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Technology Innovation and the Future of Air Force Intelligence Analysis
C O R P O R A T I O N LANCE MENTHE, DAHLIA ANNE GOLDFELD, ABBIE TINGSTAD, SHERRILL LINGEL, EDWARD GEIST, DONALD BRUNK, AMANDA WICKER, SARAH SOLIMAN, BALYS GINTAUTAS, ANNE STICKELLS, AMADO CORDOVA Technology Innovation and the Future of Air Force Intelligence Analysis Volume 2, Technical Analysis and Supporting Material RR-A341-2_cover.indd All Pages 2/8/21 12:20 PM For more information on this publication, visit www.rand.org/t/RRA341-2 Library of Congress Cataloging-in-Publication Data is available for this publication. ISBN: 978-1-9774-0633-0 Published by the RAND Corporation, Santa Monica, Calif. © Copyright 2021 RAND Corporation R® is a registered trademark. Cover: U.S. Marine Corps photo by Cpl. William Chockey; faraktinov, Adobe Stock. Limited Print and Electronic Distribution Rights This document and trademark(s) contained herein are protected by law. This representation of RAND intellectual property is provided for noncommercial use only. Unauthorized posting of this publication online is prohibited. Permission is given to duplicate this document for personal use only, as long as it is unaltered and complete. Permission is required from RAND to reproduce, or reuse in another form, any of its research documents for commercial use. For information on reprint and linking permissions, please visit www.rand.org/pubs/permissions. The RAND Corporation is a research organization that develops solutions to public policy challenges to help make communities throughout the world safer and more secure, healthier and more prosperous. RAND is nonprofit, nonpartisan, and committed to the public interest. RAND’s publications do not necessarily reflect the opinions of its research clients and sponsors. -
Universidade Federal De Santa Catarina Departamento De Informática E De Estatística Curso De Pós-Graduação Em Ciência Da Computação
UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL Patrícia Cristiane de Souza Florianópolis, fevereiro de 1997 UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO ÁREA DE CONCENTRAÇÃO: SISTEMAS DE CONHECIMENTO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL por Patrícia Cristiane de Souza Orientador: Prof. Raul Sidnei Wazlawick, Dr. Dissertação apresentada ao Curso de Pós-Graduação em Ciência da Computação da Universidade Federal de Santa Catarina, como parte dos requisitos exigidos para obtenção do grau de Mestre em Ciência da Computação. Florianópolis, fevereiro de 1997 Sistema de Autoria para Construção de “Adventures” Educacionais em Realidade Virtual Patrícia Cristiane de Souza Esta dissertação foi julgada adequada para a obtenção do título de MESTRE EM CIÊNCIA DA COMPUTAÇÃO na área de concentração Sistemas de Conhecimento e aprovada em sua for final pelo Programa de Pós-Graduação em Ciência da Computação da UFSC. Raul^Smnei Wazlawick Murilo Silva de Camargo - Coordenador do CPGCC/UFSC Banca Examinadora ,ul Sidnei Wazlawick Aguinaldo Robson de Souza iv Não há nada mais difícil de se realizar, nem cujo êxito seja mais duvidoso nem cuja execução seja mais perigosa, do que iniciar uma nova ordem das coisas. Pois o reformista tem como inimigos todos aqueles que lucram com a antiga ordem e tem como defensores não muito entusiastas apenas aqueles que lucram com a nova ordem, sendo essa falta de entusiasmo proveniente em parte do temor aos adversários, que têm as leis a seu favor, e em parte da incredulidade da Humanidade, que não acredita realmente em nada que ainda não tenha experimentado. -
Aardwolf Mushclient Download
Aardwolf mushclient download click here to download Download the Aardwolf version of Mushclient and start playing today! Get the Aardwolf MUSHclient Package installer at. Contribute to aardwolfclientpackage development by creating an account on GitHub. Join GitHub today. GitHub is home to over 20 million developers working together to host and review code, manage projects, and build software together. Sign up. MUSHclient scripts for Aardwolf MUD. 1, commits · 2 branches · 8 releases · 2 contributors · GPL · Lua %. Lua. Clone or download. This page has download links for two variants of the Aardwolf MUSHclient Package installer. The only difference between them is that the one called the "non-visual base" installer initially loads a different default set of plugins in the Aardwolf world file, eschewing graphical plugins that are incompatible with text to speech. A short video showing how to download and setup Bastmush plugin package for aardwolf using MUSHclient. Shows how to install plugins for the MUD client program "MUSHclient", to help play the game Aardwolf. More. Free Download MUSHclient - Pre - Play Aardwolf on your computer without significant efforts by turning to this MUSH client package that requir. 7. www.doorway.ru you can download them here www.doorway.ru and also look up information related to them. All are written in LUA so that they WILL work on LINUX (using wine 'emulated' mushclient) Enjoy, Onoitsu2 (Venificius on Aardwolf). [Go to top] top Aardwolf Look and scan to. MUSHclient plugins. Aardwolf_Campaign_Noter. This shows your current Aardwolf campaign objectives in a miniwindow. See this forum post for more details: Miniwindow plugin - campaign tracker for See description inside the plugin for more details. -
