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Inside This Issue from Maxi to Mini
Monthly Meeting January 26 - 7 pm iDVD Learn how to use this revolutionary program. at UConn Medical Center “Back To Basics” - 6 pm (see info on page 11) NEWSLETTER OF CONNECTICUT MACINTOSH CONNECTION, INC.JANUARY 2005 From Maxi to Mini Macworld SF 2005 By Don Dickey, Macworld San Francisco CMC president Apple CEO Steve Jobs Last year’s rage was G5s. Big ones! delivered a keynote Whether you were looking at a G5 tower presentation Tuesday, or a G5 iMac with 20" integrated dis- Jan 11, at 9 AM PT, play, you were looking at some very introducing the latest hardware and software large hardware. FireWire 800 and gigabyte ethernet. The products from Apple, low end Macs never made sense for pro- including iPod shuffle, For 2005, Apple introduced the “Mac fessional users anyway. Mac mini, iLife ’05, mini.” What is it? Imagine a stack of five iWork ’05 and audio CDs. The Mini is a skosh bigger than If you’re a current Mac user looking for an Final Cut Express that, but not much. What’s it got? A G4 easy upgrade, the Mini represents a very HD and more. processor with most of the ports you’d get good value. This is especially true if you in an iMac, eMac, or iBook. What’s it already have a decent monitor which You can watch Apple’s Steve missing? Well, a keyboard and mouse, to would “go to waste” if you bought an iMac Jobs deliver the Macworld mention a couple! Yes, you do need them, or eMac. -
Apple Cancel Refund Request
Apple Cancel Refund Request Sometimes doughtier Plato hybridise her nova anaerobiotically, but case-hardened Geraldo overscore post or bunts urbanely. Er is luteal and pouch obliviously while mouldering Silvester walk-out and irradiates. Poul is truly ctenophoran after certificated Jean-Luc sell-off his declinature unprosperously. Your item is ready knowledge be picked up. Please try again with a new code. Do i would patient management systems not legitimate i see a budget resolution setting up, the right corner of. To validate your argument tell me how you go about purchasing an app without downloading it? Your apple id and refunds within fourteen days. Please excuse any suggestions to sunset this life in land space below. Where you solve this field may have a refund requests that is already been sent you subscribed. Find this request refunds within fourteen days. Thanks for letting us know! If you provide them with the page for total refund worth it shouldn't be a. With Family Sharing and Ask to Buy, any can give kids the freedom to make sure own choices while still controlling your spending. For trials and subscriptions, refunds are processed by Apple and Google at their discretion. Apple handles all cancellation and refund requests for subscriptions in-app purchases purchased with an iOS device Apple typically honors. We use cookies to ensure the best experience on all Epic Games websites. When you contact us through the app, we will automatically receive school account details and can quickly review our request. My goodness, I hope this is sorted out. Apple controls those exist and not Screen Time so your're sorry but we just't issue refunds Follow the. -
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. -
In Darwin's Garden: an Evolutionary Exploration of Augmented Reality In
In Darwin’s Garden: an evolutionary exploration of augmented reality in practice Item Type Book chapter Authors Summers, Alan Citation Summers, A. (2020). ‘In Darwin’s Garden: an evolutionary exploration of augmented reality in practice, In Earnshaw, R., Liggett, S., Excell, P., Thalmann, D. (Eds). Technology, Design and the Arts - Challenges and Opportunities. Springer International Publishing Publisher Springer International Publishing Rights Attribution-NonCommercial-NoDerivatives 4.0 International Download date 28/09/2021 19:30:23 Item License http://creativecommons.org/licenses/by/4.0/ Link to Item http://hdl.handle.net/10034/623088 Chapter x In Darwin’s Garden: an evolutionary exploration of augmented reality in practice Alan Summers University of Chester [email protected] Abstract This chapter discusses the rapid developments in augmented reality and mixed reality technologies, from a practitioner’s perspective of making the augmented reality sculptural work In Darwin’s Garden. From its conception in 2012, to its exhibition at Carbon Meets Silicon II in 2017, the advances in augmented reality technology led to an interplay between the goal of the creators and the technological realisation of that vision. The art, design and technology involved, generated a reactive process that was mired in external influences as the accessibility to augmented reality became commercially valuable and subsequently restricted. This chapter will be of interest to anyone who wants to understand more about the possibilities, technologies and processes involved in realising mixed reality practice and about the commercial culture that supports it. Keywords: Augmented reality • Sculpture • Extended realities • Transmediation • Embodiment • Virtuality x.1 Introduction The artwork In Darwin’s Garden was developed by the artist Chris Meigh-Andrews with the collaboration and assistance of Rowan Blaik, Head gardener at Down House, and the author, a design educator and researcher at the University of Chester, UK. -
