Modeling and Simulation: Linking Entertainment and Defense (1997)
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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 -
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. -
Designing Reusable Alternate Reality Games
Designing Reusable Alternate Reality Games Derek Hansen1, Elizabeth Bonsignore2, Marc Ruppel4, Amanda Visconti3, Kari Kraus2,3 1School of Technology 2Human-Computer Interaction Lab, 4National Endowment Brigham Young University 3Dept of English for the Humanities Provo, UT, USA University of Maryland, College Park, MD Washington, DC, USA [email protected] {ebonsign,kkraus,visconti}@umd.edu [email protected] ABSTRACT reality and location-aware devices, begin to proliferate, the Successful Alternate Reality Games (ARGs), such as The future of ARGs looks promising. Lost Experience, I Love Bees and Urgent EVOKE have solicited thousands of active participants and, often, Most ARGs are designed as one-time experiences. While millions of spectators from around the world. ARGs require this lends an authenticity and novelty to the hunting and significant resources not only in terms of initial design, but problem-solving elements of an ARG, it limits the number also in implementation, since live, dynamic interplay of potential players and reduces the return on investment of between players and designers is an inherent aspect of their time and resources. This is particularly true of educational interactive storylines. This paper outlines a novel design ARGs, which could ideally be tailored by educators to meet framework for creating reusable ARGs, that will help the unique needs of their students and classroom setting extend the lifespan of ARGs and allow them to permeate (e.g., length of class). If ARGs are to reach their potential, new domains such as education. The framework includes novel design approaches must be developed that support the three key reusable design objectives (replayability, unique properties of ARGs, while also recognizing the need adaptability, extensibility), each of which can be enacted at to make their content reusable. -
Skellig VSMM Conference 2017 NAISC
With the support of NAISC Skellig Kerry Diaspora Network Skellig VSMM Conference 2017 VSMM Delegates visiting Skellig Coast 27th- 29th October 2017 • Arriving on Friday 27th October • Leaving on Monday 30th October. [email protected] @SkelligKerry 087 6845989 NAISC Skellig Kerry Diaspora Network Introduction from NAISC Skellig Kerry Diaspora Network .......................................... 2 NAISC Skellig Kerry Diaspora Network ................................................................. 3 Biographies of our Delegate Visitors ......................................................................... 4 Prof Alonzo (Lon) Addison ..................................................................................... 4 Prof Paul Cunningham, IEEE SSIT........................................................................ 4 Prof Susan Jeffords ............................................................................................... 5 Jonathan Cluts ...................................................................................................... 6 Dr Jacquelyn Ford Morie ....................................................................................... 6 Dr Marc Spraragen ................................................................................................ 7 Pauline Felder ....................................................................................................... 7 Dr Gayil Nalls ........................................................................................................ 7 -
Meaning and Emplacement in Expressive Immersive Virtual Environments
Meaning and Emplacement in Expressive Immersive Virtual Environments JACQUELYN FORD MORIE A thesis submitted in partial fulfilment of the requirements of the University of East London for the degree of Doctor of Philosophy September 2007 Meaning and Emplacement in Expressive Immersive Virtual Environments Table of Contents Abstract ............................................................................................................ i Acknowledgements......................................................................................ii Artist’s statement .......................................................................................... v Statement of originality.............................................................................. vi List of illustrations in the text ................................................................... ix Introduction ....................................................................................................1 Clarification of terms............................................................................................7 Chapter 1 The emergence of Virtual Reality .........................................11 Introduction.........................................................................................................11 1.1 From defence to dream to discipline .........................................................11 1.2 Multivariate origins of virtual environments: a brief genealogy ...........15 1.3 A brief introduction to VR technology......................................................19 -
Wildwill's Collector's Guide to Wizkids' Pirates of the Spanish Main
