Human-Level Performance in First-Person Multiplayer Games With
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Die Kulturelle Aneignung Des Spielraums. Vom Virtuosen Spielen
Alexander Knorr Die kulturelle Aneignung des Spielraums Vom virtuosen Spielen zum Modifizieren und zurück Ausgangspunkt Obgleich der digital divide immer noch verhindert, dass Computerspiele zu ge- nuin globalen Gütern werden, wie es etwa der Verbrennungsmotor, die Ka- laschnikow, Hollywoodikonen, Aspirin und Coca Cola längst sind, sprengt ihre sich nach wie vor beschleunigende Verbreitung deutlich geografische, natio- nale, soziale und kulturelle Schranken. In den durch die Internetinfrastruktur ermöglichten konzeptuellen Kommunikations- und Interaktionsräumen sind Spieler- und Spielkulturen wesentlich verortet, welche weiten Teilen des öf- fentlichen Diskurses fremd und unverständlich erscheinen, insofern sie über- haupt bekannt sind. Durch eine von ethnologischen Methoden und Konzepten getragene, lang andauernde und nachhaltige Annäherung ¯1 an transnational zusammengesetzte Spielergemeinschaften werden die kulturell informierten Handlungen ihrer Mitglieder sichtbar und verstehbar. Es erschließen sich so- ziale Welten geteilter Werte, Normen, Vorstellungen, Ideen, Ästhetiken und Praktiken – Kulturen eben, die wesentlich komplexer, reichhaltiger und viel- schichtiger sind, als der oberflächliche Zaungast es sich vorzustellen vermag. Der vorliegende Artikel konzentriert sich auf ein, im Umfeld prototypischer First-Person-Shooter – genau dem Genre, das im öffentlichen Diskurs beson- ders unter Beschuss steht – entstandenes Phänomen: Die äußerst performativ orientierte Kultur des trickjumping. Nach einer Einführung in das ethnologische -
Using the MMORPG 'Runescape' to Engage Korean
Using the MMORPG ‘RuneScape’ to Engage Korean EFL (English as a Foreign Language) Young Learners in Learning Vocabulary and Reading Skills Kwengnam Kim Submitted in accordance with the requirements for the degree of Doctor of Philosophy The University of Leeds School of Education October 2015 -I- INTELLECTUAL PROPERTY The candidate confirms that the work submitted is her own and that appropriate credit has been given where reference has been made to the work of others. This copy has been supplied on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement. © 2015 The University of Leeds and Kwengnam Kim The right of Kwengnam Kim to be identified as Author of this work has been asserted by her in accordance with the Copyright, Designs and Patents Act 1988. -II- DECLARATION OF AUTHORSHIP The work conducted during the development of this PhD thesis has led to a number of presentations and a guest talk. Papers and extended abstracts from the presentations and a guest talk have been generated and a paper has been published in the BAAL conference' proceedings. A list of the papers arising from this study is presented below. Kim, K. (2012) ‘MMORPG RuneScape and Korean Children’s Vocabulary and Reading Skills’. Paper as Guest Talk is presented at CRELL Seminar in University of Roehampton, London, UK, 31st, October 2012. Kim, K. (2012) ‘Online role-playing game and Korean children’s English vocabulary and reading skills’. Paper is presented in AsiaCALL 2012 (11th International Conference of Computer Assisted Language Learning), in Ho Chi Minh City, Vietnam, 16th-18th, November 2012. -
Cyber-Synchronicity: the Concurrence of the Virtual
Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture. -
June 2019 the Edelweiss Am Rio Grande Nachrichten
Edelweiss am Rio Grande German American Club Newsletter-June 2019 1 The Edelweiss am Rio Grande Nachrichten The newsletter of the Edelweiss am Rio Grande German American Club 4821 Menaul Blvd., NE Albuquerque, NM 87110-3037 (505) 888-4833 Website: edelweissgac.org/ Email: [email protected] Facebook: Edelweiss German-American Club June 2019 Sun Mon Tue Wed Thu Fri Sat 1 2 3 4 5 6 7 8 Kaffeeklatsch Irish Dance 7pm Karaoke 3:00 pm 5-7 See page 2 9 10 11 12 13 14 15 DCC Mtng & Irish Dance 7pm Strawberry Fest Dance 2-6 pm Essen und Dance See Pg 4 Sprechen pg 3 16 17 18 19 20 21 22 Jazz Sunday GAC Board Irish Dance 7pm Karaoke Private Party 2:00-5:30 pm of Directors 5-7 