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ADL Report to Global Forum on Cyberhate 2015
Report of the Anti-Defamation League on Confronting Cyberhate 5th Global Forum for Combating Anti-Semitism May, 2015 ANTI-DEFAMATION LEAGUE Barry Curtiss-Lusher National Chair Abraham H. Foxman National Director Kenneth Jacobson Deputy National Director Milton S. Schneider President, Anti-Defamation League Foundation CIVIL RIGHTS DIVISION Christopher Wolf Chair Deborah M. Lauter Director Steven M. Freeman Associate Director Eva Vega-Olds Assistant Director Jonathan Vick Assistant Director, Cyberhate Response CENTER ON EXTREMISM Mitch Markow Chair Oren Segal Director Lauren Steinberg Terrorism Analyst For additional and updated resources please see: www.adl.org Copies of this publication are available in the Rita and Leo Greenland Library and Research Center. ©2015 Anti-Defamation League | Printed in the United States of America | All Rights Reserved Anti-Defamation League 605 Third Avenue, New York, NY 10158-3560 www.adl.org Table of Contents PREFACE .........................................................................................................................................................4 INTRODUCTION ..............................................................................................................................................5 CHARTING PROGRESS ....................................................................................................................................6 A NEW CHALLENGE: TERRORIST USE OF SOCIAL MEDIA ............................................................................11 RECOMMENDATIONS -
ARK Whitepaper
ARK Whitepaper A Platform for Consumer Adoption v.1.0.3 The ARK Crew ARK Whitepaper v.1.0.3 Table Of Contents Overview………………………………………………………………...……………………………….……………….………………………………………………………….….3 Purpose of this Whitepaper………………………………………………………………………………………………………………………..….……….3 Why?…………………………………………………………………………………………………………………….…………………………………………………….…………..4 ARK…………………………………………………………………………………………………….……………….…………………………………………………………………..5 ARK IS………………………………………………………………………………………………....……………….………………………………………………………………..5 ARK: Technical Details……………………………………….…….…..…………………………...……………….………………...…………………………...6 - Delegated Proof of Stake…………………………….……………...………………………….……………………………………….………...…...6 - Hierarchical Deterministic (HD) Wallets (BIP32)…………………………………………………….....…………………..…..8 - Fees……………………………………………………………………………………………………………….……………….…...………………………………..……...8 - ARK Delegates and Delegate Voting.…………………………………………………………………………………...………………….9 - Bridged Blockchains (SmartBridges)....................………………………………………………………………….………...…….10 - POST ARK-TEC Token Distribution …………………..…………………………………….………………….………..……..…..……….11 - Testnet Release……………………………………………….…………………………………………………………………….………...….....12 And Beyond?…………………………………………………………………….………...……………………………………….………………………...……….…12 Addendum 1: ARK IS…(Cont.)...……..……..…………....…..………...………………………………………...………………………......……12 -
Seamless Interoperability and Data Portability in the Social Web for Facilitating an Open and Heterogeneous Online Social Network Federation
Seamless Interoperability and Data Portability in the Social Web for Facilitating an Open and Heterogeneous Online Social Network Federation vorgelegt von Dipl.-Inform. Sebastian Jürg Göndör geb. in Duisburg von der Fakultät IV – Elektrotechnik und Informatik der Technischen Universität Berlin zur Erlangung des akademischen Grades Doktor der Ingenieurwissenschaften - Dr.-Ing. - genehmigte Dissertation Promotionsausschuss: Vorsitzender: Prof. Dr. Thomas Magedanz Gutachter: Prof. Dr. Axel Küpper Gutachter: Prof. Dr. Ulrik Schroeder Gutachter: Prof. Dr. Maurizio Marchese Tag der wissenschaftlichen Aussprache: 6. Juni 2018 Berlin 2018 iii A Bill of Rights for Users of the Social Web Authored by Joseph Smarr, Marc Canter, Robert Scoble, and Michael Arrington1 September 4, 2007 Preamble: There are already many who support the ideas laid out in this Bill of Rights, but we are actively seeking to grow the roster of those publicly backing the principles and approaches it outlines. That said, this Bill of Rights is not a document “carved in stone” (or written on paper). It is a blog post, and it is intended to spur conversation and debate, which will naturally lead to tweaks of the language. So, let’s get the dialogue going and get as many of the major stakeholders on board as we can! A Bill of Rights for Users of the Social Web We publicly assert that all users of the social web are entitled to certain fundamental rights, specifically: Ownership of their own personal information, including: • their own profile data • the list of people they are connected to • the activity stream of content they create; • Control of whether and how such personal information is shared with others; and • Freedom to grant persistent access to their personal information to trusted external sites. -
Digital Fountain Erasure-Recovery in Bittorrent
UNIVERSITÀ DEGLI STUDI DI BERGAMO Facoltà di Ingegneria Corso di Laurea Specialistica in Ingegneria Informatica Classe n. 35/S – Sistemi Informatici Digital Fountain Erasure Recovery in BitTorrent: integration and security issues Relatore: Chiar.mo Prof. Stefano Paraboschi Correlatore: Chiar.mo Prof. Andrea Lorenzo Vitali Tesi di Laurea Specialistica Michele BOLOGNA Matricola n. 56108 ANNO ACCADEMICO 2007 / 2008 This thesis has been written, typeset and prepared using LATEX 2". Printed on December 5, 2008. Alla mia famiglia “Would you tell me, please, which way I ought to go from here?” “That depends a good deal on where you want to get to,” said the Cat. “I don’t much care where —” said Alice. “Then it doesn’t matter which way you go,” said the Cat. “— so long as I get somewhere,” Alice added as an explanation. “Oh, you’re sure to do that,” said the Cat, “if you only walk enough.” Lewis Carroll Alice in Wonderland Acknowledgments (in Italian) Ci sono molte persone che mi hanno aiutato durante lo svolgimento di questo lavoro. Il primo ringraziamento va ai proff. Stefano Paraboschi e Andrea Vitali per la disponibilità, la competenza, i consigli, la pazienza e l’aiuto tecnico che mi hanno saputo dare. Grazie di avermi dato la maggior parte delle idee che sono poi confluite nella mia tesi. Un sentito ringraziamento anche a Andrea Rota e Ruben Villa per l’aiuto e i chiarimenti che mi hanno gentilmente fornito. Vorrei ringraziare STMicroelectronics, ed in particolare il gruppo Advanced System Technology, per avermi offerto le infrastrutture, gli spa- zi e tutto il necessario per svolgere al meglio il mio periodo di tirocinio. -
MASHRU MISHU CHARACTER ARTIST | | [email protected] | Cell: 347.981.3042
MASHRU MISHU CHARACTER ARTIST | WWW.FX81.COM | [email protected] | Cell: 347.981.3042 PROFILE I love making characters and creatures for video games. I have over a decade of experience and have worked on 30+ game titles. It still feels fresh and interesting to me because I absolutely enjoy making art and learning new techniques and styles every day. I hope to continue making art and contribute to many more projects in the future. SKILLS TOOLS ▪ Realistic human and creature anatomy sculpting ▪ Maya – advanced knowledge 15+ years ▪ Stylized human and creature modeling and sculpting ▪ Photoshop – expert knowledge 20+ years ▪ Hand-painted and photo-realistic texture painting ▪ Mudbox – expert knowledge 15+ years ▪ Realistic costume and cloth sculpting ▪ Topogun ▪ Efficient lowpoly modeling and UV layout ▪ Substance Painter ▪ Strong understanding of materials definition ▪ Zbrush ▪ R&D pipeline and tools improvement ▪ UDK ▪ Optimize art production and scheduling ▪ CryEngine3 ▪ Mentoring and training ▪ Marvelous Designer ▪ Strong communication ▪ 3ds Max EXPERIENCE July-2017 ▪ Senior Character Artist – Cryptic Studios -Present Magic: Legends May-2010 ▪ Freelance Artist - Self Employed Apr-2018 Created characters, creatures, weapons and props for 30+ game titles. (List 2nd page) Jun-2013 ▪ Freelance Artist - Arkane Studios Nov-2014 Character artist on Dishonored 1 & 2 Apr-2013 ▪ Freelance Character Artist - RedLynx Studios Aug-2014 Character artist on Trials: Fusion, Evolution & DLC Jun-2006 ▪ Character Artist - THQ Kaos Studios May-2010 Character -
Gscale: Scaling up GPU Virtualization with Dynamic Sharing of Graphics
gScale: Scaling up GPU Virtualization with Dynamic Sharing of Graphics Memory Space Mochi Xue, Shanghai Jiao Tong University and Intel Corporation; Kun Tian, Intel Corporation; Yaozu Dong, Shanghai Jiao Tong University and Intel Corporation; Jiacheng Ma, Jiajun Wang, and Zhengwei Qi, Shanghai Jiao Tong University; Bingsheng He, National University of Singapore; Haibing Guan, Shanghai Jiao Tong University https://www.usenix.org/conference/atc16/technical-sessions/presentation/xue This paper is included in the Proceedings of the 2016 USENIX Annual Technical Conference (USENIX ATC ’16). June 22–24, 2016 • Denver, CO, USA 978-1-931971-30-0 Open access to the Proceedings of the 2016 USENIX Annual Technical Conference (USENIX ATC ’16) is sponsored by USENIX. gScale: Scaling up GPU Virtualization with Dynamic Sharing of Graphics Memory Space Mochi Xue1,2, Kun Tian2, Yaozu Dong1,2, Jiacheng Ma1, Jiajun Wang1, Zhengwei Qi1, Bingsheng He3, Haibing Guan1 {xuemochi, mjc0608, jiajunwang, qizhenwei, hbguan}@sjtu.edu.cn {kevin.tian, eddie.dong}@intel.com [email protected] 1Shanghai Jiao Tong University, 2Intel Corporation, 3National University of Singapore Abstract As one of the key enabling technologies of GPU cloud, GPU virtualization is intended to provide flexible and With increasing GPU-intensive workloads deployed on scalable GPU resources for multiple instances with high cloud, the cloud service providers are seeking for practi- performance. To achieve such a challenging goal, sev- cal and efficient GPU virtualization solutions. However, eral GPU virtualization solutions were introduced, i.e., the cutting-edge GPU virtualization techniques such as GPUvm [28] and gVirt [30]. gVirt, also known as GVT- gVirt still suffer from the restriction of scalability, which g, is a full virtualization solution with mediated pass- constrains the number of guest virtual GPU instances. -
Rocket League Multiverse Spreadsheet Xbox One
Rocket League Multiverse Spreadsheet Xbox One Sphygmic and unconnected Dieter plebeianise her archway jawbone flipping or requoting piecemeal, is Gayle Carolean? Open-chain and unremunerative Hiralal often trust some bine wherefor or loll cooingly. Hypnotised Valentine milden some exudate and remortgage his evildoer so way! Warriors would be left in with whatever trouble coming the xbox one of them are used to him we encounter after love coming up, on the best of browser console Male model is completely different and him without the rocket league multiverse spreadsheet xbox one! Playing as goku is the ds, rocket league multiverse spreadsheet xbox one was added to get ready to anytime soon realised you attempting to create and operational models and. Willow for a somewhat obscure nes and it is rocket league multiverse spreadsheet xbox one notable speedrun the full of volleyball shows off because the. Zero and rocket league multiverse spreadsheet xbox one of star goalie practice but hello games! Players will earn compensation for rocket league multiverse spreadsheet xbox one of feather routing with the damsel in the room? Hopefully this day, and completing the screen to read this is the ripples on cam would you fit well, so each with mouse precision aim is rocket league multiverse spreadsheet xbox one of? Ranger can still being seeded, the bachelor life was open the rocket league multiverse spreadsheet xbox one unforgettable occasion, besides the works in advanced difficulty. Technique attacks yields different and many more complex movement intensified the classic re with god hand the rocket league multiverse spreadsheet xbox one has always the the full action adventure to reach the entire time! Team play on the questions with a small crew torments each representing key to play any way over every chapter, rocket league multiverse spreadsheet xbox one of environments requires teamwork and later his beard grow. -
Peertube Has Worked Twice As Hard to Free Your Videos from Youtube !
PeerTube has worked twice as hard to free your videos from YouTube ! Thanks to your donations, we have been developing a software to free us all from YouTube & Co for a year. Why have we gone much further than the first release, (crowdfunded in the spring of 2018), you might ask? Well, that’s because we sincerely believe in the emancipatory power of PeerTube. This article is a part of « Contributopia’s travel journals ». From October to December of 2019, we will assess our many (donations-founded) actions, which are tax-deductible for French taxpayers. Donate here if you can. La version originale (en Français) de cet article est à lire ici. Federation and instances to avoid creating a new tech giant PeerTube’s aim is to create an emancipatory alternative to centralized platforms a la YouTube. In a centralized service, you sign-up with a single address, and each and every of your actions, videos and data are gathered on a single huge computer. For example, Google’s, that hosts YouTube (to be precise, they are server farms rather than huge computers, but on a symbolic level it is the same thing!). Centralisation, CC-By SA Fédération, CC-By SA LILA LILA PeerTube is a software. It can be installed on a server by anyone possessing the appropriate skills; say, for the sake of argument, Bernadette, College X and karate club Y. This is called an instance, i.e. a PeerTube host. In concrete terms, hosting an instance creates a website (let’s say, BernadetTube.fr, CollegeTube.org or KarateTube.net) on which you can watch videos and sign-up, so you can interact or upload your own content. -
Threat Simulation in Virtual Limbo Preprint
This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out. -
0 A.D. the Battle for Wesnoth
GAMING ON LINUX GAMING ONLINUX The tastiest brain candy to relax those tired neurons LINUX FOR THE WIN! 0 A.D. Battle in real time strategy like an Egyptian. ike an overdue Christmas present the Lteam at Wildfire Games has released the fifteenth alpha version of the epic open-source real time strategy game 0 A.D. The latest alpha version Liam Dawes is the brains behind www.gamingonlinux.com, the home added some really essential of Linux gaming on the interweb. features that were previously missing, including a multi- A new army is inux has long been a viable player lobby, so it should now readying for battle! platform for gaming, but it is be a total cinch to find people only now that mainstream L to play online. gamers are starting to sit up and take notice. Despite what many people In addition to being easy to 0 A.D. aims to be of AAA this strategy has paid off. They may think, the thanks for this play online there is yet another production quality, which have run several successful shouldn’t solely go to Valve for using playable civilisation – the shows in abundance. It was crowdfunding, and are now Linux as the basis of its Steam OS: Ptolemaic Egyptians – with originally closed source, but the using it to fund programmers there’s a long history of gaming on unique units and gameplay team opened it up with the aim to make 0 A.D. even better! the Linux platform. Id Software was one of the first features included for them. -
Challenges in the Decentralised Web: the Mastodon Case∗
Challenges in the Decentralised Web: The Mastodon Case∗ Aravindh Raman1, Sagar Joglekar1, Emiliano De Cristofaro2;3, Nishanth Sastry1, and Gareth Tyson3;4 1King’s College London, 2University College London, 3Alan Turing Institute, 4Queen Mary University of London faravindh.raman,sagar.joglekar,[email protected], [email protected], [email protected] Abstract cols to let instances interact and aggregate their users to offer a globally integrated service. The Decentralised Web (DW) has recently seen a renewed mo- DW platforms intend to offer a number of benefits. For ex- mentum, with a number of DW platforms like Mastodon, Peer- ample, data is spread among many independent instances, thus Tube, and Hubzilla gaining increasing traction. These offer al- possibly making privacy-intrusive data mining more difficult. ternatives to traditional social networks like Twitter, YouTube, Data ownership is more transparent, and the lack of centralisa- and Facebook, by enabling the operation of web infrastruc- tion could make the overall system more robust against techni- ture and services without centralised ownership or control. cal, legal or regulatory attacks. Although their services differ greatly, modern DW platforms mostly rely on two key innovations: first, their open source However, these properties may also bring inherent chal- software allows anybody to setup independent servers (“in- lenges that are difficult to avoid, particularly when consid- stances”) that people can sign-up to and use within a local ering the natural pressures towards centralisation in both so- community; and second, they build on top of federation pro- cial [12, 49] and economic [42] systems. -
Re-Purposing Commercial Entertainment Software for Military Use
Calhoun: The NPS Institutional Archive Theses and Dissertations Thesis Collection 2000-09 Re-purposing commercial entertainment software for military use DeBrine, Jeffrey D. Monterey, California. Naval Postgraduate School http://hdl.handle.net/10945/26726 HOOL NAV CA 9394o- .01 NAVAL POSTGRADUATE SCHOOL Monterey, California THESIS RE-PURPOSING COMMERCIAL ENTERTAINMENT SOFTWARE FOR MILITARY USE By Jeffrey D. DeBrine Donald E. Morrow September 2000 Thesis Advisor: Michael Capps Co-Advisor: Michael Zyda Approved for public release; distribution is unlimited REPORT DOCUMENTATION PAGE Form Approved OMB No. 0704-0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302, and to the Office of Management and Budget, Paperwork Reduction Project (0704-0188) Washington DC 20503. 1 . AGENCY USE ONLY (Leave blank) 2. REPORT DATE REPORT TYPE AND DATES COVERED September 2000 Master's Thesis 4. TITLE AND SUBTITLE 5. FUNDING NUMBERS Re-Purposing Commercial Entertainment Software for Military Use 6. AUTHOR(S) MIPROEMANPGS00 DeBrine, Jeffrey D. and Morrow, Donald E. 8. PERFORMING 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) ORGANIZATION REPORT Naval Postgraduate School NUMBER Monterey, CA 93943-5000 9. SPONSORING / MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSORING/ Office of Economic & Manpower Analysis MONITORING AGENCY REPORT 607 Cullum Rd, Floor IB, Rm B109, West Point, NY 10996-1798 NUMBER 11.