Using the MMORPG 'Runescape' to Engage Korean
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Education & Qualifications Work Personal and Open Source Projects
Paul Wilson { CV [email protected] { statusfailed.com 53 Kynaston Road, Bromley Education & Qualifications University of Southampton December 2018 - Present Ph.D Candidate, Computer Science University of Bristol September 2007 - July 2011 MEng, Computer Science and Electronics (awarded 2.1, average grade 65) Offensive Security Certified Professional (OSCP) February 2018 penetration testing professional qualification Interests Mathematics, Bayesian statistics, programming languages, formal methods, functional programming Work AIG London, United Kingdom Full Stack Developer September 2016 - December 2018 • Launched broker.aig.com - a web application to sell commercial insurance via brokers Permutive London, United Kingdom Software Engineer August 2015 - July 2016 • Designed a variant of SQL for unstructured JSON data. Implemented a compiler in Haskell targeting a Javascript backend, as well as an interpreter written in Haskell. • Built initial version of a public-facing self-serve web dashboard using Elm. • Implemented Haskell REST services to support the query language, (e.g. compiler API and query evaluator) service. Worked with AWS services like DynamoDB and S3. Set up automated deployment on AWS EC2 + ECS. Jagex Cambridge, United Kingdom Data Scientist May 2013 - August 2015 • Real-time network monitoring and DDoS attack alerting using changepoint detection algorithms, including an interactive dashboard summarising attacks and their impact on the player base for the MMO game RuneScape. • Real-time interactive dashboards for game client performance metrics for the FPS Block N Load. • HTML5/Javascript visualisations, including an in-game activity replay tool, and an interactive weighted flow diagram of the game economy for Transformers Universe. • Bayesian model of player activity to identify AFK players in Transformers Universe • Taught python to analysts for use in Hadoop streaming MapReduce jobs Featurespace Ltd. -
Cyber-Synchronicity: the Concurrence of the Virtual
Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture. -
Save T I M Cent!
Q0NTAIN8 MORE HAS THE LARGEST 5*REW8 >i THAK ANT OTflEE PAPEB- :;- Northern New Jersey. :•; *************** VOL. xxni. DOVER, MORRIS COUNTY, NEW JERSEY, FRIDAY, FEBRUARY 10, 1893. NO. 11 Z.ETTEB FBOM B£V- A. O, DILL. A KBW OLD MAOAZINE. DEATH OF JUSTICE B0UDPEH. NATIONAL QUAUD BEOBQAHIZA- There ora no"bluBMomlJiy»"inor "Bboi Tbe pulillnbera of Tha National Uagarlnc Juitlca Edward Wallace Bcuddur, ot TIOIT. fcldi.1 totlio muneo vrtilch adjoins the Pr. have acquired tbd Megaclneof American Hia 8upnm« Court, <Ued euMealy at bUbouie on nib«rs of tlio Nalioiml Uuavd t,r& a.nz- rtnuwp imf nuzuT BT I jUrlan Church and wssiop house an tbetory, whlub was edited liy Mrs. JI«rtha J Grcfiiivood avenue, Tronton, at l().:iO o'clock iousfy waiting to bear of further develop- )ura(iiiugo grounds. Hie mitur uoi Lamb until tei- deatb ouJanusry ltd lost last Priday night. Ue bad atU.-iided the Cir- ments in the reorgttnlzatiuu of the First Bri- SAVE TIM CENT! tbs 1A«U tennis cuurU which (a tfae Hummer Wltb tho February tituo them t cuit Court during tbe J»y, ami was In appir- d IkbMmbld time Is the favorite resort, m tbe etfbt of historical junrusli ara mergml Into on*, mt good bualtb and e^irite wlicn he left tin itln^H and plans for reorganization were RUBBERS. afUrnoon and early evening, of thttladlni and tie name, llagnxlne of Amerlmn Ulitory, lourt roam. Aft«r returning to bis Louie be uued. As tlie brigade is cou»tltuted now, s PEOPaiKTOBg. gentleman f row Uie two ho(*!« nnt hr tveay. -
Faculty Research Working Papers Series
Faculty Research Working Papers Series Napster's Second Life? - The Regulatory Challenges of Virtual Worlds Viktor Mayer-Schönberger and John Crowley September 2005 RWP05-052 The views expressed in the KSG Faculty Research Working Paper Series are those of the author(s) and do not necessarily reflect those of the John F. Kennedy School of Government or Harvard University. Copyright belongs to the author(s). Papers may be downloaded for personal use only. Napster’s Second Life? The Regulatory Challenges of Virtual Worlds+ Viktor Mayer-Schönberger* & John Crowley‡ Imagine a world with millions of people communicating and transacting. Imagine a world just like ours except that is it made entirely of bits, not atoms. Ten years ago, John Perry Barlow imagined such a radical world – cyberspace.1 He saw people interacting without the constraints of national rules. They would be independent from regulatory fiat and unbound by the mandates of Washington, Paris, London, Berlin or Beijing. His vision relied on information traveling a global network at lightning speed, with content living off server farms in nations with little regulation, weak enforcement, or both. In this world of global regulatory arbitrage2, organizations could relocate their servers to jurisdictional safe havens overnight. 3 They might pop up in exotic places like Aruba4 or + We thank Urs Gasser, Raph Koster, David Lazer, Beth Noveck, Cory Ondrejka, and John Palfrey, who have read the manuscript and provided most valuable feedback. We gratefully acknowledge the research assistance of Malte Ziewitz. * Associate Professor of Public Policy, John F. Kennedy School of Government, Harvard University. ‡ Technologist and freelance consultant for the John F. -
CS 592: Security Practicum
CS 592: Security Practicum Lecture 2 On-line PC games and their cheats Popular on-line PC games • FPS (First-person shooters) – You control a gun/crosshair – You shoot and kill other players doing the same • MMORPG (Massively multi-player on-line role- playing games) – You control an avatar – You kill other avatars to gain loot and power • RTS (Real-time strategy) – You control an army – You go head-to-head against another player’s army Popular FPS games • Half-Life/Counter-Strike (1/2), Battlefield (2 & 2142) • Wolfenstein: Enemy Territory, Call of Duty (1/2) Popular MMORPG games • World of Warcraft, Lineage (1 & 2) • Runescape, Final Fantasy XI, EverQuest (1 & 2) Popular RTS games • Warcraft 3/Starcraft, Age of Empires • Warhammer 40000, Command & Conquer 3 Cheats • Achilles heel of the PC gaming platform (besides crappy integrated graphics cards) – Must be fixed to compete with consoles – Causes legitimate, paying players to quit – Creates bad word-of-mouth to discourage new players – Wrecks virtual economies in MMORPGs Types of cheats • Information exposure – Wallhacks (OGC), Maphacks (Warcraft 3), Chest hacks (showEQ) • Automation – Aimbot (OGC), Troop command macros (Warcraft 3), Auto-looting (WoW QuickLoot), AFK bots • Protocol – Reset cheat (Half-Life), Unit fabrication (Warcraft 3), Item duping (MMO), Speed hack (Half-Life), Hit point hack (Diablo), Disconnect cheat • Game bugs – Game-specific coding errors that lead to unintended behavior Information exposure cheats • Server or peer sends complete information to other client -
[Thesis Title Goes Here]
REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE A Thesis Presented to the Academic Faculty by Tanla E. Bilir In Partial Fulfillment of the Requirements for the Degree Digital Media in the School of Literature, Communication, and Culture Georgia Institute of Technology December 2009 COPYRIGHT BY TANLA E. BILIR REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE Approved by: Dr. Celia Pearce, Advisor Dr. Kenneth Knoespel School of Literature, Communication, and School of Literature, Communication, and Culture Culture Georgia Institute of Technology Georgia Institute of Technology Dr. Rebecca Burnett Dr. Ellen Yi-Luen Do School of Literature, Communication, and College of Architecture & College of Culture Computing Georgia Institute of Technology Georgia Institute of Technology Date Approved: July 14, 2009 ACKNOWLEDGEMENTS This thesis has been a wonderful journey. I consider myself lucky finding an opportunity to combine my background in economics with my passion for gaming. This work would not have been possible without the following individuals. First of all, I would like to thank my thesis committee members, Dr. Celia Pearce, Dr. Rebecca Burnett, Dr. Kenneth Knoespel, and Dr. Ellen Yi-Luen Do for their supervision and invaluable comments. Dr. Pearce has been an inspiration to me with her successful work in virtual worlds and multiplayer games. During my thesis progress, she always helped me with prompt feedbacks and practical solutions. I am also proud of being a member of her Mermaids research team for two years. I am deeply grateful to Dr. Knoespel for supporting me through my entire program of study. -
8 Guilt in Dayz Marcus Carter and Fraser Allison Guilt in Dayz
