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Mon Co Hist. Assoc. 70 r c.u i Si Picel’o iii, Buy Fourth War Loan Bonds Now: Quota for Belmar Area $250,000 Th e Co a st A d v e r t is e r (Established 1892) Fifty-First Year, No. 36 BELMAR, NEW JERSEY, FRIDAY, JANUARY 21, 1944 Single Copy Four Cents Borough Delays Viola Smith to Marry •'i , i ■ South Belmar School South Belmar Tax W est Belmar Serviceman Budget Is Unchanged Action on Hotel Mrs. D avid G. Sm ith, 518% Sixteenth School costs in South Belmar will Rate Drops $2.06 avenue, has announced the engage remain the same during the ensuing ment of her daughter, Viola M. Smith, year, according to a school budget Liquor Licenses to Louis Leonard Warwick, chief which will be considered at a public In 1944 Budget mate, United States navy, son of Mrs. hearing by the South Belmar board of Buena Vista Permit Would Grace A. Warwick, 125 H street, West education Jan u ary 28 at 7:30 p. m. at Improved Collections Are Odds and Ends . Belm ar. the borough hall. Fill Quota —- Debates The district school tax will remain Responsible, Mayor Miss Smith is a graduate of Asbury OFFSHORE FISHERMEN are hop at $9,000, the amount last year, with Amendment to Make Park high school and is employed at I Says— Public Hearing ing that improved conditions iin the $5,000 estimated revenue from state the New Jersey Bell Telephone com Atlantic will enable the Navy to cease Minors Liable. funds and a balance on hand at the Set for Feb. -
Master's Thesis: Visualizing Storytelling in Games
Chronicle Developing a visualisation of emergent narratives in grand strategy games EDVARD RUTSTRO¨ M JONAS WICKERSTRO¨ M Master's Thesis in Interaction Design Department of Applied Information Technology Chalmers University of Technology Gothenburg, Sweden 2013 Master's Thesis 2013:091 The Authors grants to Chalmers University of Technology and University of Gothen- burg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Authors warrants that they are the authors to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Authors shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Authors has signed a copyright agreement with a third party regarding the Work, the Authors warrants hereby that they have obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Chronicle Developing a Visualisation of Emergent Narratives in Grand Strategy Games c EDVARD RUTSTROM,¨ June 2013. c JONAS WICKERSTROM,¨ June 2013. Examiner: OLOF TORGERSSON Department of Applied Information Technology Chalmers University of Technology, SE-412 96, G¨oteborg, Sweden Telephone +46 (0)31-772 1000 Gothenburg, Sweden June 2013 Abstract Many games of high complexity give rise to emergent narratives, where the events of the game are retold as a story. The goal of this thesis was to investigate ways to support the player in discovering their own emergent stories in grand strategy games. -
Bob White Lodge 87 Centennial History Book
Bob White Lodge 87 Centennial History Book In Honor of a Centuries of Service 1915-2015 A brief history of the oldest Lodge in the Deep South, serving sixteen counties in Georgia and South Carolina for the Georgia-Carolina Council. By Reed Powell Bob White Lodge 87 Established 1936 The History of the Order………………………….. 2 Lodge History…………………………………………… 3 The Oldest Lodge in the Deep South…………. 13 The Legend of the Cabin…………………………… 15 Past Lodge Chiefs…………………………………….. 20 Patches…………………………………………………..… 22 Lodge Awards…………………………………………… 26 Author’s Note…………………………………………… 48 1 The History of the Order Seeking to establish a society for the recognition of the most meritorious campers, Carrol A. Edson and E. Urner Goodman (below) founded the Order of the Arrow at Treasure Island Scout Camp in Pennsylvania in 1915. Goodman stated that the cheerful service of Billy Clark led him create the Order of the Arrow. Billy was helping in the medical tent at camp. As he carried the bed pans full of human waste, he fell and the bed pans emptied on him. Demonstrating a cheerful spirit, Billy started laughing at his predicament. Goodman knew that Scouts who equally demonstrated the Scouting Spirit should be recognized. It was originally called Wimachtendienk or Brotherhood. According to Ken Davis’s Brotherhood of Cheerful Service: A History of the Order of the Arrow, the Order’s ceremonies and rituals were influenced by Chris- tian beliefs, college fraternities, the Lennie Lenape tribe, and freemasonry. From 1915 to 1934, the Order was recognized as an experimental program by the Boy Scouts of America. The National Council adopted the Order as an offi- cial part of the BSA program in 1934. -