6-12 6:30 pm 23 24 25 26 27 28 29 Irish Dance 7pm Sock Hop Dance See Pg 4 30 2pm-German- Language Movie- see pg 3 Edelweiss am Rio Grande German American Club Newsletter-June 2019 2 PRESIDENT’S LETTER Summer is finally here and I’m looking forward to our Anniversary Ball, Luau, Blues Night and just rolling out those lazy, hazy, crazy days of Summer. On a more serious note there have been some misunderstandings between the GAC and one of our oldest and most highly valued associate clubs the Irish-American Society (IAS). Their President, Ellen Dowling, has requested, and I have extended an invitation to her, her Board of Directors, and IAS members at large to address the GAC at our next Board meeting. -
User Instructions
HOW TO PLAY WALKTHROUGH REFERENCE & ANALYSIS A EXTRAS USER INSTRUCTIONS MAP: FLORENCE PRESENT 01 SEQUENCE 01 SEQUENCE 02 MAP: TUSCANY SEQUENCE 03 SEQUENCE 04 WALKTHROUGH MAPS: LEGEND SEQUENCE 05 The two main icons used on our maps are the same as those used in the game, ensuring instant MAP: ROMAGNA identification. SEQUENCE 06 ICON REPRESENTS PRESENT 02 Viewpoint USER INSTRUCTIONS MAP: VENICE Codex Pages SEQUENCE 07 Before you go any further, take a few seconds to familiarize yourself with the structure and SEQUENCE 08 systems used in the Walkthrough chapter with this simple illustrated guide. SEQUENCE 09 Overview maps – Whenever you have access to a new region in the game, you will find A a corresponding overview map in the guide. Each of these provides a top-down view of the SEQUENCE 10 entire location, with lines marking the borders of individual districts within larger cities. To avoid potential spoilers, and because practically all collectibles and points of interest already SEQUENCE 11 appear on the in-game maps, our maps are designed purely as an aid to easy navigation, with annotations used only to document notable landmarks, viewpoints and Codex Pages (see SEQUENCE 14 “Walkthrough Maps: Legend” text box) – the latter being a special collectible required to complete the game. We cover other items of note in the Extras chapter. PRESENT 03 Left-hand pages: main walkthrough – The main walkthrough guides you through every B main Memory (for which, read: mission) in the story. It has been written to offer just the right amount of knowledge required to successfully complete all missions, but without giving too much away. -
Learning Obstacles in the Capture the Flag Model
Learning Obstacles in the Capture The Flag Model Kevin Chung, NYU Polytechnic School of Engineering Julian Cohen, NYU Polytechnic School of Engineering Abstract game is an IRC channel in which competitors discuss Capture The Flag (CTF) competitions have been used in the competition and interact with the. the computer security community for education and evaluation objectives for over a decade. These competi- At its core, the CTF is a type of “open-book test” re- tions are often regarded as excellent approaches to learn volving around computer security. This lends itself to deeply technical concepts in a fun, non-traditional learn- testing competitors on very obscure types of knowledge. ing environment, but there are many difficulties associ- The technical knowledge that is communicated during a ated with developing and competing in a CTF event that CTF is often only mentioned in passing in documenta- are rarely discussed that counteract these benefits. CTF tion or a classroom. For example, the Python documen- competitions often have issues related to participation, tation briefly, and without much discussion, mentions quality assurance, and confusing challenges. These that the pickle module is “not intended to be secure problems affect the overall quality of a CTF competi- against erroneous or maliciously constructed data.” This tion and describe how effective they are at catalyzing ambiguity was leveraged in the 2012 Zombie Reminder learning and assessing skill. In this paper, we present (Hack.lu CTF) and Minesweeper (29c3 CTF) to create insights and lessons learned from organizing CSAW challenges that involved un-pickling untrusted data. The CTF, one of the largest and most successful CTFs. -
Game Manual Contents
