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The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games
The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games by Yin Wu B.A., (New Media Arts, SIAT) Simon Fraser University, 2008 Thesis Submitted In Partial Fulfillment of the Requirements for the Degree of Master of Arts in the School of Interactive Arts and Technology Faculty of Communication, Art and Technology Yin Wu 2012 SIMON FRASER UNIVERSITY Fall 2012 Approval Name: Yin Wu Degree: Master of Arts Title of Thesis: The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games Examining Committee: Chair: Carman Neustaedter Assistant Professor School of Interactive Arts & Technology Simon Fraser University Jim Bizzocchi, Senior Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Steve DiPaola, Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Thecla Schiphorst, External Examiner Associate Professor School of Interactive Arts & Technology Simon Fraser University Date Defended/Approved: October 09, 2012 ii Partial Copyright Licence iii Abstract Every video game has a distinct visual style however the functions of visual style in game graphics have rarely been investigated in terms of medium-specific design decisions. This thesis suggests that visual style in a video game shapes players’ gaming experience in terms of three salient dimensions: narrative pleasure, ludic challenge, and aesthetic reward. The thesis first develops a context based on the fields of aesthetics, art history, visual psychology, narrative studies and new media studies. Next it builds an analytical framework with two visual styles categories containing six separate modes. This research uses examples drawn from 29 games to illustrate and to instantiate the categories and the modes. -
From Atoms to Bits
Identity and Privacy in a Globalized Community By Joichi Ito June 17, 2002 Version 1.0 See http://www.neoteny.com/jito/english/notebook/privars.html for updates From atoms to bits In his Wired Magazine column of January 1, 1995 “Bits and Atoms” Nicholas Negroponte’ describes the shift in focus from atoms to bits.1 The shift from atoms to bits is still one of the most significant shifts impacting society today. As with most technical trends, people have over-anticipated the short term impact (the dot-com bubble) but have severely under-estimated the long term impact. The impact of digital communication networks and globalization on identities and nations The industrial revolution triggered a cultural shift causing nations to become powerful entities in a globalized geo-political world. The world began to focus on the products of mass production and the world began to focus mostly on the “atoms”. Individuals became able to travel easily and individuals began to be identified and tracked as physical units and physical borders rigorously managed. Digital communication technology and cyberspace has increased greatly the power and value of the non-physical world and is affecting the nature of national borders and identity. Here I would like to explore some of the changes facing an era of digital transnational communications, focusing on value shifting to cyberspace and its impact on identity, authentication and privacy. Scalability of communications as profound as mass production Although cyberspace and bits are rather new, non-physical space is an old idea. A major step toward large-scale shared virtual communities and the scalability of communications was the creation of the printing press and the public. -
EXPERIENCE POINTS Are Given According to the Following Standards: Class Level Advancement: Advancement and Hit Dice Are Determin
EXPERIENCE POINT STANDARDS EXPERIENCE POINTS are given according to the following standards: Class Level Advancement: Advancement and hit dice are determined by the 2nd Edition rules. By land, characters earn 1xp per mile (30xp per 30 mile hex of the Greyhawk Map). By Air or Water, Travel Experience: By land, characters earn 1xp per mile (30xp per 30 mile hex of the Greyhawk Map). By Air or Water, characters earn 1 xp per 10 miles traveled (3xp per hex). No travel experience is gained by ethereal, phased, or teleported characters. Completion: Minimum level + maximum level to enter campaign x 100xp. Earned upon ending of campaign. Special:Idea Points, riddles, puzzles etc.:DM's Option, about 50xp Earned on recognition by DM Treasures: The treasure that is fought for or gotten by disarming, defeating or killing a foe earns experience points. Treasure from party members does not earn experience points. Cash treasures earn 1 xp per gp value (at selling price) earned when sold or carried out of the campaign. Combat: Experience points earned by killing a creature / foe. Earned immediately upon success. Determined by creature types. Retreating: Awarded if creature is injured and runs away from the party. 1/2 of the experience points earned by killing a creature / foe. Earned immediately upon success. Determined by creature types. Class Bonus: awarded to classes for using their special skills. Earned immediately upon success. Fighters earn a bonus of opponents total Hit Dice x 10. Thieves earn 10 xp for each successfully used thief ability. Clerics earn 10 xp for each point of healing and 10 xp for each spell level of spell cast (i. -
