But War Is Simulation: the Military-Entertainment Complex
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Use of Computer Simulation Games for Instructional and Recruiting Purposes in Middle School and Jr
Use of Computer Simulation Games for Instructional and Recruiting Purposes in Middle School and Jr. High Research Experiences for Teachers (RET) 2010 Melissa Miller, Randall Reynolds Science Teacher Lynch Middle School/Math Teacher Gravette Junior High School Abstract The 2010 Summer RET program at the University of Arkansas provided an opportunity for two public school teachers to conduct further research in the area of using computer simulation games for instructional purposes as well as for the recruitment of potential industrial engineering students. Emphasis was placed on how industrial engineering concepts could be explored through the use of a simulation game that would provide a high interest classroom project based upon sound curriculum. The challenge for the project was to refine an academic competition involving a simulation-based video game relating to Industrial Engineering. The project was divided into 2 divisions, one for junior level students in grades 6 – 8 and one for senior level students in grades 9 – 12. Obviously, a major issue was designing the competitions with a proper level of difficulty for both age groups while keeping the subject matter relevant to meaningful engineering concepts and instructional frameworks. The competitions were intended to help students acquire fundamental problem solving capabilities as well as a basic understanding of some tools used in Industrial Engineering and logistics. This project was completed under the leadership of two mentoring professors: Dr. Richard Cassady and Dr. Ed Pohl, who provided guidance and also secured funding necessary to support the implementation of the competition by providing the necessary supplies through the support of Dr. -
Falcon 3.0 Manual
Rev 3: 12/95–js F A L C O N 3 . 0 i FLIGHT MANUAL Rev 3: 12/95–js ii F A L C O N 3 . 0 Program Credits Original Design Concept: Digital Actors: Gilman “Chopstick” Louie “Smokin’ Joe” Ward Scot “Woof” Bayless Simulation Team: Russel “Blue Jay” Reiss Erick “Jetbuster” Jap Matt “Mack Daddy” Carlström Gary “RC” Stottlemyer Zachary “Defiant” Fuller Kuswara “Porkchop” Pranawahadi Tony Beccia Les “Vulture” Watts Daniel “Bullfrog” Deremiah Marisa “No. 19” Ong Interface Team: Bill Hall Scot “Woof” Bayless Elizabeth Chambers Michael “Papa Bear” Mancuso Shannon Lee Ian “Blue Macaw” Falicov Daniel “Bullfrog” Deremiah Stunt Effects: Matt “Mack Daddy” Carlström Additional Programming: Elizabeth Chambers Farah “Stinger” Soebrata Don “Blaster” Harlow World Building: Rebecca “Stormtrooper” Ang Anthony “KnötHead” Chiang Donald “Cal” Tsang Daniel “Bullfrog” Deremiah Lee “Vaporizer” Powell “Smokin’ Joe” Ward Peter “Bandit” Ward Product Manager: Eric “Violator” Grotke Scot “Woof” Bayless Bradd “Bluto” Huddle Art: Sound and Music: Matt “Mack Daddy” Carlström Paul “Moggy” Mogg Dan “Dolphin” Guerra Chuck “Bunhead” Butler Quality Assurance: Louis “Cantoni” Sremac Kurt “Goat Killer” Boutin Zachary “Defiant” Fuller Brett “Flying Crip” Amick Steve “Scorpion” Blankenship Animation Direction, Special Effects Stephen “Buster” Keith and Camera: Lawrence “Hairball” Kevin Matt “Mack Daddy” Carlström Mike “Mad Mongoose” Nebeker Zachary “Defiant” Fuller Russel “Blue Jay” Reiss Rev 3: 12/95–js F A L C O N 3 . 0 iii Additional Quality Assurance: Manual Credits Evan “Baron” Birkby Eric “Cerebus” Chin Writing: William “T-Square” Chin Robert “Spaceman” Giedt Mike “Izzy” Isgur Howard “Whiplash” Bornstein Douglas “Opus” Lin Pete “Boomer” Bonanni David “Wotan” Wessman Kyle “Bulldog” Brink “Smokin’ Joe” Ward Beta Testers: Steve “White Knight” Perrin Frank “Turk” Bartolotta Tom “KC” Basham Editing: Terry “Pinecone” Carraway Robert “Spaceman” Giedt James “Hawk” Cook Marisa “No. -
Simulation, History and Experience in Avalon and Military-Entertainment Technoculture
