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Visual Design in Video Games
Forthcoming in WOLF, Mark J.P. (ed.). Video Game History: From Bouncing Blocks to a Global Industry, Greenwood Press, Westport, Conn. Visual Design in Video Games Carl Therrien So why did polygons become the ubiquitous virtual bricks of videogames? Because, whatever the interesting or eccentric devices that had been thrown up along the way, videogames, as with the strain of Western art from the Renaissance up until the shock of photography, were hell-bent on refining their powers of illusionistic deception. —Stephen Poole (2000, page 125). Illusion refining, indeed, appears to be a major driving force of video game evolution. The appeal of ever-more realistic depictions of virtual universes in itself justifies the purchase of expensive new machinery, be it the latest console or dedicated computer parts. Yet, one must not conceive of this evolution as a linear progression towards perfect verisimilitude. The relative quality of static and dynamic renders, associated with a wide range of imaging techniques more or less suited to the capabilities of any given video game system, demonstrate the unsteady evolution of visual representation in the short history of the medium. Moreover, older techniques are sometimes integrated in the latest 3-D games, and 2-D gaming still enjoys a very strong following with portable game systems. Despite its short history, a detailed account of the apparatus behind the illusion would already require many volumes in itself. In this chapter, we will examine only the fundamentals of the different imaging techniques along with key examples. However, we hope to go further than a simple historical account of illusion refining, and expose the different ideals that governed and still governs the evolution of visual design in games. -
Microsoft Acquires Massive, Inc
S T A N F O R D U N I V E R S I T Y! 2 0 0 7 - 3 5 3 - 1! W W W . C A S E W I K I . O R G! R e v . M a y 2 9 , 2 0 0 7 MICROSOFT ACQUIRES MASSIVE, INC. May 4th, 2006 T A B L E O F C O N T E N T S 1. Introduction 2. Industry Overview 2.1. The Advertising Opportunity Within Video Games 2.2. Market Size and Demographics 2.3. Video Games and Advertising 2.4. Market Dynamics 3. Massive, Inc. ! Company Background 3.1. Founding of Massive 3.2. The Financing of Massive 3.3. Product Launch / Technology 3.4. The Massive / Microsoft Deal 4. Microsoft, Inc. within the Video Game Industry 4.1. Role as a Game Publisher / Developer 4.2. Acquisitions 4.3. Role as an Electronic Advertising Network 4.4. Statements Regarding the Acquisition of Massive, Inc. 5. Exhibits 5.1. Table of Exhibits 6. References ! 2 0 0 7 - 3 5 3 - 1! M i c r o s o f t A c q u i s i t i o n o f M a s s i v e , I n c .! I N T R O D U C T I O N In May 2007, Microsoft Corporation was a company in transition. Despite decades of dominance in its core markets of operating systems and desktop productivity software, Mi! crosoft was under tremendous pressure to create strongholds in new market spaces. -
Table of Contents
INTERNET HATE SPEECH IN THE UNITED STATES AND CANADA: A LEGAL COMPARISON By JOSHUA AZRIEL A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2006 Copyright 2006 by Joshua Azriel ACKNOWLEDGMENTS The author wishes to acknowledge the help of his supervisory committee, William F. Chamberlin, chair, and members Justin Brown, Laurence Alexander, and Lawrence Dodd. Their patience and encouragement made this dissertation possible. The author gratefully acknowledges the support of fellow students and colleagues, including Amy Sanders, Courtney Barclay, and Abubakar Al-Hassan. They were a tremendous resource for moral support during the research and writing process. Finally, the author acknowledges the support of his family, namely his wife and parents. With their encouragement, the author had the motivation to finish this study. iii TABLE OF CONTENTS Page ACKNOWLEDGMENTS………………………………………………………………. iii ABSTRACT……………………………………………………………………………..vii CHAPTER 1 INTRODUCTION………………………………………………………...1 Purpose…………………………………………………………………….5 Background………………………………………………………………..5 Literature Review………………………………………………………...14 Research Questions………………………………………………17 First Amendment as Applied to Hate Speech.…………………...17 U.S. Supreme Court’s Decisions on Speech Restrictions…....…..23 Canadian Hate Speech Laws……………………………………..34 Internet-Based Hate Speech……..………………………….……38 Methodology……………………………………………………………..43 Conclusion……………………………………………………………….45 -
