In this Chapter of Computer Games Development, we will try to find out the answers to these questions
■ How do story elements in games differ from those in films and other entertainment media?
■ What are some traditional story structures and character archetypes?
■ What is interactivity and how can it be applied to storytelling?
■ What are some dramatic storytelling devices used in games, and how do they affect immersion?
■ What are the different forms of character development, and how do they specifically apply to game characters?
For more and, complete lectures do visit: http://umairshafique.com
In this Chapter of Computer Games Development, we will try to find out the answers to these questions
■ How do story elements in games differ from those in films and other entertainment media?
■ What are some traditional story structures and character archetypes?
■ What is interactivity and how can it be applied to storytelling?
■ What are some dramatic storytelling devices used in games, and how do they affect immersion?
■ What are the different forms of character development, and how do they specifically apply to game characters?
For more and, complete lectures do visit: http://umairshafique.com
In September 2007 I gave this presentation at CoFesta, a Japanese conference associated with Tokyo Game Show. It's fascinating to see how things have progressed since then!
How to stay relevant in an age of disruption? Crafting scenarios as stories and works of art, rather than scientific analysis will spark true relevance
What is Gameful Design? How does it apply to your application and what can you do to engage your users? The Gameful Design panel hosted by GLIST highlights these questions and provides examples.
Bridging the Gap Between Desktop and Mobile Augmented RealityBlake Callens
In order to break through the perpetual hype that permeates the Augmented Reality scene. Developers are going to have to get serious about moving desktop quality AR to mobile. This presentation presents a possible path to doing that.
THE IMPORTANCE OF MARTIAN ATMOSPHERE SAMPLE RETURN.Sérgio Sacani
The return of a sample of near-surface atmosphere from Mars would facilitate answers to several first-order science questions surrounding the formation and evolution of the planet. One of the important aspects of terrestrial planet formation in general is the role that primary atmospheres played in influencing the chemistry and structure of the planets and their antecedents. Studies of the martian atmosphere can be used to investigate the role of a primary atmosphere in its history. Atmosphere samples would also inform our understanding of the near-surface chemistry of the planet, and ultimately the prospects for life. High-precision isotopic analyses of constituent gases are needed to address these questions, requiring that the analyses are made on returned samples rather than in situ.
This pdf is about the Schizophrenia.
For more details visit on YouTube; @SELF-EXPLANATORY;
https://www.youtube.com/channel/UCAiarMZDNhe1A3Rnpr_WkzA/videos
Thanks...!
Nutraceutical market, scope and growth: Herbal drug technologyLokesh Patil
As consumer awareness of health and wellness rises, the nutraceutical market—which includes goods like functional meals, drinks, and dietary supplements that provide health advantages beyond basic nutrition—is growing significantly. As healthcare expenses rise, the population ages, and people want natural and preventative health solutions more and more, this industry is increasing quickly. Further driving market expansion are product formulation innovations and the use of cutting-edge technology for customized nutrition. With its worldwide reach, the nutraceutical industry is expected to keep growing and provide significant chances for research and investment in a number of categories, including vitamins, minerals, probiotics, and herbal supplements.
Deep Behavioral Phenotyping in Systems Neuroscience for Functional Atlasing a...Ana Luísa Pinho
Functional Magnetic Resonance Imaging (fMRI) provides means to characterize brain activations in response to behavior. However, cognitive neuroscience has been limited to group-level effects referring to the performance of specific tasks. To obtain the functional profile of elementary cognitive mechanisms, the combination of brain responses to many tasks is required. Yet, to date, both structural atlases and parcellation-based activations do not fully account for cognitive function and still present several limitations. Further, they do not adapt overall to individual characteristics. In this talk, I will give an account of deep-behavioral phenotyping strategies, namely data-driven methods in large task-fMRI datasets, to optimize functional brain-data collection and improve inference of effects-of-interest related to mental processes. Key to this approach is the employment of fast multi-functional paradigms rich on features that can be well parametrized and, consequently, facilitate the creation of psycho-physiological constructs to be modelled with imaging data. Particular emphasis will be given to music stimuli when studying high-order cognitive mechanisms, due to their ecological nature and quality to enable complex behavior compounded by discrete entities. I will also discuss how deep-behavioral phenotyping and individualized models applied to neuroimaging data can better account for the subject-specific organization of domain-general cognitive systems in the human brain. Finally, the accumulation of functional brain signatures brings the possibility to clarify relationships among tasks and create a univocal link between brain systems and mental functions through: (1) the development of ontologies proposing an organization of cognitive processes; and (2) brain-network taxonomies describing functional specialization. To this end, tools to improve commensurability in cognitive science are necessary, such as public repositories, ontology-based platforms and automated meta-analysis tools. I will thus discuss some brain-atlasing resources currently under development, and their applicability in cognitive as well as clinical neuroscience.
Professional air quality monitoring systems provide immediate, on-site data for analysis, compliance, and decision-making.
Monitor common gases, weather parameters, particulates.
Multi-source connectivity as the driver of solar wind variability in the heli...Sérgio Sacani
The ambient solar wind that flls the heliosphere originates from multiple
sources in the solar corona and is highly structured. It is often described
as high-speed, relatively homogeneous, plasma streams from coronal
holes and slow-speed, highly variable, streams whose source regions are
under debate. A key goal of ESA/NASA’s Solar Orbiter mission is to identify
solar wind sources and understand what drives the complexity seen in the
heliosphere. By combining magnetic feld modelling and spectroscopic
techniques with high-resolution observations and measurements, we show
that the solar wind variability detected in situ by Solar Orbiter in March
2022 is driven by spatio-temporal changes in the magnetic connectivity to
multiple sources in the solar atmosphere. The magnetic feld footpoints
connected to the spacecraft moved from the boundaries of a coronal hole
to one active region (12961) and then across to another region (12957). This
is refected in the in situ measurements, which show the transition from fast
to highly Alfvénic then to slow solar wind that is disrupted by the arrival of
a coronal mass ejection. Our results describe solar wind variability at 0.5 au
but are applicable to near-Earth observatories.
(May 29th, 2024) Advancements in Intravital Microscopy- Insights for Preclini...Scintica Instrumentation
Intravital microscopy (IVM) is a powerful tool utilized to study cellular behavior over time and space in vivo. Much of our understanding of cell biology has been accomplished using various in vitro and ex vivo methods; however, these studies do not necessarily reflect the natural dynamics of biological processes. Unlike traditional cell culture or fixed tissue imaging, IVM allows for the ultra-fast high-resolution imaging of cellular processes over time and space and were studied in its natural environment. Real-time visualization of biological processes in the context of an intact organism helps maintain physiological relevance and provide insights into the progression of disease, response to treatments or developmental processes.
In this webinar we give an overview of advanced applications of the IVM system in preclinical research. IVIM technology is a provider of all-in-one intravital microscopy systems and solutions optimized for in vivo imaging of live animal models at sub-micron resolution. The system’s unique features and user-friendly software enables researchers to probe fast dynamic biological processes such as immune cell tracking, cell-cell interaction as well as vascularization and tumor metastasis with exceptional detail. This webinar will also give an overview of IVM being utilized in drug development, offering a view into the intricate interaction between drugs/nanoparticles and tissues in vivo and allows for the evaluation of therapeutic intervention in a variety of tissues and organs. This interdisciplinary collaboration continues to drive the advancements of novel therapeutic strategies.
2. Origins
In January 2018 a group of people on the game VrChat
went round as little knuckles in a big horde harassing
people gently. Usually by pestering people asking if
they “could be their queen” As well as “spit on dem”
following people throughout the whole game.
The character model came from a sonic youtuber, that
created a the round like shape in a 2D then people
started going to work in blender modling a character to
put into chats.
3. How it grew
• VR chat was free
• Anyone with a powerful pc could
make an account
• Player models are easily
assessable.
• Youtube sharing
• the character can be put into
multiple things due to the model
of the character being so simple.
4. Platforms
• VR chat – in gamer assets and models
• Grarrysmod – in gamer assets and models
• YouTube – Youtubers started reviewing the meme
and adding it to content
• Reddit – sharing images and creations they tend
to make.
• Twitter – shared by a wider audience of people as
well as the redditors moving there to get the
content more popular.
• Emblem editors on games – call of duty and
battlefield meaning emblems can be put on
player cards and guns.
5. Products
People started making merch to profit off
the meme. This meant people rushed
making products there were only small
but still would sell for £12 for a £5 shirt
normally.
YooTooz a bobblehead company made a
bobblehead called “dead meme” and was
there 1st bobblehead for £20
6. Death of a meme
• Rasist.
• Started getting annoying
• Memes only lasted a month at this point.
• Invaded most games.
• Invaded other memes too
• Taken too far.