Summer 2019 | Ages 7–19 WHERE WILL Id TECH TAKE You?
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Challenges and Opportunities Facing Women As They Age
WOMEN AND THE WORKFORCE: Challenges and Opportunities Facing Women as They Age 2012 Mother’s Day Report www.owl-national.org TABLE OF CONTENTS A MESSAGE FROM OWL’S PRESIDENT 5 EXECUTIVE SUMMARY 6 INTRODUCTION 8 BACKGROUND 10 THAT WAS THEN—JOBS ARE NOW 10 HOW MIDLIFE & OLDER WOMEN ARE FARING IN THE WORKPLACE 11 Unemployment 11 Economic Recovery 11 Job Cuts 11 Vulnerability 12 Mental Illness 12 Pay Inequality 13 Economic Insecurity 13 The Caregiver Penalty 14 Retirement 15 Underemployment 15 Underrepresentation 16 STEM Jobs 16 Higher Paying and Managerial Positions 16 Women & Non-profit Work 16 Mentors 17 Entrepreneurship and Small Business 17 Quality and Quantity 17 FACTORS IMPEDING EMPLOYMENT 18 Age Discrimination 18 Gender Discrimination 18 Race Discrimination 18 MOVING FORWARD 18 WHO STANDS TO WIN FROM ADOPTING CHANGE? 19 WOMEN AND THEIR FAMILIES 19 YOUNG WOMEN 19 VETERANS, SERVICEWOMEN, AND MILITARY SPOUSES 19 EMPLOYERS 19 THE GLOBAL ECONOMY 19 CRITERIA FOR SOLUTIONS 21 EXISTING PROGRAMS 21 GOVERNMENTAL PROGRAMS & RESOURCES 21 Senior Community Service Employment Program 21 One-Stop Career Centers 22 Senior Environmental Employment Program 22 Agriculture Conservation Experienced Services 22 Green Jobs Initiative 22 Small Business Administration 23 Local Universities 23 Unemployment Insurance & the UI Connectivity Project 24 Pay Gap App & Equal Pay Task Force 24 PRIVATE & NON-PROFIT PROGRAMS 24 American Association of Community Colleges 24 Byte Back 25 Partners in Care 25 Osher Lifelong Learning Institutes 25 National Coalition of 100 Black Women 25 INNOVATIVE SOLUTIONS & MODEL INITIATIVES 26 COMMUNITY COLLEGE-EMPLOYER PARTNERSHIPS 26 Community College to Career Initiative 26 AspenWSI 26 ENTREPRENEURSHIP & NON-TRADITIONAL BUSINESS 26 R.A.K.H.I. -
First Person Shooting (FPS) Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 04 | Apr-2018 www.irjet.net p-ISSN: 2395-0072 Thunder Force - First Person Shooting (FPS) Game Swati Nadkarni1, Panjab Mane2, Prathamesh Raikar3, Saurabh Sawant4, Prasad Sawant5, Nitesh Kuwalekar6 1 Head of Department, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 2 Assistant Professor, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 3,4,5,6 B.E. student, Department of Information Technology, Shah & Anchor Kutchhi Engineering College ----------------------------------------------------------------***----------------------------------------------------------------- Abstract— It has been found in researches that there is an have challenged hardware development, and multiplayer association between playing first-person shooter video games gaming has been integral. First-person shooters are a type of and having superior mental flexibility. It was found that three-dimensional shooter game featuring a first-person people playing such games require a significantly shorter point of view with which the player sees the action through reaction time for switching between complex tasks, mainly the eyes of the player character. They are unlike third- because when playing fps games they require to rapidly react person shooters in which the player can see (usually from to fast moving visuals by developing a more responsive mind behind) the character they are controlling. The primary set and to shift back and forth between different sub-duties. design element is combat, mainly involving firearms. First person-shooter games are also of ten categorized as being The successful design of the FPS game with correct distinct from light gun shooters, a similar genre with a first- direction, attractive graphics and models will give the best person perspective which uses light gun peripherals, in experience to play the game. -
Achieve Your Vision
ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology. -
SECTION for Decades, Woodside Home Has Been a Gathering Place
SECTION STORIESSTORIES ABOUTABOUT PEOPLEPEO PLE AND EVENTSEVENTS IN THE COMMUNITYCOMMUNITY Wagner family photo A 1920s gathering at the Woodside homestead. For decades, Woodside home has been a gathering place for family and friends By Marie Wagner Krenz WOODSIDE MEMORIES open-sided touring car), she said randfather bought our to him, “Give me a call, Will, Woodside property over and high-spirited, and Grand- and let me know you’re among G96 years ago, and his mother’s best friend and neigh- the living.” My brothers and I foresight has provided a gather- bor complained that after her thought she was pushy. ing place for five generations son’s rough-housing visits with The family spent the entire of our family and the friends my uncles she had to resew