The End Game How Top Developers Sold Their Studios
The End Game How Top Developers Sold Their Studios In November 2002 Angel Studios was purchased by Take Two for $28 million dollars in cash and 235,000 shares of stock. A month earlier Activision purchased Luxoflux for $9 million dollars and 110,000 shares of stock. That same year Infogrames (now Atari) purchased Shiny for a surprising $47 million dollars, and who can forget Microsoft’s purchase of Rare for a whopping $375 million? And the list goes on: Massive Entertainement, Rainbow Studios, Barking Dog, Black Box, Shaba Games, Gray Matter, Treyarch, Outrage, Volition, Digital Anvil, Westwood Studios, and more. All have been purchased by a major publisher and experienced the thrill of the end game. For many developers, selling their studio is the final prize for a race well run. But what do you really know about how a deal goes down and whether or not you are a good prospect? What is it that will make your studio attractive? How will your company be valued? And perhaps most importantly, what can you do to prepare? The information presented in this lecture is based on interviews with key executives from both sides of an acquisition transaction: independent game studios who have been purchased and the publishers who purchased them. Interviews were also conducted with attorneys and investment firms that deal in mergers and acquisitions within the video game and software industries. And finally, research was conducted to quantify specific transactions and acquisition details. DISCLAIMER Mergers and acquisitions are complex business relationships that require the help of legal and accounting professionals. -
MBUSA-Issue-1-1.Pdf
Spring/Summer 2019 1 @warnermusic @warnermusicgroup @warnermusic 1 XXXXXXXX Contributors ALEX ROBBINS GOLNAR KHOSROWSHAHI JUSTIN KALIFOWITZ Alex Robbins is an illustrator whose work Golnar Khosrowshahi is the founder and Justin Kalifowitz is the founder and has previously appeared in the likes of the CEO of Reservoir, an independent music CEO of Downtown Music Holdings, a New Yorker, Time Out, Wired, TIME company established in 2007. Based in provider of end-to-end services to artists, and i-D. He created our cover image, New York with operations in Los Angeles, songwriters, labels, music publishers and based on a quote from our lead interview Nashville, Toronto, and London, Reservoir other rights-holders. Established in 2007, with UMPG’s Jody Gerson: “It’s great the owns and administers over 110,000 Downtown’s global offices include those industry is making more money – but that’s copyrights. Khosrowshahi is also President in New York, Amsterdam, London, Los not the only thing that matters. Human of Silkroad, a non-profit organization Angeles and Nashville. Downtown recently connections matter.” founded by the cellist Yo-Yo Ma. acquired CD Baby’s parent company, AVL. MARK MULLIGAN RHIAN JONES ZENA WHITE Mark Mulligan is the founder of UK- Rhian Jones is a respected freelance Zena White is the Managing Director of based MIDiA Research, and one of journalist who often focuses on the music Partisan Records, the Brooklyn-born indie the most respected, and widely-read, industry. In addition to writing for Music label which is home to artists as diverse as analysts working in the global business. -
1. No-One Plays Alone
