Curriculum Vitae Associate Professor Lecturer | 801.326.9461 [email protected]
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
UTOPIA Still Alive in Centerville Graduation by JENNIFFER WARDELL Services on a Residential Basis
Celebrating 125 years as Davis County’s news source Immigrants, refugees graduate The from ESL program Davis Clipper ON A6 75 cents VOL. 125 NO. 44 THURSDAY, JUNE 8, 2017 UTOPIA still alive in Centerville Graduation BY JENNIFFER WARDELL services on a residential basis. The increase fast enough to keep the city’s financial section [email protected] in that number has been higher the past year commitments to UTOPIA from increasing. than it has been in any years previous, and The city first agreed to the commitments Find the names of between residential and business customers back in the early 2000s, when they joined in graduates from all there are now 1,563 UTOPIA customers in the on the plan to bring high-speed Internet to CENTERVILLE—Despite the city. smaller cities, and an increase in 2008. Those district schools in city council saying “no” to in- “High speed Internet seems to be in higher commitments have increased 2 percent every Davis County. demand than it was four or five years ago,” year since, and in the upcoming fiscal year will creased fees from UTOPIA in said Cutler, who is also a member of the be $472,212. 2014, the fiber-optic network still UIA board of cities associated with UTOPIA. “Could that money be used for other things? GRADUATION, E1 “UTOPIA financial situation is continuing to Sure,” said Centerville City Manager Steve has a presence in Centerville. slowly improve. We’d like it to improve rapidly, Thacker. “But we plan ahead.” According to Centerville Mayor Paul Cutler, but we’ll take slower improvements.” one-third of residents are now taking UTOPIA That improvement, however, isn’t coming n See “UTOPIA” p. -
Proposal for an Undergraduate Major in Esports and Game Studies B.S
4/16/2019 Proposal for an Undergraduate Major in Esports and Game Studies B.S. Arts and Sciences PRELMINARY PROPOSAL FOR A BACHELOR OF SCIENCE IN Esports and Game Studies I. Proposed Major This new major will be a Bachelor of Science degree through the College of Arts and Sciences in Esports and Game Studies (EGS). Initially, the major will focus on three tracks: 1.) Esports and Game Creation, 2.) Esports Management, and 3.) Application of Games in Medicine and Health. Additional concentrations and certificate programs may be proposed once the major becomes well established. II. Rationale A. Describe the rationale/purpose of the major. This new four-year Arts & Sciences major is a true collaboration between five colleges at The Ohio State University: 1) The College of Arts & Sciences, 2) The Fisher College of Business, 3) The College of Education and Human Ecology, 4) The College of Engineering, and 5) The College of Medicine. This new degree is a multidisciplinary collaboration that is driven by industry needs. The Esports and Game industry is growing at an enormous pace over the past few years. According to Newzoo’s 2018 Global Esports Market Report the global esports revenues have grown over 30% for the past three years and this rate is expected to continue beyond 2021. The revenues in the industry were $250 million in 2015 and expected to reach $1.65 billion by 2021. This growth has created a dearth of properly trained college graduates to fill industry needs. This new UG major has been created to fill the void in industry. -
Wii Super Smash Bros Brawl Iso
1 / 4 Wii Super Smash Bros Brawl Iso For Super Smash Bros. Brawl on the Wii, GameFAQs has 2 save games.. Jul 2, 2008 — -The PAL ISO from Super Smash Bros. Brawl. -(OPTIONAL)The .dvd file ... take out the fresh-burned disc out of the drive, then pop it in your Wii, .... 17 hours ago — super smash bros melee Nintendo 64 rom android Super Smash Bros ... smash melee 64 css gamebanana bros super wii release mods sss ... smash melee bros brawl iso ja europe screenshot dolphin gamecube nintendo.. As with the previous game, a variety of Pokémon appear as helpers to the fighters, as well as Trophies); Super Smash Bros. Brawl (Wii sequel that sees the .... Super Smash Bros. Brawl on Wii is a fighting game in arenas in which a large number of characters from the Nintendo world compete, ranging from Link to .... Dec 14, 2019 — Dragon Ball Xenoverse 2 Download. Wii Super.Smash.Bros.Brawl.NTSC.to.PAL.rar. From mediafire.com37.71 KB. Wii Super.. for Nintendo 3DS und for Wii U. Super Smash Bros Brawl USA Wii-WiiZARD 7. Paper Mario. Ultimate von einem erfolgreichen Spiel reden kann, steht wohl ausser ... Dec 8, 2014 — Super Smash Bros Brawl wii iso is a Fighting video games for the Nintendo WII. heyo! Wiki Sprites Models Textures Sounds Login. Preview. 0.. ISO download page for Super Smash Bros. Brawl (Wii) - File: Super_Smash_Bros_Brawl_USA_Wii-WiiZARD.torrent - EmuRoms.ch.. More than 125 super smash bros wii iso at pleasant prices up to 53 USD ✔️Fast and free worldwide shipping! ✔️Frequent special offers and discounts up to ... -
Esports a New Architectural Challenge 1
eSPORTS A new architectural challenge 1 Enoncé théorique de master FURAZHKIN, ANTON 2020 Professeur Enoncé théorique : HUANG, Jeffrey Directeur pédagogique : CACHE, Bernard Proffeseur : HUANG, Jeffrey Maître EPFL : WIDMER, Régis W SUMMARY 2 INTRODUCTION BRIEF HISTORY OF ESPORTS 4 GAME TYPOLOGY 6 VENUES 8 ATLAS game The Atlas presents seven computer games that are divided according to 10 STARCRAFT their type, number of players and popularity for the year 2019. Each game has its own section with a brief description of the game itself and the spaces that host different stages of the game tournament: 12 HEARTHSTONE Minor League, Major League and Premier League. It is organised in such a way that left side page provides useful 14 FIFA 19 information, text and visual description of the game with the help of the map, game interface and game modes. The specifications of the game presented in the text allow to look for parallels between the 16 FORTNITE BATTLE ROYALE game and the space organisation of the venues illustrated on the right side page. Three scales are present for a better grasp of an event 18 COUNTER STRIKE:GLOBAL OFFENSIVE gradation: large scale shows the relation between a viewer area and the game floor, middle scale demonstrates the organisation of the game stage and small scale depicts players gaming equipment and in-game 20 OVERWATCH limitations. 22 LEAGUE OF LEGENDS CONCLUSION CITY INTEGRATION 24 SPATIAL ORGANISATION 25 TECHNICAL NEEDS 26 NEW TECHNOLOGIES 27 FURTHER DEVELOPMENT 28 3 minor major premier ONLINE FREECUP STUDIO SPODEK -
Portfolio Pages
PORTFOLIO SEPTEMBER 2020 THE CENTER OF ESPORTS ENTERTAINMENT Recognized by Fast Company in 2019 as one of the “World’s Most Innovative Companies”, Allied Esports is a global esports entertainment company positioned at the center of the $1.1 Billion esports industry. While our network of dedicated esports properties and trucks put us on the international map, our expertise at creating unique live experiences and entertainment content continues to turn the heads of fans, partners and investors. • Owner and operator of one of the world’s most recognized esports venue and production facility – HyperX Esports Arena Las Vegas • A global property network designed to create scalable proprietary and third-party events and content • Collaborate with game publishers, content creators, brands, media platforms and event organizers to create bespoke content through live experiences and broadcasts 2 THE AESE PORTFOLIO PROGRAMMING & CONTENT SNAPSHOT ALLIED ORIGINALS Ninja Vegas ‘18, Playtime with KittyPlays, Simon Cup, Odyssey, Allied Esports R6 Minor, Vie.gg CS:GO Legend Series COMMUNITY PROGRAMMING Friday Frags, Saturday Speedway, Wednesday Whiffs, Combustion Series ESPORTS CHANNEL PROGRAMMING TV Azteca, Azteca Esports, eLiga MX, Nation vs. Nation, Gears of War, LOL Liga Latinoamerica THIRD PARTY PRODUCTIONS Riot, Nintendo, Capcom, NHL, NBA2K, Twitch, Mountain Dew, NASCAR 3 EVENTS & CONTENT PORTFOLIO I. ORIGINALS III. CHANNEL PROGRAMING IV. 3RD PARTY EVENTS & CONTENT • Ninja Vegas ‘18 • AZE Circuit – Community tournament NA EU • Ninja #comesayhi programming -
Ci Games Capital Group
CI GAMES CAPITAL GROUP REPORT OF THE CAPITAL GROUP OPERATIONS FOR YEAR 2016 WARSAW, 31 March 2017 1 Dear Shareholders, Associates and Partners, Year 2016 abounded in highly significant events related to the production of "Sniper Ghost Warrior 3". It was the period of intense work thanks to which we are today on the eve of one of the most important events in our corporate history. At the same time, thanks to the experience gained in this project, we got new competences opening up new perspectives to develop new games. The third part of our sniper trilogy is the largest and most complex project we have ever completed. We have made every effort to give the players the highest quality title, ensuring quality entertainment, redefining the sniper game genre anew on 25 April 2017. I am confident this objective will be accomplished which will translate also to the commercial success of this enterprise. The development of "Sniper Ghost Warrior 3" made our organisation develop, mature and entered a new tier. Over one hundred of high-class specialists, employed in CI Games, makes a harmonious team, stronger than ever before. Working on AAA class project enabled us also to get precious know-how related to cooperation with external partners. We have mastered the business model consisting in outsourcing particular tasks. Still, we retain control over the key game components, production management and artistic vision. This helps us manage the resources and time of key people more efficiently which we are going to use when performing future projects. By the end of the first six months of 2017, we wish to present an ambitious development strategy in which we are going to disclose our publishing plans. -
Optimizing the Video Game Live Stream APPROVED
