Machinima: Video Game As an Art Form?
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User Manual for Software Product «1K62 Lathe Simulator»
USER MANUAL FOR SOFTWARE PRODUCT «1K62 LATHE SIMULATOR» Brief Description of the Software Product 3D simulator of a classic screw-cutting lathe machine mod. 1K62. The application simulates the performance of ordinary turning operations in an interactive mode. The capabilities of the simulation model include operations of external and facing turning, drilling and boring of holes, turning of grooves, cutting of external and internal threads. In the full version of the application, more than 70 cutting tools are available for work. The graphical user interface is made in Russian and English. Metric and inch measurement systems are supported. The required amount of video memory of the device is 350 MB. The graphical system of the application uses the components of OpenGL 3.0. Main Screen Elements The main screen of the application is represented by a 3D scene depicting a geometric model of a 1K62 lathe in an abstract spatial environment (Fig. 1). The main control elements are displayed on the screen - buttons and measuring scales of the feed limbs of the lathe. Figure 1 – Main Screen of Application On the right side of the screen are the main function buttons of the application. The first (top to bottom) button is designed to exit from application with confirmation. The second button displays on the main screen a scheme of a screw-cutting machine 1K62 with the designation of the main nodes (Fig. 2). The third button opens the control panel for the workpiece parameters (Fig. 3). In this 3D scene is displayed in the background with the ability to manipulate the camera. -
Towards Balancing Fun and Exertion in Exergames
Towards Balancing Fun and Exertion in Exergames Exploring the Impact of Movement-Based Controller Devices, Exercise Concepts, Game Adaptivity and Player Modes on Player Experience and Training Intensity in Different Exergame Settings Zur Erlangung des Grades eines Doktors der Naturwissenschaften (Dr. rer. nat.) genehmigte Dissertation von Anna Lisa Martin-Niedecken (geb. Martin) aus Hadamar Tag der Einreichung: 05.11.2020, Tag der Prüfung: 11.02.2021 1. Gutachten: Prof. Dr. rer. medic. Josef Wiemeyer 2. Gutachten: Prof. Dr. rer. nat. Frank Hänsel Darmstadt – D 17 Department of Human Sciences Institute of Sport Science Towards Balancing Fun and Exertion in Exergames: Exploring the Impact of Movement-Based Controller Devices, Exercise Concepts, Game Adaptivity and Player Modes on Player Experience and Training Intensity in Different Exergame Settings Zur Erlangung des Grades eines Doktors der Naturwissenschaften (Dr. rer. nat.) genehmigte Dissertation von Anna Lisa Martin-Niedecken (geb. Martin) aus Hadamar am Fachbereich Humanwissenschaften der Technischen Universität Darmstadt 1. Gutachten: Prof. Dr. rer. medic. Josef Wiemeyer 2. Gutachten: Prof. Dr. rer. nat. Frank Hänsel Tag der Einreichung: 05.11.2020 Tag der Prüfung: 11.02.2021 Darmstadt, Technische Universität Darmstadt Darmstadt — D 17 Bitte zitieren Sie dieses Dokument als: URN: urn:nbn:de:tuda-tuprints-141864 URL: https://tuprints.ulb.tu-darmstadt.de/id/eprint/14186 Dieses Dokument wird bereitgestellt von tuprints, E-Publishing-Service der TU Darmstadt http://tuprints.ulb.tu-darmstadt.de [email protected] Jahr der Veröffentlichung der Dissertation auf TUprints: 2021 Die Veröffentlichung steht unter folgender Creative Commons Lizenz: Namensnennung – Share Alike 4.0 International (CC BY-SA 4.0) Attribution – Share Alike 4.0 International (CC BY-SA 4.0) https://creativecommons.org/licenses/by-sa/4.0/ Erklärungen laut Promotionsordnung §8 Abs. -
Computer Game Mods, Modders, Modding, and the Mod Scene
Computer Game Mods, Modders, Modding, and the Mod Scene Walt Scacchi Institute for Software Research and Center for Computer Games and Virtual Worlds University of California, Irvine 92697-3455 USA March 2010 Abstract Computer games have increasingly been the focus of user-led innovations in the form of game mods. This paper examines how different kinds of socio-technical affordances serve to organize the actions of the people who develop and share their game mods. The affordances examined include customization and tailoring mechanisms, software and content copyright licenses, game software infrastructure and development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Overall, this study helps to provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each others' interests, though not always in equivocal terms. Introduction Computer game mods are a leading form of user-led innovation in game design and game play experience. But modded games are not standalone systems, as they require the user to have an originally acquired or authorized copy of the unmodded game. Thus, there are questions of not only who creates what and who owns such modified games, but also whether or how the practice of game modding is controlled or governed by external parties to ultimately exploit the efforts of game modders. -
Machinima : the Art and Practice of Virtual Filmmaking Pdf, Epub, Ebook
MACHINIMA : THE ART AND PRACTICE OF VIRTUAL FILMMAKING PDF, EPUB, EBOOK Phylis Johnson | 327 pages | 30 Mar 2012 | McFarland & Co Inc | 9780786461714 | English | Jefferson, NC, United States Machinima : The Art and Practice of Virtual Filmmaking PDF Book By now, you probably heard the news. With Oculus Rift, and a "new" Second Life, so to speak on the horizon, I am wondering what machinima will be like in the near future. Here's Witchy Woman below , a quick fun machinima capture of the aftermath, with Kara Trapdoor as the tour guide through the now city swamps of St. The film mixes narration from individuals who have been subjected to this dangerous and occasionally fatal prank with artistically glitched wireframe landscapes from the games they play. Courtesy Aino Baar. In conclusion, Understanding Machinima is a well-written and captivating book, especially for those who want to analyse machinima in connection to the universe of media. More Information. Because performance runs in an unreal virtual space, most environments are nurtured by a futuristic aesthetics that take up a feeling of disenchantment for lost utopia from science fiction. Osprey Therian is a director who develops visual storytelling without following a particular script. There are six phases of filmmaking and these phases are taught in the following order in traditional 'in-residence' film production programs. Game companies quickly followed this trend and eventually "game-based demo recording" was used to allow the players to demonstrate their skills, Nitsche, , p. Regardless, lots of people had fun doing random game machinima and commenting on the footage in real time - just not what I wanted this time around. -
Behaviours and Outcomes in Unauthorised Fan-Made Video Game Production
Behaviours and outcomes in unauthorised fan-made video game production Kris Erickson*, Martin Kretschmer*, Olympia Mavridou**, Gregor White** CREATe, University of Glasgow ** University of Abertay Dundee What is a fan game? “A new game project, initiated by fans, which takes inspiration from a pre-existing video game… a fangame adds a significant new experience, differentiating it from minor tweaks, mods, or hacks that merely transform an existing game experience. A fangame project is judged to be motivated by love for the original game, rather than piggybacking on existing engine or source code to make a new product.” Original game may, or may not, be commercially available. Space Quest 0: Replicated Kings Quest 2 Remake Narrative fidelity Ash Grey pastiche sequel Rayman 3D adaptation Narrative innovation Digital Innovation & Copyright Intervention Legal status of Remakes: Constitute copyright infringement if they copy a substantial part of the original (which fan games do, almost by definition) – Unauthorised use may signal (unmet) demand – Unauthorised use may conflict with exploitation of original, and/or damage reputation – Fan games can involve considerable innovation: technological and narrative (i.e. may be wanted from a policy perspective in their own right) Interventions? (1) tolerated use; (2) (pre-)litigation; (3) policy change (exception/non-use) Methodological difficulties: – unknown population – highly heterogeneous practice – reporting bias / survivorship bias (illegitimate activity) – decay of records (digital memory hole) -
MOD Personal Emergency Preparedness Packet
Learn Prepare Respond... One Ashburton Place, Room 1305 Boston, MA 02108 (617)-727-7440 Voice & TTY (800)-322-2020 Voice & TTY Web: www.Mass.Gov/MOD Blog.mass.gov/mod @MassDisability MOD’s Emergency Preparedness Training Supplemental Documents Contents MOD Overview of Services ......................................................................................... 1 Text to 9-1-1 ............................................................................................................... 3 Disability Indicator Information and Form .................................................................. 4 “Show Me for Emergencies” Mobile Alert App ........................................................... 6 MEMA’s Massachusetts Alerts Mobile App ................................................................ 7 The 9-1-1 Silent Call Procedure ................................................................................... 8 Red Cross “Customizing Your Disaster Supplies” Checklist ........................................ 10 FEMA’s “Vital Records” Flyer .................................................................................... 11 Ready.Gov “Preparing Your Pets for Emergencies” Brochure ................................... 12 Mass 2-1-1 Brochure ................................................................................................. 14 Mass Options Brochure ............................................................................................ 15 REquipment Brochure.............................................................................................. -
The Decline of Mmos
The Decline of MMOs Prof. Richard A. Bartle University of Essex United Kingdom May 2013 Abstract Ten years ago, massively-multiplayer online role-playing games (MMOs) had a bright and exciting future. Today, their prospects do not look so glorious. In an effort to attract ever-more players, their gameplay has gradually been diluted and their core audience has deserted them. Now that even their sources of new casual players are drying up, MMOs face a slow and steady decline. Their problems are easy to enumerate: they cost too much to make; too many of them play the exact same way; new revenue models put off key groups of players; they lack immersion; they lack wit and personality; players have been trained to want experiences that they don’t actually want; designers are forbidden from experimenting. The solutions to these problems are less easy to state. Can anything be done to prevent MMOs from fading away? Well, yes it can. The question is, will the patient take the medicine? Introduction From their lofty position as representing the future of videogames, MMOs have fallen hard. Whereas once they were innovative and compelling, now they are repetitive and take-it-or-leave-it. Although they remain profitable at the moment, we know (from the way that the casual games market fragmented when it matured) that this is not sustainable in the long term: players will either leave for other types of game or focus on particular mechanics that have limited appeal or that can be abstracted out as stand-alone games (or even apps). -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
Art and Art History 1
Art and Art History 1 theoretical knowledge to create meaningful artistic contributions. Visual ART AND ART HISTORY imagery created through painting, drawing, printmaking, book arts, ceramics, sculpture, graphic design, media arts, or game design are Art & Art History educates artists, scholars and teachers by fostering emphasized in this program. Additionally, students can also pursue teacher creative expression, visual literacy, and critical thinking through practice certification to apply their artistic skills in the K-12 classroom. and research. By developing mastery of various disciplines in art, students are prepared to become leaders in their chosen careers and make positive 2D contributions to the world. Art & Art History is fully accredited by the • Artist National Association of Schools of Art and Design (NASAD). • Fashion illustrator • Comic illustrator Contact Information • Storyboarder For more information, contact Art & Art History at 402.554.2420. • Medical illustrator Website (http://www.unomaha.edu/college-of-communication-fine- • Art therapist arts-and-media/art-and-art-history/) • Concept artist Admissions • Art educator Any student enrolled in the College of Communication, Fine Arts and Media 3D may declare a major in Art & Art History. To advance to upper level courses, students working on their BASA must pass a portfolio review (ART 2000), • Sculptor which is normally conducted after a student has completed the Studio Core • Art educator I courses, or the equivalents. • Special effects artist • 3D animator Degrees -
The Internationalisation of Service Firms: the Impact of Value Creation on the Internationalisation Strategy of Firms
A Service of Leibniz-Informationszentrum econstor Wirtschaft Leibniz Information Centre Make Your Publications Visible. zbw for Economics Blagoeva, Denitsa Hazarbassanova Doctoral Thesis The Internationalisation of Service Firms: The Impact of Value Creation on the Internationalisation Strategy of Firms PhD Series, No. 35.2016 Provided in Cooperation with: Copenhagen Business School (CBS) Suggested Citation: Blagoeva, Denitsa Hazarbassanova (2016) : The Internationalisation of Service Firms: The Impact of Value Creation on the Internationalisation Strategy of Firms, PhD Series, No. 35.2016, ISBN 9788793483354, Copenhagen Business School (CBS), Frederiksberg, http://hdl.handle.net/10398/9369 This Version is available at: http://hdl.handle.net/10419/208989 Standard-Nutzungsbedingungen: Terms of use: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Documents in EconStor may be saved and copied for your Zwecken und zum Privatgebrauch gespeichert und kopiert werden. personal and scholarly purposes. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle You are not to copy documents for public or commercial Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich purposes, to exhibit the documents publicly, to make them machen, vertreiben oder anderweitig nutzen. publicly available on the internet, or to distribute or otherwise use the documents in public. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen (insbesondere CC-Lizenzen) zur Verfügung gestellt haben sollten, If the documents have -
Art Games Applied to Disability
Figure 1. Thatgamecompany. PlayStation 3. (2009), Flower. Figure 2. Thatgamecompany. PlayStation 4. (2013), Flow. Esther Guanche Dorta. Phd student. [email protected] Ana Marqués Ibáñez. Teacher. [email protected] Department of Didactics of Plastic Expression. Faculty of Education. University of La Laguna. Tenerife. Art Games applied to disability. Figure 3. Thatgamecompany. PlayStation 3. (2012), Journey. THEME 4 – Technology – S3 DT Art Games, Disabilities, Design, Videogames, Inclusive education. Art Games applied to disability. Videogames are an emerging medium which represent a new form of artistic design, creating another means of expression for artists as well as different educational context adapted to people with dissabilities. Abstract This is a study of several examples of artistic videogames which can be 1. Art Games and Indie Games Concept The MOMA2 arranged an exhibition on the 50 years of videogame history, made a used to improve the quality of life of persons with impairment, for those review about the design and has added the most significant games to its permanent with specific or general motoric disabilities and mental disabilities in Art Game is an art object associated to the new interactive communications media exhibition, such as those of the Johnson Gallery with 14 videogames, which have order to bring them closer to art and design studies. As well as to develop new approaches in order to include this medium in artistic and a subgenre of the so-called serious videogames. The term was first used in been increased to around fifty. productions, study the impact of these images in Visual Culture and its academic circles in 2002, and referred to a videogame designed to boost artistic and construction by designing. -
Using Video Game Design to Motivate Students
Using Video Game Design to Motivate Students Michael A. Evans, Brett D. Jones, and Sehmuz Akalin Because video games are so popular with young people, (Reiber, 2005) can be particularly useful in fostering in- formal science learning. researchers have explored ways to use game play to en- To add to the knowledge base, we studied how stu- dents used level-based video game development in an gage students in school subjects (Peppler & Kafai, 2007; out-of-school time (OST) setting to learn science con- tent. Building on prior efforts (Evans & Biedler, 2012; Rockwell & Kee, 2011; Small, 2011). Motivating students Evans, Norton, Chang, Deater-Deckard, & Balci, 2013; Evans, Pruett, Chang, & Nino, 2014), we explored how in science is especially important because of declines the project incorporated the video game to support learn- ers’ science motivation. This work with a commercial both in the number of young people who choose science careers and in the number of adults who have a sufficient MICHAEL A. EVANS is an associate professor in the Department of Teacher Education and Learning Sciences at NC State University. He grasp of science to make thoughtful decisions (Bell, Lew- researches the effects of video games and other popular digital me- dia on youth learning and engagement, with a focus on academic enstein, Shouse, & Feder, 2009). relevance. BRETT D. JONES is a professor in the Educational Psychology pro- gram in the School of Education at Virginia Tech. He researches stu- To counter these trends, informal science educators have dent motivation and examines strategies teachers can use to design adopted video games and simulations as teaching tools instruction to support students’ motivation and learning.