[Comments] International Internet Policy (NTIA)
Regulatory Comment Comments submitted to the National Telecommunications and Information Administration in the Matter of: INTERNATIONAL INTERNET POLICY PRIORITIES Ryan Hagemann Alec Stapp Senior Director for Policy Technology Policy Fellow Niskanen Center Niskanen Center Submitted: July 17, 2018 Docket Number: 180124068-8068-01 EXECUTIVE SUMMARY One of the primary challenges to the continued free flow of information and speech online is the potential for a “control-driven model” of global Internet governance to supplant the existing American-inspired order. National laws and regulations, promulgated by countries around the world, could potentially impede cross- border information flows, to the significant detriment of not only U.S. companies and private sector interests, but free expression and human rights as well. But the threats to the current paradigm of multistakeholder-driven Internet governance do not spring only from nation-states. The emerergence of advanced technologies, such as automated botnets, hold the potential to devolve considerable power over the globally-networked digital ecosystem into the hands of non-state actors. It is a fragile time for the Internet. To combat these many emerging threats, it is imperative that the United States continue to play a leading role in defending the existing order for Internet governance. Digital commerce and trade requires a consistent, predictable, and simple legal environment to maximize the benefits to human beings worldwide. The right to freedom of expression, similarly, requires certainty and trust in an online environment made possible by a consensus-driven model of governance, led by stakeholders from industry and civil society capable of equitably balancing the complicated trade-offs that no single nation-state can do by fiat. -
The World of Paladium: a Players Guide
The World of Palladium: Players guide. The world of Paladium: A players guide. This guide and all of it's content is made according to the PALLADIUM BOOKS® INTERNET POLICY which can be found at http://www.palladiumbooks.com/policies.html. Palladium Fantasy RPG® is a registered trademark owned and licensed by Kevin Siembieda and Palladium Books, Inc © 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental." The staff of The World of Palladium can in no way be held responsible for anything in this guide, nor anything that happens at The World of Palladium server. Page 1 of 92 The World of Palladium: Players guide. Table of Contents The Server Rules:................................................................................................................................. 5 Starting tips:........................................................................................................................................11 The haks needed:................................................................................................................................ 12 Class Rules:....................................................................................................................................... -
Swords & Wizardry, Quick Reference.Indd
Creating Characters Character Generation Steps Constitution • Roll your Attribute Scores. In order roll 3d6 for Strength, Dexterity, Score Hit Point Raise Dead Consitution, Intelligence, Wisdom, and Charisma. Modifier (per hit Survival • Record your scores along with relevant modifiers. die) • Look at the character class summary and pick out the character class that 3–8 -1 50% interests you. 9–12 +0 75% • Record the details of your class. Roll your starting hit points. • Look at the character race summary and pick out the race that you want to 13–18 +1 100% play. • Modify your attributes according to the character race and record any Intelligence special abilities. Score Maximum Maximum Chance to Min/Max Number • Choose an alignment: Lawful, Neutral, or Chaotic. Additional Spell Level Understand of Basic Spells • Roll 3d6 and multiply by 10 for the number of gold pieces you start with. Languages New Spell Understandable per Level • Buy your equipment. 3–7 0 4 30% 2/4 • Record your armor class, and weight carried. Look up your character’s base 8 1 5 40% 3/5 movement rate based on the weight carried. 9 1 5 45% 3/5 • Your character is now ready for adventuring. 10 2 5 50% 4/6 Strength 11 2 6 50% 4/6 Score To-Hit Damage Open Carry Modifier 12 3 6 55% 4/6 Modifier* Modifier Doors (in pounds) 13 3 7 65% 5/8 3-4 -2 -1 1 -10 14 4 7 65% 5/8 15 4 8 75% 6/10 5-6 -1 +0 1 -5 16 5 8 75% 7/10 7-8 +0 +0 1-2 +0 17 5 9 85% 7/All 9-12 +0 +0 1-2 +5 18 6 9 95% 8/All 13-15 +1 +0 1-2 +10 Wisdom 16 +1 +1 1-3 +15 • If a Cleric has a Wisdom score of 15 or greater,the character gains an 17 +2 +2 1-4 +30 additional first-level spell 18 +2 +3 1-5 +50 • Any character with a Wisdom score of 13 or higher receives a +5% bonus to all experience point awards. -
