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Analisis Netiket Konten Youtube Di Masa Pandemi Covid-19
Jurnal Penelitian Komunikasi Vol. 24 No. 1, Juli 2020: 45-58 ISSN: 1410-8291 | e-ISSN: 2460-0172 | http://bppkibandung.id/index.php/jpk ANALISIS NETIKET KONTEN YOUTUBE DI MASA PANDEMI COVID-19 Christiany Juditha Balai Pengembangan SDM dan Penelitian Komunikasi dan Informatika Manado Kementerian Komunikasi dan Informatika RI Jl. Pumorrow 76 Manado, Sulawesi Utara, Indonesia, 95126 No. Telp: 0431-847129 E-mail: [email protected] Naskah diterima pada tanggal 2 Juli 2020, direvisi tanggal 18 Januari 2021, disetujui tanggal 23 Januari 2021 NETIQUETTE ANALYSIS OF YOUTUBE CONTENT IN THE COVID-19 PANDEMIC Abstract. The rise of videos on YouTube channels which content is viral yet insensitive to the current condition of the Covid-19 pandemic shows that ethical issues in creative content are becoming serious problems. The purpose of this study is to examine the issue of netiquette during the Covid-19 pandemic in YouTube content. This research used the qualitative content analysis method. The results concluded that a prank video, which showed the distribution of groceries containing trash and stones by Ferdian Paleka and the video of Indira Kalistha, who were reluctant to follow the procedures for preventing Covid-19, had very little ethics and did not educate the public. Both YouTubers also did not realize that they had the power to influence their many followers using their content. Prank videos made mainly by content creators are considered a kind of creativity to meet the audience's desire for entertainment. Moreover, fierce competition between creators cannot be avoided; hence ethics is ruled out sometimes, and they merely intended to gain more subscribers. -
Program Notes
NSEME 2018 Installations (ongoing throughout festival) Four4 (1991, arr. 2017) - room 2009 Anthony T. Marasco, Eric Sheffield, Landon Viator, Brian Elizondo ///Weave/// (2017) - room 2008 Alejandro Sosa Carrillo (1993) Virtual Reality Ambisonic Toolkit (2018) - room 2011 Michael Smith (1983) Within, Outside, and Beside Itself:The Architecture of the CFA - room 2013 Jordan Dykstra (1985) Installations Program Notes: Alejandro Carrillo “///Weave///” A generative system of both random and fixed values that cycle over a period of 6 minutes. By merging light and sound sine waves, parameters such as frequency, amplitude and spatialization have been mapped into three sound wave generators or voices (bass line, harmonies and lead) and three waveforms from a modular video synthesizer on MaxMSP aiming to audiovisual synchronicity and equivalence. Jordan Dykstra “Within, Outside, and Beside Itself: The Architecture of the CFA” A performance which plays not only with the idea of lecture-performance as a musicological extension of history, narrative, and academic performance-composition Within, Outside, and Beside Itself: The Architecture of the CFA also addresses how the presenta- tion of knowledge is linked to the production of knowledge through performance. I believe that creating space for new connections through creative presentation and alternative methodologies can both foster new arenas for discussion and coordinate existing relationships between academia and the outside world. A critique regarding how the Center for the Arts at Wesleyan University func- tions as an academic institution, as well as its physical role as the third teacher, my lecture performance playfully harmonizes texts from art historians at Wesleyan University, archaeologists, critical theorists, YouTube transcriptions, quotes from the founder of the Reggio Emilia school, and medical journal articles about mirror neurons. -
Univerzita Karlova V Praze
Univerzita Karlova Pedagogická fakulta Katedra Výtvarné výchovy BAKALÁŘSKÁ PRÁCE Vliv Minecraftu na dětskou kresbu v předškolním věku Influence of Minecraft to preschool children’s drawing Jan Bochňák Vedoucí práce: Mgr. Magdalena Novotná, Ph.D. Studijní program: Specializace v pedagogice Studijní obor: Učitelství pro mateřské školy 2019 Odevzdáním této bakalářské práce na téma Vliv Minecraftu na dětskou kresbu v předškolním věku potvrzuji, že jsem ji vypracoval pod vedením vedoucího práce samostatně za použití v práci uvedených pramenů a literatury. Dále potvrzuji, že tato práce nebyla využita k získání jiného nebo stejného titulu. Praha 11. 7. 2019 Chtěl bych poděkovat paní Mgr. Magdaléně Novotné Ph.D. za její vstřícné a odborné vedení této bakalářské práce a za čas který mi věnovala. ABSTRAKT Bakalářská práce si klade za cíl prozkoumat, jaký vliv má Minecraft na dětskou kresbu v předškolním věku. V první části seznámím čtenáře s některými principy hry, které je důležité si uvědomovat ve vztahu k obsahu výzkumu. Taktéž stručně nastíním charakteristiky vývoje dětské kresby podle několika autorů. V praktické části prezentuji výsledky případové studie. Pomocí získaných dat identifikuji a analyzuji jednotlivé atypické projevy tohoto fenoménu v dětské kresbě a porovnávám je s teoretickými základy položenými v první části práce. KLÍČOVÁ SLOVA Minecraft, dětská kresba, případová studie, počítačová hra, výtvarné činnosti ABSTRACT The aim of this bachelor thesis is to examine the influence of Minecraft to drawing of preschool children. In the first part I will introduce some basic mechanics of the game, which are important in relation to content of research. I will also briefly outline characteristic development of child’s drawing skills according to some authors. -
Být V Obraze 2 Mediální Vzdělávání S Využitím Audiovizuálních Prostředků
BÝT V OBRAZE 2 MEDIÁLNÍ VZDĚLÁVÁNÍ S VYUŽITÍM AUDIOVIZUÁLNÍCH PROSTŘEDKŮ Náklady na publikaci byly hrazeny z projektu CZ.07.4.68/0.0/0.0/16_037/0000347. WEB JEDEN SVĚT NA ŠKOLÁCH Člověk v tísni, o. p. s. Šafaříkova 24, 120 00 Praha 2 www.jsns.cz Koncept: Karel Strachota Autoři: Jakub Macek, Věra Motyčková, Anna Pacovská, Karel Strachota, Kateřina Šafářová, Jaroslav Valůch Na přípravě publikace se dále podíleli: Kryštof Doležal, Michaela Ďurková, Tereza Freidingerová, Sufian Massalema, Tereza Pelechová, Ester Pěkná, Adam Široký, Sandra Telenská, Vlasta Urbanová Odborný posudek: Tomáš Trampota, Markéta Zezulková Editorka: Kateřina Čížková Jazyková úprava: Soňa Čapková, Pavla Kučerová, Veronika Skalecká Grafická úprava a sazba: Mowshe >o< Rok vydání: 2019 © Člověk v tísni, o. p. s. Všechna práva vyhrazena ISBN: 978-80-7591-012-7 BÝT V OBRAZE 2 MEDIÁLNÍ VZDĚLÁVÁNÍ S VYUŽITÍM AUDIOVIZUÁLNÍCH PROSTŘEDKŮ Jeden svět na školách JSNS.CZ OBSAH Slovo úvodem 5 Proměny české mediální krajiny a jejich dopady na naše životy 6 1. METODIKA 12 1.1 Základy práce s dokumentárním filmem 12 1.2 Základy posuzování důvěryhodnosti mediálních sdělení – koncept 5 klíčových otázek 25 2. AUDIOVIZUÁLNÍ LEKCE DO VÝUKY 26 2.1 Kdo? 30 2.1.1 Kovyho mediální ring – 1. díl: KDO? 12 + ......................................................................................................................... 31 2.1.2 Zpravodajství – Mimořádná zpráva 13 + ......................................................................................................................... 41 -
Social Media's Star Power: the New Celebrities and Influencers
Social Media’s Star Power: The New Celebrities and Influencers Stuart A. Kallen San Diego,3 CA ® © 2021 ReferencePoint Press, Inc. Printed in the United States For more information, contact: ReferencePoint Press, Inc. PO Box 27779 San Diego, CA 92198 www.ReferencePointPress.com ALL RIGHTS RESERVED. No part of this work covered by the copyright hereon may be reproduced or used in any form or by any means—graphic, electronic, or mechanical, including photocopying, recording, taping, web distribution, or information storage retrieval systems—without the written permission of the publisher. LIBRARY OF CONGRESS CATALOGING- IN- PUBLICATION DATA Names: Kallen, Stuart A., 1955- author. Title: Social media’s star power : the new celebrities and influencers / by Stuart A. Kallen. Description: San Diego, CA : ReferencePoint Press, [2021] | Includes bibliographical references and index. Identifiers: LCCN 2020012340 (print) | LCCN 2020012341 (ebook) | ISBN 9781682829318 (library binding) | ISBN 9781682829325 (ebook) Subjects: LCSH: Social media--Juvenile literature. | Internet personalities--Juvenile literature. | Social influence--Juvenile literature. Classification: LCC HM742 .K35 2021 (print) | LCC HM742 (ebook) | DDC 302.23/1--dc23 LC record available at https://lccn.loc.gov/2020012340 LC ebook record available at https://lccn.loc.gov/2020012341 Contents Introduction 6 The New Entertainment Chapter One 10 Billions of Hits, Millions of Dollars Chapter Two 24 Mainstream Social Media Superstars Chapter Three 38 Reality Check Chapter Four 52 Profi ting from Bad Advice Source Notes 66 For Further Research 70 Index 73 Picture Credits 79 About the Author 80 5 Chapter One Billions of Hits, Millions of Dollars After her photos were posted to Reddit in 2012, she became an instant internet celebrity. -
THE CATHOLIC UNIVERSITY of AMERICA Game
THE CATHOLIC UNIVERSITY OF AMERICA Game Design and Architecture A THESIS Submitted to the Faculty of the School of Architecture and Planning Of the Catholic University of America In Partial Fulfillment of the Requirements For the Degree Master of Architecture By Christopher W. Totten Washington, D.C. 2008-2009 Game Design and Architecture Master of Architecture Thesis Coordinator: Matthew Geiss, MArch According to architectural theorist Grant Hildebrand, the attributes of a space can do far more to create a distinct user experience than they have been. Other architects and designers, such as Valve Software’s Chris Chin, blame the lack of distinct experiences on the design methodologies that have descended from those of the Post-Modernist movement. Post- Modernism’s focus on form has generated a largely top-down, two-dimensional design process that allows architects to design from geometric parti sketches. These provide useful, macro- scaled views of their eventual designs through plan, section, and model but fail to allow architects the ability to create the same experiences for occupants that were common before the institution of Post-Modernism, allowing many buildings to only be read by those who are educated in architecture. Architecture students today have reported becoming bored or even frustrated with this outlook on design, which is now the basis of many architecture schools’ curriculums. This project looks to another field of design to which user experience is crucial, game design. Game design focuses on design from the user’s perspective, seeking to create meaningful and memorable experiences, albeit within a fictional game world where reality can be bent and shaped, unlike the world of real architecture. -
Enduring Design Challenges in Western Roleplaying Video Games
Enduring Design Challenges in Western Roleplaying Video Games Paul Ralph, Kafui Monu Abstract A roleplaying game (RPG) is a fuzzy class of video games that includes at least three quite different subclasses. This paper focuses on one of these subclasses, Western RPGs, which stand out for their focus on discovery and expression. It proposes a definition of a Western RPG as a video game that: encourages players to assume the part(s) of one or more virtual characters, in large open environments, with plentiful freedom of expression throughout game narratives. This definition is evaluated against archetypal Western RPGs and related genres. The paper further identifies three enduring challenges in Western RPG design: (1) bipolar morality scales, (2) quest distribution, (3) oversimplified difficulty scaling. Concrete suggestions for overcoming these challenges are provided. Keywords: Roleplay, open-world, game design, morality, alignment, quests, difficulty scaling Enduring Design Challenges in Western Roleplaying Video Games Introduction After a brief decline in the 1990s, roleplaying video games (RPGs) have regained substantial popularity. The Elder Scrolls V: Skyrim (2011), for example, sold over 20 million copies for over US$1 billion (Grandstaff, 2013) and was still one of the top 50 sellers on Steam five years later (Valve, 2017). With this resurgence, however, RPGs split into at least three evident sub-genres—Action, Japanese, and Western. Western Role Playing Games (WRPGs), also called Open World RPGs, including The Elder Scrolls V: Skyrim (2011), Mass Effect 3 (2012), Dragon Age: Inquisition (2014) and Fallout 4 (2015), are especially interesting from a design perspective for at least three reasons: 1. -
Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning
Sport, Ethics and Philosophy ISSN: (Print) (Online) Journal homepage: https://www.tandfonline.com/loi/rsep20 Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning Michael Hemmingsen To cite this article: Michael Hemmingsen (2020): Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning, Sport, Ethics and Philosophy, DOI: 10.1080/17511321.2020.1796773 To link to this article: https://doi.org/10.1080/17511321.2020.1796773 Published online: 29 Jul 2020. Submit your article to this journal View related articles View Crossmark data Full Terms & Conditions of access and use can be found at https://www.tandfonline.com/action/journalInformation?journalCode=rsep20 SPORT, ETHICS AND PHILOSOPHY https://doi.org/10.1080/17511321.2020.1796773 Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning Michael Hemmingsen College of Liberal Arts & Social Sciences, University of Guam, Mangilao, GU, USA ABSTRACT KEYWORDS Speedrunning is a kind of ‘metagame’ involving video games. Video games; speedrunning; Though it does not yet have the kind of profile of multiplayer e- subversion; collective sports, speedrunning is fast approaching e-sports in popularity. knowledge; metagame Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, parti cularly due to the incorporation of “glitches”. For many outside the speedrunning community, the use of glitches appears to be cheat ing. For speedrunners, however, glitches are entirely within the bounds of acceptability. -
Finalists in 21 Categories Announced for Third Annual SXSW Gaming Awards
P.O. Box 685289 Austin, Texas | 78768 T: 512.467.7979 F: 512.451.0754 sxsw.com Finalists in 21 Categories Announced for Third Annual SXSW Gaming Awards YouTube megastar Séan “Jacksepticeye” William McLoughlin and esports host Rachel “Seltzer” Quirico to host the SXSW Gaming Awards ceremony The Witcher 3: Wild Hunt and Bloodborne lead in total nominations AUSTIN, Texas (January 25, 2016) — South by Southwest (SXSW) Gaming today announced the finalists for the third annual SXSW Gaming Awards, presented by Windows Games DX, Curse, G2A, IGN, Porter Novelli and Imaginary Forces. Taking place Saturday, March 19 at 8 p.m. CST in the Austin Grand Ballroom on the 6th Floor of the Hilton Downtown Austin, the Gaming Awards will honor indie and major game studio titles in 21 categories. The SXSW Gaming Awards are free and open to the public of all ages with a SXSW Guest Pass and streamed online at http://sxsw.is/23g6kEc. All Interactive, Music, Film, Gold, and Platinum badgeholders receive early entry and preferred seating. The SXSW Gaming Awards is an extension of the SXSW Gaming event. New for 2016: SXSW Gaming takes place March 17-19, 2016 inside the Austin Convention Center downtown (500 E Cesar Chavez Street). “First, congratulations are in order for all of our entrants and finalists. This year we saw a record number of entries and an incredibly diverse set of games,” said Justin Burnham, SXSW Gaming Producer. "This year’s show – thanks to the help of our hosts and finalists, is going to be one of the best yet. -
Winning and Losing in the Hall of Mirrors
Winning and Losing in the Hall of Mirrors A study into the structural psychoanalytic interfaces arising during the video game situation A thesis submitted for the award of PhD Psychology Vanessa Abigail Long School of Social Sciences Brunel University June 2013 Abstract Who are we? Why do we do the things we do? These questions are constantly under scrutiny, forever unable to provide us with adequate answers, it seems. Yet, with the continuing rise in popularity of digital media, we are able to situate these questions in a different sphere and see aspects of the self that we were unable to perceive before. Digital media forms have provided us with the capacity to explore whole new worlds, as well as allowing for new and innovative methods of communication. These changes make a huge impact on the daily lives of individuals. This thesis presents a theoretical contribution to both psychoanalytic thinking and to the rapidly expanding field of games studies, with especial reference to avatar-based games. It considers the status of the bond formed between the individual at play (known here as the ‘user’) and the game itself. Furthermore, it presents this as a model which identifies the user’s relation to the game dynamic through an understanding of the key components of a video game, including aspects such as the control mechanism. Elements which cross the boundary between the user/game realities are also considered with relation to hyperreality, thus forming a more complete imagining of this framework. This also allows for an application of this dynamic to what we define as violent (and associated) acts within games. -
Essays in Post-Critical Philosophy of Technology
Essays in Post-Critical Philosophy of Technology Edited by Mihály Héder Budapest University of Technology and Economics (BUTE), Hungary Eszter Nádasi Budapest University of Technology and Economics (BUTE), Hungary Series in Philosophy Copyright 2019 by the Authors. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior permission of Vernon Art and Science Inc. www.vernonpress.com In the Americas: In the rest of the world: Vernon Press Vernon Press 1000 N West Street, C/Sancti Espiritu 17, Suite 1200, Wilmington, Malaga, 29006 Delaware 19801 Spain United States Series in Philosophy Library of Congress Control Number: 2018962655 ISBN: 978-1-62273-457-3 Cover design by Vernon Press using elements designed by Kotkoa / Freepik. Product and company names mentioned in this work are the trademarks of their re- spective owners. While every care has been taken in preparing this work, neither the authors nor Vernon Art and Science Inc. may be held responsible for any loss or dam- age caused or alleged to be caused directly or indirectly by the information contained in it. Every effort has been made to trace all copyright holders, but if any have been inad- vertently overlooked the publisher will be pleased to include any necessary credits in any subsequent reprint or edition. Table of contents Preface v Part I - The Role of Technology 1 Chapter 1 Essays on The Role of Technology 3 -
Jurnal Ilmiah Kebijakan Hukum
JURNAL ILMIAH KEBIJAKAN HUKUM Volume 14, Nomor 3, November 2020: 579-596 Jurnal Nasional Akreditasi SINTA 2 Surat Keputusan Kemenristekdikti: No: 34/E/KPT/2018 p-ISSN : 1978-2292 (print) e-ISSN : 2579-7425 (online) PERLINDUNGAN HAK MORAL DAN HAK EKONOMI TERHADAP KONTEN YOUTUBE YANG DIJADIKAN SUMBER BERITA (Protection of Moral Rights and Economic Rights on The Youtube Content As The Source of News) Antonio Rajoli Ginting Badan Penelitian dan Pengembangan Hukum dan Hak Asasi Manusia Pusat Pengkajian dan Pengembangan Kebijakan, Jakarta [email protected] Tulisan Diterima: 16-07-2020; Direvisi: 18-09-2020; Disetujui Diterbitkan: 23-09-2020 DOI: http://dx.doi.org/10.30641/kebijakan.2020.V14.579-596 ABSTRAK Konten YouTube sebagai salah satu karya sinematografi yang dilindungi oleh hak cipta. Konten YouTube tersebut seringkali dijadikan sumber berita oleh media massa online. Materi konten YouTube yang diambil menjadi berita seringkali tidak melakukan permohonan izin terlebih dahulu kepada pencipta konten tersebut. Hal ini dapat merugikan pemilik konten apalagi kalau materi berita tersebut berbeda dengan isi konten yang diterbitkan. Sehingga rumusan masalah yang diangkat adalah bagaimana bentuk pelanggaran dan perlindungan hak moral dan hak ekonomi atas konten YouTube yang dijadikan berita dan bagaimana penyelesaian sengketanya. Penelitian ini merupakan penelitian hukum normatif yang bersifat deskriptif. Hasilnya adalah pelanggaran yang dilakukan dengan memuat berita yang tidak sesuai dengan konten YouTube dan tidak memohon izin terlebih dahulu kepada pemilik konten untuk dijadikan berita dimana media massa tersebut memperoleh keuntungan. Perlindungan hak moral dan hak ekonomi dilakukan dengan cara delik aduan yang dapat disampaikan kepada penyidik maupun dewan pers. Penyelesaian sengketa dapat dilakukan melalui jalur litigasi ke Pengadilan Niaga ataupun melalui jalur non litigasi yakni mediasi.