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The Resurrection of Permadeath: an Analysis of the Sustainability of Permadeath Use in Video Games
The Resurrection of Permadeath: An analysis of the sustainability of Permadeath use in Video Games. Hugh Ruddy A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2014 Declaration I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: ___________________ Hugh Ruddy 28th February 2014 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: ___________________ Hugh Ruddy 28th February 2014 Abstract The purpose of this research paper is to study the the past, present and future use of Permadeath in video games. The emergence of Permadeath games in recent months has exposed the mainstream gaming population to the concept of the permanent death of the game avatar, a notion that has been vehemently avoided by game developers in the past. The paper discusses the many incarnations of Permadeath that have been implemented since the dawn of video games, and uses examples to illustrate how gamers are crying out for games to challenge them in a unique way. The aims of this are to highlight the potential that Permadeath has in the gaming world to become a genre by itself, as well as to give insights into the ways in which gamers play Permadeath games at the present. To carry out this research, the paper examines the motivation players have to play games from a theoretical standpoint, and investigates how the possibilty of failure in video games should not be something gamers stay away from. -
Navigating the Videogame
From above, from below: navigating the videogame A thesis presented by Daniel Golding 228306 to The School of Culture and Communication in partial fulfilment of the requirements for the degree of Bachelor of Arts (Honours) in the field of Cultural Studies in the School of Culture and Communication The University of Melbourne Supervisor: Dr. Fran Martin October 2008 ABSTRACT The study of videogames is still evolving. While many theorists have accurately described aspects of the medium, this thesis seeks to move the study of videogames away from previously formal approaches and towards a holistic method of engagement with the experience of playing videogames. Therefore, I propose that videogames are best conceptualised as navigable, spatial texts. This approach, based on Michel de Certeau’s concept of strategies and tactics, illuminates both the textual structure of videogames and the immediate experience of playing them. I also regard videogame space as paramount. My close analysis of Portal (Valve Corporation, 2007) demonstrates that a designer can choose to communicate rules and fiction, and attempt to influence the behaviour of players through strategies of space. Therefore, I aim to plot the relationship between designer and player through the power structures of the videogame, as conceived through this new lens. ii TABLE OF CONTENTS ABSTRACT ii ACKNOWLEDGEMENTS iv CHAPTER ONE: Introduction 1 AN EVOLVING FIELD 2 LUDOLOGY AND NARRATOLOGY 3 DEFINITIONS, AND THE NAVIGABLE TEXT 6 PLAYER EXPERIENCE AND VIDEOGAME SPACE 11 MARGINS OF DISCUSSION 13 CHAPTER TWO: The videogame from above: the designer as strategist 18 PSYCHOGEOGRAPHY 18 PORTAL AND THE STRATEGIES OF DESIGN 20 STRUCTURES OF POWER 27 RAILS 29 CHAPTER THREE: The videogame from below: the player as tactician 34 THE PLAYER AS NAVIGATOR 36 THE PLAYER AS SUBJECT 38 THE PLAYER AS BRICOLEUR 40 THE PLAYER AS GUERRILLA 43 CHAPTER FOUR: Conclusion 48 BIBLIOGRAPHY 50 iii ACKNOWLEDGEMENTS I would like to thank my supervisor, Dr. -
USING MICROPHONE ARRAYS to RECONSTRUCT MOVING SOUND SOURCES for AURALIZATION 1 Introduction
USING MICROPHONE ARRAYS TO RECONSTRUCT MOVING SOUND SOURCES FOR AURALIZATION Fanyu Meng, Michael Vorlaender Institute of Technical Acoustics, RWTH Aachen University, Germany {[email protected]) Abstract Microphone arrays are widely used for sound source characterization as well as for moving sound sources. Beamforming is one of the post processing methods to localize sound sources based on microphone array in order to create a color map (the so-called “acoustic camera”). The beamformer response lies on the array pattern, which is influenced by the array shape. Irregular arrays are able to avoid the spatial aliasing which causes grating lobes and degrades array performance to find the spatial positions of sources. With precise characteristics from the beamformer output, the sources can be reconstructed regarding not only spatial distribution but also spectra. Therefore, spectral modeling methods, e.g. spectral modeling synthesis (SMS) can be combined to the previous results to obtain source signals for auralization. In this paper, we design a spiral microphone array to obtain a specific frequency range and resolution. Besides, an unequal-spacing rectangular array is developed as well to compare the performance with the spiral array. Since the second array is separable, Kronecker Array Transform (KAT) can be used to accelerate the beamforming calculation. The beamforming output can be optimized by using deconvolution approach to remove the array response function which is convolved with source signals. With the reconstructed source spectrum generated from the deconvolved beamforming output, the source signal is synthesized separately from tonal and broadband components. Keywords: auralization, synthesizer, microphone arrays, beamforming, SMS PACS no. -
Dark Souls™ Series By: BANDAI NAMCO Entertainment Inc
1 Contents Introduction . 3 Character Activations . 22 Overview . 22 Game Contents . 4 Character Movement . 22 Setup . 8 Character Attacks . 22 Initial Setup . 8 Enemy Activations . 24 Setup After the Mini Boss . 9 Overview . 24 Tiles and Nodes . 10 Enemy Movement . 24 The Basics . 10 Enemy Attacks . 25 Node Movement . 10 Boss Encounters . 26 Range . 10 Boss Basics . 26 Node Model Limits . 10 Boss Data Cards . 26 Characters . 11 Behaviour Cards . 27 Character Boards . 11 Boss Arcs . 27 Estus Flask Tokens . 11 Starting a Boss Encounter . 28 Luck Tokens . 11 Ending a Boss Encounter . 28 Equipment . 12 Boss Activations . 29 Equipment Cards . 12 Overview . 29 Upgrade Cards . 12 Boss Attacks . 29 Equipment Modifiers . 12 Boss Movement . 29 Embers . 12 Boss Activation Example . 30 The Bonfire Tile . 13 Post-Game Ritual . 31 Home Base . 13 Blacksmith Andre . 14 The Firekeeper . 15 Resting at the Bonfire . 15 Exploration . 16 Into the Dungeon . 16 The Fog Gate . 16 Campaign Rules . 32 Introduction . 32 Encounter Setup . 17 Encounter Cards . 17 Rules of the Campaign . 33 Terrain . 17 Setup . 33 Trap Tokens . 18 Adding and Dropping Players . 33 Encounter Setup Example . 18 Dashing Through . 33 Sparks . 33 Encounters . 19 Progressing through The Basics . 19 the Campaign . 33 Activating Models . 19 The Bonfire Tile . 33 Ending an Encounter . 19 Campaign Scenarios Combat Basics . 20 Using the Core Set . 34 Target versus Hit . 20 The Endurance Bar . 20 The First Journey . 34 Enemy Data Cards . 20 The Coiled Sword . 36 Pushing . 21 Conditions . 21 Campaign -
Latin American Nimes: Electronic Musical Instruments and Experimental Sound Devices in the Twentieth Century
Latin American NIMEs: Electronic Musical Instruments and Experimental Sound Devices in the Twentieth Century Martín Matus Lerner Desarrollos Tecnológicos Aplicados a las Artes EUdA, Universidad Nacional de Quilmes Buenos Aires, Argentina [email protected] ABSTRACT 2. EARLY EXPERIENCES During the twentieth century several Latin American nations 2.1 The singing arc in Argentina (such as Argentina, Brazil, Chile, Cuba and Mexico) have In 1900 William du Bois Duddell publishes an article in which originated relevant antecedents in the NIME field. Their describes his experiments with “the singing arc”, one of the first innovative authors have interrelated musical composition, electroacoustic musical instruments. Based on the carbon arc lutherie, electronics and computing. This paper provides a lamp (in common use until the appearance of the electric light panoramic view of their original electronic instruments and bulb), the singing or speaking arc produces a high volume buzz experimental sound practices, as well as a perspective of them which can be modulated by means of a variable resistor or a regarding other inventions around the World. microphone [35]. Its functioning principle is present in later technologies such as plasma loudspeakers and microphones. Author Keywords In 1909 German physicist Emil Bose assumes direction of the Latin America, music and technology history, synthesizer, drawn High School of Physics at the Universidad de La Plata. Within sound, luthería electrónica. two years Bose turns this institution into a first-rate Department of Physics (pioneer in South America). On March 29th 1911 CCS Concepts Bose presents the speaking arc at a science event motivated by the purchase of equipment and scientific instruments from the • Applied computing → Sound and music German company Max Kohl. -
How to Effectively Listen and Enjoy a Classical Music Concert
