There is a call in industry and research for objective evaluation of player experience in games. With recent technological advancements, it is possible to automatically log numerical information on in-game player behavior and put this into temporal, spatial, and psychophysiological context. The latter is done using biometric evaluation techniques, like electromyography (EMG), electroencephalography (EEG), and eye tracking. Therefore, it is necessary to discuss experimental results in academia and best practices in industry. This panel brings together experts from both worlds sharing their knowledge using conventional and experimental, qualitative and quantitative methods of player experience in games.
Geopolitik dan Geostrategi Indonesia: Penggunaan Sosial Media Sebagai Sarana ...Fajrul Mutaqin
Geopolitik tidak terlepas dari pembahasan mengenai masalah geografi dan politik. Geopolitik adalah suatu studi yang mengkaji masalah-masalah geografi, sejarah dan ilmu sosial. Negara tidak akan pernah mencapai persamaan yang sempurna dalam segala hal. Jika kita melihat kondisi geografis Negara Indonesia, terlihat bahwa Indonesia merupakan negara kepulauan dengan kurang lebih 17.503 (tujuh belas ribu lima ratus tiga) pulau. Sehingga persatuan dan kedaulatan Indonesia masih kurang, terlihat dari banyaknya kasus-kasus yang memicu perpecahan Negara Indonesia baik dari faktor internal maupun eksternal.
Salah satu hal yang dapat membantu Indonesia untuk lebih bersatu adalah dengan penyebaran informasi berupa aspirasi dan masalah-masalah yang terjadi. Penyebaran informasi ini semakin mudah seiring perkembangan teknologi.
Sehingga, penyebaran informasi khususnya melalui media sosial sangatlah mudah. Maka dari itu, kami ingin melihat seberapa jauh penggunaan media sosial sebagai sarana persatuan kedaulatan Negara Kesatuan Republik Indonesia
Mampu melakukan pengukuran kerja, prosedur pengukuran kerja dengan beberapa metode pengukuran kerja (Stop Watch dan sampling Kerja).
Mampu melakukan evaluasi dan perbaikan metode kerja.
Mampu melaksanakan perancangan fasilitas dan alat kerja
Geopolitik dan Geostrategi Indonesia: Penggunaan Sosial Media Sebagai Sarana ...Fajrul Mutaqin
Geopolitik tidak terlepas dari pembahasan mengenai masalah geografi dan politik. Geopolitik adalah suatu studi yang mengkaji masalah-masalah geografi, sejarah dan ilmu sosial. Negara tidak akan pernah mencapai persamaan yang sempurna dalam segala hal. Jika kita melihat kondisi geografis Negara Indonesia, terlihat bahwa Indonesia merupakan negara kepulauan dengan kurang lebih 17.503 (tujuh belas ribu lima ratus tiga) pulau. Sehingga persatuan dan kedaulatan Indonesia masih kurang, terlihat dari banyaknya kasus-kasus yang memicu perpecahan Negara Indonesia baik dari faktor internal maupun eksternal.
Salah satu hal yang dapat membantu Indonesia untuk lebih bersatu adalah dengan penyebaran informasi berupa aspirasi dan masalah-masalah yang terjadi. Penyebaran informasi ini semakin mudah seiring perkembangan teknologi.
Sehingga, penyebaran informasi khususnya melalui media sosial sangatlah mudah. Maka dari itu, kami ingin melihat seberapa jauh penggunaan media sosial sebagai sarana persatuan kedaulatan Negara Kesatuan Republik Indonesia
Mampu melakukan pengukuran kerja, prosedur pengukuran kerja dengan beberapa metode pengukuran kerja (Stop Watch dan sampling Kerja).
Mampu melakukan evaluasi dan perbaikan metode kerja.
Mampu melaksanakan perancangan fasilitas dan alat kerja
Next Generation Testing: Biometric Analysis of Player ExperienceLennart Nacke
Tracking game metrics data is slowly becoming an industry standard for analyzing and improving games. Using insights from statistical analysis, games are becoming more adaptive and cater to individual experiences. Thus, biometric analysis is the latest trend to gather objective insight into player experience. Operating with game and player metric data becomes more important as game designers move from being classically rooted in the level design department to having to shift their attention towards procedural algorithms and programming that is responsible for analyzing player data. This talk will introduce the next generation of designing games based on statistical data analysis (game metrics, eye tracking and biofeedback) and discuss the challenges of these new and exciting technologies.
Playability & Player Experience ResearchLennart Nacke
As the game industry matures and games become more and more complex, there is an increasing need to develop methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
Next Generation Testing: Biometric Analysis of Player ExperienceLennart Nacke
Tracking game metrics data is slowly becoming an industry standard for analyzing and improving games. Using insights from statistical analysis, games are becoming more adaptive and cater to individual experiences. Thus, biometric analysis is the latest trend to gather objective insight into player experience. Operating with game and player metric data becomes more important as game designers move from being classically rooted in the level design department to having to shift their attention towards procedural algorithms and programming that is responsible for analyzing player data. This talk will introduce the next generation of designing games based on statistical data analysis (game metrics, eye tracking and biofeedback) and discuss the challenges of these new and exciting technologies.
Playability & Player Experience ResearchLennart Nacke
As the game industry matures and games become more and more complex, there is an increasing need to develop methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
Log Who's Playing: Psychophysiological Game Analysis Made Easy Through Event...Lennart Nacke
Psychophysiological game research faces the problem that for understanding the player experience, it needs to analyze game metrics and events with high temporal resolution and within the game context. This way greater understanding of gameplay and the player experience can be achieved with the use of physiological instrumentation. This is a presentation of a paper that presents a solution to recording in-game events and metrics, by sending out event byte codes through a parallel port to the physiological signal acquisition hardware. Thus, psychophysiological data can immediately be correlated with in-game data. By employing this system for psychophysiological game experiments, researchers will be able to analyze gameplay in greater detail in future studies.
This talk describes game design challenges considered in the ongoing development of a tabletop game where players bring their real life problems into a the framed safe-space of a play session. The game, tentatively called Mind Shadows, is a game for two or three players who trust each other. The main aim of the design is to create play situations where players in cooperation better can understand situations in their everyday lives that are emotionally complex or difficult, and by this understanding find ways to cope with the situations.
Making Decisions - A Game Theoretic approachDr Ganesh Iyer
Webinar recording of the webinar conducted on 18-07-2020 for Rajagiri School of Engineering and Technology.
Speaker - Dr Ganesh Neelakanta Iyer
Topics:
Overview of Game Theory, Non cooperative games, cooperative games and mechanism design principles.
The Science of Fun - Data-driven Game Developmentalex_turcan
Games are crafted to provide unique experiences, but players don't always behave as you would expect. In this presentation, Alexandra Turcan and Ruan Pearce-Authers from Dambuster Studios will explain how they combine UX methods with telemetry and biometrics to quantify player in-game behaviour.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Why would you want to develop narrative in a multiplayer competitive game? In this talk, Christina Norman will show how establishing characters, setting and world can increase player engagement and enjoyment in PvP games. Drawing on examples from League of Legends and other multiplayer competitive games, she will describe effective techniques for communicating narrative without disrupting gameplay. She will also share insights gained from narrative development in League of Legends.
Takeaway
Attendees will gain an understanding of how narrative development can improve player enjoyment in PvP games. Techniques for developing narrative will be discussed that are effective in PvP, co-op and single-player games.
Intended Audience
This talk is directed at narrative designers and all game developers with an interest in player experience. While all examples are drawn from PvP games, the techniques discussed and insights shared are relevant to both co-op and single-player game development.
Introduction to the Theory of Game ElementsAki Järvinen
Intro to my theory of what elements games are made of. The theory and its concepts constitute the fundaments of my Ph.D. thesis and the analysis & design methods introduced in it.
Stephen Yang 2012 PhD defense - Comparing MVPA, EE, RPE, & Enjoyment in Adole...Stephen P. Yang, Ph.D.
Exergames (fitness video games) are gaining popularity, and may have the potential to provide more physical activity for adolescents if properly implemented. Exergames require physical activity and the moving of one's body as the game controller rather than a traditional hand-held game controller. The purpose of these studies was to determine the differences of time spent in MVPA, energy expenditure, ratings of perceived exertion and enjoyment while playing three fitness video games (XaviX tennis, EyeToy Kinetic, and Dance Dance Revolution). Gaining better insight on which types of interactive technologies are most effective in eliciting MVPA and which activity monitor is capable of gathering quality data will greatly assist educators, parents and community leaders in providing quality healthy alternative programming.
The talk looks at how “pure” randomness can be undesirable in game design because the human brain expects a die to “roll a six”, the epic loot to drop, eventually. Three methods are presented together with a look at how we used them to create procedural content in Bubble Island 2 for Wooga.
Looking For Steam Players - Insight Projectmjhines13
This project was made during the Insight Data Science program. Please visit lookingforsteamplayers.com or https://github.com/mjhines/LookingForPlayers for more details.
Similar to Game Metrics and Biometrics: The Future of Player Experience Research (20)
How to Write a CHI Paper 2016 (CHI PLAY 2016)Lennart Nacke
Slides from the first iteration of the How to Write CHI Papers course at CHI PLAY 2016, which discusses the course exercises and content presented at the conference for the course.
Games institute: University of California Visit: Game Thinking OverviewLennart Nacke
Game Thinking slides for a research visit from the University of California to the Game Insitute at the University of Waterloo to support international research connections and collaborations.
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game ThinkingLennart Nacke
In this talk, Lennart will explain how game thinking works as a problem-solving strategy and provide practical takeaways for designers who are interested in using game thinking in their UX process. He will also talk about his most recent research into gameful design, player types, and surveys and heuristics to assess gamification.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
Introduction to Game Thinking (Fluxible 2018)Lennart Nacke
Game thinking is a problem-solving process that uses strategies from game design and gamification to help drive the design of user experiences in digital or non-digital applications. Incorporating game thinking into the UX process can 1) foster users’ intrinsic and extrinsic motivations to engage with a product or system, and 2) engage users in a learning and mastery process, in which they develop the abilities needed to accomplish their goals throughout their user journey.
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...Lennart Nacke
In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
Game UX Summit '17: Challenges of Evaluating Player Cognition & EmotionLennart Nacke
We design games for emotional and cognitive player experiences, and tools and methods ranging from scientific questionnaires to physiological equipment allow us to do this effectively. In this talk Lennart will present successful combinations of player evaluation methods to build player profiles and personalized gameplay moments using psychological insights, specifically looking at VR horror games.
DAC 300: Chance and Skill in Game DesignLennart Nacke
In this lecture of his course "Introduction to Game Design", Dr. Nacke presents the core elements of adding chance or catering to skill in building games.
DAC 305: Choice and Agency in GamificationLennart Nacke
As part of teaching the course DAC 305 at the University of Waterloo, Dr. Nacke dives deep into the underlying mechanisms of choice and agency in this lecture.
In this lecture, Dr. Lennart Nacke gives a brief introduction to the process of game design. He revisits existing definitions of games and talks about why games are systems with boundaries and rules. He then discusses the formal and dramatic elements of games.
The 5 Gamification Languages: The secret to gameful experiences that last (Ga...Lennart Nacke
Good design is at the heart of gamification and learning. To become outstanding designers, we must have a language to communicate our ideas to our teams. Sometimes our gameful design languages (or design approaches) are different and communication suffers. This talk outlines how you can find your primary gamification language and introduces five languages: (1) goals and challenges, (2) quality of content and context, (3) incentives, (4) motivating actions, (5) system mechanics. Each of these present different perspectives on pursuing gameful design, but they are not always distinct – in fact, being able to speak all five gamification languages fluently will make you a better gameful designers. The talk will introduce each gamification design language with examples of how to apply these languages in a gamified learning context. You will be able to self-assess your gamification language and comprehend the language of other gameful designers in your time. If you learn more than your primary gamification language, you can apply these languages to improve your gameful designs for wider audiences.
#GamesUR Conference: From Body Signals to Brainy Player InsightsLennart Nacke
Games User Researchers are often sceptical when it comes to using brain and body sensors, but as the cost of sensor technologies continues to drop, it is time to consider the potential insights that we might gain from using these signals in our work. In this talk, I will briefly introduce the most common physiological measures that are used in Games User Research, and discuss the challenges in obtaining a clean signal and usable data from different low-cost devices. Additionally, I will make recommendations for signal cleaning procedures and briefly talk about the analysis made possible with different physiological sensors. I will also demonstrate the conclusions that may be inferred from some of these data when compared to other Games User Research methods, such as behavioural observation. Lastly, I will introduce some of my own visualization methods for quickly comprehending the meaning of physiological sensor data.
On the Usability of Psychophysiological User Research for the Games IndustryLennart Nacke
In this presentation from the 2012 Games User Research Summit, I talk about physiological research methods for games and why this matters for examining user experience with physiological measures.
My CHI 2011 talk on how direct and indirect control enhance game interaction.
CITATION:
Nacke, L.E., Kalyn, M., Lough, C., Mandryk, R.L. 2011. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction. In Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems (CHI 2011), Vancouver, BC, Canada. 103-112.
Brain, Body, and Bytes CHI 2010 Workshop PresentationsLennart Nacke
Brain and Body Interfaces (BBI) were discussed in this workshop. Its goal was to provide a platform for creating synergies between two related and emerging HCI disciplines (PC and BCI). Find out more at the workshop website: http://www.eecs.tufts.edu/~agirou01/workshop/
Affective Ludology: Affective Measurement of User Experience in GamesLennart Nacke
Keynote from GameDays 2010: Serious Games for Sports and Health.
Digital games provide the most engaging interactive experiences. You will be able to take away 3 methods for measuring user experience in games from this talk. First, the objective assessment of physiological user responses together with automated event-logging techniques, so called game metrics, will show how to collect player- and game-related variables for a comprehensive understanding of their interaction. Second, using psychometric questionnaires willallow a reliable assessment of players' subjective emotion and cognition during gameplay. Third, the combination of the two approaches allows cross-correlations to be made about gameplay experience with focus on human-machine interaction.
From Playability to a Hierarchical Game Usability ModelLennart Nacke
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
Evaluating Game Usability - How game research will change the face of softwa...Lennart Nacke
Modern measurement hardware enables researchers to closely analyze how people play games and evaluate their experience in terms of efficiency, visual attention and perceived fun of application. This talk will show some game research experiment results. As corporate software applications struggle with strained, less efficient users due to complicated input and no fun of use, knowledge gained from the hands-on study of playing digital games can be beneficial to classic software application. Thus, empowering developers with many new interaction concepts and principles of fun, which will be discussed in detail in here. The presentation concludes with recommendations how this knowledge could feed back into software development.
More at: http://www.acagamic.com/
Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
Matt Rife Cancels Shows Due to Health Concerns, Reschedules Tour Dates.pdfAzura Everhart
Matt Rife's comedy tour took an unexpected turn. He had to cancel his Bloomington show due to a last-minute medical emergency. Fans in Chicago will also have to wait a bit longer for their laughs, as his shows there are postponed. Rife apologized and assured fans he'd be back on stage soon.
https://www.theurbancrews.com/celeb/matt-rife-cancels-bloomington-show/
From Slave to Scourge: The Existential Choice of Django Unchained. The Philos...Rodney Thomas Jr
#SSAPhilosophy #DjangoUnchained #DjangoFreeman #ExistentialPhilosophy #Freedom #Identity #Justice #Courage #Rebellion #Transformation
Welcome to SSA Philosophy, your ultimate destination for diving deep into the profound philosophies of iconic characters from video games, movies, and TV shows. In this episode, we explore the powerful journey and existential philosophy of Django Freeman from Quentin Tarantino’s masterful film, "Django Unchained," in our video titled, "From Slave to Scourge: The Existential Choice of Django Unchained. The Philosophy of Django Freeman!"
From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
Join me as we delve into the existential philosophy of Django Freeman, uncovering the profound lessons and timeless wisdom his character offers. Through his story, we find inspiration in the power of choice, the quest for justice, and the courage to defy oppression. Django Freeman’s philosophy is a testament to the human spirit’s unyielding drive for freedom and justice.
Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
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240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
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In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
As a film director, I have always been awestruck by the magic of animation. Animation, a medium once considered solely for the amusement of children, has undergone a significant transformation over the years. Its evolution from a rudimentary form of entertainment to a sophisticated form of storytelling has stirred my creativity and expanded my vision, offering limitless possibilities in the realm of cinematic storytelling.
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
I Know Dino Trivia: Part 3. Test your dino knowledge
Game Metrics and Biometrics: The Future of Player Experience Research
1. Nacke, L., Ambinder, M., Canossa, A., Mandryk, R., Stach, T. (2009). quot;Game Metrics and
Biometrics: The Future of Player Experience Research“ Panel at Future Play 2009.
2. 1. Introduction of Panelists
2. Methods Overview
3. Discussion and Questions
3. 1. Mike Ambinder
2. Alessandro Canossa
3. Regan Mandryk
4. Tad Stach
5. Lennart Nacke
4. User Experience Designer
Valve Corporation
PhD in Experimental Psychology
Application of knowledge and
methodologies from psychology to
game design
5. 3 years experience at EIDOS
Play pattern modelling techniques (Hitman Blood
Money, Kane & Lynch and Tomb Raider Underworld)
Play-Persona framework
Tool used in design phase to integrate different
players‘ needs and motivations
Backed by game metrics
Tool used to evaluate experience
Speaking at
Nordic Game (Sweden)
NLGD (Holland)
DGExpo (North Carolina, USA)
Future Play (Canada)
DIGRA (Japan)
6. User engagement in games
Sensing and modeling
Interaction techniques
Emerging devices
Assistant Professor
Computer Science
University of Saskatchewan
Canada
www.reganmandryk.com
7. PhD student
Computer science
Queen‘s University
Exercise video games
Heuristics and Usability
8. Blekinge Institute of Technology
PhD Candidate
Digital Game Development Degree
EU FUGA (―Fun of Gaming‖)
project
Fun & player experience research
Biometrics consulting
10. ―Typical‖ playtest
Watch people play the game
Observe their gameplay/behavior
Simulate at-home experience
Have a design goal
Is it fun?
11. PRO CON
+ Get a feel for – Presence of
player observers can
interaction bias results
with game – Salient event
+ Importance of can slant
what people interpretation
do—not what – Behavior
they say requires
interpretation
12.
13.
14. Think-aloud protocol:
People describe their actions as they
play
Unprompted and uncorrected
In conjunction with direct
observation
15. PRO CON
+ Enables realtime – Interferes with
glimpse into gameplay
player thoughts, – Creates an
feelings, and artificial
motivations experience
+ Bring up – Inaccurate
unnoticed details and biased
+ Effective for
‗why‘ questions
16.
17. Structured (usually) querying of
playtesters
Validate playtest goals
Source of supplemental
information
18. PRO CON
+ Answer – Group biases
specific design (anchoring,
questions social pressure,
+ Determine saliency, etc.)
specific player – People don‘t
intent know why they
do what they do
– Potential for
biased questions
19.
20. Set of standardized questions
Forced choice responses
Quantify feedback/opinions
Player categorization
21. PRO CON
+ Less biased – Eliminate
responses nuance
+ Response – Difficulty in
validation converting
+ Forced choice ratings to
helpful for meaningful
revealing decisions
preference – Limited
+ Time-based solution space
comparisons
22. How challenging were the following enemies (1 = very easy; 7 = very hard)?
Boomer: 1 2 3 4 5 6 7
Common Infected: 1 2 3 4 5 6 7
Hunter: 1 2 3 4 5 6 7
Smoker: 1 2 3 4 5 6 7
Tank: 1 2 3 4 5 6 7
Witch: 1 2 3 4 5 6 7
Please rank order your preference for the following weapons from
1 (most liked) to 12 (least liked)
Assault Rifle ____
Auto Shotgun ____
Dual Pistols ____
Gas Can ____
Hunting Rifle ____
Molotov Cocktail ____
Mounted Turret ____
Pipe Bomb ____
Pistol ____
Propane Tank ____
Pump Shotgun ____
SMG ____ Simulated Questions
23. Gameplay metrics = Player behavior
Numerical data from game software about
player behavior
Types:
Continuous / Frequency / Triggered
Spatial / Non-spatial
24. PRO CON
Answers to No answers to
What? Why?
Where? How?
When?
25. Generated by a cluster visualization tool (shows
data from Fragile Alliance, it relates role at death
with cause of death)
26. GIS are computerized data management
systems used to capture, store,
manage, retrieve, analyze, and display
information with spatial dimension.
27. PRO CON
Flexible Overkill
Off-the-shelf
for simple, non-
spatial
Cheaper analyses
Minimal Not integrated
customization with game
needed engine
Limited 3D
representation
28. HoD requests have been plotted and a
density kernel calculated into a heatmap
to visualize the distribution of areas with
high and low intensities of requests
30. aggregate descriptions of possible player behaviour:
a-priori metaphor (hypotheses):
theoretical models of ideal users, expectations of the
designer
a-posteriori lens (analyses): data-driven
representations of player behaviors, descriptions
of what actual, real players do during play
31. Pre/Production
Envision different play experiences
After Launch
Evaluation of experiences
Hypothesising and analysing what players
repeatedly do, sheds light on what their goals,
intentions and desires are at a precise moment in
time and in a precise context: the game.
