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Hardcore Gamer Profiling: Results from an Unsupervised Learning
Available online at www.sciencedirect.com Available onlineScienceDirect at www.sciencedirect.com Available online at www.sciencedirect.com Procedia Computer Science 00 (2018) 000–000 ScienceDirect ScienceDirect www.elsevier.com/locate/procedia Procedia Computer Science 126 (2018) 1289–1297 Procedia Computer Science 00 (2018) 000–000 www.elsevier.com/locate/procedia International Conference on Knowledge Based and Intelligent Information and Engineering Systems, KES2018, 3-5 September 2018, Belgrade, Serbia International Conference on Knowledge Based and Intelligent Information and Engineering Hardcore GamerSystems, Profiling: KES2018, 3 Results-5 September from 2018, a Belgrade,n unsupervised Serbia learning approach to playing behavior on the Steam platform Hardcore Gamer Profiling: Results from an unsupervised learning Florianapproach Baumann *to, Dominik playing Emmert, behavior Hermann on the Baumgartl, Steam Ricardo platform Buettner Aalen University, Germany Florian Baumann*, Dominik Emmert, Hermann Baumgartl, Ricardo Buettner Aalen University, Germany Abstract Based on a very large dataset of over 100 million Steam platform users we present the first comprehensive analysis of hardcore Abstractgamer profiles by over 700,000 hardcore players (users playing more than 20 hours per week) covering more than 3,300 games. Using an unsupervised machine learning approach we reveal the specific behavioral categories of hardcore players, i.e. First PersonBased on Shooter, a very largeTeam datasetFortress of 2over player, 100 millionAction gameSteam player, platform Dota users 2 player,we present Strategy the first and comprehensive action combiner, analysis Genre of- switchinghardcore player.gamer profilesSubsequ byently over we 700,000 derive hardcoreindividual players patterns (users of hardcore playing moregamers than in 20the hours categories per week) found, covering such as more strategy than- action3,300 games.games combinerUsing an orunsupervised game switching machine players. -
009NAG – September 2012
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 6 BORDERLANDS 2 COMPETITION Stuff you can’t buy anywhere! PC / PLAYSTATION / XBOX / NINTENDO PREVIEWS Sleeping Dogs Beyond: Two Souls Pikmin 3 Injustice: Gods among Us ENEMY UNKNOWN Is that a plasma rifl e in your pocket, or are you just happy to see me? ULTIMATE GAMING LOUNGE What your lounge should look like Contents Editor Michael “RedTide“ James Regulars [email protected] 10 Ed’s Note Assistant editor 12 Inbox Geoff “GeometriX“ Burrows 16 Bytes Staff writer Dane “Barkskin “ Remendes Opinion 16 I, Gamer Contributing editor Lauren “Guardi3n “ Das Neves 18 The Game Stalkerer 20 The Indie Investigatorgator Technical writer 22 Miktar’s Meanderingsrings Neo “ShockG“ Sibeko 83 Hardwired 98 Game Over Features International correspondent Miktar “Miktar” Dracon 30 TOPTOP 8 HOLYHOLY SH*TSH*T MOMENTS IN GAMING Contributors Previews Throughout gaming’s relatively short history, we’ve Rodain “Nandrew” Joubert 44 Sleeping Dogs been treated to a number of moments that very nearly Walt “Ramjet” Pretorius 46 Injustice: Gods Among Us made our minds explode out the back of our heads. Miklós “Mikit0707 “ Szecsei Find out what those are. Pippa “UnexpectedGirl” Tshabalala 48 Beyond: Two Souls Tarryn “Azimuth “ Van Der Byl 50 Pikmin 3 Adam “Madman” Liebman 52 The Cave 32 THE ULTIMATE GAMING LOUNGE Tired of your boring, traditional lounge fi lled with Art director boring, traditional lounge stuff ? Then read this! Chris “SAVAGE“ Savides Reviews Photography 60 Reviews: Introduction 36 READER U Chris “SAVAGE“ Savides The results of our recent reader survey have been 61 Short Reviews: Dreamstime.com tallied and weighed by humans better at mathematics Fotolia.com Death Rally / Deadlight and number-y stuff than we pretend to be! We’d like 62 The Secret World to share some of the less top-secret results with you. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Slang: Language Mechanisms for Extensible Real-Time Shading Systems
