Fight for Life Pdf, Epub, Ebook

Total Page:16

File Type:pdf, Size:1020Kb

Fight for Life Pdf, Epub, Ebook FIGHT FOR LIFE PDF, EPUB, EBOOK Laurie Halse Anderson | 135 pages | 10 May 2007 | Penguin Putnam Inc | 9780142408629 | English | New York, NY, United States Fight for Life PDF Book Halloween Movies for the Whole Family. Ziff Davis. Fun Generation in German. Plot Summary. Official Sites. Fight for Life is a fighting video game developed and published by Atari Corporation in North America and Europe exclusively for the Atari Jaguar. Language: English. Archived from the original on 14 November Archived PDF from the original on Clear your history. Sign In. Edit page. Archived from the original on December 9, Subspace Publishers. Added to Watchlist. Shinno Media. Sound Mix: Mono. Download as PDF Printable version. Imagine Media. Genres: Drama. Bernard Abrams. Namespaces Article Talk. Fight for Life Writer January The Lone Ranger decides to team up with Barnett and try to stop the gang. CD Consoles. Genres: Drama. Future Publishing. The Lone Ranger Jay Silverheels Gus Gotwals John Stephenson Reiley, Sean. Rate This. The Lone Ranger — External Sites. AC in German. July Father Robert Hunt Patty Duke Added to Watchlist. However, the process is slow and they are forced to fly to England to obtain the medication. Fight for Life was met with negative reviews; while some praised the ability to customize the characters with stolen movesets from fighters, the slow pace and controls were widely seen as crippling flaws. Life is all about battle and sweat. However, he concluded that the slow responsiveness of the controls and the extremely slow pace override these assets, since they make the game boring to play. Gone Viking IV. The teleplay by Scott Nisor and Tom Nesi is well written and presents a Jewish family who have adopted a child, as their gift from God, and who see the fight as God's test of their courage. Just a moment while we sign you in to your Goodreads account. Archived from the original on 26 August Bertrand contacted Sega of Japan about his then-newly developed technology, recorded a videotape showcasing it and sent it to the company. September Keep track of everything you watch; tell your friends. DieHard Gamers Club. When they have the opportunity to receive the drug via the FDA through compassionate grounds, the Abrahms decide it is better to sacrifice their child in order to save all the other children who suffer from the same condition. Archived from the original on 8 July As a result of the mislabeling by Atari's marketing department, Next Generation reviewed a preview copy of the game, and said it had "some of the worst execution and gameplay yet. The Watch List. Photo Gallery. Edit Cast Episode complete credited cast: Clayton Moore Use the HTML below. Sign In. Its gameplay consists of one-on-one fights, with a main eight-button configuration, featuring special moves and the ability to customize character's movesets, as well as four different playable modes. In a retrospective review, Kyle Knight of Allgame also found Fight for Life ' s crippling flaw to be its slow controls and pace, speculating that "You could almost read a book while playing, and glance at the screen every so often to keep track of what's going on". This article is about the Jerry Lewis television film. December Back to School Picks. Now the tides had turned. Crazy Credits. Harding, Craig April 18, Eventually, you learn how to win. Color: Color. On April 18, , the game's trademark was abandoned. Visit our What to Watch page. Electronic Gaming Monthly. Fight for Life Reviews Francois Bertrand when explaining the mistake realized by the marketing department at Atari after sending preview copies to the press. Plot Summary. Rate This. Plot Keywords. It's a real Fight for Life on the software-hungry Jaguar". Writers: George W. Fight for Life went through a troubled development cycle until it was released, with both Bertrand and Porretta stating that the reason why development took longer than expected was due to the state of Atari at the time as well as meddling from the company itself. Archived PDF from the original on ST Format. Main is to never stop believing in yourself and who you are. The Lone Ranger — You must be a registered user to use the IMDb rating plugin. EGM 2. Archived from the original on Fight for it! Trailers and Videos. Archived from the original PDF on Future plc. Full Cast and Crew. Elliot Silverstein. Super Game Power in Portuguese. Gus Gotwals John Stephenson If not for me, then for you'. While working