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Principles of Emergent Design in Online Games: Mermaids Phase 1 Prototype
Principles of Emergent Design in Online Games: Mermaids Phase 1 Prototype Celia Pearce* Calvin Ashmore† Emergent Game Group {EGG} Emergent Game Group {EGG} Georgia Institute of Technology Georgia Institute of Technology Abstract the key findings of the study was that the type of games that players are attracted to will create a foundation for the types of This paper outlines the first phase prototype of Mermaids, a emergent behavior they are likely to exhibit. Another was that the massively multiplayer online game (MMOG) being developed by properties of games themselves promote the honing of particular Georgia Tech’s Emergent Game Group {EGG}. We describe play styles and skills that will lead to emergent behavior. For Mermaids in the context of the group’s research mission, to instance, in Uru, exploration and puzzle-solving were develop specific games, techniques and design features that predominate play patterns at which players of Uru and previous promote large-scale emergent social behavior in multiplayer Myst games had developed considerable mastery. When this games. We also discuss some of the innovative design features of expertise migrated into other virtual worlds, it led to the the Mermaids game, and describe the rapid prototyping and emergence of particular types of exploration and questing patterns iterative development process that enabled us to create a working that were characteristic of Uru players. [Pearce 2006] prototype in a relatively short period of time on a zero budget project using a student-based development team. We also discuss The study identified a spectrum of MMOG and virtual world the special challenges encountered when trying to develop a types spanning from the “fixed synthetic world,” in which the nontraditional game, one of whose stated research goals is to world is entirely designed and built by the game’s developers and interrogate MMOG conventions, using a relatively conventional in which players have little influence on the world itself, to the game engine. -
Re-Branding a Nation Online: Discourses on Polish Nationalism and Patriotism
Re-Branding a Nation Online Re-Branding a Nation Online Discourses on Polish Nationalism and Patriotism Magdalena Kania-Lundholm Dissertation presented at Uppsala University to be publicly examined in Sal IX, Universitets- huset, Uppsala, Friday, October 26, 2012 at 10:15 for the degree of Doctor of Philosophy. The examination will be conducted in English. Abstract Kania-Lundholm, M. 2012. Re-Branding A Nation Online: Discourses on Polish Nationalism and Patriotism. Sociologiska institutionen. 258 pp. Uppsala. ISBN 978-91-506-2302-4. The aim of this dissertation is two-fold. First, the discussion seeks to understand the concepts of nationalism and patriotism and how they relate to one another. In respect to the more criti- cal literature concerning nationalism, it asks whether these two concepts are as different as is sometimes assumed. Furthermore, by problematizing nation-branding as an “updated” form of nationalism, it seeks to understand whether we are facing the possible emergence of a new type of nationalism. Second, the study endeavors to discursively analyze the ”bottom-up” processes of national reproduction and re-definition in an online, post-socialist context through an empirical examination of the online debate and polemic about the new Polish patriotism. The dissertation argues that approaching nationalism as a broad phenomenon and ideology which operates discursively is helpful for understanding patriotism as an element of the na- tionalist rhetoric that can be employed to study national unity, sameness, and difference. Emphasizing patriotism within the Central European context as neither an alternative to nor as a type of nationalism may make it possible to explain the popularity and continuous endur- ance of nationalism and of practices of national identification in different and changing con- texts. -
Portland State University Commencement 2020 Program
