Titans Keep Cool in Win Over Sun Devils Council Changes Election Schedule
Total Page:16
File Type:pdf, Size:1020Kb

Load more
Recommended publications
-
Financial Results Briefing for Fiscal Year Ending March 2017
Financial Results Briefing for Fiscal Year Ending March 2017 Thank you for making time to attend Nintendo’s financial briefing. I am Tatsumi Kimishima, Nintendo Co., Ltd. President of Nintendo. Financial Results Briefing Mr. Furukawa, General Manager of the Corporate President and Representative Director Planning Department, has just presented our Tatsumi Kimishima financial results for this period. There are two points I'd like to cover today. First, Presentation Outline we'll take a look at our recent sales as well as sales over the fiscal year ended March 2017. Then we'll 1 Recap for the Fiscal Year Ended March 2017 see the outlook for the fiscal year ending March 2 Outlook for the Fiscal Year 2018. Ending March 2018 To begin, let's review the fiscal year that just ended in March 2017 along with the sales situation Recap for the Fiscal Year heading into the new year. Ended March 2017 - State of Affairs After Nintendo Switch Launch - Nintendo 3DS Sales - Smart-Device Business First, let's look the circumstances following the launch of Nintendo Switch. 1 Financial Results Briefing for Fiscal Year Ending March 2017 Nintendo Switch launched on March 3 to very strong demand. It continues to be sold out practically worldwide. Our initial plan was to ship two million units by the end of March. But as we announced yesterday, we have already shipped 2.74 million • Shipped Units Nearly Sold Out in Each Region • 2.74 Million Units Shipped through the end of March units through the end of March. Overall, sell-through of Nintendo Switch stacks up well, even in comparison to hardware that launched during holiday seasons. -
Kinematics Study of Motion
Kinematics Study of motion Kinematics is the branch of physics that describes the motion of objects, but it is not interested in its causes. Itziar Izurieta (2018 october) Index: 1. What is motion? ............................................................................................ 1 1.1. Relativity of motion ................................................................................................................................ 1 1.2.Frame of reference: Cartesian coordinate system ....................................................................................................................................................................... 1 1.3. Position and trajectory .......................................................................................................................... 2 1.4.Travelled distance and displacement ....................................................................................................................................................................... 3 2. Quantities of motion: Speed and velocity .............................................. 4 2.1. Average and instantaneous speed ............................................................ 4 2.2. Average and instantaneous velocity ........................................................ 7 3. Uniform linear motion ................................................................................. 9 3.1. Distance-time graph .................................................................................. 10 3.2. Velocity-time -
Short Range Object Detection and Avoidance
Short Range Object Detection and Avoidance N.F. Jansen CST 2010.068 Traineeship report Coach(es): dr. E. García Canseco, TU/e dr. ing. S. Lichiardopol, TU/e ing. R. Niesten, Wingz BV Supervisor: prof.dr.ir. M. Steinbuch Eindhoven University of Technology Department of Mechanical Engineering Control Systems Technology Eindhoven, November, 2010 Abstract The scope of this internship is to investigate, model, simulate and experiment with a sensor for close range object detection for the purpose of the Tele-Service Robot (TSR) robot. The TSR robot will be implemented in care institutions for the care of elderly and/or