the summer in Woodside, and each of all of us. Until recent years buttons of his pajamas. of us four children was allowed Wagner family photo our Woodside home on Kings Mother’s girlfriends never to invite a city friend for a week. The Poetsch Wagner family home in Woodside in 1919. The Mountain Road has always been complained about the lack of It was a joyous time filled with house burned down in 1934, and a new home was built there. filled with people. indoor plumbing, but Grand- hiking, swimming at Searsville, Mother and our uncles often mother did until Grandfather cherry plum wars, and Kick the spoke of early days in Wood- fulfilled her wish for a major Can. side when their San Francisco remodel. The old wood-frame On Thursday nights we some- friends cherished weekend invi- house burned one winter’s night times went to the Fox Shoppe in tations. -
Game Engine Review
Game Engine Review Mr. Stuart Armstrong 12565 Research Parkway, Suite 350 Orlando FL, 32826 USA [email protected] ABSTRACT There has been a significant amount of interest around the use of Commercial Off The Shelf products to support military training and education. This paper compares a number of current game engines available on the market and assesses them against potential military simulation criteria. 1.0 GAMES IN DEFENSE “A game is a system in which players engage in an artificial conflict, defined by rules, which result in a quantifiable outcome.” The use of games for defence simulation can be broadly split into two categories – the use of game technologies to provide an immersive and flexible military training system and a “serious game” that uses game design principles (such as narrative and scoring) to deliver education and training content in a novel way. This talk and subsequent education notes focus on the use of game technologies, in particular game engines to support military training. 2.0 INTRODUCTION TO GAMES ENGINES “A games engine is a software suite designed to facilitate the production of computer games.” Developers use games engines to create games for games consoles, personal computers and growingly mobile devices. Games engines provide a flexible and reusable development toolkit with all the core functionality required to produce a game quickly and efficiently. Multiple games can be produced from the same games engine, for example Counter Strike Source, Half Life 2 and Left 4 Dead 2 are all created using the Source engine. Equally once created, the game source code can with little, if any modification be abstracted for different gaming platforms such as a Playstation, Personal Computer or Wii. -
Summer Opportunities 2019
SUMMER OPPORTUNITIES 2019 TABLE OF CONTENTS ACADEMIC ................................................................................ Page 2 ART AND MUSIC .................................................................... Page 19 FOREIGN ACADEMIC—TRAVEL ........................................ Page 25 DOMESTIC TRAVEL & TOURS ............................................ Page 30 INTERNSHIPS .......................................................................... Page 30 SPORTS—ADVENTURE—COMMUNITY SERVICE ......... Page 31 LOCAL VOLUNTEER OPPORTUNITIES………… ……….Page 38 1 2019 SUMMER OPPORTUNITIES _____________________________ACADEMIC PROGRAMS________________________________ ACADEMIC STUDY ASSOCIATES Three and five week programs offered at University of Cal. Berkeley, University of Massachusetts, Amherst, Stanford University, Oxford University, England and Home stay Language Programs in France and Spain. For information: call 212-796-8340 or www.asaprograms.com ALFRED UNIVERSITY Alfred, NY Summer programs in art, astronomy, modern ballet, chamber music, entrepreneurial leadership, writing, science and engineering. Sports camps include: swimming, football, basketball and lacrosse. Summer Equestrian camp available for ages 10-16. For information: call 607-871-2612 or www.alfred.edu/summer AMERICAN COLLEGIATE ADVENTURES (ACA) at UNIV. OF WISCONSIN Madison, WI Pre-college program for students completing grades 9, 10, or 11. Two, three, and six week programs. Many programs from which to choose. For information: call 800-509-7867 or www.acasummer.com -
Opera Acquires Yoyo Games, Launches Opera Gaming