2020 Portland State University Commencement Sunday, June 14, 2020 Share the excitement of Commencement #2020PDXGRAD GET THE APP Download the PSU Mobile app to get instant access to commencement social feeds. my.pdx.edu TAKE A SELFIE We’re proud of you—fearless innovators, artists, leaders, thinkers and change makers. Share your fearless selfie—you did it! #PortlandState LINK UP Stay in touch with fellow grads. linkedin.com/company/portland-state-university RELIVE THE DAY Go to the PSU homepage after the ceremony for photos and video. pdx.edu 2 CONGRATULATIONS TO THE PSU CLASS OF 2020 Dear Members of the PSU Class of 2020, Commencement is the result of your hard work and dedication and the contributions of the family members, friends, mentors, and educators who supported you on your journey. Please take a moment to thank them. Members of the Class of 2020, you join a network of nearly 179,000 proud PSU alumni. I encourage you to take everything you have learned at PSU to improve the lives of others. I look forward to the day that your success stories will inspire future graduating classes. As you celebrate, please know how proud we are of you, your academic achievements, and your commitment to contributing to others. We hope you will stay in touch as members of our PSU family. Go Viks! Stephen Percy Interim President TABLE OF CONTENTS Portland State University .....................................................................2 School of Social Work ........................................................................ 78 History ...............................................................................................2 -
Please Download Issue 1-2 2015 Here
B A L A scholarly journal and news magazine. April 2015. Vol. VIII:1–2. From TIC the Centre for Baltic and East European Studies (CBEES), Södertörn University. The story of Papusza, W a Polish Roma poet O RLDS A pril 2015. V ol. VIII BALTIC :1–2 WORLDSbalticworlds.com Special section Gender & post-Soviet discourses Special theme Voices on solidarity S pecial section: pecial Post- S oviet gender discourses. gender oviet Lost ideals, S pecial theme: pecial shaken V oices on solidarity solidarity on oices ground also in this issue Illustration: Karin Sunvisson RUS & MAGYARS / EsTONIA IN EXILE / DIPLOMACY DURING WWII / ANNA WALENTYNOWICZ / HIJAB FASHION Sponsored by the Foundation BALTIC for Baltic and East European Studies WORLDSbalticworlds.com in this issue editorial Times of disorientation he prefix “post-” in “post-Soviet” write in their introduction that “gender appears or “post-socialist Europe” indicates as a conjunction between the past and the pres- that there is a past from which one ent, where the established present seems not to seeks to depart. In this issue we will recognize the past, but at the same time eagerly Tdiscuss the more existential meaning of this re-enacts the past discourses of domination.” “departing”. What does it means to have all Another collection of shorter essays is con- that is rote, role, and rules — and seemingly nected to the concept of solidarity. Ludger self-evident — rejected and cast away? What Hagedorn has gathered together different Papusza. is it to lose the basis of your identity when the voices, all adding insights into the meaning of society of which you once were a part ceases solidarity. -
Dancing Into the Chthulucene: Sensuous Ecological Activism In
Dancing into the Chthulucene: Sensuous Ecological Activism in the 21st Century Dissertation Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Kelly Perl Klein Graduate Program in Dance Studies The Ohio State University 2019 Dissertation Dr. Harmony Bench, Advisor Dr. Ann Cooper Albright Dr. Hannah Kosstrin Dr. Mytheli Sreenivas Copyrighted by Kelly Perl Klein 2019 2 Abstract This dissertation centers sensuous movement-based performance and practice as particularly powerful modes of activism toward sustainability and multi-species justice in the early decades of the 21st century. Proposing a model of “sensuous ecological activism,” the author elucidates the sensual components of feminist philosopher and biologist Donna Haraway’s (2016) concept of the Chthulucene, articulating how sensuous movement performance and practice interpellate Chthonic subjectivities. The dissertation explores the possibilities and limits of performances of vulnerability, experiences of interconnection, practices of sensitization, and embodied practices of radical inclusion as forms of activism in the context of contemporary neoliberal capitalism and competitive individualism. Two theatrical dance works and two communities of practice from India and the US are considered in relationship to neoliberal shifts in global economic policy that began in the late 1970s. The author analyzes the dance work The Dammed (2013) by the Darpana Academy for Performing Arts in Ahmedabad, -
Emergence, Elements, Examples, Evaluation
Emergence, Elements, Examples, Evaluation Martin J. Eppler & Andreas Schmeil University of St. Gallen (HSG) & University of Lugano (USI) Virtual = „approaching the actual without arriving there“ Boellstorff . (e.g. ‚she is virtually my sister‘) . There is a gap between the virtual and the actual World = large scale social context . in the sense of environment or space, but not only Virtual World : . Places, Sceneries . People & Events . Technologies/Artefacts MUDs (Multi-User Dungeons) . Text-based virtual worlds . Adventure, 1975, ARPANET MMOGs (Massively Multi-Player Online Games) . including MMORPGs (Role-Playing) . Ultima Online, 1997, [......], World of Warcraft, 2004 Web 2.0 . Content creation / User-generated content . Producer + Consumer= „Prosumer“ Second Life . Content creation . Media integration . Stability Problems All-round solution OpenSim . Open-source project, based on Second Life code . „Controllable“, extensible, progressing fast Active Worlds . Content creation . Video integration . „Controllable“ Corporate use Rapid Development OLIVE (Forterra) . Accurate physics . Whiteboarding, App Sharing, SameTime Integration . „~controllable“ Simulations Collaborative Work Qwaq Forums . Collaborative Document Editing . App Sharing in Development Document Collaboration Sun‘s Wonderland . Content creation, AppSharing . Video/PDF viewers, Whitebrd. „Controllable“, extensible Flexible (API) Very promising project There.com 3DXplorer Entropia Vastpark Kaneva MTV‘s worlds Twinity Playstation Home Protosphere Habbo web.alive HiPiHi Multiverse Gaia Club Penguin ......and many more... Immersion a) Sensory immersion: Virtual Reality (VR) b) Mentally/emotionally involved: Virtual Worlds (VW) Presence . Feeling of ‘being there’ . Measured mainly in VR so far Avatars . „I think of avatars as I think of musicians - why do we need them beyond their musical creations? (…and I do think we need them)” Kim Flintoff Current Research Place / Space . -
ANY-ANGLE PATH PLANNING by Alex Nash a Dissertation Presented
ANY-ANGLE PATH PLANNING by Alex Nash A Dissertation Presented to the FACULTY OF THE USC GRADUATE SCHOOL UNIVERSITY OF SOUTHERN CALIFORNIA In Partial Fulfillment of the Requirements for the Degree DOCTOR OF PHILOSOPHY (COMPUTER SCIENCE) August 2012 Copyright 2012 Alex Nash Table of Contents List of Tables vii List of Figures ix Abstract xii Chapter 1: Introduction 1 1.1 PathPlanning .................................... 2 1.1.1 The Generate-Graph Problem . 3 1.1.2 Notation and Definitions . 4 1.1.3 TheFind-PathProblem. 5 1.2 Hypotheses and Contributions . ..... 12 1.2.1 Hypothesis1 ................................ 12 1.2.2 Hypothesis2 ................................ 12 1.2.2.1 Basic Theta*: Any-Angle Path Planning in Known 2D Envi- ronments............................. 14 1.2.2.2 Lazy Theta*: Any-Angle Path Planning in Known 3D Envi- ronments............................. 14 1.2.2.3 Incremental Phi*: Any-Angle Path Planning in Unknown 2D Environments .......................... 15 1.3 Dissertation Structure . ..... 17 Chapter 2: Path Planning 18 2.1 Navigation...................................... 18 2.2 PathPlanning .................................... 19 2.2.1 The Generate-Graph Problem . 20 2.2.1.1 Skeletonization Techniques . 21 2.2.1.2 Cell Decomposition Techniques . 27 2.2.1.3 Hierarchical Generate-Graph Techniques . 34 2.2.1.4 The Generate-Graph Problem in Unknown 2D Environments . 35 2.2.2 TheFind-PathProblem. 39 2.2.2.1 Single-Shot Find-Path Algorithms . 39 2.2.2.2 Incremental Find-Path Algorithms . 43 2.2.3 Post-Processing Techniques . 46 2.2.4 Existing Any-Angle Find-Path Algorithms . ...... 48 ii 2.3 Conclusions..................................... 50 Chapter 3: Path Length Analysis on Regular Grids (Contribution 1) 52 3.1 Introduction................................... -
3D Virtual Space of the Academic Secretariat
UNIVERSIDADE FEDERAL DE SANTA MARIA CENTRO DE EDUCAÇÃO PROGRAMA DE PÓS-GRADUAÇÃO EM TECNOLOGIAS EDUCACIONAIS EM REDE 3DVSAS: 3D VIRTUAL SPACE OF THE ACADEMIC SECRETARIAT DISSERTAÇÃO DE MESTRADO Josmar Nuernberg Santa Maria, RS, Brasil 2015 3DVSAS: 3D VIRTUAL SPACE OF THE ACADEMIC SECRETARIAT Josmar Nuernberg Dissertação apresentada ao Curso de Mestrado em Tecnologias Educacionais em Rede, Área de Concentração em Tecnologias Educacionais em Rede para Inovação e Democratização da Educação, da Universidade Federal de Santa Maria (UFSM, RS), como requisito parcial para obtenção do grau de Mestre em Tecnologias Educacionais em Rede Orientadora: Profa. Dra. Roseclea Duarte Medina Santa Maria, RS, Brasil 2015 Nuernberg, Josmar 3DVSAS: 3D Virtual Space of the Academic Secretariat / por Jos- mar Nuernberg. – 2015. 80 f.: il.; 30 cm. Orientadora: Roseclea Duarte Medina Dissertação (Mestrado) - Universidade Federal de Santa Maria, Centro de Educação, Programa de Pós-Graduação em Tecnologias Edu- cacionais em Rede, RS, 2015. 1. Mundos Virtuais. 2. OpenWonderland. 3. Secretaria Virtual. I. Medina, Roseclea Duarte. II. Título. cbna Esta obra está licenciado com uma Licença Creative Commons Atribuição-NãoComercial- CompartilhaIgual 3.0 Brasil. E-mail: [email protected] Universidade Federal de Santa Maria Centro de Educação Programa de Pós-Graduação em Tecnologias Educacionais em Rede A Comissão Examinadora, abaixo assinada, aprova a Dissertação de Mestrado 3DVSAS: 3D VIRTUAL SPACE OF THE ACADEMIC SECRETARIAT elaborada por Josmar Nuernberg como requisito parcial para obtenção do grau de Mestre em Tecnologias Educacionais em Rede COMISSÃO EXAMINADORA: Roseclea Duarte Medina, Dra. (Presidente/Orientadora) Giliane Bernardi, Dra. (UFSM) Gilse Antoninha Morgental Falkemback, Dra. (FAQI) Santa Maria, 20 de outubro de 2015. -
Google Adquiere Motorola Mobility * Las Tablets PC Y Su Alcance * Synergy 1.3.1 * Circuito Impreso Al Instante * Proyecto GIMP-Es
Google adquiere Motorola Mobility * Las Tablets PC y su alcance * Synergy 1.3.1 * Circuito impreso al instante * Proyecto GIMP-Es El vocero . 5 Premio Concurso 24 Aniversario de Joven Club Editorial Por Ernesto Rodríguez Joven Club, vivió el verano 2011 junto a ti 6 Aniversario 24 de los Joven Club La mirada de TINO . Cumple TINO 4 años de Los usuarios no comprueba los enlaces antes de abrirlos existencia en este septiembre, el sueño que vió 7 Un fallo en Facebook permite apropiarse de páginas creadas la luz en el 2007 es hoy toda una realidad con- Google adquiere Motorola Mobility vertida en proeza. Esfuerzo, tesón y duro bre- gar ha acompañado cada día a esta Revista que El escritorio . ha sabido crecerse en sí misma y superar obs- 8 Las Tablets PC y su alcance táculos y dificultades propias del diario de cur- 11 Propuesta de herramientas libre para el diseño de sitios Web sar. Un colectivo de colaboración joven, entu- 14 Joven Club, Infocomunidad y las TIC siasta y emprendedor –bajo la magistral con- 18 Un vistazo a la Informática forense ducción de Raymond- ha sabido mantener y El laboratorio . desarrollar este proyecto, fruto del trabajo y la profesionalidad de quienes convergen en él. 24 PlayOnLinux TINO acumula innegables resultados en estos 25 KMPlayer 2.9.2.1200 años. Más de 350 000 visitas, un volumen apre- 26 Synergy 1.3.1 ciable de descargas y suscripciones, servicios 27 imgSeek 0.8.6 estos que ha ido incorporando, pero por enci- El entrevistado . ma de todo está el agradecimiento de muchos 28 Hilda Arribas Robaina por su existencia, por sus consejos, su oportu- na información, su diálogo fácil y directo, su uti- El taller . -
Esim Games Web Store (For Details, See Below)
P.O. Box 654 ○ Aptos, CA 95001 ○ USA PE 4.162 Release Notes Fax: +1-(650)-257-4703 SB Pro PE 4.162 (Update) Version History and Release Notes This is a full installer for SB Pro PE which requires the uninstallation of prior versions. Changes to prior version 4.161 will be highlighted like in this example. Installation instructions can be found from page 3 of this document. We recommend reading this document with a dedicated PDF viewer capable of showing the embedded table of content for easier navigation. Note: This Steel Beasts version will not run without an existing license for SB Pro PE 4.1! This software is 64 bit only. Licenses may be purchased from the eSim Games web store (for details, see below): https://www.esimgames.com/?page_id=1530 The Edge browser will fail with license activations; we recommend using a different browser when visiting the WebDepot to claim your license ticket. This is a preliminary document to complement the version 4.1 User’s Manual. This document summarizes all changes since version 4.023 (December 2017), 4.156/4.157/4.159/4.160, and changes since version 4.161 (September 2019). Previous Release Notes can be found on the eSim Games Downloads page: www.eSimGames.com/Downloads.htm Final Version — For Public Release 20-Dec-2019 P.O. Box 654 ○ Aptos, CA 95001 ○ USA PE 4.162 Release Notes Fax: +1-(650)-257-4703 Hardware recommendations …are largely unchanged from version 4.0 SB Pro PE 4.1 requires a 64 bit Windows version, starting with Windows 7 or higher. -
Downloaded the Latest Game Update from Xbox LIVE
The Witcher® is a trademark of CD Projekt S. A. The Witcher game © CD Projekt S. A. All rights reserved. The Witcher game is based on a novel of Andrzej Sapkowski. All other copyrights and trademarks are the property of their respective owners. WB GAMES LOGO, WB SHIELD: ™ & © Warner Bros. Entertainment Inc. (s12) KINECT, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft. GAME MANUAL WARNING Before playing this game, read the Xbox 360® console and accessory manuals for important safety and health information. Keep all manuals for future reference. For replacement console and accessory manuals, go to www.xbox.com/support. Important Health Warning About Playing Video Games Photosensitive seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including fl ashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these seizures. -
2018-3-Hr01-Ka205-060151 Agrient
Project funded by Erasmus+ / Key Action 2 ‐ Cooperation for innovation and the exchange of good practices, Strategic Partnerships for Youth AGRIENT – Enhancing Youth Entrepreneurship Skills, Careers Guidance and Competences in Agriculture through a Game Based Virtual Reality Platform 2018‐3‐HR01‐KA205‐060151 Project funded by Erasmus+ / Key Action 2 ‐ Cooperation for innovation and the exchange of good practices, Strategic Partnerships for Youth 2018‐3‐HR01‐KA205‐060151 AGRIENT Enhancing Youth Entrepreneurship Skills, Careers Guidance and Competences in Agriculture through a Game Based Virtual Reality Platform Work Package: IO2A1 Product/Deliverable: State of the art in Virtual reality and Virtual Worlds Version: 1 Date: September, 2019 Type: Distribution: Project Partners Responsible Partner: CTE Author: CTE Contributors: All Partners Approved by: Date: Project funded by Erasmus+ / Key Action 2 ‐ Cooperation for innovation and the exchange of good practices, Strategic Partnerships for Youth Table of Contents Introduction ........................................................................................................................................ 5 Virtual Reality ..................................................................................................................................... 5 Augmented reality .............................................................................................................................. 6 The concept of the Industry Revolution ............................................................................................