Primetimes Newsletter, Fall 2010 Office of Lifespan Studies
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Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Sony Cuts Playstation 2 Price to $100 31 March 2009
Sony cuts PlayStation 2 price to $100 31 March 2009 Sony reports selling more than 136 million PS2 consoles since they were launched in 2000. "Demand for PlayStation 2 remains strong throughout the world," said SCEA president Jack Tretton. "The new 99-dollar price point will bring in new consumers who will discover how PlayStation platforms are an outstanding choice for their gaming and home entertainment needs." Sony is cutting the price of its older generation Sony hopes that beefing up the ranks of PS2 users PlayStation 2 (PS2) videogame consoles to 100 dollars will eventually translate into loyal fans that upgrade (US) in a move prompted by tough economic times and to PS3 models. a desire to lure fans to the platform. Analysts have gone on record saying they believe it will take a PS3 price cut to breathe new life into sales of the consoles. Sony is cutting the price of its older generation PlayStation 2 (PS2) videogame consoles to 100 Microsoft saw Xbox 360 console sales rise last year dollars (US) in a move prompted by tough after the US technology giant trimmed about 50 economic times and a desire to lure fans to the dollars from price tags. platform. Wii consoles are priced at 250 dollars each and Sony Computer Entertainment America said the have dominated the market since their launch in price of a PS2 console will drop 30 dollars late 2006. beginning April 1 but that it is not trimming the price of its latest-generation PlayStation 3 (c) 2009 AFP consoles. PS2 consoles have remained strong sellers despite the launch in late 2006 of a more powerful PS3 version with built-in Blu-ray high definition disk player. -
The Dreamcast, Console of the Avant-Garde
Loading… The Journal of the Canadian Game Studies Association Vol 6(9): 82-99 http://loading.gamestudies.ca The Dreamcast, Console of the Avant-Garde Nick Montfort Mia Consalvo Massachusetts Institute of Technology Concordia University [email protected] [email protected] Abstract We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde. After characterizing the avant-garde, we investigate reasons that Sega's position within the industry and their policies may have facilitated development that expressed itself in this way and was received by gamers using terms that are associated with avant-garde work. We describe five Dreamcast games (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and explain how the advances made by these industrially productions are related to the 20th century avant- garde's lesser advances in the arts. We conclude by considering the contributions to gaming that were made on the Dreamcast and the areas of inquiry that remain to be explored by console videogame developers today. Author Keywords Aesthetics; art; avant-garde; commerce; console games; Dreamcast; game studios; platforms; politics; Sega; Tetsuya Mizuguchi Introduction A platform can facilitate new types of videogame development and can expand the concept of videogaming. The Dreamcast, however brief its commercial life, was a platform that allowed for such work to happen and that accomplished this. It is not just that there were a large number of weird or unusual games developed during the short commercial life of this platform. We argue, rather, that avant-garde videogame development happened on the Dreamcast, even though this development occurred in industrial rather than "indie" or art contexts. -
Ring in the New Semester
Oakland University’s Independent Student THE Newspaper OAKLAND POST Jan. 3, 2018 RING IN THE NEW SEMESTER NEW VISION ICYMI SILVERDOME The Board of Trustees approves new A roundup of movies you might Oakland’s history with the Pontiac mission statement have missed this season Silverdome PAGE 4 PAGES 8 & 9 PAGE 11 Photo by Elyse Gregory / The Oakland Post ontheweb THE OAKLAND The D-III club hockey team might not be POST part of the NCAA, but it has a winning Your campus. Your news. tradition of its own. thisweek www.oaklandpostonline.com January 3, 2018 // Volume 43. Issue 14 POLL OF THE WEEK What did you think about Trump’s first year as U.S. President? A He’s making America great again! B I’m still #FeelingTheBern C He did ‘aight D My dog could have done better Vote at www.oaklandpostonline.com LAST WEEK’S POLL Are you ready for finals? A) HAHAHAHAHA 33 votes | 28% B) I’m becoming a stripper PHOTO OF THE WEEK 45 votes | 38% C) I have killer note cards BEAMS IN PLACE // The Oakland Center renovation reached a milestone in December with 12 votes | 10% the placement of its final beam. The beam was signed by the campus community in Octo- ber as part of a campus tradition. D) C’s get degrees, amirite? Photo // Nicole Morsfield 29 votes | 24% Submit a photo to [email protected] to be featured. View all submissions at oaklandpostonline.com NEW YEAR’S RESOLUTIONS Mina Fuqua - Copy Editor “In 2018 I’m gonna be mover and not a shaker.” Stephen Armica - Satirist “I want something really attainable, so my resolution is to quit doing meth. -
Okc Parks & Recreation 2017
OKC PARKS & RECREATION FALL PROGRAM GUIDE 2017 Over 220 programs from September through December! FOLLOW US ON SOCIAL MEDIA! @OKCPARKS 21 WHO’S WHO 20 City of Oklahoma City Mayor Mick Cornett WHAT’S Oklahoma City Council James Greiner Ward 1 19 24 Dr. Ed Shadid Ward 2 18 Larry McAtee, Jr. Ward 3 Todd Stone Ward 4 INSIDE David Greenwell Ward 5 Meg Salyer Ward 6 17 22 John Pettis, Jr. Ward 7 23 16 Mark Stonecipher Ward 8 4 Oklahoma City Park Commission AQUATICS 2 5 2 6 Joe Mallonee Ward 1 15 1 3 Christine Patton Ward 2 Jeff Olbert Ward 3 25 Louise Elkins-Alexander Ward 4 Ray Thompson Ward 5 14 13 8 ATHLETICS 4 7 Janet Seefeldt Ward 6 12 Gary Woods Ward 7 Allen Paine, Chair Ward 8 Linda Horn At-Large 10 9 Parks & Recreation Managers CAMPS 7 26 Douglas R. Kupper Director 11 Melinda McMillan-Miller Assistant Director Christopher Hamilton Recreation Michael J. Smith Business Office Terry Ash Park Planning OKC PARKS Scott Copelin Natural Resources YOUTH REC 8 find your& RECREATIONfacility Todd Reese Parks-Grounds 1 PILOT RECREATION CENTER, 1435 nw 2nd st | 297-1438 14 wendel whisenhunt sports complex, 3200 s independence ave GET IN TOUCH 2 MUNICIPAL GYMNASIUM, 720 nw 8th st | 297-1433 15 melrose recreation center, 7800 w melrose ln | 297-1431 [email protected] MARTIN PARK 18 3 FOSTER PROGRAM CENTER, 614 ne 4th st | 297-1423 16 will rogers senior center, 3501 pat murphy drive | 297-1455 Parks Administration (405) 297-3882 4 PITTS RECREATION CENTER, 1920 n kate ave | 297-1440 17 will rogers gardens, 3400 nw 36th st | 297-1392 Recreation Main Line (405) 297-2211 WILL ROGERS 22 5 DOUGLASS RECREATION CENTER, 900 n frederick douglass | 297-1416 18 nw optimist center, 3301 nw grand blvd | 297-1437 Parks Rentals (405) 297-3882 6 james e. -
Harrison 2011
FloorPlay: Design and evaluation of a system to motivate physical activity in office workers Daniel Bryan Peter Harrison "Project report submitted in part fulfilment of the requirements for the degree of Master of Science (Human-Computer Interaction with Ergonomics) in the Faculty of Brain Sciences, University College London, 2012." NOTE BY THE UNIVERSITY This project report is submitted as an examination paper. No responsibility can be held by London University for the accuracy or completeness of the material therein. Acknowledgements This was a very ambitious MSc project, and as such there are a lot of people I’d like to thank. I’d first like to thank Jon Bird and Paul Marshall, for all of their support and assistance in producing and installing the system, and ultimately getting this report written. They offered great help throughout the project; the project wouldn’t have came together without them. I’d also like to thank all of the other academic and support staff that have taught and helped me over the past twelve months on the Masters’ degree. The Technical Support Group staff, especially Dave Twinsleton, were also a great help with installing various parts of the system, including the wiring for the interactive surface and the wireless network in the stairwell. My friend, Greg Booth, also very kindly took a long day away from home to come to UCL and help me install parts of the system. Fran Allfrey and James Owers kindly allowed me to stay at their home when it was either too late or when I was too exhausted to take the train home. -
History of the Japanese DDR Community (PDF)
Counting Combos A History of the Japanese DDR Community ~ An Insider’s Perspective ~ By: Aaron Chmielowiec October 5, 2013 Revision 109 Copyright © 2011, 2012, 2013 by Aaron Chmielowiec Cover design by Dan Zamarripa (SD) and Matt Hines Book design by Aaron Chmielowiec Published by AIJBot Press All rights reserved. No part of this book may be reproduced in any form or by any electronic or mechanical means including information storage and retrieval systems, without permission in writing from the author. The only exception is by a reviewer, who may quote short excerpts in a review. Dance Dance Revolution, ParaPara Paradise, Martial Beat, Dance 86.4, Jubeat and Dance Evolution AC are property of Konami Corporation. This book is intended for non-commercial educational purposes and may not be redistributed for profit in any form including but not limited to, electronic information service distribution, bulletin board distribution, and magnetic or optical medium distribution. Printed in the United States of America First Edition: May 2011 Second Edition: June 2012 Third Edition: October 2013 2 Chapter Page Introduction ………………………………………... 