Part 1. 다양한 매체를 넘나드는 세계관
Part 2. 현실세계의 재현, 가상세계와의 연결
Part 3. 가상사회에 등장하는 새로운 정체성
Part 4. 가상사회의 중심이 되는 가상경제
Part 5. 가상경제 확산과 크리에이터 생태계
Part 6. 프로토콜로 연결되는 하나의 세계
Ready, aim, create an FPS in Unity - Unite Copenhagen 2019Unity Technologies
Learn how to get started on your first-person shooter (FPS) game project through this overview of the FPS Sample, which was designed to demonstrate product-grade implementations of Unity features, including graphics and networking, in a real-time multiplayer context.
Speaker:
Peter Andreasen - Unity Technologies
Watch the session on YouTube: https://youtu.be/wpmJcAHK2E8
Part 1. 다양한 매체를 넘나드는 세계관
Part 2. 현실세계의 재현, 가상세계와의 연결
Part 3. 가상사회에 등장하는 새로운 정체성
Part 4. 가상사회의 중심이 되는 가상경제
Part 5. 가상경제 확산과 크리에이터 생태계
Part 6. 프로토콜로 연결되는 하나의 세계
Ready, aim, create an FPS in Unity - Unite Copenhagen 2019Unity Technologies
Learn how to get started on your first-person shooter (FPS) game project through this overview of the FPS Sample, which was designed to demonstrate product-grade implementations of Unity features, including graphics and networking, in a real-time multiplayer context.
Speaker:
Peter Andreasen - Unity Technologies
Watch the session on YouTube: https://youtu.be/wpmJcAHK2E8
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
Beyond the Rift: Virtual Reality Games and the Future of CommunicationJeannie Novak
How virtual reality, games, and social media are converging to transform the way we communicate -- and what the future holds for communication in space . . . and beyond :)
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
This lecture looks at gamings wider cultures and games within culture. Video Games permiate our wider culture and do not stand alone. Video Games create a space of/for play but influence and are influenced by a wider culture. This lecture takes 3 case examples and examines the paratexts of Video Games. Games are not an island
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
Beyond the Rift: Virtual Reality Games and the Future of CommunicationJeannie Novak
How virtual reality, games, and social media are converging to transform the way we communicate -- and what the future holds for communication in space . . . and beyond :)
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
This lecture looks at gamings wider cultures and games within culture. Video Games permiate our wider culture and do not stand alone. Video Games create a space of/for play but influence and are influenced by a wider culture. This lecture takes 3 case examples and examines the paratexts of Video Games. Games are not an island
Computer Games - Story Writing Theory - Story vs GamesAndrew Ryan
This material has been produced to be used on the BTEC Level 3 Games Development Extended Diploma (formerly National Diploma) course delivery. This resource can be adapted and amended for other relevant courses.
Video of this presentation given at Power to the Pixel, London Film Festival, 2009 is available at: http://www.babelgum.com/4005320/what-did-they-lessons-learned-crossmedia-christy-dena.html. Event details are at http://www.PowertothePixel.com
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
3. Narrative and Spatiality
Games tell stories, but not in same way as other
media
Games are less stories than “spaces ripe with
narrative possibility”
Game designers are less storytellers than narrative
architects
Games are well suited to depict space; they use
simulated physical space to structure player and
narrative experience
4.
5. Spatial Stories and
Environmental Storytelling
Different ways of structuring game space facilitates
different kinds of narrative experience
Games don't just tell stories; they project worlds
and sculpt spaces ("liquid architecture,” according
to Steven Poole)
Popularity of genres invested in world-making and
spatial storytelling
6.
7. 4 Types of Spatial Stories
Spatial stories can:
1. Evoke pre-existing narrative or genre associations
(Evoked Narratives)
2. Provide a staging ground where narrative events are
enacted (Enacted Narratives)
3. Embed narrative information within their mise-en-
scene (Embedded Narratives)
4. Provide resources for player storytelling (Emergent
Narratives)
9. Enacted Narratives
Games that enable players to either perform or
witness narrative events (e.g., cut scenes)
In these games, narrative takes place on two
levels: broadly defined goals or conflicts and
localized incidents (micronarratives)
Micronarratives and Accordion-like structure of
games (similar to musicals or action films)
10. Embedded Narratives
when “the game space becomes a memory palace
whose contents must be deciphered as the player tries
to reconstruct the plot.”
Story is less a temporal structure than a “body of
information”
Why the popularity of detective and conspiracy stories
in video games?
two kinds of narrative: one unstructured and
controlled by player; the other pre-structured and
embedded in the mise-en-scene, awaiting
discovery
13. Ian Bogost
“Video Games are Better Without Stories”
Response to environmental storytelling:
Definition: “Environmental stories invite players to discover
and reconstruct a fixed story from the environment itself.”
Raises a series of provocative, possibly misleading questions:
“Are the resulting interactive stories really interactive, when
all the player does is assemble something from parts?”
“Are they really stories, when they are really
environments?”
“And most of all, are they better stories than the more
popular and proven ones in the cinema, on television, and
in books?”
14. Ian Bogost on What Remains of Edith Finch:
“These are remarkable accomplishments. But they
are not feats of storytelling, at all. Rather, they are
novel expressions of the capacities of a real-time 3-
D engine. The ability to render light and shadow, to
model structure and turn it into obstacle, to trick the
eye into believing a flat surface is a bookshelf or a
cavern, and to allow the player to maneuver a
camera through that environment, pretending that its
a character. Edith Finch is a story about a family,
sure, but first it’s a device made of the conventions
of 3-D gaming, one as weird and improvised as the
Finch house in which the action takes place.”