Mobile App Reputation Report
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Andrew Nealen
Andrew Nealen Interactive Media & Games Division Prof. Dr.-Ing. Andrew Nealen USC School of Cinematic Arts 1535 6th Street, Apt 301 3470 McClintock Avenue Santa Monica, CA 90401 Los Angeles, CA 90089 [email protected] [email protected] http://www.nealen.net Professional Game design, artificial intelligence, game programming/technology, computer Interests aided game design, computer graphics, interactive techniques, geometric mod- eling, human perception, computer animation, physically-based modeling Current Associate Professor of Cinematic Arts and Computer Science position(s) USC Cinematic Arts / USC Viterbi Work Associate Professor of Cinematic Arts and Computer Science experience USC Cinematic Arts / USC Viterbi (December 2019 { Today) Associate Professor of Cinematic Arts USC School of Cinematic Arts (May 2019 { November 2019) Visiting Associate Professor of Interactive Media & Games USC School of Cinematic Arts (September 2018 { May 2019) Assistant Professor of Computer Science NYU Tandon School of Engineering (September 2012 { September 2018) Core Team Member Hemisphere Games (September 2007 { Today) Assistant Professor of Computer Science Rutgers University (September 2008 { July 2012) Game Designer/Programmer Area/Code (September 2010 { May 2011) Postdoctoral Researcher and Lecturer Technische Universit¨atBerlin (October 2007 { August 2008) Teaching: game design and programming Research Assistant, Teaching Assistant and PhD Student Technische Universit¨atDarmstadt and Technische Universit¨atBerlin (June 2003 { September 2007) -
Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames
UC Berkeley UC Berkeley Electronic Theses and Dissertations Title Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames Permalink https://escholarship.org/uc/item/5pg3z8fg Author Chien, Irene Y. Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Linda Williams, Chair Professor Kristen Whissel Professor Greg Niemeyer Professor Abigail De Kosnik Spring 2015 Abstract Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien Doctor of Philosophy in Film and Media Designated Emphasis in New Media University of California, Berkeley Professor Linda Williams, Chair Programmed Moves examines the intertwined history and transnational circulation of two major videogame genres, martial arts fighting games and rhythm dancing games. Fighting and dancing games both emerge from Asia, and they both foreground the body. They strip down bodily movement into elemental actions like stepping, kicking, leaping, and tapping, and make these the form and content of the game. I argue that fighting and dancing games point to a key dynamic in videogame play: the programming of the body into the algorithmic logic of the game, a logic that increasingly organizes the informatic structure of everyday work and leisure in a globally interconnected information economy. -
The Mobile Games Landscape in 2015 | Newzoo
© 2015 Newzoo NEWZOO TREND REPORT The Mobile Gaming Landscape 2015 And the power users who shaped it INCLUDES CONTRIBUTIONS FROM What I believe we’ve seen in mobile gaming in 2015 is the beginning of a broader trend toward convergence. As shown by the success of FOREWORD Bethesda’s Fallout Shelter on mobile in June 2015 and Fallout 4 on PC, PS4 and Xbox One, game companies are beginning to realize that consumers desire gaming content to fit the various contexts that form It has been another big year for mobile gaming. In fact, it has been the their lives. biggest year in the history of the industry so far. With the sector generating revenues of over $30 billion and King, arguably the biggest As a result, we’ll be seeing in 2016 onward a move player in the market, valued at $6 billion, it’s fair to say that mobile gaming has reached heights in 2015 that few of us would have expected away from defining games by their platform toward a decade ago. Unfortunately, what this means for the industry now and models that allow game content to be played and, in the future has been clouded by antagonistic models of thinking. Whether deliberately or otherwise, mobile gaming’s success has tended equally important, viewed everywhere. to be framed as a battle with console or PC. Sony’s announcement that PS4 Remote Play, which allows console When I unpacked the data from this report, a different picture emerged. owners to play content without carrying the product around, comes hot In contrast to the usual narratives about mobile versus console or PC on the tail of Microsoft allowing Xbox One titles to run on Windows. -
The Computer Games Journal Ltd Registered Company No
ISSN 2052-773X The Computer Games Journal Ltd Registered company no. SC 441838 Registered address: 5 Golf Course Rd, Skelmorlie, North Ayrshire, UK (post code PA17 5BH) journal website: www.computergamesjournal.com journal enquiries: [email protected] The Computer Games Journal Volume 2 Edition 2 Lammas 2013 Reproduction rights owned by The Computer Games Journal Ltd ©2012-14 The Computer Games Journal 2(2) Lammas 2013 Volume 2 Edition 2 Lammas 2013: contents Editorial The need to play and develop video games in order to understand them Phil Carlisle 3 - 4 Papers Physical responses (arousal) to audio in games Raymond Usher, Paul Robertson, Robin Sloan 5 - 13 Technical paper - running a business in The Cloud Sean Reilly, Gordon Dow 14 - 51 Game audio – an investigation into the effect of audio on player immersion Nicola Gallacher 52 - 79 On keeping graduates maximally skilled and visibly so to enter the computer games industry as software developers John Sutherland and Martin Williamson Smith 80 - 102 Audio immersion in games Stephen Gormanley 103 - 123 A quality-driven approach to game physics engine development using the Entity Component Pattern Christopher Reilly , Kevin Chalmers 125 - 149 Reproduction rights owned by The Computer Games Journal Ltd 1 ©2012-14 www.computergamesjournal.com The Computer Games Journal 2(2) Lammas 2013 The Computer Games Journal Editor-in-Chief Dr John N Sutherland BSc, MSc, EdD, CEng, CISE, CISP, MBCS Deputy Editors-in-Chief Dr Tony Maude BSc (Hons), PhD, BD (Hons) Dr Malcolm Sutherland BSc -
Royal Holloway University of London
Digital Rights Management: Towards a Balance between Copyright Rights and Fair Use Exceptions. Christian Bonnici Technical Report RHUL-MA-2009-08 16th February 2009 Royal Holloway University of London Department of Mathematics Royal Holloway, University of London Egham, Surrey TW20 0EX, England http://www.rhul.ac.uk/mathematics/techreports Acknowledgements I express my sincere gratitude to Prof. Dr. Keith Martin, my project supervisor, for his valuable advices and support throughout this MSc and especially during the project period. A special thanks also the course director, Chez Ciechanowicz, for his encouragement and help during the MSc, and Dr. Robert Carolina for his early guidance on the project topic. Thanks to my parents Joseph and Liberata for their continuous support and blessings. Last but not least, to all my friends for the friendship and support shared during and beyond this MSc. 2 Executive Summary There have been several attempts pointing towards DRM schemes that better satisfy Fair Use requirements [1, 2, 3, 4]; this project explores a new approach. Based on the idealistic premise that by mimicking the physical properties that prevented piracy in the pre-MP3 world into a post-MP3 world DRM scheme it should be possible to establish a copyright infringement control paradigm that is acceptable to all; this project establishes a Fair Use friendly DRM Scheme. It has been found that for a DRM scheme to be Fair Use friendly it has to aim to reach the following idealistic characteristics: • The copyright holders should not be able to interfere with usage which a judge would or could rule as fair use. -
Can You Download Itunes on Android Phones
can you download itunes on android phones Can I play music from iTunes on an Android phone? (reader mail) Kim writes: I am debating whether to move from my beloved iPhone to Android as it’s time to upgrade. Can still use music I bought on iTunes with an Android phone? Also, I bought TomTom’s satellite navigation app for my iPhone at a staggering $40 and I assume that I can’t use that, either. Have you any advice? Hi Kim! Well, I’ve got good news and bad news for you. The good news: yes, you should be able to transfer most—but, potentially, not all—of your iTunes music to your Android phone. The bad news: nope, your old iPhone apps won’t play nice with Android. First, let’s tackle your tunes—and specifically, why some of the tracks you bought on iTunes might not work on an Android phone. Until just a few years ago, Apple only sold copy-protected music on iTunes, and those DRM-protected tunes (“DRM” stands for “digital rights management,” by the way) will only play on devices (like your Mac, PC, or iPhone) that are authorized by your iTunes Store account. Starting in 2009, Apple reversed course and began selling “DRM-free” (or “iTunes Plus“) tracks on iTunes that will play on practically any digital music player—including, yes, Android phones. What does that mean to you? Well, if you bought any music on iTunes prior to 2009, there’s a chance you still may have some copy-protected music in your iTunes library. -
