Speedtree® for Amazon Lumberyard Subscription End User License Agreement
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Interactive Data Visualization
SPEEDTREE® CINEMA 8 END USER LICENSE AGREEMENT NOTE: Per Section 1, Paragraph A, SpeedTree Cinema is not for use in “an interactive or a real-time production such as a video game, training application or interactive simulation.” This END USER LICENSE AGREEMENT (the “EULA”) is a legal agreement between you (either an individual or a single entity) (collectively “You”) and Interactive Data Visualization, Inc., a South Carolina corporation with offices at 5446 Sunset Boulevard, Suite 201, Lexington, South Carolina 29072 (“IDV”), for the SpeedTree® Cinema software product, which includes computer software (collectively the “Software”) designed to be downloaded to and/or installed on personal computers, workstations or other machines which feature as their operating system either Linux, Mac or any of the following Windows operating systems: Windows 95/98/ME, Windows NT/2000/XP, Windows Vista or Windows 7, 8, 10 etc. (each a “PC”), and may include associated media, printed materials, and/or “online” or electronic documentation (the “Documentation”) (the Software and the Documentation are sometimes referred to together herein as the “Software Product”). An amendment or addendum to this EULA may accompany the Software Product. BY DOWNLOADING, INSTALLING, RUNNING, EXECUTING, OR OTHERWISE USING ANY PORTION OF THE SOFTWARE PRODUCT OR THE SPEEDTREE MODEL LIBRARY (AS DEFINED BELOW), YOU AGREE TO BE BOUND BY THE TERMS OF THIS EULA. IF YOU DO NOT AGREE TO BE BOUND TO THE TERMS OF THIS EULA, PLEASE DO NOT DOWNLOAD, INSTALL, RUN, EXECUTE, ACCEPT, USE OR PERMIT OTHERS TO DOWNLOAD, INSTALL, RUN, EXECUTE, ACCEPT, OR OTHERWISE USE THE SOFTWARE PRODUCT OR THE SPEEDTREE MODEL LIBRARY. -
Amazon Lumberyard Guide De Bienvenue Version 1.24 Amazon Lumberyard Guide De Bienvenue
Amazon Lumberyard Guide de bienvenue Version 1.24 Amazon Lumberyard Guide de bienvenue Amazon Lumberyard: Guide de bienvenue Copyright © Amazon Web Services, Inc. and/or its affiliates. All rights reserved. Amazon's trademarks and trade dress may not be used in connection with any product or service that is not Amazon's, in any manner that is likely to cause confusion among customers, or in any manner that disparages or discredits Amazon. All other trademarks not owned by Amazon are the property of their respective owners, who may or may not be affiliated with, connected to, or sponsored by Amazon. Amazon Lumberyard Guide de bienvenue Table of Contents Bienvenue dans Amazon Lumberyard .................................................................................................... 1 Fonctionnalités créatives de Amazon Lumberyard, sans compromis .................................................... 1 Contenu du Guide de bienvenue .................................................................................................. 2 Fonctions de Lumberyard .................................................................................................................... 3 Voici quelques-unes des fonctions d'Lumberyard : ........................................................................... 3 Plateformes prises en charge ....................................................................................................... 4 Fonctionnement d'Amazon Lumberyard ................................................................................................. -
Xinglong Liu
Xinglong Liu Beihang University Computer Science – Virtual Reality Ph.D. Phone: 13299403493 Email: [email protected] homepage: liu3xing3long.github.io Education Research Scholar, 2015.10 – 2016.10 Advisor: Prof. Hong Qin Stony Brook University Ph.D. Candidate, 2010.09 – 2015.09 Advisor: Prof. Qinping Zhao, Beihang University Prof. Aimin Hao Bachelor, Yantai University 2006.09 – 2010.06 N\A Experience Research Scholar, Stony Brook University 2015.10 – 2016.10 Work on a computer diagnosis system on detecting lung nodules from thoracic CTs Research Assistant, Beihang University 2010.09 – 2015.09 Work on a reconstruction system for vascular arteries from multi-view X-Ray images Work on a 4D motion and shape reconstruction system for vascular arteries from sequential X-Ray series Work with other co-workers for building virtual reality applications (listed in Participated Projects) Team Leader, Yantai University 2007.06 – 2007.09 Work as a leader of 4-student team on a virtual tour application based on DirectX and earn 2nd place in Qilu Software Competition, organized by China Computer Federation, Jinan Participated Projects 1. Project:A simulation system for tactic training 2011.06 Responsibilities:Coding server,client and UI logics for computer generated force (CGF) – subsystem; Communicate and cooperate with other subsystems; This CGF supports complex 2013.02 simulation over 100 entities. Coding lines: over 20,000 (C++). Applied Techs.:CryEngine 3, United Command System, BH_Graph, BigWorld 2 2. Project:A distributed simulation system for tactic training 2010.09 Responsibilities:Coding logics for some kind of troops on both server side and client side. – Applied Techs.:United Command System, BH_Graph 2011.05 3. -