Paycheck.exe: Optimizing the Video Game Live Stream by Alexander Holmes A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Master of Science in Interactive Media and Game Development April 24, 2019 APPROVED: Dean O'Donnell, Thesis Advisor Jennifer deWinter, Committee Brian Moriarty, Committee 2 1.0 Abstract Multiple resources currently exist that provide tips, tricks, and hints on gaining greater success, or increasing one’s chances for success, in the field of live video streaming. However, these resources often lack depth, detail, large sample size, or significant research on the topic. The purpose of this thesis is twofold: to aggregate and optimize the very best methods for live content creators to employ as they begin a streaming career, and how best to implement these methodologies for maximum success in the current streaming market. Through analysis of a set of semi-structured interviews, popular literature, and existing, ancillary research, repeating patterns will be identified to be used as the basis for a structured plan that achieves the stated objectives. Further research will serve to reinforce as well as optimize the common methodologies identified within the interview corpus. 3 2.0 Table of Contents 1.0 Abstract 2 2.0 Table of Contents 3 3.0 Introduction 5 3.1 History of the Medium 5 3.2 Current Platforms 12 3.3 Preliminary Platform Analysis 14 3.4 Conclusion 15 3.5 Thesis Statement 15 3.6 Implications of & Further Research 16 4.0 Literature -
University of Oklahoma Graduate College An
UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE AN ETHNOGRAPHY OF TWITCH STREAMERS: NEGOTIATING PROFESSIONALISM IN NEW MEDIA CONTENT CREATION A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By CHRISTOPHER M. BINGHAM Norman, Oklahoma 2017 AN ETHNOGRAPHY OF TWITCH STREAMERS: NEGOTIATING PROFESSIONALISM IN NEW MEDIA CONTENT CREATION A DISSERTATION APPROVED FOR THE DEPARTMENT OF COMMUNICATION BY _______________________________ Dr. Eric Kramer, Chair _______________________________ Dr. Ralph Beliveau _______________________________ Dr. Ioana Cionea _______________________________ Dr. Lindsey Meeks _______________________________ Dr. Sean O’Neill Copyright by CHRISTOPHER M. BINGHAM 2017 All Rights Reserved. Dedication For Gram and JJ Acknowledgements There are many people I would like to acknowledge for their help and support in finishing my educational journey. I certainly could not have completed this research without the greater Twitch community and its welcoming and open atmosphere. More than anyone else I would like to thank the professional streamers who took time out of their schedules to be interviewed for this dissertation, specifically Trainsy, FuturemanGaming, Wyvern_Slayr, Smokaloke, MrLlamaSC, BouseFeenux, Mogee, Spooleo, HeavensLast. and SnarfyBobo. I sincerely appreciate your time, and am eternally envious of your enthusiasm and energy. Furthermore I would like to acknowledge Ezekiel_III, whose channel demonstrated for me the importance of this type of research to semiotic theory, as well as CohhCarnage and ItmeJP, whose show Dropped Frames, allowed further insight into the social milieu of professional Twitch streaming. I thank Drew Harry, PhD, Twitch’s Director of Science for responding to my enquiries. Finally, I thank all the streamers and fans who attended TwitchCon in 2015 and 2016, for the wonderful experience. -
Understanding the Player-Game Relationship Through Challenges and Cognitive & Motor Abilities
Understanding the Player-Game Relationship through Challenges and Cognitive & Motor Abilities. Jacques Carette Sasha Soraine McMaster University McMaster University Hamilton, Ontario, Canada Hamilton, Ontario, Canada [email protected] [email protected] ABSTRACT to better tailor the gameplay to the abilities of the player. Our We explore the relationship between a player’s cognitive and short-term goals for exploring this relationships are to: motor abilities, and the abilities necessary for completing spe- 1. explore novel motor experiences in games, and cific challenges. Existing engineering-focused work does not treat the player on the same footing as the game. We view 2. have a method to formally discuss and categorize game- (the mechanical part of) games as a system of systems com- play. posed of the game mechanics (including challenges), and the player via their cognitive and motor abilities. In particular, we would like to create new challenges based on under-exploited abilities. In particular, we incorporate a player model in the definition of what makes challenges the same. This allows us to define Our aim is to systematically describe the (mechanical) player- a typology of challenges and of abilities specific to games. game relationship; however, such a discussion of design Our motivation is to better understand the relation of abili- choices requires a lot of space — similar work required over ties to the mechanical parts of players’ game experiences, and 300 pages to communicate their ideas [59]. Thus we present thence to better craft them. For space reasons, we focus on a a representative part of our work. At a high level, we will subset of challenges and abilities. -
Gameplay Livestreaming: Human Agents of Gamespace and Their Parasocial Relationships
GAMEPLAY LIVESTREAMING: HUMAN AGENTS OF GAMESPACE AND THEIR PARASOCIAL RELATIONSHIPS By Alex P. Leith A DISSERTATION Submitted to Michigan State University in partial fulfillment of the requirements for the degree of Media and Information Studies—Doctor of Philosophy 2019 ABSTRACT GAMEPLAY LIVESTREAMING: HUMAN AGENTS OF GAMESPACE AND THEIR PARASOCIAL RELATIONSHIPS By Alex P. Leith Gameplay livestreaming is an increasingly popular form of media, with tens of thousands of people choosing to do it as either a hobby or career. Once each of these individuals creates a Twitch account and starts broadcasting themselves, they become a media figure. This dissertation examined the chats from thousands of partnered Twitch channels. The two key areas of examination are parasocial relationships and gameplay engagement. Parasocial relationshxips state that media users can begin to develop perceived relationships with media figures as they consume content containing that figure. A series of Python bots gathered chat and stream data over a month from 30 Twitch categories (e.g., Hearthstone, League of Legends, Art, and Just Chatting). The bots logged a total of 321,189,309 messages from 6,564,307 senders and 117,943 channels. After cleaning the data for partnership status, stream language, and message count, coding divided the remaining 3,224,942 messages from 1,298,148 senders and 3,127 channels into their appropriate groups (i.e., messages target and stream content). The research hypotheses subdivided the dataset several times. All hypotheses had the messages separated between streamer-specific messages and other-specific messages. Streamer-specific messages are messages which include the at symbol (@) and the channel name, thus signaling message intentionality to the streamer. -
From Competitions to Cons, Gamers Converge
LIVE EVENTS FROM COMPETITIONS TO CONS, GAMERS CONVERGE By Momentum Worldwide in partnership with Twitch 1 A FANTASY WORLD LIVE For one weekend, tens and sometimes hundreds of thousands of people descend into a large, multipurpose venue. During this weekend these people will get to meet old friends, friends they’ve met only in a virtual world, as well as make new friends who share a common passion—their love for video gaming. Live events offer gamers the opportunity to briefly take their love of gaming into the physical world. For one weekend, an escape into a fantasy world, where fellow gamers are the stars, and where terms such as XP and power-ups are thrown around as often as touchdowns and home runs. Where Felicia Day and Ninja are as popular as Selena Gomez and Tom Brady and most of all, the chance to be among those who are as passionate about gaming LIVE EVENTS OFFER GAMERS as they are. Live events also offer THE OPPORTUNITY TO BRIEFLY brands the opportunity to enter and even influence this fantasy TAKE THEIR LOVE OF GAMING world and connect with a young, tech-savvy audience willing to INTO THE PHYSICAL WORLD open their pockets. 3 OUT OF THE BASEMENT Which of the following live gaming tournaments or events have you attended? AND INTO MSG In previous reports we touched Other long-running events are Nearly half of US Attendees EVO 21% upon the social aspects of gaming finding demand already outgrowing (47%) are willing to spend and have come to understand its already substantial capacity. -
Definition, Construction, and Challenges in a Character Ecology
The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Joleen Blom Center for Computer Games Research IT University of Copenhagen This dissertation is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy (Ph.D.) at IT University of Copenhagen. December 2019 Title: The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Candidate: Joleen Blom Supervisor: Espen Aarseth Evaluation Committee: Martin Pichlmair IT University of Copenhagen Rachael Hutchinson University of Delaware Akinori Nakamura Ritsumeikan University This research has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (Grant Agreement No [695528] – Making Sense of Games). ii Abstract This study presents a theory about dynamic game characters within a broader character ecology in which characters are constantly produced and reproduced in a variety of media. Characters do not appear only in games, they migrate from one medium to another. They are independent from any medium in particular: a character does not require a specific medium to come into existence. Authoritative forces try to shape the overall interpretation of circulating characters transmedially in comics, television series, films, games and more through different venues of control, such as authorship, canonisation and ownership or intellectual property. This study addresses the struggle for interpretive authority by explaining