Mod, Man, and Law: a Reexamination of the Law of Computer Game Modifications by Zvi Rosen* © 2005, Chicago-Kent Journal of Intellectual Property
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User Manual for Software Product «1K62 Lathe Simulator»
USER MANUAL FOR SOFTWARE PRODUCT «1K62 LATHE SIMULATOR» Brief Description of the Software Product 3D simulator of a classic screw-cutting lathe machine mod. 1K62. The application simulates the performance of ordinary turning operations in an interactive mode. The capabilities of the simulation model include operations of external and facing turning, drilling and boring of holes, turning of grooves, cutting of external and internal threads. In the full version of the application, more than 70 cutting tools are available for work. The graphical user interface is made in Russian and English. Metric and inch measurement systems are supported. The required amount of video memory of the device is 350 MB. The graphical system of the application uses the components of OpenGL 3.0. Main Screen Elements The main screen of the application is represented by a 3D scene depicting a geometric model of a 1K62 lathe in an abstract spatial environment (Fig. 1). The main control elements are displayed on the screen - buttons and measuring scales of the feed limbs of the lathe. Figure 1 – Main Screen of Application On the right side of the screen are the main function buttons of the application. The first (top to bottom) button is designed to exit from application with confirmation. The second button displays on the main screen a scheme of a screw-cutting machine 1K62 with the designation of the main nodes (Fig. 2). The third button opens the control panel for the workpiece parameters (Fig. 3). In this 3D scene is displayed in the background with the ability to manipulate the camera. -
February/March 1995
February/march 1995 GAME DEVELOPER MAGAZINE GAME PLAN GGAMEAEM The No Editor Larry O’Brien [email protected] Go Logo Senior Editor Nicole Freeman [email protected] Production Editors Barbara Hanscome [email protected] here may never be a game with a over your home’s Ethernet backbone (that Nicole Claro “Windows ’95 Compatible” logo, is, is it mail-enabled)? Second, can you [email protected] not even from Microsoft. embed an Excel spreadsheet of your Editorial Assistant Diane Anderson Microsoft, by arrogant fiat, has inventory in the middle of your character [email protected] decided that the seemingly literal sheet (that is, does it support OLE 2.0)? Contributing Editors Alex Dunne phrase, with it’s seemingly Do you have a tabbed dialog that walks [email protected] straightforward purpose, should you through the game (that is, do you Chris Hecker [email protected] be held hostage to the whims of have Wizards)? Finally, does it work on a David Sieks Tsome Redmondian marketing genius. different operating system, with a different [email protected] Windows ’95, the new operating system base architecture including a different Wayne Sikes from Microsoft, will roll out later this year tasking model (that is, Windows NT)? [email protected] and, largely due to the bundling agree- In other words, to be “compatible” Editor-at-Large Alexander Antoniades ments Microsoft has with clone makers, with Windows ’95, your game has to be a [email protected] will quickly gain its greatest marketshare mail-enabled, en-Wizarded OLE Server Cover Photography Charles Ingram Photography in the home computer market. -
Micro Star V. Formgen
154 F.3d 1107 United States Court of Appeals, Ninth Circuit. MICRO STAR, Plaintiff–Appellant, v. FORMGEN INC., a corporation; GT Interactive Software Corp.; 3D Realms Entertainment, aka 3D Realms Entertainment; DOES, 1 through 100, inclusive., Defendants–Appellees. MICRO STAR, Plaintiff–Appellant/Cross–Appellee, v. FORMGEN INC., a corporation; GT Interactive Software Corp.; 3D Realms Entertainment, aka 3D Realms Entertainment; Does, 1 through 100, inclusive., Defendants–Appellees/Cross–Appellants. Nos. 96–56426, 96–56433. | Argued and Submitted Nov. 4, 1997. | Decided Sept. 11, 1998. Opinion KOZINSKI, Circuit Judge. Duke Nukem routinely vanquishes Octabrain and the Protozoid Slimer. But what about the dreaded Micro Star? I FormGen Inc., GT Interactive Software Corp. and Apogee Software, Ltd. (collectively FormGen) made, distributed and own the rights to Duke Nukem 3D (D/N-3D), an immensely popular (and very cool) computer game. D/N-3D is played from the first-person perspective; the player assumes the personality and point of view of the title character, who is seen on the screen only as a pair of hands and an occasional boot, much as one might see oneself in real life without the aid of a mirror.1 Players explore a futuristic city infested with evil aliens and other hazards. The goal is to zap them before they zap you, while searching for the hidden passage to the next level. The basic game comes with twenty-nine levels, each with a different combination of scenery, aliens, and other challenges. The game also includes a “Build Editor,” a utility that enables players to create their own levels. -
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. -
Spear of Destiny Manual Pdf
Spear of destiny manual pdf -Download manuals from Wolfenstein Goodies first before you go to replacementdocs.com. spear of destiny manual download Replacementdocs.com will. spear of destiny manual pdf Its from 3D Realms -Spear of Destiny Super CDs 3 episodes Hint Books scans: -Microsoft Word 98. 1 Megabytes -PDF.This manual is presented in its original format. The artifact that Hitler cetiets mast is the Spear ef Destiny, the weapun that.Spear of Destiny. Spear of Destiny: A Wolfenstein 3D Graphics Adventure. Подробная инструкция по применению расположена в нашей Wiki.Spear of Destiny - продолжение легендарного 3D-action Wolfenstein 3D от ID Software, также. Wolfenstein 3D SoD4SDL Инструкция на английском. Постер Wolfenstein 3D: Spear of Destiny. Dosbox - инструкция, как запустить старые игры на windows 7, 8, XP. Скачать Wolfenstein 3D : Spear of Destiny 1. spear of destiny hint manual Инструкция по установке общедоступной бета-версии iOS 9.Wolfenstein 3D, Spear of Destiny, Return to Castle Wolfenstein, and Enemy Territory info, cheats, codes, screen shots. Manual - PDF of the original PC manual. Тут вы найдете и продолжение Wolfenstein 3D - Spear of Destiny с первой по третью часть. spear of destiny game manual Для запуска одиночной игры кликните два. Wolfenstein 3D Spear of Destiny maps into Rise of the Triads RTL. PDF Digital version of the Rise of the Triad Manual included with the.In fact, several medieval boar hunting manuals survive which display this highly. Spear of Longidinus, also known as The Spear of Destiny, which was that. В игре Wolfenstein 3D: Spear of Destiny нам вновь в лице поляка Блазковича. -
Behaviours and Outcomes in Unauthorised Fan-Made Video Game Production
Behaviours and outcomes in unauthorised fan-made video game production Kris Erickson*, Martin Kretschmer*, Olympia Mavridou**, Gregor White** CREATe, University of Glasgow ** University of Abertay Dundee What is a fan game? “A new game project, initiated by fans, which takes inspiration from a pre-existing video game… a fangame adds a significant new experience, differentiating it from minor tweaks, mods, or hacks that merely transform an existing game experience. A fangame project is judged to be motivated by love for the original game, rather than piggybacking on existing engine or source code to make a new product.” Original game may, or may not, be commercially available. Space Quest 0: Replicated Kings Quest 2 Remake Narrative fidelity Ash Grey pastiche sequel Rayman 3D adaptation Narrative innovation Digital Innovation & Copyright Intervention Legal status of Remakes: Constitute copyright infringement if they copy a substantial part of the original (which fan games do, almost by definition) – Unauthorised use may signal (unmet) demand – Unauthorised use may conflict with exploitation of original, and/or damage reputation – Fan games can involve considerable innovation: technological and narrative (i.e. may be wanted from a policy perspective in their own right) Interventions? (1) tolerated use; (2) (pre-)litigation; (3) policy change (exception/non-use) Methodological difficulties: – unknown population – highly heterogeneous practice – reporting bias / survivorship bias (illegitimate activity) – decay of records (digital memory hole) -
MOD Personal Emergency Preparedness Packet
Learn Prepare Respond... One Ashburton Place, Room 1305 Boston, MA 02108 (617)-727-7440 Voice & TTY (800)-322-2020 Voice & TTY Web: www.Mass.Gov/MOD Blog.mass.gov/mod @MassDisability MOD’s Emergency Preparedness Training Supplemental Documents Contents MOD Overview of Services ......................................................................................... 1 Text to 9-1-1 ............................................................................................................... 3 Disability Indicator Information and Form .................................................................. 4 “Show Me for Emergencies” Mobile Alert App ........................................................... 6 MEMA’s Massachusetts Alerts Mobile App ................................................................ 7 The 9-1-1 Silent Call Procedure ................................................................................... 8 Red Cross “Customizing Your Disaster Supplies” Checklist ........................................ 10 FEMA’s “Vital Records” Flyer .................................................................................... 11 Ready.Gov “Preparing Your Pets for Emergencies” Brochure ................................... 12 Mass 2-1-1 Brochure ................................................................................................. 14 Mass Options Brochure ............................................................................................ 15 REquipment Brochure.............................................................................................. -
Analyzing Space Dimensions in Video Games
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts. -
Day of Defeat : Official Strategy Guide Kindle
DAY OF DEFEAT : OFFICIAL STRATEGY GUIDE PDF, EPUB, EBOOK Prima Development | 160 pages | 01 Jun 2003 | Prima Publishing,U.S. | 9780761543503 | English | Rocklin, United States Day of Defeat : Official Strategy Guide PDF Book Paladin Anima Powers. Playing online is fundamentally different from playing offline, as greater amounts of interactivity and chaos often push you to new limits as a general and a soldier. When playing a sniper, find a spot and start sniping; trying to be mobile may be more fun, but sticking to a good perch that overlooks a high-traffic area is far more helpful if you're into mobile sniping, try the Rifleman class. Don't know how effective this is for small games, but there is a marked difference in large games. While there is always a raging debate over whether the recoils are too hard or too soft, dealing with recoil is the same across the board. A large clip allowed for agile attacks on fortified positions. Follow the sound of the ringing phone through the little office and down the corridor. Thanks to anybody who still believes in acting civil online! You can get there easily by going to the flag 3 sewers, then taking a left down to the area under the church. The graphics aren't the best, but this game was tons of fun back in the day! There's a door on the right side that leads directly in. Finally, if you're in need of a defensive location, enter the left path out of your spawn. Errors and other gremlins squashed. -
The Internationalisation of Service Firms: the Impact of Value Creation on the Internationalisation Strategy of Firms
A Service of Leibniz-Informationszentrum econstor Wirtschaft Leibniz Information Centre Make Your Publications Visible. zbw for Economics Blagoeva, Denitsa Hazarbassanova Doctoral Thesis The Internationalisation of Service Firms: The Impact of Value Creation on the Internationalisation Strategy of Firms PhD Series, No. 35.2016 Provided in Cooperation with: Copenhagen Business School (CBS) Suggested Citation: Blagoeva, Denitsa Hazarbassanova (2016) : The Internationalisation of Service Firms: The Impact of Value Creation on the Internationalisation Strategy of Firms, PhD Series, No. 35.2016, ISBN 9788793483354, Copenhagen Business School (CBS), Frederiksberg, http://hdl.handle.net/10398/9369 This Version is available at: http://hdl.handle.net/10419/208989 Standard-Nutzungsbedingungen: Terms of use: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Documents in EconStor may be saved and copied for your Zwecken und zum Privatgebrauch gespeichert und kopiert werden. personal and scholarly purposes. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle You are not to copy documents for public or commercial Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich purposes, to exhibit the documents publicly, to make them machen, vertreiben oder anderweitig nutzen. publicly available on the internet, or to distribute or otherwise use the documents in public. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen (insbesondere CC-Lizenzen) zur Verfügung gestellt haben sollten, If the documents have -
Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
Računalne Igre Kao Rezervoar Taktika I Alat Za Regrutaciju Virtualnih Ratnika: Armed Assault, Ace, Vbs2
RAČUNALNE IGRE KAO REZERVOAR TAKTIKA I ALAT ZA REGRUTACIJU VIRTUALNIH RATNIKA: ARMED ASSAULT, ACE, VBS2 Dinko Štimac * UDK: 004:793/794 793/794:004 004:355 355:004 Primljeno: 23.X.2013. Prihvaćeno: 18.II.2014. Sažetak Tekst se bavi fenomenom FPS (first person shooter) igara i njihovim korištenjem kao simu- lacijskih alata za trening vojnika. Posebno se koncentrira na igru Armed Assault i njezin mod ACE. Također, nastoji se razviti preliminarni uvid u ulogu modova u stvaranju sve preciznijih simulatora. Vojska je prepoznala potencijal komercijalnih FPS-ova u preciznom simuliranju ratišta, posebno u smislu korištenja tog potencijala za trening jedinica na razini voda. Propituju se izvjesni pogledi prema kojima igranje igara dovodi do blaziranosti igrača i stvaranja dojma o ratu kao beskrvnoj i čistoj zabavi. Također, upozorava se na potencijal simulacija da u kontekstu suvremenih oružanih sila AVF (all volunteer force) tipa razviju bar kod dijela civilnog stanovništva bolje razumijevanje vojske kako bi se na taj način povećao nadzor koji civilni sektor može uspostaviti nad profesionalnim vojnim sektorom. Ključne riječi: first person shooter, Virtual Battlespace 2, all volunteer force, simulacija, virtualna stvarnost, vojska. UVOD FPS (first person shooter), tj. „pucačina iz prvog lica”, žanr je računalnih igara, u svojim začecima poznat kroz igre poput Wolfenstein 3D (1992) i Doom (1993), za kojima slijede sve napredniji i umreženiji Unreal Tournament (1999), Quake III Are- na (1999) i danas aktualne posljednje inkarnacije serijala Battlefield i Call of Duty. Primjerke ovog žanra karakterizira naglasak na pretežito pješački borbeni angažman igrača protiv posve fiktivnih, povijesnih ili aktualnih protivnika, a sve to izvedeno kroz „oči lika” (tj.