List of Different Digital Practices 3
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Approved DITA 2.0 Proposals
DITA Technical Committee DITA 2.0 proposals DITA TC work product Page 1 of 189 Table of contents 1 Overview....................................................................................................................................................3 2 DITA 2.0: Stage two proposals.................................................................................................................. 3 2.1 Stage two: #08 <include> element.................................................................................................... 3 2.2 Stage two: #15 Relax specialization rules......................................................................................... 7 2.3 Stage two: #17 Make @outputclass universal...................................................................................9 2.4 Stage two: #18 Make audience, platform, product, otherprops into specializations........................12 2.5 Stage two: #27 Multimedia domain..................................................................................................16 2.6 Stage two: #29 Update bookmap.................................................................................................... 20 2.7 Stage two: #36 Remove deprecated elements and attributes.........................................................23 2.8 Stage two: #46: Remove @xtrf and @xtrc...................................................................................... 31 2.9 Stage 2: #73 Remove delayed conref domain.................................................................................36 -
XRI 2.0 FAQ 1 December 2005
XRI 2.0 FAQ 1 December 2005 This document is a comprehensive FAQ on the XRI 2.0 suite of specifications, with a particular emphasis on the XRI Syntax 2.0 Committee Specification which was submitted for consideration as an OASIS Standard on November 14, 2005. 1 General..................................................................................... 3 1.1 What does the acronym XRI stand for? ................................................................3 1.2 What is the relationship of XRI to URI and IRI? ....................................................3 1.3 Why was XRI needed?..........................................................................................3 1.4 Who is involved in the XRI specification effort? ....................................................4 1.5 What is the XRI 2.0 specification suite? ................................................................4 1.6 Are there any intellectual property restrictions on XRI? ........................................4 2 Uses of XRI .............................................................................. 5 2.1 What things do XRIs identify? ...............................................................................5 2.2 What are some example uses of XRI?..................................................................5 2.3 What are some applications that use XRI? ...........................................................5 3 Features of XRI Syntax ........................................................... 6 3.1 What were some of the design requirements -
Web Boot Camp Week 1 (Custom for Liberty)
"Charting the Course ... ... to Your Success!" Web Boot Camp Week 1 (Custom for Liberty) Course Summary Description This class is designed for students that have experience with HTML5 and CSS3 and wish to learn about, JavaScript and jQuery and AngularJS. Topics Introduction to the Course Designing Responsive Web Applications Introduction to JavaScript Data Types and Assignment Operators Flow Control JavaScript Events JavaScript Objects JavaScript Arrays JavaScript Functions The JavaScript Window and Document Objects JavaScript and CSS Introduction to jQuery Introduction to jQuery UI jQuery and Ajax Introduction to AngularJS Additional AngularJS Topics The Angular $http Service AngularJS Filters AngularJS Directives AngularJS Forms Testing JavaScript Introduction to AngularJS 2 Prerequisites Prior knowledge of HTML5 and CSS3 is required. Duration Five days Due to the nature of this material, this document refers to numerous hardware and software products by their trade names. References to other companies and their products are for informational purposes only, and all trademarks are the properties of their respective companies. It is not the intent of ProTech Professional Technical Services, Inc. to use any of these names generically "Charting the Course ... ... to Your Success!" TDP Web Week 1: HTML5/CSS3/JavaScript Programming Course Outline I. Introduction to the Course O. Client-Side JavaScript Objects A. TDP Web Bootcamp Week 1, 2016 P. Embedding JavaScript in HTML B. Legal Information Q. Using the script Tag C. TDP Web Bootcamp Week 1, 2016 R. Using an External File D. Introductions S. Defining Functions E. Course Description T. Modifying Page Elements F. Course Objectives U. The Form Submission Event G. Course Logistics V. -
The Post Infocom Text Adventure Collection
