Spiel Mit Gaia 2018
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Simcity 2000 Manual
™ THE ULTIMATE CITY SIMULATOR USER’S MANUAL Title Pages 3/25/98 12:00 PM Page 1 ª THE ULTIMATE CITY SIMULATOR USER MANUAL by Michael Bremer On the whole I’d rather be in Philadelphia. – W.C. Fields (1879-1946) Credits The Program Designed By: Fred Haslam and Will Wright IBM Programming: Jon Ross, Daniel Browning, James Turner Windows Programming: James Turner, Jon Ross Producer: Don Walters Art Director: Jenny Martin Computer Art: Suzie Greene (Lead Artist), Bonnie Borucki, Kelli Pearson, Eben Sorkin Music: Sue Kasper, Brian Conrad, Justin McCormick Sound Driver: Halestorm, Inc. Sound Effects: Maxis Sample Heds, Halestorm, Inc. Technical Director: Brian Conrad Newspaper Articles: Debra Larson, Chris Weiss Special Technical Assistance: Bruce Joffe (GIS Consultant), Craig Christenson (National Renewable Energy Laboratory), Ray Gatchalian (Oakland Fire Department), Diane L. Zahm (Florida Department of Law Enforcement) The Manual Written By: Michael Bremer Copy Editors: Debra Larson, Tom Bentley Documentation Design: Vera Jaye, Kristine Brogno Documentation Layout: David Caggiano Contributions To Documentation: Fred Haslam, Will Wright, Don Walters, Kathleen Robinson Special Artistic Contributions: John “Bean” Hastings, Richard E. Bartlett, AIA, Margo Lockwood, Larry Wilson, David Caggiano, Tom Bentley, Barbara Pollak, Emily Friedman, Keith Ferrell, James Hewes, Joey Holliday, William Holliday The Package Package Design: Jamie Davison Design, Inc. Package Illustration: David Schleinkofer The Maxis Support Team Lead Testers: Chris Weiss, Alan -
The Politics of City Planning Simulations
DOCUMENT RESUME ED 384 539 SO 024 707 AUTHOR Kolson, Kenneth TITLE The Politics of City Planning Simulations. PUB DATE Sep 94 NOTE 22p.; Paper presented at the Annual Meeting of the American Political Science Association (New York, NY, September 1-4, 1994). PUB TYPE Speeches/Conference Papers (150) Reports Descriptive (141) EDRS PRICE MF01/PC01 Plus Postage. DESCRIPTORS *City Government; *Community Planning; *Computer Simulation; Educational Games; Human Geography; Land Use; *Simulated Environment; Teaching Methods; *Urban Areas; Urban Environment; Urbanization; *Urban Planning; Urban Studies IDENTIFIERS *SimCity ABSTRACT This research paper presents an analysis of the computer simulation, SimCity, used for an urban city planning class. The data were gathered by actual use of the simulation and an electronic mail network was employed to secure impressions from users of the simulation. SimCity (developed by Maxis) provides t .e player with rules of human factors, economic factors, survival factors, and political factors that are both opportunities and constraints to the master planner. In addition, there are numerous maps to monitor land use patterns, zoning, demography, pollution, and other factors as the simulation progresses. The simulation also allows the user to manipulate tax rates and funding levels for the city. The point of the simulation is to duplicate the real world of urban politics with the instantaneous ability of the computer. The attraction of SimCity is the resemblance to the real-life choices that city planners must -
Afterlives of Systems Article 1