GAME MANUAL CONTENTS PREFACE 9 HISTORICAL INTRODUCTION 9 WHAT IS COMMAND? 13 1. INSTALLATION 14 1.1. System Requirements 14 1.2. Support 15 1.3. Notes for Multitaskers and Returning Players 16 2. INTRODUCTION TO COMMAND 16 2.1 Important Terms 19 2.2 Fundamentals 22 2.2.1 Starting COMMAND 22 3. USER INTERFACE 27 3.1. The Globe Display 27 Message Log 32 Time Step Buttons 33 3.2. Mouse Functions 33 3.3 Buttons and Windows 35 3.3.1 Engage Target(s) - Auto 35 3.3.2 Engage Target(s) - Manual 35 3.3.3 Plot Course 38 3.3.4 Throttle and Altitude 38 3.3.5 Formation Editor 40 3.3.6 Magazines 41 3.3.7 Air Operations 42 3.3.8 Boat Operations 45 3.3.9 Mounts and Weapons 47 3.3.10 Sensors 48 3.3.11 Systems and Damage 49 3.3.12 Doctrine 50 3.3.13 General 51 STRATEGIC 51 3.3.14 EMCON Tab 59 3.3.15 WRA Tab 61 3.3.16 Withdraw/Redeploy Tab 64 3.3.17 Mission Editor 65 4. MENUS AND DIALOGS 66 4.1 Right Click on Unit/ Context Dialog 66 4.1.1 Attack Options 66 4.1.2 ASW-specific Actions: 68 4.1.3 Context Menu, Cont. 69 4.1.4 Group Operations: 70 4.1.5 Scenario Editor: 71 4.2 Control Right Click on Map Dialog 72 4.3 Units, Groups and Weapons Symbols 72 4.4 Group Mode and Unit View Mode 74 4.5 Right Side Information Panel 75 4.5.1 Unit Status Dialog 75 4.5.2 Sensors Button 79 4.5.3 Weapon Buttons 80 4.5.4 Unit Fuel 80 4.5.5 Unit Alt/Speed 80 4.5.6 Unit Fuel 80 4.5.7 Unit EMCON 81 4.5.8 Doctrine 81 4.5.9 Doctrines, Postures, Weapons Release Authority, and Rules of Engagement 81 5. -
8 Guilt in Dayz Marcus Carter and Fraser Allison Guilt in Dayz
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Sydney eScholarship FOR REPOSITORY USE ONLY DO NOT DISTRIBUTE 8 Guilt in DayZ Marcus Carter and Fraser Allison Guilt in DayZ Marcus Carter and Fraser Allison © Massachusetts Institute of Technology All Rights Reserved I get a sick feeling in my stomach when I kill someone. —Player #1431’s response to the question “Do you ever feel bad killing another player in DayZ ?” Death in most games is simply a metaphor for failure (Bartle 2010). Killing another player in a first-person shooter (FPS) game such as Call of Duty (Infinity Ward 2003) is generally considered to be as transgressive as taking an opponent’s pawn in chess. In an early exploratory study of players’ experiences and processing of violence in digital videogames, Christoph Klimmt and his colleagues concluded that “moral man- agement does not apply to multiplayer combat games” (2006, 325). In other words, player killing is not a violation of moral codes or a source of moral concern for players. Subsequent studies of player experiences of guilt and moral concern in violent video- games (Hartmann, Toz, and Brandon 2010; Hartmann and Vorderer 2010; Gollwitzer and Melzer 2012) have consequently focused on the moral experiences associated with single-player games and the engagement with transgressive fictional, virtual narrative content. This is not the case, however, for DayZ (Bohemia Interactive 2017), a zombie- themed FPS survival game in which players experience levels of moral concern and anguish that might be considered extreme for a multiplayer digital game. -
Air-To-Ground Battle for Italy
Air-to-Ground Battle for Italy MICHAEL C. MCCARTHY Brigadier General, USAF, Retired Air University Press Maxwell Air Force Base, Alabama August 2004 Air University Library Cataloging Data McCarthy, Michael C. Air-to-ground battle for Italy / Michael C. McCarthy. p. ; cm. Includes bibliographical references and index. ISBN 1-58566-128-7 1. World War, 1939–1945 — Aerial operations, American. 2. World War, 1939– 1945 — Campaigns — Italy. 3. United States — Army Air Forces — Fighter Group, 57th. I. Title. 940.544973—dc22 Disclaimer Opinions, conclusions, and recommendations expressed or implied within are solely those of the author and do not necessarily represent the views of Air University, the United States Air Force, the Department of Defense, or any other US government agency. Cleared for public release: distribution unlimited. Air University Press 131 West Shumacher Avenue Maxwell AFB AL 36112–6615 http://aupress.maxwell.af.mil ii Contents Chapter Page DISCLAIMER . ii FOREWORD . v ABOUT THE AUTHOR . vii PREFACE . ix INTRODUCTION . xi Notes . xiv 1 GREAT ADVENTURE BEGINS . 1 2 THREE MUSKETEERS TIMES TWO . 11 3 AIR-TO-GROUND BATTLE FOR ITALY . 45 4 OPERATION STRANGLE . 65 INDEX . 97 Photographs follow page 28 iii THIS PAGE INTENTIONALLY LEFT BLANK Foreword The events in this story are based on the memory of the author, backed up by official personnel records. All survivors are now well into their eighties. Those involved in reconstructing the period, the emotional rollercoaster that was part of every day and each combat mission, ask for understanding and tolerance for fallible memories. Bruce Abercrombie, our dedicated photo guy, took most of the pictures. -
