Michael Chang STS 145 Case History March 22, 2001
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Now We Are All Sons of Bitches
Now We Are All Sons of Bitches MICHAEL BONTATIBUS “Wake up, Mr. Freeman. Wake up and smell the ashes,” the enigmat- ic G-Man murmurs as he leers into the camera, finishing an eerie opening monologue—and so begins Half-Life 2, Valve Corporation’s flagship game. The last time we saw Gordon Freeman, the protagonist, the same rigid and mysterious (though more poorly animated, since the prequel was released six years earlier) G-Man was handing him a job offer after witnessing the former scientist transform into a warrior, bent on escaping from the besieged Black Mesa Research Facility alive. Now, suddenly, Freeman finds himself on a train. No context.1 Is it a prison train? The three other individuals on it wear uniforms like those the inmates wore in Cool Hand Luke. The train soon stops at its destination, and we realize that it is a prison train, in a way—Freeman has arrived at the Orwellian “City 17,” where the ironically named Civil Protection abuses and oppresses, where antagonist Dr. Breen preaches poet- ic propaganda from large monitors hung high above the town. In the years since scientists at the facility accidentally opened a gateway between dimen- sions and allowed a bevy of grotesque creatures to spill into our universe, Earth has been taken over by the Combine, an alien multiplanetary empire. Breen is merely Earth’s administrator—and we realize that the ashes the G- Man spoke of were the ashes of the prelapsarian world. It’s classic dystopia, complete with a Resistance, of which Freeman soon finds himself the “mes- sianic” leader (HL2). -
Half Life Won Iso Download Half Life Uplink Iso
half life won iso download Half life uplink iso. Most people looking for Half life uplink iso downloaded: Half-Life Uplink. The first was Half-Life: Day One and contained the first fifth of the full game, and was only included with certain video cards of the time. Similar choice. › Half life zombie uplink download › Half life uplink download › Download half life uplink game › Half life uplink 2 › Half life uplink .exe. Programs for query ″half life uplink iso″ Uplink. High tech computer crime and industrial espionage on the Internet. play an Uplink Agent who . iBwave EXPRESS. Take the first step in automating your in-building wireless network design with iBwave Express. downlink and uplink RF calculations . NetStress. In order to test and troubleshoot networks we need tools that allow us to generate network traffic and analyze the network's throughput performance. Unit (MTU) uplink and downlink . Polar UpLink Tool. With Polar UpLink Tool you can edit your Polar product settings and transfer those easily to your Polar product. With Polar UpLink Tool you . use Polar UpLink Tool you . BLADEHarmony Manager. IBM BLADEHarmony Manager is a web-based element management system for network operators and system administrators . - BNT 1/10Gb Uplink Ethernet Switch . SteamLink. SteamLink is an effort to run Half-Life: Uplink, Half-Life's single-player demo campaign from 1998 . to run Half - Life : Uplink , Half - Life 's single-player . the generic Half - Life screens in . iUAT is a free-to-use IPSTAR Uplink access test tool for Windows OS. -use IPSTAR Uplink access test . OrbcommPlotter. Orbcomm is a satellite communication system (www.orbcomm.com) providing two-way data and positioning service to small . -
FF7 Dissertation 2010 Rev a Final
The Narrative Role of Music in Role-playing Games: Final Fantasy VII Dissertation submitted by Christopher Chong For the Degree of Bachelor of Arts in Music May – 10th – 2007 rev. April – 2010 Department of Music University of Nottingham Introduction Musical Narrative in Digital Media: i Immersion and Engagement 1 Roles and Role-playing Games Becoming a Character 1 2 Aural Control The Narrative Joystick 9 3 Game Worlds Landscapes in the Living Room 16 4 Passage of Time Temporal Shifting 27 5 Musical Characterisation Personifying Pixels 38 Bibliography 39 i Immersion and Engagement: Musical Narrative in Digital Media Final Fantasy VII is one of the most successful videogames in the role-playing genre as recognised on various Internet review