Utilizing Content Analysis on Theknot.Com to Study An
UTILIZING CONTENT ANALYSIS ON THEKNOT.COM TO STUDY AN ONLINE WEDDING PLANNING COMMUNITY FOR NEW JERSEY By ALYSON H. THELIN A dissertation submitted to the Graduate School-New Brunswick Rutgers, The State University of New Jersey In partial fulfillment of the requirements For the degree of Doctor of Philosophy Graduate Program in Communication, Information and Library Studies Written under the direction of Dr. John V. Pavlik And approved by _____________________________________ _____________________________________ _____________________________________ _____________________________________ New Brunswick, New Jersey May 2016 ABSTRACT OF THE DISSERTATION Utilizing Content Analysis on TheKnot.com to Study an Online Wedding Planning Community for New Jersey by ALYSON H. THELIN Dissertation Director: Dr. John V. Pavlik As with other aspects of our culture today, wedding planning is increasingly discussed and implemented online. Information is disseminated through online media attention, advertising, and computer mediated communication. The latter provides an avenue through which the impact of community building and relational culture can be established. My dissertation analyzes an online wedding planning forum on TheKnot.com to exemplify the ways by which a community is built through online postings and discusses the characteristics of this community. Utilizing the uses and gratification theory, content gratifications are examined through the types of topics publically viewable on an active online wedding planning Website. Because of the extensive reach of such forums, one particular region, New Jersey, will be examined. Process gratifications will be discussed as participants share personal experiences from their time spent on this particular online bulletin board planning their wedding celebration. Furthermore, the dynamics of interaction among this group will be analyzed over the course of half a calendar year and will show the types of interaction taking place through content analysis. -
Here All Potential Players Can Play Together, Since a Player’S Disability Van- Ishes Behind the Screen
1 Bauhaus-University Weimar Faculty of Media Studiengang Mediensysteme Out of Sight Navigation and Immersion of Blind Players in Text-Based Games Bachelor Thesis Katharina Spiel Student Number 50423 Born 12th of February 1986 in Deggendorf, Germany 1. reviewer: Prof. Dr. Sven Bertel 2. reviewer: Dr. Michael Heron Date of Submission: 10th of September 2012 For Frank Because, man, without you this would never have happened. Contents 1 Introduction 9 1.1 Behind the Scenes . .9 1.2 Research Questions . 11 1.3 On Display . 13 2 Literature Review 14 2.1 Immersion . 14 2.1.1 What is Immersion? . 15 2.1.2 Parameters of Immersion . 17 2.2 Playstyles in (Multiplayer) Interactive Fiction . 21 2.3 Players with Visual Impairment . 22 2.4 Games for Visually Impaired Players . 24 2.5 Perception in Navigation . 26 3 Motivation 31 4 Design of Research 34 4.1 Hypothesis . 34 4.2 Game Setup . 36 4.3 Metrics Used . 39 4.3.1 Time on Task . 39 4.3.2 Audio Recordings . 39 4.3.3 Logs of the Sessions . 40 4.3.4 Questionnaires . 41 4.4 Setup of Pilot Study . 42 2 4.5 Findings of Pilot Study and Modification for Main Study . 43 4.6 Main Study . 48 4.6.1 Setup of Main Study . 48 4.6.2 Participants of Main Study . 48 5 Results of Main Study 49 5.1 Task Report . 49 5.2 Logs . 51 5.3 Audio Data . 54 5.4 Questionnaires . 55 5.4.1 MUD-IF Experience Questionnaire . 55 5.4.2 Out-Of-Game Questionnaire . -
An Investigation of Storytelling in the Facilitation of Online Groups
Enhancing the Effectiveness of Online Groups: An Investigation of Storytelling in the Facilitation of Online Groups Stephen Thorpe BBus Hons (First Class), DipFac, CTM A thesis submitted to the Auckland University of Technology in part fulfillment of the requirements for the degree of Doctor of Philosophy 2008 School of Computing and Mathematical Sciences ii Dedication To my mother, Maureen, for her remarkable and vibrant stories from working with South Auckland’s new migrants and refugees. iii Attestation of Authorship I hereby declare that this submission is my own work and that, to the best of my knowledge and belief, it contains no material previously published or written by another person (except where explicitly defined in the acknowledgements), nor material which to a substantial extent has been submitted for the award of any other degree or diploma of a university or other institution of higher learning. Stephen Thorpe iv Claims to Originality The research undertaken in this PhD thesis is the first effort to investigate the potential of storytelling in the development of relationships within online groups. It makes an original contribution to the knowledge of online facilitation by investigating the effectiveness of storytelling in online relationship development. It makes an original contribution to the field of group facilitation by investigating the potential storytelling has in addressing some of the difficulties faced by facilitators of online groups. Practical outputs for the field of online facilitation are the formation and investigation of a range of processes and techniques that can be applied in online relationship building and maintenance across a range of online software. -
