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Use of Computer Simulation Games for Instructional and Recruiting Purposes in Middle School and Jr
Use of Computer Simulation Games for Instructional and Recruiting Purposes in Middle School and Jr. High Research Experiences for Teachers (RET) 2010 Melissa Miller, Randall Reynolds Science Teacher Lynch Middle School/Math Teacher Gravette Junior High School Abstract The 2010 Summer RET program at the University of Arkansas provided an opportunity for two public school teachers to conduct further research in the area of using computer simulation games for instructional purposes as well as for the recruitment of potential industrial engineering students. Emphasis was placed on how industrial engineering concepts could be explored through the use of a simulation game that would provide a high interest classroom project based upon sound curriculum. The challenge for the project was to refine an academic competition involving a simulation-based video game relating to Industrial Engineering. The project was divided into 2 divisions, one for junior level students in grades 6 – 8 and one for senior level students in grades 9 – 12. Obviously, a major issue was designing the competitions with a proper level of difficulty for both age groups while keeping the subject matter relevant to meaningful engineering concepts and instructional frameworks. The competitions were intended to help students acquire fundamental problem solving capabilities as well as a basic understanding of some tools used in Industrial Engineering and logistics. This project was completed under the leadership of two mentoring professors: Dr. Richard Cassady and Dr. Ed Pohl, who provided guidance and also secured funding necessary to support the implementation of the competition by providing the necessary supplies through the support of Dr. -
The Resurrection of Permadeath: an Analysis of the Sustainability of Permadeath Use in Video Games
The Resurrection of Permadeath: An analysis of the sustainability of Permadeath use in Video Games. Hugh Ruddy A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2014 Declaration I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: ___________________ Hugh Ruddy 28th February 2014 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: ___________________ Hugh Ruddy 28th February 2014 Abstract The purpose of this research paper is to study the the past, present and future use of Permadeath in video games. The emergence of Permadeath games in recent months has exposed the mainstream gaming population to the concept of the permanent death of the game avatar, a notion that has been vehemently avoided by game developers in the past. The paper discusses the many incarnations of Permadeath that have been implemented since the dawn of video games, and uses examples to illustrate how gamers are crying out for games to challenge them in a unique way. The aims of this are to highlight the potential that Permadeath has in the gaming world to become a genre by itself, as well as to give insights into the ways in which gamers play Permadeath games at the present. To carry out this research, the paper examines the motivation players have to play games from a theoretical standpoint, and investigates how the possibilty of failure in video games should not be something gamers stay away from. -
A Validation of a Game-Based Assessment for the Measurement of Vocational Interest
A VALIDATION OF A GAME-BASED ASSESSMENT FOR THE MEASUREMENT OF VOCATIONAL INTEREST A Thesis submitted to the faculty of San Francisco State University In partial fulfillment of the requirements for the Degree Master of Science In Psychology: Industrial/Organizational Psychology by Hope Elizabeth Wear San Francisco, California May 2018 Copyright by Hope Elizabeth Wear 2018 CERTIFICATION OF APPROVAL I certify that I have read A Validation of a Game-Based Assessment for the Measurement of Vocational Interest by Hope Elizabeth Wear, and that in my opinion this work meets the criteria for approving a thesis submitted in partial fulfillment of the requirement for the degree Master of Science in Psychology: Industrial/Organizational Psychology at San Francisco State University. Chris Wright, Ph.D. Professor A VALIDATION OF A GAME-BASED ASSESSMENT FOR THE MEASUREMENT OF VOCATIONAL INTEREST Hope Elizabeth Wear San Francisco, California 2018 Game-based assessments (GBAs) are a new type of technologically-based assessment tool which allow for traditional selection concepts to be measured from gameplay behaviors (e.g., completing levels by following game rules). GBAs use game elements to create an immersive environment which changes how assessments are traditionally measured but retains the psychometric properties within the game to assess a variety of knowledge, skills and abilities. In this study we examined the validity of a GBA for use as a measure of RIASEC vocational interests from Holland (1985). Participants played the GBA as well as completed traditional measures of RIASEC interests. We compared the scores from participants for congruence across the different measures using a multitrait-multimethod matrix (MTMM). -
Truck Driving Simulator Pc Download
Truck driving simulator pc download LINK TO DOWNLOAD Scania Truck Driving Simulator is a PC game that gives you the unique opportunity to get behind the wheels of Scania R-series truck. Scania Truck Driving Simulator is a very complete game, with a super-realistic simulation and fantastic graphics. The depth and variety of the game is another strength of Scania Truck Driving Simulator. The game has several game modes Driving license mode. · How to Download and Play Truck Simulator Europe on PC. Download and install BlueStacks on your PC. Complete Google sign-in to access the Play Store, or do it later. Look for Truck Simulator Europe in the search bar at the top right corner. Click to install Truck Simulator Europe from the search results4/5. Download and play the Scania Truck Driving Simulation for free The downloaded game has no time limit on the play time, however access to some of the game areas is limited until activated. Play free to see if you like the game, and to check whether it is compatible with your computer. · Get American Truck Simulator PC download (indir) for PC with crack. This vehicle simulation game is developed by the Czech company SCS Software. To some extent, it is the competitor of the video game sequel to Euro Truck Simulator 2. It was published at the Electronic Entertainment Expo, in 50 rows · · To see the full description of World Truck Driving Simulator, please visit on . euro truck simulator 3 pc game download will serve you with the best possible game base that would be an amazing thing to experience and to get the real life like fun. -
Evaluating VR Driving Simulation from a Player Experience Perspective
Evaluating VR Driving Simulation from a Player Experience Perspective Marcel Walch Philipp Hock Abstract Ulm University Ulm University The majority of HCI research in the field of automotive in- 89081 Ulm, Germany 89081 Ulm, Germany terfaces and driver-vehicle interaction is conducted utiliz- [email protected] [email protected] ing driving simulators. High-fidelity simulators are expen- sive; in consequence, many researchers use consumer Julian Frommel David Dobbelstein gaming hardware and flat screens as an alternative. In re- Ulm University Ulm University 89081 Ulm, Germany 89081 Ulm, Germany cent years VR devices have become affordable and are [email protected] [email protected] applied already in some driving studies. It has not been shown whether driving simulations can use VR to increase Katja Rogers Michael Weber immersion in low-cost setups. We conducted a pilot study Ulm University Ulm University with 20 participants using a racing game as simulation 89081 Ulm, Germany 89081 Ulm, Germany software. The results of this pilot study indicate that using [email protected] [email protected] a VR headset can potentially dissociate participants to a higher degree from the real world compared to the use of Felix Schüssel flat screens. However, participants felt a higher discomfort Ulm University using the VR HMD. Despite expectations, today’s VR tech- 89081 Ulm, Germany [email protected] nology does not appear to be a generally better choice than flat screens for driving simulator studies. Author Keywords Permission to make digital or hard copies of part or all of this work for personal or Driving simulation; virtual reality; HMD; player experience; classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation simulator sickness; immersion. -
Emergent Behavior in Playerunknown's Battlegrounds by Christopher Aguilar, B.A. a Thesis in Mass Communications Submitted to T
Emergent Behavior in PlayerUnknown’s Battlegrounds by Christopher Aguilar, B.A. A Thesis In Mass Communications Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Approved Bobby Schweizer, Ph.D. Chair of Committee Glenn Cummins, Ph.D. Megan Condis, Ph.D. Mark Sheridan Dean of the Graduate School August, 2019 Copyright 2019, Christopher Aguilar Texas Tech University, Christopher Aguilar, August 2019 ACKNOWLEDGEMENTS I just want to thank everyone that has been an inspiration for me on this journey to get me to this point of my academic success. To Dr. John Velez, who taught the gaming classes during my undergraduate that got me interested in video game research. For helping me choose which game I wanted to write about and giving me ideas of what kinds of research is possible to write. To Dr. Bobby Schweizer, for taking up the reigns for helping me in my thesis and guiding me through this year to reach this pedestal of where I am today with my work. For giving me inspirational reads such as T.L Taylor, ethnography, helping me with my critical thinking and asking questions about research questions I had not even considered. Without your encouragement and setting expectations for me to reach and to exceed, I would not have pushed myself to make each revision even better than the last. I am grateful to Texas Tech’s teachers for caring for their student’s success. My journey in my master’s program has been full of challenges but I am grateful for the opportunity I had. -
The Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. Building on a brief overview of the history of war games, we will sketch the history of military simulations leading to SIMNET in the late 1980s and projects building on this work through the mid-1990s. -
Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education
International Journal of Geo-Information Article Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education Vít Pászto 1,2,* , Jiˇrí Pánek 3 , René Glas 4 and Jasper van Vught 4 1 Department of Geoinformatics, Palacký University Olomouc, 17. listopadu 50, 77146 Olomouc, Czech Republic 2 Department of Informatics and Applied Mathematics, Moravian Business College Olomouc, tˇr.Kosmonaut ˚u1, 77900 Olomouc, Czech Republic 3 Department of Development and Environmental Studies, Palacký University Olomouc, 77146 Olomouc, Czech Republic; [email protected] 4 Department of Media and Culture Studies, Utrecht University, Muntstraat 2-2A, 3512 EV Utrecht, The Netherlands; [email protected] (R.G.); [email protected] (J.v.V.) * Correspondence: [email protected] Abstract: Simulation games, as a method of playful learning, have been used for more than 70 years in various disciplines with the economy as a leading application field. Their development has been tied with advances in computer science, and nowadays, hundreds of simulation games exist. However, simulation games are not just useful for encouraging disciplinary knowledge production; they also promise to be effective tools for interdisciplinary collaboration. To further explore these promises, we report on the design and playing of a simulation game on the boundary of geoinformatics and business and economics; an interdisciplinary field we have termed Spationomy. Within this game, students from different disciplinary (and cultural) backgrounds applied their knowledge and skills to tackle interdisciplinary problems. In this paper, we also analyze students’ feedback on the game Citation: Pászto, V.; Pánek, J.; Glas, to complement this aspect. The main goal is to discuss the design process that went into creating R.; van Vught, J. -
Simulation Video Games May Redefine the Balance Between and Among the Right of Publicity, the First Amendment, and Copyright Law
THIS VERSION DOES NOT CONTAIN PAGE NUMBERS. PLEASE CONSULT THE PRINT OR ONLINE DATABASE VERSIONS FOR PROPER CITATION INFORMATION. ARTICLE NO DOUBT ABOUT IT—YOU’VE GOT TO HAVE HART: SIMULATION VIDEO GAMES MAY REDEFINE THE BALANCE BETWEEN AND AMONG THE RIGHT OF PUBLICITY, THE FIRST AMENDMENT, AND COPYRIGHT LAW * BY JORDAN M. BLANKE ABSTRACT A few recent cases involving simulation video games have highlighted the difficulty of balancing the right of publicity with First Amendment rights. Courts have struggled to develop a definitive test because, among other things, there is significant variation in state right of publicity laws. Courts have experimented with different tests to try to balance the often-competing rights and interests. One of the most popular tests is the “transformative test,” which, fittingly, originates in the copyright doctrine of fair use—a doctrine that itself has a long history of conflict and coexistence with the First Amendment. I examine the history of the right of publicity, and I attempt to apply the various balancing tests in the context of simulation video games. I argue that courts must use a test that, first and foremost, places great weight on First Amendment expression. I also look at the future of efforts to balance competing interests between not only the right of publicity and the First Amendment, but also with copyright law. INTRODUCTION Several recent cases test the boundaries of, and the tensions among, several important rights, specifically, First Amendment freedoms of speech and press, the rights of privacy and publicity, and copyrights. The cases are similar—all involve simulation video games.1 Two of the suits were brought by college * Professor of Computer Information Systems and Law, Stetson School of Business and Economics, Mercer University; J.D., Emory University School of Law; M.S. -
Death Narratives: a Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G
Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games Frank G. Bosman Abstract Ludologically, the death of the game’s protagonist (also known as player’s death of avatar death) is one of the most prominent feedback systems of almost all digital games. -
Gaming Practices, Self-Care, and Thriving Under Neoliberalism
University of Massachusetts Amherst ScholarWorks@UMass Amherst Doctoral Dissertations Dissertations and Theses November 2019 Gaming For Life: Gaming Practices, Self-Care, and Thriving Under Neoliberalism Brian Myers University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/dissertations_2 Part of the Critical and Cultural Studies Commons Recommended Citation Myers, Brian, "Gaming For Life: Gaming Practices, Self-Care, and Thriving Under Neoliberalism" (2019). Doctoral Dissertations. 1801. https://doi.org/10.7275/15065736 https://scholarworks.umass.edu/dissertations_2/1801 This Open Access Dissertation is brought to you for free and open access by the Dissertations and Theses at ScholarWorks@UMass Amherst. It has been accepted for inclusion in Doctoral Dissertations by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. Gaming For Life: Gaming Practices, Self-Care, and Thriving Under Neoliberalism A Dissertation Presented by BRIAN H. MYERS Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment of the requirements for the degree of Doctor of Philosophy September 2019 Department of Communication © Copyright by Brian H. Myers 2019 All Rights Reserved Gaming For Life: Gaming Practices, Self-Care, and Thriving Under Neoliberalism A Dissertation Presented By BRIAN H. MYERS Approved as to style and content by: ______________________________________________________________ Emily West, Chair _____________________________________________________________ Lisa Henderson, Member _______________________________________________________________ TreaAndrea Russworm, Member _____________________________________________________________________ Sut Jhally, Department Chair Department of Communication ACKNOWLEDGEMENTS If this project has taught me one thing, it is that the cultural image we have of the individual writer, sitting alone at a desk, spilling out words from his genius is a fiction. -
Game Review of Roberta Williams'
Game Review of Roberta Williams’ Game Review of Roberta Williams’ Phantasmagoria Alicia Ong History of Computer Game Design: Technology, Culture, and Business February 22, 2001 Contents Publication Information Story and Gameplay Technical Aspects Design of the Game "Success" of the Game Endnotes Publication Information Title: Phantasmagoria Date of Release: Spring 1995 Company: Sierra Studios http://www.stanford.edu/~aradia/Phantasmagoria.htm (1 of 9) [2/23/2001 2:42:50 PM] Game Review of Roberta Williams’ Designed and Written By: Roberta Williams Story by: Roberta Williams, Andy Hoyos Director: Peter Maris Producers: Mark Seibert, J.Mark Hood, Roberta Williams Art Director: Andy Hoyos Game Directors: Roberta Williams, Andy Hoyos, Mark Seibert, J. Mark Hood Lead Programmer: Doug Oldfield Musicians: Jay Usher, Mark Seibert Movie Sequences Scored By: Mark Seibert Opening and Closing Themes: Consumite Furore by Mark Seibert performed by Mark Seibert and the CSUF Concert Choir conducted by: Dr. Gary Unruh Take a Stand by Mark Seibert performed by Mark Seibert Mike Berkowitz-Bass Jacqueline Goodwin-Lead Vocal Paul Thaxter-Drums Both recorded at Maximus and Engineered by Jeff Hall Choir on Movies: The Esoterics Additional Music by: Neal Grandstaff Quality Assurance Lead: Robin Bradley Video Production by Sierra Studios Video Production Supervisor: Bill Crow Lighting and Camera: Randy Littlejohn Assitant Lighting and Camera: Robert Ballew, Craig Denny UltiMatte and Video Engineer: Robert Koeppel Stage Manager: Robert Ballew Property Master: