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"ALL OUT!!" Is the First Ever Animated TV Show About Rugby! to Be Produced by TMS and MADHOUSE! Broadcast Will Begin I
N E W S R E L E A S E April 4th, 2016 TMS Entertainment Co., Ltd. "ALL OUT!!" is the first ever animated TV show about rugby! To be produced by TMS and MADHOUSE! Broadcast will begin in the fall of 2016 A team assembled from the sports production elite! A portrayal of the fire of youth! TMS Entertainment Co., Ltd. (Head office: Nakano-ku, Tokyo, President: Yoshiharu Suzuki, referred to below as TMS), will produce an animated TV series based on "ALL OUT!!", the authentic high school rugby manga created by Shiori Amase (currently serialized in Kodansha's 'Morning Two'). They will make the announcement of the broadcast beginning in the fall of 2016, and release teaser visuals. [Official TV show website] http://allout-anime.com/ [Official Twitter account] https://twitter.com/allout_anime [Official Facebook page] https://www.facebook.com/allout.animation ■ About ALL OUT!! "ALL OUT!!" is a high school rugby comic loved for its dynamic production and sensitive psychological portrayal. It has been serialized in the monthly "Morning Two" since 2012, and the comic has now been published up to Volume 7 (referred to below as "ongoing publication".) Volume 8 is scheduled for publication on February 23rd, with the simultaneous release of a Special Edition Volume 8 bundled with an original drama CD featuring the same cast as the animated TV show, as well as a Special Edition Volume 1 consisting of the previously published Volume 1 bundled with the original drama CD. ■ A stellar team has been assembled! The show is directed by Kenichi Shimizu, who has worked on "Parasyte -The Maxim-", "Avengers Confidential: Black Widow & Punisher", etc., and is widely active both in Japan and overseas. -
Protoculture Addicts #68
Sample file CONTENTS 3 ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ PROTOCULTURE ✾ PRESENTATION ........................................................................................................... 4 STAFF NEWS ANIME & MANGA NEWS: Japan / North America ............................................................... 5, 10 Claude J. Pelletier [CJP] — Publisher / Manager ANIME & MANGA RELEASES ................................................................................................. 6 Martin Ouellette [MO] — Editor-in-Chief PRODUCTS RELEASES ............................................................................................................ 8 Miyako Matsuda [MM] — Editor / Translator NEW RELEASES ..................................................................................................................... 11 Contributing Editors Aaron K. Dawe, Asaka Dawe, Keith Dawe REVIEWS Kevin Lillard, James S. Taylor MODELS: ....................................................................................................................... 33, 39 MANGA: ............................................................................................................................. 40 Layout FESTIVAL: Fantasia 2001 (Anime, Part 2) The Safe House Metropolis ...................................................................................................................... 42 Cover Millenium Actress ........................................................................................................... -
UHD Plans to Keep Returning Students Safe Amid Pandemic
Student Run Since Volume One Thursday, August 27, 2020 | Vol. 65, Iss. 1 In This Issue............ continue as noted in Gator Life...........................2 UHD plans to keep returning Step 2 ORANGE. If the change to Step News..................................6 3 YELLOW occurs Opinions............................13 while planning the Arts and Entertainment......16 students safe amid pandemic spring semester and By Sheryl Sellers the previous semes- ry? The list below includes until Sept. 8. ter (fall) was at Step Returning to the some concise but important 1 RED or Step 2 ORANGE, fall semester under the information regarding which Step 2 ORANGE: Sept. 8 - additional hybrid, online pandemic that disrupted the students can enter campus TBA interactive and low capacity spring semester can feel and when. This is up to date face-to-face classes will be overwhelming. Students are as of Aug. 26. The difference in scheduled for that coming coming back to a semester classroom instruction modes semester. like never before. The virus Step 1 RED: Aug. 24 - between Step 1 RED and During Step 3 contamination between Sept. 7 Step 2 ORANGE regards YELLOW, students will be spring and fall turned for population density. It is allowed on campus for class- the worse rather than for the Classes will be held anticipated that hybrid, face- es or to use services based on Faculty Spotlight better. Students check and online or online interactive, to-face and online interactive availability. Students will be double check their classes see Gator Life, Page 4 i.e. class held via Zoom at will operate as scheduled if allowed to drop in at Student and the mode of instruction the stated class time. -
SNAFU Con 2016 Schedule
SNAFU Con 2016 Schedule You hold in your hands the power to see the future! Well . sort of. Use this schedule to figure out where you want to be this weekend, and don't forget to plan some time to eat and sleep. Welcome to SNAFU Con 2016! Key Registration Hours Italics Video Thursday: 6:00 PM - 11:00 PM (Fully paid badges only! ) Bold Guests Involved Friday: 9:00 AM - 11:00 PM Gray Room Closed Saturday: 9:00 AM - 11:00 PM Sunday: 10:00 AM - 4:00 PM Softer The room is open, but Gray nothing is scheduled. Artist Alley Hours Friday: 12:00 PM - 9:00 PM Saturday: 9:00 AM - 8:00 PM Sunday: 9:00 AM - 5:00 PM Vendor Room Hours Friday: 1:00 PM – 7:00 PM Saturday: 11:00 AM – 7:00 PM Sunday: 10:00 AM– 4:00 PM https://secure.snafucon.com /registration/schedule_spreadsheet.php Thursday October 6, 2016 Time 6:00 PM 7:00 PM 8:00 PM 9:00 PM 10:00 PM 11:00 PM Main Stage Swap Meet Room Main Stage Karaoke Main area General Cosplay Meetup Foyer Registration Paid registrations, pick up your badges! Tabletop Cosplay Chess UFS Demo, Pathfinder games, and board games! Friday October 7, 2016 Time 6:00 AM 7:00 AM 8:00 AM 9:00 AM 10:00 AM 11:00 AM Main Stage Con Opens! Video Main Eyeshield 21 1-5 Karaoke Hetalia Cosplay Room Meetup 24-Hour Gaming E-Gaming Action! Tabletop Open Room Friday 12:00PM - 11:59PM Friday October 7, 2016 Time 12:00 PM 1:00 PM 2:00 PM 3:00 PM 4:00 PM 5:00 PM Main Opening Ceremonies Stage Video Eyeshield 21 1-5 Haikyu!! 1-5 Yu-Gi-Oh GX 1-5 Ace Attorney 1-4 Main Panel Behind the Voices with Main Danielle McRae Russian Fairy Tales and Panel 2 the Art They Inspire Work How to (PROPERLY) Shops Tie a Tie Karaoke Karaoke JoJo's Bizarre Adventure Contest Karaoke Contest! Room Cosplay Meetup Sign-Ups 24-Hour Gaming Action! E-Gaming Super Smash Bros. -
Not of Woman Born: Monstrous Interfaces and Monstrosity in Video Games
NOT OF WOMAN BORN: MONSTROUS INTERFACES AND MONSTROSITY IN VIDEO GAMES By LAURIE N. TAYLOR A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2006 Copyright 2006 by Laurie N. Taylor To Pete. ACKNOWLEDGMENTS I have many people to thank for this dissertation: my friends, family, and teachers. I would also like to thank the University of Florida for encouraging the study of popular media, with a high level of critical theory and competence. This dissertation also would not have been possible without the diligent help and guidance from my committee members, Donald Ault and Jane Douglas, as well as numerous other faculty members and graduate students both at the University of Florida and at other institutions. Thanks go to friends and loved ones (and cats): Colin, Jeremiah, Nix, Galahad, and Mila. And, thanks go always to Pete, for helping with research, discussion, giving me love and support, and for being wonderful. iv TABLE OF CONTENTS Page ACKNOWLEDGMENTS ..............................................................................................iv ABSTRACT.................................................................................................................viii CHAPTER 1 INTRODUCTION....................................................................................................1 Introduction..............................................................................................................1 -
CONTEMPORARY COMMUNICATION, the CULTURE of MANGA Christiana Constantopoulou Manga and Anime
French Journal For Media Research – n° 6/2016 – ISSN 2264-4733 ------------------------------------------------------------------------------------ CONTEMPORARY COMMUNICATION, THE CULTURE OF MANGA Christiana Constantopoulou Professeure de Sociologie de la Communication Université Panteion, Athènes - Grèce Manga and Anime The popularity of anime and manga has helped westerners gain a broader understanding of Japanese culture. Manga is a generic term for all graphic novels and comic books originally published in Japan. Manga is read either in serialized comic books, monthly magazines, or graphic novels. All formats are available in English translation, graphic novels, however, are the most common and can be found in both major bookstore chains and local comic shops. The graphic novels are usually presented in "manga-style," meaning a right-to-left format. The word Manga, when translated directly, means “whimsical drawings”. Manga are typically 'comic books' as the West understands them; rather, they represent pieces of Japanese culture and history. The 'manga' style has an extensive history, beginning sometime in the 10th century; scrolls from that period depict animals as part of the 'upper class', behaving as a typical human would in similar situations. Such scrolls would go on to be known as the Chōjū giga or “The Animal Scrolls”. Scrolls found later on in the 12th century would depict images of religion such as the Gaki Zoshi (Hungry Ghost Scrolls) and the Jigoku zoshi (Hell Scrolls). While both dealt with various aspects of religion, unlike “The Animal Scrolls”, these provided a more instructive viewpoint, rather than a comedic style. Manga are more significant, culturally, than Western comic books (though many fill the same role). -
Full Arcade List OVER 2700 ARCADE CLASSICS 1
Full Arcade List OVER 2700 ARCADE CLASSICS 1. 005 54. Air Inferno 111. Arm Wrestling 2. 1 on 1 Government 55. Air Rescue 112. Armed Formation 3. 1000 Miglia: Great 1000 Miles 56. Airwolf 113. Armed Police Batrider Rally 57. Ajax 114. Armor Attack 4. 10-Yard Fight 58. Aladdin 115. Armored Car 5. 18 Holes Pro Golf 59. Alcon/SlaP Fight 116. Armored Warriors 6. 1941: Counter Attack 60. Alex Kidd: The Lost Stars 117. Art of Fighting / Ryuuko no 7. 1942 61. Ali Baba and 40 Thieves Ken 8. 1943 Kai: Midway Kaisen 62. Alien Arena 118. Art of Fighting 2 / Ryuuko no 9. 1943: The Battle of Midway 63. Alien Challenge Ken 2 10. 1944: The LooP Master 64. Alien Crush 119. Art of Fighting 3 - The Path of 11. 1945k III 65. Alien Invaders the Warrior / Art of Fighting - 12. 19XX: The War Against Destiny 66. Alien Sector Ryuuko no Ken Gaiden 13. 2 On 2 OPen Ice Challenge 67. Alien Storm 120. Ashura Blaster 14. 2020 SuPer Baseball 68. Alien Syndrome 121. ASO - Armored Scrum Object 15. 280-ZZZAP 69. Alien vs. Predator 122. Assault 16. 3 Count Bout / Fire SuPlex 70. Alien3: The Gun 123. Asterix 17. 30 Test 71. Aliens 124. Asteroids 18. 3-D Bowling 72. All American Football 125. Asteroids Deluxe 19. 4 En Raya 73. Alley Master 126. Astra SuPerStars 20. 4 Fun in 1 74. Alligator Hunt 127. Astro Blaster 21. 4-D Warriors 75. AlPha Fighter / Head On 128. Astro Chase 22. 64th. Street - A Detective Story 76. -
Harga Sewaktu Wak Jadi Sebelum
HARGA SEWAKTU WAKTU BISA BERUBAH, HARGA TERBARU DAN STOCK JADI SEBELUM ORDER SILAHKAN HUBUNGI KONTAK UNTUK CEK HARGA YANG TERTERA SUDAH FULL ISI !!!! Berikut harga HDD per tgl 14 - 02 - 2016 : PROMO BERLAKU SELAMA PERSEDIAAN MASIH ADA!!! EXTERNAL NEW MODEL my passport ultra 1tb Rp 1,040,000 NEW MODEL my passport ultra 2tb Rp 1,560,000 NEW MODEL my passport ultra 3tb Rp 2,500,000 NEW wd element 500gb Rp 735,000 1tb Rp 990,000 2tb WD my book Premium Storage 2tb Rp 1,650,000 (external 3,5") 3tb Rp 2,070,000 pakai adaptor 4tb Rp 2,700,000 6tb Rp 4,200,000 WD ELEMENT DESKTOP (NEW MODEL) 2tb 3tb Rp 1,950,000 Seagate falcon desktop (pake adaptor) 2tb Rp 1,500,000 NEW MODEL!! 3tb Rp - 4tb Rp - Hitachi touro Desk PRO 4tb seagate falcon 500gb Rp 715,000 1tb Rp 980,000 2tb Rp 1,510,000 Seagate SLIM 500gb Rp 750,000 1tb Rp 1,000,000 2tb Rp 1,550,000 1tb seagate wireless up 2tb Hitachi touro 500gb Rp 740,000 1tb Rp 930,000 Hitachi touro S 7200rpm 500gb Rp 810,000 1tb Rp 1,050,000 Transcend 500gb Anti shock 25H3 1tb Rp 1,040,000 2tb Rp 1,725,000 ADATA HD 710 750gb antishock & Waterproof 1tb Rp 1,000,000 2tb INTERNAL WD Blue 500gb Rp 710,000 1tb Rp 840,000 green 2tb Rp 1,270,000 3tb Rp 1,715,000 4tb Rp 2,400,000 5tb Rp 2,960,000 6tb Rp 3,840,000 black 500gb Rp 1,025,000 1tb Rp 1,285,000 2tb Rp 2,055,000 3tb Rp 2,680,000 4tb Rp 3,460,000 SEAGATE Internal 500gb Rp 685,000 1tb Rp 835,000 2tb Rp 1,215,000 3tb Rp 1,655,000 4tb Rp 2,370,000 Hitachi internal 500gb 1tb Toshiba internal 500gb Rp 630,000 1tb 2tb Rp 1,155,000 3tb Rp 1,585,000 untuk yang ingin -
Immersive Sims a Game Design Philosophy by Hackers
Immersive Sims A game design philosophy by hackers and D&D nerds H.A.C.K. online meetup Whoami Game developer ■ Tech Manager at Supermassive Games @Guildford ■ Gamelab: Hungarian Indie ■ Stompy Bot: Canadian Indie Dániel Molnár Hacker -Houruck- ■ id tech lineage presentation @Lakat-LAN ■ Open Source Games & Hacking in video games talks @camp++ ■ “Homo Ludens Ludens” /stf/ Disclaimer ■ I haven’t played most of these games when they came out ⤏ Most of them didn’t click at first ⤏ I was more invested in action titles with twitch gameplay ■ It is my new favourite as a gamer ⤏ I was working on a “boomer shooter” concept ⤏ Picked elements from other titles influenced by immersive sims ⤏ And/Or I had a similar thought process to their designers ⤏ Possibly due to my IT background and interest in hacking ■ I find it intellectually challenging to design What is this talk about? Immersive Sims ■ I think it is not a genre, but rather a design direction ⤏ Form of environmental design ⤏ Common narrative trappings ⤏ Game design philosophy ■ I am currently working on my own definition ■ Guildford Interpretation of Immersive Sims ■ Researching relevant games ■ My findings so far from the lense of connections to the hacker subculture What is even a genre? ■ Movies are a bit more clear-cut ■ Video games have broad genres like action,adventure,etc. ⤏ We tend to focus on mechanics and design ⤏ Like First Person Shooter (states camera, and core mechanic) ⤏ And Real Time Strategy (so not turn based) ⤏ Or compare to other titles (Doom clone, Soulslike) ⤏ It can oversimplify or alienate newcomers (Roguelike, Metroidvania) ■ End of the day it is just a label ⤏ Allowing for marketing and meaningful conversations ⤏ For gamers and developers alike Berlin Interpretation of Roguelikes High value factors Low value factors 1. -
Anime Fusion Will Return! Year 9: “Trick Or Treat” October 16-18, 2020 Crowne Plaza Minneapolis West
Welcome General Information Operations, Parking, Shuttle, Concessions ................................................. 2 Registration, Volunteers, Con Fuel ................................................................. 3 Activity Information Club Fusion, Photoshoots, Cosplay Lounge, Family Activity Room, Quiet Zone, Merchandise ...................................... 4 Room Parties, Karma Café, Manga Library ..................................................... 5 Masquerade Cosplay Competition ..................................................................... 6 Vendor Information Artist Alley, Dealers Room, Ambassador Row ............................................. 7 Guest Information Guests of Honor ........................................................................................................... 8 Featured Speakers .......................................................................................................... 9 Dance DJs ......................................................................................................................... 11 Autograph Sessions, Charity Auctions ........................................................ 12 Special Features Maid Cafe, Swap Meet ................................................................................................ 14 Community Rooms, Boffer Foam Fighting ................................................. 15 Gaming Rooms Tabletop Gaming .......................................................................................................... 16 Video -
Female and Evil: the Role Gender Plays for Villains In
2013 University of Utrecht Faculty of the Humanities Author: Terry Guijt Student number: 3622045 Supervisor: Dr. R.H. Leurs Second reader: Dr. J.I.L. Veugen Date: 9-8-2013 [FEMALE AND EVIL: THE ROLE GENDER PLAYS FOR VILLAINS IN ADVENTURE GAMES] Keywords: Philosophy of Evil, Digital Games, Gender, Stereotypes, Feminism __________________________________________________________________________ This research paper examines how female evil is represented in adventure games from 1982 till 2013 and how this representation of female evil can be understood in a cultural philosophical perspective. First, the philosophical growth of the term evil is summarized and the paper describes how media forms, such as art, literature and movies, have represented evil in the past. While these art forms focus on representation through images, sound and text, video games introduce interactivity as a new tool to represent, understand and occasionally even be evil. Observed is that female villains are represented through text, images, sound and extra diegetic material. By examining the female gender role of end bosses in digital games, the portrayal of evil is studied and it is shown that humanlike female end bosses become demonized oral villains as their representation is stereotyped with the use of symbols for evil. Only when the villain is a genderless being the female aspects of the end boss can be said to be of cultural importance. Dear reader, While the King needs to be put checkmate, it is the defeat of the Queen that causes the most relief --- Playing a game of Chess This thesis is written to conclude the master’s degree Media and Performance Studies at the University of Utrecht. -
On Representations and Uses of Artificial Intelligence in Videogames
EUROPEAN JOURNAL OF MEDIA STUDIES www.necsus-ejms.org Playing intelligence: On representations and uses of artificial intelligence in videogames Martin Hennig NECSUS 9 (1), Spring 2020: 151–171 URL: https://necsus-ejms.org/playing-intelligence-on-representa- tions-and-uses-of-artificial-intelligence-in-videogames/ Abstract Computer games take up and extend traditional discourses on tech- nology and artificial intelligence (AI). Moreover, representations of AI in computer games include not only narrative aspects but game me- chanics as well. This contribution focuses on what distinguishes this kind of AI representation from other medial forms, and on how dif- ferent types of AI representation can be identified within the com- puter games field. Overall, representations of AI make visible specific aspects and ideologies implied by the gameplay. From this perspec- tive, it is outlined how these representations work either as support for fantasies of self-empowerment or as an emphasis on medial de- termination; moreover, cultural functions and meanings provided in this context are highlighted. Keywords: AI, AI development, artificial intelligence, digital society, games, intelligence, narrative, video games Introduction Artificial intelligence (AI) is gaining importance in the context of the general digitisation of modern society. Likewise, it is essential for dealing with con- temporary computer games in different ways. AI is used at present as a mar- keting strategy for propping up the sales of both game software and hard- ware.[1] AI is also important for gameplay, and it forms a popular motif in NECSUS – EUROPEAN JOURNAL OF MEDIA STUDIES computer game narratives. The latter dimension in particular precedes re- cent technological developments, and the topic of AI has a long tradition in games.