Shaping Stories and Building Worlds on Interactive Fiction Platforms
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The Christian Church and the New Religious Movements: Towards Theological Understanding John A
THE CHRISTIAN CHURCH AND THE NEW RELIGIOUS MOVEMENTS: TOWARDS THEOLOGICAL UNDERSTANDING JOHN A. SALIBA, S.J. University of Detroit OR MORE than a decade Western society, in particular the United FStates of America,1 has seen the rise and proliferation of religious and spiritual groups which the public has undiscerningly and indiscriminately labeled "cults." Many of the adherents of these new groups have come from the background of the traditional Christian churches. Most of them, by abandoning the beliefs and practices of their forefathers, have passed a negative judgment on the Christian Church and its relevance to contemporary life. The so-called cults have often been in the public eye because of the legal actions and Congressional investigations instigated by anticult organizations. Anguished parents, whose children have be come cult members, have turned to self-styled déprogrammera who have at times operated outside both civil and moral law. Yet the mainline Christian response to the new religions can, with few exceptions, be categorized as one of neglect and apathy. Though the churches have made extensive efforts to come to grips with the cultural upheavals of the mid-1960's,2 their attempts to meet the challenge of the cults have, on the whole, been slow, sporadic, and superficial. Many Christians, theologians included, have failed to grasp the significance of the new religious movements, which are already leaving an impact on society at large and on Christianity itself. It is unfortunate that we still lack a systematic treatment of the theological implications of these movements. The only concerted Christian response has come from evangelical Christianity, which has directed a considerable amount of literature3 to 1 See The Spiritual Community Guide (San Rafael, Calif.: Spiritual Community, 1978) and Gordon Melton, The Encyclopedia of American Religions 2 (Wilmington, N.C.: McGrath, 1978). -
List of Different Digital Practices 3
Categories of Digital Poetics Practices (from the Electronic Literature Collection) http://collection.eliterature.org/1/ (Electronic Literature Collection, Vol 1) http://collection.eliterature.org/2/ (Electronic Literature Collection, Vol 2) Ambient: Work that plays by itself, meant to evoke or engage intermittent attention, as a painting or scrolling feed would; in John Cayley’s words, “a dynamic linguistic wall- hanging.” Such work does not require or particularly invite a focused reading session. Kinetic (Animated): Kinetic work is composed with moving images and/or text but is rarely an actual animated cartoon. Transclusion, Mash-Up, or Appropriation: When the supply text for a piece is not composed by the authors, but rather collected or mined from online or print sources, it is appropriated. The result of appropriation may be a “mashup,” a website or other piece of digital media that uses content from more than one source in a new configuration. Audio: Any work with an audio component, including speech, music, or sound effects. CAVE: An immersive, shared virtual reality environment created using goggles and several pairs of projectors, each pair pointing to the wall of a small room. Chatterbot/Conversational Character: A chatterbot is a computer program designed to simulate a conversation with one or more human users, usually in text. Chatterbots sometimes seem to offer intelligent responses by matching keywords in input, using statistical methods, or building models of conversation topic and emotional state. Early systems such as Eliza and Parry demonstrated that simple programs could be effective in many ways. Chatterbots may also be referred to as talk bots, chat bots, simply “bots,” or chatterboxes. -
The Israeli Center for Victims of Cults Who Is Who? Who Is Behind It?
Human Rights Without Frontiers Int’l Avenue d’Auderghem 61/16, 1040 Brussels Phone/Fax: 32 2 3456145 Email: [email protected] – Website: http://www.hrwf.eu No Entreprise: 0473.809.960 The Israeli Center for Victims of Cults Who is Who? Who is Behind it? By Willy Fautré The Israeli Center for Victims of Cults About the so-called experts of the Israeli Center for Victims of Cults and Yad L'Achim Rami Feller ICVC Directors Some Other So-called Experts Some Dangerous Liaisons of the Israeli Center for Victims of Cults Conclusions Annexes Brussels, 1 September 2018 The Israeli Center for Victims of Cults Who is Who? Who is Behind it? The Israeli Center for Victims of Cults (ICVC) is well-known in Israel for its activities against a number of religious and spiritual movements that are depicted as harmful and dangerous. Over the years, the ICVC has managed to garner easy access to the media and Israeli government due to its moral panic narratives and campaign for an anti-cult law. It is therefore not surprising that the ICVC has also emerged in Europe, in particular, on the website of FECRIS (European Federation of Centers of Research and Information on Cults and Sects), as its Israel correspondent.1 For many years, FECRIS has been heavily criticized by international human rights organizations for fomenting social hostility and hate speech towards non-mainstream religions and worldviews, usually of foreign origin, and for stigmatizing members of these groups.2 Religious studies scholars and the scientific establishment in general have also denounced FECRIS for the lack of expertise of their so-called “cult experts”. -
The Post Infocom Text Adventure Collection
The Post Infocom Text Adventure Collection Many of us played and loved the text adventures produced by Infocom in the 1980’s. They were rich in story and puzzles, and contained some excellent writing. In the years since Infocom’s demise in 1989, there have been a lot of good games produced using the Z-Machine - the game format that Infocom was using. This gives us a chance to make these modern-day games run on the computers of the 80’s, like the Commodore 64. I decided to create a collection of Z-machine games for the C64, and this is it. All in all, it’s 31 games, released in 1993-2015. Each game has been put into its own directory, in which is also an empty disk for game saves and a file called AUTOSWAP.LST to make life easier for people using the SD2IEC diskdrive substitute. If you haven’t played text adventures before, or feel that you never got the hang of it, you should read the chapter How to play a text adventure. If you want more of a background on Infocom and the game format they used, you should read the chapter about The Zork Machine at the end of this document. There is also a chapter about the process of porting Z-machine games to the C64 and, finally, a chapter about writing your own games. I created this documentation as a PDF, so that you could easily print it out and keep it nearby if you’re enjoying the collection on a real C64. -
New Adventures Introduced At
March, 1988 Vol. V, #3 $2.00 New Adventures Introduced at CES By Shay Addams Flu-stricken Tom Snyder and not-yet Blubbermen (Steve Meretzky), Gamma ctivision kicked off the first day of flu-stricken Peter Reynolds presented an Force in Pit of a Thousand Screams (Amy the Winter Consumer Electronics overview and example of lnfoComics. Briggs) and ZorkQuest: Assault on Egreth AShow in Las Vegas with a press ''We wanted to do something that Castle (Elizabeth Langosey)-feature conference where President Bruce Davis wouldn't be just for 14-year-old boys and comic book themes and will even be sold announced a deal with Telecomsoft to 35-year-old men," Snyder sneezed, "to in comic book and toy stores. Snyder's distribute all the Firebird and Rainbird create a kind of computer game that even company developed the concept and titles formerly handled by Firebird my mother would play." InfoComics will creates the graphics, and Infocom is Licensees. Davis also said Activision just have no puzzles or goals-by assuming a producing the programs, which are bought Triton, a direct-marketing firm, to different character's persona at key supposed to last four to five hours and sell launch direct mail sales (so start watching intersections of the plot, you change your for $12 suggested retail. InfoComics will that mail box). perspective rather than the story itself. be released for Apple, IBM/100% com Next, Infocom President Joel Berez patibles andC 64/128 in March. announced Infocom's "three-part strat "A French Film Director's Dream" . After the press conference, Sandy Ward egy," which is already in progress: Panning, zooming and other cinematic showed off Micro Illusions' Land of supporting existing adventure fans, with techniques are combined with "minimalist Legends on the Amiga. -
TADS-A CFD-Based Turbomachinery and Analysis Design System with GUI Volume I--Method and Results
j/l _ 7 NASA Contractor Report 198440 ( -_ e/ i" TADS-A CFD-Based Turbomachinery and Analysis Design System With GUI Volume I--Method and Results D.A. Topp, R.A. Myers, and R.A. Delaney Allison Engine Company Indianapolis, Indiana (NASA-CR-198440) TADS: A CFD-BASED TURBOMACHTNERY AND ANALYSTS DESIGN SYSTEM WITH GUT. VOLUME 1: METHOD AND RESULTS Final Report (A1|ison Engine Co.) 121 p G3107 0099810 December 1995 Prepared for Lewis Research Center Under Contract NAS3-25950 National Aeronautics and Space Administration Contents 1 Summary 1 2 Introduction 3 3 Analysis Coupling 7 3.1 Solution Procedure ........................ 7 3.2 Programming Philosophy and Standards ............ 10 3.2.1 File Naming Convention ................. 11 3.2.2 Data Standards ...................... 11 3.2.3 Coordinate Systems .................... 12 3.2.4 Shared Routines and Data ................ 13 3.3 Input Requirements ........................ 13 4 Development of Program Modules 15 4.1 INTIGG .............................. 15 4.2 TIGGC3D ............................. 19 4.3 ADPAC Input Generation .................... 20 4.4 BODYF .............................. 22 4.4.1 Airfoil Thickness Determination ............. 22 4.4.2 Mean Stream Surface Determination .......... 23 4.4.3 Carter's Rule ....................... 26 4.4.4 Mean Stream Surface from MEANSL .......... 26 4.5 ADPA C .............................. 27 4.5.1 Body Force Implementation ............... 27 4.5.2 Verification of Blockage Model .............. 30 4.5.3 Verification of Body Force Formulation ......... 30 4.6 Streamline Finder and Airfoil Slicer ............... 36 4.6.1 RADSL .......................... 36 4.6.2 SLICER .......................... 40 4.7 GRAPE .............................. 40 4.8 RVCQ3D ............................. 44 4.9 Locating the Mean Stream Surface ............... 44 4.9.1 RESTACK ........................ -
Coercive Change of Religion in South Korea»
Coercive Change of Religion in South Korea» A report on the practice of kidnapping, confinement and forced de-conversion in South Korea. March 2020 Human Rights Without Frontiers 4 Coercive Change of Religion in South Korea By Willy Fautré Human Rights Without Frontiers 2020 No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from Human Rights Without Frontiers International or Bitter Winter. Requests for permission to make copies of any part of this publication should be sent to the address below. Human Rights Without Frontiers International Avenue d’Auderghem 61/16, 1040 Brussels, Belgium Tel. (+32) 2 345 61 45 Email: [email protected] – Website: https://hrwf.eu Table of Contents Foreword ................................................................................................................................... 1 PART I Introduction .................................................................................................................... 5 What is the Shincheonji Church? ................................................................................... 7 Family kidnappings and coercive de-conversion ........................................................... 9 ‘Anti-heretical counseling centers’ ............................................................................. 13 International conference in Seoul 2019 ...................................................................... -
Creating Video Games for the Visually Impaired Anthony Russo, Neal
Creating Video Games for the Visually Impaired Anthony Russo, Neal Sacks, & Steven Vandal WPI IQP MBJ 0007 Professor Brian Moriarty April 12, 2012 Introduction The video game industry has expanded rapidly in recent years, growing from a 9.5 billion dollar industry in 2007 to a 25.1 billion dollar industry in 2010. This growth is due to the common interest that almost all Americans now hold in games, as a seventy-two percent of all americans play video games on a regular basis (ESA). However, because games rely heavily on impressive graphics and are primarily an immersive visual experience, very few games are made with the blind or the visually impaired in mind. In the 1970s when video games first emerged, it was virtually impossible to create a game that did not involve some sort of visuals. This is mainly due to a lack of technology, as almost all computers, games, and electronic speakers and displays could only output crude, pixilated visuals and rough, synthesized sound. However, technology has steadily improved to the point where games that do not need visuals are a possibility. Games for the visually impaired are an untapped industry, especially with the technology that exists today. By conducting interviews with the visually impaired we discovered what types of games the visual impaired prefer, what they would enjoy to play, and what ideas they have for developing these games. The History of Video Games for the Visually Impaired There are many games that can be played by the visually impaired. Interactive fiction and other text-based games have been popular for a long time, though to a lesser extent in recent years. -
The Best Websites for Downloading and Playing Classic and New Text Adventure Games
The Best Websites for Downloading and Playing Classic and New Text Adventure Games Before computers could handle graphical games, there were text adventure games. The games are interactive stories, so playing a text adventure game is like being part of a book in which you affect the story. Text adventure games are also referred to as “interactive fiction.” Interactive Fiction (IF) is actually a more accurate term for text adventure games, because these games can cover any topics, such as romances or comedies, not just adventures. They can also simulate real life. Even though computers can now handle intensely graphical games, playing text adventure games can still be fun. It’s like reading a good book and getting lost in the universe of the story, except you become the hero or heroine and affect the ending of the story. We’ve collected some links to websites where you can download classic and new text adventure games or play them online. There are also some free tools available for creating your own text adventure games. We even found a documentary about the evolution of computer adventure games and some articles about the art and craft of developing the original text adventure games. Web-Adventures Web-Adventures[1] allows you to play classic text adventure games online for free in your browser. You don’t need to install any applets or plugins or enable JavaScript. You can even play some of these games in a browser on mobile devices. The very first text adventure game from the late 1970’s, Colossal Cave Adventure, is available on this site. -
Z-Machine and Descendants
Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Glk! A universal user interface! for interactive fiction! Relatively universal, anyhow. Universal-ish. # 1 Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Andrew Plotkin [email protected] http://zarfhome.com/ https://github.com/erkyrath @zarfeblong on Twitter Glk, Glulx, Hadean Lands, System’s Twilight, Spider and Web, Capture the Flag with Stuff, Shade, this t-shirt I’m wearing, Seltani, The Dreamhold, Branches and Twigs and Thorns, quite a lot of adventure game reviews, Praser 5, Boodler, A Change in the Weather, an imperfect diagram of the Soul Reaver timeline, Dual Transform, Draco Concordans, and you know how that game Mafia is also called Werewolf? Ok, funny story there — # 2 Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Zork 1 (Infocom) # 3 GrueFacts™: A grue can eat doughnuts indefinitely. Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Z-machine and descendants 1979: Z-machine design 1980: Z-machine version 3 (Zork 1) 1985: Z-machine version 4 (A Mind Forever Voyaging) 1987: ITF (first open-source Z-interpreter) 1988: Z-machine version 6 (Zork Zero) 1989: Infocom shuts down 1993: Inform (Curses) 1994: Inform 5 1996: Inform 6 1997: Glk spec 1999: Glulx spec 2006: Inform 7 2008: Parchment (first Javascript Z-interpreter) # 4 GrueFacts™: The first grue to swim around the world was named Amelia Nosewig. Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 XZip (Curses, Graham Nelson) # 5 GrueFacts™: Grues live an average of 67 years, after which they retire to Iceland. -
Researching New Religious Movements
Researching New Religious Movements ‘The most important “first” that this book achieves is its bold questioning of the whole intellectual apparatus of the sociology of religion as it has been applied to the understanding of the new religious movements. I am confident that Elisabeth Arweck’s study will quickly become required reading in the sociology of new religious movements.’ Professor David Martin, Emeritus Professor of Sociology, London School of Economics, University of London ‘Powerful and original . it succeeds triumphantly in being at the same time an important, high-quality academic study and a book for our times.’ Professor David Marsland, Professorial Research Fellow in Sociology, University of Buckingham New religious movements such as Scientology, Jehovah’s Witnesses and the Unification Church (Moonies) are now well established in mainstream cul- tural consciousness. However, responses to these ‘cult’ groups still tend to be overwhelmingly negative, characterized by the furious reactions that they evoke from majority interests. Modern societies need to learn how to respond to such movements and how to interpret their benefits and dangers. Researching New Religious Movements provides a fresh look at the history and development of ‘anti-cult’ groups and the response of main- stream churches to these new movements. In this unique reception study, Elisabeth Arweck traces the path of scholarship of new religious move- ments, exploring the development of research in this growing field. She con- siders academic and media interventions on both sides, with special emphasis on the problems of objectivity inherent in terminologies of ‘sects’, ‘cults’, and ‘brainwashing’. Ideal for students and researchers, this much- needed book takes the debate over new religious movements to a more sophisticated level. -
Something About Interactive Fiction - Once and Future
Something about Interactive Fiction - Once and Future Log On | New Account Game Browser | Forums | News | | More Searches All Games Something about Interactive Fiction User Actions Once and Future Add a Game Random Game Some libraries in the 1980s recognized that playing interactive fiction Contribute was a legitimate form of reading. Professional literature of the time mentions ways to use IF to attract young readers, reluctant or Moby Stats otherwise. One article by Patrick R. Dewey mentions the benefit of Top Games providing the software needed to create one’s own adventures. Dewey Bottom Games lists four authoring titles (covering five platforms) and notes that Top Contributors authors using the software retained the rights to their games. It’s not Database Stats readily apparent that any of these authors achieved Scott Adams’ level Most Wanted! of success; marketing and distribution would have been obstacles to all but the most committed of authors. New Content Before IF made the transition to the home computer, distribution of New Games games was aided by the ARPANET. The growth of the Internet and New Reviews Internet technologies has had a similar effect for post-commercial IF. Game Updates The Usenet group rec.arts.int-fiction started in August 1987 and New Companies rec.games.int-fiction started in September 1992. The earlier group Company Updates covers the technical side of IF authoring (“Why is this not compling?” Developer Updates and “Verb Taxonomy” are two active threads at the time of this article’s writing). rec.games.int-fiction is more of a discussion/appreciation Other group (e.g., “Infocom's A Mind Forever Voyaging Is An Amazing Game” Submit News Item and “Help with Pantomine [sic]”).The majority of what is being Advertise With Us discussed are post-commercial IF games created by individuals using IF MobyStandards language compilers and interpreters, either for personal amusement, Tips & Tricks contest entries, or even some commercial gain.