Digital Iran: Soft Power and Affect in Video Games
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Retrocomputing As Preservation and Remix
Retrocomputing as Preservation and Remix Yuri Takhteyev Quinn DuPont University of Toronto University of Toronto [email protected] [email protected] Abstract This paper looks at the world of retrocomputing, a constellation of largely non-professional practices involving old computing technology. Retrocomputing includes many activities that can be seen as constituting “preservation.” At the same time, it is often transformative, producing assemblages that “remix” fragments from the past with newer elements or joining together historic components that were never combined before. While such “remix” may seem to undermine preservation, it allows for fragments of computing history to be reintegrated into a living, ongoing practice, contributing to preservation in a broader sense. The seemingly unorganized nature of retrocomputing assemblages also provides space for alternative “situated knowledges” and histories of computing, which can sometimes be quite sophisticated. Recognizing such alternative epistemologies paves the way for alternative approaches to preservation. Keywords: retrocomputing, software preservation, remix Recovering #popsource In late March of 2012 Jordan Mechner received a shipment from his father, a box full of old floppies. Among them was a 3.5 inch disk labelled: “Prince of Persia / Source Code (Apple) / ©1989 Jordan Mechner (Original).” Mechner’s announcement of this find on his blog the next day took the world of nerds by storm.1 Prince of Persia, a game that Mechner single-handedly developed in the late 1980s, revolutionized computer games when it came out due to its surprisingly realistic representation of human movement. After being ported to DOS and Apple’s Mac OS in the early 1990s the game sold 2 million copies (Pham, 2001). -
The Prince of Persia Returns
THE PRINCE OF PERSIA RETURNS ACTION-PACKED PRINCE OF PERSIA ® 2 (WORKING TITLE) BOASTS BRAND NEW FREE-FORM FIGHTING SYSTEM Paris, FRANCE - May 6, 2004 - Ubisoft, one of the world's largest video game publishers, today announced that the company‘s award-winning Montreal studio is currently developing Prince of Persia ® 2 (working title) , a follow-up to the most critically acclaimed game of 2003, Prince of Persia The Sands of Time™. The Prince has to embark upon a path of both carnage and mystery to defy his preordained death. His journey leads to the infernal core of a cursed island stronghold harboring mankind‘s greatest fears. Only through grim resolve, bitter defiance and the mastery of deadly new combat arts can the Prince rise to a new level of warriorship œ and emerge from this ultimate trial with his life. In order to accomplish his mission, the Prince benefits from a brand new free- form fighting system that allows gamers to channel his anger as they wage battle without boundaries. Each game fan will find his or her own unique fighting style as they manipulate their environment and control the Ravages of Time. You can dig into an arsenal of weapons that, when used in combination, create advanced arm attacks that verge on fatal artistry! Prince of Persia ® 2 promises that game fans will fight harder, and play longer, emerging from the experience as deadly-capable skilled masters of their own unique combat art form. —Prince of Persia The Sands of Time™ was the most critically acclaimed game of 2003,“ said Yves Guillemot, President and CEO of Ubisoft, —With Prince of Persia ® 2 , we intend to build on that masterpiece that will take Prince of Persia ® one step further to take over the action-combat genre. -
Life Cycle Patterns of Cognitive Performance Over the Long
Life cycle patterns of cognitive performance over the long run Anthony Strittmattera,1 , Uwe Sundeb,1,2, and Dainis Zegnersc,1 aCenter for Research in Economics and Statistics (CREST)/Ecole´ nationale de la statistique et de l’administration economique´ Paris (ENSAE), Institut Polytechnique Paris, 91764 Palaiseau Cedex, France; bEconomics Department, Ludwig-Maximilians-Universitat¨ Munchen,¨ 80539 Munchen,¨ Germany; and cRotterdam School of Management, Erasmus University, 3062 PA Rotterdam, The Netherlands Edited by Robert Moffit, John Hopkins University, Baltimore, MD, and accepted by Editorial Board Member Jose A. Scheinkman September 21, 2020 (received for review April 8, 2020) Little is known about how the age pattern in individual perfor- demanding tasks, however, and are limited in terms of compara- mance in cognitively demanding tasks changed over the past bility, technological work environment, labor market institutions, century. The main difficulty for measuring such life cycle per- and demand factors, which all exhibit variation over time and formance patterns and their dynamics over time is related to across skill groups (1, 19). Investigations that account for changes the construction of a reliable measure that is comparable across in skill demand have found evidence for a peak in performance individuals and over time and not affected by changes in technol- potential around ages of 35 to 44 y (20) but are limited to short ogy or other environmental factors. This study presents evidence observation periods that prevent an analysis of the dynamics for the dynamics of life cycle patterns of cognitive performance of the age–performance profile over time and across cohorts. over the past 125 y based on an analysis of data from profes- An additional problem is related to measuring productivity or sional chess tournaments. -
NEWSLETTER CENTER for IRANIAN STUDIES NEWSLETTER Vol
CIS NEWSLETTER CENTER FOR IRANIAN STUDIES NEWSLETTER Vol. 13, No.2 MEALAC–Columbia University–New York Fall 2001 Encyclopædia Iranica: Volume X Published Fascicle 1, Volume XI in Press With the publication of fascicle ISLAMIC PERSIA: HISTORY AND 6 in the Summer of 2001, Volume BIOGRAPHY X of the Encyclopædia Iranica was Eight entries treat Persian his- completed. The first fascicle of Vol- tory from medieval to modern ume XI is in press and will be pub- times, including “Golden Horde,” lished in December 2001. The first name given to the Mongol Khanate fascicle of volume XI features over 60 ruled by the descendents of Juji, the articles on various aspects of Persian eldest son of Genghis Khan, by P. Jack- culture and history. son. “Golshan-e Morad,” a history of the PRE-ISLAMIC PERSIA Zand Dynasty, authored by Mirza Mohammad Abu’l-Hasan Ghaffari, by J. Shirin Neshat Nine entries feature Persia’s Pre-Is- Perry. “Golestan Treaty,” agreement lamic history and religions: “Gnosti- arranged under British auspices to end at Iranian-American Forum cism” in pre-Islamic Iranian world, by the Russo-Persian War of 1804-13, by K. Rudolph. “Gobryas,” the most widely On the 22nd of September, the E. Daniel. “Joseph Arthur de known form of the old Persian name Encyclopædia Iranica’s Iranian-Ameri- Gobineau,” French man of letters, art- Gaub(a)ruva, by R. Schmitt. “Giyan ist, polemist, Orientalist, and diplomat can Forum (IAF) organized it’s inau- Tepe,” large archeological mound lo- who served as Ambassador of France in gural event: a cocktail party and pre- cated in Lorestan province, by E. -
Printing Trends in Board & Card Games
Printing Trends in Board & Card Games Jessica Lee Riddell Graphic Communication Department | College of Liberal Arts | California Polytechnic State University June 2013 Abstract The board and card game industry are facing growing pressures from digital games, as video and social media games become more prevalent. Emerging print and media technologies, namely printed electronics and augmented reality, could provide a board and card gaming experience that would draw in gamers who typically play digital games. The expected outcomes of the literature research, industry and market surveys, and subsequent paper are an understanding of the history of games, the current state of the game manufacturing and publishing industry, and attitudes of gamers who would be playing games embedded with the emerging technologies. A2 Table of Contents Abstract . 2 Table of Contents . 3 Chapter 1: Purpose of the Study . 4 Significance of the Study . 4 Interest in the Study . 5 Chapter 2: Literature Review . 6 History of Game Art and Production . 7 History of Game Technology . 8 Current Game Art and Production . 9 Current Game Technology . 11 Chapter 3: Research Methodology . 13 Objectives . 13 Samples Studied . 13 Data . 14 Analysis . 14 Chapter 4: Results . 15 Industry Survey . 15 Publishers . 15 Manufacturers . 16 Developers . 16 Print and Substrate Analysis . 17 Chapter 5: Conclusion . 18 References . 20 Appendices. 22 Appendix 1: Survey questions . 22 Appendix 2: Publisher Response . 26 Appendix 3: Publisher Response (Document) . 30 Appendix 4: Game Developer Response . 31 Appendix 5: Overview of Industry Survey Results . 35 Appendix 6: Print Analysis Overview . 36 Appendix 7: Gamer Survey Response . 40 T3 Purpose of the Study Design, production, and technology have a circular relationship. -
The History and Characteristics of Traditional Sports in Central Asia : Tajikistan
The History and Characteristics of Traditional Sports in Central Asia : Tajikistan 著者 Ubaidulloev Zubaidullo journal or The bulletin of Faculty of Health and Sport publication title Sciences volume 38 page range 43-58 year 2015-03 URL http://hdl.handle.net/2241/00126173 筑波大学体育系紀要 Bull. Facul. Health & Sci., Univ. of Tsukuba 38 43-58, 2015 43 The History and Characteristics of Traditional Sports in Central Asia: Tajikistan Zubaidullo UBAIDULLOEV * Abstract Tajik people have a rich and old traditions of sports. The traditional sports and games of Tajik people, which from ancient times survived till our modern times, are: archery, jogging, jumping, wrestling, horse race, chavgon (equestrian polo), buzkashi, chess, nard (backgammon), etc. The article begins with an introduction observing the Tajik people, their history, origin and hardships to keep their culture, due to several foreign invasions. The article consists of sections Running, Jumping, Lance Throwing, Archery, Wrestling, Buzkashi, Chavgon, Chess, Nard (Backgammon) and Conclusion. In each section, the author tries to analyze the origin, history and characteristics of each game refering to ancient and old Persian literature. Traditional sports of Tajik people contribute as the symbol and identity of Persian culture at one hand, and at another, as the combination and synthesis of the Persian and Central Asian cultures. Central Asia has a rich history of the traditional sports and games, and significantly contributed to the sports world as the birthplace of many modern sports and games, such as polo, wrestling, chess etc. Unfortunately, this theme has not been yet studied academically and internationally in modern times. Few sources and materials are available in Russian, English and Central Asian languages, including Tajiki. -
FEZANA Journal Do Not Necessarily Reflect the Feroza Fitch of Views of FEZANA Or Members of This Publication's Editorial Board
FEZANA FEZANA JOURNAL ZEMESTAN 1379 AY 3748 ZRE VOL. 24, NO. 4 WINTER/DECEMBER 2010 G WINTER/DECEMBER 2010 JOURJO N AL Dae – Behman – Spendarmad 1379 AY (Fasli) G Amordad – Shehrever – Meher 1380 AY (Shenshai) G Shehrever – Meher – Avan 1380 AY (Kadimi) CELEBRATING 1000 YEARS Ferdowsi’s Shahnameh: The Soul of Iran HAPPY NEW YEAR 2011 Also Inside: Earliest surviving manuscripts Sorabji Pochkhanawala: India’s greatest banker Obama questioned by Zoroastrian students U.S. Presidential Executive Mission PUBLICATION OF THE FEDERATION OF ZOROASTRIAN ASSOCIATIONS OF NORTH AMERICA PUBLICATION OF THE FEDERATION OF ZOROASTRIAN ASSOCIATIONS OF NORTH AMERICA Vol 24 No 4 Winter / December 2010 Zemestan 1379 AY 3748 ZRE President Bomi V Patel www.fezana.org Editor in Chief: Dolly Dastoor 2 Editorial [email protected] Technical Assistant: Coomi Gazdar Dolly Dastoor Assistant to Editor: Dinyar Patel Consultant Editor: Lylah M. Alphonse, [email protected] 6 Financial Report Graphic & Layout: Shahrokh Khanizadeh, www.khanizadeh.info Cover design: Feroza Fitch, 8 FEZANA UPDATE-World Youth Congress [email protected] Publications Chair: Behram Pastakia Columnists: Hoshang Shroff: [email protected] Shazneen Rabadi Gandhi : [email protected] 12 SHAHNAMEH-the Soul of Iran Yezdi Godiwalla: [email protected] Behram Panthaki::[email protected] Behram Pastakia: [email protected] Mahrukh Motafram: [email protected] 50 IN THE NEWS Copy editors: R Mehta, V Canteenwalla Subscription Managers: Arnavaz Sethna: [email protected]; -
Iranian Video Game Hero Garshasp Seeks Fans Abroad ۱۳:۵۴ - ۱۳۸۹/۰۵/۳۱
Iranian video game hero Garshasp seeks fans abroad ۱۳:۵۴ - ۱۳۸۹/۰۵/۳۱ COLOGNE, Germany (AFP) – Arash Jafari is a rare bird at Gamescom, Europe's biggest video games fair. He is an Iranian creator hoping to make a splash with his Persian warrior Garshasp at an event dominated by Americans, Japanese and Europeans. With his checkered shirt, beard and pony tail, it was only his nationality that set Arash Jafari apart from other exhibitors at the industry show that ran from Thursday until Sunday in the German city of Cologne. Jafari's story began on a college campus, at the Sharif University of Technology in Tehran. With a basketball teammate who had also studied in California, he founded a company that developed professional software. Because of their love of video games, the pair invested profits from that company into creating Garshasp, an adaptation of the US video game Gods of War, that has a Persian warrior as its star. In a dark, medieval universe that resembles many video games on the market, Garshasp must battle a series of bloody monsters and is armed with an array of bladed weapons. The "game has to be fun" said Jafari, who acknowledged he had collaborated with Iranian rating's authorities to get the game launched. "As with the music, there are red lines," he said. His hero fights only monsters for example because it is forbidden to kill other human beings, even if they not real. Another video game producer, Amir Salmazadeh, who sells educational content for very young players, skirted the Islamic veil issue by using only children or animals in his work. -
Human Rights in Iran Under the Shah
Case Western Reserve Journal of International Law Volume 12 Issue 1 Article 7 1980 Human Rights in Iran under the Shah Richard W. Cottam Follow this and additional works at: https://scholarlycommons.law.case.edu/jil Part of the International Law Commons Recommended Citation Richard W. Cottam, Human Rights in Iran under the Shah, 12 Case W. Res. J. Int'l L. 121 (1980) Available at: https://scholarlycommons.law.case.edu/jil/vol12/iss1/7 This Comment is brought to you for free and open access by the Student Journals at Case Western Reserve University School of Law Scholarly Commons. It has been accepted for inclusion in Case Western Reserve Journal of International Law by an authorized administrator of Case Western Reserve University School of Law Scholarly Commons. Volume 12, Number 1, Winter 1980 COMMENT Human Rights in Iran Under the Shah by Professor Richard W. Cottam* I. INTRODUCTION FOR ANY ADVOCATE of human rights, the events surrounding the Iranian revolution must be a source of continuing agony. But for any- one interested in gaining a sharper understanding of some of the basic issues concerning human rights, the dramatic developments in Iran should be highly instructive. The early summary executions in Iran and the later public trials conducted by revolutionary Islamic courts were properly condemned by western human rights advocates as failing to ap- proach the requirements of due process. Yet the great majority of those who were tried and executed were charged with terrible violations of the most elemental human rights; and the testimony of the accused, so rich in detail and so internally consistent as to be credible,1 tends to confirm the worst charges against the Shah's regime. -
Khomeinism, the Islamic Revolution and Anti Americanism
Khomeinism, the Islamic Revolution and Anti Americanism Mohammad Rezaie Yazdi A thesis submitted to the University of Birmingham For the degree of DOCTOR OF PHILOSOPHY School of Political Science and International Studies University of Birmingham March 2016 University of Birmingham Research Archive e-theses repository This unpublished thesis/dissertation is copyright of the author and/or third parties. The intellectual property rights of the author or third parties in respect of this work are as defined by The Copyright Designs and Patents Act 1988 or as modified by any successor legislation. Any use made of information contained in this thesis/dissertation must be in accordance with that legislation and must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the permission of the copyright holder. Abstract The 1979 Islamic Revolution of Iran was based and formed upon the concept of Khomeinism, the religious, political, and social ideas of Ayatullah Ruhollah Khomeini. While the Iranian revolution was carried out with the slogans of independence, freedom, and Islamic Republic, Khomeini's framework gave it a specific impetus for the unity of people, religious culture, and leadership. Khomeinism was not just an effort, on a religious basis, to alter a national system. It included and was dependent upon the projection of a clash beyond a “national” struggle, including was a clash of ideology with that associated with the United States. Analysing the Iran-US relationship over the past century and Khomeini’s interpretation of it, this thesis attempts to show how the Ayatullah projected "America" versus Iranian national freedom and religious pride. -
Why Was the Story of Arash-I Kamangir Excluded from the Shahnameh?” Iran Nameh, 29:2 (Summer 2014), 42-63
Saghi Gazerani, “Why Was the Story of Arash-i Kamangir Excluded from the Shahnameh?” Iran Nameh, 29:2 (Summer 2014), 42-63. Why Was the Story of Arash-i Kamangir Excluded from the Shahnameh?* Saghi Gazerani Independent Scholar In contemporary Iranian culture, the legendary figure of Arash-i Kamangir, or Arash the Archer, is known and celebrated as the national hero par excellence. After all, he is willing to lay down his life by infusing his arrow with his life force in order to restore territories usurped by Iran’s enemy. As the legend goes, he does so in order to have the arrow move to the farthest point possible for the stretch of land over which the arrow flies shall be included in Iranshahr proper. The story without a doubt was popular for many centuries, but during the various upheavals of the twentieth century, the story of Arash the Archer was invoked, and in the hands of artists with various political leanings his figure was imbued with layers reflecting the respective artist’s ideological presuppositions.1 The most famous of modern renditions of Arash’s legend is Siavash Kasra’i’s narrative poem named after its protagonist. An excerpt of Kasra’i’s rendition of Arash’s story *For further discussion of this issue please see my ture,” www.iranicaonline.org (accessed March 3, forthcoming work, On the Margins of Historiog- 2014). Arash continues to make his appearance; raphy: The Sistani Cycle of Epics and Iran’s Na- for a recent operatic performance of the legend, tional History (Leiden: Brill, 2014). -
Ubisoft Announces Prince of Persia® Rival Swords for the Psp® System
UBISOFT ANNOUNCES PRINCE OF PERSIA® RIVAL SWORDS FOR THE PSP® SYSTEM The Prince of Persia Returns with New Multiplayer Feature Paris, FRANCE – SEPTEMBER 11, 2006 – Today Ubisoft, one of the world’s largest video game publishers, announced Prince of Persia® Rival Swords for the PSP® (PlayStation®Portable) system. Developed by Pipeworks Software, a division of Foundation 9 Entertainment, the game builds on last year’s console success’ Prince of Persia The Two Thrones™, and features original content such as additional levels and new multiplayer modes. The game is scheduled to ship for holiday 2006 in Europe and in 2007 in North America. In Prince of Persia Rival Swords, the Prince makes his way home to Babylon, bearing with him Kaileena, the enigmatic Empress of Time, and unspeakable scars from the Island of Time. But instead of the peace he longs for, he finds his kingdom ravaged by war and Kaileena the target of a brutal plot. When she is kidnapped, the Prince tracks her to the palace – only to see her murdered by a powerful enemy. Her death unleashes the Sands of Time, which strike the Prince and threaten to destroy everything he holds dear. Cast out on the streets, hunted as a fugitive, the Prince soon discovers that the Sands have tainted him, too. They have given rise to a deadly Dark Prince, whose spirit gradually possesses him. Key Features: • New multiplayer experience: Versus play in timed races as either the Prince or Dark Prince. Interrupt and impede your opponent’s progress by activating switches in your own level that will trigger traps and obstacles in their level.