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Violent Victimization in Cyberspace: an Analysis of Place, Conduct, Perception, and Law
Violent Victimization in Cyberspace: An Analysis of Place, Conduct, Perception, and Law by Hilary Kim Morden B.A. (Hons), University of the Fraser Valley, 2010 Thesis submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts IN THE SCHOOL OF CRIMINOLOGY FACULTY OF ARTS AND SOCIAL SCIENCES © Hilary Kim Morden 2012 SIMON FRASER UNIVERSITY Summer 2012 All rights reserved. However, in accordance with the Copyright Act of Canada, this work may be reproduced, without authorization, under the conditions for “Fair Dealing.” Therefore, limited reproduction of this work for the purposes of private study, research, criticism, review and news reporting is likely to be in accordance with the law, particularly if cited appropriately. Approval Name: Hilary Kim Morden Degree: Master of Arts (School of Criminology) Title of Thesis: Violent Victimization in Cyberspace: An Analysis of Place, Conduct, Perception, and Law Examining Committee: Chair: Dr. William Glackman, Associate Director Graduate Programs Dr. Brian Burtch Senior Supervisor Professor, School of Criminology Dr. Sara Smyth Supervisor Assistant Professor, School of Criminology Dr. Gregory Urbas External Examiner Senior Lecturer, Department of Law Australian National University Date Defended/Approved: July 13, 2012 ii Partial Copyright Licence iii Abstract The anonymity, affordability, and accessibility of the Internet can shelter individuals who perpetrate violent acts online. In Canada, some of these acts are prosecuted under existing criminal law statutes (e.g., cyber-stalking, under harassment, s. 264, and cyber- bullying, under intimidation, s. 423[1]). However, it is unclear whether victims of other online behaviours such as cyber-rape and organized griefing have any established legal recourse. -
Law in the Virtual World: Should the Surreal World of Online Communities Be Brought Back to Earth by Real World Laws
Volume 16 Issue 1 Article 5 2009 Law in the Virtual World: Should the Surreal World of Online Communities be Brought Back to Earth by Real World Laws David Assalone Follow this and additional works at: https://digitalcommons.law.villanova.edu/mslj Part of the Entertainment, Arts, and Sports Law Commons, and the Internet Law Commons Recommended Citation David Assalone, Law in the Virtual World: Should the Surreal World of Online Communities be Brought Back to Earth by Real World Laws, 16 Jeffrey S. Moorad Sports L.J. 163 (2009). Available at: https://digitalcommons.law.villanova.edu/mslj/vol16/iss1/5 This Comment is brought to you for free and open access by Villanova University Charles Widger School of Law Digital Repository. It has been accepted for inclusion in Jeffrey S. Moorad Sports Law Journal by an authorized editor of Villanova University Charles Widger School of Law Digital Repository. Assalone: Law in the Virtual World: Should the Surreal World of Online Comm Comments LAW IN THE VIRTUAL WORLD: SHOULD THE SURREAL WORLD OF ONLINE COMMUNITIES BE BROUGHT BACK TO EARTH BY REAL WORLD LAWS?' I. INTRODUCTION In 2003, the world of online interaction changed forever with the advent of the online community of Second Life. 2 Prior to Sec- ond Life and other massive multiplayer online role-playing games ("MMORPGs"), online communications were primarily restricted to e-mail, instant messenger and chat rooms. 3 Though thousands of Internet users could, among other things, engage in online sales of goods at websites such as Amazon.com, no system gave users the ability to personally interact with one another.4 With game de- signer Linden Lab's introduction of Second Life, however, users now have an Internet platform through which they can truly com- municate on a face-to-face basis.5 The online virtual world of Sec- 1. -
Game Engine Prepares for the Future by Optimizing
Success Story Intel® Software Partner Program Game Engine Prepares for the Gaming Focus Future by Optimizing for Multi-Core Intel® Processors The Intel® Software Partner Program guides The Game Creators toward the multi-core future for their FPS Creator X10* development environment. The Game Creators, based in Lancashire, United Kingdom, helps independent “DirectX* 10 lets games game developers cut down the time required to make new titles and reduce render hundreds of enemy characters, each with their the complexity of supporting the latest hardware. Intuitive, drag-and-drop own individual behaviors. interfaces automate otherwise-tedious details for the developer. While high- That kind of scenario is quality 3-D games can be created in this fashion without writing a line of incredibly CPU-intensive, code, the FPS Creator X10* product also provides the capability to modify so it’s critical to have very solid multi-threading built game elements by means of a simple scripting language. By building optimized into the engine.” support for the latest PC hardware into the platform, The Game Creators - Lee Bamber, CEO and FPS Creator relieves game developers from difficult tasks like multi-threading, which X10* Lead Engineer, The Game Creators allows them to focus on their games instead of performance details. Challenge: Prepare the FPS Creator* game- Meeting the needs of independent game developers development environment to create titles that take better advantage of FPS Creator X10* provides building blocks for assembling high-quality first-person shooter games without current and future generations of coding. Multi-threading within the platform enables the finished product to make good use of multiple PC hardware. -
The Different Types of Tools You Can Use to Make Games • the Various Media and Skills Needed • Resources That Will Help You Start Your Game Development Journey
This free e-book is an introduction to the art of video game creation. Learn about: • The different types of tools you can use to make games • The various media and skills needed • Resources that will help you start your game development journey TheGameCreators CEO, Lee Bamber, introduces you to this e-book. With over 25 years of game making experience he has some great nuggets of information to share with you to help you on your way. How to start making video games - TheGameCreators – www.thegamecreators.com Page 1 Introduction Lee Bamber – CEO of TheGameCreators I published my first game maker a great many years ago, and to this day the question I’ve answered countless times has been “How do I make a game?”. As you can imagine the answer has changed over the years as the landscape of games technology evolved; from tiny efforts knocked up in a few weeks to games so epic they need hundreds of people and millions of dollars to produce. Today, my answer is to provide you with this little starter guide, introducing a range of game makers that meet a range of needs from non-coding game creation to professional games programming. The first time I heard the above question was in my own ten-year-old head, coinciding with the arrival of my first computer, and only Christmas present that year, the VIC-20. This hugely underpowered 8- bit brick had just over 3Kb of programmable memory, but it had several games and a book on how to code - naturally I was hooked for life. -
Virtual Worlds and Criminality
Virtual Worlds and Criminality . Kai Cornelius l Dieter Hermann Editors Virtual Worlds and Criminality Editors Dr. Kai Cornelius, LL.M. Prof. Dr. Dieter Hermann Institute for German European and Institute of Criminology International Criminal Law University of Heidelberg University of Heidelberg Friedrich-Ebert-Anlage 6-10 Friedrich-Ebert-Anlage 6-10 69117 Heidelberg 69117 Heidelberg Germany Germany [email protected] [email protected] ISBN 978-3-642-20822-5 e-ISBN 978-3-642-20823-2 DOI 10.1007/978-3-642-20823-2 Springer Heidelberg Dordrecht London New York Library of Congress Control Number: 2011933553 # Springer-Verlag Berlin Heidelberg 2011 This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilm or in any other way, and storage in data banks. Duplication of this publication or parts thereof is permitted only under the provisions of the German Copyright Law of September 9, 1965, in its current version, and permission for use must always be obtained from Springer. Violations are liable to prosecution under the German Copyright Law. The use of general descriptive names, registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. Printed on acid-free paper Springer is part of Springer Science+Business Media (www.springer.com) Preface The fusion between virtuality and reality has achieved a new quality of experience by the establishment of metaverses and virtual worlds. -
