Found Technology: Players As Innovators in the Making of Machinima." Digital Youth, Innovation, and the Unexpected.Edited by Tara Mcpherson
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Alive Dead Media 2020: Tracker and Chip Music
Alive Dead Media 2020: Tracker and Chip Music 1st day introduction, Markku Reunanen Pics gracefully provided by Wikimedia Commons Arrangements See MyCourses for more details, but for now: ● Whoami, who’s here? ● Schedule of this week: history, MilkyTracker with Yzi, LSDJ with Miranda Kastemaa, holiday, final concert ● 80% attendance, two tunes for the final concert and a little jingle today ● Questions about the practicalities? History of Home Computer and Game Console Audio ● This is a vast subject: hundreds of different devices and chips starting from the late 1970s ● In the 1990s starts to become increasingly standardized (or boring, if you may :) so we’ll focus on earlier technology ● Not just hardware: how did you compose music with contemporary tools? ● Let’s hear a lot of examples – not using Zoom audio The Home Computer Boom ● At its peak in the 1980s, but started somewhat earlier with Apple II (1977), TRS-80 (1977) and Commodore PET (1977) ● Affordable microprocessors, such as Zilog Z80, MOS 6502 and the Motorola 6800 series ● In the 1980s the market grew rapidly with Commodore VIC-20 (1980) and C-64 (1982), Sinclair ZX Spectrum (1982), MSX compatibles (1983) … and many more! ● From enthusiast gadgets to game machines Enter the 16-bits ● Improving processors: Motorola 68000 series, Intel 8088/8086/80286 ● More colors, more speed, more memory, from tapes to floppies, mouse(!) ● Atari ST (1984), Commodore Amiga (1985), Apple Macintosh (1984) ● IBM PC and compatibles (1981) popular in the US, improving game capability Not Just Computers ● The same technology powered game consoles of the time ● Notable early ones: Fairchild Channel F (1976), Atari VCS aka. -
UPA : Redesigning Animation
This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. UPA : redesigning animation Bottini, Cinzia 2016 Bottini, C. (2016). UPA : redesigning animation. Doctoral thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/69065 https://doi.org/10.32657/10356/69065 Downloaded on 05 Oct 2021 20:18:45 SGT UPA: REDESIGNING ANIMATION CINZIA BOTTINI SCHOOL OF ART, DESIGN AND MEDIA 2016 UPA: REDESIGNING ANIMATION CINZIA BOTTINI School of Art, Design and Media A thesis submitted to the Nanyang Technological University in partial fulfillment of the requirement for the degree of Doctor of Philosophy 2016 “Art does not reproduce the visible; rather, it makes visible.” Paul Klee, “Creative Credo” Acknowledgments When I started my doctoral studies, I could never have imagined what a formative learning experience it would be, both professionally and personally. I owe many people a debt of gratitude for all their help throughout this long journey. I deeply thank my supervisor, Professor Heitor Capuzzo; my cosupervisor, Giannalberto Bendazzi; and Professor Vibeke Sorensen, chair of the School of Art, Design and Media at Nanyang Technological University, Singapore for showing sincere compassion and offering unwavering moral support during a personally difficult stage of this Ph.D. I am also grateful for all their suggestions, critiques and observations that guided me in this research project, as well as their dedication and patience. My gratitude goes to Tee Bosustow, who graciously -
Suggested Topics for Homebrew Con 2021
Suggested Topics for Homebrew Con 2021 The suggestions below have been outlined by the Seminar Subcommittee for Homebrew Con 2021. The topics suggested are not intended to be an exhaustive list, but rather a guide to potential speakers to some of the top priority topics that the committee would like to see presented on at this year’s event. Hopeful speakers are welcome to submit proposals beyond the scope of these suggestions but are encouraged to keep them in mind when planning their proposal content. Beer Styles The BJCP recognizes over 130 distinct beer styles in its beer guidelines, along with countless others not in the guidelines. Each style has a unique history and characteristics and is brewed using specific brewing processes and techniques. The seminars in this track will highlight individual beer styles and the techniques used to brew them (and why). • How styles emerge (Ex: Kolsch/Alt, Regional