Slang: language mechanisms for extensible real-time shading systems YONG HE, Carnegie Mellon University KAYVON FATAHALIAN, Stanford University TIM FOLEY, NVIDIA Designers of real-time rendering engines must balance the conicting goals and GPU eciently, and minimizing CPU overhead using the new of maintaining clear, extensible shading systems and achieving high render- parameter binding model oered by the modern Direct3D 12 and ing performance. In response, engine architects have established eective de- Vulkan graphics APIs. sign patterns for authoring shading systems, and developed engine-specic To help navigate the tension between performance and maintain- code synthesis tools, ranging from preprocessor hacking to domain-specic able/extensible code, engine architects have established eective shading languages, to productively implement these patterns. The problem is design patterns for authoring shading systems, and developed code that proprietary tools add signicant complexity to modern engines, lack ad- vanced language features, and create additional challenges for learning and synthesis tools, ranging from preprocessor hacking, to metapro- adoption. We argue that the advantages of engine-specic code generation gramming, to engine-proprietary domain-specic languages (DSLs) tools can be achieved using the underlying GPU shading language directly, [Tatarchuk and Tchou 2017], for implementing these patterns. For provided the shading language is extended with a small number of best- example, the idea of shader components [He et al. 2017] was recently practice principles from modern, well-established programming languages. presented as a pattern for achieving both high rendering perfor- We identify that adding generics with interface constraints, associated types, mance and maintainable code structure when specializing shader and interface/structure extensions to existing C-like GPU shading languages code to coarse-grained features such as a surface material pattern or enables real-time renderer developers to build shading systems that are a tessellation eect. -
Create an Endless Running Game in Unity
Zhang Yancan Create an Endless Running Game in Unity Bachelor’s Thesis Information Technology May 2016 DESCRIPTION Date of the bachelor's thesis 2/Dec/2016 Author(s) Degree programme and option Zhang Yancan Information Technology Name of the bachelor's thesis Create an Endless Running Game in Unity The fundamental purpose of the study is to explore how to create a game with Unity3D game engine. Another aim is to get familiar with the basic processes of making a game. By the end of the study, all the research objectives were achieved. In this study, the researcher firstly studied the theoretical frameworks of game engine and mainly focused on the Unity3D game engine. Then the theoretical knowledge was applied into practice. The project conducted during the research is to generate an endless running game, which allows the players getting points by keep moving on the ground and colleting coins that appeared during the game. In addition, the players need to dodge the enemies and pay attention to the gaps emerged on the ground. The outcomes of the study have accomplished the research purposes. The game created is able to function well during the gameplay as the researcher expected. All functions have displayed in game. Subject headings, (keywords) Unity3D, Endless running game, C# Pages Language URN 34 English Remarks, notes on appendices Tutor Bachelor’s thesis assigned by Mikkeli University of Applied Sciences (change Reijo Vuohelainen to a company name, if applicable) CONTENTS 1 INTRODUCTION................................................................................................ 1 2 THEORETICAL OF BACKGROUND GAME DESIGN .................................. 2 2.1 Game strategy design .................................................................................. 2 2.2 Game balance ............................................................................................. -
Experiments on Flow and Learning in Games : Creating Services to Support Efficient Serious Games Development
Experiments on flow and learning in games : creating services to support efficient serious games development Citation for published version (APA): Pranantha Dolar, D. (2015). Experiments on flow and learning in games : creating services to support efficient serious games development. Technische Universiteit Eindhoven. https://doi.org/10.6100/IR783192 DOI: 10.6100/IR783192 Document status and date: Published: 01/01/2015 Document Version: Publisher’s PDF, also known as Version of Record (includes final page, issue and volume numbers) Please check the document version of this publication: • A submitted manuscript is the version of the article upon submission and before peer-review. There can be important differences between the submitted version and the official published version of record. People interested in the research are advised to contact the author for the final version of the publication, or visit the DOI to the publisher's website. • The final author version and the galley proof are versions of the publication after peer review. • The final published version features the final layout of the paper including the volume, issue and page numbers. Link to publication General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal. -
Game Engines
Game Engines Martin Samuelčík VIS GRAVIS, s.r.o. [email protected] http://www.sccg.sk/~samuelcik Game Engine • Software framework (set of tools, API) • Creation of video games, interactive presentations, simulations, … (2D, 3D) • Combining assets (models, sprites, textures, sounds, …) and programs, scripts • Rapid-development tools (IDE, editors) vs coding everything • Deployment on many platforms – Win, Linux, Mac, Android, iOS, Web, Playstation, XBOX, … Game Engines 2 Martin Samuelčík Game Engine Assets Modeling, scripting, compiling Running compiled assets + scripts + engine Game Engines 3 Martin Samuelčík Game Engine • Rendering engine • Scripting engine • User input engine • Audio engine • Networking engine • AI engine • Scene engine Game Engines 4 Martin Samuelčík Rendering Engine • Creating final picture on screen • Many methods: rasterization, ray-tracing,.. • For interactive application, rendering of one picture < 33ms = 30 FPS • Usually based on low level APIs – GDI, SDL, OpenGL, DirectX, … • Accelerated using hardware • Graphics User Interface, HUD Game Engines 5 Martin Samuelčík Scripting Engine • Adding logic to objects in scene • Controlling animations, behaviors, artificial intelligence, state changes, graphics effects, GUI, audio execution, … • Languages: C, C++, C#, Java, JavaScript, Python, Lua, … • Central control of script executions – game consoles Game Engines 6 Martin Samuelčík User input Engine • Detecting input from devices • Detecting actions or gestures • Mouse, keyboard, multitouch display, gamepads, Kinect -
Download Cracked Steam
Download cracked steam Continue Click here to download Cracked Steam Follow these instructions to get all FREE STEAM GAMES! 1 Good. You have to download the cracked customer steam by clicking on the orange download button below. To open these compressed files I recommend WINZIP or WINRAR (you'll find them online and those are free!). Steam Free Download 2 when you're done with step 1 let's do the second thing. Run Crack Steam 2000 Games and let it install... It will install cracked steam and a console that allows you to update the database. 3. When you're done with installing a cracked steam and enjoy the games. (if it's updated, so let it update.. it may take a long time, but don't worry) 4. PROBLEMS. He'll probably ask for an update to the version. If it will, so click yes and it will put you through a link to download the patch. 5. If there are other problems open Tweaker. (it is installed with cracked steam, and it is on the desktop or in the same folder where you installed Cracked -Steam) and follow the instructions: -Click to go further (it is written on request / console) -click 2, then enter button 4, then enter the button 1, then enter it will look for updates, and if there is, it will update the database automatically. Warning! Probably you won't be able to play online! I'M NOT ANSWERING... AND I DON'T TAKE CREDIT FOR THAT! ENJOY Click here to download Steam Crack Click here to download Steam Cracked This software lets you play all Steam games currently released. -
Machinima As Digital Agency and Growing Commercial Incorporation
A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody. -
Unsolved Stories Crack and Patch File Download