The Post Infocom Text Adventure Collection Many of us played and loved the text adventures produced by Infocom in the 1980’s. They were rich in story and puzzles, and contained some excellent writing. In the years since Infocom’s demise in 1989, there have been a lot of good games produced using the Z-Machine - the game format that Infocom was using. This gives us a chance to make these modern-day games run on the computers of the 80’s, like the Commodore 64. I decided to create a collection of Z-machine games for the C64, and this is it. All in all, it’s 31 games, released in 1993-2015. Each game has been put into its own directory, in which is also an empty disk for game saves and a file called AUTOSWAP.LST to make life easier for people using the SD2IEC diskdrive substitute. If you haven’t played text adventures before, or feel that you never got the hang of it, you should read the chapter How to play a text adventure. If you want more of a background on Infocom and the game format they used, you should read the chapter about The Zork Machine at the end of this document. There is also a chapter about the process of porting Z-machine games to the C64 and, finally, a chapter about writing your own games. I created this documentation as a PDF, so that you could easily print it out and keep it nearby if you’re enjoying the collection on a real C64. -
Autonomous Agents on the Web
Report from Dagstuhl Seminar 21072 Autonomous Agents on the Web Edited by Olivier Boissier1, Andrei Ciortea2, Andreas Harth3, and Alessandro Ricci4 1 Ecole des Mines – St. Etienne, FR, [email protected] 2 Universität St. Gallen, CH, [email protected] 3 Fraunhofer IIS – Nürnberg, DE, [email protected] 4 Università di Bologna, IT, [email protected] Abstract The World Wide Web has emerged as the middleware of choice for most distributed systems. Recent standardization efforts for the Web of Things and Linked Data are now turning hypermedia into a homogeneous information fabric that interconnects everything – devices, information resources, abstract concepts, etc. The latest standards allow clients not only to browse and query, but also to observe and act on this hypermedia fabric. Researchers and practitioners are already looking for means to build more sophisticated clients able to meet their design objectives through flexible autonomous use of this hypermedia fabric. Such autonomous agents have been studied to large extent in research on distributed artificial intelligence and, in particular, multi-agent systems. These recent developments thus motivate the need for a broader perspective that can only be achieved through a concerted effort of the research communities on the Web Architecture and the Web of Things, Semantic Web and Linked Data, and Autonomous Agents and Multi-Agent Systems. The Dagstuhl Seminar 21072 on “Autonomous Agents on the Web” brought together leading scholars and practitioners across these research areas in order to support the transfer of knowledge and results – and to discuss new opportunities for research on Web-based autonomous systems. This report documents the seminar’s program and outcomes. -
<I>Victory Garden</I>
Western Kentucky University TopSCHOLAR® Masters Theses & Specialist Projects Graduate School 8-2012 Reading Ineffability and Realizing Tragedy in Stuart Moulthrop's Victory Garden Michael E. Gray Western Kentucky University, [email protected] Follow this and additional works at: http://digitalcommons.wku.edu/theses Part of the English Language and Literature Commons, and the Modern Literature Commons Recommended Citation Gray, Michael E., "Reading Ineffability and Realizing Tragedy in Stuart Moulthrop's Victory Garden" (2012). Masters Theses & Specialist Projects. Paper 1188. http://digitalcommons.wku.edu/theses/1188 This Thesis is brought to you for free and open access by TopSCHOLAR®. It has been accepted for inclusion in Masters Theses & Specialist Projects by an authorized administrator of TopSCHOLAR®. For more information, please contact [email protected]. READING INEFFABILITY AND REALIZING TRAGEDY IN STUART MOULTHROP’S VICTORY GARDEN A Thesis Presented to The Faculty of the Department of English Western Kentucky University Bowling Green, Kentucky In Partial Fulfillment Of the Requirements for the Degree Master of Arts By Michael E. Gray August 2012 I would like to thank my wife, Lisa Oliver-Gray, for her steadfast support during this project. Without her love and the encouragement of my family and friends, I could not have finished. I would also like to thank my committee for their timely assistance this summer. Last, I would like to dedicate this labor to my father, Dr. Elmer Gray, who quietly models academic excellence and was excited to read a sprawling first draft. CONTENTS Introduction…………………………………………………………………………..1-30 Chapter One…………………………………………………………………………31-57 Chapter Two…………………………………………………………………………58-86 Chapter Three………………………………………………………………………87-112 Appendix: List of Screenshots...………………………………………………….113-121 Notes………………………………………………………………………………122-145 Works Cited……………………………………………………………………….146-149 iv TABLE OF FIGURES Figure 1. -
Freenet-Like Guids for Implementing Xanalogical Hypertext
Freenet-like GUIDs for Implementing Xanalogical Hypertext Tuomas J. Lukka Benja Fallenstein Hyperstructure Group Oberstufen-Kolleg Dept. of Mathematical Information Technology University of Bielefeld, PO. Box 100131 University of Jyvaskyl¨ a,¨ PO. Box 35 D-33501 Bielefeld FIN-40351 Jyvaskyl¨ a¨ Germany Finland [email protected] lukka@iki.fi ABSTRACT For example, an email quoting another email would be automati- We discuss the use of Freenet-like content hash GUIDs as a prim- cally and implicitly connected to the original via the transclusion. itive for implementing the Xanadu model in a peer-to-peer frame- Bidirectional, non-breaking external links (content linking) can be work. Our current prototype is able to display the implicit con- resolved through the same mechanism. Nelson[9] argues that con- nection (transclusion) between two different references to the same ventional software, unable to reflect such interconnectivity of doc- permanent ID. We discuss the next layers required in the implemen- uments, is unsuited to most human thinking and creative work. tation of the Xanadu model on a world-wide peer-to-peer network. In order to implement the Xanadu model, it must be possible to efficiently search for references to permanent IDs on a large scale. The original Xanadu design organized content IDs in a DNS-like Categories and Subject Descriptors hierarchical structure (tumblers), making content references arbi- H.5.4 [Information Interfaces and Presentation]: Hypertext/Hy- trary intervals (spans) in the hierarchy. Advanced tree-like data permedia—architectures; H.3.4 [Information Storage and Retrie- structures[6] were used to retrieve the content efficiently. -
Angularjs Workbook
AngularJS Workbook Exercises take you to mastery By Nicholas Johnson version 0.1.0 - beta Image credit: San Diego Air and Space Museum Archives Welcome to the Angular Workbook This little book accompanies the Angular course taught over 3 days. Each exercise builds on the last, so it's best to work through these exercises in order. We start out from the front end with templates, moving back to controllers. We'll tick off AJAX, and then get into building custom components, filters, services and directives. After covering directives in some depth we'll build a real app backed by an open API. By the end you should have a pretty decent idea of what is what and what goes where. Template Exercises The goal of this exercise is just to get some Angular running in a browser. Getting Angular We download Angular from angularjs.org Alternately we can use a CDN such as the Google Angular CDN. Activating the compiler Angular is driven by the template. This is different from other MVC frameworks where the template is driven by the app. In Angular we modify our app by modifying our template. The JavaScript we write simply supports this process. We use the ng-app attribute (directive) to tell Angular to begin compiling our DOM. We can attach this attribute to any DOM node, typically the html or body tags: 1 <body ng-app> 2 Hello! 3 </body> All the HTML5 within this directive is an Angular template and will be compiled as such. Linking from a CDN Delivering common libraries from a shared CDN can be a good idea. -
Shaping Stories and Building Worlds on Interactive Fiction Platforms
Shaping Stories and Building Worlds on Interactive Fiction Platforms The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Mitchell, Alex, and Nick Monfort. "Shaping Stories and Building Worlds on Interactive Fiction Platforms." 2009 Digital Arts and Culture Conference (December 2009). As Published http://simonpenny.net/dac/day2.html Publisher Digital Arts and Culture Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/100288 Terms of Use Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. Shaping Stories and Building Worlds on Interactive Fiction Platforms Alex Mitchell Nick Montfort Communications and New Media Programme Program in Writing & Humanistic Studies National University of Singapore Massachusetts Institute of Technology [email protected] [email protected] ABSTRACT simulates an intricate, systematic world full of robots, made of Adventure game development systems are platforms from the components and functioning together in curious ways. The world developer’s perspective. This paper investigates several subtle model acts in ways that are mechanical and nested, making the differences between these platforms, focusing on two systems for code’s class structure seemingly evident as one plays the game. In interactive fiction development. We consider how these platform contrast, Emily Short’s Savoir-Faire (2002), written in Inform 6 differences may have influenced authors as they developed and of similar complexity, exhibits less obvious inheritance and systems for simulation and storytelling. Through close readings of compartmentalization. -
TADS-A CFD-Based Turbomachinery and Analysis Design System with GUI Volume I--Method and Results
j/l _ 7 NASA Contractor Report 198440 ( -_ e/ i" TADS-A CFD-Based Turbomachinery and Analysis Design System With GUI Volume I--Method and Results D.A. Topp, R.A. Myers, and R.A. Delaney Allison Engine Company Indianapolis, Indiana (NASA-CR-198440) TADS: A CFD-BASED TURBOMACHTNERY AND ANALYSTS DESIGN SYSTEM WITH GUT. VOLUME 1: METHOD AND RESULTS Final Report (A1|ison Engine Co.) 121 p G3107 0099810 December 1995 Prepared for Lewis Research Center Under Contract NAS3-25950 National Aeronautics and Space Administration Contents 1 Summary 1 2 Introduction 3 3 Analysis Coupling 7 3.1 Solution Procedure ........................ 7 3.2 Programming Philosophy and Standards ............ 10 3.2.1 File Naming Convention ................. 11 3.2.2 Data Standards ...................... 11 3.2.3 Coordinate Systems .................... 12 3.2.4 Shared Routines and Data ................ 13 3.3 Input Requirements ........................ 13 4 Development of Program Modules 15 4.1 INTIGG .............................. 15 4.2 TIGGC3D ............................. 19 4.3 ADPAC Input Generation .................... 20 4.4 BODYF .............................. 22 4.4.1 Airfoil Thickness Determination ............. 22 4.4.2 Mean Stream Surface Determination .......... 23 4.4.3 Carter's Rule ....................... 26 4.4.4 Mean Stream Surface from MEANSL .......... 26 4.5 ADPA C .............................. 27 4.5.1 Body Force Implementation ............... 27 4.5.2 Verification of Blockage Model .............. 30 4.5.3 Verification of Body Force Formulation ......... 30 4.6 Streamline Finder and Airfoil Slicer ............... 36 4.6.1 RADSL .......................... 36 4.6.2 SLICER .......................... 40 4.7 GRAPE .............................. 40 4.8 RVCQ3D ............................. 44 4.9 Locating the Mean Stream Surface ............... 44 4.9.1 RESTACK ........................ -
Z-Machine and Descendants
Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Glk! A universal user interface! for interactive fiction! Relatively universal, anyhow. Universal-ish. # 1 Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Andrew Plotkin [email protected] http://zarfhome.com/ https://github.com/erkyrath @zarfeblong on Twitter Glk, Glulx, Hadean Lands, System’s Twilight, Spider and Web, Capture the Flag with Stuff, Shade, this t-shirt I’m wearing, Seltani, The Dreamhold, Branches and Twigs and Thorns, quite a lot of adventure game reviews, Praser 5, Boodler, A Change in the Weather, an imperfect diagram of the Soul Reaver timeline, Dual Transform, Draco Concordans, and you know how that game Mafia is also called Werewolf? Ok, funny story there — # 2 Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Zork 1 (Infocom) # 3 GrueFacts™: A grue can eat doughnuts indefinitely. Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Z-machine and descendants 1979: Z-machine design 1980: Z-machine version 3 (Zork 1) 1985: Z-machine version 4 (A Mind Forever Voyaging) 1987: ITF (first open-source Z-interpreter) 1988: Z-machine version 6 (Zork Zero) 1989: Infocom shuts down 1993: Inform (Curses) 1994: Inform 5 1996: Inform 6 1997: Glk spec 1999: Glulx spec 2006: Inform 7 2008: Parchment (first Javascript Z-interpreter) # 4 GrueFacts™: The first grue to swim around the world was named Amelia Nosewig. Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 XZip (Curses, Graham Nelson) # 5 GrueFacts™: Grues live an average of 67 years, after which they retire to Iceland. -
Something About Interactive Fiction - Once and Future
Something about Interactive Fiction - Once and Future Log On | New Account Game Browser | Forums | News | | More Searches All Games Something about Interactive Fiction User Actions Once and Future Add a Game Random Game Some libraries in the 1980s recognized that playing interactive fiction Contribute was a legitimate form of reading. Professional literature of the time mentions ways to use IF to attract young readers, reluctant or Moby Stats otherwise. One article by Patrick R. Dewey mentions the benefit of Top Games providing the software needed to create one’s own adventures. Dewey Bottom Games lists four authoring titles (covering five platforms) and notes that Top Contributors authors using the software retained the rights to their games. It’s not Database Stats readily apparent that any of these authors achieved Scott Adams’ level Most Wanted! of success; marketing and distribution would have been obstacles to all but the most committed of authors. New Content Before IF made the transition to the home computer, distribution of New Games games was aided by the ARPANET. The growth of the Internet and New Reviews Internet technologies has had a similar effect for post-commercial IF. Game Updates The Usenet group rec.arts.int-fiction started in August 1987 and New Companies rec.games.int-fiction started in September 1992. The earlier group Company Updates covers the technical side of IF authoring (“Why is this not compling?” Developer Updates and “Verb Taxonomy” are two active threads at the time of this article’s writing). rec.games.int-fiction is more of a discussion/appreciation Other group (e.g., “Infocom's A Mind Forever Voyaging Is An Amazing Game” Submit News Item and “Help with Pantomine [sic]”).The majority of what is being Advertise With Us discussed are post-commercial IF games created by individuals using IF MobyStandards language compilers and interpreters, either for personal amusement, Tips & Tricks contest entries, or even some commercial gain.