32. PRO CON
Experiences Risk of truisms
easier to
Design No detection of
Analyse
problems
Focus unrelated to
Play experience patterns of play
Player behavior
Map playing Not useful for
landscape usability issues
Provide varied
experience
34. Persona hypotheses emerge as relations
between parameters that have been
derived from gameplay mechanics.
35. Tychsen, A. and Canossa, A., Defining personas in games
using metrics. In 2008 Conference on Future Play:
Research, Play, Share, (Toronto, Ontario, Canada,
2008), ACM, 73-80.
Canossa, A. and Drachen, A., Play-Personas: Behaviours
and Belief systems in User-Centred Game Design.
Interact Conference 2009. Uppsala, Sweden.
Tychsen, A. and Canossa, A., Analyzing User Behavior via
Gameplay Metrics. Future Play 2009.
36. Measured on palms and soles of
feet- Eccrine sweat glands
Measures electrical resistance (or
conductance) between two
electrodes
Correlate to psychological arousal
37. PRO CON
Easy to Noisy signal
measure Large
Inexpensive individual
hardware variations in
Easy to baseline and
interpret responsivity
Non-intrusive Slow decay
(could be built (signals add
into a device) together)
38. Three instances of GSR when a goal was scored in NHL 2003
– twice against the computer and once against a friend
39. R
QRS
Complex
P wave T wave
Q
S
Electrocardiography (EKG)
Heart Rate (HR)
Interbeat Interval (IBI)
Heart Rate Variability (HRV)
Spectral analysis of sinus arrhythmia
Indicative of mental effort, cognitive
load
Blood Volume Pulse (BVP)
(periodic)
Blood Pressure (BP)
40. R
QRS
Complex
P wave T wave
Q
S
PRO CON
Easy to Intrusive to
measure some measure
signals (HR) accurately
Inexpensive Affected by
hardware (HR) many things
Salient and (e.g., physical
established activity)
measures Complex
analysis (HRV)
41. Isometric tension, or detection of
motion
Needles or surface electrodes
Tension in the jaw
Forehead (smiling vs. frowning)
Can be used on any muscles
42. PRO CON
Analysis of Intrusive to
signals easy measure
More sensitive Difficult to get
than image natural
processing for measures
facial Hardware is
expressions expensive
Easy to Interference of
interpret muscle groups
45. R.L. Mandryk (2008). Physiological Measures for Game Evaluation. in
Game Usability: Advice from the Experts for Advancing the Player
Experience. (K. Isbister and N. Shaffer, Eds.), Morgan Kaufmann.
46. R.L. Mandryk, and M.S. Atkins (2007). A Fuzzy Physiological
Approach for Continuously Modeling Emotion During Interaction
with Play Environments. International Journal of Human-
Computer Studies, 6(4), pg. 329-347. The original publication is
available at Elsevier Online.
R.L. Mandryk, K.M. Inkpen, and T.W. Calvert (2006). Using
Psychophysiological Techniques to Measure User Experience with
Entertainment Technologies. Behaviour and Information
Technology (Special Issue on User Experience), Vol. 25, No.2,
March-April 2006, pg. 141-158.
R.L. Mandryk, M.S. Atkins, and K.M. Inkpen (2006). A Continuous
and Objective Evaluation of Emotional Experience with
Interactive Play Environments. in Proceedings of the Conference
on Human Factors in Computing Systems (CHI 2006). Montreal,
Canada, April 2006, pg. 1027-1036.
R.L. Mandryk (2008). A physiological approach for continuously
modeling user emotion in interactive play environments. in Proc
of Measuring Behavior 2008, Maastricht, NE, August 2008, pg.
93-94.