disabled. The sensor system should have a supporting role in navigation and mapping of the environment of the robot. Several sensors are investigated, whereas the sonar system is the optimal solution for this application. It’s cost, wide field-of-view, sufficient minimal and maximal distance and networking capabilities of the Devantech SRF-08 sonar sensor is decisive to ultimately choose this sensor system. The positioning, orientation and tilting of the sonar devices is calculated and simulations are made to obtain knowledge about the behavior and characteristics of the sensors working in a ring. Issues surrounding the sensors are mainly erroneous ranging results due to specular reflection, cross-talk and incorrect mounting. Cross- talk can be suppressed by operating in groups, but induces the decrease of refresh rate of the entire robot’s surroundings. Experiments are carried out to investigate the accuracy and sensitivity to ranging errors and cross-talk. Eventually, due to the existing cross-talk, experiments should be carried out to decrease the range and timing to increase the refresh rate because the sensors cannot be fired more than only two at a time. -
Games Design & Art 2017
BA (Hons) Games Design & Art 2017 Contents Contents INTRODUCTION p58–63 Online Companions: Turning p2–7 Adam Procter Gaming Camaraderie into Real Life Friendships PROJECTS AND PROFILES p10–11 Denizen p64–69 Gaming Philosophy – What is p12–13 Aaron Williams the point of exploring VR? How far can VR go with gaming? p14–15 Twilleir F rameworks17 p16–17 James Pearson p70–75 How To Integrate Games Into p18–19 Amelia Ng The Classroom p20–21 Jess Castle p76–83 Is the Nintendo Switch’s focus p22–23 Hurry Hurry Heal Me on Local Multiplayer the Right Move p24–25 Claudia Thomas p26–27 Bobbie Allsop p84–89 Gameplay Review: Dishonored 2 p28–29 Nirvana p90–95 Virtual reality: The Machine for p30–31 Anjola C. Kola-Adeyemi World Peace? p32–33 Mollis p96–103 The Evolution of The Video p34–35 Liam Dummackin Game Industry From 1962 to Now and The Science-Fiction Genre p36–37 Ethereal p38–39 Kathryn Malcolm p104–109 Serious Games? p40–41 Biostasis p110–115 Are Interactive Narrative p42–43 Cameron Niven Games Starting To Lack Innovation? p44–45 Oli Duncanson p116–119 Casual Games Design PLAYFUL ESSAYS p48–57 Hard Mode: The Emotional Cost of Solo Game Development Introduction Adam Procter >> Adam Procter Programme Leader A little over three and a half years ago in November 2013 the Games Design and Art programme was given final approval to launch in September of the following year. Winchester School of Art, part of the Russell Group University of Southampton, developed a new type of games programme that would be F research-led, engage thinking through making and challenge what games rameworks17 could be. -
Nintendo Switch Dokkoló Méret: 104 Mm X 173 Mm X 54 Mm Súly: Kb
BÁRMIKOR, BÁRHOL, BÁRKIVEL Joy-Con (bal) Joy-Con markolat Joy-Con (jobb) Nintendo Switch dokkoló Méret: 104 mm x 173 mm x 54 mm Súly: Kb. 327 g USB portok: két USB 2.0 kompatibilis port az Nintendo Switch konzol oldalán, egy a hátulján.* Méret: 101 mm x 173 mm x 13,9 mm * Megjelenéskor USB 2.0-t támogat, az USB 3.0 Súly: 297 g támogatás egy frissítéssel lesz elérhető később. Tökéletesen illeszkedik Videó kimenet: maximum 1920x1080, 60 fps HDMI kábelt használ TV módban • Rendszer csatlakozók a kezedbe Audió kimenet: Lineáris PCM 5.1ch támogatás • Hálózati töltő dugalj HDMI kábelt használ TV módban • HDMI port Játssz bárhol, hordozható módra váltva Vedd le a Joy-Con 1. kontrollereket Vedd le a Joy-Con kontrollereket a Joy-Con markolat oldaláról. Helyezd rá a Joy-Con 2. kontrollereket a konzolra Miután levetted a Joy-Con kontrollereket, ráhelyezheted a Nintendo Switch konzol oldalára. Vedd ki a konzolt 3. a dokkolóból Ha kiveszed a Nintendo Switch konzolt a dokkolóból, a játék képe a TV-ről egyből eltűnik, és a konzol képernyőjén jelenik meg. Otthoni konzol az útra Hagytál már abba játékot, mert nem értél rá játszani? A Nintendo Switch konzol az igényeidnek megfelelően formálható, így bármennyire elfoglalt is vagy, nem kell lemondanod a játékaidról. Ez egy új korszak, ahol nem kell a játék lehetőségéért az életmódodon változtatnod – a konzolod igazodik az életmódodhoz. Élvezd a játékokat bárhol, bármikor, bárkivel, rugalmasan és kötetlenül! TV mód Asztali mód Három játékmód Hordozható mód Gyűljetek össze a nagyképernyő előtt és játsszatok közösen! Három játékmód 1 TV mód Kösd össze a konzolt a tévével, hogy kicsik és nagyok is együtt élvezzék a játék örömét! Ez egy nagyszerű módja, hogy együtt játsszatok barátokkal vagy a családdal. -
Snipperclips: Cutting Tools Into Desired ∗ 2 Polygons Using Themselves
1 Snipperclips: Cutting Tools into Desired ∗ 2 Polygons using Themselves y z x 3 Zachary Abel Hugo Akitaya Man-Kwun Chiu y y y 4 Erik D. Demaine Martin L. Demaine Adam Hesterberg { k ∗∗ 5 Matias Korman Jayson Lynch Andr´evan Renssen yy 6 Marcel Roeloffzen 7 Abstract 8 We study Snipperclips, a computer puzzle game whose objective is 9 to create a target shape with two tools. The tools start as constant- 10 complexity shapes, and each tool can snip (i.e., subtract its current shape 11 from) the other tool. We study the computational problem of, given a 12 target shape represented by a polygonal domain of n vertices, is it possible 13 to create it as one of the tools' shape via a sequence of snip operations? If 14 so, how many snip operations are required? We consider several variants 15 of the problem (such as allowing the tools to be disconnected and/or using 16 an undo operation) and bound the number of operations needed for each 17 of the variants. 18 1 Introduction 19 Snipperclips: Cut It Out, Together! [10] is a puzzle game developed by SFB 20 Games and published by Nintendo worldwide on March 3, 2017 for their new 21 console, Nintendo Switch. In the game, up to four players cooperate to solve ∗An extended abstract of this paper appeared in the proceedings of the 29th Canadian Conference on Computational Geometry (CCCG 2017) [4]. M. C. was supported by ERC StG 757609. M. K. was partially supported by MEXT KAKENHI Nos. 12H00855, and 17K12635. -
3D Computer Graphics Compiled By: H
animation Charge-coupled device Charts on SO(3) chemistry chirality chromatic aberration chrominance Cinema 4D cinematography CinePaint Circle circumference ClanLib Class of the Titans clean room design Clifford algebra Clip Mapping Clipping (computer graphics) Clipping_(computer_graphics) Cocoa (API) CODE V collinear collision detection color color buffer comic book Comm. ACM Command & Conquer: Tiberian series Commutative operation Compact disc Comparison of Direct3D and OpenGL compiler Compiz complement (set theory) complex analysis complex number complex polygon Component Object Model composite pattern compositing Compression artifacts computationReverse computational Catmull-Clark fluid dynamics computational geometry subdivision Computational_geometry computed surface axial tomography Cel-shaded Computed tomography computer animation Computer Aided Design computerCg andprogramming video games Computer animation computer cluster computer display computer file computer game computer games computer generated image computer graphics Computer hardware Computer History Museum Computer keyboard Computer mouse computer program Computer programming computer science computer software computer storage Computer-aided design Computer-aided design#Capabilities computer-aided manufacturing computer-generated imagery concave cone (solid)language Cone tracing Conjugacy_class#Conjugacy_as_group_action Clipmap COLLADA consortium constraints Comparison Constructive solid geometry of continuous Direct3D function contrast ratioand conversion OpenGL between -
Nintendo Switch
• Informace v tomto katalogu jsou platné k 13. lednu 2017 • Některé obrázky pochází z her, které jsou stále ve vývoji Sledujte ofi ciální webové stránky distributora pro nejnovější informace • Detaily a specifi kace produktů v tomto katalogu se mohou měnit © 2017 Nintendo www.mojenintendo.cz/switch a www.nintendo.sk/switch Joy-Con (L) Joy-Con grip Joy-Con (R) Dokovací stanice Nintendo Switch Rozměry: 104mm x 173mm x 54mm Váha: přibližně 327g USB porty: Dva USB 2.0 kompatibilní porty Konzole Nintendo Switch na straně a jeden vzadu.* Rozměry: 101mm x 173mm x 13,9mm * Při vydání podpora USB 2.0, ale podpora USB 3.0 Váha: 297g bude v budoucnu přidána updatem. Video výstup: Až 1920x1080, 60 fps V TV módu používá HDMI kabel • Konektor konzole Switch&Play Padne vám perfektně do rukou Audio výstup: Podporuje lineární PCM 5.1ch • Port AC adaptéru Kdykoliv, kdekoliv, s kýmkoliv V TV módu používá HDMI kabel • HDMI port Hrajte kdekoliv díky změnám herního módu Vyjmutí konzole 3. z dokovací stanice Odpojení Pokud vyjmete konzoli Nintendo Switch z její 1. Joy-Conů dokovací stanice, hra zobrazená na TV se automaticky objeví na obrazovce konzole Vyjměte Joy-Cony z Joy-Con gripu Připojení Joy-Conů 2. ke konzoli Po vyjmutí Joy-Conů je můžete připojit ke konzoli Nintendo Switch Vzdali jste někdy hru, protože jste na její hraní neměli dostatek Hraní času? Konzole Nintendo Switch se dokáže přizpůsobit vaší situaci, tak- na domácí že můžete hrát své oblíbené tituly bez ohledu na to, jak hektický váš život zrovna bude. konzoli Připravte se na novou éru, ve které už nebudete muset přizpůso- bovat svůj životní styl hraní her, protože Nintendo Switch se při- za pochodu způsobí vám! Užívejte si hry kdykoliv, kdekoliv a s kýmkoliv díky fl exibilním a osvobozujícím herním módům. -
Help Contents Page 1 of 252
OziExplorer Help Contents Page 1 of 252 Help Contents OziExplorer Help Contents About OziExplorer GPS Mapping Software Conditions of Use Printing Help File Program History Getting Started History of Changes Demonstration Data Help Tutorial Known Problems in this Version (Essential Reading) Configuration Hints & Tips Configuration Common User Problems Tutorial Frequently Asked Questions Tutorial (Demonstration Data) Trouble Shooting GPS Receivers Lowrance and Eagle GPS Receivers Garmin GPS Receivers Magellan GPS Receivers MLR GPS Receivers Brunton / Silva GPS NMEA Only Tripmate GPS Earthmate GPS Program Menus and Toolbars Toolbar User Toolbar File Menu Select Menu Load Menu (on Toolbar) Save Menu (on Toolbar) View Menu Options Menu Moving Map Menu Map Menu Navigation Menu Garmin Menu Magellan Menu Lowrance Menu MLR Menu Brunton / Silva Menu GPS - NMEA Only menu OziExplorer Help Contents Page 2 of 252 Map Related Creating (Calibrating) Maps Image Formats Supported Map Projections France Grids Changing the Map Image File Import Map Features and Comments Importing DRG Maps Converting Geotiff Image Files Importing BSB Charts Importing NOS/GEO Charts Importing NV.Digital Charts Importing Maptech PCX and RML Charts Import QuoVadis Navigator Maps Importing ECW Maps Importing SID Maps Save Map to Image File Map Searching Index Map Name Search Using the Find Map Feature Using the Blank Map Magnetic Variation Seamless Maps Datums Datums Adding User Datums Display Datum Moving Map (Real Time Tracking) Moving Map Proximity Waypoints Alarm Zones Range -
Integration of Ray-Tracing Methods Into the Rasterisation Process University of Dublin, Trinity College
Integration of Ray-Tracing Methods into the Rasterisation Process by Shane Christopher, B.Sc. GMIT, B.Sc. DLIADT Dissertation Presented to the University of Dublin, Trinity College in fulfillment of the requirements for the Degree of MSc. Computer Science (Interactive Entertainment Technology) University of Dublin, Trinity College September 2010 Declaration I, the undersigned, declare that this work has not previously been submitted as an exercise for a degree at this, or any other University, and that unless otherwise stated, is my own work. Shane Christopher September 8, 2010 Permission to Lend and/or Copy I, the undersigned, agree that Trinity College Library may lend or copy this thesis upon request. Shane Christopher September 8, 2010 Acknowledgments I would like to thank my supervisor Michael Manzke as well as my course director John Dingliana for their help and guidance during this dissertation. I would also like to thank everyone who gave me support during the year and all my fellow members of the IET course for their friendship and the motivation they gave me. Shane Christopher University of Dublin, Trinity College September 2010 iv Integration of Ray-Tracing Methods into the Rasterisation Process Shane Christopher University of Dublin, Trinity College, 2010 Supervisor: Michael Manzke Visually realistic shadows in the field of computer games has been an area of constant research and development for many years. It is also considered one of the most costly in terms of performance when compared to other graphical processes. Most games today use shadow buffers which require rendering the scene multiple times for each light source. -