International Ales [Argentina, Italian, New Zealand, Brazilian, etc.]) • Compare and contrast of similar styles • Differentiating general history from beer history • Emerging styles (Ex: pastry stouts/ fruit “slushies”, Winter Warmers, etc.) • How to decide where your beer goes in a competition • Saison • Bocks (history, sub-styles, brewing requirements, etc.) • How taxes, water chemistry, wars, technology and/or climate defined beer styles • Extinct (or nearly extinct) Styles • Historic beers (Ex: Stein Bier, Fraoch, Herbal, Wiccan ales, Egyptian ales) • Lager fundamentals • Best ways to educate yourself about a style - • Beer Vocabulary and what it all means ASBC (anyone?) • Belgian Styles (in general) – challenge to brew, make it taste like it’s from Belgium • How to brew authentic English Pub Ale • Fresh Hop Beers • Mead styles (Ex: Polish, historical meads, other) • How to achieve the style you are looking for (Expectations of what you want vs. -
Historical Film Notes by Jerry Beck
UCLA Preserved Animation Website: HISTORICAL FILM NOTES BY JERRY BECK Theatre De Hula Hula (19--) Here is one in a long list of mystery films from the silent era. Clearly designed to be shown either in a vaudeville house or at a special exhibition requiring several musicians to accompany the action, it looks even to have had a specific score to match movements of the dancers. The film is processed in reverse to provide a negative effect that imparts an appropriate darkened-theater ambience to the proceedings. The bottom third of the picture is an animation “cycle” (a series of drawings repeated over and over) which gives a furious feel to the musicians. Most silent animation is based on wordplay and gag situations, but here the comical dance routines represent a wonderful early use of animation created for purely humorous effect. The animation itself is quite funny and charming, but those responsible for this delightful little gem probably will remain unknown. The Enchanted Drawing (1900) Cartoonist J. Stuart Blackton (1875-1941) was born in England and immigrated to the United States at the age of ten. In 1895, after a brief stint in vaudeville, Blackton became a reporter and cartoonist for the New York Evening World. A year later, Blackton was working for Thomas Edison’s film company, where he appeared on screen (as he does here) doing “Lightning Sketches” -- drawing at a rapid speed to the delight of onlookers. Inspired by Edison’s motion pictures, Blackton co-founded the Vitagraph studio to create films and distribute them to early nickelodeons. -
Gaming Cover Front
Gaming A Technology Forecast Implications for Community & Technical Colleges in the State of Texas Authored by: Jim Brodie Brazell Program Manager for Research Programs for Emerging Technologies Nicholas Kim IC² Institute Program Director Honoria Starbuck, PhD. Eliza Evans, Ph.D. Michael Bettersworth, M.A. Digital Games: A Technology Forecast Authored by: Jim Brodie Brazell Nicholas Kim Honoria Starbuck, PhD. Program Manager for Research, IC² Institute Eliza Evans, Ph.D. Contributors: Melinda Jackson Aaron Thibault Laurel Donoho Research Assistants: Jordan Rex Matthew Weise Programs for Emerging Technologies, Program Director Michael Bettersworth, M.A. DIGITAL GAME FORECAST >> February 2004 i 3801 Campus Drive Waco, Texas 76705 Main: 254.867.3995 Fax: 254.867.3393 www.tstc.edu © February 2004. All rights reserved. The TSTC logo and the TSTC logo star are trademarks of Texas State Technical College. © Copyright IC2 Institute, February 2004. All rights reserved. The IC2 Institute logo is a trademark of The IC2 Institute at The Uinversity of Texas at Austin. This research was funded by the Carl D. Perkins Vocational and Technical Act of 1998 as administered by the Texas Higher Education Coordinating Board. ii DIGITAL GAME FORECAST >> February 2004 Table of Contents List of Tables ............................................................................................................................................. v List of Figures .......................................................................................................................................... -
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 -
Visualizing B Cell Development: Creating an Immunology Video Game
VISUALIZING B CELL DEVELOPMENT: CREATING AN IMMUNOLOGY VIDEO GAME By Emily Lunhui Ling A thesis submitted to Johns Hopkins University in conformity with the requirements for the degree of Master of Arts Baltimore, Maryland March, 2016 © 2016 Emily L. Ling All Rights Reserved ABSTRACT e foundational immunology concepts of lymphocyte development are important for beginning science students to comprehend. Video games oer the potential for a novel approach to teaching this complex subject matter by more eectively engaging students in this material. However, currently available educational video games intended to teach immunology have distinct limitations such as a lack of explicit demonstrations of the stages of lymphocyte development and clonal selection. is project identies the content focus and gameplay mechanics of currently available immunology video games. Using this as a basis, a novel approach for developing an immunology video game was outlined with the primary goal of improving integration of educational content. A proof of concept was developed for the B lymphocyte development portion of the game content and a partial prototype was developed in Unity 5 3D. e important contribution of this thesis was the development of a new approach to designing a more eective educational video game specically for immunology. Outcomes of this research will serve to inform future biomedical communicators on how to develop content for active learning games in immunology and provide a guide for designing full length educational video games featuring novel gameplay mechanics such as those identied through this project. Emily L. Ling ii CHAIRPERSONS OF THE SUPERVISORY COMMITTEE esis Preceptor Mark J. Soloski, Ph.D., Professor of Medicine Departments of Medicine, Pathology, Molecular Biology and Genetics, and Molecular Microbiology and Immunology Director, Immunology Training Program e Johns Hopkins University School of Medicine Departmental Advisor David A. -
Machinima : the Art and Practice of Virtual Filmmaking Pdf, Epub, Ebook
MACHINIMA : THE ART AND PRACTICE OF VIRTUAL FILMMAKING PDF, EPUB, EBOOK Phylis Johnson | 327 pages | 30 Mar 2012 | McFarland & Co Inc | 9780786461714 | English | Jefferson, NC, United States Machinima : The Art and Practice of Virtual Filmmaking PDF Book By now, you probably heard the news. With Oculus Rift, and a "new" Second Life, so to speak on the horizon, I am wondering what machinima will be like in the near future. Here's Witchy Woman below , a quick fun machinima capture of the aftermath, with Kara Trapdoor as the tour guide through the now city swamps of St. The film mixes narration from individuals who have been subjected to this dangerous and occasionally fatal prank with artistically glitched wireframe landscapes from the games they play. Courtesy Aino Baar. In conclusion, Understanding Machinima is a well-written and captivating book, especially for those who want to analyse machinima in connection to the universe of media. More Information. Because performance runs in an unreal virtual space, most environments are nurtured by a futuristic aesthetics that take up a feeling of disenchantment for lost utopia from science fiction. Osprey Therian is a director who develops visual storytelling without following a particular script. There are six phases of filmmaking and these phases are taught in the following order in traditional 'in-residence' film production programs. Game companies quickly followed this trend and eventually "game-based demo recording" was used to allow the players to demonstrate their skills, Nitsche, , p. Regardless, lots of people had fun doing random game machinima and commenting on the footage in real time - just not what I wanted this time around. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
October 1998
OCTOBER 1998 GAME DEVELOPER MAGAZINE V GAME PLAN It’s First and Goal for EDITOR IN CHIEF Alex Dunne [email protected] MANAGING EDITOR Tor D. Berg [email protected] Fantasy Sports DEPARTMENTS EDITOR Wesley Hall whall@mfi.com his fall, as the leaves turn success stories. Unlike the traditional ART DIRECTOR Laura Pool lpool@mfi.com shades of orange and the days studio’s royalty revenue model, SWS has EDITOR-AT-LARGE Chris Hecker grow shorter, one of the two revenue streams: a two-year licens- [email protected] largest, most massively multi- ing agreement to develop more than 40 CONTRIBUTING EDITORS Jeff Lander T [email protected] player games picks up steam and sucks online games for CNN/SI (http://base- in participants. It’s a role-playing game ball.cnnsi.com), plus revenue from ban- Mel Guymon [email protected] that draws tens of thousands (gads, ner advertising displayed on the CNN/SI Omid Rahmat probably more) of players, and if my game’s web pages, which garner 50 mil- [email protected] predictions are right, it will be one of lion page views per month. Surprisingly, ADVISORY BOARD Hal Barwood the most popular attractions on the and in contrast to most commercial fan- Noah Falstein eventual TV set-top box. I’m talking tasy leagues, some of the CNN/SI Brian Hook about fantasy football leagues. leagues are free for participants and Susan Lee-Merrow It’s taken quite a bit of time for me to offer cash prizes for winners. These are Mark Miller 2 accept the fact that fantasy league sports the guppy leagues which, hopefully, (there are also fantasy leagues for base- entice the most enthusiastic players to COVER IMAGE Epic MegaGames ball, hockey, and perhaps even pro join the premiere leagues for $15. -
Free Transformer Video Games
Free transformer video games click here to download Help Optimus Prime on his quest to find a very important artifact. The Transformers can't do it without you! Check out the exciting Transformers games now. Transformers The Game, free and safe download. Transformers The Game latest version: A Fantastic Game Based On A Terrible Movie. Transformers The Game. Transformers Games: Step into giant machinery, control a dangerous Transformer, and defeat the Decepticons in one of our many free, online Transformers. Years after we left the Autobots in “Transformers Prime” Bumblebee is summoned by Optimus Prime to save Earth from a new faction of Decepticons. Love Transformers Prime? Play the latest Transformers Prime games for free at Cartoon Network. Visit us for more free online games to play. The Insecticons are everywhere and we need your help to defeat them! Take control of your favourite Transformers, collect energon, and unlock power modules. Transformers Games - Play Free Transformers Games Online - Transformers the entertainment franchise exist in comic books, animation, video games and. Download Transformers: Ruckus Reader and enjoy it on your iPhone, iPad, and From toys and games to television programming, motion pictures, video games and a My four-year old is very engaged with the free version. Transformers Video Games. by whittleboy | created - 10 Oct | updated - 1 week ago | Public. Transformers Video Games. Refine See titles to watch. www.doorway.ru: Transformers Prime: The Game - Nintendo Wii: Video Games. FREE Shipping. Details . Transformers: Revenge of the Fallen - Nintendo Wii. Despite the franchise being almost perfect for a line of video games, many of The gameplay is a 3D free- roam based action game where you. -
Opensource Software in Mac OS X V. Zhhuta
Foss Lviv 2013 191 - Linux VM з Wordpress на Azure під’єднано до SQL-бази в приватному центрі обробки даних. Як бачимо, бізнес Microsoft вже дуже сильно зав'язаний на Open Source! Далі в доповіді будуть розглянуті подробиці інтероперабельності платформ з Linux Server, Apache Hadoop, Java, PHP, Node.JS, MongoDb, і наостанок дізнаємося про цікаві Open Source-розробки Microsoft Research. OpenSource Software in Mac OS X V. Zhhuta UK2 LImIted t/a VPS.NET, [email protected] Max OS X stem from Unix: bSD. It contains a lot of things that are common for Unix systems. Kernel, filesystem and base unix utilities as well as it's own package managers. It's not a secret that Mac OS X has a bSD kernel Darwin. The raw Mac OS X won't provide you with all power of Unix but this could be easily fixed: install package manager. There are 3 package manager: MacPorts, Fink and Homebrew. To dive in OpenSource world of mac os x we would try to install lates version of bash, bash-completion and few other utilities. Where we should start? First of all you need to install on you system dev-tools: Xcode – native development tools that contain GCC and libraries. Next step: bring a GIU – X11 into your system. Starting from Mac OS 10.8 X11 is not included in base-installation and it's need to install Xquartz(http://xquartz.macosforge.org). Now it's time to look closely to package managers MacPorts Site: www.macports.org Latest MacPorts release: 2.1.3 Number of ports: 16740 MacPorts born inside Apple in 2002.