Tintin++ Unofficial Documentation Documentation
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BAKALÁŘSKÁ PRÁCE Na Téma: Etické Aspekty Aktivit Ve Víceuživatelském Virtuálním Prostředí: Srovnání Uživatelský
Ladislav Zámečník Fakulta humanitních studií Univerzity Karlovy BAKALÁŘSKÁ PRÁCE na téma: Etickéaspekty aktivit vevíceuživatelském virtuálním prostředí: Srovnání uživatelských postojů k danénetiketě Vedoucí práce: PhDr. Daniel Říha, Ph.D. Kralupy nad Vltavou, Praha 2007 1 2 OBSAH PRÁCE Úvod..............................................................................................................................5 Stručné přiblížení zkoumané oblasti .............................................................................5 Cíle bakalářské práce....................................................................................................8 Použité metody..............................................................................................................8 Historie víceuživatelských počítačových her s přehledem jejich charakteristických vlastností.......................................................................................................................9 „Malý“ multi-player ..................................................................................................9 Masivní multi-player a jeho znaky .............................................................................10 Vývoj masivního multi-playeru .................................................................................11 Vybrané etické aspekty MMOG..................................................................................16 Přínosy a nebezpečí vstupu do virtuálního světa pro lidský život mimo něj .......................16 -
Cyber-Synchronicity: the Concurrence of the Virtual
Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture. -
Universidade Federal De Santa Catarina Departamento De Informática E De Estatística Curso De Pós-Graduação Em Ciência Da Computação
UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL Patrícia Cristiane de Souza Florianópolis, fevereiro de 1997 UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO ÁREA DE CONCENTRAÇÃO: SISTEMAS DE CONHECIMENTO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL por Patrícia Cristiane de Souza Orientador: Prof. Raul Sidnei Wazlawick, Dr. Dissertação apresentada ao Curso de Pós-Graduação em Ciência da Computação da Universidade Federal de Santa Catarina, como parte dos requisitos exigidos para obtenção do grau de Mestre em Ciência da Computação. Florianópolis, fevereiro de 1997 Sistema de Autoria para Construção de “Adventures” Educacionais em Realidade Virtual Patrícia Cristiane de Souza Esta dissertação foi julgada adequada para a obtenção do título de MESTRE EM CIÊNCIA DA COMPUTAÇÃO na área de concentração Sistemas de Conhecimento e aprovada em sua for final pelo Programa de Pós-Graduação em Ciência da Computação da UFSC. Raul^Smnei Wazlawick Murilo Silva de Camargo - Coordenador do CPGCC/UFSC Banca Examinadora ,ul Sidnei Wazlawick Aguinaldo Robson de Souza iv Não há nada mais difícil de se realizar, nem cujo êxito seja mais duvidoso nem cuja execução seja mais perigosa, do que iniciar uma nova ordem das coisas. Pois o reformista tem como inimigos todos aqueles que lucram com a antiga ordem e tem como defensores não muito entusiastas apenas aqueles que lucram com a nova ordem, sendo essa falta de entusiasmo proveniente em parte do temor aos adversários, que têm as leis a seu favor, e em parte da incredulidade da Humanidade, que não acredita realmente em nada que ainda não tenha experimentado. -
GENDER SWAPPING on the INTERNET Amy S. Bruckman Presented at the Internet Society, San Fransisco, CA, August 1993
GENDER SWAPPING ON THE INTERNET Amy S. Bruckman Presented at The Internet Society, San Fransisco, CA, August 1993. ABSTRACT In text-based virtual reality environments on the Internet called MUDs, it is possible to pretend to be the opposite gender. In these virtual worlds, the way gender structures basic human interaction is often noticed and reflected upon. This paper introduces MUDs, and then presents a community discussion about gender issues that MUDs inspired. Gender swapping is one example of ways in which network technology can impact not just work practice but also culture and values. I. GENDER SWAPPING ON THE INTERNET On the television show Saturday Night Live, a series of skits concerned a character named Pat, who has no apparent gender. The audience is tempted with the promise of clues. In one episode, Pat gets his or her hair cut. A sign in the salon says that men's haircuts are $7, and women's haircuts are $9. The audience waits in suspense: when Pat goes to pay, his or her true gender will be revealed. The humor of the series lies in the fact that those hopes are constantly foiled; in this instance, Pat leaves $10 and says to keep the change. Gender is so fundamental to human interactions, that the idea of a person without gender is absurd. The audience thinks that surely some clue must reveal Pat's gender, but none ever does. Many who have never seen Saturday Night Live know about Pat.(2) The character has become a kind of cultural icon. Pat's popularity is revealing. -
Aardwolf Mushclient Download
Aardwolf mushclient download click here to download Download the Aardwolf version of Mushclient and start playing today! Get the Aardwolf MUSHclient Package installer at. Contribute to aardwolfclientpackage development by creating an account on GitHub. Join GitHub today. GitHub is home to over 20 million developers working together to host and review code, manage projects, and build software together. Sign up. MUSHclient scripts for Aardwolf MUD. 1, commits · 2 branches · 8 releases · 2 contributors · GPL · Lua %. Lua. Clone or download. This page has download links for two variants of the Aardwolf MUSHclient Package installer. The only difference between them is that the one called the "non-visual base" installer initially loads a different default set of plugins in the Aardwolf world file, eschewing graphical plugins that are incompatible with text to speech. A short video showing how to download and setup Bastmush plugin package for aardwolf using MUSHclient. Shows how to install plugins for the MUD client program "MUSHclient", to help play the game Aardwolf. More. Free Download MUSHclient - Pre - Play Aardwolf on your computer without significant efforts by turning to this MUSH client package that requir. 7. www.doorway.ru you can download them here www.doorway.ru and also look up information related to them. All are written in LUA so that they WILL work on LINUX (using wine 'emulated' mushclient) Enjoy, Onoitsu2 (Venificius on Aardwolf). [Go to top] top Aardwolf Look and scan to. MUSHclient plugins. Aardwolf_Campaign_Noter. This shows your current Aardwolf campaign objectives in a miniwindow. See this forum post for more details: Miniwindow plugin - campaign tracker for See description inside the plugin for more details. -
Collaborative Networked Communication: Muds As Systems Tools
The following paper was originally presented at the Seventh System Administration Conference (LISA ’93) Monterey, California, November, 1993 Collaborative Networked Communication: MUDs as Systems Tools Remy Evard Northeastern University For more information about USENIX Association contact: 1. Phone: 510 528-8649 2. FAX: 510 548-5738 3. Email: [email protected] 4. WWW URL: http://www.usenix.org Collaborative Networked Communication: MUDs as Systems Tools Rémy Evard – Northeastern University ABSTRACT A systems administration group is only as effective as its internal communication mechanisms. On-line communication has traditionally been managed via electronic mail or news, which are neither real-time nor truly collaborative. Communication tools which let multiple parties work together in real-time have become widespread on the Internet in the last several years. In an effort to keep a physically disjoint systems staff working together effectively, we have explored the use of MUDs as communications tools. By allowing many people to interact in an extensible environment, MUDs have solved many of the problems that we had with on-line communication, and provided many unexpected benefits as well. Introduction related projects each term of the school year as part of a volunteer program, and may put in as much Multi User Dungeons, or MUDs, are widely time as the full-time staff (or perhaps more). used on the Internet as interactive role-playing games. They use valuable network resources, attract With this many people involved in systems pro- unruly users, and are often run by students who jects, coordination and communication become didn’t quite bother to ask the permission of the local essential to making effective progress. -
Gramma -- Alison Mcmahan: Verbal-Visual-Virtual: a Muddy History
Gramma -- Alison McMahan: Verbal-Visual-Virtual: A MUDdy History http://genesis.ee.auth.gr/dimakis/Gramma/7/03-Mcmahan.htm Verbal-Visual-Virtual: A MUDdy History Alison McMahan In his book, The Rise of the Network Society, Manuel Castells approaches the idea of a networked society from an economic perspective. He claims that “Capitalism itself has undergone a process of profound restructuring”, a process that is still underway. “As a consequence of this general overhauling of the capitalist system…we have witnessed… the incorporation of valuable segments of economies throughout the world into an interdependent system working as a unit in real time… a new communication system, increasingly speaking a universal, digital language” (Castells 1). Castells points out that this new communications system and the concomitant social structure has its effects on how identity is defined. The more networked we are, the more priority we attach to our sense of individual identity; “societies are increasingly structured around a bipolar opposition between the Net and the Self ” (3). He defines networks as follows: A network is a set of interconnected nodes. A node is the point at which a curve intersects itself. What a node is, concretely speaking, depends on the kind of concrete networks of which we speak. Networks are open structures, able to expand without limits, integrating new nodes as long as they are able to communicate within the network…. A network-based social structure is a highly dynamic, open system, susceptible to innovating without threatening its balance. [The goal of the network society is] the supersession of space and the annihilation of time. -
Mud Connector
Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base. -
WANDERER: a Diko Mud Game Design with Educational Pretensions
University of Tennessee, Knoxville TRACE: Tennessee Research and Creative Exchange Supervised Undergraduate Student Research Chancellor’s Honors Program Projects and Creative Work Spring 5-1996 WANDERER: A Diko Mud Game Design with Educational Pretensions Anne-Scott Whitmore University of Tennessee - Knoxville Follow this and additional works at: https://trace.tennessee.edu/utk_chanhonoproj Recommended Citation Whitmore, Anne-Scott, "WANDERER: A Diko Mud Game Design with Educational Pretensions" (1996). Chancellor’s Honors Program Projects. https://trace.tennessee.edu/utk_chanhonoproj/195 This is brought to you for free and open access by the Supervised Undergraduate Student Research and Creative Work at TRACE: Tennessee Research and Creative Exchange. It has been accepted for inclusion in Chancellor’s Honors Program Projects by an authorized administrator of TRACE: Tennessee Research and Creative Exchange. For more information, please contact [email protected]. WANDERER: A DikuMUD Game Design with Educational Pretensions Anne-Scott Whitmire June 5, 1996 Abstract WANDERER is the author's conception of the way in which a DikuMUD computer game might be adapted to become an informational resource and potential educational tool. This paper discusses the MUD phenomenon, explains why the author thinks the game has educational potential, and presents a summary of the research which was done in the creation of this prototype of an informational MUD. 2 Introduction During my undergraduate career I became one of many students who are hopelessly addicted to playing a type of Internet-based computer game known as a MUD, or Multi User Domain. I began to see a potential in these games for educational use; the design of the games and their attraction for students seemed to make them ideal tools for education. -
7 Multi-Player Online Role-Playing Games
7 Multi-Player Online Role-Playing Games Mark Chen; Riley Leary; Jon Peterson; David Simkins This chapter describes multiplayer online role-playing games (MORPGs) where players participate through networked connections to collectively build a narrative or experience with a game that persists independent of who is logged in. We discuss two main traditions of these games (see Chapter 8 for an emerging tradition): 1. Multi-User Dungeons (MUDs), and 2. Massively Multiplayer Online Role-Playing Games (MMORPGs). MUDs and MMORPGs generally allow for a “massive” amount of players—sometimes hundreds, thousands, or tens of thousands of players who simultaneously engage in the same game. Most MUDs and MMORPGs feature worlds where players log in at any time to visit, providing players with a persistent world independent of who is logged in. A variety of agents are at play shaping the multiplayer online RPG form. Creators have introduced novel game systems or narratives while dealing with the affordances of what everyone agrees is an RPG, but creators are also constrained by the technologies of their time rather than inherent limitations in RPGs. There also exists a parallel history in non-digital RPGs and computer role-playing games (CRPGs) that influence the online games. Thus the evolution of MORPGs is not channeled through just one tradition. Thankfully, first-hand accounts of the history of the multiplayer online RPG industry (Bartle, 2010) and first-hand accounts of design and management decisions for specific games (e.g. Morningstar & Farmer, 1991; Curtis, 1996; Mulligan & Patrovsky, 2003) exist. One thing these accounts lack is scrutiny from scholars across multiple disciplines, studying specific player phenomena in online gaming, so this chapter complements the historical timeline with notable scholarly research on player behavior and community engagement. -
Table of Contents
Table of Contents 1. TrekMUSE, 3:30 AM ................................................................................................ 1 2. Introduction .............................................................................................................. 4 2.1 MUDs, MUSEs, MUSHs, and MOOs ...................................................... 4 2.2 Adventure-Game-Style MUDs ................................................................. 5 2.3 Tiny-Style MUDs ........................................................................................ 7 2.4 Themed MUDs ........................................................................................... 10 2.4.1 Social Hierarchy .......................................................................... 12 2.4.2 Participatory Culture .................................................................. 13 2.5 Methodology ............................................................................................... 13 3. Identity ....................................................................................................................... 17 3.1 From the Virtual to the Real: A Party ...................................................... 17 3.2 From the Virtual to the Real: A Romance ............................................... 23 4. Gender Swapping .................................................................................................... 26 5. Mud Addiction ........................................................................................................ -
Virtual Worlds Virtual Worlds
Virtual Worlds Loosely based on “Designing Virtual Worlds” by Richard A. Bartle and other sources Virtual Worlds •Features –Rules • Underlying automation, e.g. Physics –Characters • Individuals populating the world –Real-time • Immediate feedback –Shared • Multiple individuals representing human users – Persistent • An instance has longer lifetime than a session Birth of virtual worlds PLATO 1 PLATO (U. Of Illinois 1961) • Programmed Logic for Automatic Teaching Operations on CDC mainframes – US response to the apparent technological superiority of the USSR PLATO • 1960-61: 2 users at the same time • 1963-69: 20 users at the same time, “anyone” could design new learning modules using TUTOR, bitmapped display , “applets” • 1975: 150 locations connected PLATO • Communication Features – Provided through shared memory – Personal Notes (email) – Talkomatic (IRC/chat) – TermTalk (shared screen) • Multiplayer Games – Flight Simulators (“Airfight” 1973 Æ MS Flight Sim) – Role-Playing Games (“Avatar” ~1975-79) 2 Avatar PLATO • Influential but not direct impact – Fast network and superior graphics not available to most people! – AterminalcostaboutA terminal cost about $12, 000 Birth of widespread virtual worlds MUD 3 Original MUD (Essex U. 1978) • Motivation (for Roy Trubshaw) – Make single player games like ADVENT and ZORK (DUNGEN) multiplayer (thus Multi User Dungeon) – Interest in language parsers and interpreters • Development (on DEC 10) – Engine: Written in MACRO-10 (1978), later in BCPL (fore-runner of C) – World: Written in MUDDL (Multi-User Dungeon Definition Language) Original MUD •Networking – New Packet Switching Service pilot program with BT: EPSS with contact to and from ARPA net. – Direct Dial-up (extra modems donated by enthusiastic users in the BBS community) – Maximum number of players in a single world: 36 (36 bit words, 1 bit used per player); New worlds were spawned for more players AberMUD (U.