Polish Game Industry
THE GAME INDUSTRY REPORT 2020 OF POLAND W ASD Enter Shift Alt Ctrl W A S D The game industry of Poland — Report 2020 Authors: Eryk Rutkowski Polish Agency for Enterprise Development Jakub Marszałkowski Indie Games Poland, Poznan University of Technology Sławomir Biedermann Polish Agency for Enterprise Development Edited by Sławomir Biedermann, Jakub Marszałkowski Cooperation: Ministry of Development Ministry of Culture and National Heritage Expert support: Game Industry Conference Published by the Polish Agency for Enterprise Development Pańska 81/83, 00-834 Warsaw, Poland www.parp.gov.pl © Polish Agency for Enterprise Development 2020 ISBN 978-83-7633-434-9 The views expressed in this publication are those of the authors and do not necessarily coincide with activities of the Polish Agency for Enterprise Development. All product names, logos and brands mentioned in this publication are the property of their respective owners. Printing of this publication has been co-financed from the European Regional Development Fund in the framework of the Smart Growth Operational Programme. 4 Table of contents Overview of the gaming sector .............................................................................................................. 7 A game has to stir up emotions Success story of 11 bit studios ............................................................................................................... 11 Global game market growth estimates and drivers ................................................................... 13 To diversify -
Bildung Neu Gestalten Mit Games“ in Den Händen Halten
BILDBILDUNGUNG NEU GGESTESTAALLTTENEN MIMITT G GAAMMEESS Grußwort Liebe Leserinnen und Leser, jeder Mensch ist von Natur aus ein „homo ludens“, das Spielen gehört zum Menschen wie seine Neugier. Mit Spielen kann Neugier auf Dinge geweckt werden und im Idealfall kann der Mensch sich sein Wissen spielerisch aneignen. Das war schon immer so und wird auch hoffentlich so bleiben. Die Digitalisierung bietet dem Menschen jetzt ganz neue Möglichkeiten, seinen Spieltrieb auszuleben und so auch sein Wissen zu erweitern und sich die Welt zu erobern. Dabei kann die Digitalisierung nicht nur der Weg sein, die verschiedensten Ausprägungen der Digitalisierung sollten auch Ziel der Eroberung sein. In dieser Broschüre erhalten Sie schöne Anregungen, wie Sie mit Hilfe von Computerspielen Kinder und Jugendliche in ihrer Erfahrungswelt abholen können. Dabei ist die Bandbreite sehr groß. So kön- nen digitale Spiele die (Computerspiel-)Medienkompetenz von Jugendlichen steigern. Ebenso können Experimente, die im Klassenraum üblicherweise nicht möglich sind, das Physikwissen verfestigen. Dies sind nur zwei Beispiele, wie die Kreativität der Schüler angeregt werden kann. Allen Vorschlägen ist gemeinsam, dass sie sich im Unterricht auch mit wenig oder teilweise völlig ohne Computer-Technik durchführen lassen. Weitere Anregungen und Ideen finden Sie auf der von uns geför- derten Online-Plattform Digitale-Spielewelten.de. Probieren Sie aus, was bei Ihren Schülern ankommt, und nutzen Sie die Potenziale von Computerspielen zur Bereicherung Ihres Unterrichts. Ich wünsche Ihnen und Ihren Schülern viel Spaß und Erfolg bei der Umsetzung Ihr Steffen Bilger Parlamentarischer Staatssekretär beim Bundesminister für Verkehr und digitale Infrastruktur 4 Vorwort Liebe Leserinnen und Leser, wir freuen uns sehr, dass Sie heute unsere Broschüre „Bildung neu gestalten mit Games“ in den Händen halten.