I Am Alive 2012 PC RELOADED Hack Online Session
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The Interaction Between Politics and Popular Culture at the End of Wars
Conflict, Culture, Closure: The interaction between politics and popular culture at the end of wars Cahir O’Doherty A thesis submitted for the degree of Doctor of Philosophy School of Geography, Politics and Sociology Newcastle University August 2019 ii Abstract In this thesis I engage with the topic of how popular culture and politics interact at the end of conflict. Using contemporary Hollywood action cinema from 2000 to 2014 and political speeches from the Bush and Obama administrations, I pose the question of how do these seemingly disparate fields forge intense connections between and through each other in order to create conditions of success in the War on Terror. I utilise the end of wars assemblage to argue that through intense and affective encounters between cinema screen and audiences, certain conditions of success emerge from the assemblage. These conditions include American exceptionalism and the values it exemplifies; the use of technology in warfare as co-productive of moral subjectivities; the necessity of sacrifice; and the centrality of the urban landscape and built environment. I then proceed to assess the resilience of the end of wars assemblage and its conditions of success by engaging with cinematic and political artefacts that have the potential to destabilise the assemblage through genre inversion and alternative temporalities. Ultimately, I argue that the assemblage and its conditions of success are strongly resilient to change and critique. The conditions of success that emerge from the assemblage through intense affective encounters can then be politically deployed make a claim that a war has ended or will end. Because audiences have been pre-primed to connect these conditions to victory, such a claim has greater persuasive power. -
Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: an Update
computers Review Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update Grégoire Cattan 1,* , Anton Andreev 2 and Etienne Visinoni 3 1 IBM, Cloud and Cognitive Software, Department of SaferPayment, 30-150 Krakow, Poland 2 GIPSA-lab, CNRS, Department of Platforms and Project, 38402 Saint Martin d’Hères, France; [email protected] 3 SputySoft, 75004 Paris, France; [email protected] * Correspondence: [email protected] Received: 19 September 2020; Accepted: 12 November 2020; Published: 14 November 2020 Abstract: The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the stimulation needed by the BCI. The main restriction is still the low transfer rate that can be achieved by current BCI technology, preventing movement while using VR. The goal of this paper is to review current limitations and to provide application creators with design recommendations to overcome them, thus significantly reducing the development time and making the domain of BCI more accessible to developers. We review the design of video games from the perspective of BCI and VR with the objective of enhancing the user experience. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user), appear to be the best candidates for designing an effective VR game enriched by BCI technology. -
H1 FY12 Earnings Presentation
H1 FY12 Earnings Presentation November 08, 2011 Yves Guillemot, President and Chief Executive Officer Alain Martinez, Chief Financial Officer Jean-Benoît Roquette, Head of Investor Relations Disclaimer This statement may contain estimated financial data, information on future projects and transactions and future business results/performance. Such forward-looking data are provided for estimation purposes only. They are subject to market risks and uncertainties and may vary significantly compared with the actual results that will be published. The estimated financial data have been presented to the Board of Directors and have not been audited by the Statutory Auditors. (Additional information is specified in the most recent Ubisoft Registration Document filed on June 28, 2011 with the French Financial Markets Authority (l’Autorité des marchés financiers)). 2 Summary H1 : Better than expected topline and operating income performance with strong growth margin improvement H1 : Across the board performance : Online − Casual − High Definition H2 : High potential H2 line-up for casual and passionate players, targeting Thriving HD, online platforms and casual segments H2 : Quality improves significantly Online : Continue to strenghten our offering and expertise FY12 : Confirming guidance for FY12 FY13 : Improvement in operating income and back to positive cash-flows 3 Agenda H1 FY12 performance H2 FY12 line-up and guidance 4 H1 FY12 : Sales Q2 Sales higher than guidance (146 M€ vs 99 M€) Across the board performance : Online − Casual − HD Benefits -
KILLER GAMES for 2010 Lost Planet 2 Kicks Off the Hottest Year in Gaming March 2010
HALO: REACH • DEAD SPACE 2 • TRUE CRIME OFFICIAL XBOX MAGAZINE OFFICIAL XBOX GIANT MONSTERS! 4-PLAYER ACTION! HELL YEAH! GET READY! LOST PLANETLOST 2 100KILLER GAMES FOR 2010 Lost Planet 2 kicks off the hottest year in gaming March 2010 March FINALLY! BIOSHOCK 2 Reviewed here fi rst! MARCH 2010 • ISSUE 107 MEET THE TEAM Letter From the Editor There’s no place like home Issue 107 • March 2010 EDITORIAL EDITOR-IN-CHIEF Francesca Reyes 2010. It’s barely under way as I type this, but it MANAGING EDITOR Corey Cohen already feels like it’s going to be one of those mega- SENIOR EDITOR Ryan McCaffrey FEATURES EDITOR Kevin W. Smith years in gaming — one that all of us will be talking EDITORIAL SUPER-INTERN Taylor Cocke about well into the future in hushed, reverent tones. EDITORIAL CONTRIBUTORS Mike Channell, Alex Clark, Mitch Dyer, Why? Because it’s one of the big-time bullet-points Andrew Hayward, Cameron Lewis, Chris Morris, in the Great Big Videogame Cycle™ when the stars Chuck Osborn, Matthew Pellett, Will Porter, Ben Talbot, Meghan Watt align and we get the much-anticipated “Part IIs” (or “These dark whatever chapter each series is on at this point) that ART revamp, relaunch, or revisit universes we still hold CONTRIBUTING ART DIRECTOR/PHOTOGRAPHER Juliann Brown little places CONTRIBUTING GRAPHIC DESIGNER/ILLUSTRATOR dear years after the originals. Just think: Mass of fi ction and Christina Empedocles Effect 2, BioShock 2, Lost Planet 2, Dead Rising 2, CONTRIBUTING COVER DESIGNER Monique Convertito Fable III, a new Fallout…the list just stretches far into wonder are BUSINESS the furthest reaches of 2010 without end. -
Official Playstation Magazine! Get Your Copy of the Game We Called A, “Return to Form for the Legendary Spookster,” in OPM #108 When You Subscribe
ISSUE 114 OCTOBER 2015 £5.99 gamesradar.com/opm LARA COMES HOME TOMB RAIDER It’s official! First look as Rise Of The Tomb Raider heads to PS4 ASSASSIN’SBETTER ON PS4! CREED SYNDICATE Back to its best? Victorian London explored and PS4-exclusive missions uncovered in our huge playtest EXPERT PLAYTEST STAR WARS BATTLEFRONT Fly the Millennium Falcon in the mode of your dreams COMPLETED! RECORD-BREAKING TEN-PAGE METAL GEAR SOLID REVIEW DESTINY: MAFIA III COMES BACK FROM THE TAKEN KING THE DEAD TO MAKE OUR DAY We’ve finished it! All-access CALL OF DUTY SIDES WITH PS4: pass to the best DLC ever WHAT DOES IT MEAN FOR YOU? ISSUE 114 / OCT 2015 Future Publishing Ltd, Quay House, The Ambury, Welcome Bath BA1 1UA, United Kingdom Tel +44 (0) 1225 442244 Fax: +44 (0) 1225 732275 here’s just no stopping the PS4 train. Email [email protected] Twitter @OPM_UK Web www.gamesradar.com/opm With Sony’s super-machine on track to EDITORIAL Editor Matthew Pellett @Pelloki eventually overtake PS2 as the best- Managing Art Editor Milford Coppock @milfcoppock T Production Editor Dom Reseigh-Lincoln @furianreseigh selling console ever, developers keep News Editor Dave Meikleham flocking to Team PlayStation. This month we CONTRIBUTORS Words Alice Bell, Jenny Baker, Ben Borthwick, Matthew Clapham, Ian Dransfield, Matthew Elliott, Edwin Evans-Thirlwell, go behind the scenes of five of the best Matthew Gilman, Ben Griffin, Dave Houghton, Phil Iwaniuk, Jordan Farley, Louis Pattison, Paul Randall, Jem Roberts, Sam games due out this year to show you why Roberts, Tom Sykes, Justin Towell, Ben Wilson, Iain Wilson Design Andrew Leung, Rob Speed the biggest blockbusters of the gaming ADVERTISING world are set to be better on PS4. -
