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The Ergonomic Development of Video Game Controllers Raghav Bhardwaj* Department of Design and Technology, United World College of South East Asia, Singapore
of Ergo al no rn m u ic o s J Bhardwaj, J Ergonomics 2017, 7:4 Journal of Ergonomics DOI: 10.4172/2165-7556.1000209 ISSN: 2165-7556 Research Article Article Open Access The Ergonomic Development of Video Game Controllers Raghav Bhardwaj* Department of Design and Technology, United World College of South East Asia, Singapore Abstract Video game controllers are often the primary input devices when playing video games on a myriad of consoles and systems. Many games are sometimes entirely shaped around a controller which makes the controllers paramount to a user’s gameplay experience. Due to the growth of the gaming industry and, by consequence, an increase in the variety of consumers, there has been an increased emphasis on the development of the ergonomics of modern video game controllers. These controllers now have to cater to a wider range of user anthropometrics and therefore manufacturers have to design their controllers in a manner that meets the anthropometric requirements for most of their potential users. This study aimed to analyse the evolution of video game controller ergonomics due to increased focus on user anthropometric data and to validate the hypothesis that these ergonomics have improved with successive generations of video game hardware. It has analysed and compared the key ergonomic features of the SEGA Genesis, Xbox, Xbox 360, and PS4 controllers to observe trends in their development, covering a range of 25 years of controller development. This study compared the dimensions of the key ergonomic features of the four controllers to ideal anthropometric values that have been standardised for use in other handheld devices such as TV remotes or machinery controls. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
Video Games and Costume Art -Digitalizing Analogue Methods of Costume Design
Video Games and Costume Art -digitalizing analogue methods of costume design Heli Salomaa MA thesis 30 credits Department of Film, Television and Scenography Master’s Degree Programme in Design for Theatre, Film and Television Major in Costume Design Aalto University School of Arts, Design and Architecture Supervisor: Sofia Pantouvaki Advisors: Petri Lankoski, Maarit Kalmakurki 2018 Aalto University, P.O. BOX 11000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract ! Author Heli Salomaa Title of thesis Video Games and Costume Art - digitalizing analogue methods of costume design Department Department of Film, Television and Scenography Year 2018 Number of pages 100 Language English Degree programme Master's Degree Programme in Design for Theatre, Film and Television, Major in Costume Design Abstract This thesis explores ways of integrating a costume professional to the character art team in the game industry. The research suggests, that integrating costume knowledge into the character design pipeline increases the storytelling value of the characters and provides tools for the narrative. The exploration of integrating a costume professional into game character creation as a process is still rare and little information of costume in games and experiences in transferring an analogue character building skillset into a digital one can be found, therefore this research was generated to provide knowledge on the subject. The research's main emphasis is on immersion-driven AAA-games that employ 3D-graphics and human characters and are either photorealistic or represent stylized realism. Technology for depicting reality is advancing and digital industries have become aware of the extensive skills required to depict increasingly realistic worlds. -
Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games
64 Keeping the Game Alive The International Journal of Digital Curation Issue 1, Volume 5 | 2010 Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games Mark Guttenbrunner, Christoph Becker, Andreas Rauber, Vienna University of Technology Abstract Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games. This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. -
Product Information Mega Sg Dimensions
Introducing Mega Sg Console wars are back To be this good takes Analogue. We set out to design the definitive way to explore Sega’s 16-bit and 8-bit era. A reimagining of the underdog that led a 16-bit revolution. Engineered with an FPGA. No emulation. 1080p. Zero lag. Total accuracy. Mega Sg is not a plug n’ play toy. Compatible with the 2,180+ Sega Genesis, Mega Drive and Master System game cartridge library. Explore and re-live one of the greatest video game systems of all time with no compromises. Welcome to the next level: Sega CD in HD Mega Sg plugs directly into your original Sega CD & Mega CD with it’s edge connector, hidden behind an expansion door. Just like the original. But now in stunning, lag free 1080p.1 Hi Definition Graphics: 1080p with Zero Lag Just like Super Nt, Mega Sg uses the most advanced retro-gaming video upscaling on the planet. No other game system is like one from Analogue. Every pixel is razor sharp with accurate, stunning colors. Not to mention true lagless video output. Play Sega. ...wirelessly You can finally play Sega wirelessly and lag-free with 8BitDo’s high quality retro M30 controller. We partnered up with 8BitDo to offer matching controllers for Mega Sg, including a wireless 2.4g receiver at discounted price.2 Reference Quality Control Mega Sg is a reference quality video game system with reference quality control. Featuring aspect ratio preservation, multiple video resolutions, scanlines, scalers and more. High Fidelity Sound With the YM2612 at it’s helm, Sega’s 16-bit era is home to some of the most iconic music in video game history. -
A Study on Interaction-Driven Comparison Between Analog and Digital Gaming Control Interface on Smartphone Sang-Duck Seo Iowa State University
Iowa State University Capstones, Theses and Graduate Theses and Dissertations Dissertations 2016 A study on interaction-driven comparison between analog and digital gaming control interface on smartphone Sang-Duck Seo Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/etd Part of the Art and Design Commons Recommended Citation Seo, Sang-Duck, "A study on interaction-driven comparison between analog and digital gaming control interface on smartphone" (2016). Graduate Theses and Dissertations. 16011. https://lib.dr.iastate.edu/etd/16011 This Dissertation is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. A study on interaction-driven comparison between analog and digital gaming control interface on smartphone by Sang-Duck Seo A dissertation submitted to the graduate faculty in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Major: Human Computer Interaction Program of Study Committee: Sunghyun R. Kang, Major Professor Paul Bruski Anson Call Tejas Dhadphale Seda McKilligan Iowa State University Ames, Iowa 2016 Copyright © Sang-Duck Seo, 2016. All rights reserved. ii TABLE OF CONTENTS Page LIST OF FIGURES .................................................................................................. -
Nintendo and the Commodification of Nostalgia Steven Cuff University of Wisconsin-Milwaukee
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of Wisconsin-Milwaukee University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations May 2017 Now You're Playing with Power: Nintendo and the Commodification of Nostalgia Steven Cuff University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the Communication Technology and New Media Commons Recommended Citation Cuff, Steven, "Now You're Playing with Power: Nintendo and the Commodification of Nostalgia" (2017). Theses and Dissertations. 1459. https://dc.uwm.edu/etd/1459 This Thesis is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. NOW YOU’RE PLAYING POWER: NINTENTO AND THE COMMODIFICATION OF NOSTALGIA by Steve Cuff A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in Media Studies at The University of Wisconsin-Milwaukee May 2017 ABSTRACT NOW YOU’RE PLAYING WITH POWER: NINTENDO AND THE COMMODIFICATION OF NOSTALGIA by Steve Cuff The University of Wisconsin-Milwaukee, 2017 Under the Supervision of Professor Michael Z. Newman This thesis explores Nintendo’s past and present games and marketing, linking them to the broader trend of the commodification of nostalgia. The use of nostalgia by Nintendo is a key component of the company’s brand, fueling fandom and a compulsive drive to recapture the past. By making a significant investment in cultivating a generation of loyal fans, Nintendo positioned themselves to later capitalize on consumer nostalgia. -
Minor Platforms in Videogame History Benjamin Nicoll
GAMES AND PLAY Nicoll Minor Platforms in Videogame History Benjamin Nicoll Minor Platforms in Videogame History FOR PRIVATE AND NON-COMMERCIAL USE AMSTERDAM UNIVERSITY PRESS Minor Platforms in Videogame History FOR PRIVATE AND NON-COMMERCIAL USE AMSTERDAM UNIVERSITY PRESS Minor Platforms in Videogame History Benjamin Nicoll Amsterdam University Press FOR PRIVATE AND NON-COMMERCIAL USE AMSTERDAM UNIVERSITY PRESS Cover illustration: Guillaume Kurkdjian Cover design: Coördesign Lay-out: Crius Group, Hulshout isbn 978 94 6298 828 6 e-isbn 978 90 4854 030 3 doi 10.5117/9789462988286 nur 670 © B. Nicoll / Amsterdam University Press B.V., Amsterdam 2019 All rights reserved. Without limiting the rights under copyright reserved above, no part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise) without the written permission of both the copyright owner and the author of the book. Every effort has been made to obtain permission to use all copyrighted illustrations reproduced in this book. Nonetheless, whosoever believes to have rights to this material is advised to contact the publisher. FOR PRIVATE AND NON-COMMERCIAL USE AMSTERDAM UNIVERSITY PRESS Table of Contents List of Tables and Figures 7 Acknowledgements 9 Introduction : Failed, forgotten, or overlooked? Methods for historicizing minor platforms 11 1. Ways of seeing videogame history: The Vectrex as a transitional platform 45 2. Articulations of videogame piracy: The Zemmix as a decolonial platform 73 3. Domesticating the arcade: The Neo Geo as an imaginary platform 105 4. A dialectic of obsolescence? The Sega Saturn as a residual platform 133 5. -
SEGA Mega Drive / Genesis Music Interface
On the Development of an Interface Framework in Chipmusic: Theoretical Context, Case Studies and Creative Outcomes by Sebastian Tomczak Submitted in fulfilment of the requirements for the degree of Doctor of Philosophy Elder Conservatorium of Music Faculty of Humanities and Social Sciences The University of Adelaide March, 2011 2 Table of Contents ! " # $ %$$ & ' ! "# $% & ' "( ) " $% ! * + % "" ()*+$,* + -- ,-'* ) . ' // , % // + % /0 ,-'* ) . ' 1 2 ) / , + 3 ()*+ (. + ,-'* ,+ 0 , % ,-'* 0 + % 3( $% ,-'* ,+ 1 2 ) 3 , + 34 '/00+ / * 3## 3 , % 0# + % 0 $% * 3## 1 2 ) 00 , + 4" * ),+ 1.2 3+ 4- '- . + &5 4/ , % 4 + % 43 '- . + &5 1 2 ) 40 , + # ( ( 0 -5 + ( ' ,!#3*6 $5 ,703/4 " * ! 8-9 " !% ,**(# / ! / 3 ## 3!* . 4 ## 31!5 6 & $5 0 (#( : * ) $ 6 (#( : + $ 1 )+ + ;##4< (#" : + $ 1 9 - + ;#(#< (#3 : + $ 1 * ;## #(#< ((# : + $ 1 - = ;##< ((" ## 3 ! (& 4 ,% 1 * 3## ((4 %!%& ))6 # ))7 #" ))7 $!#""# )0( ' )00 ,% 1 &5 (" %!%& )01 # )01 #" )01 $!#""# )03 ,% 1 ,-'* ,+ (3 %!%& )04 # )05 #" )05 $!#""# )06 ' )1( ,% 1 ,-'* ) . ' ("# %!%& )1( # )1) #" )10 $!#""# )11 ' )12 1#&. 4 List of Figures and Tables !%$$ & ' '!7+'/'+# & - !( # 8 + 9" 1 -!& +7+'/'+# & !5$ 8# $& & $ 0: /!5$ 8# $& & $ 40: !;( (;/-4 -
Hair in Digital Games
Flow It, Show It, Play It: Hair in Digital Games Andra Ivănescu Brunel University London Kingston Ln, London Uxbridge UB8 3PH T +44 (0)1895 265924 [email protected] ABSTRACT This paper proposes digital hair as a lens through which to explore a number of issues surrounding culture and representation in videogames. While the difficulty of creating hair which looks and moves in a photorealistic manner is notorious in both animation and digital games, the effortless ability to create hair which carries with it social and cultural meaning has not been examined with the same fine-tooth comb. Sociologists and anthropologists from Sir Edmund Leach to Emma Dabiri emphasise how hair can carry a multitude of social, cultural and political meanings, and this paper argues that many of these are carried over into digital worlds. These meanings are examined here in terms of the colour, length, and texture of digital game characters’ hair in relation to culture, gender, and race, providing further avenues for the exploration of representation in digital games. Keywords Hair, representation, gender in games, race in games INTRODUCTION Realistic hair, be it human or animal (or something else altogether), is notoriously difficult to draw, animate, and render, so much so that it has been a measure of great animation and photorealism for decades. As Plante, Cani, and Poulin note: “Since the first appearance of synthetic humans in computer graphics, hair has been a major obstacle in producing realistic characters.” (2001, 139) In video game development, the ability to create hair that looks and moves as ‘real’ hair does has led to the development of specialised software libraries like AMD TressFX and Nvidia Hairworks, which tackle the physics and rendering difficulties of believable hair. -
Analogue Mega Sg Reference Manual
Analogue Mega Sg Reference Manual analogue.co V1.3 March 2019 Analogue Celebrate & explore the history of video games with the respect it deserves. analogue.co V1.1 March 2019 2 / 23 Congratulations on becoming an Analogue Mega Sg owner. A reimagining of the underdog that led a 16-bit What’s in the box revolution. Engineered with an FPGA. No emulation. 1080p. Zero lag. Total accuracy. Mega Sg is not a — Analogue Mega Sg plug n’ play toy. Compatible with the 2,180+ Sega Genesis, Mega Drive and Master System game — Analogue Sega Master System game cartridge library. Explore and re-live one of the cartridge adapter greatest video game systems of all time with no compromises. — Sega CD / Mega CD spacer — Ultracore (digital) — HDMI cable — USB cable — Worldwide USB Power Supply [100-240v, 50/60hz, USA/JPN plug-type] analogue.co V1.1 March 2019 3 / 23 HDMI Output Micro USB Power Input Cartridge Slot Power Button SD Card Slot Reset Button 3.5mm Headphone Jack Controller Port 1 Controller Port 2 analogue.co V1.1 March 2019 4 / 23 Z START C D-Pad Button Pad Turbo Mapping Mode Home [System Menu] analogue.co V1.1 March 2019 5 / 23 Setting Up Mega Sg Updating the Firmware 1 Plug your micro-USB cable into your USB Before playing your Mega Sg, make sure to update Charger to the latest firmware at support.analogue.co. You will need a FAT16 or FAT32 formatted SD card 2 Plug your micro-USB cable into Mega Sg to update the firmware. -
Digital Archaeology: Rescuing Neglected and Damaged Data Resources I
Digital Archaeology: Rescuing Neglected and Damaged Data Resources I studies Digital Archaeology: Rescuing Neglected and Damaged Data Resources A JISC/NPO Study within the Electronic Libraries (eLib) Programme on the Preservation of Electronic Materials February 1999 Seamus Ross and Ann Gow Humanities Advanced Technology and Information Institute (HATII) University of Glasgow http://www.hatii.arts.gla.ac.uk/ eLib Study • P2 II Digital Archaeology: Rescuing Neglected and Damaged Data Resources © JISC 1999 ISBN 1 900508 51 6 Digital Archaeology: Rescuing Neglected and Damaged Data Resources was prepared as part of a programme of studies resulting from a workshop on the Long Term Preservation of Electronic Materials held at Warwick in November 1995. The programme of studies is guided by the Digital Archiving Working Group, which reports to the Management Committee of the National Preservation Office.The programme is administered by the British Library Research and Innovation Centre and funded by JISC, as part of the Electronic Libraries Programme. Whilst every effort has been made to ensure the accuracy of the contents of this publication, the publishers, the Electronic Libraries Programme, the Digital Archiving Working Group, the British Library Research and Innovation Centre and the Humanities Advanced Technology and Information Institute (HATII), University of Glasgow do not assume, and hereby disclaim, any liability to any party for loss or damage caused through errors or omissions in this publication, whether these errors or omissions result from accident, negligence or any other cause. The opinions expressed in this document are those of the authors and not necessarily those of the the publishers, the Electronic Libraries Programme, the Digital Archiving Working Group, the British Library Research and Innovation Centre, or the Humanities Advanced Technology and Information Institute (HATII), University of Glasgow.