Opera Acquires YoYo Games, Launches Opera Gaming January 20, 2021 - [Tuck-In] Acquisition forms the basis for Opera Gaming, a new division focused on expanding Opera's capabilities and monetization opportunities in the gaming space - Deal unites Opera GX, world's first gaming browser and popular game development engine, GameMaker - Opera GX hit 7 million MAUs in December 2020, up nearly 350% year-over-year DUNDEE, Scotland and OSLO, Norway, Jan. 20, 2021 /PRNewswire/ -- Opera (NASDAQ: OPRA), the browser developer and consumer internet brand, today announced its acquisition of YoYo Games, creator of the world's leading 2D game engine, GameMaker Studio 2, for approximately $10 million. The tuck-in acquisition represents the second building block in the foundation of Opera Gaming, a new division within Opera with global ambitions and follows the creation and rapid growth of Opera's innovative Opera GX browser, the world's first browser built specifically for gamers. Krystian Kolondra, EVP Browsers at Opera, said: "With Opera GX, Opera had adapted its proven, innovative browser tech platform to dramatically expand its footprint in gaming. We're at the brink of a shift, when more and more people start not only playing, but also creating and publishing games. GameMaker Studio2 is best-in-class game development software, and lowers the barrier to entry for anyone to start making their games and offer them across a wide range of web-supported platforms, from PCs, to, mobile iOS/Android devices, to consoles." Annette De Freitas, Head of Business Development & Strategic Partnerships, Opera Gaming, added: "Gaming is a growth area for Opera and the acquisition of YoYo Games reflects significant, sustained momentum across both of our businesses over the past year. -
Summer Programs the ARTS
Summer Programs Listed below are summer programs, internships and classes available to high school students. They vary in cost and location and arranged alphabetically. The list, although not exhaustive, is fairly comprehensive. Although we don’t recommend any particular programs, we have had Hun students attend some of them. Be aware of deadlines and if any require recommendations and/or transcripts we ask you give us ample time to complete this information. We have the programs listed under the following: The Arts, Business, Civics, Computers, Entrepreneurship, Psychology, S.T.E.M., & Teaching. The ARTS ● Visual Art Institute of Boston, Lesley University (MA) - http://www.lesley.edu/aib/curriculum/precollege.html Boston University (MA) - http://www.bu.edu/summer/ Buck's Rock Camp (CT) - http://www.bucksrockcamp.com/ California College of the Arts (CA) - http://www.cca.edu/academics/precollege California Institute of the Arts Cal Arts (CA) - http://calarts.edu/cap Carnegie Mellon (PA) - http://www.cmu.edu/enrollment/pre-college/ Cleveland Institute of Art (OH) - http://www.cia.edu/precollege/ College for Creative Studies (MI) - http://www.collegeforcreativestudies.edu/ce/precollege Columbia College (IL) - http://www.colum.edu/Admissions/hssi.php Columbia University (NY) - http://www.ce.columbia.edu/hs/courses.cfm?PID=4&Content=JS Columbus College of Art & Design (OH) - http://www.ccad.edu/programs-of-study/community-classes/college-preview/ Cooper Union (NY) - http://www.saturdayoutreach.org/outreach/welcome Corcoran College of Art -
Are Game Engines Software Frameworks?
? Are Game Engines Software Frameworks? A Three-perspective Study a < b c c Cristiano Politowski , , Fabio Petrillo , João Eduardo Montandon , Marco Tulio Valente and a Yann-Gaël Guéhéneuc aConcordia University, Montreal, Quebec, Canada bUniversité du Québec à Chicoutimi, Chicoutimi, Quebec, Canada cUniversidade Federal de Minas Gerais, Belo Horizonte, Brazil ARTICLEINFO Abstract Keywords: Game engines help developers create video games and avoid duplication of code and effort, like frame- Game-engine works for traditional software systems. In this paper, we explore open-source game engines along three Framework perspectives: literature, code, and human. First, we explore and summarise the academic literature Video-game on game engines. Second, we compare the characteristics of the 282 most popular engines and the Mining 282 most popular frameworks in GitHub. Finally, we survey 124 engine developers about their expe- Open-source rience with the development of their engines. We report that: (1) Game engines are not well-studied in software-engineering research with few studies having engines as object of research. (2) Open- source game engines are slightly larger in terms of size and complexity and less popular and engaging than traditional frameworks. Their programming languages differ greatly from frameworks. Engine projects have shorter histories with less releases. (3) Developers perceive game engines as different from traditional frameworks. Generally, they build game engines to (a) better control the environ- ment and source code, (b) learn about game engines, and (c) develop specific games. We conclude that open-source game engines have differences compared to traditional open-source frameworks al- though this differences do not demand special treatments. -
Introduction