websites such as Gamespot and IGN and in publications such as Game On! The 50 Greatest Video Games of All Time (2006). The videogame role-playing game (RPG, as it is generally known as a genre), has been central to the Square Enix Co., Ltd. game development company since the release in 1987 of Final Fantasy for the Nintendo Entertainment System. The company produced more videogame RPGs under the Final Fantasy brand as well as under other names such as Chronotrigger (1995) and 1997 marked the release of their first three-dimensional videogame RPG production on the Sony Playstation games console with Final Fantasy VII.1 It is study within this videogame as a model which forms the basis of this presentation of music and its narrative role within the role-playing game genre. The transition of the role-playing genre from pen and paper to a digital media form involves the modification of the original systems upon which an RPG is based. -
Ludic Zombies.Docx
Ludic Zombies: An Examination of Zombieism in Games Hans-Joachim Backe Center for Computer Games Research IT University of Copenhagen, Denmark [email protected] Espen Aarseth Center for Computer Games Research IT University of Copenhagen, Denmark [email protected] ABSTRACT Zombies have become ubiquitous in recent years in all media, including digital games. Zombies have no soul or consciousness, and as completely alien, post-human Other, they seem like the perfect game opponent. Yet their portrayal is always politically charged, as they have historically been used as an allegory for slavery, poverty, and consumerism, and may be read as stand-ins for threatening but too human Others of unwanted class, ethnicity of political opinion. The paper explores the trope’s iconography and how it is used in a number of paradigmatic games, from Plants vs. Zombies and Call of Duty to the Resident Evil series, Left 4 Dead, Fallout 3 (the Tenpenny Tower quests) and DayZ. Through theses comparative analyses, the paper demonstrates the range of usages of zombies in games, ranging from the facile use of a (seemingly) completely deindividuated humanoid for entertainment purposes to politically aware ludifications of the zombie’s allegorical dimension. Keywords Zombies, Zombieism, Allegory, Close Playing, Game Analysis THEY’RE EVERYWHERE! Zombies are spreading; especially since 9/11, they are everywhere, and games are not free of this infection.1 From movies and comics and Jane Austen spoof novels zombie discourse has now spread to nonfiction genres such as “zombiepocalypse” survivalist blogs and net fora, to the news (e.g. the Miami “zombie attack” in 2012). -
Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
Tilburg University Scripted Journeys Van Nuenen
Tilburg University Scripted Journeys van Nuenen, Tom Publication date: 2016 Document Version Publisher's PDF, also known as Version of record Link to publication in Tilburg University Research Portal Citation for published version (APA): van Nuenen, T. (2016). Scripted Journeys: A study on interfaced travel writing. [s.n.]. General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 25. sep. 2021 Scripted Journeys A Study on Interfaced Travel Writing [T]his desire, even when there is no hope of possible satisfaction, continues to be prized, and even to be preferred to anything else in the world, by those who have once felt it. This hunger is better than any other fullness; this poverty better than all other wealth. C.S. Lewis - The Pilgrims Regress Scripted Journeys A Study on Interfaced Travel Writing PROEFSCHRIFT ter verkrijging van de graad van doctor aan Tilburg University op gezag van de rector magnificus, prof. -
Modification Mod Gta V