Work Experience Aaa Projects Education Social
SKILLS - Adobe Creative Suite - Team Leadership - Illustrator - Department Management - Photoshop - Creative Direction - After Effects - Visual Design - Maya - Wireframing/Prototyping - HTML/CSS - Implementation - Motion Graphics - Perforce/JIRA/Confluence CONTACT WORK EXPERIENCE [email protected] UI Artist/Designer Ready At Dawn Studios | Irvine, CA | June 2016 - Present TEL. 210.249.1983 General Responsibilities: www.justbuck.it - Work within a UI Team (Design, Art, and Programming) on all UI tasks - Production pipeline creation and overall department maintenance for the UI Team Long Beach, CA - Create wireframes, concepts, mockups, animations, and in-game assets across all games - Work on multiple projects simultaneously while still meeting deadlines Born and raised in San Antonio, Texas, I knew at a young age that art was my passion. With a BFA in Communication Graphic Designer Design from Texas State University and Fortify Design | Austin, TX | September 2014 - 2016 years of professional experience, I’m adept General Responsibilities: with the Adobe Creative Suite (Photoshop, - Design graphics for various clients across the professional spectrum Illustrator, After Effects, etc), Maya, HTML, as - Work alongside the Lead Graphic Designer on all projects well as the fine arts. With professional - Tackle dozens of projects from trademarks to websites to packaging to printing experience in the field of Graphic Design - Contact clients and correspond via phone and email and the games industry as a UI Artist/De- signer, I recognize the importance of meeting deadlines and delivering high quality work to clients or publishers. I am driven by design and thrive in high-pressure AAA PROJECTS environments. I handle challenges with creativity, proficiency, and positivity and UI Artist would be an asset to any design team. -
Bikini Bottom Geek Meet Spongebob Squarepants Writer Derek Iversen
Student Life Magazine The University of Advancing Technology Issue 4 WINTER/SPRING 2009 34 BIKINI BOTTOM GEEK MEET SPONGEBOB SQUAREPANTS WRITER DEREK IVERSEN 18 SPRUCE YOUR EWARDROBE SMART CLOTHES Are THE APEX OF EMBEDDED SYSTEMS 10 THE LITTLE BIG BANG SECRETS OF THE UNIVERSE PART 2 $6.95 WINTER/SPRING T.O.C. • • • 10 THEHE LITTLELITTLE BIGBIG BANGBANG Secrets of the Universe, Part 2 TABLE OF CONTENTS GEEK 411 ISSUE 4 WINTER/SPRING 2009 ABOUT UAT 8 UAT IN THE NEWS 30 UAT BOOKSTORE 38 MEET THE FACULTY 45 MEET THE STAFF INSIDE THE TECH WORLD FEATURE 20 DIGITAL CITIZENSHIP STORIES 31 GEEK TEST 40 MAKING IT, GAMER STYLE 39 GADGETS & GIZMOS 18 SPRUCE UP YOUR EWARDROBE 36 WHAT’S HOT, WHAT’S NOT FIND OUT WHAT’S HOT IN EMERGING SMART CLOTHES TECHNOLOGY 4 EVENTS ESSENTIAL STUDENT INFO 16 A DAY IN THE LIFE OF A DORM STUDENT 44 BACKGROUND ON UAT 33 REGISTRATION INFO 43 WHERE TO FIND WHAT YOU NEED 50 UAT STUDENT CLUBS & GROUPS 9 TRAVEL SCHEDULE 25 EMOTIONAL ROBOTS PEOPLE THE ROBOTIC SPIDER THAT REMEMBERS YOUR FACE 5 ZERO BARRIER 26 RAY KURZWEIL 32 STUDENT BLOGS 14 FACULTY PROFILE {RYAN CLARKE} 12 SHRED NEBULA 29 MEET NEW FRESHMEN 34 BIKINI BOTTOM GEEK 15 UAT COMMUNITY SERVICE MEET SPONGEBOB SQUAREPANTS 22 UAT STUDENTS SET NEAR SPACE RECORD WRITER DEREK IVERSEN 27 ALUMNI BAND TOGETHER TO LAUNCH NEW COMPANY © CONTENTS COPYRIGHT BY FABCOM 2008 Fly-In The UAT Fly-in G33K Program gives you the opportunity to tour The Game Developers Conference GDC G33k our unique technology-infused defines the future of the multi- campus, sit in on classes, 2009 billion dollar game industry and Program eat at the campus cafe, meet www.gdconf.com shapes the next generation of www.uat.edu/flyingeek with Admissions and Financial San Francisco, CA entertainment. -
21St Annual DICE Awards Finalists.Xlsx
Academy of Interactive Arts and Sciences 21st Annual D.I.C.E. Awards Finalists GAME TITLE PUBLISHER DEVELOPER Outstanding Achievement in Animation Cuphead StudioMDHR StudioMDHR For Honor Ubisoft Entertainment Ubisoft Montreal Hellblade: Senua's Sacrifice Ninja Theory Ninja Theory Horizon Zero Dawn Sony Interactive Entertainment America Guerrilla Games Uncharted: The Lost Legacy Sony Interactive Entertainment America Naughty Dog LLC Outstanding Achievement in Art Direction Cuphead StudioMDHR StudioMDHR Hellblade: Senua's Sacrifice Ninja Theory Ninja Theory Horizon Zero Dawn Sony Interactive Entertainment America Guerrilla Games Little Nightmares BANDAI NAMCO Entertainment America Inc. Tarsier Studios The Legend of Zelda: Breath of the Wild Nintendo Nintendo Outstanding Achievement in Character Assassin's Creed Origins ‐ Bayek Ubisoft Entertainment Ubisoft Entertainment Hellblade: Senua's Sacrifice ‐ Senua Ninja Theory Ninja Theory Horizon Zero Dawn ‐ Aloy Sony Interactive Entertainment America Guerrilla Games Star Wars Battlefront II ‐ Iden Versio Electronic Arts DICE, Motive Studios, and Criterion Games Uncharted: The Lost Legacy ‐ Chloe Fraiser Sony Interactive Entertainment America Naughty Dog LLC Outstanding Achievement in Original Music Composition Call of Duty: WWII Activision Sledgehammer Games Cuphead StudioMDHR StudioMDHR Horizon Zero Dawn Sony Interactive Entertainment America Guerrilla Games RiME Grey Box Tequila Works Wolfenstein II: The New Colossus Bethesda Softworks MachineGames Outstanding Achievement in Sound Design Destiny -
Lone Echo and the Magic of Vr
ARTISTRY IN A NEW MEDIUM: LONE ECHO AND THE MAGIC OF VR NATHAN PHAIL-LIFF | ART DIRECTOR | READY AT DAWN Topics Covered . Magic (and challenges) of the Medium • Immersion, presence, and storytelling • Social interactions and multiplayer • Content challenges of the medium . Environmental design considerations for VR • New artistic considerations for VR • Balancing style for aesthetics and comfort . Avatar design for presence • Unique challenges of avatar design in VR • Robot roleplaying: attempting to build a vessel for everyone Studio History . Founded in 2003 . Developed Daxter, God of War: Chains of Olympus, and God of War: Ghost of Sparta for the PSP . Built all new engine and tools from scratch for first original IP, The Order: 1886 . Recently shipped Deformers, original IP MOBA (released across PS4, XB1, and PC) 2006 2008 2010 2015 2017 Lone Echo / Echo Arena . Development began mid 2015 . Team size of about 45 . Built on engine from The Order: 1886 . Born out of idea for comfortable, free locomotion . Additional goals and challenges • AAA quality, but made ground-up for VR • Ambitious visuals, aggressive perf target • Not so ‘Lone Echo’ 2017 Part I: LONE ECHO AND THE MAGIC OF VR THE MAGIC OF THE MEDIUM Magic of the Medium: Presence and Immersion . Complete suspension of disbelief . More direct relationship with virtual world Magic of the Medium: Presence and Immersion . Complete suspension of disbelief . More direct relationship with virtual world . Real dreams and formed memories from a virtual experience Magic of the Medium: Characters and Storytelling . Forming an emotional bond with a virtual character . Richer acknowledgement of player presence Magic of the Medium: Characters and Storytelling Magic of the Medium: Characters and Storytelling Magic of the Medium: Characters and Storytelling See SIGGRAPH 2015 Character Session: readyatdawn.com/presentations/ Magic of the Medium: Characters and Storytelling . -
Drpjournal 1Pm S1 2010.Pdf (PDF
!"#"$%&'()&$)*+, -."/+*,"$0'12'304.+0 5556%*$,6),046+4)6%)74"#"$%&8)&$)*+, JOURNAL OF DIGITAL RESEARCH & PUBLISHING Vol 3, Issue 1 , Semester 1, 2010 Tuesday 1pm class Journal of Digital Research and Publishing Vol 3, No 1. June 2010 This edition was created by students in ARIN6912 Digital Research and Publishing, June 2010. Digital Cultures University of Sydney http://www.arts.usyd.edu.au/digital_cultures/ Lecturer: Chris Chesher Contents Refolding the fold: the complete representation of actuality in digital culture 5 Sonia Therese Chan Mind over media? A philosophical view on usergenerated media and social identity 14 Romina Cavagnola Outsiders looking in: How everyday bloggers are gaining access to the elite fashion world 25 Tiana Stefanic New media revolution: personal ads expand to the Internet 33 David James Misner !"#$"%&'()#$*+$",-&./"$0%1&23"&456$7"&3"8&$8%"6$69& :; Nicola Santilli The practicality of magazine websites 48 Emma Turner A Cultural Historical Approach to Virtual Networking 58 Kate Fagan How social media is changing public relation practices 67 Katharina Otulak The 3D evolution after AVATAR: Welcome to 3D at homes 75 Jaeun Yun The interaction between technology, people and society — In the case of Happy Farm 82 Chen Chen 8 Technical solutions to business challenges: the Content Management System of today 90 Bujuanes Livermore Hidden Consumerism: ‘Advergames’ and preschool children. Parents give the thumbs up? 99 Kathryn Lewis Google’s library of Alexandria: The allure and dangers of online texts 107 Leila Chacko -
War in Cinema and Electronic Gaming
City University of New York (CUNY) CUNY Academic Works All Dissertations, Theses, and Capstone Projects Dissertations, Theses, and Capstone Projects 2-2015 Actuality Or Mystifying Spectacle? War In Cinema And Electronic Gaming Christopher Robert Workoff Graduate Center, City University of New York How does access to this work benefit ou?y Let us know! More information about this work at: https://academicworks.cuny.edu/gc_etds/640 Discover additional works at: https://academicworks.cuny.edu This work is made publicly available by the City University of New York (CUNY). Contact: [email protected] Workoff ," " " " " " " ACTUALITY OR MYSTIFYING SPECTACLE? WAR IN CINEMA AND ELECTRONIC GAMING by Christopher Workoff " " " " " " " " " " " " A master’s thesis submitted to the Graduate Faculty in Liberal Studies in partial fulfillment of the requirements for the degree of Master of Arts, The City University of New York" 2015 Workoff ,," This manuscript has been read and accepted for the Graduate Faculty in Liberal Studies in satisfaction of the dissertation requirement for the degree of Master of Arts. Thesis Advisor: Edward Miller MALS Executive Officer: Matthew Gold THE CITY UNIVERSITY OF NEW YORK Workoff ,,," ABSTRACT ACTUALITY OR MYSTIFYING SPECTACLE? WAR IN CINEMA AND ELECTRONIC GAMING by Christopher Workoff Advisor: Edward Miller This essay, using as a jump-off point François Truffaut’s view that it is impossible to make a true anti-war film, examines the degree to which certain Hollywood films about war treat the subject as a spectacle for the audience. With the aid of critical articles discussing the war film’s presentation from the standpoint of narrative and aesthetic, three films are examined for their ability (or lack thereof) to curtail the tendency of war as entertainment. -
Download Resident Evil 5 Pc Full Version Resident Evil 5: Gold Edition for PC [2.9 GB] Highly Compressed Repack
download resident evil 5 pc full version Resident Evil 5: Gold Edition for PC [2.9 GB] Highly Compressed Repack. • Features new modernized action game control variations, as well as the return of the traditional control schemes. • Extras including all of the original content, two new episodes, four new costumes, an updated Mercenaries Mode . • Playable 2 characters in the standard campaigns, including new character Sheva Alomar, an African BSAA agent . • Cooperatively gameplay . Chris and Sheva must work together to survive challenges and fight hordes of enemies. • I nventory management is done in real time; items can even be assigned, to the directional pad for instant access. Resident Evil 5 Free Download. Resident Evil 5 Free Download game setup in direct link. Also Resident Evil 5 Free is an action adventure and third person shooter video game. Resident Evil 5 Overview. Player will also experience some horror elements in this game. Resident Evil 5 is published by capcom. You might have played other games of Resident Evil series. But this game is something special. Graphic and sound effects are improved. Resident Evil 5 is a 6 th game of Resident Evil game series. This game is based on Chris Redfield. and Sheva Alomar’s investigation. They are investigating a terrorist threat in Kijuju. Kijuju is a fictional area in Africa. You will play Resident Evil 5 from shoulder perspective. Environment of this game plays has important role. Life of player is in danger. You will not see Zombies In this game. Because they are replaced by a new type of enemy called Majini.