Advanced White Box Player's Handbook
Advanced White Box Player’s Handbook 2nd Edition, 2016 Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch Cover Art: Copyright © Dungeon Crawl Classics – Vault Of The Dragon King, 2005. Erol Otus Art: Dark Elf by missingbanana, Goblin by Adrian Smith, Ratfolk by nikkiburr, Half-Orc from Baldur's Gate II - Shadows of Amn, Barbarian by mgnz, Automaton by march1studious, Assassin by skavenzverov, Thief by Katris Felis, Archer by darkfong, Dwarf by Max Dunbar, Paladin by Max Dunbar, Fighter by Wayne Renolds. Bard by Christiano Flexa, Monk by Lance T. Miller, Wizard by zelldweller, Elf by sheldongoh, Halfling by Steve Prescott, Magic by Anthony Palumbo, Druid by Jeremy McHugh, Cleric by A.J. Manzanedo, Heroquest by Les Edwards, Ronin by Baron Pollak, Faerie by Iain McCaig, Wardancer by Paul Dainton, Artificer by Terese Nielsen, Alchemist by Joseph Garcia, Warlock by Michael Mckenna, Inspiration and material from Whitebox Omnibus, Whitebox Heroes, Castles and Crusades, S&W Additional Weaponry, Crusader’s Companion, D&D 5th Edition, Whitebox Companion II, Whitebox Demihumans, Pathfinder, dandwiki, and Whitebox. I am not affiliated with Matthew J. Finch or Mythmere Games 2 Table of Contents Introduction................................................4 Character Creation....................................5 Classes.........................................................12 Fighter...............................................12 Cleric.................................................13 Wizard (Magic-User)........................15 -
International Reports 1/2018
Source: © Yuya Shino, Reuters. Shino, Yuya © Source: The Digital Future Rules for Robots Why We Need a Digital Magna Carta for the Age of Intelligent Machines Olaf Groth / Mark Nitzberg / Mark Esposito 16 We stand at a turning point in human history, on the threshold of an unknown digital future. A powerful new technology, artificial intelligence (AI), permeates every area of our lives, largely thanks to advances in neural networks, modelled loosely on the human brain. Our societies and economies have become increasingly dependent on the use of artificial intelligence. A new set of rules is needed in order to ensure that freedom, inclusion and growth are safeguarded in the future. In other words, we need a digital Magna Carta for the age of cognitive machines. Dawn of the Cognitive Age negotiate a “Charter of Liberties” that would enshrine a body of rights for the aristocrats to Artificial intelligence can detect patterns in serve as a check on the King’s discretionary massive unstructured data sets.1 In view of the power. After lengthy negotiations, an agree- increasing availability of data, it can improve ment was finally reached in June that provided the performance of companies, identify objects greater transparency in royal decision-making, a quickly and accurately, and enable ever faster louder voice for the aristocrats, limits on taxes decision-making, whilst minimising the disrup- and feudal payments, and even some rights tive influences of complex political and human for serfs. This was the famous Magna Carta. It, circumstances. This constellation raises funda- of course, remained an imperfect document, mental questions about the degree of human teeming with special-interest provisions of cer- freedom of choice and inclusion, the signifi- tain social classes. -
Metaverse Roadmap Overview, 2007. 2007
A Cross-Industry Public Foresight Project Co-Authors Contributing Authors John Smart, Acceleration Studies Foundation Corey Bridges, Multiverse Jamais Cascio, Open the Future Jochen Hummel, Metaversum Jerry Paffendorf, The Electric Sheep Company James Hursthouse, OGSi Randal Moss, American Cancer Society Lead Reviewers Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment Alexander Macris, Themis Group Rueben Steiger, Millions of Us LEAD SPONSOR FOUNDING PARTNERS Futuring and Innovation Center Graphic Design: FizBit.com accelerating.org metaverseroadmap.org MVR Summit Attendees Distinguished industry leaders, technologists, analysts, and creatives who provided their insights in various 3D web domains. Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support, Office of Information Technology Wagner James Au Blogger, New World Notes; Author, The Making of Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director of Special Projects, Sony CEA R&D Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford University Bob Moore Sociologist, Palo Alto Research Center (PARC), PlayOn project Betsy Book Director of Product Management, Makena Technologies/There; -
Audio Mobilité
LOCUS SONUS Symposium #8 Audio mobilité Proceedings www.locusonus.org [Author Name] UTC LOCUS SONUS — 8th International Symposium — Audio Mobility — 16-18th of April 2014 Aix en Provence http://locusonus.org/ LOCUS SONUS 8th International Symposium AUDIO MOBILITY 16-18th of April 2014 Aix en Provence http://locusonus.org/ Scientific committee: Richard Kronland-Martinet (LMA - CNRS), Samuel Bordreuil (AMU/CNRS-LAMES), Jean- Paul Thibaud (CRESSON- CNRS), Jacques Sapiega (AMU - ASTRAM), Angus Carlyle (CRISAP), Jean Cristofol (ESAA), Peter Sinclair (ESAA - Locus Sonus), Jérôme Joy (ENSAB - Locus Sonus), Anne Roquigny (Locus Sonus), Elena Biserna, Marie Muller, Laurent Di Biase, Fabrice Métais. 3 LOCUS SONUS — 8th International Symposium — Audio Mobility — 16-18th of April 2014 Aix en Provence http://locusonus.org/ 4 LOCUS SONUS — 8th International Symposium — Audio Mobility — 16-18th of April 2014 Aix en Provence http://locusonus.org/ PROGRAMME Mercredi 16 Avril 2014 @ AMU/LAMES MMSH - Salle Duby 8h30 : Accueil 9h00 : Discours de bienvenue SESSION 1 : GPS, Geolocalisation and Soundwalks. Modérateurs : Elena Biserna & Marie Muller 9h15 Placed Sound(s). The Sound of Locative Media, Frauke Behrendt 9h45 Walking with Ghosts, François Parra 10h15 Mediated Listening Paths: Breaking the Auditory Bubble, Elena Biserna 10h45 Walking, Telling, Listening. Audio Walks, Justin Bennett 11h15 Pause 11h35 Mapping the Iceberg: An Attempt to Model the City of Aix-en-Provence as 3D Sound Mapped on a Real Space, Marie Muller 11h45 Perspectives on Sound Based Augmented Reality Theatre, Joel Cahen 12h15 De l'oreille à l'oeil. Des conditions d'une écriture située, Emmanuel Guez & Xavier Boissarie 12h45 Pause déjeuner SESSION 2 : Mobile Microphones and Remote Listening. -
Additional Rules and Quests Game Chapters Components
An expansion for ZOMBICIDE: BLACK PLAGUE ADDITIONAL RULES AND QUESTS GAME CHAPTERS COMPONENTS GAME COMPONENTS . 2. 2 GAME TILES (DOUBLE-SIDED) INTRODUCING WULFSBURG . 3 NEW ZOMBIES: ZOMBIE WOLFZ . 4 WOLFBOMINATIONS . 4 UPDATED TARGETING PRIORITY ORDER . 5 NEW TILES: TOWERS . 5. MAGIC EQUIPMENT . 9 ULTRARED MODE . .10 . ADDITIONAL QUESTS . 11 4 SURVIVOR MINIATURES AND ID CARDS Theo Ariane Morrigan Karl 22 ZOMBIE MINIATURES 1 Wolfbomination 21 Zombie Wolfz 2 WULFSBURG - RULES 4 SURVIVOR DASHBOARDS INTRODUCING WULFSBURG he zombie invasion took everyone by Tsurprise. Fortunately, some among us are usually prepared for the worst of all situations. 32 TRACKERS Although, can anyone be truly prepared for streets and alleys choked with the walking dead? Still, after the initial mass zombicide, we climbed atop the pile of (finally) still corpses to find the 4 SURVIVOR COLORED BASES entire city taken. This was no mere riot, contained in a single district led by petty cultists. No, the Necromancers had assaulted the entire kingdom, and our beloved city was just a pawn on the chessboard. The Necromancers have seized the princes’ seats 30 MINI-CARDS in the highest towers, and now their damned wolfz 22 Equipment cards prey upon the living. Yet the fight still goes on. Axe Of Carnage . x1 We are not alone! We must unite and stand. Bastard Sword . x2 The future is ours! Chain Lightning . x2 Chaos Longbow . x1 Deflecting Dagger . x1 Disintegrate . x2 Dragon Fire Blade . x1 Earthquake Hammer . x1 Flaming Great Sword . x1 Ironclad: Zombie Wolfz . x1 Mana Blast (starting Equipment) x1 Quicksilver Sword . x1 Shield Of Ages . x1 Short Bow (starting Equipment) . -
Diablo® III for PS3™ Now Available for Preorder
Diablo® III for PS3™ Now Available for Preorder Legendary action-RPG series gears up for its PlayStation®3 debut Bonus in-game item with every copy preordered; additional limited-edition physical items at select retailers IRVINE, Calif.--(BUSINESS WIRE)-- PlayStation® gamers, the time has come to prepare for your confrontation with the Lord of Terror. Select retailers around the world have now begun taking preorders for the upcoming PlayStation®3 system version of Diablo® III—see the official website for a list of participating retailers. Fully reimagined for couch-based gaming, Diablo III for PS3™ will go on sale later this year for a suggested retail price of $59.99. Further release details, including region-specific availability, will be announced at a later date. Players who preorder the PS3 version of Diablo III will receive an exclusive in-game item: the Infernal Helm, which grants an experience point boost to any character who wears it, accelerating their progression as they rise in power. Certain retailers will also offer limited-edition preorder bonuses—check with your local retailer for further information. The PS3 version of Diablo III will be available fully localized in English, German, French, Spanish, Russian, Italian, Polish, and Brazilian Portuguese. "We've poured blood, sweat, and hellfire into creating an epic Diablo III experience for PlayStation gamers," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. "In addition to including all the improvements from the PC version over the past year, we've made several updates to Diablo III for play on the PS3. We got a ton of positive feedback from players who tried the game at PAX East, and we can't wait to get it into everyone's hands later this year." The PS3 version of Diablo III has been custom-tailored for PlayStation gamers, with updates to the game's thrilling boss battles, an all-new user interface featuring an intuitive control system, and a dynamic camera perspective that will make vanquishing evil feel like second nature on the PlayStation.