An Embeddable, High-Performance Scripting Language and Its Applications
Lua an embeddable, high-performance scripting language and its applications Hisham Muhammad [email protected] PUC-Rio, Rio de Janeiro, Brazil IntroductionsIntroductions ● Hisham Muhammad ● PUC-Rio – University in Rio de Janeiro, Brazil ● LabLua research laboratory – founded by Roberto Ierusalimschy, Lua's chief architect ● lead developer of LuaRocks – Lua's package manager ● other open source projects: – GoboLinux, htop process monitor WhatWhat wewe willwill covercover todaytoday ● The Lua programming language – what's cool about it – how to make good uses of it ● Real-world case study – an M2M gateway and energy analytics system – making a production system highly adaptable ● Other high-profile uses of Lua – from Adobe and Angry Birds to World of Warcraft and Wikipedia Lua?Lua? ● ...is what we tend to call a "scripting language" – dynamically-typed, bytecode-compiled, garbage-collected – like Perl, Python, PHP, Ruby, JavaScript... ● What sets Lua apart? – Extremely portable: pure ANSI C – Very small: embeddable, about 180 kiB – Great for both embedded systems and for embedding into applications LuaLua isis fullyfully featuredfeatured ● All you expect from the core of a modern language – First-class functions (proper closures with lexical scoping) – Coroutines for concurrency management (also called "fibers" elsewhere) – Meta-programming mechanisms ● object-oriented ● functional programming ● procedural, "quick scripts" ToTo getget licensinglicensing outout ofof thethe wayway ● MIT License ● You are free to use it anywhere ● Free software -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the Schedule Adapts to Your Interests and Ideas Throughout the Semester
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the schedule adapts to your interests and ideas throughout the semester. Morning: TR 8:30 – 9:45am Hyperlinks are underlined. Chapter Afternoon: Thu. 1 – 4 pm reading is in McGuire and Jenkins, Office hours: (TCL 308) By appointment Creating Games, A K Peters 2008 + (I’m generally accessible–let me know when is best for you) errata TA hours: See website “Homework” is independent work due at the beginning of the following class session. I encourage you to discuss ideas with other students but your work product should solely be your own. When a written response is appropriate, note that scholarly writing includes citations to primary sources, terse style, appropriate vocabulary and tone, and proper English style. The writing center and my office hours are great resources to improve your writing. “Read” and “Play” material has no specific deadline, but should be done close to that day so that we have a common base for discussion. For games, spend at least two hours in actual gameplay, and try to play with other students in the class. Having played a game (i.e., a social and intellectual activity) with someone will help you to know if you can work together effectively on a project. Unless explicitly noted, you are welcome to play a game on a different (equivalent) platform or with your own copy instead of using the library resource. If you make a reasonable attempt to play a game and it is not available, then you can substitute a different game listed on the course web page. -
085765096700 Hd Movies / Game / Software / Operating System
085765096700 --> SMS / CHAT ON / WHATSAPP / LINE HD MOVIES / GAME / SOFTWARE / OPERATING SYSTEM / EBOOK VIDEO TUTORIAL / ANIME / TV SERIAL / DORAMA / HD DOKUMENTER / VIDEO CONCERT Pertama-tama saya ucapkan terimaksih agan2 yang telah mendownload list ini.. Harap di isi dan kirim ke [email protected] Isi data : NAMA : ALAMAT : NO HP : HARDISK : TOTAL KESELURUHAN PENGISIAN HARDISK : Untuk pengisian hardisk: 1. Tinggal titipkan hardisk internal/eksternal kerumah saya dari jam 07:00-23:00 WIB untuk alamat akan saya sms.. 2. List pemesanannya di kirim ke email [email protected]/saat pengantar hardisknya jg boleh, bebas pilih yang ada di list.. 3. Pembayaran dilakukan saat penjemputan hardisk.. 4. Terima pengiriman hardisk, bagi yang mengirimkan hardisknya internal dan external harap memperhatikan packingnya.. Untuk pengisian beserta hardisknya: 1. Transfer rekening mandiri, setelah mendapat konfirmasi transfer, pesanan baru di proses.. 2. Hardisk yang telah di order tidak bisa di batalkan.. 