The Video Game Industry an Industry Analysis, from a VC Perspective
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Repair Manual
Repair Manual Showing Short Cuts and Methods for Repairing and Upkeep Durant and Star Cars FOUR CYLINDER MODELS JANUARY, 1929 DURANT MOTORS, Inc. BROADWAY AT 57th STREET NEW YORK CITY DURANT MOTOR CO. of NEW JERSEY DURANT MOTOR CO. of MICHIGAN Elizabeth, N. J. Lansing, Michigan DURANT MOTOR CO. of CALIFORNIA DURANT MOTOR CO. of CANADA, LTD. Oakland, Cal. Toronto (Leaside), Ontario 1 Blank page 2 WARRANTY E warrant each new DURANT and STAR motor vehicle so by us to be free from defects in material W under normal use and service, our obligation under this warranty being limited to making good at our factory any part or parts thereof which shall with ninety (90) days after delivery of such vehicle to the original purchaser be returned to us, transportation charges prepaid, and which our examination shall disclose to our satisfaction to have been thus defective, this warranty being expressly in lieu of all other warranties expressed or implied and of all other obliga- tions or liabilities on our part. This warranty shall not apply to any vehicle which shall have been repaired or altered outside of our factory in any way, so as in our judgment, to affect its stability or reliability, nor which has been subject to misuse, negligence or accident. We make no warranty whatever in respect to tires, rims, ignition apparatus, horns or other signaling devices, starting devices, generators, batteries, speedometers or other trade accessories, inasmuch as they are usually warranted separately by their respective manufacturers. We do not make any guarantee against, and we assume no responsibility for, any defect in metal or other material, or in any part, device, or trade accessory that cannot be dis- covered by ordinary factory inspection. -
Before the FEDERAL TRADE COMMISSION Washington, DC 20580
Before the FEDERAL TRADE COMMISSION Washington, DC 20580 In the Matter of ) ) Request for Public Comment on the ) P104503 Federal Trade Commission’s ) Implementation of the Children’s Online ) Privacy Protection Rule ) COMMENTS OF The Center for Digital Democracy, American Academy of Child and Adolescent Psychiatry, American Academy of Pediatrics, Benton Foundation, Berkeley Media Studies Group, Campaign for a Commercial-Free Childhood, Center for Science in the Public Interest, Children Now, Consumer Action, Consumer Federation of America, Consumer Watchdog, Consumers Union, National Consumers League, Privacy Rights Clearinghouse, Public Health Institute, U.S. PIRG, and World Privacy Forum Of Counsel: Angela J. Campbell, Guilherme Roschke Pamela Hartka Institute for Public Representation James Kleier, Jr. Georgetown University Law Center Raquel Kellert 600 New Jersey Avenue, NW Andrew Lichtenberg Washington, DC 20001 Ari Meltzer (202) 662-9535 Georgetown Law Students Attorneys for CDD et al. June 30, 2010 SUMMARY The Center for Digital Democracy, American Academy of Child and Adolescent Psychiatry, American Academy of Pediatrics, Benton Foundation, Berkeley Media Studies Group, Campaign for a Commercial-Free Childhood, Center for Science in the Public Interest, Children Now, Consumer Action, Consumer Federation of America, Consumer Watchdog, Consumers Union, National Consumers League, Privacy Rights Clearinghouse, Public Health Institute, U.S. PIRG, and World Privacy Forum are pleased that the FTC has begun a comprehensive review of its children’s privacy regulations. In general, the Children’s Online Privacy Protection Act (COPPA) and the FTC rules implementing it have helped to protect the privacy and safety of children online. Recent developments in technology and marketing practices require that the COPPA rules be updated and clarified. -
Cloud-Based Visual Discovery in Astronomy: Big Data Exploration Using Game Engines and VR on EOSC
Novel EOSC services for Emerging Atmosphere, Underwater and Space Challenges 2020 October Cloud-Based Visual Discovery in Astronomy: Big Data Exploration using Game Engines and VR on EOSC Game engines are continuously evolving toolkits that assist in communicating with underlying frameworks and APIs for rendering, audio and interfacing. A game engine core functionality is its collection of libraries and user interface used to assist a developer in creating an artifact that can render and play sounds seamlessly, while handling collisions, updating physics, and processing AI and player inputs in a live and continuous looping mechanism. Game engines support scripting functionality through, e.g. C# in Unity [1] and Blueprints in Unreal, making them accessible to wide audiences of non-specialists. Some game companies modify engines for a game until they become bespoke, e.g. the creation of star citizen [3] which was being created using Amazon’s Lumebryard [4] until the game engine was modified enough for them to claim it as the bespoke “Star Engine”. On the opposite side of the spectrum, a game engine such as Frostbite [5] which specialised in dynamic destruction, bipedal first person animation and online multiplayer, was refactored into a versatile engine used for many different types of games [6]. Currently, there are over 100 game engines (see examples in Figure 1a). Game engines can be classified in a variety of ways, e.g. [7] outlines criteria based on requirements for knowledge of programming, reliance on popular web technologies, accessibility in terms of open source software and user customisation and deployment in professional settings. -
