Imersão E Participação
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Simulosophy Group Report
Simulosophy Group Report Asilomar Conversation, Nov. 13 - 18, 1994 Sixth International Conference on the Design of Social Systems Group Members: Ted Frick, Paul Hood, Kayla Kirsch, Charles Reigeluth and Andy Walcott, with contributions from Hilary Farris Musical Overview Kayla nicely summarized the week's conversation in the form of a song, to the tune of My Bonnie Lies Over the Ocean. BRING FORTH SIMULOSOPHY Before we were each tiny islands Thinking simthoughts privately But this week we have harnessed our passion On a thing called sim-u-los-ophy. To simulate it you must know it, So we spent a good deal of our days Sim-ing the whole darn ed. system, And believe us, that was quite a maze. Chorus: Briiing forth, briiing forth, Bring forth SIMU-LOSSS-OPHY, SO-PHY, Briiing forth, briiing forth, Bring forth SIMU-LOSSS-OPHY. We looked at the SIGG's systems model We examined a whole set of rules, We imagined a CAD SimEd software, Full of system designer tools. Asilomar 1994, Simulosophy Group Report – 2 But we need a new language with symbols To see human systems on screen We're entrenched in industrial models That won't help us with all that's unseen. (Chorus) Then we freed our tired brains for a brainstorm And we made some sketches and schemes Closer and closer we're getting To simulate our systems dreams. So we hope you are now simulated From singing that simulant song Thanks for your care and attention And now we will simu-a-long. (Chorus) You won't find 'simulosophy' in the dictionary. -
Sim City 3000 Cz
Sim city 3000 cz click here to download SimCity OST. Composed by Jerry Martin. Sim Broadway Building Magic City New. Jest to mój pierwszy let's play jaki zrobiłem, więc bardzo proszę o wyrozumiałość. Chociaż bez przesady, chcę. Dziś dłuższy materiał o strategi ekonomicznej SimCity www.doorway.ru Sounds of the City. Submitted by Anonymous (not verified) on Srp 10, Language United Kingdom. Hello, I'm Kent Jolly, the audio director for the new SimCity coming out in February Today, I'm going to talk a little bit about how we've implemented traffic sound effects in this game, as well as give you a peek into. Simcity Unlimited - www.doorway.ru - Stačí otevřít a budeš v obraze. SimCity je multiplatformní budovatelská strategie, vyvinutá studiem Maxis a publikovaná studiem Electronic Arts v letech až Jde o třetí vydání ze série her SimCity. SimCity podporuje operační systémy Windows, Macintosh a díky (dnes již zaniklé) společnosti Loki také Linux. Vítejte na stránkách o skvělé počítačové hře Sim City Najdete zde vše o této hře, tipy, cheaty, obrázky a průvodce hrou. Jakub Votoupal. [email protected] založeno poslední aktualizace říjen SimCity was Maxis's second product, which has since been ported into various personal computers and game consoles, and spawned several sequels including SimCity in , SimCity in , SimCity 4 in , SimCity DS, SimCity Societies in , and SimCity in Until the release of The Sims in Sim city download on Android and ISO for free By Godfery Benjamin. How to download SimCity By Mignon Josh. SimCity Unlimited ▻ HD Widescreen City-building! - [Nostalgiasm] By Frank Martha. -
Sample CASOS Presentation
Games and the power of capturing player data: Using human computation to investigate belief creation in networks Peter M. Landwehr, Marc Spraragen, & Kathleen M. Carley {plandweh,kathleen.carley}@cs.cmu.edu, [email protected] Center for Computational Analysis of Social and Organizational Systems http://www.casos.cs.cmu.edu/ A quick outline 1. Background on scientific discovery games & our concept 2. A network-based modeling system (this is where belief networks come in) & a model of the Sudan 3. Converting that model to a game 4. Current status February 2011 Peter Landwehr 2 Games employing crowdsourcing February 2011 Peter Landwehr 3 Games employing crowdsourcing February 2011 Peter Landwehr 4 Games employing crowdsourcing Solutions created by users February 2011 Peter Landwehr 5 Games employing crowdsourcing Solutions created by users February 2011 Peter Landwehr 6 Games employing crowdsourcing Solutions created by users Solutions discovered by users in a detailed, complete model February 2011 Peter Landwehr 7 Games employing crowdsourcing Solutions created by users Solutions discovered by users in a detailed, complete model What about for social