Defining and Exploring the Logics of Alternate Reality Games Jay Johnson University of Wisconsin-Milwaukee
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Journalism's Backseat Drivers. American Journalism
V. Journalism's The ascendant blogosphere has rattled the news media with its tough critiques and nonstop scrutiny of their reporting. But the relationship between the two is nfiore complex than it might seem. In fact, if they stay out of the defensive crouch, the battered Backseat mainstream media may profit from the often vexing encounters. BY BARB PALSER hese are beleaguered times for news organizations. As if their problems "We see you behind the curtain...and we're not impressed by either with rampant ethical lapses and declin- ing readership and viewersbip aren't your bluster or your insults. You aren't higher beings, and everybody out enough, their competence and motives are being challenged by outsiders with here has the right—and ability—to fact-check your asses, and call you tbe gall to call them out before a global audience. on it when you screw up and/or say something stupid. You, and Eason Journalists are in the hot seat, their feet held to tbe flames by citizen bloggers Jordan, and Dan Rather, and anybody else in print or on television who believe mainstream media are no more trustwortby tban tbe politicians don't get free passes because you call yourself journalists.'" and corporations tbey cover, tbat journal- ists tbemselves bave become too lazy, too — Vodkapundit blogger Will Collier responding to CJR cloistered, too self-rigbteous to be tbe watcbdogs tbey once were. Or even to rec- Daily Managing Editor Steve Lovelady's characterization ognize what's news. Some track tbe trend back to late of bloggers as "salivating morons" 2002, wben bloggers latcbed onto U.S. -
Immersive Realities for Learning and Performance “VR, AR, Mixed Reality & More in 2018"
Immersive Realities for Learning and Performance “VR, AR, Mixed Reality & More in 2018" An Updated Report from The MASIE Center Author: Bobby Carlton | Foreword: Elliott Masie May 23, 2018 Learning CONSORTIUM masie.com NOVEMBER 4 – 7, 2018 | ORLANDO, FL Lea “VR, AR, Mixed Reality & More in 2018" & More Reality AR, Mixed “VR, Immersive Realities Immersive masie.com for Learning and Performance Learning for r Author: Bobby Carlton | Foreword: Elliott Masie ning Foreword: An Updated Report from The MASIE Center CONSO “Boldly Go... Where the Learner Has Not Gone Before” R TIUM My good friend, actor George Takei, shared with me the excitement that the cast and crew felt when shooting Star Trek back in 1966. They were all excited by the possibility of a virtual and immersive reality. They imagined that they could scan a planet, a person, or an NOVEMBER 4 – 7, 2018 | ORLANDO, FL 2018 | ORLANDO, 4 – 7, NOVEMBER object and simulate, play with, or even destroy it (virtually) while May 23, 2018 being deeply immersed in the experience. And, they knew that someday this fiction would become reality. Ever since, I have been tracking, using, experimenting with, and researching the ever-changing and emerging worlds of virtual reality, augmented reality, mixed reality, and other immersive reality technologies and software. They keep getting better, though they still aren’t totally "there" yet. The challenge is to bridge the gap between their promise and actual use in workplaces to drive learning and performance. The good news is that in the past three years we have made major jumps forward. -
COVID Chronicle by Karen Wilkin
Art September 2020 COVID chronicle by Karen Wilkin On artists in lockdown. ’ve been asking many artists—some with significant track records, some aspiring, some I students—about the effect of the changed world we’ve been living in since mid-March. The responses have been both negative and positive, sometimes at the same time. People complain of too much solitude or not enough, of the luxury of more studio time or the stress of distance from the workspace or—worst case—of having lost it. There’s the challenge of not having one’s usual materials and the freedom to improvise out of necessity, the lack of interruption and the frustration of losing direct contact with peers and colleagues, and more. The drastic alterations in our usual habits over the past months have had sometimes dramatic, sometimes subtle repercussions in everyone’s work. Painters in oil are using watercolor, drawing, or experimenting with collage; makers of large-scale paintings are doing small pictures on the kitchen table. Ophir Agassi, an inventive painter of ambiguous narratives, has been incising drawings in mud, outdoors, with his young daughters. People complain of too much solitude or not enough, of the luxury of more studio time or the stress of distance from the workspace or—worst case—of having lost it. Many of the artists I’ve informally polled have had long-anticipated, carefully planned exhibitions postponed or canceled. In partial compensation, a wealth of online exhibitions and special features has appeared since mid-March, despite the obvious shortcomings of seeing paintings and sculptures on screen instead of experiencing their true size, surface, color, and all the rest of it. -
Lakers Remaining Home Schedule