4 About the Author ………………………………... 6 1998 ……………………………………………………. 9 1999 ……………………………………………………. 14 2000 ……………………………………………………. 22 2001 ……………………………………………………. 35 2002 ……………………………………...…………….. 55 2003-2005 ……………………………....…………… 77 2006 ……………………………………...…………….. 104 2007-2008 …………………………………………… 121 2009 ……………………………………..……………… 147 2010 ……………………………………..……………… 160 2011 ……………………………………..……………… 172 2012 ……………………………………..……………… 186 Epilogue ………………………………………………. 198 Addendum …………………………………………... 201 Glossary ……………………………………………….. 226 Special Thanks ……………………………………... 231 3 Introduction DDR, or “Dance Dance Revolution” as it is known in full, is a long running series of music games by Konami Corporation as part of the Bemani music game series. DDR started in the late 1990s and unlike most other games found in a typical Japanese arcade, it requires a more physical method of input. -
Town of Dartmouth 2007 Annual Town Report
Town of Dartmouth 2007 Annual Town Report Table of Contents General Information 4 Directory of Public Officials 5 Directory of Town Officers 6 FINANCIAL AND ACCOUNTANT REPORTS Town Accountant 8 Board of Assessors 29 Town Collector 31 PUBLIC SAFETY AND PROTECTION Building Department 32 Police Department 35 Traffic Division/Crime Prevention 47 K-9 Division 42 Underwater Recovery Unit 44 Investigative Division / ID 44 Sealer of Weights and Measures 48 Emergency Management Agency 48 PUBLIC WORKS AND SERVICES Department of Public Works 50 Water Pollution Control 58 Engineering Division 53 Highway and Sanitation Division 54 Water Division 59 PLANNING AND DEVELOPMENT Planning Board 63 Southeastern Regional Planning & Economic Development District 67 Greater New Bedford Regional Refuse Management District 69 Board of Appeals 70 Historical Commission 72 Community Preservation Committee 73 Cemetery Commission 75 DARTMOUTH PUBLIC LIBRARIES 76 PUBLIC SCHOOLS 2 Financial Statements 79 Superintendent’s Annual Report 91 Dartmouth Community Television 145 Greater New Bedford Regional Vocational Technical High School 148 HUMAN SERVICES Board of Health 186 Counsel on Aging 188 Housing Authority 191 Veterans’ Services 192 Youth Commission 193 Community Nurse and Hospice Care 196 Legal Department 197 Grants and Human Resources 198 PARKS, NATURAL RESOURCES & RECREATION Bristol County Mosquito Control Board 100 Conservation Commission 202 Natural Resources Department 204 Dartmouth Harbormaster Waterway Management Department 205 Soil Conservation Board 207 Park Department 208 Recreation Department 209 ANIMAL CONTROL 211 DEVELOPMENT AND IMPROVEMENT COMMISSIONS Industrial Development Commission 213 Capital Improvement Planning Committee 214 Personnel Board 220 TOWN CLERK Vital Statistics 223 ELECTIONS Annual Town Election, April 3, 2007 224 Special Town Election, July 31, 2007 TOWN MEETINGS Spring Annual Town Meeting, June 5, 2007 226 Fall Annual Town Meeting, October 16, 2007 3 GENERAL INFORMATION Town Hall Office Building Hours – Monday through Friday – 8:30 A.M. -
Santa's Little Helper
Visit us online at smdp.com MONDAY, DECEMBER 25, 2006 Volume 6 Issue 36 Santa Monica Daily Press Since 2001: A news odyssey NEWS OF THE WEIRD BY CHUCK SHEPARD ■ A New York City housing program Santa’s begun in the 1970s to encourage new construction has enabled huge reduc- tions in property taxes on certain build- ings in Manhattan, and those savings continue to this day (and at least through next year and maybe beyond). Little Among the beneficiaries: Yankee short- stop Derek Jeter, who saves $130,000 a year on his $4 million Trump World Tower apartment; designer Calvin Klein ($134,000 savings on his penthouse); and actress Natalie Portman (saving Helper $26,300 a year on her $5.8 million condo) (according to an October New York Post report). Death by Snake SM man answers ■ A 48-year-old woman died from a tim- ber rattlesnake bite during services at the East London Holiness Church in Christmas wishes London, Ky., in November. The church features a monthly snake-handling serv- ice, during which people can prove they BY KEVIN HERRERA are true believers by not getting bitten. Daily Press Staff Writer ■ In Shamokin, Pa., in October, Terry Jackson, 36, distraught for an undis- closed reason, kept police at bay in a OCEAN PARK — While he may not suicidal standoff in which she wielded have a bushy white beard, nine tiny five poisonous snakes (from an aquari- um in her home). They bit her hand and reindeer or a belly that shakes like a face numerous times, leaving her bloody, bowl full of jelly, Andrew Cabello will until police subdued her with a Taser gun. -
Re:Configuring Interface Culture – Digital Aesthetics in the Age of Pervasive Computing”
Department of Aesthetic Studies Aarhus University Supervisor Søren Pold PhD dissertation by Lone Koefoed Hansen Submitted 12th Sept 2008 re:configuring interface culture – digital aesthetics in the age of pervasive computing [made with wordle.net] CONTENTS Acknowledgements .................................................................................................. 3! List of enclosed papers............................................................................................. 5! English summary ..................................................................................................... 7! Dansk resumé ........................................................................................................ 11! Part 1 ..................................................................................................................... 15! 1. Introduction....................................................................................................... 17! Outline of dissertation ....................................................................................... 19! 2. Researching digital technologies ....................................................................... 25! Experiencing digitality....................................................................................... 25! Studying software .............................................................................................. 28! 3. Artefactualities .................................................................................................. -
Performing Perception—Staging Aesthetics of Interaction
Performing Perception—Staging Aesthetics of Interaction PETER DALSGAARD and LONE KOEFOED HANSEN University of Aarhus In interaction design for experience-oriented uses of technology, a central facet of aesthetics of in- teraction is rooted in the user’s experience of herself “performing her perception.” By drawing on performance (theater) theory, phenomenology and sociology and with references to recent HCI-work on the relation between the system and the performer/user and the spectator’s re- lation to this dynamic, we show how the user is simultaneously operator, performer and spec- tator when interacting. By engaging with the system, she continuously acts out these three roles and her awareness of them is crucial in her experience. We argue that this 3-in-1 is always already shaping the user’s understanding and perception of her interaction as it is 13 staged through her experience of the object’s form and expression. Through examples ranging from everyday technologies utilizing performances of interaction to spatial contemporary art- works, digital as well as analogue, we address the notion of the performative spectator and the spectating performer. We demonstrate how perception is also performative and how focus on this aspect seems to be crucial when designing experience-oriented products, systems and services. Categories and Subject Descriptors: H.1.2 [Models and Principles]: User/Machine Systems— Human factors; H.5.2 [Information Interfaces and Presentation]: User Interfaces—Theory and methods; J.5 [Computer Applications]: Arts and Humanities—Performing arts (e.g., dance, music) General Terms: Design, Human Factors, Theory Additional Key Words and Phrases: Aesthetics, interaction design, human-computer interaction, art, performance theory, experience design ACM Reference Format: Dalsgaard, P. -
Miguel Balauag STS145 Dance Dance Revolution: a True Revolution
Miguel Balauag STS145 Dance Dance Revolution: A True Revolution Introduction This is not your typical arcade game. It stands at a height of eight feet, two feet larger than most arcade cabinets. Lights shine down as dance music thumps out of the two large speakers on the cabinet’s base. There is no joystick or array of circular buttons; instead, you stand on a metal platform with four pressure panels beneath your feet and a handbar behind you. A set of stationary arrows is at the top of the screen, while other arrows rise from the bottom. Each one corresponds to a direction (up, left, down, or right), and as each one reaches the top, you step on the corresponding panel – stomp, stomp, stomp. The steps match the beats of the song, and the game tells you how good your timing is (words like “Perfect,” “Great,” or “Miss” flash on-screen as each arrow floats off the screen). Welcome to Dance Dance Revolution. At a time when the arcade industry was shrinking, video games were under fire for violent content, and music games were relatively unsuccessful, Dance Dance Revolution defied all expectations and became the biggest coin-op craze of recent times. It has evolved into a cultural phenomenon, making appearances in news articles, talk shows, a Skechers commercial, and television shows such as FOX’s King of the Hill. In many ways, it has risen above most video games in the public consciousness. But most importantly, Dance Dance Revolution has largely developed into a social arena with its own communities and cultures.