Die Kulturelle Aneignung Des Spielraums. Vom Virtuosen Spielen
Alexander Knorr Die kulturelle Aneignung des Spielraums Vom virtuosen Spielen zum Modifizieren und zurück Ausgangspunkt Obgleich der digital divide immer noch verhindert, dass Computerspiele zu ge- nuin globalen Gütern werden, wie es etwa der Verbrennungsmotor, die Ka- laschnikow, Hollywoodikonen, Aspirin und Coca Cola längst sind, sprengt ihre sich nach wie vor beschleunigende Verbreitung deutlich geografische, natio- nale, soziale und kulturelle Schranken. In den durch die Internetinfrastruktur ermöglichten konzeptuellen Kommunikations- und Interaktionsräumen sind Spieler- und Spielkulturen wesentlich verortet, welche weiten Teilen des öf- fentlichen Diskurses fremd und unverständlich erscheinen, insofern sie über- haupt bekannt sind. Durch eine von ethnologischen Methoden und Konzepten getragene, lang andauernde und nachhaltige Annäherung ¯1 an transnational zusammengesetzte Spielergemeinschaften werden die kulturell informierten Handlungen ihrer Mitglieder sichtbar und verstehbar. Es erschließen sich so- ziale Welten geteilter Werte, Normen, Vorstellungen, Ideen, Ästhetiken und Praktiken – Kulturen eben, die wesentlich komplexer, reichhaltiger und viel- schichtiger sind, als der oberflächliche Zaungast es sich vorzustellen vermag. Der vorliegende Artikel konzentriert sich auf ein, im Umfeld prototypischer First-Person-Shooter – genau dem Genre, das im öffentlichen Diskurs beson- ders unter Beschuss steht – entstandenes Phänomen: Die äußerst performativ orientierte Kultur des trickjumping. Nach einer Einführung in das ethnologische -
FLUVANNA COUNTY PLANNING COMMISSION WORK SESSION and REGULAR MEETING MINUTES CIRCUIT COURT ROOM—FLUVANNA COUNTY COURTS BUILDING 6:00 P.M
FLUVANNA COUNTY PLANNING COMMISSION WORK SESSION AND REGULAR MEETING MINUTES CIRCUIT COURT ROOM—FLUVANNA COUNTY COURTS BUILDING 6:00 p.m. Work Session 7:00 p.m. Regular Meeting April 10, 2018 MEMBERS PRESENT: Barry Bibb, Chairman Ed Zimmer, Vice Chairman Lewis Johnson Sue Cotellessa Howard Lagomarsino Patricia Eager, Board of Supervisors Representative ALSO PRESENT: Jason Stewart, Planning and Zoning Administrator Brad Robinson, Senior Planner James Newman, Planner Fred Payne, County Attorney Stephanie Keuther, Senior Program Support Assistant Absent: None Open the Work Session: (Mr. Barry Bibb, Chairman) Pledge of Allegiance, Moment of Silence Director Comments: None Public Comments: None Work Session: ZTA – Density Updates – Presented by James Newman, Planner James Newman: gave a brief presentation showing different amounts of housing density. Zimmer: Is 1 unit per 2 acres a by-right density? Newman: In A-1 you have to have at least two acres per dwelling unit Eager: And that’s with road frontage on a state road? Newman: Yes. Payne: The density is one unit per two acres even though the lot size may be different. The difference is, where I live in Two Rivers the density is less than one unit per two acres even though the lots are about ¾ of an acre, because it’s a cluster subdivision. For the one that was just shown the lot size is two acres and the density is two acres. But you could have it be a quarter of that and still have the rest as an open space and still be at a density of two acres even though the lot sizes are small. -
Navigating the Videogame
From above, from below: navigating the videogame A thesis presented by Daniel Golding 228306 to The School of Culture and Communication in partial fulfilment of the requirements for the degree of Bachelor of Arts (Honours) in the field of Cultural Studies in the School of Culture and Communication The University of Melbourne Supervisor: Dr. Fran Martin October 2008 ABSTRACT The study of videogames is still evolving. While many theorists have accurately described aspects of the medium, this thesis seeks to move the study of videogames away from previously formal approaches and towards a holistic method of engagement with the experience of playing videogames. Therefore, I propose that videogames are best conceptualised as navigable, spatial texts. This approach, based on Michel