Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
Unreal Engine Basics 01 - Game FrameworkNick Pruehs
First chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with Unreal Engine as a technology, framework and toolset
- Learning the basics about writing Unreal Engine C++ code
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesGuerrilla
This talk describes the tool improvements Guerrilla Games implemented to make Killzone Shadow Fall shine on the PlayStation 4. It highlights additions to the Maya pipeline, such as Viewport 2.0, Maya's coupling with in-game updates and in-engine deferred renderer features including real-time shadow-casting, volumetric lighting, hardware instancing, lens flares and color grading.
Unreal Engine Basics 01 - Game FrameworkNick Pruehs
First chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with Unreal Engine as a technology, framework and toolset
- Learning the basics about writing Unreal Engine C++ code
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesGuerrilla
This talk describes the tool improvements Guerrilla Games implemented to make Killzone Shadow Fall shine on the PlayStation 4. It highlights additions to the Maya pipeline, such as Viewport 2.0, Maya's coupling with in-game updates and in-engine deferred renderer features including real-time shadow-casting, volumetric lighting, hardware instancing, lens flares and color grading.
Tested on linux,ubuntu#include stdlib.h #include systypes..pdfamaresh6333
//Tested on linux,ubuntu
#include
#include
#include
#include
#include
/*Main function start*/
int main(int argc, char *argv[])
{
/*variable for buffer*/
struct stat statbuf;
/*pointer variable declaration*/
DIR *dp;
struct dirent *dirp;
/*if we are not providing file path then it will take current directory as name*/
if(argc==1)
{
dp = opendir(\"./\");
}
else
{
dp = opendir(argv[1]);
}
while ( (dirp=readdir(dp)) != NULL)
{
/*lstat - get symbolic link status
* Please readabout lstat more*/
lstat(dirp->d_name, &statbuf);
/*checking it is directory or not*/
if(S_ISDIR(statbuf.st_mode))
{
/*it is printing directory name with /*/
printf(\"%s/ \ \", dirp->d_name);
}
else
{
/*If it is file then we are printing only name of file*/
printf(\"%s\ \", dirp->d_name);
}
}
/*cosing directory pointer*/
closedir(dp);
exit(0);
}
/*main function end*/
/**********output**********/
gopal@gopal:~/Desktop/chegg$ gcc directory.c
gopal@gopal:~/Desktop/chegg$ ./a.out
dLinkedList.c
random.c
jasmin/
LinkedStack.cpp
VideoGame.java
LinkedStack.cpp
Client.class
web.xml
../
TemplateMain.cpp
Energy.py
PrecondViolatedExcept.h
CSA.cpp
BoxofProduce.cpp
./
Unanswere/
Tree.c
target/
readFile.c
inventory.txt
goodQuestion
interest.c
VideoGameManager.java
Thanks a lot
Solution
//Tested on linux,ubuntu
#include
#include
#include
#include
#include
/*Main function start*/
int main(int argc, char *argv[])
{
/*variable for buffer*/
struct stat statbuf;
/*pointer variable declaration*/
DIR *dp;
struct dirent *dirp;
/*if we are not providing file path then it will take current directory as name*/
if(argc==1)
{
dp = opendir(\"./\");
}
else
{
dp = opendir(argv[1]);
}
while ( (dirp=readdir(dp)) != NULL)
{
/*lstat - get symbolic link status
* Please readabout lstat more*/
lstat(dirp->d_name, &statbuf);
/*checking it is directory or not*/
if(S_ISDIR(statbuf.st_mode))
{
/*it is printing directory name with /*/
printf(\"%s/ \ \", dirp->d_name);
}
else
{
/*If it is file then we are printing only name of file*/
printf(\"%s\ \", dirp->d_name);
}
}
/*cosing directory pointer*/
closedir(dp);
exit(0);
}
/*main function end*/
/**********output**********/
gopal@gopal:~/Desktop/chegg$ gcc directory.c
gopal@gopal:~/Desktop/chegg$ ./a.out
dLinkedList.c
random.c
jasmin/
LinkedStack.cpp
VideoGame.java
LinkedStack.cpp
Client.class
web.xml
../
TemplateMain.cpp
Energy.py
PrecondViolatedExcept.h
CSA.cpp
BoxofProduce.cpp
./
Unanswere/
Tree.c
target/
readFile.c
inventory.txt
goodQuestion
interest.c
VideoGameManager.java
Thanks a lot.
Course 102: Lecture 3: Basic Concepts And Commands Ahmed El-Arabawy
This lecture covers the basic file management commands
Check the other Lectures and courses in
http://Linux4EnbeddedSystems.com
or Follow our Facebook Group at
- Facebook: @LinuxforEmbeddedSystems
Lecturer Profile:
- https://www.linkedin.com/in/ahmedelarabawy
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Le nuove frontiere dell'AI nell'RPA con UiPath Autopilot™UiPathCommunity
In questo evento online gratuito, organizzato dalla Community Italiana di UiPath, potrai esplorare le nuove funzionalità di Autopilot, il tool che integra l'Intelligenza Artificiale nei processi di sviluppo e utilizzo delle Automazioni.
📕 Vedremo insieme alcuni esempi dell'utilizzo di Autopilot in diversi tool della Suite UiPath:
Autopilot per Studio Web
Autopilot per Studio
Autopilot per Apps
Clipboard AI
GenAI applicata alla Document Understanding
👨🏫👨💻 Speakers:
Stefano Negro, UiPath MVPx3, RPA Tech Lead @ BSP Consultant
Flavio Martinelli, UiPath MVP 2023, Technical Account Manager @UiPath
Andrei Tasca, RPA Solutions Team Lead @NTT Data
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdfPeter Spielvogel
Building better applications for business users with SAP Fiori.
• What is SAP Fiori and why it matters to you
• How a better user experience drives measurable business benefits
• How to get started with SAP Fiori today
• How SAP Fiori elements accelerates application development
• How SAP Build Code includes SAP Fiori tools and other generative artificial intelligence capabilities
• How SAP Fiori paves the way for using AI in SAP apps
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
2. Goals
● Improve on other UNIX shells
● Better parsing
● Be like Bourne/BASH but with "less
idiosyncratic syntax"[1]
○ Syntax draws on C rather than Algol 68 (brackets
rather than keywords)
if(test -f junk) rm junk
if test -f junk; then rm junk; fi
9. Concatenation
^ is the concat. operator
echo (a b c)^(1 2 3)
# => echo a1 b2 c3
src=(main subr io)
cc $src^.c
# => cc main.c subr.c io.c
10. Use command output
cat `{ls -tr | sed 10q}
...output contents of ten most recent files
(ascending)
(btw: that's a backtick, or leftquote, we lispers
would say quasiquote)
11. The gloves come off...
"Rc has syntax for some kinds of non-linear but
treelike pipelines."[1]
cmp <{old} <{new}
...cmp's input is old's and new's output in
parallel
12. Examples (1)
for(i){
if(test -f /tmp/$i)
echo $i already in /tmp
if not
cp $i /tmp
}
13. Examples (2)
ps1=’% ’ case *
tab=’ ’ switch($1)
fn cd{ case /*
builtin cd $1 && dir=$1
switch($#*){ prompt=(‘{basename ‘{pwd}}
case 0 ^$ps1 $tab)
dir=$home case */* ..*
prompt=($ps1 $tab) dir=()
prompt=(‘{basename ‘{pwd}}
^$ps1 $tab)
case *
dir=()
prompt=($1^$ps1 $tab)
}
}
}