47. Few formal methods exist for evaluating
the usability of game interfaces
Developed usability principles for video
game design
Heuristics can be used to carry out
usability inspections of video games
48. Step 1: identify problems from game
reviews
108 reviews from GameSpot
6 major PC game genres
Step 2: develop problems categories
12 common categories found
Step 3: develop game heuristics
10 heuristics created from problem categories
49. 1. Provide consistent responses to user‘s actions
2. Allow users to customize video and audio settings, difficulty and game
speed
3. Provide predictable and reasonable behaviour for computer controlled
units
4. Provide unobstructed views that are appropriate for the user‘s current
actions
5. Allow users to skip non-playable and frequently repeated content
6. Provide intuitive and customizable input mappings
7. Provide controls that are easy to manage, and that have an
appropriate level of sensitivity and responsiveness
8. Provide users with information on game status
9. Provide instructions, training, and help
10. Provide visual representations that are easy to interpret and that
minimize the need for micromanagement
50. PRO CON
help identifying does not address
game-specific engagement and
usability ―playability‖
problems
limitations in the
applicable to development of
mockups and heuristics
prototypes
can be used to
evaluate most
games
51. Pinelle, D., Wong, N., Stach, T., Gutwin, C.
(2009) Usability Heuristics for Networked
Multiplayer Games. To appear in GROUP 2009.
Pinelle, D., Wong, N., Stach, T. (2008) Using
Genres to Customize Usability Evaluations of
Video Games. Future Play 2008, 129-136.
Pinelle, D., Wong, N., Stach, T. (2008) Heuristic
Evaluation for Games: Usability Principles for
Video Game Design. CHI 2008, 1453-1462.
52. Electrodes placed on scalp (from 20 to 256)
Measures electric potentials
Brainwaves are described in frequency
bands
Delta (trance, sleep)
Theta (emotions, sensations)
Alpha (calm, mental work)
Low beta (focus, relaxed)
Mid beta (thinking, alert)
High beta (alert, agitated)
Gamma, seldom (information processing)
53. EEG and EMG electrodes are being attached. The Biosemi electrode
cap consists of 32 electrodes in the areas: frontal (F), parietal (P),
temporal (T), occipital (O), central (C).
54. EEG Analysis is difficult. After artifact scoring, values have to be
transformed for spectral analysis.
55. PRO CON
Objective Intrusive
Covert & Expensive
continuous Artifact
recording scoring
Quantifiable Time-
Reliable consuming
Replicable Sometimes
Empirical hard to
power interpret
56. Measures what eyes look at
Saccades (fast movement)
Gaze path
Fixations (dwell times)
Attention focus
Pupil dilation/blink rate
Attention precedes gaze (200ms)
Used mainly to improve interface
Lack of 3D analysis tools
58. Viewed game world objects can be displayed together with their
gazepaths in 3D (see also Stellmach, 2009)
59. PRO CON
Easy to use Can be
Objective expensive
Covert Lack of good
Continuous
tools
Time-
Quantifiable
consuming
Replicable
Empirical
power
60. Nacke, L. and Lindley, C.A., Flow and Immersion in First-Person
Shooters: Measuring the player‘s gameplay experience. In
Proceedings of the 2008 Conference on Future Play:
Research, Play, Share, (Toronto, Canada, 2008), ACM, 81-
88.
Grimshaw, M., Lindley, C. A., & Nacke, L. (2008). Sound and
Immersion in the First-Person Shooter: Mixed Measurement
of the Player‘s Sonic Experience. Audio Mostly Conference
2008, Piteå, Sweden.
Nacke, L., Lindley, C., and Stellmach, S. (2008) Log Who‘s
Playing: Psychophysiological Game Analysis Made Easy
through Event Logging. In Proceedings of the 2nd
international Conference on Fun and Games (Eindhoven, The
Netherlands, October 20 - 21, 2008). P. Markopoulos, B.
Ruyter, W. Ijsselsteijn, and D. Rowland, Eds. Lecture Notes
In Computer Science, vol. 5294. Springer-Verlag, Berlin,
Heidelberg, 150-157.
Stellmach (2009). Visual Analysis of Eye Gaze Data in Virtual
Environments. Master‘s Thesis. University of Magdeburg.
61. Is an integration of the presented
methods feasible?
Can they be integrated in a cost-
efficient way?
Which methods are suitable for
evaluating which parts of game
development?
Can empirical data be applied to
game design? How?
62. Should there be a discussion about
separating quantitative from
qualitative or do we agree on
integrated measures?
What can these methods be used for
beyond evaluation? Exergames?
Biofeedback?
Are those methods improving games?
If yes, how can (or should) they be
adopted by the majority of the game
industry?