WildWill’s Collector’s Guide to WizKids’ By Captain William “WildWill” Noetling Includes Price Guides, Collector’s Checklists, Bonus Game Scenario and MORE! WildWill’s Collector’s Guide to WizKids’ Pirates of the Spanish Main. Copyright ©2006 by William Noetling. This guide was created for educational and entertainment purposes only. All prices lists are printed as a guide only, and not an offer to buy or sell game pieces. This guide is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured within this guide. This is not an Official Publication. This guide and its editorial content remain the property of the writer and publisher. Written permission must be obtained from the author to publish, circulate, or otherwise disseminate this guide in any altered form, except for review purposes. All ship, crew and other game piece names and representations remain the property of WizKids. Portions of this guide have previously appeared on the website Pojo.com in a slightly altered form. All Prices Listed are current as of June 2006 and are representative of new “mint- condition” game pieces. Email me at [email protected] Visit my home page at www.geocities.com/wmnoe Join me at www.pojo.com WildWill would like to thank: WizKids Games, Pojo.com, Monica Lond-LeBlanc, Bill ‘Pojo’ Gill, James and Robin Hurwitz, Pat Pritchett, Stephanie Veglia.and Wendy Harrison Special Thanks to all my instructors and TA’s at UCLA from 2004 to 2006, especially: Joseph DiMuro, Michael Allen, Sean Silver, Noah Comet, Lars Larsen, Helen Deutsch and Irene Beesemyer Extra Special Thanks to my loving wife Melissa Pritchett, whom I cannot live without. -
Mechcommander 2 Manual
Information in this document, including URL and other Internet Web site references, is subject to change without notice. Unless otherwise noted, the example companies, organizations, products, people and events depicted herein are fictitious and no association with any real company, organization, product, person or event is intended or should be inferred. Complying with all applicable copyright laws is the responsibility of the user. Without limiting the rights under copyright, no part of this document may be reproduced, stored in or introduced into a retrieval system, or transmitted in any form or by any means (electronic, mechanical, photocopying, recording, or otherwise), or for any purpose, without the express written permission of Microsoft Corporation. Microsoft may have patents, patent applications, trademarks, copyrights, or other intellectual property rights covering subject matter in this document. Except as expressly provided in any written license agreement from Microsoft, the furnishing of this document does not give you any license to these patents, trademarks, copyrights, or other intellectual property. © & P 1999–2001 Microsoft Corporation. All rights reserved. BattleMech, BattleTech, ’Mech, MechCommander and MechWarrior are trademarks or registered trademarks of FASA Corporation and Microsoft Corporation in the U.S. and/or other countries. Microsoft, Windows, DirectDraw, DirectPlay, DirectSound, DirectX, and MSN are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries/regions. Uses Bink Video. Copyright © 1997–2001 by RAD Game Tools, Inc. The names of actual companies and products mentioned herein may be the trademarks of their respective owners. Commander, As requested, the upgrade to our command-and-control software has been downloaded to this clamshell Tactical Data Display (TDD). -
Dragon Magazine #203
Issue #203 Vol. XVIII, No. 9 March 1994 SPECIAL ATTRACTIONS Publisher TSR, Inc. Where science and fantasy collide Associate Publisher 9 Climb aboard for a wild ride of imagination. Brian Thomsen More Gamma Goodies Kim Eastland Editor-in-Chief 10 Equip your GAMMA WORLD® PCs with laser pens Kim Mohan and wrist rockets. Associate editor Terribly Twisted Technology Robin D. Laws Dale A. Donovan 14 Add these weird-tech items to an OVER THE EDGE* Fiction editor campaign. Barbara G. Young Lookin for work, chummer? Gregory W. Detwiler Editorial assistant Run these missions in FASAs SHADOWRUN* game. Wolfgang H. Baur 22 Art director Larry W. Smith BONUS The AMAZING ENGINE System Guide Production staff Tracey Isler 41 These rules explain the basics of the AMAZING ENGINE gameincluding the innovative player core Subscriptions concept. Janet L. Winters U.S. advertising Cindy Rick FICTION U.K. correspondent and U.K. advertising Spencers Peace Kurt Giambastiani Wendy Mottaz 96 A tale on the burdens of leadership. DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR. Inc., P.O. Box 756 (201 Sheridan Magazine Marketing, Tavistock Road West Drayton, Springs Road) Lake Geneva WI 53147, United States Middlesex UB7 7QE United Kingdom telephone: of America The postal address for all materials from 0895-444055 the United States of America and Canada except Subscriptions: Subscription rates via second-class subscription orders is DRAGON® Magazine, P.O. Box mail are as follows $30 in U.S. funds for 12 issues 111, (201 Sheridan Springs Road), Lake Geneva WI sent to an address in the U.S.: $36 in U.S. -
ISSUE # 19 the Fanzine Devoted to Doctor Who Gaming