HOW TO EFFECTIVELY LISTEN AND ENJOY A CLASSICAL MUSIC CONCERT 1. INTRODUCTION Hearing live music is one of the most pleasurable experiences available to human beings. The music sounds great, it feels great, and you get to watch the musicians as they create it. No matter what kind of music you love, try listening to it live. This guide focuses on classical music, a tradition that originated before recordings, radio, and the Internet, back when all music was live music. In those days live human beings performed for other live human beings, with everybody together in the same room. When heard in this way, classical music can have a special excitement. Hearing classical music in a concert can leave you feeling refreshed and energized. It can be fun. It can be romantic. It can be spiritual. It can also scare you to death. Classical music concerts can seem like snobby affairs full of foreign terminology and peculiar behavior. It can be hard to understand what’s going on. It can be hard to know how to act. Not to worry. Concerts are no weirder than any other pastime, and the rules of behavior are much simpler and easier to understand than, say, the stock market, football, or system software upgrades. If you haven’t been to a live concert before, or if you’ve been baffled by concerts, this guide will explain the rigmarole so you can relax and enjoy the music. 2. THE LISTENER'S JOB DESCRIPTION Classical music concerts can seem intimidating. It seems like you have to know a lot. -
S5.3 Series - 12 Channel Wireless System
The Worlds Finest Wireles Systems Wireless Catalog S5.3 Series - 12 Channel Wireless System The S5.3 Series is widely used by semi professional and professionals in theater, concerts and broadcasting thanks to it’s easy to use and reliable performance. Enabling up to 12 simultaneous channels to run at once, the S5.3 Series boasts an exceptional performance/cost ratio for venues of any size. 12 Channels Up to 12 channels can run simultaneously UHF Dual Conversion Receiver Fully synthesized UHF dual conversion receiver Long Battery Life A single AA battery gives up to 10 hours of quality performance with a range of up to 100 meters S5.3 Series 12 Channel Wireless System S5.3-RX Receiver True diversity operation Power Consumption 300 mA (13V DC) Space Diversity (true diversity) Up to 640 selectable frequencies Diversity System Audio Output Line: -22dB / Mic: 62dB USB based computer monitoring Antenna Phantom 9V DC, 30 mA (max) Frequency scan function Power Integral tone grip/noise and signal Receiving Sensitivity 0 bD V or less(12dB SINAD) strength mute circuit for protection Squelch Sensitivity 6-36dB μV variable against external interference S/N Ratio Over 110dB (A-weighted) Simple programming of transmitter with Harmonic Distortion Under 1% (typical) built-in Infra-red data link Frequency Response 50Hz-20kHz, +3dB Dimensions 210(W) x 46(H) x 210(D) mm (8.3” x 1.8” x Clear and intuitive LCD displays 8.3”) excluding antenna Professional metal enclosure Weight 1.3kg (2.87lbs) S5.3 Series Kits Dynamic Handheld Mic Set Lavaliere Microphone Set S5.3-HD=S5.3-RX+S5.3-HDX S5.3-L=S5.3-RX+S5.3-BTX+Lavaliere Mic Condenser Handheld Mic Set S5.3-HC=S5.3-RX+S5.3-HCX S5.3 Series S5.3-HDX (Dynamic) 12 Channel Wireless System S5.3-HCX (Condenser) Handheld Transmitter Simple programming of transmitter with built-in infra-red data link Frequency and Power lock facility Single AA transmitter battery life of approx 10 hours. -
Esports Library Topical Guide a List of Selected Resources
Esports Library Topical Guide A List of Selected Resources E-BOOKS Click on images STREAMING VIDEOS A Gamer's Life: The Lives of Gaming in Color: The Queer State of Play: The World of Geek Girls: The Hidden Half of Professional Video Game Side of Gaming South-Korean Professional Fan Culture Players Video Gamers Rise of the Supergamer TEDTalks: Herman Narula— TEDTalks: Daphne Bavelier— Video Games Will Make Us The Transformative Power of Your Brain on Video Games Smarter: A Debate Video Games Contact Us Website www.ntc.edu/library Email [email protected] Phone 715.803.1115 Revised 11/9/2020 1 Esports Library Topical Guide A List of Selected Resources Articles NTC Esports Links A Controller That Lets Gamers Play in Their Own Way AbleGamers helps level the playing field for disabled gamers Are E-Sports Real Sports? Coming Out of the Virtual Closet Conquering Gender Stereotype Threat in "Digit Sports": Effects of Gender Swapping on Female Players' Continuous Participation Intention in ESports. CyberPsychology - Special issue: Experience and Benefits of Game Playing Esports: Change is needed for women to feel welcome, says Vitality boss Exploring the Benefits of Digital Interactive Games on People's Health NTC Esports Page For Gamers With Disabilities, Creative Controllers Open Worlds Gender and video games: How is female gender generally represented in various genres of video games? Health Benefits of Gaming. How women are breaking into the lucrative world of professional gaming; A rising group of talented, charismatic and business-savvy -
Microkorg Owner's Manual
E 2 ii Precautions Data handling Location THE FCC REGULATION WARNING (for U.S.A.) Unexpected malfunctions can result in the loss of memory Using the unit in the following locations can result in a This equipment has been tested and found to comply with the contents. Please be sure to save important data on an external malfunction. limits for a Class B digital device, pursuant to Part 15 of the data filer (storage device). Korg cannot accept any responsibility • In direct sunlight FCC Rules. These limits are designed to provide reasonable for any loss or damage which you may incur as a result of data • Locations of extreme temperature or humidity protection against harmful interference in a residential loss. • Excessively dusty or dirty locations installation. This equipment generates, uses, and can radiate • Locations of excessive vibration radio frequency energy and, if not installed and used in • Close to magnetic fields accordance with the instructions, may cause harmful interference to radio communications. However, there is no Printing conventions in this manual Power supply guarantee that interference will not occur in a particular Please connect the designated AC adapter to an AC outlet of installation. If this equipment does cause harmful interference Knobs and keys printed in BOLD TYPE. the correct voltage. Do not connect it to an AC outlet of to radio or television reception, which can be determined by Knobs and keys on the panel of the microKORG are printed in voltage other than that for which your unit is intended. turning the equipment off and on, the user is encouraged to BOLD TYPE. -
Optical Turntable As an Interface for Musical Performance
Optical Turntable as an Interface for Musical Performance Nikita Pashenkov A.B. Architecture & Urban Planning Princeton University, June 1998 Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, in partial fulfillment of the requirements for the degree of Master of Science in Media Arts and Sciences at the Massachusetts Institute of Technology June 2002 @ Massachusetts Institute of Technology All rights reserved MASSACHUSETTS INSTITUTE OF TECHNOLOGY JUN 2 7 2002 LIBRARIES ROTCH I|I Author: Nikita Pashenkov Program in Media Arts and Sciences May 24, 2002 Certified by: John Maeda Associate Professor of Design and Computation Thesis Supervisor Accepted by: Dr. Andew B. Lippman Chair, Departmental Committee on Graduate Studies Program | w | in Media Arts and Sciences Optical Turntable as an Interface for Musical Performance Nikita Pashenkov Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, on May 24, 2002, in partial fulfillment of the requirements for the degree of Master of Science in Media Arts and Sciences Abstract This thesis proposes a model of creative activity on the computer incorporating the elements of programming, graphics, sound generation, and physical interaction. An interface for manipulating these elements is suggested, based on the concept of a disk-jockey turntable as a performance instrument. A system is developed around this idea, enabling optical pickup of visual informa- tion from physical media as input to processes on the computer. Software architecture(s) are discussed and examples are implemented, illustrating the potential uses of the interface for the purpose of creative expression in the virtual domain. -
User Manual Instructions
ENG boss Local supervisor for medium and large systems LEGGI E CONSERVA QUESTE ISTRUZIONI READ AND SAVE THESE USER MANUAL INSTRUCTIONS boss +0300088EN - ENG Up to date version available on www.carel.com ENG All the above reported suggestions are also valid for the control, WARNING serial boards, programming keys or however for any other accessory in the CAREL product portfolio. CAREL adopts a continuous development policy. Therefore, CAREL reserves the right to carry out modifications and improvements on CAREL developed its products thanks to the several years of any product described in this document without prior notice. experience in the HVAC field, continuous investment in The technical data in the manual can undergo modifications technological innovation of the product, rigorous quality without forewarning. procedures and processes with in-circuit and function tests on The liability of CAREL in relation to its products is specified in the 100% of its production, as well as the most innovative production CAREL general contract conditions, available on the website technologies available on the market. CAREL and its branch www.carel.com and/or by specific agreements with customers; offices/affiliates do not guarantee, in any case, that all the aspects specifically, to the extent where allowed by applicable legislation, of the product and the software included in the product will in no case will CAREL, its employees or subsidiaries be liable for respond to the demands of the final application, even if the any lost earnings or sales, losses of data and information, costs of product is built according to state-of-the-art techniques. -
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.