Dec 0 1 2005
/) '1 Lifecycle Perspectives on Product Data Management by Erisa K. Hines B.S., Mechanical Engineering (2002) University of Miami - Florida Submitted to the Department of Aeronautics and Astronautics and the Engineering Systems Division in Partial Fulfillment of the Requirements for the Degrees of MASTER OF SCIENCE in AERONAUTICS AND ASTRONAUTICS and MASTER OF SCIENCE in TECHNOLOGY AND POLICY at the Massachusetts Institute of Technology September 2005 C 2005 Massachusetts Institute of Technology All rights reserved. Signature of Author ... .. ........ .. ............ Department of Aeronautics and Astronautics and Engineering Systems Division A August/12, 2005 Certified by ........... J. Thomas Shields Lean Ae ospace Initiative Program Manager A .Thesis Supervihor Certified by ... .... 0 .... 0. .... -- - Dr. Ddbie Nigi 4 ingale Professor of the Practice, Aeronautics and Astronautics and Engineering Systems Thesis Supervisor Accepted by Dava J.Newman Professor of Aeronautics and Astro utics and Engineering Systems Director, echnolog aAPolicy Program Accepted by... Jaime Peraire Professor of Aeronautics and Astronautics OF TECHNOLOGY Chair, Committee on Graduate Students DEC 0 1 2005 ~LIBRARIES 2 Lifecycle Perspectives on Product Data Management by Erisa K. Hines Submitted to the Department of Aeronautics and Astronautics and the Engineering Systems Division on August 12, 2005 in Partial Fulfillment of the Requirements for the Degrees of Master of Science in Aeronautics and Astronautics and Master of Science in the Technology and Policy Program ABSTRACT Implementing a new IT system often requires the enterprise to transform in order to maximally leverage the capabilities generated by the new system. The challenge in using IT as an enabler to change arises from the need to synergistically redesign processes, develop and implement a solution using internal talent and external suppliers, and establish adoption by users. -
Evennia Documentation Release 0.9
Evennia Documentation Release 0.9 The Evennia community Jun 14, 2020 Contents 1 Evennia Introduction 3 1.1 Can I test it somewhere?.........................................4 1.2 Brief summary of features........................................4 1.3 What you need to know to work with Evennia..............................5 2 How To Get And Give Help 7 2.1 How to get Help.............................................7 2.2 How to give Help.............................................7 3 Contributing 9 3.1 Spreading the word............................................9 3.2 Donations.................................................9 3.3 Help with Documentation........................................9 3.4 Contributing through a forked repository................................ 10 3.5 Contributing with Patches........................................ 10 3.6 Contributing with Contribs........................................ 10 4 Soft Code 13 4.1 Examples of Softcode.......................................... 13 4.2 Problems with Softcode......................................... 14 4.3 Changing Times............................................. 14 4.4 Our Solution............................................... 14 4.5 Your Solution............................................... 15 5 Using MUX as a Standard 17 5.1 Documentation policy.......................................... 17 6 Game Planning 19 6.1 Planning (step 1)............................................. 19 6.2 Coding (step 2).............................................. 21 6.3 World Building -
From Virtual Worlds to Real Commerce Sascha Vitzthum Department of Business Administration, Illinois Wesleyan University, [email protected]
Communications of the Association for Information Systems Volume 29 Article 21 11-2011 Toys Become Tools: From Virtual Worlds to Real Commerce Sascha Vitzthum Department of Business Administration, Illinois Wesleyan University, [email protected] Abhishek Kathuria Goizueta Business School, Emory University Benn Konsynski Goizueta Business School, Emory University Follow this and additional works at: https://aisel.aisnet.org/cais Recommended Citation Vitzthum, Sascha; Kathuria, Abhishek; and Konsynski, Benn (2011) "Toys Become Tools: From Virtual Worlds to Real Commerce," Communications of the Association for Information Systems: Vol. 29 , Article 21. DOI: 10.17705/1CAIS.02921 Available at: https://aisel.aisnet.org/cais/vol29/iss1/21 This material is brought to you by the AIS Journals at AIS Electronic Library (AISeL). It has been accepted for inclusion in Communications of the Association for Information Systems by an authorized administrator of AIS Electronic Library (AISeL). For more information, please contact [email protected]. Toys Become Tools: From Virtual Worlds to Real Commerce Sascha Vitzthum Department of Business Administration, Illinois Wesleyan University [email protected] Abhishek Kathuria Goizueta Business School, Emory University Benn Konsynski Goizueta Business School, Emory University This teaching case considers the challenges and opportunities faced by an entrepreneur in Second Life, one of the more popular virtual world environments. Second Life provides the economic and technological platform required for immersion, social interaction, and the potential of private enterprise. Many entrepreneurs have taken advantage of the various business opportunities offered in Second Life, and a number have earned significant income through their in-world creations and services. Stuart O'Brian, the CEO and founder of VirtualCircle, was one of the early pioneers of virtual commerce. -
Mansa's Beginner's Guide to Armageddonmud 2Nd Edition Aka Nauta Expansion
/> Mansa's Beginner's Guide to ArmageddonMUD 2nd Edition aka nauta expansion With common slang, cheatsheets, and so much more! image credit: grey area You can get the latest version here. You can get a premade pdf here. You can get other brews here. Made with homebrewery. What's new in the expansion of the original? Each section has been rewritten, and some sections re-organized. However, Table Of Contents some new sections were added about character reports and 3 talking to staff, joining clans and getting jobs, hunting, Welcome to ArmageddonMUD! ranged weapons, and an improved What Do I Know, with common slang and uniforms and so much more! As a What do I know? 4 bonus feature, at the very end I've included THE ULTIMATE ..................................................................5 CHEATSHEET and some sample builds. Common Slang .........................................................6 Image Credits: The images used here for the most part Common Uniforms are available here and I have used external links to embed 7 them. Credit is given in the footnotes below each image. What do I do first? However, if you would like an image removed (or have an How do I stop playing? ...........................................11 image you'd like used) please do not hesitate to ask: nauta @ ..........................12 gdb. I consider the images placeholders until I can reach out How can I tell who is a NPC? 13 and ask permission from the artists if this ever becomes How do I check my inventory? ...................... something more permanent. How -
Modvs Vivendi
PREVIEW TRANSILVANIATRANSILVANIA CORRUPTIONCORRUPTION REVIEW LOSLOS PLACERESPLACERES DEDE MEGARAMEGARA A FONDO HÉROESHÉROES DEDE LALA MAZMORRAMAZMORRA SOLUCIÓN Vivencias en la Roma clásica ALIENALIEN MODVS VIVENDI TUTORIAL NOVEDADNOVEDAD SABOTEURSABOTEUR PUBLICANDOPUBLICANDO ¡Alucinante! ENEN FACEBBOKFACEBBOK Sumario B nº 10 b Octubre 2010 2ª época · Año X f Editorial ….................................................................................................. 3 La Biblioteca ........................................................................................... 4 Noticias de la Aventura ...................................................................... 5 Preview: Transilvania Corruption ................................................... 6 Review: Los placeres de Megara .................................................... 8 A Fondo: Héroes de la Mazmorra ................................................ 9 ¿Quién o qué marca las diferencias? .............................................. 12 Mapa de Las llaves del tiempo ......................................................... 15 MUDs (Primera Parte) ....................................................................... 16 De la ambigüedad en la Ficción Interactiva ............................... 20 I7: Paradigma aventuril ........................................................................... 23 Solución novelada de ALIEN ...................................................... 27 Tutorial: Publicando aventuras en Facebook ......................... 30 Novedad: Modus Vivendi -
Achaea Manual
Achaea, Dreams of Divine Lands 1 Achaea, Dreams of Divine Lands 2 Everything in this document (unless otherwise stated) is Copyright © 1997- 2003, Iron Realms Entertainment LLC, All Rights Reserved This document (v1.0) was compiled in September 2003 by Cenadrak as a tribute to the Divine Lands of Achaea. Achaea, Dreams of Divine Lands 3 Welcome to Achaea, Dreams of Divine Lands! This manual is largely a collection of Achaea's help files organized in approximately the same way as the in- game help system. We hope it acts as a useful reference guide for the experience player who may find looking up help files in-game or on the website (http://www.achaea.com/HelpView.cgi) undesirable. Feel free to print it out and make use of it but keep in mind that changes are made frequently in Achaea and thus that this manual is not always up to date. Achaea, Dreams of Divine Lands 4 Index 1 Introduction 5 2 Basic commands 12 3 Communication 20 4 Your character 28 5 The state of your character 44 6 Specifics of Achaea 49 7 Items and Mobiles 67 8 Classes and Guilds 74 9 The skills of Achaea 82 10 City-States 97 11 The Deities of Achaea 112 12 Geography 124 13 The principles of battle 139 14 Quests 154 15 Policies 157 16 History See Appendix A 17 Events and special activities 163 18 Miscellaneous 177 19 Out-of-character miscellaneous 183 20 Housing 195 21 Clans 200 Achaea, Dreams of Divine Lands 5 1 Introduction 1.1 Syntax The syntax that Achaea's help files are in.