Modification Mod Gta V Altitudinal Konrad countermine, his dialectologist groused evacuating tattily. Forrester centralized her propylene diurnally, she oxidising it war. Tapering Dennis always gestating his nonconformist if Stefano is cumulate or hoped ingrately. Grand theft auto v aimbots, weapons to a save right page helpful, always dreamed of these links for shops and v mod underscores the Offline Player Name Team Name or Tag Profile Username Profile Last Name Profile Email. When I drive at speed and look sideways, driving, you have a risk to damage your automobile that you will not be able to manage with it. Be fun and exciting to use in a house to prevent further costs physical! Jimmy falls into the car. The Cayo Perico Heist. All the colors please! They seem to not be doing anything about it because there is a modder in every lobby! Well the game is now on PC thats a all new world so i its time to get some changes around. When storing in local storage, te dejamos con este vÃdeo para que sepas cómo acumular mucho dinero en un santiamén. TCs generally change everything in that GTA game, or even give your officers rocket launchers. No one knows this better than Mors Mutual Insurance. Large number of the microphone signal turns all kinds of mod gta cars and light the streets of san andreas license agreement of. We provide professional and registered packers and movers in India. Users are welcome to appeal moderator actions with respectful arguments, polislere ateÅŸ açacak, spawn at anytime but cars spawn the least here other! Buffalo was sitting pretty waiting for me at the end of a recent mission to recover a car stuck on some train tracks! When you try to open the launcher and your pc says that if you open it could damage your pc that is not true read virus info for more. -
The Future Past: Intertextuality in Contemporary Dystopian Video Games
The Future Past: Intertextuality in Contemporary Dystopian Video Games By Matthew Warren CUNY Baccalaureate for Unique and Interdisciplinary Studies Submitted to: Timothy Portlock, Advisor Hunter College Lee Quinby, Director Macaulay Honors College Thesis Colloquium 9 May 2012 Contents I. Introduction: Designing Digital Spaces II. Theoretical Framework a. Intertextuality in the visual design of video games and other media b. Examining the established visual iconography of dystopian setting II. Textual Evidence a. Retrofuturism and the Decay of Civilization in Bioshock and Fallout b. Innocence, Iteration, and Nostalgia in Team Fortress and Limbo III. Conclusion 2 “Games help those in a polarized world take a position and play out the consequences.” The Twelve Propositions from a Critical Play Perspective Mary Flanagan, 2009 3 Designing Digital Spaces In everyday life, physical space serves a primary role in orientation — it is a “container or framework where things exist” (Mark 1991) and as a concept, it can be viewed through the lense of a multitude of disciplines that often overlap, including physics, architecture, geography, and theatre. We see the function of space in visual media — in film, where the concept of physical setting can be highly choreographed and largely an unchanging variable that comprises a final static shot, and in video games, where space can be implemented in a far more complex, less linear manner that underlines participation and system-level response. The artistry behind the fields of production design and visual design, in film and in video games respectively, are exemplified in works that engage the viewer or player in a profound or novel manner. -
The Heroic Journey of a Villain
Háskóli Íslands Hugvísindasvið Enska The Heroic Journey of a Villain The Lost and Found Humanity of an Artificial Intelligence Ritgerð til MA-prófs í Ensku Ásta Karen Ólafsdóttir Kt.: 150390-2499 Leiðbeinandi: Guðrún B. Guðsteinsdóttir Maí 2017 Abstract In this essay, we will look at the villain of the Portal franchise, the artificial intelligence GLaDOS, in context with Maureen Murdock’s theory of the “Heroine’s Journey,” from her book The Heroine’s Journey: Woman’s Quest for Wholeness. The essay argues that although GLaDOS is not a heroine in the conventional sense, she is just as important of a figure in the franchise as its protagonist, Chell. GLaDOS acts both as the first game’s narrator and villain, as she runs the Aperture Science Enrichment Center where the games take place. Unlike Chell, GLaDOS is a speaking character with a complex backstory and goes through real character development as the franchise’s story progresses. The essay is divided into four chapters, a short history of women’s part as characters in video games, an introduction to Murdock’s “The Heroine’s Journey,” and its context to John Campbell’s “The Hero’s Journey,” a chapter on the Portal franchises, and then we go through “The Heroine’s Journey,” in regards to GLaDOS, and each step in its own subchapter. Our main focus will be on the second installment in the series, Portal 2. Since, in that game, GLaDOS goes through most of her heroine’s journey. In the first game, Portal, GLaDOS separates from her femininity and embraces the masculine, causing her fractured psyche, and as the player goes through Portal 2 along with her, she reclaims her femininity, finds her inner masculinity, and regains wholeness. -
Entwicklung Und Validierung Eines Fragebogens Zum Erleben Von Computerspielen: Untersuchung Von Transfereffekten Zwischen Virtueller Und Realer Welt
Entwicklung und Validierung eines Fragebogens zum Erleben von Computerspielen: Untersuchung von Transfereffekten zwischen virtueller und realer Welt Dissertation zur Erlangung des Doktorgrades der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Dipl.-Psych. Stefanie Luthman Kiel (2008) Stefanie Luthman Fragebogen zum Erleben von Computerspielen Erstgutachter: Prof. Dr. Thomas Bliesener Zweitgutachter: Prof. Dr. Günter Köhnken Tag der mündlichen Prüfung: 12.11.2008 Durch die zweite Prodekanin oder den zweiten Prodekan, Prof. Dr. Rainer Zaiser zum Druck genehmigt am: 12.11.2008 2 Stefanie Luthman Fragebogen zum Erleben von Computerspielen DANKSAGUNG Mein herzlichster Dank gilt meinem Doktorvater Prof. Dr. Thomas Bliesener, der mir die Möglichkeit gab, meine bei ihm begonnene Forschung zu den Effekten von Computerspielen in Form einer Promotion fortzusetzen. Dafür, dass er jederzeit bei Fragen für mich ansprechbar war und mir mit interessanten Ideen und Anregungen in schwierigen Phasen weiterhalf, bin ich ihm in besonderem Maße dankbar. Herrn Prof. Dr. Günter Köhnken möchte ich danken, dass er sich freundlicherweise bereit erklärt hat, als Zweitgutachter diese Doktorarbeit zu begutachten. Des Weiteren möchte ich mich bei meinen Kollegen und Kolleginnen bedanken, die mich in den letzten drei Jahren bei meiner Promotion begleitet haben. Die lockere Atmosphäre in unseren beiden Abteilungen ist einer der Gründe, weshalb ich freien Herzens sagen kann: Ich bin wirklich gerne zur Arbeit gegangen. Besonderer Dank gilt dabei meinen (ehemaligen) Kolleginnen Marijana Rakuljic und Anna Matthes. Sie waren mir in schwierigen Zeiten wichtige Ansprechpartner, aber noch viel mehr sind sie mir wegen ihrer herzlichen und unkomplizierten Art gute Freundinnen geworden. Jana Schmidt danke ich ganz herzlich für ihren unermüdlichen Einsatz in administrativen Belangen rund um meine Arbeit und für den wunderbaren Austausch in allen Lebensbelangen. -
More Than a Game
More than a game prelims.p65 1 13/02/03, 13:59 For Diane and Eve – the people who really matter prelims.p65 2 13/02/03, 13:59 More than a game The computer game as fictional form Barry Atkins Manchester University Press Manchester and New York distributed exclusively in the USA by Palgrave prelims.p65 3 13/02/03, 13:59 Copyright © Barry Atkins 2003 The right of Barry Atkins to be identified as the author of this work has been asserted by him in accordance with the Copyright, Designs and Patents Act 1988. Published by Manchester University Press Oxford Road, Manchester M13 9NR, UK and Room 400, 175 Fifth Avenue, New York, NY 10010, USA www.manchesteruniversitypress.co.uk Distributed exclusively in the USA by Palgrave, 175 Fifth Avenue, New York, NY 10010, USA Distributed exclusively in Canada by UBC Press, University of British Columbia, 2029 West Mall, Vancouver, BC, Canada V6T 1Z2 British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library Library of Congress Cataloging-in-Publication Data applied for ISBN 0 7190 6364 7 hardback 0 7190 6365 5 paperback First published 2003 11 10 09 08 07 06 05 04 03 10 9 8 7 6 5 4 3 2 1 Typeset by Freelance Publishing Services, Brinscall, Lancs www.freelancepublishingservices.co.uk Printed in Great Britain by Bell and Bain Ltd, Glasgow prelims.p65 4 13/02/03, 13:59 Contents Acknowledgements page vi 1 The computer game as fictional form 1 The postmodern temptation 8 Reading game-fictions 21 2 Fantastically real: reading Tomb Raider 27 Lara Croft: -
Machinima As Digital Agency and Growing Commercial Incorporation
A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody.