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Read Book Archaeological Theory in a Nutshell
ARCHAEOLOGICAL THEORY IN A NUTSHELL Author: Adrian Praetzellis Number of Pages: 344 pages Published Date: 21 Dec 2016 Publisher: Left Coast Press Inc Publication Country: Walnut Creek, United States Language: English ISBN: 9781629581590 DOWNLOAD: ARCHAEOLOGICAL THEORY IN A NUTSHELL Archaeological Theory in a Nutshell PDF Book In-depth case studies by partner organizations of Oxfam and Novib as well as by some Oxfam staff show how a variety of approaches to impact assessment - qualitative, quantitative, and participatory - in a range of situations from large-scale integrated development programs to projects involving only one community. Its three sections, Classical and Early Modern Ideas of Memory; Enlightenment and Romantic Memory, and Memory and Late Modernity lay out the key psychological, rhetorical, and cultural concepts of memory in the work of a range of thinkers from Plato to Walter Benjamin. Un Monton de Regalos 6pkAn engaging Maths activity book to really help boost your child's progress at every stage of their learning. If you are copying these guys, you aren't learning from them. Vaginal Birth After Caesarean: The VBAC HandbookInterest in natural ways to improve fertility is soaring. Containing over 8,000 names, from Aachen to Zyrardow, this is a unique and fascinating guide for geographers, travellers, and all with an interest in current world affairs. Cesarsky, France; A. The Company publishes and develops products through various wholly owned subsidiaries including: Rockstar Games, Rockstar North, Gotham Games, Gathering -
Gotham Games Ships the Great Escape for Playstation 2, Xbox and PC
Gotham Games Ships The Great Escape for PlayStation 2, Xbox and PC July 23, 2003 8:34 AM ET NEW YORK--(BUSINESS WIRE)--July 23, 2003-- Featuring The Virtual Return of Steve McQueen, Gotham Games and MGM Interactive Deliver the Classic Title of the Summer Gotham Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ:TTWO), announced today that The Great Escape, based on the classic 1963 Metro-Goldwyn-Mayer Studios Film, has shipped to retail outlets nationwide for the PlayStation(R)2 computer entertainment system, Xbox(TM) video game system from Microsoft(TM) and PC. One of the most celebrated tough-guys of American cinema, Steve McQueen makes a triumphant return as he is digitally recreated to reprise his unforgettable role as Captain Virgil "the Cooler King" Hilts in The Great Escape. Utilizing McQueen's likeness, The Great Escape puts gamers in control of Hilts and his band of POWs as they break free from the notorious Stalag Luft III prison camp and battle the Nazis throughout WWII. Gamers will combat the evil Third Reich in fistfights, shootouts and high-speed chases through 18 unique levels of adrenaline-filled stealth and combat-based gameplay. Throughout The Great Escape, players will control multiple characters, each with their own individual strengths and abilities, through a variety of levels. McQueen's character Hilts, "The Cooler King," has a knack for picking locks. MacDonald, known as "Intelligence," can speak German to impersonate Nazi soldiers, and Hendley, "The Scrounger," is a master pickpocket. The diverse and beautifully rendered levels include a German POW camp, a mountaintop castle-fortress, a moving train and an active Luftwaffe airfield. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
The End Game How Top Developers Sold Their Studios
The End Game How Top Developers Sold Their Studios In November 2002 Angel Studios was purchased by Take Two for $28 million dollars in cash and 235,000 shares of stock. A month earlier Activision purchased Luxoflux for $9 million dollars and 110,000 shares of stock. That same year Infogrames (now Atari) purchased Shiny for a surprising $47 million dollars, and who can forget Microsoft’s purchase of Rare for a whopping $375 million? And the list goes on: Massive Entertainement, Rainbow Studios, Barking Dog, Black Box, Shaba Games, Gray Matter, Treyarch, Outrage, Volition, Digital Anvil, Westwood Studios, and more. All have been purchased by a major publisher and experienced the thrill of the end game. For many developers, selling their studio is the final prize for a race well run. But what do you really know about how a deal goes down and whether or not you are a good prospect? What is it that will make your studio attractive? How will your company be valued? And perhaps most importantly, what can you do to prepare? The information presented in this lecture is based on interviews with key executives from both sides of an acquisition transaction: independent game studios who have been purchased and the publishers who purchased them. Interviews were also conducted with attorneys and investment firms that deal in mergers and acquisitions within the video game and software industries. And finally, research was conducted to quantify specific transactions and acquisition details. DISCLAIMER Mergers and acquisitions are complex business relationships that require the help of legal and accounting professionals. -
Marketing Violent Entertainment to Children: a Review of Self-Regulation and Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries
Marketing Violent Entertainment to Children: A Fourth Follow-up Review of Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries A Report to Congress Federal Trade Commission July 2004 FEDERAL TRADE COMMISSION Timothy J. Muris, Chairman Mozelle W. Thompson, Commissioner Orson Swindle, Commissioner Thomas B. Leary, Commissioner Pamela Jones Harbour, Commissioner Report Contributors Richard F. Kelly, Bureau of Consumer Protection, Division of Advertising Practices Elizabeth Delaney, Bureau of Consumer Protection, Division of Advertising Practices Kial Young, Bureau of Consumer Protection, Division of Advertising Practices Mark Eichorn, Bureau of Consumer Protection, Division of Advertising Practices Lesley A. Fair, Bureau of Consumer Protection, Division of Advertising Practices Mary K. Engle, Associate Director, Bureau of Consumer Protection, Division of Advertising Practices. Assistants Sallie Schools, Bureau of Consumer Protection, Division of Advertising Practices Katherine Zownir, Bureau of Consumer Protection, Division of Advertising Practices Kerry Constabile, Bureau of Consumer Protection Stefano Sciolli, Bureau of Economics Interns Chadwick Crutchfield, Bureau of Consumer Protection, Division of Advertising Practices Jamie Gentry, Bureau of Consumer Protection, Division of Advertising Practices Nicholas A. James, Bureau of Consumer Protection, Division of Advertising Practices Jonathan Longobardi, Bureau of Consumer Protection, Division of Advertising Practices Marketing Violent Entertainment to Children: -
Sony Playstation 2
Sony PlayStation 2 Last Updated on September 28, 2021 Title Publisher Qty Box Man Comments .hack//G.U. Vol. 1//Rebirth Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Demo Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Special Edition Bandai Namco Games .hack//G.U. Vol. 2//Reminisce Namco Bandai Games .hack//G.U. Vol. 3//Redemption Namco Bandai Games .hack//Infection Part 1: Demo Bandai .hack//Infection Part 1 Bandai .hack//Mutation Part 2 Bandai .hack//Mutation Part 2: Trade Demo Bandai .hack//Mutation Part 2: Demo Bandai .hack//Outbreak Part 3: Demo Bandai .hack//Outbreak Part 3 Bandai .hack//Quarantine Part 4 Bandai .hack//Quarantine Part 4: Demo Bandai 007: Agent Under Fire Electronic Arts 007: Agent Under Fire: Greatest Hits Electronic Arts 007: Everything or Nothing Electronic Arts 007: Everything or Nothing: Greatest Hits Electronic Arts 007: Everything or Nothing: Demo Electronic Arts 007: Nightfire Electronic Arts 007: Nightfire: Greatest Hits Electronic Arts 007: Quantum of Solace Activision 18 Wheeler: American Pro Trucker Acclaim 187 Ride or Die Ubisoft 2002 FIFA World Cup Electronic Arts 2006 FIFA World Cup EA Sports 24: The Game 2K Games 25 to Life Eidos 4x4 Evolution Godgames 50 Cent: Bulletproof Vivendi Universal Games 50 Cent: Bulletproof: Greatest Hits Vivendi Universal Games 7 Wonders of the Ancient World MumboJumbo 989 Sports 2004 Disc: Demo 989 Sports 989 Sports Sampler 2003: Demo 989 Sports AC/DC Live: Rock Band Track Pack MTV Games Ace Combat 04: Shattered Skies Namco Ace Combat 04: Shattered Skies: Greatest Hits -
Studio to Be Renamed Rockstar San Diego Effective Immediately
Take-Two Interactive Software, Inc. Announces the Acquisition of Angel Studios, Inc.; Studio to be Renamed Rockstar San Diego Effective Immediately November 20, 2002 8:39 AM ET NEW YORK--(BUSINESS WIRE)--Nov. 20, 2002--Take-Two Interactive Software, Inc. (NASDAQ:TTWO) announced today the acquisition of Angel Studios, Inc., a leading developer of next generation interactive entertainment software. Take-Two acquired Angel Studios for an aggregate $28 million in cash and 235,679 shares of restricted Common Stock. The Company does not anticipate the acquisition of Angel Studios to have any effect on its previously issued fiscal 2003 financial guidance. Angel Studios will be renamed Rockstar San Diego effective immediately. Take-Two and Angel Studios have a long track record of successful partnerships. Angel Studios developed Rockstar Games' best-selling Midnight Club and Smuggler's Run, titles which were introduced at the launch of the PlayStation(R)2 in October 2000. Both titles are now selling under Sony's PlayStation(R)2 Greatest Hits program, with global life-to-date sales of Midnight Club exceeding 1.5 million units. Angel Studios is currently developing Midnight Club II, scheduled for release in February 2003. Angel also developed Microsoft's best-selling Midtown Madness for the PC, as well as Capcom's Resident Evil 2 and Nintendo's Ken Griffey Jr. series, both for the Nintendo 64. Sam Houser, President of Rockstar Games, said, "Angel has been a valued partner to Rockstar over the past three years, and we are particularly excited about our latest collaboration, Midnight Club II. Angel Studios has a strong history of developing state of the art technology and exciting content. -
You've Seen the Movie, Now Play The
“YOU’VE SEEN THE MOVIE, NOW PLAY THE VIDEO GAME”: RECODING THE CINEMATIC IN DIGITAL MEDIA AND VIRTUAL CULTURE Stefan Hall A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2011 Committee: Ronald Shields, Advisor Margaret M. Yacobucci Graduate Faculty Representative Donald Callen Lisa Alexander © 2011 Stefan Hall All Rights Reserved iii ABSTRACT Ronald Shields, Advisor Although seen as an emergent area of study, the history of video games shows that the medium has had a longevity that speaks to its status as a major cultural force, not only within American society but also globally. Much of video game production has been influenced by cinema, and perhaps nowhere is this seen more directly than in the topic of games based on movies. Functioning as franchise expansion, spaces for play, and story development, film-to-game translations have been a significant component of video game titles since the early days of the medium. As the technological possibilities of hardware development continued in both the film and video game industries, issues of media convergence and divergence between film and video games have grown in importance. This dissertation looks at the ways that this connection was established and has changed by looking at the relationship between film and video games in terms of economics, aesthetics, and narrative. Beginning in the 1970s, or roughly at the time of the second generation of home gaming consoles, and continuing to the release of the most recent consoles in 2005, it traces major areas of intersection between films and video games by identifying key titles and companies to consider both how and why the prevalence of video games has happened and continues to grow in power. -
Capcom Co., Ltd. Announces Partnership with Rockstar Games for the Release of ""Grandgrand Theft Auto 33"" in Japan
June 18, 2003 Capcom Co., Ltd. Announces Partnership with Rockstar Games for the Release of ""GrandGrand Theft Auto 33"" in Japan Capcom Co., Ltd. is pleased to announce a partnership agreement with Rockstar Games, the world-renowned publishing division of Take-Two Interactive Software, Inc. to localize, publish and distribute the blockbuster title Grand Theft Auto 3 for the PlayStation2 computer entertainment system and PC in Japan. Grand Theft Auto 3 is scheduled for release in the Japanese market in Fall 2003. “We are extremely excited to have the opportunity to bring Grand Theft Auto 3 to the Japanese gaming public,” stated Sam Houser, President of Rockstar Games. “We at Rockstar Games have great respect for Japan’s passionate gaming community and admire its celebrated video game history. We have always felt that the freedom, non-linearity and gameplay mechanics explored in the Grand Theft Auto series possessed a universal allure that would appeal to gamers worldwide and clearly, Capcom shares the same beliefs. We look forward to working with them to extend the global reach of our best-selling franchise.” “It is an honor to partner with Rockstar Games to release Grand Theft Auto 3 in Japan,” stated Kenzo Tsujimoto, President and CEO of Capcom Co., Ltd. “The Grand Theft Auto franchise changed the way video games are played and perceived with its groundbreaking gameplay, amazing production values and unparalleled sense of style. Now, the Japanese gaming community will finally have the opportunity to experience the Grand Theft Auto phenomenon firsthand. The release of Grand Theft Auto 3 is sure to be a landmark event in the Japanese gaming market.” About Take-Two Interactive Software Headquartered in New York City, Take-Two Interactive Software, Inc. -
Take-Two Interactive Software, Inc. Unveils Its 2003 Electronic Entertainment Expo Lineup
Take-Two Interactive Software, Inc. Unveils Its 2003 Electronic Entertainment Expo Lineup May 12, 2003 9:25 AM ET Publishing Labels Rockstar Games, Gotham Games and Gathering Introduce Some of the Industry's Most Anticipated New Games NEW YORK, May 12, 2003 (BUSINESS WIRE) -- Take-Two Interactive Software, Inc. (NASDAQ: TTWO) is pleased to announce its product lineup for the 2003 Electronic Entertainment Expo (E3) to be held May 14-16 in Los Angeles. Take-Two will display its products in Booth #724 of the South Hall. "Take-Two has succeeded in developing original gaming franchises that push the envelope creatively, aesthetically and culturally, led by Rockstar's blockbuster Grand Theft Auto, Midnight Club and Max Payne brands," said Jeffrey Lapin, Chief Executive Officer of the Company. "Our E3 lineup showcases new titles and platform extensions for these proprietary brands, as well as exciting new products from our Gotham Games and Gathering publishing labels based on both original and licensed content. We are confident that our solid pipeline of products will extend our track record of success as a leading publisher of interactive entertainment software." Rockstar Games' Lineup: Grand Theft Auto: Vice City (PC) From the decade of big hair, excess and pastel suits comes the ultimate story of money, power, and corruption as one man attempts to rise to the top of a criminal empire in Grand Theft Auto: Vice City. The latest installment of the phenomenon that started with a commitment to expansive non-linear gameplay, irreverent humor, and unparalleled action has gone on to worldwide success and is now unleashed upon the PC. -
Take-Two Interactive Software, Inc. Ships Conflict: Desert Storm for Playstation2, Microsoft Xbox and the PC
Take-Two Interactive Software, Inc. Ships Conflict: Desert Storm for PlayStation2, Microsoft Xbox and the PC October 1, 2002 9:07 AM ET NEW YORK, Oct 1, 2002 (BUSINESS WIRE) -- - New Gotham Games Brand Debuts with Title Based on The Gulf War - - Gamers to Take Down Saddam Hussein's Regime Once and For All - Take-Two Interactive Software, Inc. (NASDAQ: TTWO) announced today that its Gotham Games subsidiary has shipped Conflict: Desert Storm for the PlayStation(R)2, the Microsoft Xbox(TM) and the PC. Licensed from SCi (SEG.L) and developed by UK based Pivotal Games, Conflict: Desert Storm is now available at stores in North America. This is the first product release from Gotham Games, a publishing label established by Take-Two earlier this year. Conflict: Desert Storm lets players lead one of the best known and most feared special operations forces in the world: the U.S. Delta Force or the elite British SAS. The missions are as unpredictable as they are dangerous: from vital scud-hunting missions deep within enemy territory to highly secretive rescue and assassination operations in Baghdad. As the first line of defense, the player's objective is clear: Protect Freedom. "Conflict: Desert Storm is the most action-packed and realistic military action shooter available this year," said Jamie Leece, president, Gotham Games. "The game's unprecedented AI governs both enemy and squad behavior and ballistics to accurately simulate the rigors of combat. Once you've successfully played this game, you're ready to enlist!" To present the most realistic depiction of the intense ground war in Iraq, the developers recruited as technical consultant, Cameron Spence, a former high-ranking SAS officer who served in Operation Desert Storm. -
United Games May 2003
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