3. Pengiriman menggunakan jasa Jne.. 4. No resi pengiriman akan di sms.. Lama pengerjaan 1 - 4 hari tergantung besarnya isian dan antrian tapi saya usahakan secepatnya.. Harga Pengisian Hardisk : Dibawah Hdd320 gb = 50.000 Hdd 500 gb = 70.000 Hdd 1 TB =100.000 Hdd 1,5 TB = 135.000 Hdd 2 TB = 170.000 Yang memakai hdd eksternal usb 2.0 kena biaya tambahan Check ongkos kirim http://www.jne.co.id/ BATAM GAME 085765096700 --> SMS / CHAT ON / WHATSAPP / LINE HD MOVIES / GAME / SOFTWARE / OPERATING SYSTEM / EBOOK VIDEO TUTORIAL / ANIME / TV SERIAL / DORAMA / HD DOKUMENTER / VIDEO CONCERT Pertama-tama saya ucapkan terimaksih agan2 yang telah mendownload list ini.. Movies 0 GB Game Pc 0 GB Software 0 GB EbookS 0 GB Anime dan Concert 0 GB 3D / TV SERIES / HD DOKUMENTER 0 GB TOTAL KESELURUHAN 0 GB 1. -
REGISTRATION DOCUMENT 2016/2017 and Annual Financial Report
2017 REGISTRATION DOCUMENT INCLUDING THE ANNUAL FINANCIAL REPORT 2016/2017 CONTENTS 15OVERVIEW OF THE GROUP 3 CONSOLIDATED 1.1 Key figures 4 FINANCIAL STATEMENTS 1.2 History 5 AT 31 MARCH 2017 123 1.3 Shareholding structure 6 5.1 Consolidated income statement 124 1.4 The Group’s activities 7 5.2 Consolidated statement of comprehensive 1.5 Related-party transactions and material income 125 contracts 10 5.3 Consolidated statement of financial position 126 1.6 Risk factors and insurance policy 12 5.4 Change in consolidated shareholders’ equity 127 5.5 Consolidated statement of cash flows 128 5.6 Notes to the consolidated financial 2 CORPORATE SOCIAL statements 129 RESPONSIBILITY (CSR) 19 5.7 Statutory auditors’ report on the consolidated financial statements 173 Introduction: Chairman’s Commitment 20 2.1 The Group’s policy and commitments 21 2.2 Employee-related information 25 6 COMPANY FINANCIAL 2.3 Environmental information 31 STATEMENTS 2.4 Societal information 45 AT 31 MARCH 2017 175 2.5 Table of environmental indicators by site 50 6.1 Balance sheet 176 2.6 2020 targets 53 6.2 Income statement 177 2.7 Note on methodology for reporting environmental and employee-related 6.3 Cash flow statement 178 indicators 54 6.4 Financial results for the last five years 179 2.8 Cross-reference tables 57 6.5 Notes to the financial statements 180 2.9 Independent verifier’s report 6.6 Statutory auditors’ report on the financial on consolidated social, environmental statements 190 and societal information presented in the management report 61 7 INFORMATION 3 CORPORATE GOVERNANCE ON THE COMPANY AND INTERNAL CONTROL 65 AND THE CAPITAL 191 7.1 General information about the Company 192 3.1 Composition of administrative and management bodies 66 7.2 Memorandums and Articles of Association 192 3.2 Report of the Chairman of the Board 7.3 General information about the share capital 194 of Directors 77 7.4 Shareholding and stock market information 202 3.3 Statutory Auditors’ report, prepared in 7.5 Items liable to have an impact in the event accordance with Article L. -
CHAPTER 2 THEORETICAL FOUNDATION 2.1 Android
CHAPTER 2 THEORETICAL FOUNDATION 2.1 Android Technology 2.1.1 History In October 2003, a team of four technology expert in Palo Alto, California joined as a group to establish Android Inc. Andy Rubin (Co-founder of Danger, Inc.), Rich Miner (Co-founder of Wildfire Communication, Inc.), Nick Sears (Ex-VP at T-Mobile) and Chris White (head design and interface development at WebTV) [6] [7] worked to create an operating system for mobile devices that are aware of both user’s location and their personal preferences. At first, Android was meant to be implemented on digital camera devices, however the company recognized that cellular phones have higher demand of sale [7]. In August 2005, As Android gain popularity on mobile phones user, Google decide to acquired Android for an undisclosed price which is estimated to be about $50 million, since then the Google Mobile Division was born [7] [8]. On 5th November 2007, Google announced the Open Handset Alliance (OHA), an association of technology manufacturers that would work together to create open mobile device standards [7]. At the outset, 34 companies were involved on the association that includes wireless telecommunications providers(T-Mobile), mobile handset makers (Motorola, HTC, LG, and Samsung) and chipset makers (Texas Instruments, Qualcomm) [7]. This announcement than indicates that Android would be much different from the iPhone system in that it would not be limited to single mobile device manufactures [7]. Finally, in September 2008, T-Mobile announced the T-Mobile G1 as the first smartphone that uses Android Operating System. A month later, Google released the Android 1.0 8 source code which made it available to anyone [8].