed in play [55]. Most idle This paper examines 66 idle games using a grounded theory games also include mechanics that automate gameplay so the approach to analyze play, game mechanics, rewards, interac- game progresses by itself [50]. Although the interactions are tivity, progress rate, and user interface. -
The Being of Analogy Noah Roderick Noah Roderick the Being of Analogy
Noah Roderick The Being of Analogy Noah Roderick Noah Roderick The Being of Analogy The Being of Modern physics replaced the dualism of matter and form with a new distinction between matter and force. In this way form was marginalized, and with it the related notion of the object. Noah Roderick’s book is a refreshing effort to reverse the consequences of this now banal mainstream materialism. Ranging from physics through literature to linguistics, spanning philosophy from East to West, and weaving it all together in remarkably lucid prose, Roderick intro- duces a new concept of analogy that sheds unfamiliar light on such thinkers as Marx, Deleuze, Goodman, Sellars, and Foucault. More than a literary device, analogy teaches us something about being itself. OPEN HUMANITIES PRESS Cover design by Katherine Gillieson · Illustration by Tammy Lu The Being of Analogy New Metaphysics Series Editors: Graham Harman and Bruno Latour The world is due for a resurgence of original speculative metaphysics. The New Metaphys- ics series aims to provide a safe house for such thinking amidst the demoralizing caution and prudence of professional academic philosophy. We do not aim to bridge the analytic- continental divide, since we are equally impatient with nail-filing analytic critique and the continental reverence for dusty textual monuments. We favor instead the spirit of the intel- lectual gambler, and wish to discover and promote authors who meet this description. Like an emergent recording company, what we seek are traces of a new metaphysical ‘sound’ from any nation of the world. The editors are open to translations of neglected metaphysical classics, and will consider secondary works of especial force and daring. -
CONJECTURE GAMES PRESENTS: Conjectural Roleplaying Gamemaster
CONJECTURE GAMES PRESENTS: CRGE conjectural roleplaying gamemaster emulator By Zach Best Artwork by Matthew Vasey The Helldragon (order #6976544) “If everyone is thinking alike, then somebody isn’t thinking.” – George S. Patton Dedicated to Katie. Who shares every step with me. Written by Zach Best Artwork by Matthew Vasey Published by Conjecture Games (www.conjecturegames.com) Special Thanks to Alex Yari, Francis Flammang, David Dankel, Nicky Tsouklais, Matthew Mooney, Aaron Zeitler, Kenny Norris, Jimmy Williams, and Deathworks for playtesting, editing, and general commenting. Very Special Thanks to Chris Stieha for being the first and most thorough playtester an indie game designer could ever ask for. All text is © Zach Best (2014). All artwork is © Matthew Vasey (2014) and used with permission for this work. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. 2 The Helldragon (order #6976544) Table of Contents What is CRGE? pg. 4 Loom of Fate – Binary GM Emulator, pg. 6 The Surge Count, pg. 8 Unexpectedly Explanations, pg. 10 Loom of Fate Examples, pg. 11 Loom of Fate Tutorial, pg. 13 Conjured Threads – Story Indexing Game Engine, pg. 14 Stage of the Scene, pg. 16 CRGE Scene Setup, pg. 18 Bookkeeping, pg. 18 Storyspinning – Frameworks for CRGE, pg. 20 Vignette Framework, pg. 21 Vignette Framework Tutorial, pg. 23 Tapestry –Multiplayer CRGE Module, pg. 24 Appendix I (Tables), pg. 27 Appendix II (Vignette Framework Tutorial Example), pg. 28 3 The Helldragon (order #6976544) What is CRGE? Conjecture The Conjectural Roleplaying Gamemaster “Is the door locked?” This is a very simple Emulator (“CRGE”) is a supplement for any pen question applicable to many RPG adventures. -
Feminist and Queer Formations in Digital Networks
A University of Sussex DPhil thesis Available online via Sussex Research Online: http://sro.sussex.ac.uk/ This thesis is protected by copyright which belongs to the author. This thesis cannot be reproduced or quoted extensively from without first obtaining permission in writing from the Author The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the Author When referring to this work, full bibliographic details including the author, title, awarding institution and date of the thesis must be given Please visit Sussex Research Online for more information and further details Remediating politics: feminist and queer formations in digital networks Aristea Fotopoulou University of Sussex Thesis submitted September 2011 in partial fulfilment of the requirements of the degree of Doctor of Philosophy. Acknowledgements Particular thanks go to my