Strategiset Suunnittelupelit: Simcity Ja Civilization
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Artificial Intelligence, Counseling, and Cognitive Psychology
DOCUMENT RESUME ED 376 423 CG 025 844 AUTHOR Brack, Greg; And Others TITLE Artificial Intelligence, Counseling, and Cognitive Psychology. PUB DATE Apr 94 NOTE 38p.; Paper presented at the Annual Meeting of the American Educational Research Association (New Orleans, LA, April 4-8, 1994). PUB TYPE Speeches/Conference Papers (150) Information Analyses (070) EDRS PRICE MF01/PCO2 Plus Postage. DESCRIPTORS *Artificial Intelligence; Cognitive Processes; *Cognitive Psychology; Computers; *Computer Simulation; *Counseling; *Counselors; Epistemology; Heuristics; Learning Processes; Logical Thinking; Simulated Environment; *Simulation ABSTRACT With the exception of a few key writers, counselors largely ignore the benefits that Artificial Intelligence (AI) and Cognitive Psychology (CP) can bring to counseling. It is demonstrated that AI and CP can be integrated into the counseling literature. How AI and CP can offer new perspectives on information processing, cognition, and helping is focused upon. Some of the various computer simulations developed by the authors along with those programs available from software publishers, are reviewed. Such programscan provide a potent means of simulating various counseling related systems. Besides providing insights into clinical practice, such simulations can offer training and supervision experiences into CP studies of systems theory, emergent properties, and emotions. The rapid evolvement of AI and CP in the last few years means that the only major barrier to opening these fields to counseling applications is ignorance of their applicability and their availability. These technologies allow counselors to experience more empirical thought experimenting environments so that therapists can test these simulations against the real world of counseling. While these technologies will never replace more traditional research paradigms, they can become an invaluable adjunctive teaching and research tool for counseling professionals. -
The Covenant School David Naugle Dallas, Texas August 25, 2008
The Covenant School David Naugle Dallas, Texas August 25, 2008 The Academy of Popular Culture and Christian Education ~ Cultivating Inquiry ©David Naugle (various quotations welcome, but please do not use this presentation in its entirety without the permission of the author). SimCity “You’re rewarded for creativity, experimentation, and understanding, with a healthy, thriving universe to call your own.” — Maxis Catalog (advertising SimCity) Have you heard of or perhaps even played the video or computer game called SimCIty? In playing SimCity, where the prefix Sim is used as an abbreviation for “simulation” or “simulated,” players act as city leaders and city planners who design, develop, and govern their own ideal town or city. In SimCity, there are no specific goals or objectives to achieve. Rather, it is all about creating a world out of your own imagination. As the Maxis catalog advertising SimCity states, “You’re rewarded for creativity, experimentation, and understanding, with a healthy, thriving universe to call your own.”1 Since its release in the late 1980s, SimCity has spawned many derivatives, such as SimEarth, SimFarm, SimCopter, SimAnt, SimIsle, SimThemePark, SimSafari, and literally, SimEverything, the latter title describing what the creators of SimCity were apparently trying to accomplish overall. SimUniversity “Join a band, crash parties, find a part-time job, or get initiated into a secret society, print money, and cheat on your studies. How will your Sims enjoy their college years?” 2 1 Maxis Software Toys Catalog, p. 10, quoted in Ted Friedman, "Making Sense of Software: Computer Games and Interactive Textuality", available at http://www.duke.edu/~tlove/simcity.htm. -
News Briefs Simcity to Simfarm Shredded Paper Mulch Better Than
News Briefs New software Ohio State University study SimCity to SimFarm Shredded paper mulch The software producer Maxis has introduced a new companion title to its already successful SimCity and better than wheat straw SimAnt software packages. Called SimFarm, the new A recent study from Ohio State University has shown software was devised with the help of farming experts to that a new mulch has positive results when used in horticul- offer players the opportunity to succeed in their agribusiness tural and agricultural situations. The new mulch produced careers or lose their farms to the auctioneer's gavel. The higher yields, warmed the soil better, provided adequate players choose the equipment, buildings, seed, fertilizer, weed suppression and was environmentally friendly when pesticides and practices that they will need in their quest to compared to the control material, wheat straw. The new, battle the elements, in the forms of floods, droughts, and improved, low-cost mulch was made from shredded re- violent storms, to bring in a profitable crop and stave off cycled paper. possible bank foreclosures. Cornell University study compares clippings yields Low maintenance turf growth rates compared Cornell University compared the average clippings bluegrass and fine fescues to all dwarf tall fescues, all yield per cutting of eight mixtures of commercially-avail- bluegrasses, and all fine fescues. Each area was established able seed blends and found that blends with high hard under the same excellent seed bed conditions so difference fescue content produced the least amount of clippings per in establishment characteristics were minimized. The table cutting. The eight blends ranged from mixtures of ryegrass, lists the seed blend and their average clippings yields. -
The History of Educational Computer Games
Beyond Edutainment Exploring the Educational Potential of Computer Games By Simon Egenfeldt-nielsen Submitted to the IT-University of Copenhagen as partial fulfilment of the requirements for the PhD degree February, 2005 Candidate: Simon Egenfeldt-Nielsen Købmagergade 11A, 4. floor 1150 Copenhagen +45 40107969 [email protected] Supervisors: Anker Helms Jørgensen and Carsten Jessen Abstract Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. This dissertation aims to be a modest contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. A framework that goes beyond the limitations of edutainment, not relying on a narrow perception of computer games in education. The first part of the dissertation outlines the background for building an inclusive and solid framework for educational use of computer games. Such a foundation includes a variety of quite different perspectives for example educational media and non-electronic games. It is concluded that educational use of computer games remains strongly influenced by educational media leading to the domination of edutainment. The second part takes up the challenges posed in part 1 looking to especially educational theory and computer games research to present alternatives. By drawing on previous research three generations of educational computer games are identified. The first generation is edutainment that perceives the use of computer games as a direct way to change behaviours through repeated action. The second generation puts the spotlight on the relation between computer game and player. -
Lexington Christian Academy David Naugle Lexington, Massachusetts April 6-7, 2006
Lexington Christian Academy David Naugle Lexington, Massachusetts April 6-7, 2006 Faith and Worldview Teaching: Cultivating Inquiry Across the Curriculum “Language, Liturgy, and Life: Towards a Christian Vision of Education” SimCity “You’re rewarded for creativity, experimentation, and understanding, with a healthy, thriving universe to call your own.” — Maxis Catalog (advertising SimCity) Have you heard of or ever played the video or computer game called SimCIty? In playing SimCity, where the prefix Sim is used as an abbreviation for “simulation” or “simulated,” players act as city leaders and city planners who design, develop, and govern their own ideal town or city. In SimCity, there are no specific goals or objectives to achieve. Rather, it is all about creating a world out of your own imagination. As the Maxis catalog advertising SimCity states, “You’re rewarded for creativity, experimentation, and understanding, with a healthy, thriving universe to call your own.”1 Since its release in the late 1980s, SimCity has spawned many derivatives, such as SimEarth, SimFarm, SimCopter, SimAnt, SimIsle, SimThemePark, SimSafari, and literally, SimEverything, the latter title describing what the creators of SimCity were apparently trying to accomplish overall. SimUniversity “Join a band, crash parties, find a part-time job, or get initiated into a secret society, print money, and cheat on your studies. How will your Sims enjoy their college years?” 2 To me, all this is simply amazing (forgive the pun), and I was not surprised to learn that with the popularity of the “sims” overall, which is a vital part of this 20 1 Maxis Software Toys Catalog, p. -
Textbook List Odd Year 02-03
Elementary Textbook List Odd year 02-03 Lake Union Conference Office of Education TABLE OF CONTENTS Adopted Textbooks .................................................................. 3 New Material....................................................................... 4 General Curriculum Information........................................................ 5 Curriculum by Grade Multi-Grade Classroom Curriculum (or Alternation Plan) .............................. 7 Kindergarten Curriculum ....................................................... 8 Multi-Grade 1-8 Curriculum ..................................................10-17 Grade 1-8 Curriculum.......................................................18-25 Subject Information and Enrichment Material Art........................................................................ 26 Bible ...................................................................... 28 Computers.................................................................. 32 English .................................................................... 34 Handwriting ................................................................ 35 Mathematics ................................................................ 35 Music...................................................................... 36 Phonics .................................................................... 39 Physical Education ........................................................... 39 Reading.................................................................... 40 Reading -
Mexico Ha Ganado Un Lugar Muy Destacado En America Latina En El Juego De Comprar Videojuegos. Ciertamente, Hay Aficion, Y a Vece
220 adiccionesLas y el juego virtual Mexico ha ganado un lugar 1 muy destacado en America Latina en el juego de comprar La mascota más demandante. videojuegos. Ciertamente, hay aficion, y a veces desbocada, pero el juego virtual es la probadita de realidad que nos permite interactuar con el futuro. adicciones y el juego ENTRETENIMIENTO 221 virtual 3 ntusiasma, pero no asusta. Un mundo de posibilidades aluci- nantes repentinamente tiene mucho auge en el mundo de los juegos de video. La era de los juegos controlados por el pensa- 2 miento ha llegado, y muy pronto podría ser necesario sólo pensar Epara operar un juego de video. Las empresas de la electrónica de consumo están desarro- llando dispositivos especiales como el auricular Emotiv EPOC -la primera interfaz cerebro-computadora- que ayudarán a acelerar la revolución de los videojuegos. 222 El EPOC detecta y procesa en tiempo real patrones de la El futuro que ya no fue actividad cerebral (pequeños cambios de voltaje en el cerebro causadas por los disparos de las neuronas), utilizando un dis- positivo que mide la actividad eléctrica en el cerebro. En total, el EPOC recoge más de 30 diferentes expresiones, emociones ApaRECE EN 1985 SUPER MARIO y acciones. BROS., personaje que supuso un punto de Esta propuesta ya ha sido recibida con entusiasmo por inflexión en el desarrollo de los juegos electrónicos. muchos jugadores. Según los expertos, la ciencia ficción repre- Super Mario Bros., producido por la compañía Nintendo, sentada en películas como Matrix o Star Trek son ahora para la consola NES, Nintendo Entertainment System realidades del futuro. -
Sim City 3000 Cz
Sim city 3000 cz click here to download SimCity OST. Composed by Jerry Martin. Sim Broadway Building Magic City New. Jest to mój pierwszy let's play jaki zrobiłem, więc bardzo proszę o wyrozumiałość. Chociaż bez przesady, chcę. Dziś dłuższy materiał o strategi ekonomicznej SimCity www.doorway.ru Sounds of the City. Submitted by Anonymous (not verified) on Srp 10, Language United Kingdom. Hello, I'm Kent Jolly, the audio director for the new SimCity coming out in February Today, I'm going to talk a little bit about how we've implemented traffic sound effects in this game, as well as give you a peek into. Simcity Unlimited - www.doorway.ru - Stačí otevřít a budeš v obraze. SimCity je multiplatformní budovatelská strategie, vyvinutá studiem Maxis a publikovaná studiem Electronic Arts v letech až Jde o třetí vydání ze série her SimCity. SimCity podporuje operační systémy Windows, Macintosh a díky (dnes již zaniklé) společnosti Loki také Linux. Vítejte na stránkách o skvělé počítačové hře Sim City Najdete zde vše o této hře, tipy, cheaty, obrázky a průvodce hrou. Jakub Votoupal. [email protected] založeno poslední aktualizace říjen SimCity was Maxis's second product, which has since been ported into various personal computers and game consoles, and spawned several sequels including SimCity in , SimCity in , SimCity 4 in , SimCity DS, SimCity Societies in , and SimCity in Until the release of The Sims in Sim city download on Android and ISO for free By Godfery Benjamin. How to download SimCity By Mignon Josh. SimCity Unlimited ▻ HD Widescreen City-building! - [Nostalgiasm] By Frank Martha. -
Simcity2000. Urban Crisis
Julian Bleecker Getting The Reality You Deserve After a decade of idleness, it is useful to contrast the similarities and differences of the cultural and political markers relevant to the topics of this chapter — video gaming, the city, and representation of racial, ethnic and class-based conflict therein — over the time between when this chapter was first researched and written in the early 1990s and the early post-millennium of “now” — around 2004. In the next few pages, I would like to provide an introductory framework for this chapter by briefly sketching out what I see to be relevant changes in the nature of the city and video games over these years. I have two reasons for doing this. The first is to note the ways both video games and the city have become expansive, growing in significance and consequence over this time. It is generally well-known that the city has grown, most obviously in terms of population densities and the sheer volume of people migrating into them on a daily basis. It is also well-known that video games have become an enormously popular and economically prodigious cultural artifact. More relevant in the context of this chapter, though, video games have also become a mechanism for critical cultural expression and scholarship that scarcely existed if at all when I first researched and wrote 1 this material. At the time of the original writing and publication in 1995, it felt necessary to move toward a critical analysis of a video game by going through film criticism, hence the sections on dystopic science-fiction films that have as their backdrop an urban setting (Bleecker 1995). -
CIESM Marine Policy Series 2, Video Games and Marine Resources
CIESM MARINE September 2012 2 POLICY SERIES The Potential Uses for Video games in enhancing Governance of Marine Resources F. Briand, L. Giuliano 1 CIESM - THE MEDITERRANEAN SCIENCE COMMIssION 1 / 32 Drawings, cover and interior design: Grafiche Tintoretto s.r.l. Compositor and printer: Grafiche Tintoretto s.r.l. To be cited as: Briand F. and L. Giuliano. 2012. The potential uses for videogames in enhancing governance of marine resources. CIESM Marine Policy Series 2, 32 pp. ISSN 2306-4897 second printing, September 2012 CIESM Publishers, 16, Bd. de Suisse, 98000 Monaco © CIESM. All rights reserved 3 CIESM - The Mediterranean Science Commission - www.ciesm.org 2 / 32 CIESM Marine Policy Series n°2 Index The general context 5 A few definitions 7 Visual demonstrations 7 Key points of the discussions 9 Key recommendations 15 Annex 1 - Profiles of seminars’s participants 19 3 CIESM - The Mediterranean Science Commission - www.ciesm.org 3 / 32 4 5 4 / 32 CIESM Marine Policy Series n°2 The general context In European and Mediterranean waters- and in most of the world ocean as well- marine policies have clearly failed to regulate overfishing and to sustainably manage multispecies fisheries despite the best available scientific and economic expertise. To compound the problem, if fishery scientists know how to communicate to other scientists, they are not very good, on average, at communicating to the public at large and in influencing policy-makers. To explore ways to possibly break this pattern, CIESM gathered a mix of marine scientists and fisheries economists from various horizons, together with game developers having experience in natural resources gaming, to freely exchange views over the course of one day in March 2011 in Göteborg, Sweden. -
Sami Heikkinen TIETOKONEPELIT OPETUS
Sami Heikkinen TIETOKONEPELIT OPETUS -JA HYÖTYKÄYTÖSSÄ Opinnäytetyö Kajaanin ammattikorkeakoulu Luonnontiedeiden koulutusala Tietojenkäsittely Syksy 2008 OPINNÄYTETYÖ TIIVISTELMÄ Koulutusala Koulutusohjelma Luonnontieteiden ala Tietojenkäsittely Tekijä(t) Sami Heikkinen Työn nimi Tietokonepelit opetus -ja hyötykäytössä Vaihtoehtoiset ammattiopinnot Ohjaaja(t) Järjestelmän ylläpito Veli-Pekka Piirainen Toimeksiantaja Kajaanin Ammattikorkeakoulu Aika Sivumäärä ja liitteet Syksy 2008 42 Tietokonepelien pelaaminen on viihdemuoto jota on harvoin tutkittu, mutta joka vaikuttaa nykypäivänä usean ihmisen elämään. Pelityyppejä on useita, ja eräs pelityyppi on opetuspelit, jotka pyrkivät opettamaan pelaajaa se- koittamalla viihteellisen peliympäristön ja arvokkaan tiedon. Erilaisia opetuspelejä voidaan suunnitella käytettä- viksi esim. kouluissa, politiikassa tai terveydenhoidossa. Pelisuunnittelu on monivaiheinen prosessi, joka vaatii suunnittelijalta tietokonepelien hyvien ja huonojen puolien tutkimista, ja hyvää luomiskykyä. Pelisuunnitteluun kuuluvat mm. opetuspelien vaatimusten, tavoitteiden ja koh- deryhmän määrittäminen sekä tarinan ja pelimekaniikan suunnittelu. Opinnäytetyön tavoitteena oli tutkia tietokonepelien opetusmahdollisuuksia ja hyötyjä pelaajalle, sekä kartoittaa opetuspelien historiaa ja nykytilannetta. Työssä tarkasteltiin myös pelisuunnittelun teoriaa ja suunnitteluprosessin eri vaiheita ja tavoitteita sekä pelien hyötyjä eri käyttöympäristöissä. Työssä analysoitiin myös erilaisten pelien ominaisuuksia ja kehitettiin niiden -
Philos Template PDF Generator
The author of this informative study explores the Unleashed! Players question of what happens when players practise media and negotiate computer code, various ideologies, Players Unleashed! matters media and the game itself by modding (modifying) The Sims, the bestselling computer game of all time. Modding The Sims and Sihvonen examines the technical and material specificities ofThe Sims mods, as well as their the Culture of Gaming matters cultural context. Viewed as a manifestation of participatory culture, modding makes pc games malleable: players reconfigure the game by creating new content, changing the behaviours of game characters and altering the uses of the game engine. Using a semiotic framework, Sihvonen suggests a signification process that includes interpretation, configuration, reworking and redirection with the game system and rules. sihvonen tanja From its historical roots in shooters and text ad- venture games, the author bares the fascinating evolution and dynamics of modding, where gen- der stereotypes, the thrills of hacking and living the Sims’ American Dream intersect with the aesthetic and operational dimensions of mod- ding. Dr. Tanja Sihvonen is researcher in computer games, play and digital culture. ‘Players Unleashed! is a thought provoking and well- argued reconstruction of the history of digital games and the role of player modifications to such artifacts. Focusing on the wide-ranging universe of mods for the best selling game The Sims, Sihvonen presents a cogent and persuasive argument for the importance of