A Guide to the Josh Brandt Video Game Collection Worcester Polytechnic Institute
Worcester Polytechnic Institute DigitalCommons@WPI Collection Guides CPA Collections 2014 A guide to the Josh Brandt video game collection Worcester Polytechnic Institute Follow this and additional works at: http://digitalcommons.wpi.edu/cpa-guides Suggested Citation , (2014). A guide to the Josh Brandt video game collection. Retrieved from: http://digitalcommons.wpi.edu/cpa-guides/4 This Other is brought to you for free and open access by the CPA Collections at DigitalCommons@WPI. It has been accepted for inclusion in Collection Guides by an authorized administrator of DigitalCommons@WPI. Finding Aid Report Josh Brandt Video Game Collection MS 16 Records This collection contains over 100 PC games ranging from 1983 to 2002. The games have been kept in good condition and most are contained in the original box or case. The PC games span all genres and are playable on Macintosh, Windows, or both. There are also guides for some of the games, and game-related T-shirts. The collection was donated by Josh Brandt, a former WPI student. Container List Container Folder Date Title Box 1 1986 Tass Times in Tonestown Activision game in original box, 3 1/2" disk Box 1 1989 Advanced Dungeons & Dragons - Curse of the Azure Bonds 5 1/4" discs, form IBM PC, in orginal box Box 1 1988 Life & Death: You are the Surgeon 3 1/2" disk and related idtems, for IBM PC, in original box Box 1 1990 Spaceward Ho! 2 3 1/2" disks, for Apple Macintosh, in original box Box 1 1987 Nord and Bert Couldn't Make Heads or Tails of It Infocom, 3 1/2" discs, for Macintosh in original -
Marketing Management -Prof
Symbiosis Institute of Media and Communication, Pune Marketing Management -Prof. Chandan Chatterjee Marketing Diary Apple Macbook Pro Submitted By: YASMIN HUSSAIN 144 MBA 2011-2013 2 TABLE OF CONTENTS TOPICS PAGE NO. Product chosen 5 About the company 6 About the product 7 AMA and Marketing 8 • AMA • Marketing • My view Customer Value 11 • Value chain analysis • Customer Perceived Value Product 20 • Core/Augmented Products and Services • Product Levels • Product classification and hierarchy • Product Mix • Product Lifecycle • Industry Lifecycle Competitors 27 • Competitor Map • Direct Competitor Comparison • Competitive Forces • Market Share Pricing 31 Brand 33 • Branding • Brand Equity • Branding Strategy • Apple and the environment 3 Marketing Communications 42 • Marketing Mix • Marketing Communications Mix (ATL & BTL) • IMC Campaigns Distribution Decisions 87 • Distribution Structure • Target • B2B Channels • B2C Channels • Retail Strategy – SWOT Analysis • Apple Store Vs Luxury Retailers Sales Management 95 Consumer Behavior / Organizational Behavior 96 • Consumer Decision Making • Consumer Satisfaction • Organizational Culture • Organizational Structure STP 103 • Segmentation • Targeting • Positioning Role of Marketing Management 107 • Marketing Manager Role What makes Apple different? 109 • Income Sheet • Milestones • Apple without Steve Jobs References 120 4 PRODUCT CHOSEN APPLE MACBOOK PRO 5 ABOUT THE COMPANY- APPLE Industry: Computer Hardware, Computer Software, Consumer Electronics, Digital Distribution Founded on: 1 April 1976 -
Halo Engine Ancestry Statistics
HALO ENGINE ANCESTRY The Halo 2 engine is a direct-line descendant of the 1992 Pathways into Darkness engine originally written by Bungie for 68000 Macs using MPW and C. Not much remains except math functions and overall architecture, but the engine definitely has old roots. The path of descent runs through PiD to Marathon to Myth to Halo. In recent years it has shifted away from being primarily a player-driven renderer to being primarily a world simulation. I’m going to talk about two main philosophies that you can trace through the engine and most of its components. 1. The unified resource model, editing and import tools, general memory layout, filesystem and streaming architecture. 