THE FASA SPECIAL The fanzine devoted to Doctor Who Gaming „IN THE MUDS OF EDEN‰ ADVENTURE MODU ISSUE # 19 A COMPLETE LOOK AT THE FASA DOCTOR „PLASTERED IN PARIS‰ ADVENTURE MODULE GENCON 2012 CON REPORT - NEW NPC FEATURE and MORE... LE - „TIMEQUAKE‰ ADVENTURE MODULE WHO RPG - FASA WRITER INTERVIEWS 1 EDITOR’S NOTES CONTENTS Wow. This issue has been a big project for our staff. We are sure that many of you have wondered what EDITOR’S NOTES 2 the delay was all about for this issue, but it was simply REVIEW: Doctor Who: AiTS (11th Doctor Edition) 4 about getting you the best fanzine that we could. Our Cubicle 7 Product News– More Who on the Way 6 approach this issue was more investigative reporting and Defending the Earth is Set for Release 7 historical research than it was writing role‐playing re‐ A Complete Look at the FASA Doctor Who RPG 8 sources and adventure modules. For this issue we really Differences in the Editions of the FASA Who RPG 12 wanted to put together a fanzine that was as deeply in‐ FASA Doctor Who RPG Supplements 15 formative and complete as possible. Not just as a fanzine The Unpublished FASA Supplements 17 but as a research document about the FASA Doctor Who Researching the Existence of the Unpublished 18 role‐playing game. And that simply means that it took us More Research Method Information 19 longer than we hoped. However, our staff also feels like FASA Doctor Who Adventure Modules 20 this issue was worth the wait. -
Nintendo Famicom Indiana Jones
RG16 Cover UK.qxd:RG16 Cover UK.qxd 20/9/06 13:06 Page 1 retro gamer COMMODORE • SEGA • NINTENDO • ATARI • SINCLAIR • ARCADE * VOLUME TWO ISSUE FOUR Nintendo Famicom Is this the best console of all time? Indiana Jones Opening the gaming ark Rare’s GoldenEye 007 heaven on the N64 Pong Wars A brief history of videogames Retro Gamer 16 £5.99 UK $14.95 AUS V2 $27.70 NZ 04 Untitled-1 1 1/9/06 12:55:47 RG16 Intro/Contents.qxd:RG16 Intro/Contents.qxd 20/9/06 14:27 Page 3 <EDITORIAL> Editor = Martyn Carroll ([email protected]) Deputy Editor = Aaron Birch ([email protected]) Art Editor = Craig Chubb Sub Editors = Rachel White + James Clark Contributors = Alicia Ashby + Simon Brew Richard Burton + Jonti Davies Ashley Day + Paul Drury Frank Gasking + Geson Hatchett Craig Lewis + Robert Mellor Per Arne Sandvik + Spanner Spencer John Szczepaniak+Chris Wild <PUBLISHING & ADVERTISING> Operations Manager = Glen Urquhart Group Sales Manager = Linda Henry Advertising Sales = Danny Bowler Accounts Manager = Karen Battrick repare for invasion, should be commended leading up to the event. CGE 2005 Circulation Manager = as retro fans, (knighted?) for his efforts in is on course to surpass last year’s Steve Hobbs helloexhibitors and getting the show on the road. successful debut in every way, Marketing Manager = Iain "Chopper" Anderson celebrities descend The failure of Game Zone Live and it’s hoped that one day the Editorial Director = P on London for the goes to show that even a large show will be as big as its US Wayne Williams second Classic Gaming Expo. -
2006 Alternate Reality Games White Paper the IGDA Alternate Reality
2006 Alternate Reality Games White Paper - IGDA ARG SIG 2006 Alternate Reality Games White Paper The IGDA Alternate Reality Games SIG http://igda.org/arg - 1 - 2006 Alternate Reality Games White Paper - IGDA ARG SIG Foreword Welcome to the 2006 Alternate Reality Games SIG Whitepaper. This is the first paper from the ARG SIG, and provides a full introduction to the genre as well as a wealth of practical and analytical information on design methodologies, business models, and current and recent games. The ARG industry is consistently producing multi-million-dollar games for tens of thousands of players at a time, and generating interest across the entertainment, broadcast, and advertising industries. In the last few years, successful games have received widespread recognition, winning awards from the gaming, media and broadcasting industries1,2,3,4,5. As well as these critical success, there are already several businesses with long-term sustainable revenue streams. Although new to many people, Alternate Reality Games (ARGs) are still far short of achieving their full potential, each new wave of games bringing major new innovations and increased understanding of what works and what doesn't. We hope you find both inspiration and real practical help in this paper, and look forwards to playing the next wave of ARGs you come up with. Disclaimer This work was created and written by volunteers on behalf of the community at large. The white paper content is based on the individual input of the contributors, and does not necessarily reflect the opinions or policies of the companies at which the individuals work. -
Defining and Exploring the Logics of Alternate Reality Games Jay Johnson University of Wisconsin-Milwaukee
University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations August 2018 Issues with Reality: Defining and Exploring the Logics of Alternate Reality Games Jay Johnson University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the English Language and Literature Commons, and the Library and Information Science Commons Recommended Citation Johnson, Jay, "Issues with Reality: Defining and Exploring the Logics of Alternate Reality Games" (2018). Theses and Dissertations. 1837. https://dc.uwm.edu/etd/1837 This Dissertation is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. ISSUES WITH REALITY: DEFINING AND EXPLORING THE LOGICS OF ALTERNATE REALITY GAMES by Jay Johnson A Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in English at The University of Wisconsin-Milwaukee August 2018 ABSTRACT ISSUES WITH REALITY: DEFINING AND EXPLORING THE LOGICS OF ALTERNATE REALITY GAMES by Jay Johnson The University of Wisconsin-Milwaukee, 2018 Under Supervision of Professor Stuart Moulthrop Alternate Reality Games (ARGs), a genre of transmedia experiences, are a recent phenomenon, with the first recognized ARG being The Beast (2001), a promotion for the film A.I.: Artificial Intelligence (2001). This dissertation seeks to more clearly define and investigate contexts of transmedia narratives and games, specifically ARGs. ARGs differ from more popular and well-known contemporary forms of gaming in several ways, perhaps most importantly by intensive use of multiple media.