Simulation, History and Experience in Avalon and Military-Entertainment Technoculture PATRICK CROGAN University of the West of England, UK Abstract: This essay takes Mamoru Oshii’s Avalon (2001) as a starting point for considera- tion of the impact of simulational interactive media on contemporary technoculture. The con- nections made in the film between virtual reality games and military research and develop- ment, and its quasi-simulational modelling of various historical ‘Polands’ in re-sequencing a dystopian end of history are the most valuable resources it brings to this study of how simula- tion’s predominant development represents a major challenge to the forms of critical cultural reflection associated with narrative-based forms of recording and interrogating experience. Analysis of the methods and rhetorics of simulation design in the military-industrial (and now military-entertainment) complex will elaborate the nature and stakes of this challenge for to- day’s globalising technoculture of ‘militainment’. Keywords: simulation, videogames, anime, war, history, technoculture, militainment his article is not so much about Mamoru Oshii’s 2001 Japanese-Polish, anime-live ac- Ttion hybrid feature, Avalon, as it is about the challenge that the film’s subject— videogame virtuality—represents for the critical analysis of contemporary global, digital technoculture. I propose that videogames are exemplary forms of digital technoculture, not least because they illustrate the powerful influence of military technoscience on the latter. Avalon -
The Global Military Simulation and Virtual Training Market 2015–2025 Single Copy Price: $4,800
The Global Military Simulation and Virtual Training Market 2015–2025 Single Copy Price: $4,800 Reference Code: DF0065SR The Global Military Simulation and Virtual Published: April 2015 Training Market 2015–2025 Report Price: US$ 4,800 (Single Copy) The Global Military Simulation and Virtual Training Market 2015–2025 Single Copy Price: $4,800 Summary “The Global Military Simulation and Virtual Training Market 2015–2025” report offers the reader detailed analysis of the global military simulation market over the next ten years, alongside potential market opportunities to enter the industry, using detailed market size forecasts. The global military simulation and virtual training programs market is expected to value US$XX billion in 2015 and increase at a CAGR of XX% to reach US$XX billion by 2025. The market consists of three simulation categories: flight, combat, and maritime. Flight simulators are expected to account for XX% of the global military simulation market, followed by maritime simulators and combat simulators with shares of XX% each. Over the forecast period, the cumulative global expenditure on military simulators and virtual training programs is expected to reach US$XX billion. “The Global Simulation and Virtual Training Market 2015–2025” provides detailed analysis of the current industry size and growth expectations from 2015 to 2025, including highlights of key growth stimulators. It also benchmarks the industry against key global markets and provides a detailed understanding of emerging opportunities in specific areas. Key Findings The global military simulators and virtual training programs market is expected to value US$XX billion in 2015 and is expected to increase to US$XX billion by 2025, representing a CAGR of XX% during the forecast period. -
4. Wargaming the Middle East: the Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities
4. Wargaming the Middle East: The Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities Janina Schupp Abstract Shortly after the end of a tank combat during the Gulf War, a team of US Army historians, scientists, and engineers flew to Iraq to gather detailed data of the battle. The collected information was used to create an exact virtual simulation of the combat for training. The mapping capability – offered by the resulting simulation game 73 Easting – to visualize the battlefield from any position and point in time revolutionized military exercises. With ongoing conflicts in the Middle East, these digital training cartographies are now linked to real bodies and vehicles through digital and mobile technologies during live training in artificially constructed villages. This chapter analyses this evolution and critically investigates the growing ‘gamification’ ensuing in these representations of Middle Eastern battlefields. Keywords: Wargames, Middle East, interactive battlespace, live simulations In war the experienced soldier reacts in the same way as the human eye does in the dark: the pupil expands to admit what little light there is, discerning objects by degrees, and finally seeing them indistinctly. By contrast, the novice is plunged into the deepest night. […] It is immensely important that no soldier, whatever his rank, should wait for war to expose him to those aspects of active service that amaze and confuse him when he first comes across them. (Clausewitz 1989, p. 122) Strohmaier, A. and A. Krewani (eds.), Media and Mapping Practices in the Middle East and North Africa: Producing Space. Amsterdam: Amsterdam University Press, 2021 doi 10.5117/9789462989092_ch04 96 JANINA SCHUPP The act of playing at war is deeply engrained in human history and has per- sisted to the present day in both professional and hobby culture. -
A Validation of a Game-Based Assessment for the Measurement of Vocational Interest
A VALIDATION OF A GAME-BASED ASSESSMENT FOR THE MEASUREMENT OF VOCATIONAL INTEREST A Thesis submitted to the faculty of San Francisco State University In partial fulfillment of the requirements for the Degree Master of Science In Psychology: Industrial/Organizational Psychology by Hope Elizabeth Wear San Francisco, California May 2018 Copyright by Hope Elizabeth Wear 2018 CERTIFICATION OF APPROVAL I certify that I have read A Validation of a Game-Based Assessment for the Measurement of Vocational Interest by Hope Elizabeth Wear, and that in my opinion this work meets the criteria for approving a thesis submitted in partial fulfillment of the requirement for the degree Master of Science in Psychology: Industrial/Organizational Psychology at San Francisco State University. Chris Wright, Ph.D. Professor A VALIDATION OF A GAME-BASED ASSESSMENT FOR THE MEASUREMENT OF VOCATIONAL INTEREST Hope Elizabeth Wear San Francisco, California 2018 Game-based assessments (GBAs) are a new type of technologically-based assessment tool which allow for traditional selection concepts to be measured from gameplay behaviors (e.g., completing levels by following game rules). GBAs use game elements to create an immersive environment which changes how assessments are traditionally measured but retains the psychometric properties within the game to assess a variety of knowledge, skills and abilities. In this study we examined the validity of a GBA for use as a measure of RIASEC vocational interests from Holland (1985). Participants played the GBA as well as completed traditional measures of RIASEC interests. We compared the scores from participants for congruence across the different measures using a multitrait-multimethod matrix (MTMM). -
The Falcon 3 Tactics Manual
The Falcon 3.0 Manual Tactics Section - Introduction to the Geometry of Air Combat by Ed "Skater" Lynch For those of you that are "old salts" when it comes to flight sims, and for those of you that are new to flight sims, this article should be of some value to you. This is largely a reprint from the manual of one of the best combat flight sims ever released. Spectrum Holobyte's Falcon 3.0 was indeed the father of all modern, "realistic" combat flight sims. The F3 manual was one hell of a paper weight. Weighing in at something like seven pounds, the F3 manual was jam packed with information on flying the sim, and the usage of tactics, and the deployment of weapons and the employment of the aircraft. Here is a little jewel from the tactics section. Enjoy! Credit goes to Microprose / Hasbro Interactive, Spectrum Holobyte, and the Falcon 3.0 team. Introduction to the Geometry of Air Combat In order to become a great fighter pilot, you must perform great BFM. Now, in order to perform BFM, a fighter pilot must understand his positional relationship to the target from three perspectives: positional geometry, attack geometry and the weapons envelope. Positional Geometry Angle-off, range and aspect angle are terms used in BFM discussions to describe the relative advantage or disadvantage that one aircraft has in relation to another. Angle-Off Angle-Off is the difference, measured in degrees, between your heading and the bandit's. This angle provides information about the relative fuselage alignment between the pilot's jet and the bandit's. -
Video Game Collection MS 17 00 Game This Collection Includes Early Game Systems and Games As Well As Computer Games
Finding Aid Report Video Game Collection MS 17_00 Game This collection includes early game systems and games as well as computer games. Many of these materials were given to the WPI Archives in 2005 and 2006, around the time Gordon Library hosted a Video Game traveling exhibit from Stanford University. As well as MS 17, which is a general video game collection, there are other game collections in the Archives, with other MS numbers. Container List Container Folder Date Title None Series I - Atari Systems & Games MS 17_01 Game This collection includes video game systems, related equipment, and video games. The following games do not work, per IQP group 2009-2010: Asteroids (1 of 2), Battlezone, Berzerk, Big Bird's Egg Catch, Chopper Command, Frogger, Laser Blast, Maze Craze, Missile Command, RealSports Football, Seaquest, Stampede, Video Olympics Container List Container Folder Date Title Box 1 Atari Video Game Console & Controllers 2 Original Atari Video Game Consoles with 4 of the original joystick controllers Box 2 Atari Electronic Ware This box includes miscellaneous electronic equipment for the Atari videogame system. Includes: 2 Original joystick controllers, 2 TAC-2 Totally Accurate controllers, 1 Red Command controller, Atari 5200 Series Controller, 2 Pong Paddle Controllers, a TV/Antenna Converter, and a power converter. Box 3 Atari Video Games This box includes all Atari video games in the WPI collection: Air Sea Battle, Asteroids (2), Backgammon, Battlezone, Berzerk (2), Big Bird's Egg Catch, Breakout, Casino, Cookie Monster Munch, Chopper Command, Combat, Defender, Donkey Kong, E.T., Frogger, Haunted House, Sneak'n Peek, Surround, Street Racer, Video Chess Box 4 AtariVideo Games This box includes the following videogames for Atari: Word Zapper, Towering Inferno, Football, Stampede, Raiders of the Lost Ark, Ms. -
Truck Driving Simulator Pc Download
Truck driving simulator pc download LINK TO DOWNLOAD Scania Truck Driving Simulator is a PC game that gives you the unique opportunity to get behind the wheels of Scania R-series truck. Scania Truck Driving Simulator is a very complete game, with a super-realistic simulation and fantastic graphics. The depth and variety of the game is another strength of Scania Truck Driving Simulator. The game has several game modes Driving license mode. · How to Download and Play Truck Simulator Europe on PC. Download and install BlueStacks on your PC. Complete Google sign-in to access the Play Store, or do it later. Look for Truck Simulator Europe in the search bar at the top right corner. Click to install Truck Simulator Europe from the search results4/5. Download and play the Scania Truck Driving Simulation for free The downloaded game has no time limit on the play time, however access to some of the game areas is limited until activated. Play free to see if you like the game, and to check whether it is compatible with your computer. · Get American Truck Simulator PC download (indir) for PC with crack. This vehicle simulation game is developed by the Czech company SCS Software. To some extent, it is the competitor of the video game sequel to Euro Truck Simulator 2. It was published at the Electronic Entertainment Expo, in 50 rows · · To see the full description of World Truck Driving Simulator, please visit on . euro truck simulator 3 pc game download will serve you with the best possible game base that would be an amazing thing to experience and to get the real life like fun. -
2012 Holy Cross Baseball Yearbook Is Published by Commitment to the Last Principle Assures That the College Secretary:
2 22012012 HOOLYLY CRROSSOSS BAASEBALLSEBALL AT A GLLANCEANCE HOLY CROSS QUICK FACTS COACHING STAFF MISSION STATMENT Location: . .Worcester, MA 01610 Head Coach:. Greg DiCenzo (St. Lawrence, 1998) COLLEGE OF THE HOLY CROSS Founded: . 1843 Career Record / Years: . 93-104-1 / Four Years Enrollment: . 2,862 Record at Holy Cross / Years: . 93-104-1 / Four Years DEPARTMENT OF ATHLETICS Color: . Royal Purple Assistant Coach / Recruiting Coordinator: The Mission of the Athletic Department of the College Nickname: . Crusaders . .Jeff Kane (Clemson, 2001) of the Holy Cross is to promote the intellectual, physical, Affi liations: . NCAA Division I, Patriot League Assistant Coach: and moral development of students. Through Division I President: . Rev. Philip L. Boroughs, S.J. Ron Rakowski (San Francisco State, 2002) athletic participation, our young men and women student- Director of Admissions: . Ann McDermott Assistant Coach:. Jeff Miller (Holy Cross, 2000) athletes learn a self-discipline that has both present and Offi ce Phone: . (508) 793-2443 Baseball Offi ce Phone:. (508) 793-2753 long-term effects; the interplay of individual and team effort; Director of Financial Aid: . Lynne M. Myers E-Mail Address: . [email protected] pride and self esteem in both victory and defeat; a skillful Offi ce Phone: . (508) 793-2265 Mailing Address: . .Greg DiCenzo management of time; personal endurance and courage; and Director of Athletics: . .Richard M. Regan, Jr. Head Baseball Coach the complex relationships between friendship, leadership, Associate Director of Athletics:. Bill Bellerose College of the Holy Cross and service. Our athletics program, in the words of the Associate Director of Athletics:. Ann Zelesky One College Street College Mission Statement, calls for “a community marked Associate Director of Athletics:. -
The Foundations of Song Bird
Running head: THE FOUNDATIONS OF SONG BIRD GENDER SPECTRUM NEUTRALITY AND THE EFFECT OF GENDER DICHOTOMY WITHIN VIDEO GAME DESIGN AS CONCEPTUALIZED IN: THE FOUNDATIONS OF SONG BIRD A CREATIVE PROJECT SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY CALEB JOHN NOFFSINGER DR. MICHAEL LEE – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA DECEMBER 2018 THE FOUNDATIONS OF SONG BIRD 2 ABSTRACT Song Bird is an original creative project proposed and designed by Caleb Noffsinger at Ball State University for the fulfillment of a master’s degree in Telecommunication: Digital Storytelling. The world that will be established is a high fantasy world in which humans have risen to a point that they don’t need the protection of their deities and seek to hunt them down as their ultimate test of skill. This thesis focuses more so on the design of the primary character, Val, and the concept of gender neutrality as portrayed by video game culture. This paper will also showcase world building, character designs for the supporting cast, and examples of character models as examples. The hope is to use this as a framework for continued progress and as an example of how the video game industry can further include previously alienated communities. THE FOUNDATIONS OF SONG BIRD 3 TABLE OF CONTENTS Introduction . 4 Chapter 1: Literature Review. 8 Chapter 2: Ludology vs. Narratology . .14 Chapter 3: Song Bird, the Narrative, and How I Got Here. 18 Chapter 4: A World of Problems . 24 Chapter 5: The World of Dichotomous Gaming: The Gender-Neutral Character . -
Ap Little All-America Archive (1934-2019)
AP LITTLE ALL-AMERICA ARCHIVE (1934-2019) 2019 - DIVISION II SECOND TEAM FIRST TEAM OFFENSE OFFENSE QB - Brook Bolles (Sr.), Central Missouri RB - Daniel McCants (Sr.), Tarleton State QB - Roland Rivers III (Sr.), Slippery Rock RB - Al McKeller (Jr.), Indianapolis RB - Nate Gunn (Sr.), Minnesota State WR - Henry Litwin (Jr.), Slippery Rock RB - Jaleel McLaughlin (So.), Notre Dame (Ohio) WR - Shae Wyatt (Jr.), Central Missouri WR - Zimari Manning (Sr.), Tarleton State TE - Jack Pilkerton (Sr.), Kutztown WR - Shane Zylstra (Sr.), Minnesota State OL - Jeff Arnold (Sr.), Indiana (Pa.) TE - Zach Davidson (Jr.), Central Missouri OL - Cori Gooseberry (Sr.), Ouachita Baptist OL - Tyler Allison (Sr.), Ferris State OL - Brandon Kemp (Sr.), Valdosta State OL - Evan Heim (Sr.), Minnesota State OL - Adonis Sealey (Sr.), Valdosta State OL - Chris Larsen (Sr.), Slippery Rock OL - Amon Simon (Jr.), Texas A&M-Commerce OL - Jason Poe (Jr.), Lenoir-Rhyne AP - Tobias Harris (So.), West Texas A&M OL - Grant Stewart (Sr.), Colorado Mines K - Jordan Walters (Sr.), East Stroudsburg AP - Dominique Ramsey (Jr.), Texas A&M-Commerce K - Duane Brown (Sr.), Fort Hays State DEFENSE DL - Chauncey Haney (Sr.), North Greenville DEFENSE DL - Chad Kuhn (Jr.), Slippery Rock DL - Spencer Phillips (Sr.), DL - Jaquan Artis (Sr.), Lenoir-Rhyne Northwest Missouri State DL - Austin Edwards (Sr.), Ferris State DL - Shau’haun Williams (Sr.), Notre Dame (Ohio) DL - Chris Garrett (Jr.), Concordia-St. Paul LB - Damon Lloyd (Sr.), Indiana (Pa.) DL - B.J. Jefferson (Sr.), Tarleton State