My Life As a Night Elf Priest Technologies of the Imagination New Media in Everyday Life Ellen Seiter and Mimi Ito, Series Editors
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Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................ -
(12) United States Patent (10) Patent No.: US 7,945,856 B2 Leahy Et Al
US007945856B2 (12) United States Patent (10) Patent No.: US 7,945,856 B2 Leahy et al. (45) Date of Patent: May 17, 2011 (54) SYSTEMAND METHOD FOR ENABLING (56) References Cited USERS TO INTERACT IN A VIRTUAL SPACE U.S. PATENT DOCUMENTS (75) Inventors: Dave Leahy, Oakland, CA (US); Judith 4.414,621 A 11/1983 Bown et al. Challinger, Santa Cruz, CA (US); B. 4,441,162 A 4, 1984 Lillie 4493,021 A 1/1985 Agrawal et al. Thomas Adler, San Francisco, CA (US); 4,503,499 A 3, 1985 Mason et al. S. Mitra Ardon, San Francisco, CA 4,531,184 A 7/1985 Wigan et al. (US) 4,551,720 A 11/1985 Levin 4,555,781 A 1 1/1985 Baldry et al. (73) Assignee: Worlds.com, Inc., Brookline, MA (US) (Continued) (*) Notice: Subject to any disclaimer, the term of this FOREIGN PATENT DOCUMENTS patent is extended or adjusted under 35 CA 2242626 C 10, 2002 U.S.C. 154(b) by 0 days. (Continued) (21) Appl. No.: 12/353,218 OTHER PUBLICATIONS Andrew Reese et al., Kesami Air Warrior, http://www. (22) Filed: Jan. 13, 2009 atarimagazines.com/startv3n2/kesamiwarrior.html, Jan. 12, 2009. (Under 37 CFR 1.47) (Continued) (65) Prior Publication Data Primary Examiner — Kevin M Nguyen US 2009/0228.809 A1 Sep. 10, 2009 (74) Attorney, Agent, or Firm — Anatoly S. Weiser, Esq.; Acuity Law Group Related U.S. Application Data (57) ABSTRACT (63) Continuation of application No. 1 1/591.878, filed on The present invention provides a highly scalable architecture Nov. -
A Third Age of Avatars Bruce Damer, [email protected] Damer.Com | Digitalspace.Com | Ccon.Org | Biota.Org | Digibarn.Com
A Third Age of Avatars Bruce Damer, [email protected] damer.com | digitalspace.com | ccon.org | biota.org | digibarn.com Ò Started life on a PDP-11 fresh out of high school (1980), programmed graphics, videotext systems, dreamed of self replicating robots on the moon, designed board games, built model space stations. Ò Worked at IBM Research in 1984 (Toronto, New York), introduced to Internet, optical computing. Ò At Elixir Technologies 1987-94, wrote some of first GUI/Windows-Icons Publishing software on the IBM PC platform used 100 countries. Ò Established Contact Consortium in 1995, held first conferences on avatars (Earth to Avatars, Oct 1996) Ò Wrote “Avatars!”in 1997. Hosted and supported 9 conferences until 2003 on various aspects of virtual worlds (AVATARS Conferences, VLearn3D, Digital Biota) Ò Founded DigitalSpace in 1995, produced 3D worlds for government, corporate, university, and industry. Evangelism for Adobe (Atmosphere), NASA (Digital Spaces, open source 3D worlds for design simulation of space exploration) and NIH (learning games for Autism) Ò Established DigibarnComputer Museum (2002) Ò Virtual Worlds Timeline project (2006-2008) to capture and represent the history of the medium Ò The Virtual World, its Origins in Deep Time Ò Text Worlds Ò Graphical Worlds Ò Internet-Connected Worlds Ò The Avatars Cyberconferences Ò Massive Multiplayer Online RPGs Ò Virtual World Platforms Ò Virtual Worlds Timeline Project and Other Research History of Virtual Worlds The Virtual World, its Origins in Deep Time So what is a Virtual World? A place described by words or projected through pictures which creates a space in the imagination real enough that you can feel you are inside of it. -
Book Production 2019.Xlsm
CustomEyes® Book List Title Author ISBN RRP Publisher Age Synopsis Mr and Mrs Brick are builders, just like their mothers and fathers and grandmothers and grandfathers. But their new baby doesn’t seem to be following in their footsteps. Instead of building things up, she keeps Happy Families - Miss Brick the Builders' Ahlberg, Allan 9780140312423 £4.99 Puffin 06+ knocking things down! Baby Miss Josie Jump the jockey can’t wait to gallop in a race like her mum, her brother and even her grandma, but everyone says she’s too young. But then grandma’s horse gets a sore throat and Jimmy Jump gets a Happy Families - Miss Jump the Jockey Ahlberg, Allan 9780140312416 £4.99 Puffin 06+ splinter in his bottom Mr Biff is a boxer but he likes to eat cream cakes and sit by the fire in his slippers. Mr Bop is a boxer too, but he’s the fittest, toughest man in town. So Mr Biff needs to train hard before their charity match – but will he Happy Families - Mr Biff the Boxer Ahlberg, Allan 9780140312362 £4.99 Puffin 06+ strong enough to swap his cream cakes for carrots? Mr Buzz works hard to look after his bees - and his bees work hard to make lots and lots of lovely honey. But one morning Mr Buzz sees his bees swarming and he knows that when bees swarm and buzz off together Happy Families - Mr Buzz the Beeman Ahlberg, Allan 9780140312447 £4.99 Puffin 06+ they never come back. So the Buzz family put on their bee hats and bee gloves and give chase. -
Camelot in Spokane.Pub
CAMELOT IN SPOKANE Includes Lake Chelan March 25, 2015 - 5 Days Fares Per Person : $995 double/twin $1250 single $950 triple Tour is exempt from GST. >>>Early Bookers: $60 discount on first 15 seats; $30 on next 10 >>>TIC Travel Insurance: Plan 3-Comprehensive $95 double/twin, $119 single, $90 triple Redeem Experience Points : Book by February 11 and redeem up to 26 e-points Includes • Coach transportation for 5 days • Locally-guided tour of Spokane • 4 nights of accommodation & hotel taxes • Transfer to and from INB Theatre • 4-course wine pairing dinner at Tsillan Cellars • Ticket to Camelot at INB Theatre • Orchard ride at Orondo Cider Works with cider • Knowledgeable tour director sampling and donuts • Luggage handling at hotels • Gourmet dinner at Patsy Clark’s Mansion • 7 meals : 2 breakfasts, 3 lunches, 2 dinners • Wine tasting at Patit Creek Cellars Experience Points: Earn 26 e-points Camelot Show Seating • Orchestra Level Right Centre Rows K to N • A seating plan for INB Center is available at our offices. • Please book early as theatre seats are assigned in the order that you book. Camelot Camelot was composed by Alan Jay Lerner (lyrics) and Frederick Loewe (music) and was based on the King Arthur legend as adapted from the T.H. White novel, The Once and Future King . After their success with My Fair Lady , there were high expectations for Camelot . It opened in Toronto in 1960 with stars Julie Andrews, Robert Goulet and Richard Burton. The running time was supposed to be 2½ hours, but instead it clocked in at 4½ hours and the exhausted audience went home at 1 a.m. -
Here the Imaginary Meets the Real” (Bartle 2004) • Virtual Worlds: • Have Physics: Underlying Automated Rules That Enable Players to Effect Changes to It
Digital Media, Society, and Culture Angus A. A. Mol Flappy Bird Virtual Worlds Virtual (adj) • “in essence, potentiality, or effect, although not in form or actuality” (OED) • Roots in Latin’s virtus (vir [man]+ tus [suffix to form a noun]): virtue, • Virtual is “that which isn’t, having the form or effect of that which is.” (Bartle 2004) Pre-digital Virtuality Lascaux Cave (France; 17.000 BCE) Indigenous Caribbean petroglyphs Fresco from the Villa of Livia (Dominican Republic) (Rome, 1st Century CE) Gary Gygax’ Dungeons and Dragons Plato’s Allegory of the Cave Arthur Conan Doyle’s Lost World (Theory of Forms) Virtual Worlds • “Where the imaginary meets the real” (Bartle 2004) • Virtual Worlds: • Have physics: underlying automated rules that enable players to effect changes to it. • Have players that represent individuals or characters in the world • Interaction takes place in real time • are shared • are (at least to some degree) persistent. MUD (Multi-User Dungeon) • Multi-User • Multiplayer, i.e. via a network • University networks • Early Dial-up networks • Access to MUDs based on provider (MUD belonged to CompuServe) • Once responsible for up to 10% of internet traffic (1993) • Dungeon • Zork, originally called Dungeon (MIT 1977-1079) Colossal Cave Adventure (Will Crowther, 1976), also known as ADVENT Dungeons and Dragons + Caving Mammoth Cave (Kentucky) LambdaMOO • MUD, Object Oriented Pavel Curtis Xerox PARC (Palo Alto, CA) • Players can create objects through scripting • LambdaMOO • Hosted in Xerox Parc • Made by Pavel Curtis, further developed by thousands of people after him. • Longest running virtual world • Social Experiment • No hierarchy • “Wizards” • Large community • A Rape in Cyberspace (1993) • Using a virtual voodoo doll • Led to institution of code of ethics and democratic self-governance system. -
Meaning-Making in World of Warcraft
Language, Meaning, and Society Volume 2 (2009) Communicative Commodity Forms: Meaning-Making in World of Warcraft Liz ErkenBrack University of Pennsylvania Abstract: World of Warcraft, a “massively multi-player online role playing game,” is a rich dialogic encounter that is mediated by the players through interpersonal footing and reliant on normative discourses. In this paper, I employ a semiotic analysis of the commodity forms within the game to illuminate the motivation and social meaning behind the interactions oriented to these commodity forms in order to deconstruct and understand them as a part of the dialogic meaning-making by the players themselves. Additionally, I explore how a player’s orientation to the game alters the embedded meaning of the commodity forms in my discussion of hypothetical “gold farmers” in Bolivia. The proliferation of literature surrounding the internet and online video games1 is testament to the expanded public interest in these types of virtual technologies. Some authors view the phenomenon with fear, warning that “an epidemic has been growing over the past ten years. What had started out as a simple game has grown into a social dilemma” (Waite, 2007; 2), while others extol the idea that “cyberspace is seen as a utopian space…an alternative to contemporary social reality” (Nayar, 2004; 166). Indeed, as the documentary Second Skin presents, there are individuals who feel they inhabit Azeroth, the online world in which World of Warcraft is based, 1 281,076 returns for a book search of “internet” on Amazon.com and 2, 467 returns on “online video games” http://www.amazon.com/s/ref=sr_nr_i_0?ie=UTF8&rs=&keywords=internet&rh=i%3Aaps%2Ck%3Ainternet%2Ci %3Astripbooks 8 Language, Meaning, and Society Volume 2 (2009) and visit the physical world beyond the computer. -
381 Karlsen 17X24.Pdf (9.567Mb)
Emergent Perspectives on Multiplayer Online Games: A Study of Discworld and World of Warcraft Faltin Karlsen Doctoral thesis submitted for the degree of Ph.D. Faculty of Humanities, University of Oslo, June 2008. © Faltin Karlsen, 2009 Series of dissertations submitted to the Faculty of Humanities,University of Oslo No. 381 ISSN 0806-3222 All rights reserved. No part of this publication may be reproduced or transmitted, in any form or by any means, without permission. Cover: Inger Sandved Anfinsen. Printed in Norway: AiT e-dit AS, Oslo, 2009. Produced in co-operation with Unipub AS. The thesis is produced by Unipub AS merely in connection with the thesis defence. Kindly direct all inquiries regarding the thesis to the copyright holder or the unit which grants the doctorate. Unipub AS is owned by The University Foundation for Student Life (SiO) Acknowledgements Thanks to my supervisor Gunnar Liestøl for constructive and enthusiastic support of my work, from our first discussions about computer games long before this project was initiated, to the final reassuring comments by phone from someplace between Las Vegas and Death Valley. Thanks to my second supervisor Jonas Linderoth for generously accepting my request and for thorough, precise and not least expeditious comments on various drafts during the last phase of my work. I would also like to thank Espen Ytreberg, Ragnhild Tronstad and Terje Rasmussen for reading and commenting on different parts of my thesis. A special thanks to Astrid Lied for introducing me to Discworld back in 1998, and for commenting on and proofreading parts of this thesis. -
“PRESENCE” of JAPAN in KOREA's POPULAR MUSIC CULTURE by Eun-Young Ju
TRANSNATIONAL CULTURAL TRAFFIC IN NORTHEAST ASIA: THE “PRESENCE” OF JAPAN IN KOREA’S POPULAR MUSIC CULTURE by Eun-Young Jung M.A. in Ethnomusicology, Arizona State University, 2001 Submitted to the Graduate Faculty of School of Arts and Sciences in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Pittsburgh 2007 UNIVERSITY OF PITTSBURGH SCHOOL OF ARTS AND SCIENCES This dissertation was presented by Eun-Young Jung It was defended on April 30, 2007 and approved by Richard Smethurst, Professor, Department of History Mathew Rosenblum, Professor, Department of Music Andrew Weintraub, Associate Professor, Department of Music Dissertation Advisor: Bell Yung, Professor, Department of Music ii Copyright © by Eun-Young Jung 2007 iii TRANSNATIONAL CULTURAL TRAFFIC IN NORTHEAST ASIA: THE “PRESENCE” OF JAPAN IN KOREA’S POPULAR MUSIC CULTURE Eun-Young Jung, PhD University of Pittsburgh, 2007 Korea’s nationalistic antagonism towards Japan and “things Japanese” has mostly been a response to the colonial annexation by Japan (1910-1945). Despite their close economic relationship since 1965, their conflicting historic and political relationships and deep-seated prejudice against each other have continued. The Korean government’s official ban on the direct import of Japanese cultural products existed until 1997, but various kinds of Japanese cultural products, including popular music, found their way into Korea through various legal and illegal routes and influenced contemporary Korean popular culture. Since 1998, under Korea’s Open- Door Policy, legally available Japanese popular cultural products became widely consumed, especially among young Koreans fascinated by Japan’s quintessentially postmodern popular culture, despite lingering resentments towards Japan. -
Download and Upload Speeds for Any Individual Device That Is Connected to the Network
UC Irvine UC Irvine Electronic Theses and Dissertations Title Acceleration and Information: Managing South Korean Online Gaming Culture Permalink https://escholarship.org/uc/item/2204k0wv Author Rea, Stephen Campbell Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, IRVINE Acceleration and Information: Managing South Korean Online Gaming Culture DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Anthropology by Stephen C. Rea Dissertation Committee: Associate Professor Keith M. Murphy, Chair Professor Tom Boellstorff Professor Bill Maurer 2015 © 2015 Stephen C. Rea TABLE OF CONTENTS Page ACKNOWLEDGEMENTS iii CURRICULUM VITAE v ABSTRACT OF THE DISSERTATION vi CHAPTER 1: Playing at the Speed of Life: Korean Online Gaming Culture and the 1 Aesthetic Representations of an Advanced Information Society CHAPTER 2: “Slow to Industrialize, but Let’s Lead in Informatization”: The Korea 31 Information Infrastructure, the IMF, and Online Games CHAPTER 3: Situating Korean Online Gaming Culture Offline 71 CHAPTER 4: Managing the Gap: The Temporal, Spatial, and Social Entailments of 112 Playing Online Games CHAPTER 5: Crafting Stars: e-Sports and the Professionalization of Korean Online 144 Gaming Culture CHAPTER 6: “From Heroes to Monsters”: “Addiction” and Managing Online Gaming 184 Culture CONCLUSION 235 BIBLIOGRAPHY 242 ii ACKNOWLEDGEMENTS This dissertation would not have been -
Towards Collection Interfaces for Digital Game Objects
“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects Zachary O. Toups,1 Nicole K. Crenshaw,2 Rina R. Wehbe,3 Gustavo F. Tondello,3 Lennart E. Nacke3 1Play & Interactive Experiences for Learning Lab, Dept. Computer Science, New Mexico State University 2Donald Bren School of Information and Computer Sciences, University of California, Irvine 3HCI Games Group, Games Institute, University of Waterloo [email protected], [email protected], [email protected], [email protected], [email protected] Figure 1. Sample favorite digital game objects collected by respondents, one for each code from the developed coding manual (except MISCELLANEOUS). While we did not collect media from participants, we identified representative images0 for some responses. From left to right: CHARACTER: characters from Suikoden II [G14], collected by P153; CRITTER: P32 reports collecting Arnabus the Fairy Rabbit from Dota 2 [G19]; GEAR: P55 favorited the Gjallerhorn rocket launcher from Destiny [G10]; INFORMATION: P44 reports Dragon Age: Inquisition [G5] codex cards; SKIN: P66’s favorite object is the Cauldron of Xahryx skin for Dota 2 [G19]; VEHICLE: a Jansen Carbon X12 car from Burnout Paradise [G11] from P53; RARE: a Hearthstone [G8] gold card from the Druid deck [P23]; COLLECTIBLE: World of Warcraft [G6] mount collection interface [P7, P65, P80, P105, P164, P185, P206]. ABSTRACT INTRODUCTION Digital games offer a variety of collectible objects. We inves- People collect objects for many reasons, such as filling a per- tigate players’ collecting behaviors in digital games to deter- sonal void, striving for a sense of completion, or creating a mine what digital game objects players enjoyed collecting and sense of order [8,22,29,34]. -
(“Spider-Man”) Cr
PRIVILEGED ATTORNEY-CLIENT COMMUNICATION EXECUTIVE SUMMARY SECOND AMENDED AND RESTATED LICENSE AGREEMENT (“SPIDER-MAN”) CREATIVE ISSUES This memo summarizes certain terms of the Second Amended and Restated License Agreement (“Spider-Man”) between SPE and Marvel, effective September 15, 2011 (the “Agreement”). 1. CHARACTERS AND OTHER CREATIVE ELEMENTS: a. Exclusive to SPE: . The “Spider-Man” character, “Peter Parker” and essentially all existing and future alternate versions, iterations, and alter egos of the “Spider- Man” character. All fictional characters, places structures, businesses, groups, or other entities or elements (collectively, “Creative Elements”) that are listed on the attached Schedule 6. All existing (as of 9/15/11) characters and other Creative Elements that are “Primarily Associated With” Spider-Man but were “Inadvertently Omitted” from Schedule 6. The Agreement contains detailed definitions of these terms, but they basically conform to common-sense meanings. If SPE and Marvel cannot agree as to whether a character or other creative element is Primarily Associated With Spider-Man and/or were Inadvertently Omitted, the matter will be determined by expedited arbitration. All newly created (after 9/15/11) characters and other Creative Elements that first appear in a work that is titled or branded with “Spider-Man” or in which “Spider-Man” is the main protagonist (but not including any team- up work featuring both Spider-Man and another major Marvel character that isn’t part of the Spider-Man Property). The origin story, secret identities, alter egos, powers, costumes, equipment, and other elements of, or associated with, Spider-Man and the other Creative Elements covered above. The story lines of individual Marvel comic books and other works in which Spider-Man or other characters granted to SPE appear, subject to Marvel confirming ownership.