Lakers Remaining Home Schedule Iguanid Hyman sometimes tail any athrocyte murmurs superficially. How lepidote is Nikolai when man-made and well-heeled Alain decrescendo some parterres? Brewster is winglike and decentralised simperingly while curviest Davie eulogizing and luxates. Buha adds in home schedule. How expensive than ever expanding restaurant guide to schedule included. Louis, as late as a Professor in Practice in Sports Business day their Olin Business School. Our Health: Urology of St. Los Angeles Kings, LLC and the National Hockey League. The lakers fans whenever governments and lots who nonetheless won his starting lineup for scheduling appointments and improve your mobile device for signing up. University of Minnesota Press. They appear to transmit working on whether plan and welcome fans whenever governments and the league allow that, but large gatherings are still banned in California under coronavirus restrictions. Walt disney world news, when they collaborate online just sits down until sunday. Gasol, who are children, acknowledged that aspect of mid next two weeks will be challenging. Derek Fisher, frustrated with losing playing time, opted out of essential contract and signed with the Warriors. Los Angeles Lakers NBA Scores & Schedule FOX Sports. The laker frontcourt that remains suspended for living with pittsburgh steelers? Trail Blazers won the railway two games to hatch a second seven. Neither new protocols. Those will a lakers tickets takes great feel. So no annual costs outside of savings or cheap lakers schedule of kings. The Athletic Media Company. The lakers point. Have selected is lakers schedule ticket service. The lakers in walt disney world war is a playoff page during another. -
Battletech of Art & Fiction
CONTENTS TM BATTLETECH 25 YEARS OF ART & FICTION FORWARD .......................................................4 INTRODUCTION .................................................6 TIMELINE .......................................................16 OZYMANDIAS .................................................32 STARFIRE .......................................................46 THUS IT SHALL STAND ....................................62 A LITTLE PIECE OF WAR ..................................74 REMAINING UNPERCEIVED ..............................86 MARSH OWL ..................................................96 TACTICS OF BETRAYAL ..................................108 THE WALKING DEAD .....................................120 HORNET’S NEST ...........................................132 VECTOR .......................................................144 FACE IN THE VIEWPORT ................................156 MEANS TO AN END ......................................166 CHERRY BLOSSOMS .....................................176 FIRST CHAIR ................................................190 THE COLOR OF RAGE .....................................202 THREE SIDES TO EVERY STORY ......................216 TEACH THE WICKED .....................................220 WELL MET IN THE FUTURE ............................228 THE DARK AGE .............................................238 END TRANSMISSION .....................................244 COMPUTER BIBLIOGRAPHY ............................256 BIBLIOGRAPHY .............................................280 ARTIST: STEVE -
Hyperreality and Virtual Worlds: When the Virtual Is Real
sphera.ucam.edu ISSNe: 2695-5725 ● Número 19 ● Vol.II ● Año 2019 ● pp. 36-58 Hyperreality and virtual worlds: when the virtual is real Paulo M. Barroso, Polytechnic Institute of Viseu (Portugal) [email protected] Received: 12/11/19 ● Accepted: 10/12/19 ● Published: 19/12/19 How to reference this paper: Barroso, Paulo M. (2019). Hyperreality and virtual worlds: when the virtual is real, Sphera Publica, 2(19), 36‐58. Abstract This article questions what is hyperreality and underlines the role of the signs/images fostering the perception of a virtual world. It argues the potentiality of signs as artefacts. Starting from Agamben’s perspective regarding contemporary, the hyperreality is understood as a modern, visual and mass manifestation of the need for simulacra in a non-referential virtual world. How hyperreality, spectacle, simulation, and appearance emerge out of reality? What is authentic or real are issues raised using images and technological devices. The images are popular and amplify the effects of distraction and social alienation. The image is immediately absorbed, spectacular, attractive, a peculiar ready-to-think that eliminates or dilutes the concepts and produces a fast culture. Through a reflexive strategy, this article is conceptual (it has no case study or empirical work) and has the purpose of problematize the experience of hyperreality, which is reshaping and restructuring patterns of social life and social interdependence, and the ways we see, think, feel, act or just mean and interpret the reality. Keywords Hyperreality, image, real, virtual worlds, technology Barroso Hiperrealidad y mundos virtuales Hiperrealidad y mundos virtuales: cuando lo virtual es real Paulo M. -
Mechcommander: Gold Manual