for Sisteme, Bertrand began developing a new idea that involved controlling a computer program without joystick input on some of the first digitizing cards available and playing it with an interface capable of analyzing player motion in front of a virtual camera system to control the game and creating a title along with it, however the developer was a small company uncapable of handling the project and would close its doors due to competition from Japanese developers, with neither his own company having the means in regards to marketing the technology. Sound Mix: Mono. Hardcore Gaming Crazy Credits. Imagine Media. Alternate Versions. Every day is a gift. Check out some of the IMDb editors' favorites movies and shows to round out your Watchlist. From Wikipedia, the free encyclopedia. Bertrand contacted Sega of Japan about his then-newly developed technology, recorded a videotape showcasing it and sent it to the company. Keep track of everything you watch; tell your friends. Fight for Life originally ran at 20 frames per second and the three-dimensional character models consisted of polygons with very minimal texture mapping applied to them and featuring graphical effects such as light sourcing, with plans to increase their number to polygons, however the final release runs at 25 frames per second with models consisting between polygons depending on the character and having minimal textures applied, while the visuals are displayed at a resolution of x in the bit high color format. Fun Generation in German. Electronic Gaming Monthly. One Cle. User Reviews. Crazy Credits. The Lone Ranger Jay Silverheels Fight for Life is a polygon-based fighting game similar to Virtua Fighter and Tekken , in which the player fights against opponents in one-on-one matches. Fight for Life Read Online Fight for Life went through a troubled development cycle until it was released, with both Bertrand and Porretta stating that the reason why development took longer than expected was due to the state of Atari at the time as well as meddling from the company itself. It was originally broadcast on March 23, on the ABC. Welcome back. You can help Wikipedia by expanding it. The odds were now stacked against them, and they knew it. Keep track of everything you watch; tell your friends. Films directed by Elliot Silverstein. Sign in with Facebook Sign in options. The Watch List. If anyone deserves a medal of existence in a country, that person should be a farmer! From Coraline to ParaNorman check out some of our favorite family-friendly movie picks to watch this Halloween. You can't run a race in vain, if you have no plans to win or finish it. The Lone Quotes tagged as "fight-for-life" Showing of Edit Cast Cast overview, first billed only: Jerry Lewis Nova Cultural. Visit our What to Watch page. April Photo Gallery. Writers: George W. Elliot Silverstein. Retrieved April 12, Sometimes it was yours. From Wikipedia, the free encyclopedia. Noting the move-stealing feature to be its one positive quality, he summarized the game as "one of the poorest examples of 3D fighter you'll find anywhere". Fight for Life entered into development in May and was handled by a small development team, with Francois Bertrand acting both as designer and director of the project, in addition of being its sole lead programmer. Thankfully the treatment doesn't demonise the medical profession, particularly in the Abrahms' confrontation with a specialist at the Maryland National Institute of Health, though it's hard not to remember the English doctor's failure to return phone calls when we finally get to meet him. The child's paraplegic doctor Morgan Freeman cares for her. Films from the 80's pt 4. Video Games. External Reviews. Morgan Freeman gives strong support as the child's paraplegic doctor. Arcade Attack. Lewis' light touch works for his character when he gets angry, his slow burn a hint at the underlying hostility of the comic. No one will serve you some nectar in a golden glass. Electronic Gaming Monthly. Company Credits. Director: Elliot Silverstein. Barnett survives the attack and explains he has been tracking the Cardoza gang. Cover art in all regions. https://cdn.starwebserver.se/shops/nellienordinjo/files/floral-stitches-an-illustrated-guide-559.pdf https://files8.webydo.com/9585051/UploadedFiles/5FB9B258-D64B-063E-1D9C-DAEAAD986A3B.pdf https://files8.webydo.com/9585191/UploadedFiles/2C35E2EF-BA38-74DE-AB6A-5D01AD26F518.pdf https://img1.wsimg.com/blobby/go/46b87636-1674-4df0-995c-98d85b5d9af1/beadcraft-minecraft-themed-fuse-bead-patterns-.pdf.
Recommended publications
  • Wetlands Mapper Frequently Asked Questions
    Frequently Asked Questions: Wetlands Mapper December 2015 Mapper Content and Display How does the public access the new Mapper? The Wetlands Mapper can be found at: http://www.fws.gov/wetlands/ Does the updated mapper display all wetland polygons from the Wetlands Geodatabase? Yes. All available wetland map data both vector and raster scanned images are on the Mapper. Does the updated mapper display all wetland labels? Yes. Larger polygon labels will display right away. Smaller polygon labels will display at larger scale and appear inside the feature. At what scale do the Wetlands display on screen? Wetlands first display at 1:144,448 scale. The nominal scale for wetland data is 1:12,000 or 1:24,000 although higher resolution is possible. How is the display scale determined? Display scales are pre-determined intervals. The maximum zoom scale is 1:71. ESRI base maps will not display below 1:1,128 scale resolution for the contiguous United States and Puerto Rico, 1:9,028 for Alaska, and 1:4,514 for Hawaii, and the Pacific Trust Islands. Can I minimize the Available Layers Window? Yes. Click on minimize + or – symbol in the upper right hand corner of the Available Layers Window. Can I zoom to locations? How do I find the Pacific Trust Islands? Yes. Use the “Zoom to” tool to quickly go to Alaska, Hawaii, Puerto Rico and Virgin Islands or the Pacific Trust Islands. Enter the name, address, or zip code into the “Find Location” tool to go to a specific location. Latitude and longitude coordinates may also be entered using the format [longitude, latitude].
    [Show full text]
  • The Tragedy of the Gamer: a Dramatistic Study of Gamergate By
    The Tragedy of the Gamer: A Dramatistic Study of GamerGate by Mason Stephen Langenbach A thesis submitted to the Graduate Faculty of Auburn University in partial fulfillment of the requirements for the Degree of Master of Arts Auburn, Alabama May 5, 2019 Keywords: dramatism, scapegoat, mortification, GamerGate Copyright 2019 by Mason Stephen Langenbach Approved by Michael Milford, Chair, Professor of Communication Andrea Kelley, Professor of Media Studies Elizabeth Larson, Professor of Communication Abstract In August 2014, a small but active group of gamers began a relentless online harassment campaign against notable women in the videogame industry in a controversy known as GamerGate. In response, game journalists from several prominent gaming websites published op-eds condemning the incident and declared that “gamers are dead.” Using Burke’s dramatistic method, this thesis will examine these articles as operating within the genre of tragedy, outlining the journalists’ efforts to scapegoat the gamer. It will argue that game journalists simultaneously engaged in mortification not to purge the guilt within themselves but to further the scapegoating process. An extension of dramatistic theory will be offered which asserts that mortification can be appropriated by rhetors seeking to ascend within their social order’s hierarchy. ii Acknowledgments This project was long and arduous, and I would not have been able to complete it without the help of several individuals. First, I would like to thank all of my graduate professors who have given me the gift of education and knowledge throughout these past two years. To the members of my committee, Dr. Milford, Dr. Kelley, and Dr.
    [Show full text]
  • Writing “Gamers”: the Gendered Construction of Gamer Identity in Nintendo Power (1994-1999) Amanda C
    Running head: WRITING GAMERS Writing “Gamers”: The Gendered Construction of Gamer Identity in Nintendo Power (1994-1999) Amanda C. Cote This is an Accepted Manuscript of an article published by Sage in Games and Culture on July 1, 2018, available online: https://journals.sagepub.com/doi/10.1177/1555412015624742. Abstract In the mid-1990s, a small group of video game designers attempted to lessen gaming’s gender gap by creating software targeting girls. By 1999, however, these attempts collapsed, and video games remained a masculinized technology. To help understand why this movement failed, this article addresses the unexplored role of consumer press in defining “gamers” as male. A detailed content analysis of Nintendo Power issues published from 1994-1999 shows that mainstream companies largely ignored the girls’ games movement, instead targeting male audiences through player representations, sexualized female characters, magazine covers featuring men, and predominantly male authors. Given the mutually constitutive nature of representation and reality, the lack of women in consumer press then affected girls’ ability to identify as gamers and enter the gaming community. This shows that, even as gaming audiences diversify, inclusive representations are also needed to redefine “gamer” as more than just “male”. Keywords: media history, video games, gender, consumer press, critical content analysis WRITING GAMERS Introduction Following the success of the Nintendo Wii in the mid-2000s and the subsequent spread of mobile gaming, popular and industry media have paid significant attention to casual games’ potential to broaden the video game audience (Mindlin 2006, Kane 2009, “U-Turn” 2012). Played frequently or even primarily by women, casual and mobile offerings break the stereotypical view of games as a masculinized technology primarily consumed by men and boys.