supervisors Caroline Bassett and Kate O'Riordan for their unreserved encouragement, support and feedback. I am grateful to Olu Jenzen, Beth Mills, Russell Pearce, Polly Ruiz, Rachel Wood and Lefteris Zenerian for commenting on drafts and to Ruth Charnock and Dan Keith for proof-reading. I'd also like to thank my colleagues in the School of Media, Film and Music and especially Sarah Maddox for being so understanding; my fellows in English, Global Studies, Institute of Development Studies, and Sociology at Sussex for their companionship. I am grateful for discussions that took place in the intellectual environments of the Brighton and Sussex Sexualities Network (BSSN), the Digital Communication and Culture Section of the European Communication Research and Education Association (ECREA), the ECREA Doctoral Summer School 2009 in Estonia, the 2011 Feminist Technoscience Summer School in Lancaster University, the Feminist and Women's Studies Association (FWSA), the 18th Lesbian Lives Conference, the Ngender Doctoral seminars 2009-2011 at the University of Sussex, the Research Centre for Material Digital Culture, and the Sussex Centre for Cultural Studies. -
Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming
Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming by Robert C. Hoile At this moment there’s a Renaissance taking place in games, in the breadth of genres and the range of emotional territory they cover. I’d hate to see this wither on the vine because the cultural conversation never caught up to what was going on. We need to be able to talk about art games and ‘indie’ games the ways we do about art and indie film. (Isbister xvii) The thought of a videogame Renaissance, as suggested by Katherine Isbister, is both appealing and reasonable, yet she uses the term Renaissance rather casually in her introduction to How Games Move Us (2016). She is right to assert that there is diversity in the genres being covered and invented and to point out the effectiveness of games to reach substantive emotional levels in players. As a revival of something in the past, a Renaissance signifies change based on revision, revitalization, and rediscovery. For this term to apply to games then, there would need to be a radical change based not necessarily on rediscovery of, but inspired/incited by something perceived to be from a better time. In this regard the videogame industry shows signs of being in a Renaissance. Videogame developers have been attempting to innovate and push the industry forward for years, yet people still widely regard classics, like Nintendo’s Legend of Zelda: Ocarina of Time (1998), as the best games of all time. As with the infatuation with sequels in contemporary Hollywood cinema, game companies are often perceived as producing content only for the money while neglecting quality. -
Digital Deities in Cyberspace
STATEMENT DC-228 TECHNOSHAMANISM: Digital Deities in Cyberspace by Douglas Groothuis Summary Spiritual explorers are increasingly looking to cyberspace to meet the needs of the soul. Many neopagans, occultists, and New Agers deem the technologies of cyberspace as fitting media for their magical experiments and rituals and view the Internet as a mystical plane of being. For some in this movement, which has roots in the counterculture of the sixties, both hallucinogenic drugs and computers help to demonstrate that reality is strictly a matter of our own perception and therefore can be manipulated and even created. However, this enthusiasm for the mystical potential of human technology is misplaced, illogical, and spiritually dangerous. It vainly attempts to build a spiritual reality on the faulty foundation of silicon, instead of on Jesus Christ. Cyberspace is the hot contemporary term for computer -mediated communication, the burgeoning new world of e - mail, databases, virtual reality, word-processing, computer games, and a raft of culture-shaping, digital technologies. The backbone of cyberspace is the Internet, an international computer system linking individual computers through phone lines. Being the incorrigibly spiritual creatures that humans made in God’s image are, many people are attempting to use cyberspace to feed and stretch the soul. A new movement is forming that views cyberspace as a sacred realm for the expansion of consciousness. Working from neopagan, occult, and New Age assumptions, te chnoshamans claim they are the wired wizards of the digital world (shamanism and technoshamanism will be defined in detail later). As this strange phenomenon unfolds, Christians need to address it theologically and biblically if we are to reach today’s technological culture effectively with the message of Jesus Christ. -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article.