communication +1 Volume 3 Afterlives of Systems Article 1 2014 Introduction Christina Vagt Technische Universität Berlin, [email protected] Florian Sprenger [email protected] Follow this and additional works at: http://scholarworks.umass.edu/cpo Part of the Arts and Humanities Commons Recommended Citation Vagt, Christina and Sprenger, Florian (2014) "Introduction," communication +1: Vol. 3, Article 1. Available at: http://scholarworks.umass.edu/cpo/vol3/iss1/1 This Article is brought to you for free and open access by ScholarWorks@UMass Amherst. It has been accepted for inclusion in communication +1 by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. Keywords systems theory, afterlife, history, warburg, technology Creative Commons License This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License. This article is available in communication +1: http://scholarworks.umass.edu/cpo/vol3/iss1/1 Vagt and Sprenger: Introduction Under the impression of today’s planetary crises, the rise of ecological thinking, as well as technologies of smart, ubiquitous systems and the impression of global interconnectedness, there appears a new desire to excavate the remnants of the past. To investigate the historical and epistemological foundations of current systems thinking promises to lead to an understanding of the current condition that we are in – and its technological groundings. When system-oriented thinking emerged within biological contexts in the first half of the 20 th Century, it came along with universal pretensions: the concepts of ecosystems (Tansley) and general systems theory (von Bertalanffy) were both immersed in longstanding struggles between materialism and holism. -
Download the Forecast Channel for the Wii and Keep the System Online, the Weather During the Game Will Reflect That of the Weather in Your Town Or City (Ex
Agatha Christie: And Then There Were None Unlockables Alternative Endings Depending on whether you save certain people during the course of the game, you'll receive one of 4 different endings. Unlockable How to Unlock Best Ending (Narracott, Get to Lombard before he dies, then attack Lombard and Claythorne murderer to save Claythorne. survive) Poor Ending (Narracott and Reach Lombard before he dies, and do not attack Lombard survive) the murderer. Reasonable Ending (Narracott Fail to reach Lombard before he dies, then attack and Claythorne survive) murderer to save Claythorne. Worst Ending (Only Narracott Fail to reach Lombard before he dies, and do not survives) attack the murderer. Alien Syndrome Unlockables Unlock Extra Difficulties In order to unlock the other two game difficulties, Hard and Expert, you must beat the game on the previous difficulty. Unlockable How to Unlock Unlock Expert Difficulty Beat the game on Hard Difficulty. Unlock Hard Difficulty Beat the game on Normal Difficulty. Animal Crossing: City Folk Unlockables Bank unlockables Deposit a certain amount of bells into bank. Unlockable How to Unlock Box of Tissues Deposit 100,000 bells into the bank. Gold Card Reach "VIP" status. Shopping Card Deposit 10,000 bells into the bank. Piggy Bank Deposit 10,000,000 Bells ------------------------------- Birthday cake Unlockable How to Unlock Birthday Cake Talk to your neighbors on your birthday ------------------------------- Harvest Set To get a furniture item from the Harvest Set, You must talk to Tortimer after 3pm on Harvest Day. He will give you a Fork and Knife pair, telling you that the 'Special Guest' hasn't shown up yet. -
Allt Om Datorspel Till Amiga • Atar' • CD32 • CD
Allt om datorspel tillAmiga • Atar' • CD32 • CD·' • Mae • Amiga Games PC Games ACES OVER EUROPE 429- PATRIOT 349:- FLASHBACK 289:- AIRBUS A320 USA EL. EUROPE 399:- PINBALL DREAMS 339:- 289:- GOAL (KICK OFF 3) ALONE IN THE DARK 429:- PIRATES GOLD 429:- GOBLlN 3 369- A- TRAIN 389:- POLlCE QUEST 3 389:- GUNSHIP 2000 289:- B17 FLYING FORTRESS 289:- POLlCE QUEST 4 389:- HIRED GUNS 339:- BATTLE ISLE '93 289:- PREMIER MANAGER 2 279:- INDY JONES/FATE AIR BUS 320 EL EUROPE 319_ BETRAYAL AT KRONDOR 429:- PRIVATEER 489:- OF ATLANTIS 339:- ALFRED CHICKEN 279- (AOV) BLADE OF DESTINY 389:- PROTOSTAR 389:- INNOCENT TILL GUILTY 299:- AllEN BREED 2 (AVEN AGA!) 279_ BLUE FORCE 389:- QUEST FOR GLORY 4 399:- JURASSIC PARK 279- A- TRAIN 289- CHAMP.SHIP MANAGER 93 299:- RAllROAD TYCOON DELUXE 429- MONKEY ISLAND 2 339- A- TRAIN CONSTUCTlON KIT 189:- CIVILlZATIDN 389_ REACH FOR THE SKIES 349:- MORTAL COMBAT 319:- DAY OF TENTACLE 419- SAM & MAX 449:- APOCALYPSE 299_ OVERDRIVE 249:- DUNE 2 359:- SEAL TEAM 489:- B17 FLYING FORTRESS 289:- PINBALL FANTASIES 279:- ELlTE 2: FRONTIER 339:- MONKEY ISLAND 2 349:- BAnLE ISLE 93 269- PREMIERE MANAGER 2 269:- EYE OF BEHOLDER 3 389:- SENSIBLE SOCCER II 92/93 329:- BLADE OF DESTlNY 339- PROJECT X REMIX 149:- EYE OF BEHOLDER TRILOGY 469:- SHADOW CASTER 499:- NY! BODY BLOWS GALACTIC 279:- QWAK (TEM 17) 149:- F1 319:- SILVER BALL 289:- BOBS BAD DAY 299- RAllROAD TYCOON 199:- F15 STRIKE EAGLE 3 429:- SPACE HULK 469:- 279- BURNIN RUBBER REACH FOR THE SKIES 289:- FALCON 3.0 429:- STRIKE COMMANDER 499_ CARDIAXX (TEAM 17) 129:- SECOND SAMURAJ 319_ FIELDS OF GLORY 429:- STRIKER 329- CHAMPIONSHIP MANAGER 92/93 259:- SENSIBLE SOCCER 92/93 249- FLASHBACK 359:- STRONGHOLD 349:- CIVILlZATION - AVEN TILL AGA! 329- SIM LIFE 339- FLlGHT SIM 5 MICROSOFT 529:- SYNDICATE 499:- COMBAT AIR PATROL 299:- SIMON SORCERER 369- FREDDY PHARKAS 389:- T.F.X. -
Zur Wissensgeschichte Und Aktualität Der Gaia-Hypothese
Friedrich, Löffler, Schrape, Sprenger Alexander Friedrich, Petra Löffler, Niklas Schrape und Florian Sprenger Ökologien der Erde: Zur Wissensgeschichte und FRIEDRICH Aktualität der Gaia-Hypothese LÖFFLER Ökologien der Erde bestimmen die Gegen- wart. Dabei gewinnt die in den 1970er Jahren von James Lovelock gemeinsam mit Lynn Margulis entwickelte Gaia-Theorie heute neue ÖKOLOGIEN Erklärungskraft. Wenn Gaia bei Bruno Latour sogar zum allgemeinen Modell der Welt- Ökologien der Erde erklärung im 21. Jahrhundert wird, gilt es, nach der Plausibilität zu fragen, die die Rede von Gaia aktuell entwickelt. Die vier Beiträge des ERDE Bandes geben hierauf eine Antwort, indem sie die metaphorologischen und begriffshis- torischen Linien der Gaia-Theorie nachzeichnen und ihren Bezug auf zeitgenössische Computer- simulationen in den Blick nehmen. So wird der GAIA gegenwärtige Ort des Wiederauflebens Gaias deutlich – und damit die Verschränkung von kybernetischen und organizistischen Ökologien SCHRAPE mit der Annahme einer Programmierbarkeit von Umgebungen. SPRENGER ISBN 978-3-95796-120-4 www.meson.press Ökologien der Erde Weitere Titel in dieser Reihe Florian Sprenger Politik der Mikroentscheidungen: Edward Snowden, Netzneutralität und die Architekturen des Internets | The Politics of Micro-Decisions: Edward Snowden, Net Neutrality, and the Architectures of the Internet Irina Kaldrack, Martina Leeker (Hg.) There is no Software, there are just Services Martin Degeling, Julius Othmer, Andreas Weich, Bianca Westermann (Hg.) Profile: Interdisziplinäre Beiträge -
Gaia's Game Niklas Schrape Leuphana University, [email protected]
communication +1 Volume 3 Article 5 Issue 1 Afterlives of Systems September 2014 Gaia's Game Niklas Schrape Leuphana University, [email protected] Abstract James Lovelock’s vision of Earth as a living cybernetic system is popular again. The surprising new preacher of Gaia is Bruno Latour. He uses the concept to refer to a holistic understanding of Earth, in which mankind is situated as integral part. Gaia becomes the catalyst and fundament for his philosophical attempt to design a new believe-system in the time of ecological crisis. But the concept of Gaia is characterised by a tension between the idea of a powerful but indifferent nature and a grandiose vision of total control over it. This tension reveals itself to be deeply rooted in cybernetic thought. It is not only apparent in Lovelock’s own writing, but also in simulation programs based on the Gaia hypothesis such as the Daisyworld model and the computer game “SimEarth: The Living Planet” (1991). The article will distinguish Lovelock’s from Latour’s concept of Gaia and relate them to first- and second order cybernetics as well as to two different approaches to computer simulation: system dynamics and cellular automata. Keywords Gaia, Latour, Lovelock, SimEarth, Simulation, Climate, Evolution Schrape / Gaia's Game Introduction I would try to be a God that surprised himself. (Laughter.) I think being the all-knowing God would be, you know, hell. - Will Wright, creator of SimEarth1 The figure of Gaia plays a prominent role in Bruno Latour’s recent publications. The Gaia hypothesis, first formulated by James Lovelock and Lynn Margulis in the mid-1960s, can be understood as pinnacle of system thinking.2 It describes Earth as one cybernetic system, determined by the interplay of biosphere, atmos- phere and geosphere. -
Simearth: a Great Toy - Fred Haslam
INTEGRATED GLOBAL MODELS OF SUSTAINABLE DEVELOPMENT - Vol. III - SimEarth: A Great Toy - Fred Haslam SIMEARTH: A GREAT TOY Fred Haslam Vancouver, Washington, USA Keywords: SimEarth, simulation, cellular automata, game, Wil Wright, James Lovelock, Gaia Hypothesis, continental drift, Jet Stream, trade winds, evolution, mutation, greenhouse effect Contents 1. Introduction 2. Overview 2.1. Modeling Methods 2.2. Responsive Updates 2.3. Approximations 3. Lithosphere Model 3.1. Driving Events 3.2. Collision and Smoothing 4. Aquasphere Model 4.1. Ocean Regions 4.2. Ocean Temperature 4.3. Ocean Motion 5. Atmosphere Model 5.1. Atmospheric Composition 5.2. Atmosphere Motion 5.3. Atmosphere Temperature 5.4. Atmosphere Moisture 6. Biosphere Model 6.1. Biomes 6.2. Animals 6.3. Evolutionary Trends 7 .Civilization Model 7.1. Spreading Civilization 7.2. Collecting and Spending Energy 7.3. Civilized Events 8 .ConclusionsUNESCO – EOLSS Glossary Bibliography SAMPLE CHAPTERS Biographical Sketch Summary SimEarth is a game that simulates the major environmental factors on a global scale. It uses a multilayered cellular automata. The simulation covers geologic activity, weather systems, plant life, animal life, and the effects of civilization on planet Earth. ©Encyclopedia of Life Support Systems (EOLSS) INTEGRATED GLOBAL MODELS OF SUSTAINABLE DEVELOPMENT - Vol. III - SimEarth: A Great Toy - Fred Haslam 1. Introduction SimEarth was first conceived by Wil Wright while he was reading James Lovelock’s Gaia Hypothesis. This theory proposes that the living matter of a world modifies the planetary environment to suit its own needs. Wil began working on a planet simulator trying to incorporate all major aspects of environmental science into a single model.