Introduction ○ Make games. ○ Develop strong mutual relationships. ○ Go to conferences with reasons. ○ Why build 1.0, when building 1.x is easier? Why we use Unreal Engine? ○ Easier to stay focused. ○ Avoid the trap of development hell. ○ Building years of experience. ○ A lot of other developers use it and need our help! Build mutual relationships ○ Epic offered early access to Unreal Engine 2. ○ Epic gave me money. ○ Epic sent me all around the world. ○ Meeting Jay Wilbur. Go to conferences ○ What are your extrinsic reasons? ○ What are your intrinsic reasons? ○ PAX Prime 2013. Building 1.x ○ Get experience by working on your own. ○ Know your limitations. ○ What are your end goals? Conclusion ○ Know what you want and do it fast. ○ Build and maintain key relationships. ○ Attend conferences. ○ Build 1.x. Introduction Hello, my name is James Tan. I am the co-founder of a game development studio that is called Digital Confectioners. Before I became a game developer, I was a registered pharmacist with a passion for game development. Roughly five years ago, I embarked on a journey to follow that passion and to reach the dream of becoming a professional game developer. I made four key decisions early on that I still follow to this day. One, I wanted to make games. Two, I need to develop strong mutual relationships. Three, I need to have strong reasons to be at conferences and never for the sake of it. Four, I should always remember that building 1 point x is going to be faster and more cost effective than trying to build 1 point 0. -
If I Were You a Simple Gameplay Unmanageable by Game Engines
IIWU : IF I WERE YOU A SIMPLE GAMEPLAY UNMANAGEABLE BY GAME ENGINES Yann Creach, Alexandre Topol Centre d'Etudes et de Recherche en Informatique (CEDRIC) Conservatoire National des Arts & Métiers (CNAM) 292 rue St-Martin, 75003 Paris, France [email protected], [email protected] KEYWORDS from its latency since they are played turn by turn. Hence, Video Games, Real-time 3D rendering, OpenGL. they don’t need real time actions and thus adapt very well to the Internet. In a FPS, the 3D rendering is accelerated by different optimizations and the time saved can be used for ABSTRACT cool visual effects. The originality of the game that we present comes from its Performances reached by these different types of games many technical constraints usually distributed on various reside in the intensive optimization of the engine to match types of games. It integrates well known specificities of the gameplay. The game engine is specialized in order to several kinds without really being in any of these categories. achieve fast operations useful for the game (Eberly 2000). Game engines are influenced by the types of games since Progressively, the kind of game, the gameplay and the game they propose many technical optimizations to accelerate their engine became more and more closely connected. operations. In return, only well categorized games can be developed using game engines. Our game does not claim The game that we present in this paper can’t be categorized many resources but it requires original operations that can’t into one of the actual types of games. Hence, it can’t take be achieved by game engines. -
A Survey Full Text Available At
Full text available at: http://dx.doi.org/10.1561/0600000083 Publishing and Consuming 3D Content on the Web: A Survey Full text available at: http://dx.doi.org/10.1561/0600000083 Other titles in Foundations and Trends R in Computer Graphics and Vision Crowdsourcing in Computer Vision Adriana Kovashka, Olga Russakovsky, Li Fei-Fei and Kristen Grauman ISBN: 978-1-68083-212-9 The Path to Path-Traced Movies Per H. Christensen and Wojciech Jarosz ISBN: 978-1-68083-210-5 (Hyper)-Graphs Inference through Convex Relaxations and Move Making Algorithms Nikos Komodakis, M. Pawan Kumar and Nikos Paragios ISBN: 978-1-68083-138-2 A Survey of Photometric Stereo Techniques Jens Ackermann and Michael Goesele ISBN: 978-1-68083-078-1 Multi-View Stereo: A Tutorial Yasutaka Furukawa and Carlos Hernandez ISBN: 978-1-60198-836-2 Full text available at: http://dx.doi.org/10.1561/0600000083 Publishing and Consuming 3D Content on the Web: A Survey Marco Potenziani Visual Computing Lab, ISTI CNR [email protected] Marco Callieri Visual Computing Lab, ISTI CNR [email protected] Matteo Dellepiane Visual Computing Lab, ISTI CNR [email protected] Roberto Scopigno Visual Computing Lab, ISTI CNR [email protected] Boston — Delft Full text available at: http://dx.doi.org/10.1561/0600000083 Foundations and Trends R in Computer Graphics and Vision Published, sold and distributed by: now Publishers Inc. PO Box 1024 Hanover, MA 02339 United States Tel. +1-781-985-4510 www.nowpublishers.com [email protected] Outside North America: now Publishers Inc.