1. No-one Plays Alone Chris Bateman Transactions of the Digital Games Research Association 2017, Vol. 3, No. 2, pp. 5-36 ISSN 2328-9422 http://todigra.org © 2017 Chris Bateman. Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author. Abstract The discourses around games have tended to focus upon either their artefactual qualities or the phenomenological experience of play. In both cases, games are primarily to be understood singularly. An alternative approach, related to Foucault’s archaeological methods, is to focus upon the manner in which games share player practices with earlier games. This technique can be applied to all eras of games, and is not merely restricted to videogames – indeed, a significant proportion of the player practices of videogames descend directly from the player practices of 6 ToDiGRA tabletop games, especially in terms of the progenitive role of tabletop role-playing games for contemporary digital entertainment. Such player practices can be broadly understood in terms of interface (how the player engages with the game), world (what the player imagines is happening), or the agency practices that connect the interface and the world. Three propositions concerning the relationships between fictional setting and designed rule systems within games are explored, the last of which stresses the idea that ‘no-one plays alone’ i.e. that all play entails continuity of its practices over and above variation of those practices. These propositions are used to demonstrate three aesthetic flaws that are peculiar to, or particularly relevant for, videogames. This in turn leads to a discussion of the ways that commercially successful games have always proceeded by leveraging the existing networks of practice. -
Countdown-Manual
count . { . MANUAL count ©1990 ACCESS SOFTWARE INCORPORATED 545 West 500 South Bountiful, Utah 84010 Version 1.4 Made from Recycled Paper Table of Contents GO TO INPUT DEVICES . 6 TALK TASTE KEYBOARD TRAVEL JOYSTICK MOUSE INVENTORY .......... 15 MOVING THE MAN LOADING AND SAVING GAMES 15 SOUND ....................... 8 TALKING TO CHARACTERS 16 REALSOUND™ 1-CHARACTER RESPONSE SOUND BLASTER TM 2-CHARACTER MSOUND™ 3-COMMANDS OTHER CARDS 4-PLAYER HARD DISK INSTALLATION 10 APPROACH KEYS ........... 17 RUNNING COUNTDOWN 10 USING THE APPROACH KEYS Floppy Disk HELP Hard Disk HASSLE PLEASANT OVERVIEW . 11 BLUFF WHO'S TALKING? ASK ABOUT WHAT'S YOUR GOAL? OFFER GETTING STARTED ..... 12 CASH LOCATION SEARCHES TO OFFER CASH 1- Score and Time LEAVE 2- Playfield USING THE CAD (Computer Access Device) 19 3- Actions 4- Command Line TRAVEL SCREEN ........ 20 5- Message Area GAME TIPS .................. 21 COMMAND ACTIONS .............. 14 PROTECT YOURSELF - SAVE OFTEN LOOK QUITTING COUNTDOWN OPEN IF YOU CAN'T FINISH . 22 MOVE IF THE PROGRAM FAILS TO LOAD OR OPERATE GET PROPERLY . 22 USE INTRODUCTORY TIPS for BEGINNERS .... 23 count$vn CREATED AND DESIGNED BY BRENT ERICKSON AND CHRIS JONES PROGRAMMING BRENT ERICKSON, DAVID CURTIN ART DIRECTION DOUG VANDEGRIFT SET CONSTRUCTION, GRAPHICS, LAYOUT DOUG VANDEGRIFT, JON CLARK FLASHBACKS BRUCE CARVER REALSOUND™ JON CLARK, STEVE WITZEL STORY BY CHRIS JONES, DAVID BROWN, BRENT ERICKSON ADDITIONAL TEXT LINDA ROUNDY PRODUCED BY BRENT ERICKSON 6 ACCESS SOFTWARE COUNTDOWN 7 INPUT DEVICES JOYSTICK The joystick is used to move the selection cur sor around and to select items from the playfield. But When Countdown is first loaded, you will be asked to select ton #1 is used to select an item. -
Of 81 /Users/Tom/Desktop/Games.Txt Saved
