No Selling the Genie Lamp: a Game Literacy Practice in the Sims
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games assets portfolio FULL GAME CREDITS ACTIVISION InXILE Starbreeze Call of Duty: Ghosts Heist The walking dead Call of Duty: Advanced Warfare Call of Duty: Black Ops 3 IO INTERACTIVE SQUARE ENIX Call of Duty: Infinity Warfare Hitman: Absolution Bravely Default BIOWARE KABAM THQ Dragon Age: Inquisition Spirit Lords Darksiders Saints Row 2 CRYSTAL DYNAMICS KONAMI Tomb Raider 2013 Silent Hill: Shattered Memories TORUS Rise of the Tomb Raider Barbie: Life in the Dreamhouse MIDWAY Falling Skies: Planetary Warfare ELECTRONIC ARTS NFL Blitz 2 How to Train Your Dragon 2 DarkSpore Penguins of Madagascar FIFA 09/10/11/12/13/14/15/16/17/18/19 PANDEMIC STUDIOS Fight Night 4 The Sabateur VICIOUS CYCLE Harry Potter – Deathly Hallows Part 1 & 2 Ben 10: Alien Force NBA Live 09/10/12/13 ROCKSTAR GAMES Dead Head Fred NCAA Football 09/10/11/12/13/14 LA Noire NFL Madden 11/12/13/14/15 / 18 Max Payne 2 2K NHL 09/10/11/12/13/16/17/18 Max Payne 3 NBA 2K14/15 Rory Mcilroy PGA Tour Red Dead Redemption Tiger Woods 11/12/13 Grand Theft Auto V 505 GAMES Warhammer Online: Age of Reckoning Takedown (Trailer) UFC 1/ 2 /3 SONY COMPUTER ENTERTAINMENT NFS – Payback God of War 2 EPIC GAMES Battlefield 1 In the name of Tsar Sorcery Gears of War 2 Killzone: Shadow Fall UBISOFT Assassin’s Creed GAMELOFT Starlink Asphalt 9 Steep Rainbow 6 KEYFRAME ANIMATION ASSET CREATION MOCAP CLEANUP LIGHTING FX UBISOFT Assassin Creed Odyssey UBISOFT UBISOFT Assassin Creed Odyssey UBISOFT Assassin Creed Odyssey UBISOFT Assassin Creed Odyssey UBISOFT Assassin Creed Odyssey Electronic Arts -
Information Transliteracy”?
International Conference “Media and Information Literacy (MIL) for Knowledge Societies”, 24-28 June, 2012, Moscow, Russian Federation Can one speak of an “information transliteracy”? Vincent LIQUETE ( Bordeaux University – IMS/CNRS UMR 5218 [Human Engineering and Knowledge Engineering (Team CIH)] [email protected] / [email protected] Summary of paper: The issue of transliteracy in general and particularly informational transliteracy is increasingly being debated worldwide and from extremely varying perspectives. These concepts refer to highly varied cultural and professional realities and contexts. In this paper we will discuss three dimensions and issues. First, we will attempt to delineate the scope and range of current thinking by researchers in information and communication sciences in France with regard to informational transliteracy, and present its four main components. Second, we will lay the claim that the informational transliteracy approach goes beyond the “Media and Information Literacies (MIL)” approach, in particular by giving all due importance to issues related to learning with computers, i. e. “computation”. Finally, we will present some new thinking that is currently being implemented in the French education system and will present some research projects involving informational transliteracy (LIMIN-R project, Translit project, etc.). Key words: Transliteracy / Information culture / French educative system / Informational practice /Competencie / Forward For twenty years now, the notions of information literacy and thereafter Translitteracy have been the subject of a wide range of definitions and an extensive scientific literature, especially in the Anglo-Saxon world. We will attempt during this presentation to demonstrate some of the main dimensions in terms of skills and attitudes in the various literacies that are giving rise to the new forms of training and support required in the future. -
Game Production and Role of Game Producer Date 12/11/2014 Pages/Appendices 43 + 2 Supervisor(S) Leo Suomela
Game Production and Role of Game Producer Case study: Research on demographic of gamers in Hanoi, Vietnam Phan Nguyen Bachelor’s Thesis ___. ___. ______ ________________________________ Valitse kohde. SAVONIA UNIVERSITY OF APPLIED SCIENCES THESIS Abstract Field of Study Social Sciences, Business and Administration Degree Programme Degree Programme in International Business Author(s) Phan Nguyen Title of Thesis Game Production and Role of Game Producer Date 12/11/2014 Pages/Appendices 43 + 2 Supervisor(s) Leo Suomela Client Organisation/Partners Abstract This thesis was intended to serve as a guideline on how to manage a video game development process as a producer. The study includes basic knowledge of game production process, focusing more on managing the project as a whole, rather than reaching specific technical aspects. The production methodology described here is a combination of several methods used by most studios in the game industry. Additionally, understanding of game producer’s roles and characteristics was also studied to give author a “mental map” to apply in future career. The goal was to accomplish the most efficient and inspired production process as possible which could be utilized in most cases. Finally, the demographic of gamers in Hanoi – capital of Vietnam – was studied and analyzed, for the purpose of drawing a conclusion on whether Hanoi would be a potential environment for new startup game development studio in the future. The investigation method carried out was quanti- tative research; data was collected from online questionnaire and physical handouts. The theoretical part of this study primarily relied on Heather M. Chandler’s knowledge on game production, through the book The Game Production Handbook. -
Spec Ops: the Line's Conventional Subversion of the Military Shooter
This may be the author’s version of a work that was submitted/accepted for publication in the following source: Keogh, Brendan (2013) Spec Ops: The line’s conventional subversion of the military shooter. In Sharp, J, Pearce, C, & Kennedy, H (Eds.) Proceedings of DiGRA 2013: DeFragging Game Studies. Digital Games Research Association DiGRA, United States of America, pp. 1-17. This file was downloaded from: https://eprints.qut.edu.au/115527/ c 2013 Authors & Digital Games Research Association DiGRA This work is covered by copyright. Unless the document is being made available under a Creative Commons Licence, you must assume that re-use is limited to personal use and that permission from the copyright owner must be obtained for all other uses. If the docu- ment is available under a Creative Commons License (or other specified license) then refer to the Licence for details of permitted re-use. It is a condition of access that users recog- nise and abide by the legal requirements associated with these rights. If you believe that this work infringes copyright please provide details by email to [email protected] Notice: Please note that this document may not be the Version of Record (i.e. published version) of the work. Author manuscript versions (as Sub- mitted for peer review or as Accepted for publication after peer review) can be identified by an absence of publisher branding and/or typeset appear- ance. If there is any doubt, please refer to the published source. http:// www.digra.org/ digital-library/ publications/ spec-ops-the-lines-conventional-subversion-of-the-military-shooter/ Spec Ops: The Line’s Conventional Subversion of the Military Shooter Brendan Keogh School of Media and Communication RMIT University Melbourne, Australia [email protected] ABSTRACT The contemporary videogame genre of the military shooter, exemplified by blockbuster franchises like Call of Duty and Medal of Honor, is often criticised for its romantic and jingoistic depictions of the modern, high-tech battlefield. -
Critical Visual Literacy: Multimodal Communication Across the Curriculum
WAC, WID, ECAC, CAC, CXC, LAC — VAC? Critical Visual Literacy: Multimodal Communication Across the Curriculum Barb Blakely Duffelmeyer and Anthony Ellertson, Iowa State University and the University of Wisconsin Abstract: "Critical Visual Literacy: Multimodal Communication Across the Curriculum" makes the case for expanding the pedagogical space and communication possibilities in undergraduate communication-intensive and linked (learning community) courses by allowing students to create multimodal texts that deal with civic and cultural and/or discipline-specific themes. We argue that, rather than diluting the opportunities for rhetorical education—now comprised of critical literacy, visual literacy, and critical technological literacy in today's increasingly fast-moving visual and electronic cultural environment—multimodal composing more meaningfully reflects the environment in which students receive and generate text today. Using a theory base that draws from the literatures of composition and CAC, visual literacy, new media theory and ecology, and the theory and pedagogy of critical technological literacy, we make a case for this expansion of communication opportunities in undergraduate communication-intensive classes. Specifically, we show how multimodal composing reinforces and further develops at least three essential characteristics of a critically literate person, thus helping to lift what W.J.T. Mitchell (2002) so aptly called the "ideological veil": 1) understanding that a text is not a transparent window on reality, but is constructed; 2) developing and demonstrating rhetorical awareness both as a composer of text and as a reader of text; and 3) developing agency as a communicator and as a reader, rather than opting for the passivity that our popular media environment makes so easy. -
Backgrounder: AIIDE 07 Invited Speakers
Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry. -
Engage and Excite All Learners Through a Visual Literacy Curriculum
Engage and Excite All Learners Through a Visual Literacy Curriculum Xiuwen Wu National-Louis University, Chicago Mark Newman National-Louis University, Chicago Please address all correspondence to: Xiuwen Wu National-Louis University National College of Education 5202 Old Orchard, Suite 300 Skokie, IL, 60077 Phone: 2242332774 Email: [email protected] Paper presented at the Annual Meeting of the American Educational Research Assocation New York City, March 24-28, 2008 Engage and Excite All Learners Through a Visual Literacy Curriculum Xiuwen Wu National-Louis University, Chicago Mark Newman National-Louis University, Chicago This paper discussed a study involving two groups of teacher candidates’ implementations of a visual literacy curriculum in their preclinical field experience. The purpose was to explore whether the curriculum provided a viable way for them to implement Universal Design for Learning (UDL) in teaching their diverse learners, including students with disabilities and English as a second language learners. Teacher and student surveys, reflection notes, lesson plans, and artifacts in the lessons were analyzed. Findings indicated that the visual literacy curriculum promoted universal access to learning and conversely, UDL principles provided valuable guidelines for creating lessons that maximize the effectiveness of the visual literacy tools. Background According to the National Center for Education Statistics (NCES, 2007), 52 percent of students with disabilities spent 80 percent of more of the school day in a general classroom in 2005. With the reauthorization of Individuals with Disabilities Education Improvement Act (2004) and No Child Left Behind Law (P.L. 107-110, U.S. Department of Education, 2004), more mephasis is put on ensuring the access and progress in the general education curriculum by students with disabilities. -
Download Halo
HALO - EVOLUTIONS: ESSENTIAL TALES OF THE HALO UNIVERSE DOWNLOAD FREE BOOK Karen Traviss, Eric S Nylund, Tobias S Buckell | 416 pages | 28 Nov 2009 | St Martin's Press | 9780765315731 | English | New York, United States Verify your identity Jonah was headstrong and took a lot of joy in his role and in killing. Harvest is a peaceful, prosperous farming colony on the very edge of human- controlled space. The Mona Lisa - The creepiest story of the bunch, I bet you can guess what it includes as a result. Dec 25, AWilliams17 rated it really liked it. She believed that he had a sense of luck that went unparalleled to anyone else. Monopoly: Halo Collector's Edition. William Arthur Iqbal to his colleagues, and details the progress of their research on the Forerunner structure in Kenya. Unfortunately, some stories are phenomenal and essential for Halo lore. There was no development of cortana. Human Weakness tells what happened at the end of Halo 2, with Cortana in the clutches of Halo - Evolutions: Essential Tales of the Halo Universe Gravemind. We learn who he was, who he became, and how he died. Art books. Normally anthologies from a diversity of authors are pretty Halo - Evolutions: Essential Tales of the Halo Universe and miss. UNSC Navy. Meridian Divide. Halo Evolutions is a book involving many of the incredible stories in the Halo universe. Halopedia Archive Text Archives. His main motivation seems to be total assimilation of all life forms on earth and their knowledge. Honestly this story was not very exciting either. Loved this story and more background on ONI ops! Halopedia forums. -
The Practice and Principles of Teaching Critical Literacy at the Educational Video Center
Blackwell Publishing Ltd.Oxford, UK and Malden, USAYSSEThe Yearbooks for the Society of the Study of Education0077-57622004 Blackwell Publishing Ltd20051041 Part Two: Doing Media Literacy in the Schoolsteaching critical literacy at the evcgoodman chapter 11 The Practice and Principles of Teaching Critical Literacy at the Educational Video Center steven goodman We did a documentary about homeless youth . It was an important topic for us to learn and research about because it will change not only the way we think about it, but whoever watches the video will also change their way of thinking about it. And it’s gonna make a difference in people’s lives. —(Vanessa, EVC Documentary Workshop) Overall, what I’ve learned from EVC and what I will take with me, is basically not only working with the camera and things like that and making a documentary, but all in all, how to go out and meet people. And how talk to people. —(Serena, EVC Documentary Workshop) Dialogue is the encounter between men, mediated by the world, in order to name the world. —Paulo Freire (1970, p. 69) Four high school students walk down a mid-Manhattan street as they talk excitedly about who will conduct the first interview. They have generated good questions to ask concerning the problem of homeless youth in New York City, but are not quite sure if anyone will stop to answer them. They pause at a street corner and work awkwardly to disentangle the cables connecting the digital video camera, microphone, and headphones they are holding. Once they sort out their equipment and their crew roles, the book bag and the camera change hands. -
Using Film and Critical Pedagogy in the Standards-Based Classroom
AN ABSTRACT OF THE THESIS OF John D. Divelbiss for the degree of Master of Arts in English presented on April 28, 2014. Title: Re-Viewing the Canon: Using Film and Critical Pedagogy in the Standards-based Classroom Abstract approved: __________________________________________________________________ Jon R. Lewis This thesis analyzes the efficacy of emancipatory (critical) pedagogical practices in an educational climate of standards-based reform. Using two films noir of the blacklist era—Body and Soul and Crossfire—as the core texts of a unit in a secondary school curriculum, I argue that an emphasis on student agency and a de-centering of curriculum and instruction is not only compatible with national reforms like the Common Core State Standards but is essential for English/language arts classrooms in the 21st century. In addition to a scholarly review of critical pedagogy and media literacy, and close readings of the two films themselves, this thesis also ends with an informal case study in which both films-as-texts were taught to 9th grade students. By combining theory and practice, I was able to model the praxis at the heart of critical pedagogy, what Paulo Freire calls in Pedagogy of the Oppressed, “reflection and action upon the world in order to transform it.” The films of the blacklist match current national mandates for relevant texts, for media and visual literacy, and for authentic and emancipatory pedagogy. Narrowing down even further on two highly-regarded films released in 1947, the same year the blacklist was initiated, allows for an analysis of the artistic and aesthetic complexities of the texts as well as the high-stakes terms of the political engagements of the blacklist. -
A Qualitative Study of Three Secondary Art Teachers' Conceptualizations of Visual Literacy As Manifested Through Their Teaching with Electronic Technologies
A QUALITATIVE STUDY OF THREE SECONDARY ART TEACHERS' CONCEPTUALIZATIONS OF VISUAL LITERACY AS MANIFESTED THROUGH THEIR TEACHING WITH ELECTRONIC TECHNOLOGIES BY CHING-CHIU LIN B. Ed., National Pingtung Teachers College, 1997 M. Ed., National Taipei Teachers College, 2003 DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Art Education in the Graduate College of the University of Illinois at Urbana-Champaign, 2008 Urbana, Illinois Doctoral Committee: Associate Professor Elizabeth M. Delacruz, Chair Professor Bertram C. Bruce Professor Michael Parsons Associate Professor Klaus Witz ABSTRACT This qualitative case study examined and described three technologically competent, secondary-level visual arts teachers' insights into the notion of visual literacy in the information age, and how this notion manifests through these teachers' teaching praxis with art and technology in their classroom and school environments. The study participants included both the three art teachers and selected students who were in these teachers' art and technology courses at the time of the study. The study results indicate that these teachers interpret visual literacy as a collective term that describes what students should learn in contemporary society, but that they do not engage the visual literacy language as it is framed in academic discourse. Rather these teachers derive their idea of visual literacy from their own teaching experiences with students, from their conceptions about the schools and communities in which their students live, and to provide a unified learning experience and prepare students for their future. Hence, these teachers' achievements go beyond developing students' visual competencies to embrace a holistic experience of teaching and learning that involves such themes as student voices, trusting relationships with students, community engagement, lifelong skills, connections with lives, contexts of particular teaching praxis, and richness of teacher knowledge. -
Fall 2007 Board Election Results
FOR IMMEDIATE RELEASE Angelina Duran/ Wendy Zaas Rogers & Cowan 310-854-8168 / 310-854-8148 [email protected] [email protected] ADVANCEMENTS MADE AT THE ACADEMY OF INTERACTIVE ARTS & SCIENCES: PATRICIA VANCE JOINS BOARD OF DIRECTORS CALABASAS, CA – October 12, 2007 – The Academy of Interactive Arts & Sciences® (AIAS), the professional organization of the interactive entertainment industry, announced today the election of Patricia Vance, president of Entertainment Software Ratings Board (ESRB), as a member of its Board of Directors. Additionally, Josh Resnick, president and co-founder of Pandemic Studios, was re-elected to the board. “I'm extremely grateful and honored to have been elected by the AIAS membership and look forward to helping take the organization to the next level,” says Patricia Vance. “The Academy represents the depth and breadth of extraordinary talent in our industry, and I could not be more pleased to do my part in ensuring that it continues to thrive.” The AIAS Board of Directors is the governing body of the 10,000 member Academy and is composed of 16 industry leaders representing Atari, Electronic Arts, Microsoft, Nintendo, and Ubisoft as well as representatives from the independent development community. Executive positions are filled from the AIAS’s board annually and new board members are appointed to two year terms. “The Academy relies heavily on the leadership and direction of the Board of Directors to advance our mission of promoting awareness for the art and science of interactive games and entertainment. Through the Interactive Achievement Awards and programs like Into the Pixel, the esteemed members of the Board continue to reward and recognize the gifted men and women who push this industry to new heights,” says Joseph Olin, president, AIAS.