Using Commercial Technologies to Deliver Defence Simulations
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Peter Kraska and Steven Chapman
Peter Kraska and Steven Chapman Militarization and Contemporary Video Gaming This project examines the influence of militarism, and the involvement of the U.S. military itself, in contemporary video gaming. The military’s involvement includes developing its own, free of charge, video game title used as a recruitment tool, employing a host of training games many of which are used to desensitize new soldiers to the war environment and the act of killing, and participating in numerous consulting and marketing activities associated with the most popular war-oriented games for mass consumption. Surrounding this direct involvement by the military is a massive and increasingly lucrative gaming industry that markets war and killing in a “realistic” yet intensely glorified manner. Aside from documenting and describing in detail this phenomenon, we examine the macro-cultural and societal implications of this phenomenon. Figure 1.1 – One Day Sales -- 2011 Context and Concepts For three years in a row, the number one selling entertainment product during its release period has been a video-game – surpassing even block-buster movies such as Harry Potter and Star Wars. Call of Duty: Modern Warfare 3 recently made $775 million in its first five days in stores, and the Modern Warfare franchise has grossed more than $6 billion. Its central and apparently successful marketing slogan is: “There’s a soldier in all of us” (Snider, 2011). Of course what’s noteworthy to criminologists, is the type of game: extremely violent, highly realistic war environment, and one that glorifies killing and warfare. It takes only a superficial critical analysis to recognize that this game genre has tapped into an enduring and deep-rooted aspect of American culture – militarism; defined as an ideology that sees the use of militaristic force, or threat of force, as a desired means to solve problems, gain political power, or administer retributive justice. -
Norn Attacks and Marine Doom Darging the Commu- “Modelling Reality to Get Reality” (Tony SIMP SON)^ :Al World Politics
MICHAELGEVER ly become problems BIRGIT RICHARD Incan leadership and S the occupation of vorld. But it calls for .S its prerequisite, the f “US global respon- onal focus in imple- Norn Attacks and Marine Doom darging the commu- “Modelling reality to get reality” (Tony SIMP SON)^ :al world politics. In domain. This paper examines two forms of death in virtual worlds. In light of the possi- bility of creating artificial life in a computer processor, the question arises as to say, an impossible whether a phenomenon like death is even a matter of significance in a binary is tolerating a great worldthat appears to be infinite and eternal, and what relationship exists in is what “informa- between these death phenomenaand thereal thing. We can differentiate between ategy means. Infor- two forms of immaterial death: artificial death as a programmed parameter, and ccupation. Rather it self-emergent death in accordance with the biological model. information-sphe- On the Net, there is no art of this kind (yet): it has had no time lo develop a notion of the Other, the vanishing point of which would be itt declared this to Death. The model for Net Culture is life. 2 ms at thecontrol of Not onlythe Internet but also the other digital media present themselves as eter- nstitution-building, nal phenomena that know no end. The apologists for new media worlds all too e new global sover- readily put forth themyth of the permanent retrievability of all information once of the informati- it has been put into digital form. Inherent in this is the danger that information that is only a few years old will become unreadable due to the rapid revision of t into an endless systems. -
How the U.S. Army Got Game Seemingly Trivial Innovations Can Have a Major Effect on Even Large Markets
How the U.S. Army Got Game Seemingly trivial innovations can have a major effect on even large markets BY MICHAEL URLOCKER & ROGER SMITH Apple Inc. CEO Steve Jobs is famous for his flashy, headline-making introductions of innovative new products. While the iPod, and more recently the iPhone, generated a great deal of publicity right from the outset, many innovations are hardly noticed at first. In fact, often seemingly trivial developments can be harbingers of big change. When a small, regional airline began operating out of Dallas’s Love Air Field, no one foresaw that Southwest Airlines would fundamentally alter air travel. And when a guy started selling Pez candy dispensers on an obscure website, few imagined the impact eBay would come to have on a variety of industries. These stories of course are well-known to most everyone now, but few people are aware of an apparently insignificant event in 1995 that fits the disruptive pattern we’ve seen before. Working on a shoestring budget, a U.S. Marine Corps lieutenant and a sergeant had a radical idea: To try to alter the popular “Doom” video game, in which players use a variety of weapons to fight electronic foes, for use as a military training tool. The result was “Marine Doom,” a (by today’s standards) rather simple video game that could be used to teach soldiers certain skills at a low cost. The developers were hoping to find a way to boost training in an era of significant budget cuts and came up with a cheap, simple, and convenient—in other words disruptive—solution. -
News Fact Sheet
Intel Corporation 2200 Mission College Blvd. P.O. Box 58119 Santa Clara, CA 95052-8119 News Fact Sheet CONTACT: Cristina Gutierrez 415-591-4047 [email protected] Intel News at Game Developers Conference March 23, 2009: At the Game Developers Conference in San Francisco, Intel Corporation announced broad additions to its Visual Adrenaline program, a comprehensive and worldwide offering dedicated to serving visual computing developers. First announced in August 2008, Visual Adrenaline provides tools, resources, information and marketing opportunities to game developers, artists and animators. Below is an overview of Intel’s news at the show. Developer Tools for Better Gaming – The Intel® Graphics Performance Analyzers (GPA) is a new suite of software tools that help software and PC game developers analyze and optimize for performance on Intel® Integrated Graphics. Consisting of the System Analyzer, Frame Analyzer, and the Software Development Kit, the suite of tools provides in-depth application analysis and customization that help developers pinpoint performance bottlenecks and enable them to optimize games for Intel Integrated Graphics-based desktops and notebooks. GPA offers software tools that provide a holistic view of system and graphics performance for Intel-based systems. GPA supports Intel integrated graphics chipsets and processors, including the Intel® Core™ i7 Processor, with planned support for future Intel graphics and multicore-related products. GPA is free of charge to members of the Visual Adrenaline program and is available to non-members for $299 from the Intel® Business Exchange. To learn more, visit www.intel.com/software/gpa or see the GPA news release http://www.intel.com/pressroom/archive/releases/20090323comp.htm. -
4. Wargaming the Middle East: the Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities
4. Wargaming the Middle East: The Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities Janina Schupp Abstract Shortly after the end of a tank combat during the Gulf War, a team of US Army historians, scientists, and engineers flew to Iraq to gather detailed data of the battle. The collected information was used to create an exact virtual simulation of the combat for training. The mapping capability – offered by the resulting simulation game 73 Easting – to visualize the battlefield from any position and point in time revolutionized military exercises. With ongoing conflicts in the Middle East, these digital training cartographies are now linked to real bodies and vehicles through digital and mobile technologies during live training in artificially constructed villages. This chapter analyses this evolution and critically investigates the growing ‘gamification’ ensuing in these representations of Middle Eastern battlefields. Keywords: Wargames, Middle East, interactive battlespace, live simulations In war the experienced soldier reacts in the same way as the human eye does in the dark: the pupil expands to admit what little light there is, discerning objects by degrees, and finally seeing them indistinctly. By contrast, the novice is plunged into the deepest night. […] It is immensely important that no soldier, whatever his rank, should wait for war to expose him to those aspects of active service that amaze and confuse him when he first comes across them. (Clausewitz 1989, p. 122) Strohmaier, A. and A. Krewani (eds.), Media and Mapping Practices in the Middle East and North Africa: Producing Space. Amsterdam: Amsterdam University Press, 2021 doi 10.5117/9789462989092_ch04 96 JANINA SCHUPP The act of playing at war is deeply engrained in human history and has per- sisted to the present day in both professional and hobby culture. -
The Master Wadazine #1 By
The MASTER Wadazine #1 By The best, the ugliest, the bloodiest and the doomest of Doom! Issue #1 1 I N D E X • Doom Masters Wadazine Introduction … 3 • Writers … 4 • Article Section… 5,6,7,8 • WADs Section… 9 • Master recommendation of this issue! … 14 • Newstuff on doomworld … 17 • Pictures gallery … 18 • Special Thanks … 33 2 The D O O M Master Wadazine Presents: The first ever issue of the DMW magazine! A place to read about the great, the best, the worst and the exotic of the WAD world. With a special article per issue and whole body dedicated to the holy WAD. Full with screenshots and links! Enjoy, master doomer. 3 Writers of this Edition: Main Writer of this issue: Endless – Stuff: The whole first issue as a prototype and showcase. If there were more, they would be here. For now, this was done like an incentive for future development of the next issues or projects. And of course, a kind of test of what the magazine tries/hopes to create. As a little disclaimer, I have to say that English is not my mother tongue, so I may not have the same ability as a native, but I will do my best to deliver a work that is understandable and enjoyable! So, sorry for that and let’s get going. 4 DOOM, the game that never dies. A love letter. Hello, dear Doomer. If you're reading this, it's because, in one way or another, you've been connected to the wonderful game that is Doom. -
T I S ^ E ' Cottons CUSTOMIZED KITCHENS 0^
: : ' I '■ ;:'vV WEDKBBDAY, FEBRUARY 2,.lO li' JL ffba Wahtlkir tfnnrlrrBtpr Eurntog frrtJh Avenga Dnflr KsC Prsss Ron I at P. a WsaBSa rue tha fairth •« ill- •■t. iWk t \ ^ 9 , 6 8 0 lawet by aaow aarty FtMay; e of «ka AniH FYMay, mow amy ebaago «a i lul Town / I V. ManehtSner— A tity of Vittage Charm midbi t I m k Pwxda’t Vuflon nMOtben t» iDMt tUa ave* MANCHESTER, CONN„ THURSDAY, FEBRUARY 3,1949 PRKJE FOUR CENTS StatTjO at the 8^^" VOL. LX \T n„ NO. 105 (TWENTY PAGES) AtMy cltaC^l. where they wli) SMART YOUNO H O ifB M leave for a lobogfan party. 'I ( . ■ ■ The 0* Troop 16, Olrl President Congratulates Retiring Generals floouta, wm ba omitted thto week. ENTIRTAIN IN Sharp Partisan Rows The next meeting held World Gets Notice . Thuraday, Fhbniary 10, under the l c a ! 3 e ^ 0* Mia. Lealle Hoyt and SaT^tawrence MacQUpln, In T IA P A R T Y St. Jamaa’a adUwl hall. RedMove Will Not •In Senate and House An Important btialneae meeting a t the CoamopoHtan Club will b e , held Friday attemoon at two Be Let Hurt Unity o'clock In the Federation room of j center church houae, when the | mambera will vote on the revtaed i On Budget, Housing by-lawa. A talk on the “Ro- Real ^Significance Seen ^nen of Silver” wlU foUow the, Norway’s Own — Imalneaa aenlon, and a large at In Acheson’s Rejec tendance of merabera le hoped for. tion of Stalin’s' Lat Democratic Floor Lead Mra. -
Remaster Edition Features
Deceived by the forces of evil into prematurely bringing about the end of the world, War – the first Horseman of the Apocalypse – stands accused of breaking the sacred law by inciting a war between Heaven and Hell. In the slaughter that ensued, the demonic forces defeated the heavenly hosts and laid claim to the Earth. Brought before the sacred Charred Council, War is indicted for his crimes and stripped of his powers. Dishonored and facing his own death, War is given the opportunity to return to Earth to search for the truth and punish those responsible. Hunted by a vengeful group of Angels, War must take on the forces of Hell, forge uneasy alliances with the very demons he hunts, and journey across the ravaged remains of the Earth on his quest for vengeance and vindication. Remaster Edition Features • PS4, Xbox One and Wii U versions of Darksiders (Wrath of War) • Native 1080p rendering resolution • Doubled all the texture resolutions • Rendering improvements and rework • Better shadow rendering quality • Post processing effects Apocalyptic Power – Unleash the wrath of War, combining brutal attacks and supernatural abilities to decimate all who stand in your way • 60 FPS in moment to moment gameplay (PS4, Xbox One, PC, 30 for WiiU) Extreme Arsenal – Wield a devastating arsenal of angelic, demonic and Earthly weapons; and blaze a trail of destruction atop Ruin, War’s fiery phantom steed Epic Quest – Battle across the wastelands and demon-infested dungeons of the decimated Earth in your quest for vengeance and redemption Character Progression – Uncover powerful ancient relics, upgrade your weapons, unlock new abilities, and customize your gameplay style Battle Heaven and Hell – Battle against all who stand in your way - from war-weary angelic forces to Hell’s hideous demon hordes © 2016 by Nordic Games Licensing AB, Sweden. -
Información Sobre La Garantía
INFORMACIÓN SOBRE LA GARANTÍA GARANTÍA LIMITADA Bethesda Softworks LLC, empresa perteneciente a ZeniMax Media (“Bethesda Softworks”) le garantiza a usted, el comprador original de este disco y del videojuego en él incluido (“Juego”) que, en circunstancias de utilización normal del Juego, este funcionará fundamentalmente como se describe en el manual que lo acompaña durante un periodo de 90 días desde la fecha de compra (“Periodo de garantía”). Esta Garantía limitada: (a) no se aplica si el Juego se utiliza con fines empresariales o comerciales; y (b) queda anulada si el Juego falla debido a un accidente, a maltrato, al ataque de un virus o a un uso inadecuado. RECURSO EXCLUSIVO Y LIMITACIÓN DE RESPONSABILIDAD Toda reclamación relacionada con la garantía debe dirigirse al vendedor al que usted compró el Juego. Debe devolver el Juego al vendedor dentro del periodo de garantía junto con una copia del recibo de compra original y una descripción del problema que afecta al Juego. El vendedor, a su discreción, podrá reparar o reemplazar el Juego por otro. Todo Juego reemplazado estará sujeto a garantía durante el tiempo restante del Periodo de garantía original o durante 30 días; de los dos, el periodo de mayor duración. El recurso exclusivo del comprador y toda la responsabilidad de Bethesda Softworks, sus licenciantes y distribuidores consistirán, a discreción del vendedor, en la reparación o reemplazo del Juego que no cumpla con lo especificado en esta Garantía limitada y sea debidamente devuelto al vendedor. Fuera de Estados Unidos, no se aplicará ninguno de estos recursos ni ningún servicio de asistencia relacionado con el producto si no es con un comprobante de compra efectuada en una entidad internacional autorizada. -
165 Lecture Notes 1 - Game Engines Csc 165 Computer Game Architecture Basic Game Structure
CSc 165 Lecture Notes 1 - Game Engines CSc 165 Computer Game Architecture Basic Game Structure Start while (!gameOver) Initialize system Player Input Initialize 1 - Game Engines game One iteration Game Main Logic Update Loop = 1 Frame Shutdown Render Exit “Tightly-coupled” game loop 2 CSc 165 Lecture Notes CSc 165 Lecture Notes 1 - Game Engines 1 - Game Engines Game ENGINE Typical Game Engine Functions A reusable collection of modules . Independent of any particular Game Logic • Simulation of elapsed time • View (camera) control . Encapsulates platform dependencies • Scene Management • Input handling o Objects, geometry details . Possible because all games have things in common • Sound generation • Rendering • Network communication • Collision Detection/Handling Game Application Logic o Physics simulation • Special effects • Lights, Shadows, Textures o Explosions, fire, … Game Engine Player 3 4 CSc 165 Lecture Notes CSc 165 Lecture Notes 1 - Game Engines 1 - Game Engines Game Engine Design Some Game Engines Game Application Logic o Unity o jMonkey o Unreal o OGRE o Hero Engine o Quake <<interface>> <<interface>> <<interface>> <<interface>> … other RenderSystem Input Audio Networking o CryEngine o Lumberyard o Blender (Amazon) o Game Engine o Panda 3D Torque 3D Network o LeadWerks o SAGE For an expanded list see: http://en.wikipedia.org/wiki/List_of_game_engines 5 6 CSc 165 Lecture Notes CSc 165 Lecture Notes 1 - Game Engines 1 - Game Engines RAGE : “Raymond’s Awesome Game Engine” Abstracting Game Structure A collection of Java packages -
Battlefield-Bad-Company-2-Manuals
WARNING Before playing this game, read the Xbox 360® console and CONTENTS accessory manuals for important safety and health information. Keep all manuals COMPLETE CONTROLS ...................... 01 for future reference. For replacement console and accessory manuals, go to . SETTING UP THE GAME ..................... 02 PLAYING THE GAME ........................ 03 SINGLE PLAYER .......................... 04 Important Health Warning About Playing Video Games MULTIPLAYER ............................ 06 Photosensitive seizures XBOX LIVE .............................. 08 A very small percentage of people may experience a seizure when exposed to certain LIMITED 90-DAY WARRANTY ................ 09 visual images, including fl ashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. COMPLETE CONTROLS These seizures may have a variety of symptoms, including lightheadedness, altered These are the default controller settings. To change your controller scheme or adjust sensitivity, select vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, OPTIONS from the main menu, then select CONTROLS. confusion, or momentary loss of awareness. Seizures may also cause loss of SIGNALS INTELLIGENCE: Take a screenshot at any time, in any mode, by pressing and holding : consciousness or convulsions that can lead to injury from falling down or striking and then pressing ;. Screenshots are saved to your profi le at http://www.battlefi eld.com/badcompany2. nearby objects. ON FOOT Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms— Zoom/Use gadget Fire/Use selected item children and teenagers are more likely than adults to experience these seizures. -
Aaronion 616 S
TheAaronion 616 S. Mississippi River Blvd, St. Paul, MN 55116-1099 • (651) 698-8874 • www.TempleofAaron.org Vol. 95 • No. 4 December 1, 2019 3 Kislev 5780 USCJ Conference Wrestl1ng for a Better World In Genesis 32 our Patriarch Jacob wrestles with what we call an angel. He fights with him until daybreak. Eventually, this leads to Jacob getting a new name, Israel. This iconic biblical scene is often one of the most precarious ones. Who was the angel and why was he wrestling with Jacob? When Temple of Aaron brought wrestling into the Rabbi Fine attended USCJ Community synagogue, people had similar questions: Who was and Covenant Conference on wrestling and why wrestling? Even the skeptics who Interfaith Families. Pictured with poked their heads in saw a tremendous evening Rabbi Rachel Blart and ToA friend filled with Jewish wrestlers, Jewish content, and a Kalman Pila. packed synagogue singing Shabbat Shalom to end Rabbi Jeremy Fine 651-252-6412 the event. Jewish children were having the time of Email: their lives in the synagogue social hall — certainly an [email protected] evening they will never forget. Twitter: @RabbiJeremyFine But why wrestling? There are many reasons this idea came to fruition. It began to take shape a few years ago at the young family Kallah with Ashi Gavzy, Eli Temkin, Jake Glickstein, Mark Divine, and myself (sorry if I missed someone) all brainstorming the idea. After going through many contacts and iterations we were able to partner with F1rst Wrestling, Minnesota’s top wrestling company. Then we were off and running and several goals were met.