Game AI: the Shrinking Gap Between Computer Games and AI Systems
Game AI: The Shrinking Gap Between Computer Games and AI Systems Alexander Kleiner Post Print N.B.: When citing this work, cite the original article. Original Publication: Alexander Kleiner , Game AI: The Shrinking Gap Between Computer Games and AI Systems, 2005, chapter in Ambient Intelligence;: The evolution of technology, communication and cognition towards the future of human-computer interaction, 143-155. Copyright: IOS Press Postprint available at: Linköping University Electronic Press http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-72548 Game AI: The shrinking gap between computer games and AI systems Alexander Kleiner Institut fur¨ Informatik Universitat¨ Freiburg 79110 Freiburg, Germany [email protected] Abstract. The introduction of games for benchmarking intelligent systems has a long tradition in AI (Artificial Intelligence) research. Alan Turing was one of the first to mention that a computer can be considered as intelligent if it is able to play chess. Today AI benchmarks are designed to capture difficulties that humans deal with every day. They are carried out on robots with unreliable sensors and actuators or on agents integrated in digital environments that simulate aspects of the real world. One example is given by the annually held RoboCup competitions, where robots compete in a football game but also fight for the rescue of civilians in a simulated large-scale disaster simulation. Besides these scientific events, another environment, also challenging AI, origi- nates from the commercial computer game market. Computer games are nowa- days known for their impressive graphics and sound effects. However, the latest generation of game engines shows clearly that the trend leads towards more re- alistic physics simulations, agent centered perception, and complex player inter- actions due to the rapidly increasing degrees of freedom that digital characters obtain. -
Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G
180 IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 7, NO. 2, JUNE 2015 Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G. Glavin and Michael G. Madden Abstract—In current state-of-the-art commercial first person late the most kills. Objective based games also exist where the shooter games, computer controlled bots, also known as non- emphasis is no longer on kills and deaths but on specific tasks player characters, can often be easily distinguishable from those in the game which, when successfully completed, result in ac- controlled by humans. Tell-tale signs such as failed navigation, “sixth sense” knowledge of human players' whereabouts and quiring points for your team. Two examples of such games are deterministic, scripted behaviors are some of the causes of this. We ‘Capture the Flag’ and ‘Domination’. The former involves re- propose, however, that one of the biggest indicators of nonhuman- trieving a flag from the enemies' base and returning it to your like behavior in these games can be found in the weapon shooting base without dying. The latter involves keeping control of pre- capability of the bot. Consistently perfect accuracy and “locking defined areas on the map for as long as possible. All of these on” to opponents in their visual field from any distance are in- dicative capabilities of bots that are not found in human players. game types require, first and foremost, that the player is profi- Traditionally, the bot is handicapped in some way with either a cient when it comes to combat. -
Quake Three Download
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