    [Show full text]
  • Mapspain: Administrative Boundaries of Spain
    Package ‘mapSpain’ September 10, 2021 Type Package Title Administrative Boundaries of Spain Version 0.3.1 Description Administrative Boundaries of Spain at several levels (CCAA, Provinces, Municipalities) based on the GISCO Eurostat database <https://ec.europa.eu/eurostat/web/gisco> and 'CartoBase SIANE' from 'Instituto Geografico Nacional' <https://www.ign.es/>. It also provides a 'leaflet' plugin and the ability of downloading and processing static tiles. License GPL-3 URL https://ropenspain.github.io/mapSpain/, https://github.com/rOpenSpain/mapSpain BugReports https://github.com/rOpenSpain/mapSpain/issues Depends R (>= 3.6.0) Imports countrycode (>= 1.2.0), giscoR (>= 0.2.4), leaflet (>= 2.0.0), png (>= 0.1-5), rappdirs (>= 0.3.0), raster (>= 3.0), sf (>= 0.9), slippymath (>= 0.3.1), utils Suggests knitr, rgdal, rmarkdown, testthat (>= 3.0.0), tibble, tmap (>= 3.0.0) VignetteBuilder knitr Config/testthat/edition 3 Encoding UTF-8 LazyData true RoxygenNote 7.1.2 X-schema.org-applicationCategory cartography X-schema.org-isPartOf https://ropenspain.es/ X-schema.org-keywords rOpenSpain, tiles, r, maps, spatial, rstats, r-package, municipalities, Spain, gisco, provinces, ign, administrative-boundaries, ccaa, static-tiles NeedsCompilation no 1 2 mapSpain-package Author Diego Hernangómez [aut, cre, cph] (<https://orcid.org/0000-0001-8457-4658>, rOpenSpain), EuroGeographics [cph] (for the administrative boundaries.), Instituto Geográfico Nacional [cph] (for the administrative boundaries.) Maintainer Diego Hernangómez <[email protected]> Repository CRAN Date/Publication 2021-09-10 12:10:06 UTC R topics documented: mapSpain-package . .2 addProviderEspTiles . .4 esp_clear_cache . .5 esp_codelist . .6 esp_dict_region_code . .8 esp_getTiles . .9 esp_get_can_box . 12 esp_get_capimun . 14 esp_get_ccaa . 17 esp_get_country .
