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Deciphering L33tspeak
Ghent University Faculty of Arts and Philosophy Thesis Deciphering L33t5p34k Internet Slang on Message Boards Supervisor: Master Paper submitted in partial fulfilment of Prof. Anne-Marie Simon-Vandenbergen the requirements for the degree of ―Master in de Taal- en Letterkunde – Afstudeerrichting: Engels‖ By Eveline Flamand 2007-2008 i Acknowledgements I would like to thank my promoter, professor Anne-Marie Vandenbergen, for agreeing on supervising this perhaps unconventional thesis. Secondly I would like to mention my brother, who recently graduated as a computer engineer and who has helped me out when my knowledge on electronic technology did not suffice. Niels Cuelenaere also helped me out by providing me with some material and helping me with a Swedish translation. The people who came up to me and told me they would like to read my thesis, have encouraged me massively. In moments of doubt, they made me realize that there is an audience for this kind of research, which made me even more determined to finish this thesis successfully. Finally, I would also like to mention the members of the Filologica forum, who have been an inspiration for me. ii Index 1. Introduction .......................................................................................................................... 1 2. Methodology ......................................................................................................................... 1 2.1 4chan ............................................................................................................................... -
08-1448 Brown V. Entertainment Merchants Assn. (06/27/2011)
(Slip Opinion) OCTOBER TERM, 2010 1 Syllabus NOTE: Where it is feasible, a syllabus (headnote) will be released, as is being done in connection with this case, at the time the opinion is issued. The syllabus constitutes no part of the opinion of the Court but has been prepared by the Reporter of Decisions for the convenience of the reader. See United States v. Detroit Timber & Lumber Co., 200 U. S. 321, 337. SUPREME COURT OF THE UNITED STATES Syllabus BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL. CERTIORARI TO THE UNITED STATES COURT OF APPEALS FOR THE NINTH CIRCUIT No. 08–1448. Argued November 2, 2010—Decided June 27, 2011 Respondents, representing the video-game and software industries, filed a preenforcement challenge to a California law that restricts the sale or rental of violent video games to minors. The Federal District Court concluded that the Act violated the First Amendment and permanently enjoined its enforcement. The Ninth Circuit affirmed. Held: The Act does not comport with the First Amendment. Pp. 2–18. (a) Video games qualify for First Amendment protection. Like pro- tected books, plays, and movies, they communicate ideas through fa- miliar literary devices and features distinctive to the medium. And “the basic principles of freedom of speech . do not vary” with a new and different communication medium. Joseph Burstyn, Inc. v. Wil- son, 343 U. S. 495, 503. The most basic principle—that government lacks the power to restrict expression because of its message, ideas, subject matter, or content, Ashcroft v. American Civil Liberties Un- ion, 535 U. -
Speaking in Lolcats
Transcribed text of an address to the Educational Computing Organization of Ontario, Richmond Hill, Ontario, November 12, 2009. Audio and slides available at http://www.downes.ca/presentation/232 Thanks everyone, and people online you should be hearing me OK, if not just say something in the chat area. Your chat area is being viewed by an audience here in Richmond Hill, which I had never really heard of before I came here, so I’m kind of… that’s good Christina, excellent. Now some of the people in the room may be joining you and anything you say in the chat area can be viewed by people in the room. We’re recording the Elluminate session – I’m not going to press my luck and try for video. Elluminate does support video and it supports it rather well, but I have to be standing right here the entire time because it would use the iSight monitor (I don’t have a video camera hooked up) and I don’t want to do the entire presentation like this, so I won’t. This is the second of two presentations today, and as I said in the first presentation, when you do two presentations in a day, there’s a good one and a bad one – this is the good one. It’s a fairly sweeping and ambitious presentation. It’s probably not the sort of presentation you’ll see in any of the other sessions. I’m trying to go someplace a bit different. 2 Stephen Downes It’s the first time I’ve tried this material, though I’ve tried bits and pieces of it, and it’s something I’ve been thinking about for a long time. -
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Certificate for Approving the Dissertation
MIAMI UNIVERSITY The Graduate School Certificate for Approving the Dissertation We hereby approve the Dissertation of Kevin J. Rutherford Candidate for the Degree: Doctor of Philosophy Director (Jason Palmeri) Reader (Michele Simmons) Reader (Heidi McKee) Reader (Kate Ronald) Graduate School Representative (Bo Brinkman) ABSTRACT PACK YOUR THINGS AND GO: BRINGING OBJECTS TO THE FORE IN RHETORIC AND COMPOSITION by Kevin J. Rutherford This dissertation project focuses on object-oriented rhetoric (OOR), a perspective that questions the traditional notions of rhetorical action as solely a human province. The project makes three major, interrelated claims: that OOR provides a unique and productive methodology to examine the inclusion of the non-human in rhetorical study; that to some extent, rhetoric has always been interested in the way nonhuman objects interact with humans; and that these claims have profound implications for our activities as teachers and scholars. Chapter one situates OOR within current scholarship in composition and rhetoric, arguing that it can serve as a useful methodology for the field despite rhetoric’s traditional focus on epistemology and human symbolic action. Chapter two examines rhetorical history to demonstrate that a view of rhetoric that includes nonhuman actors is not new, but has often been marginalized. Chapter three examines two videogames as sites of theory and practice for object-oriented rhetoric, specifically focusing on a sense of metaphor to understand the experience of nonhuman rhetors. Chapter four interrogates the network surrounding a review aggregation website to argue that, while some nonhumans may be unhelpful rhetorical collaborators, OOR can assist us in improving relationships with them. -
An Instance of Hybrid Cryptography
EsoCipher: An Instance of Hybrid Cryptography Neel Adwani University of Petroleum and Energy Studies Dehradun, Uttarakhand [email protected] ABSTRACT esoteric language is Brainfuck [5], which became notable for its This paper proposes a whole new concept in the field of Cryptog- minimalistic expressions. The whole language constitutes 8 simple raphy, i.e., EsoCiphers. Short for Esoteric Cipher, EsoCipher is an commands and an instruction pointer. LOLCODE [8] is yet another algorithm, which can be understood by a few, who have the knowl- esoteric language, which is based on the lolcat meme. So, its files edge about its backend architecture. The idea behind this concept are generated of the extensions .lol and .lols. Since its inspiration is derived from esoteric programming languages, but EsoCiphers comes from memes over the internet, the syntax contains keywords will be having a practical use in the future, as more research is done like HAI, BTW, GTFO, KTHXBYE. on the topic. Although the algorithm is quite simple to understand, While there’s no intended practical use of esoteric languages, Es- the complexity of the output will indeed prove to be difficult to oCipher may be considered obfuscated but it can be proven useful in bruteforce if a secret is embedded to it. It uses a hybrid cryptog- some fields. Since a lot of exploration hasn’t been done around this raphy based technique, which combines ASCII, Binary, Octal and topic, it is hard to determine the usability of the given algorithms in ROT 13 ciphers. The implementation and similarity index has been this paper, but intentionally EsoCiphers can be useful in preventing provided to show that it can be implemented practically. -
Game Narrative Review
Journey: Game Narrative Review ==================== Your name: Lauryn Gordon Your school: SMU Guildhall Your email: [email protected] Month/Year you submitted this review: November 2015 ==================== Game Title: Journey Platform: PS3 (eventual PS4) Genre: Adventure/Art Game Release Date: March 13, 2012 (PSN-NA); August 28, 2012 (Retail-NA) Developer: thatgamecompany; Tricky Pixels (eventual PS4 port) Publisher: Sony Computer Entertainment Game Director: Jenova Chan Overview Journey is a multiplayer game that tells the story of two anonymously paired online players struggling to survive a harsh and beautiful world. Each player begins as a small, red-cloaked figure with only the ability to run. After receiving their first scarf piece, players learn to fly and shout a musical sound. Unlike traditional adventure games, Journey has no leveling up, no in-game dialogue, and no skills system. Players rely on their ability to communicate through sound and flight to overcome puzzles in each level. The story of Journey is the story of player’s interactions. Journey’s anonymously pair system provides players a unique cooperative, storytelling experience. The designers of Journey intended players to play with another person. Still, both single-player and multi-player Journey exemplify how games can tell stories through players’ interactions with the world around them. Combining a limited controls scheme with the human need to communicate, Journey is the strongest example of a game where playing the game is the story. Every element in Journey supports the idea that narrative in a game is there to service the player’s experience of that game, not supplant it. Journey does not tell the story of the characters in their world. -
Received by NSD/FARA Registration Unit 06/28/2013 5:15:29 PM OMB NO
Received by NSD/FARA Registration Unit 06/28/2013 5:15:29 PM OMB NO. 1124-0002; Expires February 28,2014 U.S. Department of Justice Supplemental Statement Washington, DC 20530 Pursuant to the Foreign Agents Registration Act of 1938, as amended For Six Month Period Ending 5/31/13 (Insert date) I - REGISTRANT 1. (a) Name of Registrant (b) Registration No. Ogilvy Public Relations Worldwide 5807 (c) Business Address(es) of Registrant 1111 19th Street NW, 10th Floor Washington DC 20036 2. Has there been a change in the information previously furnished in connection with the following? (a) If an individual: (1) Residence address(es) YesD NoD (2) Citizenship YesD NoD (3) Occupation YesD NoD (b) If an organization: (1) Name YesD No0 "(2) Ownership or control YesD NoH (3) Branch offices YesD No 0 (c) Explain fully all changes, if any, indicated in Items (a) and (b) above. IF THE REGISTRANT IS AN INDIVIDUAL, OMIT RESPONSE TO ITEMS 3, 4, AND 5(a). 3. If you have previously filed Exhibit C1, state whether any changes therein have occurred during this 6 month reporting period. Yes • No ._<] Ifyes, have you filed an amendment to the Exhibit C? Yes • No • If no, please attach the required amendment. 1 The Exhibit C, for which no printed form is provided, consists of a true copy of the charter, articles of incorporation, association, and by laws of a registrant that is an organization. (A waiver of the requirement to file an Exhibit C may be obtained for good cause upon written application to the Assistant Attorney General, National Security Division, U.S. -
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Gamespeak for N00bs a Linguistic and Pragmatic Analysis of Gamers‟ Language
Gamespeak for n00bs A linguistic and pragmatic analysis of gamers‟ language Diplomarbeit zur Erlangung des akademischen Grades einer Magistra der Philosophie an der Karl-Franzens-Universität Graz vorgelegt von Jasmin FUCHS am Institut für Anglistik und Amerikanistik Begutachterin: Ao.Univ.-Prof. Mag. Dr. Phil. Hermine Penz Graz, 2013 Table of Contents 1. Introduction ........................................................................................................................ 5 2. The multiplayer game Counter-Strike: Source .................................................................. 7 2.1. Gameplay ................................................................................................................... 7 3. Language and the Internet .................................................................................................. 8 3.1. Computer-mediated communication .......................................................................... 9 3.2. Types of computer-mediated communication .......................................................... 10 3.3. Synchronous communication ................................................................................... 11 3.4. Asynchronous communication ................................................................................. 12 3.5. Computer-mediated communication tools used in games ........................................ 12 3.5.1. TeamSpeak ......................................................................................................... 13 3.5.2. -
Pandoras Box 9D Arcade Versi
PAGE 1 PAGE 6 1 The King of Fighters 97 51 Cth2003 2 The King of Fighters 98 52 King of Fighters 10Th Extra Plus 3 The King of Fighters 98 Combo Hot 53 Marvel SuperHeroes 4 The King of Fighters 99 54 Marvel Vs. Street Fighter 5 The King of Fighters 2000 55 Marvel Vs. Capcom:Clash 6 The King of Fighters 2001 56 X-Men:Children of the Atom 7 The King of Fighters 2002 57 X-Men Vs. Street Fighter 8 The King of Fighters 2003 58 Street Fighter Alpha:Dreams 9 King of Fighters 10Th UniqueII 59 Street Fighter Alpha 2 10 Cth2003 Super Plus 60 Street Fighter Alpha 3 PAGE 2 PAGE 7 11 The King of Fighters 97 Training 61 Super Gem Fighter:Mini Mix 12 The King of Fighters 98 Training 62 Ring of Destruction II 13 The King of Fighters 98 Combo Training 63 Vampire Hunter:Revenge 14 The King of Fighters 99 Training 64 Vampire Hunter 2:Revenge 15 The King of Fighters 2000 Training 65 Slam Masters 16 The King of Fighters 2001 Training 66 Street Fighter Zero 17 The King of Fighters 2002 Training 67 Street Fighter Zero2 18 The King of Fighters 2003 Training 68 Street Fighter Zero3 19 SNK Vs. Capcom Super Plus 69 Vampire Savior:Lord of Vampire 20 King of Fighters 2002 Magic II 70 Vampire Savior2:Lord of Vampire PAGE 3 PAGE 8 21 King of Gladiator 71 Vampire:The Night Warriors 22 Garou:Mark of the Wolves 72 Galaxy Fight:Universal Warriors 23 Samurai Shodown V Special 73 Aggressors of Dark Kombat 24 Rage of the Dragons 74 Karnodvs Revenge 25 Tokon Matrimelee 75 Savage Reign 26 The Last Blade 2 76 Tao Taido 27 King of Fighters 2002 Super 77 Solitary Fighter 28 King -
From Symbolic Values to Symbolic Innovations
Paper to be presented at DRUID15, Rome, June 15-17, 2015 (Coorganized with LUISS) FROM SYMBOLIC VALUES TO SYMBOLIC INNOVATIONS EVIDENCE BASED ON INTERNET-MEMES Mickael Benaim University of Manchester/MBS Manchester Institute of Innovation Research [email protected] Abstract Technological assets capture the attention of many scholars in innovation studies, while leaving other sources and forms of innovation less tackled. Among this neglected corpus, this article stresses the important role played by symbolic value in the production and consumption processes of innovative goods and services. We focus more especially on Internet-memes - such as lolcats - that represent iconic productions of the Internet ?lead culture? i.e. embed significant symbolic values. Therefore, this article refers to the economic sociology and strategic management literature to emphasis the force of the symbolic values? creation by new culture-lead communities, through their not so trivial productions: the Internet-memes. We especially aim to contribute to innovation studies and to refine the concept of symbolic innovation, by applying it to both physical and digital goods and services. We argue that Internet-memes are symbolic innovations per-se, but we also emphasise that they represent an almost boundless source of innovative goods and services in various sectors from cultural industries to less expected ones like finance. Jelcodes:O31,O33 ** Please do not cite without permission ** FROM SYMBOLIC VALUES TO SYMBOLIC INNOVATIONS EVIDENCE BASED ON INTERNET-MEMES Abstract: Many innovation scholars focused on technological assets, while leaving other sources and forms of innovation less tackled. Among this neglected corpus, this article stresses the important role plays by symbolic value in the production and consumption processes of innovative goods and services.