A Biased Review of Sociophysics
Dietrich Stauffer
J Stat Phys (2013) 151:9–20
http://download.springer.com/static/pdf/931/art%253A10.1007%252Fs10955-012-0604-9.pdf?auth66=1383821620_e01520b72a71707d0f86e2da5620d7fb&ext=.pdf
A Biased Review of Sociophysics
Dietrich Stauffer
J Stat Phys (2013) 151:9–20
http://download.springer.com/static/pdf/931/art%253A10.1007%252Fs10955-012-0604-9.pdf?auth66=1383821620_e01520b72a71707d0f86e2da5620d7fb&ext=.pdf
Critique Partners/Writing Groups - Why you should consider sharing your work with a partner or group. What to look for, what to avoid and how to find one, as well as suggestions for group processes are covered.
Collaboration - or How to Write Together Without Killing Each Other - We present guidelines on how to write together and make it fun instead of torture.
Usability in Wonderland: 5 Things You Should Never Do in VRNicole Lazzaro
To construct a magical trip to wonderland, game developers must relearn how to move the camera, navigate the world, use a HUD, create strong emotions, and even play audio. Based on 2 years of VR research on games such as 'Job Simulator', 'Defense Grid', 'EVE Valkyrie', plus 25 years of game research and developing their own VR game, 'Follow the White Rabbit', they take a deep dive into player psychology, usability, and the neuropsychology of emotion. Join them to explore the 5 most challenging usability obstacles game developers (and film makers) face making innovative and emotionally compelling VR games.
Takeaway
VR designers and developers wanting to create deeply compelling innovative VR experiences and avoid shipping a barfatorium. Attendees will be able to identify and overcome the 5 most challenging obstacles to designing compelling VR experiences with prioritized, practical, and concrete design patterns for better VR games.
Critique Partners/Writing Groups - Why you should consider sharing your work with a partner or group. What to look for, what to avoid and how to find one, as well as suggestions for group processes are covered.
Collaboration - or How to Write Together Without Killing Each Other - We present guidelines on how to write together and make it fun instead of torture.
Usability in Wonderland: 5 Things You Should Never Do in VRNicole Lazzaro
To construct a magical trip to wonderland, game developers must relearn how to move the camera, navigate the world, use a HUD, create strong emotions, and even play audio. Based on 2 years of VR research on games such as 'Job Simulator', 'Defense Grid', 'EVE Valkyrie', plus 25 years of game research and developing their own VR game, 'Follow the White Rabbit', they take a deep dive into player psychology, usability, and the neuropsychology of emotion. Join them to explore the 5 most challenging usability obstacles game developers (and film makers) face making innovative and emotionally compelling VR games.
Takeaway
VR designers and developers wanting to create deeply compelling innovative VR experiences and avoid shipping a barfatorium. Attendees will be able to identify and overcome the 5 most challenging obstacles to designing compelling VR experiences with prioritized, practical, and concrete design patterns for better VR games.
2. Новелла Проспера Мериме
«Таманго» —о бедственном
положении чернокожих людей во
времена распространения
европейцев на юге. Находясь на
более низкой ступени
общественного развития, не зная
огнестрельного оружия и
морского дела, чернокожие люди
часто становились жертвами
работорговли
3. Тема этой новеллы – относись к людям так, как
хочешь, что бы они относились к тебе. Если ты
хочешь, чтобы к тебе люди относились с уважением, то
будь добр, уважай и их.