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. -
Call of Duty 1 Instruction Manual
call of duty 1 instruction manual File Name: call of duty 1 instruction manual.pdf Size: 1734 KB Type: PDF, ePub, eBook Category: Book Uploaded: 15 May 2019, 14:26 PM Rating: 4.6/5 from 830 votes. Status: AVAILABLE Last checked: 12 Minutes ago! In order to read or download call of duty 1 instruction manual ebook, you need to create a FREE account. Download Now! eBook includes PDF, ePub and Kindle version ✔ Register a free 1 month Trial Account. ✔ Download as many books as you like (Personal use) ✔ Cancel the membership at any time if not satisfied. ✔ Join Over 80000 Happy Readers Book Descriptions: We have made it easy for you to find a PDF Ebooks without any digging. And by having access to our ebooks online or by storing it on your computer, you have convenient answers with call of duty 1 instruction manual . To get started finding call of duty 1 instruction manual , you are right to find our website which has a comprehensive collection of manuals listed. Our library is the biggest of these that have literally hundreds of thousands of different products represented. Home | Contact | DMCA Book Descriptions: call of duty 1 instruction manual It is requested that this article, or a section of this article, needs to be expanded. Add to the discussion on what needs to be improved, or start your own discussion on the talk page. If you know of a command, but do not see it on the list, feel free to add it in the Commands section, but all coding must be verifiable.Click if you need to know anything about styling a page.Check it out! Check them out! The administrators are the arbitrators, mediators, janitors, and leaders of our wiki, having greater knowledge of wikitext, our policies, and are chosen for neutrality and maturity as well as contributions. -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
Studio Showcase
Contacts: Holly Rockwood Tricia Gugler EA Corporate Communications EA Investor Relations 650-628-7323 650-628-7327 [email protected] [email protected] EA SPOTLIGHTS SLATE OF NEW TITLES AND INITIATIVES AT ANNUAL SUMMER SHOWCASE EVENT REDWOOD CITY, Calif., August 14, 2008 -- Following an award-winning presence at E3 in July, Electronic Arts Inc. (NASDAQ: ERTS) today unveiled new games that will entertain the core and reach for more, scheduled to launch this holiday and in 2009. The new games presented on stage at a press conference during EA’s annual Studio Showcase include The Godfather® II, Need for Speed™ Undercover, SCRABBLE on the iPhone™ featuring WiFi play capability, and a brand new property, Henry Hatsworth in the Puzzling Adventure. EA Partners also announced publishing agreements with two of the world’s most creative independent studios, Epic Games and Grasshopper Manufacture. “Today’s event is a key inflection point that shows the industry the breadth and depth of EA’s portfolio,” said Jeff Karp, Senior Vice President and General Manager of North American Publishing for Electronic Arts. “We continue to raise the bar with each opportunity to show new titles throughout the summer and fall line up of global industry events. It’s been exciting to see consumer and critical reaction to our expansive slate, and we look forward to receiving feedback with the debut of today’s new titles.” The new titles and relationships unveiled on stage at today’s Studio Showcase press conference include: • Need for Speed Undercover – Need for Speed Undercover takes the franchise back to its roots and re-introduces break-neck cop chases, the world’s hottest cars and spectacular highway battles. -
Marks Published for Opposition