/Users/tom/Desktop/games.txt Page 1 of 81 Saved: 2/6/14, 12:31:18 AM Printed For: Tom Tostanoski 1 1 To Nil Soccer Manager (1992)(Wizard Games Of Scotland Ltd) 2 1000 Miglia (1991)(Simulmondo) 3 100000 Pyramid (1988)(Basada) 4 10th Frame (1986)(Access Software Inc) 5 15x15 Picture Puzzle (1996)(Freeware) 6 1830 Railroads And Robber Barons (1995)(Avalon Interactive) 7 1869 (1992)(Max Design) 8 1942 Pacific Air War Scenario Disk (1995)(Microprose Software) 9 1942 The Pacific Air War (1994)(Microprose Software Inc) 10 1942 The Pacific Air War (1994)(Microprose Software Inc)(Rev1) 11 20000 Leagues Under The Sea (1988)(Coktel Vision) 12 221 B Baker St (1986)(Datasoft Inc) 13 2400 Ad (1987)(Origin Systems Inc) 14 3 Demon (1983)(Pc Research) 15 3 Point Basketball (1994)(MVP Software) 16 3d Ball Blaster (1992)(Dungeon Entertainment) 17 3d Beauty Jessica Sewell (1994)(Playboy)(3d goggles) 18 3d Body Adventure (1994)(Knowledge Adventure Levande Bocker) 19 3d Construction Set 1 (1991)(Domark) 20 3d Construction Set 2 (1992)(Domark) 21 3d Cyber Blaster (1994)(Dungeon Entertainment) 22 3d Cyberpuck (1995)(Dungeon Entertainment) 23 3d Dinosaur Multimedia (1994)(Knowledge Adventure) 24 3d Helicopter Simulator (1987)(Sierra Online) 25 3d Helicopter Simulator 1.10 (1987)(Sierra Online)(Rev) 26 3d Table Sports (1995)(Time Warner Interactive) 27 3d World Boxing (1992)(Simulmondo) 28 4 Queens Computer Casino (1992)(Applications Plus) 29 43D Nightmares (1996)(Visioneer) 30 4d Boxing (1991)(Mindscape Inc)(Rev1) 31 4d Boxing (1991)(Mindscape Inc)(Rev2) 32 4d -
Japan Import
Stalker Call Of Pripyat SKU-PAS1067400 Forza 3 - Ultimate Platinum Hits -Xbox 360 NBA Live 07 [Japan Import] Jack Of All Games 856959001342 Pc King Solomons Trivia Challenge Mbx Checkers 3D Karaoke Revolution Glee: Volume 3 Bundle -Xbox 360 Battlefield: Bad Company - Playstation 3 Wii Rock Band Bundle: Guitar, Drums & Microphone PS3 Mortal Kombat Tournament Edition Fight Stick SEGA Ryu ga Gotoku OF THE END for PS3 [Japan Import] Foreign Legion: Buckets of Blood I Confessed to a Childhood Friend of Twins. ~ ~ Seppaku School Funny People Dream Pinball 3D Midnight Club: Los Angeles [Japan Import] Fragile: Sayonara Tsuki no Haikyo [Japan Import] Bowling Champs The Tomb Raider Trilogy (PS3) (UK IMPORT) Disney/Pixar Cars Toon: Mater's Tall Tales [Nintendo Wii] Hataraku Hit [Japan Import] Navy SEAL (PC - 3.5" diskette) Mystery Masters: Wicked Worlds Collection Dynasty Warriors 8 - Xbox 360 Storybook Workshop - Nintendo Wii Learn with Pong Pong the Pig: The Human Body New - Battlefield 3 PC by Electronic Art - 19726 (japan import) Angry Birds Star Wars - Xbox 360 Viva Media No Limit Texas Hold'Em 3D Poker 2 (plus 2 games) Cards & Casino for W indows for Adults X-Plane 10 Flight Simulator - Windows and Mac London 2012 Olympics - Xbox 360 Fisherman's Paradise II (Jewel Case) John Daly's ProStroke Golf - PC Dungeons & Dragons: Chronicles of Mystara Trapped Dead Memories Off 6: T-Wave [Japan Import] Anno 2070 Complete Edition Microsoft Flight Simulator 2004: A Century of Flight - PC New Casual Arcade Crystal Bomb Runner Stop The Alien Hordes Search -
THE FOURTEENTH OFF-CAMPUS LIBRARY SERVICES CONFERENCE PROCEEDINGS Cleveland, Ohio April 28-30, 2010
THE FOURTEENTH OFF-CAMPUS LIBRARY SERVICES CONFERENCE PROCEEDINGS Cleveland, Ohio April 28-30, 2010 Edited by Timothy Peters & Jennifer Rundels Mount Pleasant, Michigan: Central Michigan University, 2010 Copyright 2010 Central Michigan University TABLE OF CONTENTS Preface ix Acknowledgements xi Program Advisory Board and Executive Planning Committee xii Contributed Papers 1 Contributed Posters 523 Contributed Workshops 543 Contributor Index 547 CONTRIBUTED PAPERS Adams, Kate E. & Mary Cassner 1 Library Services for Great Plains IDEA Consortial Students Bennett, Erica & Erin Brothen 11 Citation Analysis as a Prioritization Tool for Instruction Program Development Bennett, Erica & Jennie Simning 25 Embedded Librarians and Reference Traffic: A Quantitative Analysis Black, Elizabeth L. & Betsy Blankenship 37 Linking Students to Library Resources Through the Learning Management System Bower, Shirley L. & Susan A. Mee 45 Virtual Delivery of Electronic Resources and Services to Off-Campus Users: A Multi-Faceted Approach iii Brahme, Maria & Lauren Walters 61 While Technology Poses as the Great Equalizer, Distance Still Rules the Experience Casey, Anne Marie & Michael Lorenzen 85 Untapped Potential: Seeking Library Donors Among Alumni of Distance Learning Programs Clark, Sarah & Susan Chinburg 97 Research Performance in Undergraduates Receiving Face-to-Face Versus Online Library Instruction: A Citation Analysis Croft, Rosie & Corey Davis 107 Ebooks Revisited: Surveying Students Ebook Usage in a Distributed Learning Academic Library Six Years Later Diffin, Jennifer, Fanuel Chirombo, & Dennis Nangle 133 Cloud Collaboration: Using Microsoft SharePoint as a Tool to Enhance Access Services Dryden, Nancy H. & Shelley G. Roseman 141 Learning Commons beginnings: Addressing the Needs of Academic Regional Campuses Foster, Mira, Hesper Wilson, Nicole Allensworth, & Diane T. -
Physiological and Pathological Responses to Hypoxia and High Altitude
PHYSIOLOGICAL AND PATHOLOGICAL RESPONSES TO HYPOXIA AND HIGH ALTITUDE EDITED BY : Rodrigo Iturriaga, Rodrigo Del Rio and Jean-Paul R-Richalet PUBLISHED IN : Frontiers in Physiology Frontiers eBook Copyright Statement About Frontiers The copyright in the text of individual articles in this eBook is the Frontiers is more than just an open-access publisher of scholarly articles: it is a property of their respective authors or their respective institutions or pioneering approach to the world of academia, radically improving the way scholarly funders. The copyright in graphics research is managed. The grand vision of Frontiers is a world where all people have and images within each article may be subject to copyright of other an equal opportunity to seek, share and generate knowledge. Frontiers provides parties. In both cases this is subject immediate and permanent online open access to all its publications, but this alone to a license granted to Frontiers. is not enough to realize our grand goals. The compilation of articles constituting this eBook is the property of Frontiers. Frontiers Journal Series Each article within this eBook, and the eBook itself, are published under The Frontiers Journal Series is a multi-tier and interdisciplinary set of open-access, the most recent version of the Creative Commons CC-BY licence. online journals, promising a paradigm shift from the current review, selection and The version current at the date of dissemination processes in academic publishing. All Frontiers journals are driven publication of this eBook is CC-BY 4.0. If the CC-BY licence is by researchers for researchers; therefore, they constitute a service to the scholarly updated, the licence granted by community. -
Game Sound : an Introduction to the History, Theory, and Practice of Video Game Music and Sound Design / Karen Collins
MD DALIM #972617 07/05/08 CYAN MAG YELO BLK Game Sound Game Sound An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design KAREN COLLINS The MIT Press Cambridge, Massachusetts London, England ( 2008 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. MIT Press books may be purchased at special quantity discounts for business or sales promotional use. For information, email [email protected] or write to Special Sales Department, The MIT Press, 55 Hayward Street, Cambridge, MA 02142. This book was set in Melior and MetaPlus on 3B2 by Asco Typesetters, Hong Kong, and was printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Collins, Karen, 1973–. Game sound : an introduction to the history, theory, and practice of video game music and sound design / Karen Collins. p. cm. Includes bibliographical references (p. ) and index. ISBN 978-0-262-03378-7 (hardcover : alk. paper) 1. Video game music—History and criticism. I. Title. ML3540.7.C65 2008 781.504—dc22 2008008742 10987654321 TO MY GRANDMOTHER Contents Preface ix CHAPTER1 Introduction 1 GamesAreNotFilms!But... 5 CHAPTER 2 Push Start Button: The Rise of Video Games 7 InvadersinOurHomes:TheBirthofHomeConsoles 20 ‘‘Well It Needs Sound’’: The Birth of Personal Computers 28 Conclusion