2. Our approach to runtime data organization, memory allocation and world state. STATISTICS • 1.5M lines in 3,624 files for 52.9MB of code (mostly C, some C++, very little asm) • Compile time for clean build of typical development build: 7:39 • Compile time for final shipping build (includes LTCG): 10:06 • Final executable size: 4,861,952 bytes • Total assets under source control: 70 GB not counting localization • Time to load a level, development build: 4 minutes • Time to compile a level for shipping build: 9 minutes • Time for complete build of all binaries on build farm: 18 minutes • Time for complete build of all map resources on build farm: 53 minutes • Size of final game: 4.2 GB • Development time: 34 months • Breakdown of production staff (56): o 17 engineers o 11 environment artists o 8 game artists o 7 designers o 6 animators o 3 producers o 3 sound designers o 1 technical artist • Breakdown of support staff (59): o 2 administrative o 8 web / community o 5 test engineers o 10 test staff o 20 hourly testers o 14 localization testers RESOURCE MODEL We use a unified model for the majority of our game resource data called “tags”. -
GAME DEVELOPERS a One-Of-A-Kind Game Concept, an Instantly Recognizable Character, a Clever Phrase— These Are All a Game Developer’S Most Valuable Assets
HOLLYWOOD >> REVIEWS ALIAS MAYA 6 * RTZEN RT/SHADER ISSUE AUGUST 2004 THE LEADING GAME INDUSTRY MAGAZINE >>SIGGRAPH 2004 >>DEVELOPER DEFENSE >>FAST RADIOSITY SNEAK PEEK: LEGAL TOOLS TO SPEEDING UP LIGHTMAPS DISCREET 3DS MAX 7 PROTECT YOUR I.P. WITH PIXEL SHADERS POSTMORTEM: THE CINEMATIC EFFECT OF ZOMBIE STUDIOS’ SHADOW OPS: RED MERCURY []CONTENTS AUGUST 2004 VOLUME 11, NUMBER 7 FEATURES 14 COPYRIGHT: THE BIG GUN FOR GAME DEVELOPERS A one-of-a-kind game concept, an instantly recognizable character, a clever phrase— these are all a game developer’s most valuable assets. To protect such intangible properties from pirates, you’ll need to bring out the big gun—copyright. Here’s some free advice from a lawyer. By S. Gregory Boyd 20 FAST RADIOSITY: USING PIXEL SHADERS 14 With the latest advances in hardware, GPU, 34 and graphics technology, it’s time to take another look at lightmapping, the divine art of illuminating a digital environment. By Brian Ramage 20 POSTMORTEM 30 FROM BUNGIE TO WIDELOAD, SEROPIAN’S BEAT GOES ON 34 THE CINEMATIC EFFECT OF ZOMBIE STUDIOS’ A decade ago, Alexander Seropian founded a SHADOW OPS: RED MERCURY one-man company called Bungie, the studio that would eventually give us MYTH, ONI, and How do you give a player that vicarious presence in an imaginary HALO. Now, after his departure from Bungie, environment—that “you-are-there” feeling that a good movie often gives? he’s trying to repeat history by starting a new Zombie’s answer was to adopt many of the standard movie production studio: Wideload Games. -
Application for Faculty Development Program PROJECT GRANT
Application for Faculty Development Program PROJECT GRANT Name: Tamara F. O’Callaghan Department: English Office: LA 547 Office Phone: Ext. 6977 e-mail address: [email protected] Project Title: The Augmented Palimpsest: Engaging Students through AR Encounters with the Past Amount Requested: $4,000.00 Short Project Description: The Augmented Palimpsest is a digital humanities tool that explores how the medium of Augmented Reality (AR) can be used in teaching medieval literature. Using Geoffrey Chaucer’s Canterbury Tales, a fourteenth-century poem written in Middle English, the tool will deliver digital enhancements that emerge from the printed page via a smart device. They will provide the reader with linguistic, historical, and cultural contexts, thus giving students greater access to medieval material culture and history. The digital content will include 3D models of medieval artifacts and architecture, large and complex enough to be walked around and viewed from multiple angles. Because the enhancements emerge from the printed page, the tool will maintain a pedagogical emphasis on close reading while encouraging students to develop their skills in textual analysis, critical thinking, interdisciplinary study, and new media literacy. It will improve the reader’s comprehension of the text by preserving the physical and kinesthetic connection to the text. The target audience for the tool includes both undergraduate students, who will encounter The Canterbury Tales in a survey literature course, and high school seniors, who are required to read selections of Chaucer’s poem as part of the National Common Core Standards. Tamara F. O’Callaghan October 1, 2013 signature* date * By typing your name or pasting your signature in the space provided you are allowing this application to be reviewed by the Faculty Benefits Committee for a possible award. -
Applecare Apple TV Stocking Stuffers