Game Developer
ANNIVERSARY10 ISSUE >>PRODUCT REVIEWS TH 3DS MAX 6 IN TWO TAKES YEAR MAY 2004 THE LEADING GAME INDUSTRY MAGAZINE >>VISIONARIES’ VISIONS >>JASON RUBIN’S >>POSTMORTEM THE NEXT 10 YEARS CALL TO ACTION SURREAL’S THE SUFFERING THE BUSINESS OF EEVERVERQQUESTUEST REVEALEDREVEALED []CONTENTS MAY 2004 VOLUME 11, NUMBER 5 FEATURES 18 INSIDE EVERQUEST If you’re a fan of making money, you’ve got to be curious about how Sony Online Entertainment runs EVERQUEST. You’d think that the trick to running the world’s most successful subscription game 24/7 would be a closely guarded secret, but we discovered an affable SOE VP who’s happy to tell all. Read this quickly before SOE legal yanks it. By Rod Humble 28 THE NEXT 10 YEARS OF GAME DEVELOPMENT Given the sizable window of time between idea 18 and store shelf, you need to have some skill at predicting the future. We at Game Developer don’t pretend to have such skills, which is why we asked some of the leaders and veterans of our industry to give us a peek into what you’ll be doing—and what we’ll be covering—over the next 10 years. 36 28 By Jamil Moledina POSTMORTEM 32 THE ANTI-COMMUNIST MANIFESTO 36 THE GAME DESIGN OF SURREAL’S Jason Rubin doesn’t like to be treated like a nameless, faceless factory worker, and he THE SUFFERING doesn’t want you to be either. At the D.I.C.E. 32 Before you even get to the problems you typically see listed in our Summit, he called for lead developers to postmortems, you need to nail down your design. -
Projective Replay Analysis: a Reflective Approach for Aligning Educational Games to Their Goals
PROJECTIVE REPLAY ANALYSIS: A REFLECTIVE APPROACH FOR ALIGNING EDUCATIONAL GAMES TO THEIR GOALS ERIK HARPSTEAD Human-Computer Interaction Institute School of Computer Science Carnegie Mellon University Pittsburgh, PA 15213 [email protected] CMU-HCII-17-107 August 2017 Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy COMMITTEE: Vincent Aleven, HCII, Carnegie Mellon University, Chair Jodi Forlizzi, HCII, Carnegie Mellon University Jessica Hammer, HCII / ETC, Carnegie Mellon University Sharon Carver, Psychology, Carnegie Mellon University Jesse Schell, ETC, Carnegie Mellon University The research reported here was supported, in whole or in part, by the DARPA ENGAGE research program under ONR Contract Number N00014-12-C-0284 and by the Institute of Education Sciences, U.S. Department of Education, through grant R305B090023 to Carnegie Mellon University. All opinions expressed in this document are those of the author and do not necessarily reflect the position of the sponsoring agencies. Copyright © 2017 Erik Harpstead Keywords: Replay Analysis, Educational Game Design, Alignment For my Grandfather Dale and my Nephew Durinn ABSTRACT Educational games have become an established paradigm of instructional practice; however, there is still much to be learned about how to design games to be the most beneficial for learners. An important consideration when designing an educational game is whether there is good alignment between its content goals and the instructional behaviors it makes in order to reinforce those goals. Existing methods for measuring alignment are labor intensive and use complex auditing procedures, making it difficult to define and evaluate this alignment in order to guide the educational game design process. -
Recognizing Virtual Property Rights, It's About Time John S
Seton Hall University eRepository @ Seton Hall Law School Student Scholarship Seton Hall Law 2010 Recognizing Virtual Property Rights, It's About Time John S. Chao Seton Hall Law Follow this and additional works at: https://scholarship.shu.edu/student_scholarship Part of the Intellectual Property Law Commons, and the Internet Law Commons Recommended Citation Chao, John S., "Recognizing Virtual Property Rights, It's About Time" (2010). Law School Student Scholarship. 45. https://scholarship.shu.edu/student_scholarship/45 RECOGNZING VIRTUAL PROPERTY RIGHTS, IT’S ABOUT TIME John S. Chao I. Introduction Today’s technological advances have brought about a new social phenomenon, a new way for people to interact and communicate with one another, virtual worlds. 1 These virtual worlds are made up of people from across the globe that connect and interact with each other inside the virtual world where the participants are represented by visual depictions of user customizable avatars.2 Virtual worlds have evolved and developed from simple chat rooms and text based Multi-User Dimensions (“MUDs”) on bulletin board servers (“BBS”) where the number of users that can simultaneously log in was limited to a handful of users to today’s massive multiplayer online role playing games (“MMORPGs”) which can host millions of users simultaneously.3 In these virtual worlds, players can make new friends or adventure with old friends, explore exotic locales, purchase islands, design and market new fashion lines, slay dragons, and 1 Where the Internet brought about worldwide communication through emails, message boards, and websites, virtual worlds allow users to interact with each other not merely through text but visually within a three dimensional environment created specifically to allow for more intimate social interactions and game play. -
Defamation in Virtual Worlds Bettina M
Brooklyn Law Review Volume 72 | Issue 4 Article 4 2007 Regulating Your Second Life: Defamation in Virtual Worlds Bettina M. Chin Follow this and additional works at: https://brooklynworks.brooklaw.edu/blr Recommended Citation Bettina M. Chin, Regulating Your Second Life: Defamation in Virtual Worlds, 72 Brook. L. Rev. (2007). Available at: https://brooklynworks.brooklaw.edu/blr/vol72/iss4/4 This Note is brought to you for free and open access by the Law Journals at BrooklynWorks. It has been accepted for inclusion in Brooklyn Law Review by an authorized editor of BrooklynWorks. Regulating Your Second Life DEFAMATION IN VIRTUAL WORLDS I. INTRODUCTION [W]e came out of the cave, and we looked over the hill and we saw fire. And we crossed the ocean and we pioneered the West, and we took to the sky. The history of man is on a timeline of explorations and this is what’s next.1 Second Life, a three-dimensional virtual world created by Linden Research, Inc. (“Linden Lab”), is perhaps the first attempt by Internet users and programmers to make the digital realm of The Matrix2 come to life.3 In Second Life, users will find the sun, wind, buildings, paved streets, grass, rivers, seas, mountains, islands, and countries, all recreated to look and “feel” as if users were actually living in cyber reality.4 Thus, by introducing the laws of physics and real-world topography to the virtual space, this platform5 is the closest thing to a parallel universe that the Internet currently offers.6 But Second Life provides even more than what the real world is able to: in this virtual world, one may encounter vampires, 1 The West Wing: Galileo (NBC television broadcast Nov. -
Virtual Justice: the New Laws of Online Worlds
VIRTUAL JUSTICE VIRTUAL JUSTICE the new laws of online worlds greg lastowka / new haven and london Portions of this work are adapted, with substantial revisions, from my prior writ- ings on virtual worlds, including “! e Laws of the Virtual Worlds” (with Dan Hunter), 92 California Law Review 1 (2004); “Virtual Crimes” (with Dan Hunter), 49 New York Law School Law Review 293 (2004); “Amateur- to- Amateur” (with Dan Hunter), 46 William & Mary Law Review 951 (2004); “Against Cyberproperty” (with Michael Carrier), 22 Berkeley Technology Law Journal 1485 (2007); “Decoding Cy- berproperty”, 40 Indiana Law Review 23 (2007); “User-Generated Content & Virtual Worlds,” 10 Vanderbilt J. Entertainment & Technology Law 893 (2008); “Planes of Power: EverQuest as Text, Game and Community,” 9 Game Studies 1 (2009); and “Rules of Play,” 4 Games & Culture 379 (2009). Copyright © 2010 by Greg Lastowka. All rights reserved. Subject to the exception immediately following, this book may not be reproduced, in whole or in part, including illustrations, in any form (beyond that copying per- mitted by Sections 107 and 108 of the U.S. Copyright Law and except by reviewers for the public press), without written permission from the publishers. ! e author has made an online version of this work available under a Creative Commons Attribution- Noncommercial 3.0 License. It can be accessed through the author’s Web site at http://www.chaihana.com/pers.html. Yale University Press books may be purchased in quantity for educational, busi- ness, or promotional use. For information, please e-mail [email protected] (U. S. o# ce) or [email protected] (U. -
PDF Download Sticker Dolly Dressing Dolls Pdf Free Download
STICKER DOLLY DRESSING DOLLS Author: Fiona Watt,Vici Leyhane Number of Pages: 34 pages Published Date: 17 Feb 2014 Publisher: Usborne Publishing Ltd Publication Country: London, United Kingdom Language: English ISBN: 9780746075487 DOWNLOAD: STICKER DOLLY DRESSING DOLLS Sticker Dolly Dressing Dolls PDF Book The authors: challenge simplified rhetoric about school behaviour help practitioners identify real areas and effective methods for improvement. The SAT and ACT verbal portionstest important reading comprehension skills that many students are unprepared for or need extra help with. Explanations and examples are illustrated throughout with detailed colour charts. ProceedingsOn behalf of the Program Committee, it is our pleasure to present the p- ceedings of the 12th International Symposium on Recent Advances in Intrusion Detection systems (RAID 2009),which took place in Saint-Malo,France, during September 23-25. With a few minutes of practice a day, you can change the way you interact with everyone around you. That is, until now. Much stronger coverage of social history than its competitors. This book allows you unprecedented access to the way the masters of the craft approach their work. Do you wish there was a fast and easy way to study for the exam AND boost your score. This comprehensive handbook has it all. Sticker Dolly Dressing Dolls Writer Features a foreword by Dennis McKenna, cover art by Beau Deeley, and thirty color illustrations by various artists, including Alex Grey, Android Jones, Martina Hoffmann, Luke Brown, Carey Thompson, Adam Scott Miller, Randal Roberts, along with Jay Bryan, Cyb, Orryelle Defenestrate-Bascule, Art Van D'lay, Stuart Griggs, Jay Lincoln, Gwyllm Llwydd, Shiptu Shaboo, Marianna Stelmach, and Mister Strange. -
Virtual Crimes Tomáš Gřivna*
T. Gřivna: Virtual Crimes VIRTUAL CRIMES by TOMÁŠ GŘIVNA* The article deals with the problem of “virtual crime“. But, what is a “virtual crime“? Is it something different from a “crime”? Recently, a virtual crime refers to a virtual criminal act (e.g. virtual mugging, virtual sweatshop, virtual rape, and virtual theft) that takes place in a massively multiplayer online game (see Wikipe- dia; phrase “Virtual Crime”). The article focuses also on the phenomena of present days - “Second Life” (a 3-D virtual world entirely created by its residents). Second life is not used only for fun. Nowadays it could be a source of significant gains. So, it attracts attention also by cheaters who want to gain money by illegal actions. Are such acts different from the traditional crimes in the real world punishable by the criminal law? Do they need a special legislation? INTRODUCTION [1] I would like to devote this short paper to the phenomena of recent years. The development of modern technologies and the internet gave rise to so- called Massively Multiplayer Online Game. Besides, but in relation to it, the development brought into being certain types of acts generally identified as “virtual crimes” (virtual offences). But, what do “virtual crimes” mean? For the definition of such term, it will be practicable to mention two well- known examples defined as virtual crimes. Example 1: There was a huge wave of media interest related to the case of Qiu Chengwei who was sentenced to life imprisonment for the murder of Zhu Caoyuan. Nothing unusual, but the mens rea of the murder was * Právnická fakulta Univerzity Karlovy, Katedra trestního práva, nám.