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Sydney eScholarship FOR REPOSITORY USE ONLY DO NOT DISTRIBUTE 8 Guilt in DayZ Marcus Carter and Fraser Allison Guilt in DayZ Marcus Carter and Fraser Allison © Massachusetts Institute of Technology All Rights Reserved I get a sick feeling in my stomach when I kill someone. —Player #1431’s response to the question “Do you ever feel bad killing another player in DayZ ?” Death in most games is simply a metaphor for failure (Bartle 2010). Killing another player in a first-person shooter (FPS) game such as Call of Duty (Infinity Ward 2003) is generally considered to be as transgressive as taking an opponent’s pawn in chess. In an early exploratory study of players’ experiences and processing of violence in digital videogames, Christoph Klimmt and his colleagues concluded that “moral man- agement does not apply to multiplayer combat games” (2006, 325). In other words, player killing is not a violation of moral codes or a source of moral concern for players. Subsequent studies of player experiences of guilt and moral concern in violent video- games (Hartmann, Toz, and Brandon 2010; Hartmann and Vorderer 2010; Gollwitzer and Melzer 2012) have consequently focused on the moral experiences associated with single-player games and the engagement with transgressive fictional, virtual narrative content. This is not the case, however, for DayZ (Bohemia Interactive 2017), a zombie- themed FPS survival game in which players experience levels of moral concern and anguish that might be considered extreme for a multiplayer digital game. -
The Social Geography of Gender-Switching in Virtual
Information, Communication & Society 2:4 1999 521–540 T H E S O C I A L G E O G R A P H Y O F G E N D E R - S W I T C H I N G I N V I R T U A L E N V I R O N M E N T S O N T H E I N T E R N E T Lynne D. Roberts Curtin University of Technology, Western Australia Malcolm R. Parks University of Washington, USA A b s t r a c t The virtual social worlds of the internet give people unparalleled control over the construction and presentation of their identities. Gender-switching is perhaps the most dramatic example of how people exercise this control. It occurs when people present a gender that is different from their biological sex. While gender-switching gures prominently in academic commentaries and popular writings about on-line social life, there is little systematic research on the phenomenon. On-line surveys of two stratied random samples (N’s = 233 and 202) of MOO users were conducted. The majority of participants (60 per cent) in social MOOs (popular text-based internet social venues) had never engaged in gender-switching, while the majority in role-playing MOOs were either gender-switching currently (40 per cent) or had done so in the past (16.7 per cent). More than half of those who currently gender-switched did so for less than 10 per cent of their time on-line. -
Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G
180 IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 7, NO. 2, JUNE 2015 Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G. Glavin and Michael G. Madden Abstract—In current state-of-the-art commercial first person late the most kills. Objective based games also exist where the shooter games, computer controlled bots, also known as non- emphasis is no longer on kills and deaths but on specific tasks player characters, can often be easily distinguishable from those in the game which, when successfully completed, result in ac- controlled by humans. Tell-tale signs such as failed navigation, “sixth sense” knowledge of human players' whereabouts and quiring points for your team. Two examples of such games are deterministic, scripted behaviors are some of the causes of this. We ‘Capture the Flag’ and ‘Domination’. The former involves re- propose, however, that one of the biggest indicators of nonhuman- trieving a flag from the enemies' base and returning it to your like behavior in these games can be found in the weapon shooting base without dying. The latter involves keeping control of pre- capability of the bot. Consistently perfect accuracy and “locking defined areas on the map for as long as possible. All of these on” to opponents in their visual field from any distance are in- dicative capabilities of bots that are not found in human players. game types require, first and foremost, that the player is profi- Traditionally, the bot is handicapped in some way with either a cient when it comes to combat. -
Living in Korea
A Guide for International Scientists at the Institute for Basic Science Living in Korea A Guide for International Scientists at the Institute for Basic Science Contents ⅠOverview Chapter 1: IBS 1. The Institute for Basic Science 12 2. Centers and Affiliated Organizations 13 2.1 HQ Centers 13 2.1.1 Pioneer Research Centers 13 2.2 Campus Centers 13 2.3 Extramural Centers 13 2.4 Rare Isotope Science Project 13 2.5 National Institute for Mathematical Sciences 13 2.6 Location of IBS Centers 14 3. Career Path 15 4. Recruitment Procedure 16 Chapter 2: Visas and Immigration 1. Overview of Immigration 18 2. Visa Types 18 3. Applying for a Visa Outside of Korea 22 4. Alien Registration Card 23 5. Immigration Offices 27 5.1 Immigration Locations 27 Chapter 3: Korean Language 1. Historical Perspective 28 2. Hangul 28 2.1 Plain Consonants 29 2.2 Tense Consonants 30 2.3 Aspirated Consonants 30 2.4 Simple Vowels 30 2.5 Plus Y Vowels 30 2.6 Vowel Combinations 31 3. Romanizations 31 3.1 Vowels 32 3.2 Consonants 32 3.2.1 Special Phonetic Changes 33 3.3 Name Standards 34 4. Hanja 34 5. Konglish 35 6. Korean Language Classes 38 6.1 University Programs 38 6.2 Korean Immigration and Integration Program 39 6.3 Self-study 39 7. Certification 40 ⅡLiving in Korea Chapter 1: Housing 1. Measurement Standards 44 2. Types of Accommodations 45 2.1 Apartments/Flats 45 2.2 Officetels 46 2.3 Villas 46 2.4 Studio Apartments 46 2.5 Dormitories 47 2.6 Rooftop Room 47 3. -
English As the Gatekeeper in South Korea: a Qualitative Study About Mother's Perspectives and Involvement in Their Hic Ld's English Education Young Jin Lee St
St. Cloud State University theRepository at St. Cloud State Culminating Projects in English Department of English 6-2018 Linguicism? English as the Gatekeeper in South Korea: A Qualitative Study about Mother's Perspectives and Involvement in Their hiC ld's English Education Young Jin Lee St. Cloud State University Follow this and additional works at: https://repository.stcloudstate.edu/engl_etds Recommended Citation Lee, Young Jin, "Linguicism? English as the Gatekeeper in South Korea: A Qualitative Study about Mother's Perspectives and Involvement in Their hiC ld's English Education" (2018). Culminating Projects in English. 123. https://repository.stcloudstate.edu/engl_etds/123 This Thesis is brought to you for free and open access by the Department of English at theRepository at St. Cloud State. It has been accepted for inclusion in Culminating Projects in English by an authorized administrator of theRepository at St. Cloud State. For more information, please contact [email protected]. Linguicism? English as the Gatekeeper in South Korea: A Qualitative Study about Mother’s Perspectives and Involvement in Their Child’s English Education. by Young Jin Lee A Thesis Submitted to the Graduate Faculty of St. Cloud State University in Partial Fulfillment of the Requirements for the Degree Master of Arts in English: Teaching English as a Second Language June, 2018 Thesis Committee: James Robinson, Chairperson Michael Schwartz Kyounghee Seo 2 Abstract The rising demand to learn English has become a common phenomenon in many parts of the world. South Korea is no exception. English has become the most important foreign language in a largely monolingual society that rarely uses English in its daily context (J.S.-Y. -
Learning Human Behavior from Observation for Gaming Applications
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2007 Learning Human Behavior From Observation For Gaming Applications Christopher Moriarty University of Central Florida Part of the Computer Engineering Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Moriarty, Christopher, "Learning Human Behavior From Observation For Gaming Applications" (2007). Electronic Theses and Dissertations, 2004-2019. 3269. https://stars.library.ucf.edu/etd/3269 LEARNING HUMAN BEHAVIOR FROM OBSERVATION FOR GAMING APPLICATIONS by CHRIS MORIARTY B.S. University of Central Florida, 2005 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in the School of Electrical Engineering and Computer Science in the College of Engineering and Computer Science at the University of Central Florida Orlando, Florida Summer Term 2007 © 2007 Christopher Moriarty ii ABSTRACT The gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in.