Apple TV Stocking Stuffers With the best HD content and AirPlay®, there’s always something good on TV. Perfect gifts starting at just ten dollars. Apple USB SuperDrive iTunes Gift Cards Compact and convenient, the Apple USB SuperDrive iTunes® Gift Cards are perfect for anyone who enjoys connects to your MacBook Pro with Retina display, one-stop entertainment. Each card is redeemable MacBook Air, or Mac mini with a single USB cable for music, movies, TV and fits easily into a travel bag. shows, apps, games, books, and more . iPod shuffle Apple Lightning to 30-pin Adapter The incredibly small, wearable music player comes Use this intelligent and ultracompact adapter to in a spectrum of colors and has conveniently connect your 30-pin a clickable control pad. And accessories to devices featuring VoiceOver tells you the song title the Lightning connector. or playlist name. The new Apple TV® with 1080p HD gives you access to the best content—movies, TV shows, live sports, your music and photos, and more—right on your widescreen TV. Apple Thunderbolt to FireWire Adapter iPad mini Smart Cover $ ® Apple TV 94 Easily connect your Thunderbolt-equipped Redesigned for iPad mini , the iPad mini Smart ® $ Mac to a FireWire device with the Apple Cover is its perfect match: a thin, durable cover that AppleCare for Apple TV 28 Thunderbolt to FireWire Adapter. It connects magnetically aligns for a 2 years of protection. to the Thunderbolt port on your Mac perfect fit. It automatically * Available on iTunes®. Title availability is subject to change. computer, giving you a FireWire 800 port wakes and sleeps your that supplies up to 7W for bus-powered iPad mini. -
The Transport Data Revolution Investigation Into the Data Required to Support and Drive Intelligent Mobility March 2015
The Transport Data Revolution Investigation into the data required to support and drive intelligent mobility March 2015 The Transport Data Revolution Acknowledgements This report has been prepared for the Transport Systems Catapult by Integrated Transport Planning Ltd, together with the expertise of White Willow Consulting, Advancing Sustainability, and the Horizon Digital Economy Research Institute at the University of Nottingham. The Catapult would like to express their gratitude to the project team for undertaking this work, which consisted of: Neil Taylor, Ian Stott, Jon Parker, Jim Bradley – Integrated Transport Planning Ltd. Andy Graham – White Willow Consulting Chris Tuppen – Advancing Sustainability Jeremy Moreley – Horizon Digital Economy Research Institute This research involving staging a number of workshops exploring the data requirements for intelligent mobility. The Catapult would like to express their gratitude to following persons who kindly spared their time for the purposes of this study: Frank Baxter – Southampton City Council Philip Kirk – Oxford Bus Company Roger Beecham – City University Robery Lee – BAE Systems Keith Bevis – Hertfordshire University Peter Lilley – Igeolise Nick Bromley – Greater London Authority Peter Miller – ITO! World Neil Brown – Sustainable Environment Vishnu Muralidharan – SBD Dan Clarke – Connecting Cambridgeshire Lee Omar – Red Ninja Studios Brad Cooper – DARTT Shane O’Neill – Elgin Mark Crosier – Prophesy Partners Carl Partridge – Fat Attitude Charlie Davies – Igeolise Maurizio Pilu -
Projectreport.Pdf (2.519Mb)
! Mobile App Monetization – Expectations and Attitudes Formed by Users in Response to Advertising and Pay To Download Monetization Models Master’s Program Missouri School of Journalism University of Missouri by Anthony Brown Dr. Margaret Duffy, Committee Chair Jim Spencer Dr. Kevin Wise August, 2013 ii Acknowledgments Thanks to Dr. Duffy and Dr. Wise for their guidance and leadership throughout this too-lengthy process. Your patience and flexibility is a golden virtue. Thanks also to Jim Spencer, whose final firm push is exactly what I needed to put my head down and carry this research across the finish line. iii Table of Contents ACKNOWLEDGMENTS ........................................................................ ii LIST OF TABLES ................................................................................. iv ABSTRACT ............................................................................................ v Chapter 1. INTRODUCTION ........................................................................ 1 2. ACTIVITIES DESCRIPTION ....................................................... 3 3. EVALUATION ........................................................................... 14 4. PHYSICAL EVIDENCE ............................................................. 15 5. ANALYSIS ................................................................................ 16 APPENDIX 1. ONLINE SURVEY TEXT AND RESULTS ................................ 31 2. FOCUS GROUP DISCUSSION GUIDE AND TRANSCRIPT ... 61 3. PROJECT PROPOSAL ...........................................................