de Certeau’s concept of strategies and tactics, illuminates both the textual structure of videogames and the immediate experience of playing them. I also regard videogame space as paramount. My close analysis of Portal (Valve Corporation, 2007) demonstrates that a designer can choose to communicate rules and fiction, and attempt to influence the behaviour of players through strategies of space. Therefore, I aim to plot the relationship between designer and player through the power structures of the videogame, as conceived through this new lens. ii TABLE OF CONTENTS ABSTRACT ii ACKNOWLEDGEMENTS iv CHAPTER ONE: Introduction 1 AN EVOLVING FIELD 2 LUDOLOGY AND NARRATOLOGY 3 DEFINITIONS, AND THE NAVIGABLE TEXT 6 PLAYER EXPERIENCE AND VIDEOGAME SPACE 11 MARGINS OF DISCUSSION 13 CHAPTER TWO: The videogame from above: the designer as strategist 18 PSYCHOGEOGRAPHY 18 PORTAL AND THE STRATEGIES OF DESIGN 20 STRUCTURES OF POWER 27 RAILS 29 CHAPTER THREE: The videogame from below: the player as tactician 34 THE PLAYER AS NAVIGATOR 36 THE PLAYER AS SUBJECT 38 THE PLAYER AS BRICOLEUR 40 THE PLAYER AS GUERRILLA 43 CHAPTER FOUR: Conclusion 48 BIBLIOGRAPHY 50 iii ACKNOWLEDGEMENTS I would like to thank my supervisor, Dr. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Embrace the Unexpected: Yet Another Family Conversation
© 2016 TSJLD & Authors ThaiSim Journal: TSJLD Vol. 1, No.1 (Jan-Jun 2016), 38 – 50 Learning Development (TSJLD) ISSN 2158-5539 http://www.thaisim.org/sgld/ Embrace the unexpected: Yet another family conversation Elizabeth Tipton Eastern Washington University, USA James Murff ArenaNet, USA Abstract This paper summarizes a long conversation between an educational game design mother and her entertainment game tester son that began with a discussion about bugs in video games. Along the way, it led to some interesting observations on emergent behavior and metagaming. Finally, this dialog wandered into experiences with emergent gameplay in the design and implementation of pedagogical simulations and games. The importance of good debriefing in the classroom was also underscored. Keywords: bugs; debriefing; designer-player interaction; emergent behavior, intentional emergent gameplay, metagaming, player agency Introduction: Working definitions of Gaming Simulation Four years ago, the authors made public during panel discussions at ABSEL and ISAGA their conversation on improving educational game design through an understanding of the problems commonly seen in during the testing and consumption of entertainment games. Those dialogues have continued to this day. What follows began over dinner one day when the topic was bugs in video games. 38 Embrace the unexpected: Yet another family conversation Tipton & Murff Bugs Bugs, harmless or otherwise, are a common part of software development. You can't predict every single outcome of a particular scenario, especially when the system is extremely complex. While test cases and extensive QA can help, games always ship with glitches ranging from the hilarious-but-harmless to the game- breaking. Some games ship with so many bugs that they are unplayable, but thoroughly entertaining to watch from the perspective of a horrible disaster playing out. -
Guidelines on Successfully Porting Non-Immersive Games to Virtual
Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft John Porter III Matthew Boyer Andrew Robb Clemson University Clemson University Clemson University Clemson, SC, USA Clemson, SC, USA Clemson, SC, USA [email protected] [email protected] [email protected] ABSTRACT top 10 best seller list on the Steam marketplace after it was Virtual reality games have grown rapidly in popularity since released for pre-ordering. the first consumer VR head-mounted displays were released When porting a game to VR, one of the major challenges faced in 2016, however comparatively little research has explored by developers is adapting the controls of the non-immersive how this new medium impacts the experience of players. In game to work in the new immersive context. Several options this paper, we present a study exploring how user experience are open to developers. At the most basic level, developers can changes when playing Minecraft on the desktop and in im- change nothing and continue to allow users to play the game mersive virtual reality. Fourteen players completed six 45 using a keyboard or a gamepad. This method relies purely on minute sessions, three played on the desktop and three in VR. indirect input, as no aspect of the player’s bodily motion is The Gaming Experience Questionnaire, the i-Group presence used to interact with the game (expect for head motion). At the questionnaire, and the Simulator Sickness Questionnaire were most advanced level, developers can completely recreate the administered after each session, and players were interviewed controls to take full advantage of the motion controls afforded at the end of the experiment. -
Queering Stories and Selves: Gamer Poop and Subversive Narrative Emergence
Issue 9 May 2017 www.intensitiescultmedia.com Queering Stories and Selves: Gamer Poop and Subversive Narrative Emergence Lawrence May and Fraser McKissack University of Auckland Abstract Video games such as Mass Effect 3 (Electronic Arts, 2012), Skyrim (Bethesda Softworks, 2011) and Fallout 3 (Bethesda Softworks, 2008) have been praised for offering highly customisable and personalised ingame avatars, experiences and narrative flexibility. The humour in popular YouTube machinima series Gamer Poop playfully rejects the heteronormative and hypermasculine expectations that still appear inevitable in these seemingly open and inclusive gameworlds. Across Gamer Poop’s 49 videos, stable identifiers of race, gender, and sexuality are radically rewritten using post-production video editing and game modification to allow for intersexual character models, bisexual orgies, and breakdancing heroes—content not programmed into the original games. We discuss the potential for machinima videos to act as tools for negotiating emergent queer narra- tives. These emergent experiences are generated by players and re-inscribed onto the broader video game ‘text’, demonstrating the limitations of video game texts for identity-building activity. Gamer Poop takes advantage of emergence as the ‘primordial structure’ of games (Juul 2005: 73), and presents to the audience moments of emergent, queer narrative—what Henry Jenkins describes as stories that are ‘not pre-structured or pre-programmed, [instead] taking shape through the game play’ (Jenkins 2004: 128). These vulgar and sometimes puerile videos are a critical and playful intervention into the embedded textual meaning of Gam- er Poop’s chosen video games, and demonstrate that a latent representative potential exists in video game systems, rulesets, and game engines for emergent storytelling and identity-building activities. -
James Newman, Zoning Administrator DATE
MEMORANDUM TO: Chairman Gantt and Planning Commissioners FROM: James Newman, Zoning Administrator DATE: August 7, 2019 for the August 14, 2019 meeting RE: SUP 2019-01 Catholic Student Center requests a Special Use Permit (SUP) for a religious institution (a rectory) at 1604 College Avenue/ GPIN 7779-64-4797 in a Residential-4 Zoning District (R4). This is an amendment to approved SUP 99-07 for a school/church facility at 1614 College Avenue/GPIN. ISSUE Should the Planning Commission recommend approval of the proposed special use permit for a religious institution? 1604 College Avenue highlighted in red 2 RECOMMENDATION Recommend to the City Council approval of the SUP subject to the following conditions: 1. The rectory shall be used by a priest who works with Catholic ministry associated with the University of Mary Washington. Housing in the rectory shall be solely for the priest. 2. The property shall be developed in substantial accordance with the Generalized Development Plan, entitled “Special Use Permit Generalized Development Plan for Catholic Student Center,” by Legacy Engineering dated July 25, 2019 3. GPIN parcel 7779-64-4797 shall remain a separate subdivided residential lot or parcel of land, and shall not be consolidated with the other parcel(s) on which this use is conducted. 4. The landowner shall not expand the existing residential building. 5. The front yard of this corner lot shall not be paved, and will be left as open space, except as shown on the GDP. 6. The 1604 College Avenue property may be used for small group activities or meetings with up to twenty participants (not including the resident of the home), but group activities or meetings with over twenty participants shall not take place on this property. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously.