Video Game Consoles
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A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
Bootstomp: on the Security of Bootloaders in Mobile Devices
BootStomp: On the Security of Bootloaders in Mobile Devices Nilo Redini, Aravind Machiry, Dipanjan Das, Yanick Fratantonio, Antonio Bianchi, Eric Gustafson, Yan Shoshitaishvili, Christopher Kruegel, and Giovanni Vigna, UC Santa Barbara https://www.usenix.org/conference/usenixsecurity17/technical-sessions/presentation/redini This paper is included in the Proceedings of the 26th USENIX Security Symposium August 16–18, 2017 • Vancouver, BC, Canada ISBN 978-1-931971-40-9 Open access to the Proceedings of the 26th USENIX Security Symposium is sponsored by USENIX BootStomp: On the Security of Bootloaders in Mobile Devices Nilo Redini, Aravind Machiry, Dipanjan Das, Yanick Fratantonio, Antonio Bianchi, Eric Gustafson, Yan Shoshitaishvili, Christopher Kruegel, and Giovanni Vigna fnredini, machiry, dipanjan, yanick, antoniob, edg, yans, chris, [email protected] University of California, Santa Barbara Abstract by proposing simple mitigation steps that can be im- plemented by manufacturers to safeguard the bootloader Modern mobile bootloaders play an important role in and OS from all of the discovered attacks, using already- both the function and the security of the device. They deployed hardware features. help ensure the Chain of Trust (CoT), where each stage of the boot process verifies the integrity and origin of 1 Introduction the following stage before executing it. This process, in theory, should be immune even to attackers gaining With the critical importance of the integrity of today’s full control over the operating system, and should pre- mobile and embedded devices, vendors have imple- vent persistent compromise of a device’s CoT. However, mented a string of inter-dependent mechanisms aimed at not only do these bootloaders necessarily need to take removing the possibility of persistent compromise from untrusted input from an attacker in control of the OS in the device. -
What Are Your Best Computer Options for Teleworking?
What are your best computer options for teleworking? If you NEED… And you HAVE a… Then your BEST telework option is… COMMON COUNTY APPS such as Microsoft Office, Adobe County Laptop ONLY - Connect your County laptop to the County VPN Reader, and web applications County Laptop AND - Connect your County laptop to the County VPN County Desktop PC County Laptop AND - Connect your County laptop to the County VPN Home Computer Home Computer ONLY - Connect remotely using VDI (Virtual Desktop) Home Computer AND - Connect remotely using Dakota County VPN County Desktop Computer - Remotely control your computer using Windows Remote Desktop County Desktop Computer ONLY - Check out a County laptop from IT Laptop Loaner Program - Connect your County laptop to the County VPN COMMON COUNTY APPS such as Microsoft Office, Adobe County Laptop ONLY - Connect your County laptop to the County VPN Reader, and web applications SUPPORTED BUSINESS APPS such as OneSolution, OnBase, SIRE, Microsoft Project, and Visio County Laptop AND - Connect your County laptop to the County VPN County Desktop PC If you NEED… And you HAVE a… Then your BEST telework option is… County Laptop AND - Connect your County laptop to the County VPN Home Computer Home Computer ONLY - Contact the County IT Help Desk at 651/438-4346 Home Computer AND - Connect remotely using Dakota County VPN County Desktop Computer - Remotely control your computer using Windows Remote Desktop County Desktop Computer ONLY - Check out a County laptop from IT Laptop Loaner Program - Connect your County laptop -
Design, Construction and Testing of a Low Energy Digital Frequency Modulation (FM) Transmitter
International Journal of Scientific & Engineering Research Volume 11, Issue 1, January-2020 534 ISSN 2229-5518 Design, Construction and Testing of a Low Energy Digital Frequency Modulation (FM) Transmitter JP. C. Mbagwu, F.M.Ezike, J.O.Ozuomba Abstract---- A rapidly growing demand for the use of Frequency Modulation (FM) transmitter exists within institutions and individuals. The FM transmitters are however a complex equipment demanding high power supply, high voltage system design, critical maintenance and exorbitant price. These problems of the transmitter constitute major impediments to institutions and individuals that may wish to adopt radio broadcast as means of electronic media. This study was therefore carried out to design and construct an FM transmitter that is of low cost, and simple in maintenance, efficient in use and yet operating on low power supply. The FM transmitter is designed to be received at a range of about 100metres in free air. The transmitter has a capacitor microphone which picks up very weak sound signals, a transistor, resistors, inductor, and capacitors. The design procedure involves the modification of an output of the transmitter. Based on the procedures adopted and the tests carried out, the specific findings include a range of 102.2MHz of transmission from a 9V DC battery. The work indicated that the practical frequency modulated (FM) transmitter requiring a low power can be designed and constructed. Index Terms----Frequency Modulation, FM Transmitter, Radio Broadcast, Antenna. 1.0 INTRODUCTION combined in one unit are called a transceiver. The In electronics and telecommunication, a transmitter term transmitter is often abbreviated ‘‘XMTR’’ or or radio transmitter is an electronic device which ‘‘TX’’ in technical documents. -
Electrical Engineering (ELEC ENG) 1
Electrical Engineering (ELEC_ENG) 1 Prerequisite: ELEC_ENG 302-0 or equivalent. ELECTRICAL ENGINEERING ELEC_ENG 334-0 Fundamentals of Blockchains and Decentralization (1 Unit) (ELEC_ENG) This course is partly an introduction to the fundamentals of blockchains and decentralized applications and partly a springboard toward ELEC_ENG 302-0 Probabilistic Systems (1 Unit) deeper understanding and further exploration. The course explains Introduction to probability theory and its applications. Axioms of how blockchains work; teaches the underlying fundamentals of probability, distributions, discrete and continuous random variables, distributed consensus; provides hands-on experience through computer conditional and joint distributions, correlation, limit laws, connection assignments; and also touches upon economic and policy issues. to statistics, and applications in engineering systems. May not receive Prerequisites: COMP_SCI 212-0 or ELEC_ENG 302-0 or equivalent or credit for both ELEC_ENG 302-0 and any of the following: IEMS 202-0; graduate standing and basic programming skills. MATH 310-1; STAT 320-1; ELEC_ENG 383-0, ELEC_ENG 385-0. Corequisite: MATH 228-2 or equivalent. ELEC_ENG 353-0 Digital Microelectronics (1 Unit) Logic families, comparators, A/D and D/A converters, combinational ELEC_ENG 307-0 Communications Systems (1 Unit) systems, sequential systems, solid-state memory, largescale integrated Analysis of analog and digital communications systems, including circuits, and design of electronic systems. modulation, transmission, and demodulation of AM, FM, and TV systems. Prerequisites: COMP_ENG 203-0, ELEC_ENG 225-0. Design issues, channel distortion and loss, bandwidth limitations, additive noise. ELEC_ENG 359-0 Digital Signal Processing (1 Unit) Prerequisites: ELEC_ENG 222-0, ELEC_ENG 302-0 or equivalent. Discrete-time signals and systems. -
Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME -
Scaling the Digital Divide: Home Computer Technology and Student Achievement
Scaling the Digital Divide Home Computer Technology and Student Achievement J a c o b V i g d o r a n d H e l e n l a d d w o r k i n g p a p e r 4 8 • j u n e 2 0 1 0 Scaling the Digital Divide: Home Computer Technology and Student Achievement Jacob L. Vigdor [email protected] Duke University Helen F. Ladd Duke University Contents Acknowledgements ii Abstract iii Introduction 1 Basic Evidence on Home Computer Use by North Carolina Public School Students 5 Access to home computers 5 Access to broadband internet service 7 How Home Computer Technology Might Influence Academic Achievement 10 An Adolescent's time allocation problem 10 Adapting the rational model to ten-year-olds 13 Estimation strategy 14 The Impact of Home Computer Technology on Test Scores 16 Comparing across- and within-student estimates 16 Extensions and robustness checks 22 Testing for effect heterogeneity 25 Examining the mechanism: broadband access and homework effort 29 Conclusions 34 References 36 Appendix Table 1 39 i Acknowledgements The authors are grateful to the William T. Grant Foundation and the National Center for Analysis of Longitudinal Data in Education Research (CALDER), supported through Grant R305A060018 to the Urban Institute from the Institute of Education Sciences, U.S. Department of Education for research support. They wish to thank Jon Guryan, Jesse Shapiro, Tim Smeeding, Andrew Leigh, and seminar participants at the University of Michigan, the University of Florida, Cornell University, the University of Missouri‐ Columbia, the University of Toronto, Georgetown University, Harvard University, the University of Chicago, Syracuse University, the Australian National University, the University of South Australia, and Deakin University for helpful comments on earlier drafts. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
It's Not the Model That Doesn't Fit, It's the Controller! the Role of Cognitive
Butler University Digital Commons @ Butler University Scholarship and Professional Work - Communication College of Communication 8-2015 It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games Ryan Rogers Butler University, [email protected] Nicholas David Bowman Mary Beth Oliver Follow this and additional works at: https://digitalcommons.butler.edu/ccom_papers Part of the Communication Technology and New Media Commons Recommended Citation Rogers, Ryan; Bowman, Nicholas David; and Oliver, Mary Beth, "It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games" (2015). Scholarship and Professional Work - Communication. 144. https://digitalcommons.butler.edu/ccom_papers/144 This Article is brought to you for free and open access by the College of Communication at Digital Commons @ Butler University. It has been accepted for inclusion in Scholarship and Professional Work - Communication by an authorized administrator of Digital Commons @ Butler University. For more information, please contact [email protected]. It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games Ryan Rogers a,* , Nicholas David Bowman b , Mary Beth Oliver c a Marist College, United States b West Virginia University, United States c Pennsylvania State University, United States * Corresponding author. Abstract This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional, pushbutton controller) in a within-subjects, randomized order design. -
Setup Outlook on Your Home Computer
Setup Outlook on your Home Computer Office 2010: 1. Run Microsoft Outlook 2010 2. When the startup wizard opens click Next. 3. When prompted to configure an E-mail Account select Yes and then click Next. 4. The Auto Account Setup will display next, select E-mail Account and fill in the information. Your password is your network password, the same one you use to log into computers on campus. After you fill the information in click Next. 5. Outlook will begin to setup your account; it may take a few minutes before the next window pops up. 6. You will be prompted with some sort of login screen. The one shown here offers 3 choices (Select the middle one if this is the case), but others may only offer 1. Type in the same username you use to login to campus computers but precede it with sdsmt\ Your password will be the same one you use to login on campus. Click OK to continue. 7. Outlook will finish setting up your account; this may take a few minutes. When it is done press the Finish button. 8. Outlook will start up and will begin to download your emails, contacts, and calendar from the server. This may take several minutes; there will be a green loading bar at the bottom of the window. Office 2007: 1. Run Microsoft Outlook 2007 2. When the startup wizard opens click Next. 3. When prompted to configure an E-mail Account select Yes and then click Next. 4. The Auto Account Setup will display next, select E-mail Account and fill in the information. -
MINDSTORMS EV3 User Guide
User Guide TABLE OF CONTENTS Introduction + Welcome ...................................................................................................................... 3 + How to Use This Guide .................................................................................... 4 + Help ................................................................................................................................. 5 EV3 Technology + Overview ..................................................................................................................... 6 + EV3 Brick ..................................................................................................................... 7 Overview ...................................................................................................................... 7 Installing Batteries ............................................................................................... 10 Turning On the EV3 Brick ................................................................................ 11 + EV3 Motors ................................................................................................................. 12 Large Motor ............................................................................................................... 12 Medium Motor ......................................................................................................... 12 + EV3 Sensors ............................................................................................................ -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games.