Unsolved Stories Crack And Patch File Download Download ->>> http://bit.ly/2NIW60B About This Game Welcome to Unsolved Stories which adorns the open world games with next-generation graphics. Chicago is an exciting and fascinating city with its absolute beauty, history, and great locations. The very first part, prepared for Unsolved Stories presents the whole glory of Chicago to you. New generation, highly detailed, stunning graphics engine will portray the magnificent atmosphere of the city. You can visit the most beautiful parts of the city. From the magnificent waterfront skyscrapers to the mess of the ghetto neighborhood. Freely explore the crowded and spectacular environment of the city besides its deserted and abandoned places. In each added new episode, you will find the story of a character and its gameplay. Unsolved Stories offers you an exciting and fascinating environment of the city in which you can use "First Person" view. Please share your comments and suggestions with us about the game. [email protected] MadHoundGames What is the current state of the Early Access version? Innovations are added in short time intervals. Therefore, the following list applies to 1.0.5.3. You can use the news page to keep up to date. Walking Tour Description In this mode, you can freely navigate through the first person's point of view. You can use it to see the venues developed for the story mode. 1 / 14 Venues are Chicago Region 2, Chicago Region 5 and Nikko Region 8 at the moment. Showcases Descriptions Vehicle Showcase In this mode, you can see our prototype car models in full 3D environment. -
Final Listing Support Document
United States Environmental Protection Agency 1200 Pennsylvania Avenue, N.W. March Washington, D.C. 20460 2011 Office of Solid Waste and Emergency Response Support Document for the Revised National Priorities List Final Rule – ACM Smelter & Refinery Support Document for the Revised National Priorities List Final Rule ACM Smelter and Refinery March 2011 Site Assessment and Remedy Decisions Branch Office of Superfund Remediation and Technology Innovation Office of Solid Waste and Emergency Response U.S. Environmental Protection Agency Washington, DC 20460 Table of Contents Executive Summary ....................................................................................................................................v Introduction................................................................................................................................................vi Background of the NPL.........................................................................................................................vi Development of the NPL.......................................................................................................................vii Hazard Ranking System.......................................................................................................................vii Other Mechanisms for Listing ............................................................................................................viii Organization of this Document.............................................................................................................ix -
Nutzung Der Game Engine Unity Als Charakter-Animationstool Für Filmproduktion
Nutzung der Game Engine Unity als Charakter-Animationstool für Filmproduktion Eva-Maria Hobl MASTERARBEIT eingereicht am Fachhochschul-Masterstudiengang Digital Arts in Hagenberg im Januar 2020 Betreuung: Designer FH Alexander Wilhelm ii © Copyright 2020 Eva-Maria Hobl Diese Arbeit wird unter den Bedingungen der Creative Commons Lizenz Attribution- NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) veröffentlicht – siehe https://creativecommons.org/licenses/by-nc-nd/4.0/. iii Erklärung Ich erkläre eidesstattlich, dass ich die vorliegende Arbeit selbstständig und ohne fremde Hilfe verfasst, andere als die angegebenen Quellen nicht benutzt und die den benutzten Quellen entnommenen Stellen als solche gekennzeichnet habe. Die Arbeit wurde bisher in gleicher oder ähnlicher Form keiner anderen Prüfungsbehörde vorgelegt. Hagenberg, am 22. Januar 2020 Eva-Maria Hobl iv Gender Erklärung Aus Gründen der besseren Lesbarkeit wird in dieser Arbeit die Sprachform des ge- nerischen Maskulinums angewendet. Es wird an dieser Stelle darauf hingewiesen, dass die ausschließliche Verwendung der männlichen Form geschlechtsunabhängig verstanden werden soll. v Inhaltsverzeichnis Erklärung iv Gender Erklärung v Kurzfassung viii Abstract ix 1 Einleitung 1 1.1 Fragestellung . .2 1.2 Methodik . .2 2 Grundlagen von Rigging und Animation 3 2.1 Rigging . .3 2.2 Keyframe Animation . .4 2.3 Motion Capture . .6 3 Machinima 7 3.1 Videospiel Machinima . .8 3.2 Software Machinima . .9 3.3 Source Filmmaker ..............................9 4 Animation in Videospielen 11 4.1 Dialog Szenen in The Witcher 3: Wild Hunt ................ 12 4.2 Cinematics in World of Warcraft ...................... 14 4.3 Meet the Team: Teaser für Team Fortress 2 ................ 16 5 Charakter-Animation in Unity 19 5.1 Rigs .