    [Show full text]
  • The Rising Esports Industry and the Need for Regulation
    TIME TO BE GROWN-UPS ABOUT VIDEO GAMING: THE RISING ESPORTS INDUSTRY AND THE NEED FOR REGULATION Katherine E. Hollist* Ten years ago, eSports were an eccentric pastime primarily enjoyed in South Korea. However, in the past several years, eSports have seen meteoric growth in dozens of markets, attracting tens of millions of viewers each year in the United States, alone. Meanwhile, the players who make up the various teams that play eSports professionally enjoy few protections. The result is that many of these players— whose average ages are between 18 and 22—are experiencing health complications after practicing as much as 14 hours a day to retain their professional status. This Note will explore why traditional solutions, like existing labor laws, fail to address the problem, why unionizing is impracticable under the current model, and finally, suggest regulatory solutions to address the unique characteristics of the industry. TABLE OF CONTENTS INTRODUCTION ..................................................................................................... 824 I. WHAT ARE ESPORTS? ....................................................................................... 825 II. THE PROBLEMS PLAYERS FACE UNDER THE CURRENT MODEL ....................... 831 III. THE COMPLICATIONS WITH COLLECTIVE BARGAINING ................................. 837 IV. GETTING THE GOVERNMENT INVOLVED: THE WHY AND THE HOW .............. 839 A. Regulate the Visas ...................................................................................... 842 B. Form an
    [Show full text]
  • University of Oklahoma Graduate College
    UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE THE SELF-PERCEPTION OF VIDEO GAME JOURNALISM: INTERVIEWS WITH GAMES WRITERS REGARDING THE STATE OF THE PROFESSION A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By Severin Justin Poirot Norman, Oklahoma 2019 THE SELF-PERCEPTION OF VIDEO GAME JOURNALISM: INTERVIEWS WITH GAMES WRITERS REGARDING THE STATE OF THE PROFESSION A DISSERTATION APPROVED FOR THE GAYLORD COLLEGE OF JOURNALISM AND MASS COMMUNICATION BY Dr. David Craig, Chair Dr. Eric Kramer Dr. Jill Edy Dr. Ralph Beliveau Dr. Julie Jones © Copyright by SEVERIN JUSTIN POIROT 2019 All Rights Reserved. iv Acknowledgments I’ve spent a lot of time and hand wringing wondering what I was going to say here and whom I was going to thank. First of all I’d like to thank my committee chair Dr. David Craig. Without his guidance, patience and prayers for my well-being I don’t know where I would be today. I’d like to also thank my other committee members: Dr. Eric Kramer, Dr. Julie Jones, Dr. Jill Edy, and Dr. Ralph Beliveau. I would also like to thank former member Dr. Namkee Park for making me feel normal for researching video games. Second I’d like to thank my colleagues at the University of Oklahoma who were there in the trenches with me for years: Phil Todd, David Ferman, Kenna Griffin, Anna Klueva, Christal Johnson, Jared Schroeder, Chad Nye, Katie Eaves, Erich Sommerfeldt, Aimei Yang, Josh Bentley, Tara Buehner, Yousuf Mohammad and Nur Uysal. I also want to extend a special thanks to Bryan Carr, who possibly is a bigger nerd than me and a great help to me in finishing this study.
    [Show full text]
  • Assassin's Creed III and the Aesthetics of Disappointment
    Assassin’s Creed III and the Aesthetics of Disappointment Jonathan Church Arcadia University Dept. of Sociology, Anthropology and Criminal Justice Glenside, PA 19038, USA 0012155724017 [email protected] Michael Klein Arcadia University Dept. of Sociology, Anthropology and Criminal Justice Glenside, PA 19038, USA [email protected] ABSTRACT Using a case example of the cycle of prerelease, release, and post-release commentary, criticism and reviews of Assassin’s Creed III from June 2012-January 2013, this paper examines how video game players produce a “culture of history” about the game they play through their commitment to commentary and critique mainly found in user reviews in gaming enthusiast press websites. This paper examines how an aesthetic of disappointment generates a comparative sense of gamers’ cultural present by framing aspects that should have been improved upon from the series’ past as well as in terms of expectations for the future of gaming. This paper concludes by suggesting that part of the pleasure of contemporary gaming for many self-identified “core” gamers is being able to both play games and aesthetically discuss the game being played as part of a culture of history with other gamers, a form of paidiaic play for “gaming capital”. Keywords Criticism, video games, affinity spaces, neoliberalism, paidiaic play INTRODUCTION This paper examines how video gaming enthusiast blog sites that cultivate community participation, reviews and forums, are generating affinity spaces (Gee 2005) where video game players enact their identities and construct what Suominen (2011) has called a “culture of history.” We argue that the aggregation of these sites may be thought of as a kind of neoliberal archive.
    [Show full text]
  • Pay to Play: Video Game Monetization Patents and the Doctrine of Moral Utility
    GEORGETOWN LAW TECHNOLOGY REVIEW PAY TO PLAY: VIDEO GAME MONETIZATION PATENTS AND THE DOCTRINE OF MORAL UTILITY Kirk A. Sigmon* CITE AS: 5 GEO. L. TECH. REV. 72 (2021) TABLE OF CONTENTS I. INTRODUCTION ...................................................................................... 72 II. THE GROWING COST OF VIDEO GAMES ................................................. 74 III. CONTROVERSIAL VIDEO GAME PATENTS ON DLC AND MICROTRANSACTIONS ................................................................................... 81 IV. THE CONTROVERSY BEHIND THE PSYCHOLOGY OF DLC AND MICROTRANSACTIONS ................................................................................... 86 V. A BRIEF HISTORY OF PATENTS AND “MORAL UTILITY” ........................ 89 VI. WHY MORAL UTILITY SHOULD NOT BE REVIVED FOR VIDEO GAMES .. 94 VII. CONCLUSION .......................................................................................... 98 I. INTRODUCTION Video games are now more complex and realistic than they ever have been—but making those games is not cheap. Video game development and marketing costs are sky high.1 To help recoup these costs, game developers and publishers have begun inventing increasingly clever ways to encourage users to spend more money on video games—and they are pursuing patents for those inventions. One recently granted patent seeks to drive in-game purchases by making multiplayer matches difficult for a player, encouraging that player to buy an item and, once that item is purchased and used, subtly rewarding the spending by making multiplayer matches easier.2 Another recently granted patent targets players more likely to spend money in-game by presenting them with exclusive spending opportunities, maximizing value * Shareholder, Banner Witcoff. Thanks to Ross A. Dannenberg, Scott M. Kelly, and Carlos Goldie for their invaluable input and assistance with this Article. 1 See infra Part II. 2 See U.S. Patent No. 9,789,406 (filed Oct. 17, 2017) [hereinafter Marr].
    [Show full text]
  • Goose Game (2019) a Viewer
    Digital Media, Society, and Culture Angus A. A. Mol AMS2019 • T.L. van der Linden Ah… The Memories • Iman and Caressa ask Is Fake News Conquering the World? • Zeynep On Podcasts • Liona on The Joker: A Story of Controversy • See also Alejandra on From Joker, With Love • Social Games • Bernardo on Gaming Friends in a Fight Against Solitude • Petra on Socializing in Online Games • Previously by Kevin (in DH2019): My Life Through Video Games DH2019 • Hiba on All is Fair in Love and Cookies • Philippe on a Da Vinci Robot • Sanem on What Color Are Bananas? • Connor has been Playing with Social Media • Kevin L. has been Playing in the Sandbox Video Games and other Digital Playgrounds Video games are ancient… Tennis for Two (Brookhaven, 1958) Nimrod (1951), world’s first The Sumerian Game(1964) videogame-playing computer Check it out (Hamurabi, BASIC version) Check it out Spacewar! (MIT, 1962) … Video Games are now! In the 20th Century, the moving image was the dominant cultural form. While music, architecture, the written word, and many other forms of expression flourished in the last century, the moving image came to dominate. Personal storytelling, news reporting, epic cultural narratives, political propaganda – all were expressed most powerfully through film and video. The rise of the moving image is tightly bound to the rise of information; film and video as media represent linear, non-interactive information that is accessed by Untitled Goose Game (2019) a viewer. The Ludic Century is an era of games. When information is put at play, game-like experiences replace linear media.
    [Show full text]
  • Gameoverhate By
    PESTALOZZI TRAINING RESOURCES RESPECT – Responsible attitudes and behaviour in the virtual social space (RESP) GameOverHate by Author: Martin Fischer - Austria Editor: Ana Žnidarec Čučković Last edition: March, 2015 The opinions expressed in this work are the responsibility of the authors and do not necessarily reflect the official policy of the Council of Europe. This training unit has been developed in the trainer training course : « Respect - Responsible attitudes and behaviour in the virtual social space (RESP) » organised by the Pestalozzi Programme of the Council of Europe in cooperation with the “European Youth Foundation. RESP, 2014 GameOverHate Brief description This workshop called GameOverHate raises awareness for the toxicity of the gaming environment by sharing case studies, inviting the participants to reassess their favorite video games through game reviews and sharing the results online. The workshop will first collect positive experiences in gaming, followed by sharing negative cases to establish what gamers want and what situations they are playing in. Afterwards, interview is planned with a professional game reviewer, with a focus on social agenda in video games, to explain how a review is written and how to include the focus on societal implications. After that the learners will create their own game reviews focusing on hate by design and hate by the community and highlight good and bad mechanisms. When this is done, the reviews can be shared online. Expected outcomes ✓ Learners will increase awareness for hate and
    [Show full text]
  • A Mapping Approach to Identify Player Types for Game Recommendations
    information Article A Mapping Approach to Identify Player Types for Game Recommendations Yeonghun Lee and Yuchul Jung * Department of Computer Engineering, Kumoh National Institute of Technology, 61 Daehak-ro, Gumi-si 39177, Korea; [email protected] * Correspondence: [email protected]; Tel.: +82-054-4787536 Received: 23 October 2019; Accepted: 28 November 2019; Published: 2 December 2019 Abstract: As the size of the domestic and international gaming industry gradually grows, various games are undergoing rapid development cycles to compete in the current market. However, selecting and recommending suitable games for users continues to be a challenging problem. Although game recommendation systems based on the prior gaming experience of users exist, they are limited owing to the cold start problem. Unlike existing approaches, the current study addressed existing problems by identifying the personality of the user through a personality diagnostic test and mapping the personality to the player type. In addition, an Android app-based prototype was developed that recommends games by mapping tag information about the user’s personality and the game. A set of user experiments were conducted to verify the feasibility of the proposed mapping model and the recommendation prototype. Keywords: game; recommendation system; personality diagnosis; types of gamers 1. Introduction In modern society, gaming has become a part of popular culture that everyone enjoys regardless of gender or age. With the advent of various gaming platforms, such as mobile, high-end PC, and console games, users can enjoy playing games as per convenience; thus, their needs (or wishes) regarding games have diversified. Recently, a new genre that combines several existing game genres has been researched and developed to meet the needs of users.
    [Show full text]
  • A Polygon and Point-Based Approach to Matching Geospatial Features
    International Journal of Geo-Information Article A Polygon and Point-Based Approach to Matching Geospatial Features Juan J. Ruiz-Lendínez *, Manuel A. Ureña-Cámara ID and Francisco J. Ariza-López Departamento de Ingeniería Cartográfica, Geodésica y Fotogrametría, Escuela Politécnica Superior de Jaén, Universidad de Jaén, 23071 Jaén, Spain; [email protected] (M.A.U.-C.); [email protected] (F.J.A.-L.) * Correspondence: [email protected]; Tel.: +34-953-21-24-70; Fax: +34-953-21-28-54 Received: 19 October 2017; Accepted: 1 December 2017; Published: 5 December 2017 Abstract: A methodology for matching bidimensional entities is presented in this paper. The matching is proposed for both area and point features extracted from geographical databases. The procedure used to obtain homologous entities is achieved in a two-step process: The first matching, polygon to polygon matching (inter-element matching), is obtained by means of a genetic algorithm that allows the classifying of area features from two geographical databases. After this, we apply a point to point matching (intra-element matching) based on the comparison of changes in their turning functions. This study shows that genetic algorithms are suitable for matching polygon features even if these features are quite different. Our results show up to 40% of matched polygons with differences in geometrical attributes. With regards to point matching, the vertex from homologous polygons, the function and threshold values proposed in this paper show a useful method for obtaining precise vertex matching. Keywords: area entities matching; point entities matching; genetic algorithm; turning function descriptor; geographical databases 1. Introduction Pattern recognition and matching of features are essential processes in many problems when dealing with graphic information [1,2].
    [Show full text]