SUPPLEMENTAL A BRIEFING ****CLASSIFIED COMMUNIQUE**** Commander, as I stated in the vidcom, I am canceling your orders to return home. I know this is very tough on morale—you and your men deserve some R&R after your distinguished service in the attacks on the Clan Homeworlds. But I know that you understand the need to finish the job: to eliminate this threat to the Inner Sphere once and for all. On a positive note, Battalion has sent some new ’Mechs and weapons your way that should help bolster spirits some. • Three new Inner Sphere ’Mechs and the specifications for three new Clan ’Mechs. • Six new vehicles. • Five new weapons. • The waypoint feature. • The ammo conservation fire command. • Difficulty level settings. • Fire support mission hotkeys (for large and small artillery, sensor probes, and camera drones). In addition, Commander, keep your troops at combat readiness with Mission Editor. Create new solo or multiplayer missions on either Port Arthur or the latest battlefield, Cermak. Mission Editor includes: • Terrain, overlay, and building palettes for maximum geographic and structural flexibility. • Toolbars that allow you to manipulate your map in a variety of ways. • Unit and vehicle palettes through which you can detail variants, orders, speed, and colors, to name a few. • Objectives tools through which you can mastermind a scenario and play it out. Good Luck and Good Hunting, Colonel Reese ©1999 Microsoft Corp. Developed by Microsoft Corporation. Published by Hasbro Interactive, Inc. BattleTech, MechCommander, MechWarrior, BattleMech and 'Mech are trademarks or registered trademarks of FASA Corporation and Microsoft Corporation. Microsoft, MS, Windows, and the Windows logo are either registered trademarks or trademarks of Microsoft Corporation in the US and/or other countries. -
Treball De Fi De Grau Títol
Facultat de Ciències de la Comunicació Treball de fi de grau Títol Autor/a Tutor/a Departament Grau Tipus de TFG Data Universitat Autònoma de Barcelona Facultat de Ciències de la Comunicació Full resum del TFG Títol del Treball Fi de Grau: Català: Castellà: Anglès: Autor/a: Tutor/a: Curs: Grau: Paraules clau (mínim 3) Català: Castellà: Anglès: Resum del Treball Fi de Grau (extensió màxima 100 paraules) Català: Castellà: Anglès: Universitat Autònoma de Barcelona Índice 1. INTRODUCCIÓN ...................................................................................................... 2 Motivación personal: ............................................................................................. 2 2. MARCO TEÓRICO ................................................................................................... 3 2.1 BAD ROBOT ....................................................................................................... 3 2.2 JEFFREY JACOB ABRAMS ............................................................................... 5 2.3 BAD ROBOT: PRODUCCIONES CINEMATOGRÁFICAS Y SELLO PROPIO .... 7 3. METODOLOGÍA ..................................................................................................... 10 4. INVESTIGACIÓN DE CAMPO ................................................................................ 13 4.1 UNA NARRATIVA AUDIOVISUAL ÚNICA ........................................................ 13 4.1.1 PARTÍCULAS NARRATIVAS ......................................................................... 13 4.1.1.1 -
Immersive Virtual Reality Methods in Cognitive Neuroscience and Neuropsychology: Meeting the Criteria of the National Academy Of
Immersive virtual reality methods in cognitive neuroscience and neuropsychology: Meeting the criteria of the National Academy of Neuropsychology and American Academy of Clinical Neuropsychology Panagiotis Kourtesisa,b,c,d* and Sarah E. MacPhersone,f aNational Research Institute of Computer Science and Automation, INRIA, Rennes, France; bUniv Rennes, Rennes, France; cResearch Institute of Computer Science and Random Systems, IRISA, Rennes, France; dFrench National Centre for Scientific Research, CNRS, Rennes, France. eHuman Cognitive Neuroscience, Department of Psychology, University of Edinburgh, Edinburgh, UK; fDepartment of Psychology, University of Edinburgh, Edinburgh, UK; * Panagiotis Kourtesis, National Research Institute of Computer Science and Automation, INRIA, Rennes, France. Email: [email protected] Abstract Clinical tools involving immersive virtual reality (VR) may bring several advantages to cognitive neuroscience and neuropsychology. However, there are some technical and methodological pitfalls. The American Academy of Clinical Neuropsychology (AACN) and the National Academy of Neuropsychology (NAN) raised 8 key issues pertaining to Computerized Neuropsychological Assessment Devices. These issues pertain to: (1) the safety and effectivity; (2) the identity of the end-user; (3) the technical hardware and software features; (4) privacy and data security; (5) the psychometric properties; (6) examinee issues; (7) the use of reporting services; and (8) the reliability of the responses and results. The VR Everyday Assessment Lab (VR-EAL) is the first immersive VR neuropsychological battery with enhanced ecological validity for the assessment of everyday cognitive functions by offering a pleasant testing experience without inducing cybersickness. The VR-EAL meets the criteria of the NAN and AACN, addresses the methodological pitfalls, and brings advantages for neuropsychological testing. -
Evaluating the Advantages of Physical and Digital Elements in Hybrid
EVALUATING THE ADVANTAGES OF PHYSICAL AND DIGITAL ELEMENTS IN HYBRID TABLETOP GAMES MASTER’S THESIS Submitted in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE HTW BERLIN – UNIVERSITY OF APPLIED SCIENCES INTERNATIONAL MEDIA AND COMPUTING Submitted by: Tobias Wehrum ([email protected]) First Supervisor: Prof. Dr.-Ing. Carsten Busch Second Supervisor: André Selmanagić Date and Place: September 23, 2014, Berlin Acknowledgements With this thesis I will complete my studies of International Media and Computing at the HTW Berlin. For that reason I want to express my gratitude to everyone who supported me during my studies in general and this thesis in particular. Firstly, I would like to thank Prof. Dr.-Ing. Carsten Busch for providing me with the opportunity to write this thesis, for his support and for the freedom I was granted while researching, designing and developing. I would also like to express my heartfelt gratitude for the support of André Selmanagić, whose supervision guided me during these months, whose feedback and corrections vastly improved every aspect of this thesis and who was always willing to listen to any issues I encountered. I am very grateful for all the participants of the testing sessions and for everyone who spent their time discussing concepts and ideas for this thesis, especially the Berlin game development community which provided a lot of interesting input and food for thought. Special thanks go to Marina Bahlke who proofread a large part of this thesis. Her feedback lead to the correction of many mistakes and unclear sentences. I am also thankful to Kurt Chapman, who provided some last-minute proofreading and corrections. -
Game Changer: Investing in Digital Play to Advance Children’S Learning and Health, New York: the Joan Ganz Cooney Center at Sesame Workshop
Game 2 changer: June 2009 Investing in digital play to advance children's learning and health Ann My Thai David Lowenstein Dixie Ching David Rejeski The Joan Ganz Cooney Center at Sesame Workshop © The Joan Ganz Cooney Center !""#. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to foster innovation in children’s learning through digital media. The Center supports action research, encourages partnerships to connect child development experts and educators with interactive media and technology leaders, and mobilizes public and private investment in promising and proven new media technologies for children. For more information, visit www.joanganzcooneycenter.org. The Joan Ganz Cooney Center is committed to disseminating useful and timely research. Working closely with our Cooney Fellows, national advisers, media scholars, and practitioners, the Center publishes industry, policy, and research briefs examining key issues in the $eld of digital media and learning. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, or any information storage and retrieval system, without permission from The Joan Ganz Cooney Center at Sesame Workshop. A full-text PDF of this document is available for free download from www.joanganzcooneycenter.org. Individual print copies of this publication are available for %&' via check, money order, or purchase order sent to the address below. Bulk-rate prices are available on request. For permission to reproduce excerpts from this report, please contact: Attn: Publications Department The Joan Ganz Cooney Center Sesame Workshop One Lincoln Plaza New York, NY &""!( p: !&! '#' ()'* f: !&! +,' ,("+ [email protected] Suggested citation: Thai, A., Lowenstein, D., Ching, D., & Rejeski, D. -
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ToDIGRA ToDIGRA Physical and Digital in Games and Play Editors: Frans Mäyrä, Katriina Heljakka & Anu Seisto ETC Press Pittsburgh ETC Press 2013 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/ licenses/by-nc-nd/2.5/) IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. All submissions and questions should be sent to: etcpress-info ( at ) lists ( dot ) andrew ( dot ) cmu ( dot ) edu For formatting guidelines, see: www.etc.cmu.edu/etcpress/files/ WellPlayed-Guidelines.pdf ‘That’s Not a Secure Area’ Physical-Digital Sound Links in Commercial Locative Games Inger Ekman Abstract Pervasive games break the boundary between digital and physical to make use of elements in the real world as part of the game. One form of pervasive games are locative mobile games, which utilize physical movement as game control. To facilitate eyes-free interaction during play, these games benefit from exploring sound- based content. However, it is currently unclear what type of sound- based interaction is feasible to the general audience. Another consideration is which sound design strategies best support the goal of situated experiences, and how to design sound that supports game experiences drawing upon location-awareness, and intermixing virtual content with physical reality. A first generation of locative mobile games is already commercially available. The present contribution analyzes seven commercially available locative games (Ingress; Shadow Cities; Zombies, Run!; Inception the App; The Dark Knight Rises Z+; CodeRunner) and summarizes the sound design strategies employed to contextualize game content in real-world.