January 2010
SPECIAL FEATURE: 2009 FRONT LINE AWARDS VOL17NO1JANUARY2010 THE LEADING GAME INDUSTRY MAGAZINE 1001gd_cover_vIjf.indd 1 12/17/09 9:18:09 PM CONTENTS.0110 VOLUME 17 NUMBER 1 POSTMORTEM DEPARTMENTS 20 NCSOFT'S AION 2 GAME PLAN By Brandon Sheffield [EDITORIAL] AION is NCsoft's next big subscription MMORPG, originating from Going Through the Motions the company's home base in South Korea. In our first-ever Korean postmortem, the team discusses how AION survived worker 4 HEADS UP DISPLAY [NEWS] fatigue, stock drops, and real money traders, providing budget and Open Source Space Games, new NES music engine, and demographics information along the way. Gamma IV contest announcement. By NCsoft South Korean team 34 TOOL BOX By Chris DeLeon [REVIEW] FEATURES Unity Technologies' Unity 2.6 7 2009 FRONT LINE AWARDS 38 THE INNER PRODUCT By Jake Cannell [PROGRAMMING] We're happy to present our 12th annual tools awards, representing Brick by Brick the best in game industry software, across engines, middleware, production tools, audio tools, and beyond, as voted by the Game 42 PIXEL PUSHER By Steve Theodore [ART] Developer audience. Tilin'? Stylin'! By Eric Arnold, Alex Bethke, Rachel Cordone, Sjoerd De Jong, Richard Jacques, Rodrigue Pralier, and Brian Thomas. 46 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Get Real 15 RETHINKING USER INTERFACE Thinking of making a game for multitouch-based platforms? This 48 AURAL FIXATION By Jesse Harlin [SOUND] article offers a look at the UI considerations when moving to this sort of Dethroned interface, including specific advice for touch offset, and more. By Brian Robbins 50 GOOD JOB! [CAREER] Konami sound team mass exodus, Kim Swift interview, 27 CENTER OF MASS and who went where. -
PROCEDURAL CONTENT GENERATION for GAME DESIGNERS a Dissertation
UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design................................................................................................... -
Interactive Cinema Daniel Bronson Driggs Worcester Polytechnic Institute
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DigitalCommons@WPI Worcester Polytechnic Institute Digital WPI Major Qualifying Projects (All Years) Major Qualifying Projects April 2016 Interactive Cinema Daniel Bronson Driggs Worcester Polytechnic Institute Derek Alexander Johnson Worcester Polytechnic Institute Jacob Tyler Hawes Worcester Polytechnic Institute William Oliver Frick Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/mqp-all Repository Citation Driggs, D. B., Johnson, D. A., Hawes, J. T., & Frick, W. O. (2016). Interactive Cinema. Retrieved from https://digitalcommons.wpi.edu/ mqp-all/2707 This Unrestricted is brought to you for free and open access by the Major Qualifying Projects at Digital WPI. It has been accepted for inclusion in Major Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. MQP MBJ 1601 INTERACTIVE CINEMA A Major Qualifying Project Report submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science by Daniel Driggs William Frick Jacob Hawes Derek Johnson Benjamin Korza April 28, 2016 Advised by: Brian Moriarty, IMGD Professor of Practice Ralph Sutter, IMGD Visual Art Instructor Abstract The Piper is a first-person interactive cinema experience based on the legend of the Pied Piper. Set in medieval Germany, the player assumes the role of a child being lured away from the village of Hamelin under the vengeful spell of the Piper’s music. Our team consisted of two programmers, two artists, and a music/audio producer. -
Esport Research.Pdf
Table of content 1. What is Esports? P.3-4 2. General Stats P.5-14 3. Vocabulary P.15-27 4. Ecosystem P.28-47 5. Ranking P.48-55 6. Regions P.56-61 7. Research P.62-64 8. Federation P.65-82 9. Sponsorship P.83-89 Table of content 10. Stream platform P.90 11. Olympic P.91-92 12. Tournament Schedule-2021 P.93-95 13. Hong Kong Esports Group P.96-104 14. Computer Hardware Producer P.105-110 15. Hong Kong Tournament P.111-115 16.Hong Kong Esports and Music Festival P.116 17.THE GAME AWARDS P.117-121 18.Esports Business Summit P.122-124 19.Global Esports Summit P.125-126 1.What is Esports? • Defined by Hong Kong government • E-sports is a short form for “Electronic Sports”, referring to computer games played in a competitive setting structured into leagues, in which players “compete through networked games and related activities” • Defined by The Asian Electronic Sports Federation • Literally, the word “esports” is the combination of Electronic and Sports which means using electronic devices as a platform for competitive activities. It is facilitated by electronic systems, unmanned vehicle, unmanned aerial vehicle, robot, simulation, VR, AR and any other electronic platform or object in which input and output shall be mediated by human or human-computer interfaces. • Players square off on competitive games for medals and/ or prize money in tournaments which draw millions of spectators on-line and on-site. Participants can train their logical thinking, reaction, hand-eye coordination as well as team spirit. -
Feminist Speculative Futures
FEMINIST SPECULATIVE FUTURES Imagination, and the Search for Alternatives in the Anthropocene Mavi Irmak Karademirler Media, Art, and Performance Studies Student Number: 6489249 Thesis Supervisor: Dr. Ingrid Hoofd Second Reader: Dr. Dan Hassler-Forest 1 Thesis Statement The ongoing social and ecological crises have brought many people together around an urgent quest to search for other kinds of possibilities for the future, imagination and fiction seem to play a key role in these searches. The thesis engages the concept of imagination by considering it in relation to feminist SF, which stands for science fact, science fiction, speculative fabulation, string figures, so far. (Haraway, 2013) The thesis will engage the ideas of feminist SF with a focus on the works of Donna Haraway and Ursula Le Guin, and their approaches to the capacity of imagination in the context of SF practices. It considers the role of imagination and feminist speculative fiction in challenging and converting prevalent ideas of human-exceptionalism entangled with dominant forms of Man-made narratives and storylines. This conversion through feminist SF leans towards ecological, nondualist modes of thinking that question possibilities for a collective flourishing while aiming to go beyond the anthropocentric and cynical discourse of the Anthropocene. Cultural experiences address the audience's imagination, and evoke different modes of thinking and sensing the world. The thesis will outline imagination as a sociocultural, relational capacity, and it will work together with the theoretical perspectives of feminist SF to elaborate upon how cultural experiences can extend the audience’s imagination to enable envisioning other worlds, and relate to other forms of subjectivities. -
Developing a GIS-Based Visual-Acoustic 3D Simulation for Wind Farm Assessment
ISPRS Int. J. Geo-Inf. 2014, 3, 29-48; doi:10.3390/ijgi3010029 OPEN ACCESS ISPRS International Journal of Geo-Information ISSN 2220-9964 www.mdpi.com/journal/ijgi/ Article Developing a GIS-Based Visual-Acoustic 3D Simulation for Wind Farm Assessment Madeleine Manyoky 1,*, Ulrike Wissen Hayek 1, Kurt Heutschi 2, Reto Pieren 2 and Adrienne Grêt-Regamey 1 1 Planning of Landscape and Urban Systems, Swiss Federal Institute of Technology Zurich, Zurich CH-8093, Switzerland; E-Mails: [email protected] (U.W.H.); [email protected] (A.G.-R.) 2 Empa, Swiss Federal Laboratories for Materials Science and Technology, Duebendorf CH-8600, Switzerland; E-Mails: [email protected] (K.H.); [email protected] (R.P.) * Author to whom correspondence should be addressed; E-Mail: [email protected]; Tel.: +41-44-633-6246; Fax: +41-44-633-1084. Received: 24 November 2013; in revised form: 20 December 2013 / Accepted: 7 January 2014 / Published: 17 January 2014 Abstract: Public landscape impact assessment of renewable energy installations is crucial for their acceptance. Thus, a sound assessment basis is crucial in the implementation process. For valuing landscape perception, the visual sense is the dominant human sensory component. However, the visual sense provides only partial information about our environment. Especially when it comes to wind farm assessments, noise produced by the rotating turbine blades is another major impact factor. Therefore, an integrated visual and acoustic assessment of wind farm projects is needed to allow lay people to perceive their impact adequately. This paper presents an approach of linking spatially referenced auralizations to a GIS-based virtual 3D landscape model. -
BCI-Enhanced Computer Game Development
Final Year Project (2010-2011) LYU1006 Unleashing Brain Powers: A Study on Development of BCI-enhanced Computer Games Spring 2011 Table of Contents 1. Abstract ....................................................................................................................... 3 2. Introduction ................................................................................................................. 4 2.1. Motivation ............................................................................................................ 4 2.2. Background .......................................................................................................... 6 2.2.1. Research-Level VS Consumer-Level BCIs .................................................. 6 2.2.2. Brain-Computer Interface Selection ............................................................. 8 2.2.3. Game Industry Responses to BCI ............................................................... 14 2.3. Project Overview ................................................................................................ 16 3. Summary on Our BCI Algorithm ............................................................................. 20 4. Building Our BCI Computer Game .......................................................................... 21 4.1. Introduction to Game Engines ............................................................................ 21 4.1.1. What is the structure of a game engine? ..................................................... 21 4.1.2. Why even bothering -
Amazon Web Services
Amazon Web Services Joakim Stolpe Sales Manager Most People Know Amazon For… Amazon for Other Things… Amazon’s Growth Flywheel Value Selection Convenience amazon vertraulich » Customer Obsession “Start every process with the customer and work backwards.” Our leading » Invent on behalf of your customers. “We are willing to go down on a bunch of dark alleys and principles occasionally we find something that really works.” » Long Term Thinking “Be stubborn on the vision but flexible on the details.” » You have to be willing to be misunderstood for a long time. “We are very comfortable being misunderstood.” » Mechanisms Working Backwards Process Narrative Press release How do we » Architecture organize for Micro-services Architectures Loosely Coupled Applications innovation? Self Service Platforms – No Gatekeepers » Culture Our People: we hire builders, innovators, entrepreneurs Our Beliefs: Amazon Leadership Principles » Organization Experimentation Two Pizza Teams Everyone of us is a leader on our mission AWS Pace of Innovation AWS has been continually expanding its services to support virtually any cloud workload, and it now has more than 90 services that range from compute, storage, networking, database, analytics, application services, deployment, management, developer, mobile, Internet of Things (IoT), Artificial Intelligence (AI), security, hybrid and enterprise 1,01 7 applications. AWS has launched a total of 795 new features and/or services year to date* - for a total of 3,708 new features and/or services since inception in 2006. -
Download Free Sample
EBOOK EXTRAS: v1.2 Downloads, Updates, Feedback TAKE CONTROL OF iOS 13 AND iPadOS 13 by JOSH CENTERS $14.99 Click here to buy the full 208-page “Take Control of iOS 13 and iPadOS 13” for only $14.99! Table of Contents Read Me First ............................................................... 7 Updates and More ............................................................. 7 Basics .............................................................................. 8 Touch and Hold vs. Press .................................................... 8 Related Titles .................................................................... 8 What’s New in Version 1.1.1 ............................................. 10 What Was New in Version 1.1 ............................................ 10 Introduction .............................................................. 11 What’s New in iOS and iPadOS .................................. 12 Unsupported Devices ....................................................... 12 iPad ............................................................................... 12 Accessibility .................................................................... 14 Camera and Photos ......................................................... 15 iPhone 11 and 11 Pro ....................................................... 16 Dark Mode ...................................................................... 17 HomeKit ......................................................................... 17 Files .............................................................................