MARKS PUBLISHED FOR OPPOSITION The following marks are published in compliance with section 12(a) of the Trademark Act of 1946. Applications for the registration of marks in more than one class have been filed as provided in section 30 of said act as amended by Public Law 772, 87th Congress, approved Oct. 9, 1962, 76 Stat. 769. Opposition under section 13 may be filed within thirty days of the date of this publication. See rules 2.101 to 2.105. A separate fee of two hundred dollars for opposing each mark in each class must accompany the opposition. SECTION 1.— INTERNATIONAL CLASSIFICATION The short titles associated below with the international class numbers are terms designed merely for quick identification and are not an official part of the international classification. The full names of international classes are given in section 6.1 of the trademark rules of practice. The designation ‘‘U.S. Cl.’’ appearing in this section refers to the U.S. class in effect prior to Sep. 1, 1973 rather than the international class which applies to applications filed on or after that date. For adoption of international classification see notice in the OFFICIAL GAZETTE of Jun. 26, 1973 (911 O.G. TM 210). Application in more than one class SN 75-163,780. BAUER NIKE HOCKEY INC., ST-JEROME, CLASS 28—TOYS AND SPORTING GOODS QUEBEC, CANADA, FILED 9-10-1996. FOR SPORTS ARTICLES AND REPLACEMENT PARTS THEREFOR, NAMELY, ICE SKATES, HOCKEY SKATES, ROLLER SKATES, IN-LINE ROLLER SKATES, ICE SKATE BLADES, IN-LINE SKATE CHASSIS, WHEELS, AND BRAKES; HOCKEY STICKS, -
Intel ESS Digital Extremes Case Study
case STUDY Intel® Solid-State Drives Performance: Data-Intensive Computing Delivering extreme entertainment with Intel® Solid-State Drives Intel® Solid-State Drives help Digital Extremes increase the efficiency of game development and maximize innovation Co-creators of the immensely popular Unreal* series of video games and current producers of several AAA game titles, Digital Extremes is among the most successful game development studios in the world. Sustaining that success requires not only a constant stream of creativity but also an extreme focus on internal efficiency. To speed up key production tasks, the company recently replaced traditional hard disk drives with Intel® Solid-State Drives in several workstations. By accelerating source-code build times up to 46 percent and increasing the speed of other production processes more than 100 percent, the new drives enable development teams to experiment with more creative possibilities while still meeting tight deadlines. CHALLENGE • Increase process efficiency. Maintain a competitive edge by increasing the efficiency of numerous production tasks, from completing new source-code builds to encoding content for multiple game platforms. SOLUTION • Intel® Solid-State Drives. Digital Extremes replaced traditional serial ATA (SATA) hard disk drives with Intel® X25-M Mainstream SATA Solid-State Drives (SSDs) in worksta- tions used by programmers and artists. IMPacT • Faster builds, increased innovation. The Intel SSD solution helped accelerate source-code build times by up to 46 percent, enabling development teams to rapidly incorporate testing feedback and giving them time to explore additional creative ideas without increasing costs. • Rapid ROI. By saving time with key processes, Digital Extremes could recoup the cost of each drive within a month. -
Inside the Computer Microcomputer Minicomputer Mainframe
Inside the computer Microcomputer Classification of Systems: • Personal Computer / Workstation. – Microcomputer • Desktop machine, including portables. – Minicomputer • Used for small, individual tasks - such as – Mainframe simple desktop publishing, small business – Supercomputer accounting, etc.... • Typical cost : £500 to £5000. • Chapters 1-5 in Capron • Example : The PCs in the labs are microcomputers. Minicomputer Mainframe • Medium sized server • Large server / Large Business applications • Desk to fridge sized machine. • Large machines in purpose built rooms. • Used for distributed data processing and • Used as large servers and for intensive multi-user server support. business applications. • Typical cost : £5,000 to £500,000. • Typical cost : £500,000 to £10,000,000. • Example : Scarlet is a minicomputer. • Example : IBM ES/9000, IBM 370, IBM 390. Supercomputer • Scientific applications • Large machines. • Typically employ parallel architecture (multiple processors running together). • Used for VERY numerically intensive jobs. • Typical cost : £5,000,000 to £25,000,000. • Example : Cray supercomputer 1 What's in a Computer System? Software • The Onion Model - layers. • Divided into two main areas • Hardware • Operating system • BIOS • Used to control the hardware and to provide an interface between the user and the hardware. • Software • Manages resources in the machine, like • Where does the operating system come in? • Memory • Disk drives • Applications • includes games, word-processors, databases, etc.... Interfaces Hardware • The chunky stuff! •CUI • If you can touch it... it's probably hardware! • Command Line Interface • The mother board. •GUI • If we have motherboards... surely there must be • Graphical User Interface fatherboards? right? •WIMP • What about sonboards, or daughterboards?! • Windows, Icons, Mouse, Pulldown menus • Hard disk drives • Monitors • Keyboards BIOS Basics • Basic Input Output System • Directly controls hardware devices like UARTS (Universal Asynchronous Receiver-Transmitter) - Used in COM ports. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry.