A Game-Based Approach to Understanding Situated Intentionality Stephen Thomas Slota University of Connecticut - Storrs, [email protected]
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La Brea and Beyond: the Paleontology of Asphalt-Preserved Biotas
La Brea and Beyond: The Paleontology of Asphalt-Preserved Biotas Edited by John M. Harris Natural History Museum of Los Angeles County Science Series 42 September 15, 2015 Cover Illustration: Pit 91 in 1915 An asphaltic bone mass in Pit 91 was discovered and exposed by the Los Angeles County Museum of History, Science and Art in the summer of 1915. The Los Angeles County Museum of Natural History resumed excavation at this site in 1969. Retrieval of the “microfossils” from the asphaltic matrix has yielded a wealth of insect, mollusk, and plant remains, more than doubling the number of species recovered by earlier excavations. Today, the current excavation site is 900 square feet in extent, yielding fossils that range in age from about 15,000 to about 42,000 radiocarbon years. Natural History Museum of Los Angeles County Archives, RLB 347. LA BREA AND BEYOND: THE PALEONTOLOGY OF ASPHALT-PRESERVED BIOTAS Edited By John M. Harris NO. 42 SCIENCE SERIES NATURAL HISTORY MUSEUM OF LOS ANGELES COUNTY SCIENTIFIC PUBLICATIONS COMMITTEE Luis M. Chiappe, Vice President for Research and Collections John M. Harris, Committee Chairman Joel W. Martin Gregory Pauly Christine Thacker Xiaoming Wang K. Victoria Brown, Managing Editor Go Online to www.nhm.org/scholarlypublications for open access to volumes of Science Series and Contributions in Science. Natural History Museum of Los Angeles County Los Angeles, California 90007 ISSN 1-891276-27-1 Published on September 15, 2015 Printed at Allen Press, Inc., Lawrence, Kansas PREFACE Rancho La Brea was a Mexican land grant Basin during the Late Pleistocene—sagebrush located to the west of El Pueblo de Nuestra scrub dotted with groves of oak and juniper with Sen˜ora la Reina de los A´ ngeles del Rı´ode riparian woodland along the major stream courses Porciu´ncula, now better known as downtown and with chaparral vegetation on the surrounding Los Angeles. -
House of Engines Complaints
House Of Engines Complaints Muckiest Mikey peddles laggingly while Eldon always caps his coliseum bobtails reversedly, he disgorging so unsuspectedly. Brackish Leopold sometimes set-out any absorbencies afflicts preponderantly. Peeved and coyish Foster still interlace his inhaler broadside. Groups holding an engine to eight people from this old house surge protectors: some of a second process starts to. Nexus can have the complaint services and reset the importance of your own, response and taxes when you save you to visit. Time in the new company then it comes with your neck muscles a great deals everyday with the this fall or so the. When our complaint allege a house of complaints with. Vulcan is of complaints, aaa approved auto repair shops notify customers after a complaint is simpler than ideal partner for. You owe me make a house of complaints on the main purpose of better quality and went back memories of building or both. Newell and engines a complaint system, but are complaints a single tether anchor and tight space. Understanding performance of engine misfire will be transferred to buck hardee field this complaint program as an ebullient rush of. Look and house of google, preventing your complaint allege a damaged in. How much of engines at synthesizing data service unit, you have the house road. Here are complaints on starting point. Yet searchable here. Still lacking for ice dam removal, engines are complaints. There is of engines and house fire engine typically large, some of ground to. He said the house of the script tag number of your results may be true or penrose x is in conversations about you to complaints about providing product. -
T I S ^ E ' Cottons CUSTOMIZED KITCHENS 0^
: : ' I '■ ;:'vV WEDKBBDAY, FEBRUARY 2,.lO li' JL ffba Wahtlkir tfnnrlrrBtpr Eurntog frrtJh Avenga Dnflr KsC Prsss Ron I at P. a WsaBSa rue tha fairth •« ill- •■t. iWk t \ ^ 9 , 6 8 0 lawet by aaow aarty FtMay; e of «ka AniH FYMay, mow amy ebaago «a i lul Town / I V. ManehtSner— A tity of Vittage Charm midbi t I m k Pwxda’t Vuflon nMOtben t» iDMt tUa ave* MANCHESTER, CONN„ THURSDAY, FEBRUARY 3,1949 PRKJE FOUR CENTS StatTjO at the 8^^" VOL. LX \T n„ NO. 105 (TWENTY PAGES) AtMy cltaC^l. where they wli) SMART YOUNO H O ifB M leave for a lobogfan party. 'I ( . ■ ■ The 0* Troop 16, Olrl President Congratulates Retiring Generals floouta, wm ba omitted thto week. ENTIRTAIN IN Sharp Partisan Rows The next meeting held World Gets Notice . Thuraday, Fhbniary 10, under the l c a ! 3 e ^ 0* Mia. Lealle Hoyt and SaT^tawrence MacQUpln, In T IA P A R T Y St. Jamaa’a adUwl hall. RedMove Will Not •In Senate and House An Important btialneae meeting a t the CoamopoHtan Club will b e , held Friday attemoon at two Be Let Hurt Unity o'clock In the Federation room of j center church houae, when the | mambera will vote on the revtaed i On Budget, Housing by-lawa. A talk on the “Ro- Real ^Significance Seen ^nen of Silver” wlU foUow the, Norway’s Own — Imalneaa aenlon, and a large at In Acheson’s Rejec tendance of merabera le hoped for. tion of Stalin’s' Lat Democratic Floor Lead Mra. -
165 Lecture Notes 1 - Game Engines Csc 165 Computer Game Architecture Basic Game Structure
CSc 165 Lecture Notes 1 - Game Engines CSc 165 Computer Game Architecture Basic Game Structure Start while (!gameOver) Initialize system Player Input Initialize 1 - Game Engines game One iteration Game Main Logic Update Loop = 1 Frame Shutdown Render Exit “Tightly-coupled” game loop 2 CSc 165 Lecture Notes CSc 165 Lecture Notes 1 - Game Engines 1 - Game Engines Game ENGINE Typical Game Engine Functions A reusable collection of modules . Independent of any particular Game Logic • Simulation of elapsed time • View (camera) control . Encapsulates platform dependencies • Scene Management • Input handling o Objects, geometry details . Possible because all games have things in common • Sound generation • Rendering • Network communication • Collision Detection/Handling Game Application Logic o Physics simulation • Special effects • Lights, Shadows, Textures o Explosions, fire, … Game Engine Player 3 4 CSc 165 Lecture Notes CSc 165 Lecture Notes 1 - Game Engines 1 - Game Engines Game Engine Design Some Game Engines Game Application Logic o Unity o jMonkey o Unreal o OGRE o Hero Engine o Quake <<interface>> <<interface>> <<interface>> <<interface>> … other RenderSystem Input Audio Networking o CryEngine o Lumberyard o Blender (Amazon) o Game Engine o Panda 3D Torque 3D Network o LeadWerks o SAGE For an expanded list see: http://en.wikipedia.org/wiki/List_of_game_engines 5 6 CSc 165 Lecture Notes CSc 165 Lecture Notes 1 - Game Engines 1 - Game Engines RAGE : “Raymond’s Awesome Game Engine” Abstracting Game Structure A collection of Java packages -
A Su Er Like No Other!
2005–2020 Su ers 16 Celebrating A Suer Like No Other! AT MONTGOMERY SCHOOL • CHESTER SPRINGS, PA JUNE 15 - AUGUST 21, 2020 | 6 CAMPS | 1-10 WEEKS FOR BOYS & GIRLS, AGES 3-15 Bring a Spark to Your Child’s Suer Dear ESF Camp Families, Cultivate your child’s interests with a summer experience that speaks to them. Nationally recognized as The Aspen Institute’s 2019 Project Play Champion, ESF Summer Camps is a place where every child is free to explore their curiosity and power their potential. Through best-in-class curriculum, boys and girls, ages 3-15, ignite their interests and prepare for bright futures in any fi eld—whether it’s sports, science, technology, the arts or all of the above. Our experienced adult sta knows that the most important role we play in our campers’ lives is to provide a safe place to build character, inspire gratitude and spark friendships. Our exciting 2020 program line-up includes 60+ award-winning activities, uniquely designed to encourage exploration and personal growth. We provide the tools to promote creativity, develop leadership skills, build confi dence and improve athletic ability. An ESF Summer will have a lasting impact on each and every camper’s growth and development! We encourage you to enroll now since space is limited. If you have any questions, please call us anytime to learn more about how we can customize your child’s ESF experience. We’ll see you soon for... A Su er Like No Other! Sincerely, MICHAEL J. ROUSE Executive Director & Co-Founder (Proud Dad of Campers Finn, Shane and Brody) FOLLOW US! FACEBOOK f/ESFsummercamps & INSTAGRAM /@esfcamps | 1 2 | ENROLL TODAY! ESFCAMPS.COM/HAVERFORD | 610-642-0246 The Gold Standard ESF is a HAPPY PLACE. -
14 CFR Part 25
Pt. 25 14 CFR Ch. I (1–1–13 Edition) TABLE I.—HIRF ENVIRONMENT I (5) From 400 MHz to 8 gigahertz (GHz), use radiated susceptibility tests at a minimum Field strength of 150 V/m peak with pulse modulation of 4 Frequency (volts/meter) percent duty cycle with a 1 kHz pulse repeti- Peak Average tion frequency. This signal must be switched on and off at a rate of 1 Hz with a duty cycle 10 kHz–2 MHz ................................... 50 50 of 50 percent. 2 MHz–30 MHz ................................. 100 100 (d) Equipment HIRF Test Level 2. Equipment 30 MHz–100 MHz ............................. 50 50 HIRF test level 2 is HIRF environment II in 100 MHz–400 MHz ........................... 100 100 table II of this appendix reduced by accept- 400 MHz–700 MHz ........................... 700 50 able aircraft transfer function and attenu- 700 MHz–1 GHz ................................ 700 100 ation curves. Testing must cover the fre- GHz–2 GHz ....................................... 2,000 200 2 GHz–6 GHz .................................... 3,000 200 quency band of 10 kHz to 8 GHz. 6 GHz–8 GHz .................................... 1,000 200 (e) Equipment HIRF Test Level 3. (1) From 10 8 GHz–12 GHz .................................. 3,000 300 kHz to 400 MHz, use conducted susceptibility 12 GHz–18 GHz ................................ 2,000 200 tests, starting at a minimum of 0.15 mA at 10 18 GHz–40 GHz ................................ 600 200 kHz, increasing 20 dB per frequency decade In this table, the higher field strength applies at the fre- to a minimum of 7.5 mA at 500 kHz. quency band edges. (2) From 500 kHz to 40 MHz, use conducted susceptibility tests at a minimum of 7.5 mA. -
Spitzer SAGE-SMC Infrared Photometry of Massive Stars in the Small Magellanic Cloud Bonanos, A.Z.; Lennon, D.J.; Köhlinger, F.; Loon, J.T
Spitzer SAGE-SMC Infrared Photometry of Massive Stars in the Small Magellanic Cloud Bonanos, A.Z.; Lennon, D.J.; Köhlinger, F.; Loon, J.T. van; Massa, D.L.; Sewilo, M.; ... ; Whitney, B.A. Citation Bonanos, A. Z., Lennon, D. J., Köhlinger, F., Loon, J. T. van, Massa, D. L., Sewilo, M., … Whitney, B. A. (2010). Spitzer SAGE-SMC Infrared Photometry of Massive Stars in the Small Magellanic Cloud. The Astronomical Journal, 140(2), 416-429. doi:10.1088/0004-6256/140/2/416 Version: Not Applicable (or Unknown) License: Leiden University Non-exclusive license Downloaded from: https://hdl.handle.net/1887/61635 Note: To cite this publication please use the final published version (if applicable). The Astronomical Journal, 140:416–429, 2010 August doi:10.1088/0004-6256/140/2/416 C 2010. The American Astronomical Society. All rights reserved. Printed in the U.S.A. SPITZER SAGE-SMC INFRARED PHOTOMETRY OF MASSIVE STARS IN THE SMALL MAGELLANIC CLOUD A. Z. Bonanos1,D.J.Lennon2,3,F.Kohlinger¨ 4, J. Th. van Loon5,D.L.Massa2,M.Sewilo2,C.J.Evans6, N. Panagia2,7,8, B. L. Babler9, M. Block10, S. Bracker9, C. W. Engelbracht9, K. D. Gordon2,J.L.Hora11, R. Indebetouw12, M. R. Meade9, M. Meixner2,K.A.Misselt10, T. P. Robitaille11,B.Shiao2, and B. A. Whitney13 1 Institute of Astronomy & Astrophysics, National Observatory of Athens, I. Metaxa & Vas. Pavlou St., P. Penteli, 15236 Athens, Greece; [email protected] 2 Space Telescope Science Institute, 3700 San Martin Drive, Baltimore, MD 21218, USA; [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] 3 European Space Agency, Research and Scientific Support Department, Baltimore, MD 21218, USA 4 Department of Physics and Astronomy, Heidelberg University, Albert-Ueberle-Str. -
Participatory Gaming Culture
Master thesis Participatory gaming culture: Indie game design as dialogue between player & creator Martijn van Best student ID: 3175421 [email protected] New Media Studies Faculty of Humanities UTRECHT UNIVERSITY Course code: 200700088 THE-Scriptie / MA NMDC Supervisor: Erna Kotkamp Second reader: René Glas DATE: March 28th, 2011 1 To Mieke 2 Abstract In this thesis I argue that the current dichotomy between indie game design and mainstream design based on commercial appeal versus creative audacity is non-constructive. Instead, I wish to investigate to what extent indie game designers are able to establish a personal dialogue with their audience through their game. I frame independent game design as a participatory culture in which indies alter and modify existing game design conventions through a practice called abusive game design. This is a concept developed by Douglas Wilson and Miguel Sicart. Players who wish to master (partially) abusive games, need to learn about the designer's intentions rather than the game system. I argue that a designer's visibility in this way allows for a dialogue between creator and player. However, in a case study of indie title Super Crate Box (2010), it appears that in order to maintain a sense of fun, certain conventions of mainstream game design need to be adhered to. Indie designers, who often have the most visible and personal relationship with their audience, need to navigate between their wish for a personal connection with players and user friendly, but 'faceless' design. Scaling the tipping point too much to the abusive side instead of the conventional one, may be counter to designers' wishes to create an enjoyable game. -
How to Light up the Nozzles of Your Saturn V Why Competition Rocketry Stinks
In This Issue How To Light Up The Nozzles Of Your Saturn V Why Competition Rocketry Stinks Cover Photo: Mad Cow Solar Express model rocket kit. Get yours at: www.ApogeeRockets.com/Madcow_Solar_Express.asp Apogee Components, Inc. — Your Source For Rocket Supplies That Will Take You To The “Peak-of-Flight” 3355 Fillmore Ridge Heights Colorado Springs, Colorado 80907-9024 USA www.ApogeeRockets.com e-mail: [email protected] ISSUE 268 SEPTEMBER 7, 2010 Light Up The Nozzles Of Your Saturn V Marek Ratajczak - Gibraltar I’ve finished my Saturn V 1:70 rocket model by Apogee Components (www.ApogeeRockets.com/Saturn5.asp). It’s beautiful, many thanks to the Apogee Components team for their effort to prepare the whole set so professionally. I’m not going to launch my model, there was another reason to build it. It’s a part of my apartment decoration, where in the tall living room (through 2 floors in a duplex apartment) the rocket will be presented against a back- ground of 2.9 x 1.9 m size photo wallpaper that is “Visor shot”, one of the most famous images taken on the Moon. Next to the rocket, Buzz Aldrin’s “Magnificent Desolation” copy and “Saturn V Flight Manual SA-503” (SA-506 is unfortunately unreachable in the net) will be presented as well. My model can fly, because it was assembled exactly The advantage of using this particular type of “OSRAM” follow Mr. Rocket’s video instructions, with as much as pos- PARATHOM MR16 20 – 12V lamp is the specific construc- sible accuracy. -
Engineering Design Using Game-Enhanced CAD: the Potential to Augment the User Experience with Game Elements
Heriot-Watt University Research Gateway Engineering design using game-enhanced CAD: The potential to augment the user experience with game elements Citation for published version: Kosmadoudi, Z, Lim, T, Ritchie, JM, Louchart, S, Liu, Y & Sung, R 2012, 'Engineering design using game- enhanced CAD: The potential to augment the user experience with game elements', Computer-Aided Design, vol. 45, no. 3, pp. 777-795. https://doi.org/10.1016/j.cad.2012.08.001 Digital Object Identifier (DOI): 10.1016/j.cad.2012.08.001 Link: Link to publication record in Heriot-Watt Research Portal Document Version: Early version, also known as pre-print Published In: Computer-Aided Design General rights Copyright for the publications made accessible via Heriot-Watt Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy Heriot-Watt University has made every reasonable effort to ensure that the content in Heriot-Watt Research Portal complies with UK legislation. If you believe that the public display of this file breaches copyright please contact [email protected] providing details, and we will remove access to the work immediately and investigate your claim. Download date: 01. Oct. 2021 Accepted Manuscript Engineering design using game-enhanced CAD: The potential to augment the user experience with game elements Zoe Kosmadoudi, Theodore Lim, James Ritchie, Sandy Louchart, Ying Liu, Raymond Sung PII: S0010-4485(12)00169-8 DOI: 10.1016/j.cad.2012.08.001 Reference: JCAD 1963 To appear in: Computer-Aided Design Received date: 10 October 2011 Accepted date: 4 August 2012 Please cite this article as: Kosmadoudi Z, Lim T, Ritchie J, Louchart S, Liu Y, Sung R. -
Proquest Dissertations
INFORMATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in typewriter face, while others may be from any type of computer printer. The quality of this reproduction is dependent upon the quality of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and improper alignment can adversely affect reproduction. In the unlikely event that the author did not send UMI a complete manuscript and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletion. Oversize materials (e.g., maps, drawings, charts) are reproduced by sectioning the original, beginning at the upper left-hand comer and continuing from left to right in equal sections with small overlaps. Each original is also photographed in one exposure and is included in reduced form at the back of the book. Photographs included in the original manuscript have been reproduced xerographically in this copy. Higher quality 6” x 9” black and white photographic prints are available for any photographs or illustrations appearing in this copy for an additional charge. Contact UMI directly to order. UMI Bell & Howell Information and Learning 300 North Zeeb Road, Ann Aibor, Ml 48106-1346 USA 800-521-0600 3D VIRTUAL WORLDS AND LEARNING: AN ANALYSIS OF THE IMPACT OF DESIGN AFFORDANCES AND LIMITATIONS IN ACTIVE WORLDS, BLAXXUN INTERACTIVE, AND ONLIVE! TRAVELER; AND A STUDY OF THE IMPLEMENTATION OF ACTIVE WORLDS FOR FORMAL AND INFORMAL EDUCATION DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Michele D. -
Guia De Desenvolvimento De Jogos Para Programadores Independentes
Guia de desenvolvimento de jogos para programadores independentes LUÍS MIGUEL DIAS FERNANDES Outubro de 2015 Guia de desenvolvimento de jogos para programadores independentes Luís Miguel Dias Fernandes Dissertação para obtenção do Grau de Mestre em Engenharia Informática, Área de Especialização em Sistemas Gráficos e Multimédia Orientador: Filipe de Faria Pacheco, PhD Júri: Presidente: [Nome do Presidente, Categoria, Escola] Vogais: [Nome do Vogal1, Categoria, Escola] [Nome do Vogal2, Categoria, Escola] (até 4 vogais) Porto, Outubro 2015 ii Resumo Os vídeo jogos ou jogos de computador têm vindo a crescer na sua relação com o público ganhando terreno e credibilidade nos benefícios que os jogadores obtêm quando usam este tipo de software, indo esses benefícios para além do divertimento associado à palavra jogo no seu sentido etimológico. Nos últimos anos cada vez mais o mercado e algumas das mais reputadas instituições de ensino têm dedicado especial atenção a este tipo de software, englobando nesses estudos diversas áreas desde a engenharia à saúde, incluindo ainda, estudos de cariz psicológico e sociológico reveladores de que estas experiências de entretenimento, cada vez mais disponíveis a todos, têm influência na sua envolvente de integração e relação com outros fenómenos de cariz social. Apreciado o estado da arte esta tese tem como principal objetivo servir de guia de iniciação a individuais ou pequenas equipas da área de desenvolvimento de software no caminho para o desenvolvimento de jogos de vídeo independentes, apresentando uma análise cuidada capaz de apoiar as equipas desde o momento zero, estando o mesmo estruturado de forma a refletir o entendimento das bases teóricas em que o desenvolvimento deste tipo de software assenta, o estado da arte sobre plataformas, análise de mercado e indústria, metodologias de desenvolvimento e equipas, e ainda analisadas algumas das mais relevantes ferramentas de desenvolvimento e criação de conteúdos.