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Videogames in the Museum: Participation, Possibility and Play in Curating Meaningful Visitor Experiences
Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences Gregor White Lynn Parker This paper was presented at AAH 2016 - 42nd Annual Conference & Book fair, University of Edinburgh, 7-9 April 2016 White, G. & Love, L. (2016) ‘Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences’, Paper presented at Association of Art Historians 2016 Annual Conference and Bookfair, Edinburgh, United Kingdom, 7-9 April 2016. Videogames in the Museum: Participation, possibility and play in curating meaningful visitor experiences. Professor Gregor White Head of School of Arts, Media and Computer Games, Abertay University, Dundee, UK Email: [email protected] Lynn Parker Programme Leader, Computer Arts, Abertay University, Dundee, UK Email: [email protected] Keywords Videogames, games design, curators, museums, exhibition, agency, participation, rules, play, possibility space, co-creation, meaning-making Abstract In 2014 Videogames in the Museum [1] engaged with creative practitioners, games designers, curators and museums professionals to debate and explore the challenges of collecting and exhibiting videogames and games design. Discussions around authorship in games and games development, the transformative effect of the gallery on the cultural reception and significance of videogames led to the exploration of participatory modes and playful experiences that might more effectively expose the designer’s intent and enhance the nature of our experience as visitors and players. In proposing a participatory mode for the exhibition of videogames this article suggests an approach to exhibition and event design that attempts to resolve tensions between traditions of passive consumption of curated collections and active participation in meaning making using theoretical models from games analysis and criticism and the conceit of game and museum spaces as analogous rules based environments. -
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. -
The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
Agricultural Engineering Journals in AGRICOLA
Agricultural Engineering Journals in AGRICOLA https://web.archive.org/web/20030428232053/http://www.usain.org:80... Agricultural and Biosystems Engineering Journal List Valerie Perry, Public Services Librarian, Agricultural Information Center, University of Kentucky, Lexington, KY 40546-0091 Allison Level, Assistant Professor, Morgan Library, Colorado State University, Fort Collins, CO 80523-1019 list from chapter "Agricultural and Biosystems Engineering" by Mary Anderson Ochs and Mary E. Patterson in Using the Agricultural, Environmental and Food Literature ** indicates titles not included in AGRICOLA listing. 4/05/02 ISI AGRICOLA Journal Titles ISSN Publication Information Impact Indexing Factor **Acta biotechnologica. 0138-4988 1981- Berlin: Akademie-Verlag. 0.351 1981- v. 12- Tokyo: Farm Machinery **Agricultural mechanization in Asia, 0084-5841 Industrial Research Corp. Continues N/A Africa and Latin America. Agricultural Mechanization in Southeast Asia. Cover-to-cover 1976- Barking, U.K.: Elsevier Applied Agricultural systems. 0308-521X 0.815 and contains Science. abstracts. Agricultural water management. 0378-3774 1976- Amsterdam: Elsevier. 0.526 Cover-to-cover. Cover-to-cover Agriculture, ecosystems & environment. 0167-8809 1983- Amsterdam; New York: Elsevier. 1.297 and contains abstracts. Selectively and American Society for Microbiology. 1976- v. 31- Washington: American Society 0099-2240 3.688 contains Applied and environmental microbiology. for Microbiology. abstracts. Cover-to-cover 1985- St. Joseph, MI : American Society of Applied engineering in agriculture. 0883-8542 0.249 and contains Agricultural Engineers. abstracts. 1984- v. 19- Berlin: Springer International. Selectively and Applied microbiology and biotechnology. 0175-7598 Continues European Journal of Applied 1.754 contains Microbiology and Biotechnology. abstracts. 1974- London: Intermediate Technology **Appropriate technology. -
NVIDIA Launches Tegra X1 Mobile Super Chip
NVIDIA Launches Tegra X1 Mobile Super Chip Maxwell GPU Architecture Delivers First Teraflops Mobile Processor, Powering Deep Learning and Computer Vision Applications NVIDIA today unveiled Tegra® X1, its next-generation mobile super chip with over one teraflops of processing power – delivering capabilities that open the door to unprecedented graphics and sophisticated deep learning and computer vision applications. Tegra X1 is built on the same NVIDIA Maxwell™ GPU architecture rolled out only months ago for the world's top-performing gaming graphics card, the GeForce® GTX 980. The 256-core Tegra X1 provides twice the performance of its predecessor, the Tegra K1, which is based on the previous-generation Kepler™ architecture and debuted at last year's Consumer Electronics Show. Tegra processors are built for embedded products, mobile devices, autonomous machines and automotive applications. Tegra X1 will begin appearing in the first half of the year. It will be featured in the newly announced NVIDIA DRIVE™ car computers. DRIVE PX is an auto-pilot computing platform that can process video from up to 12 onboard cameras to run capabilities providing Surround-Vision, for a seamless 360-degree view around the car, and Auto-Valet, for true self-parking. DRIVE CX is a complete cockpit platform designed to power the advanced graphics required across the increasing number of screens used for digital clusters, infotainment, head-up displays, virtual mirrors and rear-seat entertainment. "We see a future of autonomous cars, robots and drones that see and learn, with seeming intelligence that is hard to imagine," said Jen-Hsun Huang, CEO and co-founder, NVIDIA. -
RELX Group Annual Reports and Financial Statements 2015
Annual Reports and Financial Statements 2015 Annual Reports and Financial Statements 2015 RELX Group is a world-leading provider of information and analytics for professional and business customers across industries. We help scientists make new discoveries, lawyers win cases, doctors save lives and insurance companies offer customers lower prices. We save taxpayers and consumers money by preventing fraud and help executives forge commercial relationships with their clients. In short, we enable our customers to make better decisions, get better results and be more productive. RELX PLC is a London listed holding company which owns 52.9 percent of RELX Group. RELX NV is an Amsterdam listed holding company which owns 47.1 percent of RELX Group. Forward-looking statements The Reports and Financial Statements 2015 contain forward-looking statements within the meaning of Section 27A of the US Securities Act of 1933, as amended, and Section 21E of the US Securities Exchange Act of 1934, as amended. These statements are subject to a number of risks and uncertainties that could cause actual results or outcomes to differ materially from those currently being anticipated. The terms “estimate”, “project”, “plan”, “intend”, “expect”, “should be”, “will be”, “believe”, “trends” and similar expressions identify forward-looking statements. Factors which may cause future outcomes to differ from those foreseen in forward-looking statements include, but are not limited to competitive factors in the industries in which the Group operates; demand for the Group’s products and services; exchange rate fluctuations; general economic and business conditions; legislative, fiscal, tax and regulatory developments and political risks; the availability of third-party content and data; breaches of our data security systems and interruptions in our information technology systems; changes in law and legal interpretations affecting the Group’s intellectual property rights and other risks referenced from time to time in the filings of the Group with the US Securities and Exchange Commission. -
Co-Optimizing Performance and Memory Footprint Via Integrated CPU/GPU Memory Management, an Implementation on Autonomous Driving Platform
Co-Optimizing Performance and Memory Footprint Via Integrated CPU/GPU Memory Management, an Implementation on Autonomous Driving Platform Soroush Bateni*, Zhendong Wang*, Yuankun Zhu, Yang Hu, and Cong Liu The University of Texas at Dallas Abstract—Cutting-edge embedded system applications, such as launches the OpenVINO toolkit for the edge-based deep self-driving cars and unmanned drone software, are reliant on learning inference on its integrated HD GPUs [4]. integrated CPU/GPU platforms for their DNNs-driven workload, Despite the advantages in SWaP features presented by the such as perception and other highly parallel components. In this work, we set out to explore the hidden performance im- integrated CPU/GPU architecture, our community still lacks plication of GPU memory management methods of integrated an in-depth understanding of the architectural and system CPU/GPU architecture. Through a series of experiments on behaviors of integrated GPU when emerging autonomous and micro-benchmarks and real-world workloads, we find that the edge intelligence workloads are executed, particularly in multi- performance under different memory management methods may tasking fashion. Specifically, in this paper we set out to explore vary according to application characteristics. Based on this observation, we develop a performance model that can predict the performance implications exposed by various GPU memory system overhead for each memory management method based management (MM) methods of the integrated CPU/GPU on application characteristics. Guided by the performance model, architecture. The reason we focus on the performance impacts we further propose a runtime scheduler. By conducting per-task of GPU MM methods are two-fold. -
Military Physician
MILITARY PHYSICIAN Military Physician Program Council and Peer Review Board Members Quarterly Official Organ of the Section of Military Physicians at the Polish Chairman Medical Society Grzegorz Gielerak – Head of the Military Institute of Medicine Oficjalny Organ Sekcji Lekarzy Wojskowych Polskiego Towarzystwa Lekarskiego Members Scientific Journal of the Military Institute of Medicine Massimo Barozzi (Italy) Pismo Naukowe Wojskowego Instytutu Medycznego Anna Hauska-Jung (Poland) Published since 3 January 1920 Wiesław W. Jędrzejczak (Poland) Number of points assigned by the Polish Ministry of Science and Higher Dariusz Jurkiewicz (Poland) Paweł Kaliński (USA) Education (MNiSW) – 4 Frederick C. Lough (USA) Marc Morillon (Belgium) Arnon Nagler (Israel) Stanisław Niemczyk (Poland) Editorial Board Krzysztof Paśnik (Poland) Francis J. Ring (UK) Editor-in-Chief Daniel Schneditza (Austria) Jerzy Kruszewski MD, PhD Zofia Wańkowicz (Poland) Deputy Editors-in-Chief Krzysztof Korzeniewski Marek Maruszyński Piotr Rapiejko Secretary Ewa Jędrzejczak Editorial Office Military Institute of Medicine 128 Szaserów St., 04-141 Warsaw 44, Poland telephone/fax: +48 261 817 380 e-mail: [email protected] www.lekarzwojskowy.pl © Copyright by Military Institute of Medicine Practical Medicine Publishing House / Medycyna Praktyczna 2 Rejtana St., 30-510 Kraków, Poland Telephone: +48 12 29 34 020, fax: +48 12 29 34 030 e-mail: [email protected] Managing Editor Lidia Miczyńska Proofreading Dariusz Rywczak, Iwona Żurek Cover Design Krzysztof Gontarski Typesetting Łukasz Łukasiewicz DTP Katarzyna Opiela Advertising For many years, “Military Physician” has been indexed in the Piotr Lorens MD Polish Medical Bibliography (Polska Bibliografia Lekarska), the tel. +48 663 430 191; e-mail: [email protected] oldest Polish bibliographic database. -
Gaming Catalogue (MEERMAN)
Table of Contents Sony Playstation 2 Slim 2 Nintendo DSi XL 3 Nintendo Game Boy Colour 5 Nintendo Game Boy games 8 Nintendo GameCube w/ GAMEBOY Player 9 Nintendo GameCube w/ broadband adaptor 10 Nintendo GameCube Modem adaptor 11 Nintendo GameCube Wavebird (wireless controller) 12 Nintendo GameCube memory cards (x5) 13 Nintendo GameCube PS2 and PS/2 adapter 14 USB adaptor for Nintendo GameCube 14 Nintendo GameCube Games 15 Nintendo DS 17 Nintendo DS Games 17 Nintendo Wii 18 Nintendo 64 Console 21 Nintendo 64 Games (unboxed) 22 Microsoft Xbox 360 Elite (120 GB) 23 Microsoft Xbox 360: External HD-DVD drive 24 Microsoft Xbox 360 Kinect 25 Microsoft Xbox 360 official remote control 26 Microsoft Xbox 360 games (boxed) 27 Sony Playstation 2 Slim Condition Working Good Includes Playstation 2 Slim unit (Colour: Hot Pink) 2x Dual Shock Controllers One as new (unopened) 8 MB memory card UK power adaptor Composite output cable (Yellow, White, Red RCA) Composite to SCART adaptor Excludes Protective packaging within box (box is bare inside) Nintendo DSi XL Condition Working Excellent Includes DSi XL unit (colour: Wine Red) UK power adaptor Bundled stylus (in unit) Original packaging Club Nintendo pull string carry bag, felt, blue Excludes SD card Nintendo Game Boy Pocket Condition Working Colour: Silver Minor scratch in lower left of screen Worn paint around rear edges (front OK) Excludes Battery cover (missing) Packaging / Box Game (listed separately) Batteries (just to prove functionality) Nintendo Game Boy Colour Condition Colour: Purple Working Generally fair/good Minor scratches around screen, but screen itself is OK Product sticker on rear is a worn Battery cover is not original, and bright green Excludes Packaging Game (listed separately) (Batteries) Nintendo Game Boy Advance x3 1: Special edition (GameBoy Advance SP) Working (Clam shell design with backlight) Blue Good condition, screen scratch free. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
A Low-Cost Deep Neural Network-Based Autonomous Car
DeepPicar: A Low-cost Deep Neural Network-based Autonomous Car Michael G. Bechtely, Elise McEllhineyy, Minje Kim?, Heechul Yuny y University of Kansas, USA. fmbechtel, elisemmc, [email protected] ? Indiana University, USA. [email protected] Abstract—We present DeepPicar, a low-cost deep neural net- task may be directly linked to the safety of the vehicle. This work based autonomous car platform. DeepPicar is a small scale requires a high computing capacity as well as the means to replication of a real self-driving car called DAVE-2 by NVIDIA. guaranteeing the timings. On the other hand, the computing DAVE-2 uses a deep convolutional neural network (CNN), which takes images from a front-facing camera as input and produces hardware platform must also satisfy cost, size, weight, and car steering angles as output. DeepPicar uses the same net- power constraints, which require a highly efficient computing work architecture—9 layers, 27 million connections and 250K platform. These two conflicting requirements complicate the parameters—and can drive itself in real-time using a web camera platform selection process as observed in [25]. and a Raspberry Pi 3 quad-core platform. Using DeepPicar, we To understand what kind of computing hardware is needed analyze the Pi 3’s computing capabilities to support end-to-end deep learning based real-time control of autonomous vehicles. for AI workloads, we need a testbed and realistic workloads. We also systematically compare other contemporary embedded While using a real car-based testbed would be most ideal, it computing platforms using the DeepPicar’s CNN-based real-time is not only highly expensive, but also poses serious safety control workload. -
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.