models? February 2011 Peter Landwehr 8 Crowdsourced games for science Solutions created by users Solutions discovered by users in a detailed, complete model Solutions discovered by users Unknown In an uncertain model Social Game February 2011 Peter Landwehr 9 Crowdsourced games for science Solutions created by users Solutions discovered by users in a detailed, complete model Solutions discovered by users As-yet-unnamed In an uncertain model Sudan Game February 2011 Peter Landwehr 10 Two classic examples/failures SimCity: Flint, Michigan SimHealth • Initial setup modeled • A model of the „90s after Flint, Michigan health care debate • Increase the population • Manipulable premises from 10,000 to 21,000 in x “Liberty vs. -
Simcity2000. Urban Crisis
Julian Bleecker Getting The Reality You Deserve After a decade of idleness, it is useful to contrast the similarities and differences of the cultural and political markers relevant to the topics of this chapter — video gaming, the city, and representation of racial, ethnic and class-based conflict therein — over the time between when this chapter was first researched and written in the early 1990s and the early post-millennium of “now” — around 2004. In the next few pages, I would like to provide an introductory framework for this chapter by briefly sketching out what I see to be relevant changes in the nature of the city and video games over these years. I have two reasons for doing this. The first is to note the ways both video games and the city have become expansive, growing in significance and consequence over this time. It is generally well-known that the city has grown, most obviously in terms of population densities and the sheer volume of people migrating into them on a daily basis. It is also well-known that video games have become an enormously popular and economically prodigious cultural artifact. More relevant in the context of this chapter, though, video games have also become a mechanism for critical cultural expression and scholarship that scarcely existed if at all when I first researched and wrote 1 this material. At the time of the original writing and publication in 1995, it felt necessary to move toward a critical analysis of a video game by going through film criticism, hence the sections on dystopic science-fiction films that have as their backdrop an urban setting (Bleecker 1995). -
Computer Simulations
HIGHER LEVEL APPROACHES TO KNOWLEDGE AND COMMERCIAL COMPUTER SIMULATIONS Donald Neil Philip A thesis submitted in conformity with the requirements for the degree of Master of Arts Department of Curriculum, Teaching and Learning Ontario Institute for Studies in Education of the University of Toronto (a Copyright by Donald Neil Philip 1999 National Library Bibliothèque nationale 1+1 of Canada du Canada Acquisitions and Acquisitions et Bibliographie SeMces services bibliographiques 395 Wellington Street 395, rue Wellington QnawaûfU K1AON4 ûttawaON K1AW afwa Canade The author bas granted a non- L'auteur a accordé une licence non exclusive licence allowing the exclusive permettant à la National Library of Canada to Bibliothèque nationale du Canada de reproduce, loan, distribute or sel1 reproduire, prêter, distribuer ou copies of thts thesis in microform, vendre des copies de cette thèse sous paper or electronic formats. la forme de rnicrofiche/6lm, de reproduction sur papier ou sur format électronique. The author retains ownership of the L'auteur conserve la propriété du copyright in this thesis. Neither the droit d'auteur qui protège cette thèse. thesis nor substantial extracts fiom it Ni la thèse ni des extraits substantiels may be p~tedor otherwise de celle-ci ne doivent être imprimés reproduced without the author's ou autrement reproduits sans son permission. autorisation. Canada Donald Neil Philip HIGHER LEVEL APPROACHES TO KNOWLEDGE AND COMMERCIAL COMPUTER SIMULATIONS Department of Cumicuium, Teaching and Leaniing Ontario Institute for Studies in Edwtion University of Toronto Master of Arts A bstrsct An analytic matrix was created which adapted and merged Bereiter and Scardamalia' s ( 1996) levels of approach to knowledge with concepts from Bloom' s taxonomy (Knirnme, 1998) and Egan's (1997) concept of undentandings. -
Copyrighted Material
INDEX A Authorware, 329 Aviation Industry CBT Committee (AICC), “A Flight Simulator for Business Skills,” xxvi, 153, 293, 295, 298, 299 125, 131, 132 A New Kind of Science (Wolfram), 31 Academy for Educational Development, 166 B Accenture, 13, 64, 252, 302, 331, 332 Baltimore Sun, 182–183 Activision, 144, 145 Bartle, R., 328 Actor observers in role plays, 106, 116 BASIC, 312, 318 Adacel, 13, 302 Battlezone, 328 Afghanistan, 203 Beer Game, The, 71, 312 After action reviews (AARs, see also Bihrle Applied Research (see also Ralston, J. Debriefings), 66, 151, 198, 202, 247, 257 and First Flight—The Wright Experience Age of Empires, The, 144, 145, 161, 178 Flight Simulator), 179–181 Age of Kings, The, 145 Billhardt, B. (see also Enspire Learning), AI (Artificial intelligence): as a component of 245–246, 313–314 next gen sims, 82, 160, 174, 196, 198, Biography, 150 202, 221, 274; challenges of xxxviii, 229 Blogger.com, 333 AICC (Aviation Industry CBT Committee), Bloomsburg University’s Institute for 153, 293, 295, 298, 299 Interactive Technologies (see also Kapp, Air Force pilots, 127–130 K.), 35, 36, 52 Air Force, U.S., 127, 132, 180 BMW, 43 Airport Profiler, 167–168 Board games, using, 120, 315 Alfred P. Sloan Foundation, 186 Bogost, I., 164 Aliens vs. Predator, 93 Books as linear content, xli, 76, 136, 178, Allen Interactions, 74 179, 185, 271, 274, 338 America’s Army, 333 Boston, J., xxix–xxxi, 334–342 American Airlines, 97, 129, 182 Branching in computer games, 16 American Political Science Association, 110 Branching stories: and other genres, xxxix, xl, American Society for Training and 25, 26, 28, 29, 59, 82, 119, 217; building Development, The (ASTD), 333 16, 210, 117, 219, 230, 244, 254, Amiga, 329 304–311, 315, 321–322; business model Anark Studios, 156 259–263; choosing 12–13, 207, 208–209, Anderson, J., 74 285, 301, 302; defining, 4, 7–11, 63–64; Apple (see also Apple II), 329 examples, 8, 11, 13, 261, 306–311 Apple II, 134, 328 Break out rooms in virtual classrooms, 106 Apprenticeships, 77, 157, 288, 289, 290 Breakaway Ltd., 150 Army, U.S. -
Maxis Sim Farm Free Download
Maxis sim farm free download click here to download SimFarm is strategy game, published in by Maxis Soft. Inc.. We gave We gave this game stunning rating of 83 and you can download it for free right here. By GamesNostalgia: SimFarm is a spin-off of SimCity, developed and published by Maxis Software it was released in for DOS. SimFarm - Build a great and prospering farm. Maxis Software Inc. is a game development studio founded by Will Wright and Jeff Braun in in California. Published by Maxis Software Inc. Developed by Leaping Lizard Software, Inc. Released Also For FM Towns, Macintosh, PC, Windows. If you like managerial, download, install and enjoy Sim Farm! game, created by Leaping Lizard Software, Inc. and distributed by Maxis Software Inc.. If you like. Play again Sim Farm online, immediately in your browser with My Download Sim Farm and launch it with DOSBox to have the best playing experience! Mirroring duties on a real farm, SimFarm puts players in charge of building up the land, placing the buildings, buying and selling livestock and planting crops. Download SimFarm for free here and take control of your own farm in this great abandonware game from Maxis. SimFarm is an old DOS managerial simulation game developed by Maxis in from an original idea by Eric Albers. SimFarm: SimCity's Country Cousin, developed by Maxis in , is a computer game in which players build and manage a virtual farm. It was released in Platforms: PC, Mac, FM Towns, PC Publisher: Maxis Software. Developer: Leaping Lizard Software. Genres: Strategy / Business Simulator. -
SIMCITY Maxis MARKLE FORUM on CHILDREN and MEDIA
MARKLE FORUM on CHILDREN and MEDIA SIMCITY Maxis Case Presenter: •Lucy Bradshaw Maxis General Manager January 31, 2002 Why SimCity? • SimCity is a game • SimCity has been used in classrooms as an educational tool • SimCity has a uniquely broad audience since its original version • How has its educational appeal aided in the success of SimCity? • How have the above factors affected both iterations of SimCity as well as other Maxis games? SimCity Case Presentation • The SimCity Franchise – Creative and development approach – The role of research • The PC Entertainment Market • The SimCity Audience • Market & Response The SimCity Franchise • SimCity is a thirteen year phenomenon – SimCity Original, 1989 – SimCity 2000, 1993 – SimCity 3000 & Unlimited, 1999 & 2000 • Lifetime sales of over 9M units • Grown from $20M to $122M per title franchise since its first release Note: this excludes license and compilation units/revenue The Evolution of SimCity Origins of the Idea • Will Wright was inspired about building cities, organically, when making another game, Raid on Bungling Bay • A lifetime interest in emergent complex behavior from simple systems • Topical Research – specific inspiration came from Jay Forrester’s work in modeling cities on computers for social science study purposes SimCity Description • SimCity gives you they power to build the ultimate urban empire; your city, your way. – The first of a new type of entertainment software now known as “God” games. – A system simulation that provides the player with a set of rules and tools -
Pioneering Computer Toys
Pioneering Computer Toys - A New Way to Play - Dave Gustafson Stanford University STS145: History of Computer Game Design Winter 2004 Introduction In the late 1980’s, personal computer games were a small but growing sector perched between the entertainment and software industries. Games up to this point had all been straightforward, with clear roles and goals for the players, metrics by which to judge success, and scripted or de-facto endings. However, with the introduction of SimCity in 1987, and its surge of popularity and the releases of similar games in the following years, a new genre was introduced to the computer gaming world. Lacking clear objectives, scripted play, absolute success or failure, and any endings at all, these games were better described as “computer toys” – virtual sandboxes in which players can build cities, planets, creatures, and empires, all seemingly alive on the screen. The story of these programs is indeed interesting: not all computer toys proved successful, they often appealed to uncharted demographics in and out of the gaming world, they inspire radically different styles of play, they’ve been used in education, and they’ve inspired debate. Here will be explored the nature of computer toys, the how’s and why’s behind their successes and failures, and their places in and out of the gaming world. History In the mid-1980’s, Will Wright was a Macintosh software developer working on a game—in the more established genre of flight combat simulation—in which a helicopter bombed a group of islands. However, “while designing a ‘terrain editor’ to create the landscape, he discovered that he had more fun building the islands than bombing them.”1 Combining this notion with the “urban planning theories of an MIT professor named Jay Forrester”2 led Wright to conceive SimCity, an open-ended simulator for planning and building a working virtual city. -
Mmogs As Learning Environments: an Ecological Journey Into Quest Atlantis and the Sims Online Michael Young
Innovate: Journal of Online Education Volume 2 Article 2 Issue 4 April/May 2006 5-1-2006 MMOGs as Learning Environments: An Ecological Journey into Quest Atlantis and The Sims Online Michael Young P.G. Schrader Dongping Zheng Follow this and additional works at: https://nsuworks.nova.edu/innovate Part of the Education Commons This Article has supplementary content. View the full record on NSUWorks here: https://nsuworks.nova.edu/innovate/vol2/iss4/2 Recommended APA Citation Young, Michael; Schrader, P.G.; and Zheng, Dongping (2006) "MMOGs as Learning Environments: An Ecological Journey into Quest Atlantis and The imS s Online ," Innovate: Journal of Online Education: Vol. 2 : Iss. 4 , Article 2. Available at: https://nsuworks.nova.edu/innovate/vol2/iss4/2 This Article is brought to you for free and open access by the Abraham S. Fischler College of Education at NSUWorks. It has been accepted for inclusion in Innovate: Journal of Online Education by an authorized editor of NSUWorks. For more information, please contact [email protected]. MMOGs as Learning Environments: An Ecological Journey into Quest Atlantis and The imsS Online All exhibits, tables and figures that have remained available have been included as additional content with their respective articles to be downloaded separately. Click here to return to the article page on NSUWorks and view the supplemental files. Unfortunately, not all the supplemental files have survived until 2015 and some will be missing from the article pages. If you are an author in Innovate and would like to have your supplemental content included, please email the NSUWorks repository administrator at [email protected].