This document discusses computer programming languages and their importance. It explains that computers need precise instructions to solve problems, and these instructions cannot be given in normal English. Programming languages provide strict rules and syntax for writing computer programs. Popular programming languages and some influential programmers are also mentioned. The document concludes by introducing Scratch, a visual programming language, and assigning related homework.
This document provides tips and tools for interactive whiteboard use including converting handwriting to ink, searching for images, and using assistive technology websites. It also lists ideas for lessons using digital microscopes, probeware, games, and videos. Finally, it discusses Co:Writer word prediction software, Start to Finish books for struggling readers, and writing support tools like SOLO Write Outloud and Draft:Builder.
This document provides tips and tricks for using a smartboard including converting handwriting to ink, searching for images, and using interactive websites. It also lists ideas for classroom technology such as digital microscopes, probeware, and educational videos. Finally, it discusses assistive technology software such as Co:Writer for word prediction and spelling support, as well as books and writing tools that provide text-to-speech support.
Red Bull has 50% market share in Canada and $2 billion in global sales. It sponsors sports teams associated with its target consumers. Competitors like Monster Energy and Rockstar have gained market share. Red Bull's target market is young urban males aged 16-29 who participate in extreme sports. Its positioning is that Red Bull increases performance and concentration during stressful situations. Its advertising campaign will feature people in different roles where Red Bull helps their performance through print ads in magazines and billboards. The campaign aims to show Red Bull as versatile for different lifestyles and occupations while discouraging mixing it with alcohol.
The document provides an overview of research techniques, computer game design, and pre-production techniques. It discusses different forms of primary and secondary research methods and their purposes. It also includes screenshots and maps from an early computer game as examples. Finally, it outlines next steps for students' game projects, including conducting focus groups, creating budgets, and writing treatments.
This document outlines objectives and activities for a lesson on computer devices. The lesson will define "features" and "purposes" and have students identify features and purposes of a desktop PC. It will also define "input devices" and "output devices" and have students identify examples of each and how they connect and are used. The lesson will include group work, peer review, and class discussions on different devices used in school, business, and family contexts.
A presentation delivered at iDesignX Australia 2017 containing definitions and reasons for taking a game-based learning approach. Demonstration on how to map existing L&D roles to game development tasks and project management best practice. A seven step practical process for developing a learning game with additional instructional design and game design tips at gerardfriel.com.
This document discusses computer programming languages and their importance. It explains that computers need precise instructions to solve problems, and these instructions cannot be given in normal English. Programming languages provide strict rules and syntax for writing computer programs. Popular programming languages and some influential programmers are also mentioned. The document concludes by introducing Scratch, a visual programming language, and assigning related homework.
This document provides tips and tools for interactive whiteboard use including converting handwriting to ink, searching for images, and using assistive technology websites. It also lists ideas for lessons using digital microscopes, probeware, games, and videos. Finally, it discusses Co:Writer word prediction software, Start to Finish books for struggling readers, and writing support tools like SOLO Write Outloud and Draft:Builder.
This document provides tips and tricks for using a smartboard including converting handwriting to ink, searching for images, and using interactive websites. It also lists ideas for classroom technology such as digital microscopes, probeware, and educational videos. Finally, it discusses assistive technology software such as Co:Writer for word prediction and spelling support, as well as books and writing tools that provide text-to-speech support.
Red Bull has 50% market share in Canada and $2 billion in global sales. It sponsors sports teams associated with its target consumers. Competitors like Monster Energy and Rockstar have gained market share. Red Bull's target market is young urban males aged 16-29 who participate in extreme sports. Its positioning is that Red Bull increases performance and concentration during stressful situations. Its advertising campaign will feature people in different roles where Red Bull helps their performance through print ads in magazines and billboards. The campaign aims to show Red Bull as versatile for different lifestyles and occupations while discouraging mixing it with alcohol.
The document provides an overview of research techniques, computer game design, and pre-production techniques. It discusses different forms of primary and secondary research methods and their purposes. It also includes screenshots and maps from an early computer game as examples. Finally, it outlines next steps for students' game projects, including conducting focus groups, creating budgets, and writing treatments.
This document outlines objectives and activities for a lesson on computer devices. The lesson will define "features" and "purposes" and have students identify features and purposes of a desktop PC. It will also define "input devices" and "output devices" and have students identify examples of each and how they connect and are used. The lesson will include group work, peer review, and class discussions on different devices used in school, business, and family contexts.
A presentation delivered at iDesignX Australia 2017 containing definitions and reasons for taking a game-based learning approach. Demonstration on how to map existing L&D roles to game development tasks and project management best practice. A seven step practical process for developing a learning game with additional instructional design and game design tips at gerardfriel.com.
It's A Long Way To The Top...If You Want To Be An Indie Flash Dev by David Sc...mochimedia
The document provides information for aspiring indie flash game developers. It discusses the speakers' experience creating the first flash tower defense game and growing their company to 120 employees with the most popular Facebook RTS game. Tips are provided around designing games with the correct theme that matches gameplay, nailing the first session to minimize drop-off, iterating quickly through prototypes, keeping what works based on player feedback, and leveraging marketing when lifetime value exceeds customer acquisition costs. The document encourages preparing for many attempts, synergizing elements, focusing on the first session, and listening to feedback.
This document provides specifications for a machine project assignment to create a mobile game app. The game must raise awareness about one of the UN's Millennium Development Goals and possible solutions. It must have basic functional requirements like allowing the player to save/load and a graphical user interface. Optional bonus items can earn extra points if the basic requirements are met. Milestones include initial and revised game/system designs due before two class sessions, with the final project due before the third class. Projects will be graded based on the game concept, system design, and implementation.
What is Club Project 2020? Well, Mr. Mo is a huge believer in project-based learning (PBL) as a means to prepare kids for the future of work and entrepreneurship. So, to ensure our members can engage in a meaningful project-based learning experience, Mr. Mo has identified a robust project that we (as a community) can ALL contribute. This project is intended to last the entire year and includes planning, design, prototyping, and completion.
We will work, as a community, to identify problems and propose solutions to develop the project as we go along.
It is our hope that each participating family/organization can build their own project and follow along as we make it a reality. This process will push you to "find the answers" and make you a better problem solver and team member!
What will you get from Club Project 2020?:
A great family project for 2020!
Contribute to a community STEM project.
Learn about robotics, coding, prototyping, electronics, and so much more!
Learn from an engineer with over 16 years of experience designing advanced technology.
Learn to work collaboratively to imagine, design, and develop a project.
Develop and refine your problem-solving ability.
Much more!
The document provides an overview of the author's extensive portfolio, including education, experience, skills, and interests. It summarizes several design projects they have worked on, including a project management tool, internal headset webshop, and an idea validation tool for entrepreneurs. It also outlines some game design work and experience with graphics, PowerPoint presentations, and teaching.
Imagine … The planet Earth is overpopulated and the humankind is compelled to search with hope for new habitats beyond the solar system. Your co-workers are the engineers of The Last Hope organisation that ensures the settlement of the selected planets within remote galaxies. As a Spaceship Commander you will help them to save mankind …
In the presentation I would like to share my personal experience of implementing gamification in 20-man Software Development House. I will give you some ideas for growing engagement and promoting best practices that worked out with my YouGameApp.com. After the session you should also know what things should be considered and what are the common mistakes when gamifying workplace.
This document provides an overview of an introductory course on game modding. The goals of the course are to understand game production processes, development practices, multimedia aspects like graphics and sound, user experience evaluation, and applying modding techniques to design game levels. The course units cover the history of modding, planning, tools, storycrafting, level design, implementation, testing, and a final presentation. Early examples of mods discussed are Ms. Pacman and Castle Wolfenstein. Students will complete assignments playing and reviewing Skyrim and participating in a video and survey.
This document outlines the requirements for a machine project assignment to create a mobile game that raises awareness about the Millennium Development Goals. Students must design a simple single-player game that allows saving/loading and incorporates one specific MDG goal. The game should be based on object-oriented principles and submitted along with initial and revised designs and class diagrams by two milestones. Bonus points are available for additional features like multiplayer mode or animations if the basic requirements are met. The final submission is due by the specified deadline.
This document provides an assignment brief for a unit in Creative Media Production - Games Design. The purpose of the assignment is for students to draw concept art for computer games, including anatomy, environments, and objects. Students will research an existing game, and design new characters, equipment, and a level or area for the game. They will produce development studies, final illustrations, and a presentation montage. The assignment consists of six tasks and will be evaluated based on criteria for the unit.
This document provides an assignment brief for a unit in Creative Media Production - Games Design. The purpose of the assignment is for students to draw concept art for computer games, including anatomy, environments, and objects. Students will research an existing game, and design new characters, equipment, and a level or area for the game. They will produce development studies, final illustrations, and a presentation montage. The assignment consists of six tasks and will be evaluated based on criteria for the unit.
This document provides an assignment brief for a unit in Creative Media Production - Games Design. The purpose of the assignment is for students to draw concept art for computer games, including anatomy, environments, and objects. Students will research an existing game, and design new characters, equipment, and a level or area for the game. They will produce development studies, final illustrations, and a presentation montage. The assignment consists of six tasks and will be evaluated based on criteria for the unit.
Distance questions & homework year 7 & 8Jimmy Edwards
This document contains a series of homework tasks for students in Years 7 and 8 related to computing topics. The tasks cover researching computer components and their functions; the development of computers over time; how computing power may increase as transistors can no longer shrink; how tasks are scheduled on supercomputers; uses of databases; binary data; open source software; advantages of databases; HTML tags; the importance of HTML; PowerPoint features like hyperlinks, hotspots, animations and interactions; and creating a tutorial on adding hotspots/hyperlinks and sound to PowerPoint. For each task, students are instructed to write reports, create posters, PowerPoints or other media, and ensure their work has no spelling/grammar errors and properly cites sources
Making A Game Engine Is Easier Than You ThinkGorm Lai
This is a talk I gave at the Develop Conference 2015 in Brighton. It is a an attempt at making a balanced talk on when it makes sense to make your own technology, and what it takes to get you there.
Are you responsible for developing satellite on-board software? Are you the Dutch government and you have to efficiently implement the public benefits law? Are you a healthcare startup, developing companion apps that help patients through a treatment? Are you an insurance company struggling to create new, and evolve existing products quickly to keep up with the market? These are all examples of organisations who have built their own domain-specific programming language to streamline the development of applications that have a non-trivial algorithmic core. All have built their languages with Jetbrains MPS, an open source language development tool optimized for ecosystems of collaborating languages with mixed graphical, textual, tabular and mathematical notations. This talk has four parts. I start by motivating the need for DSLs based on real-world examples, including the ones above. I will then present a few high-level design practices that guide our language development work. Third, I will develop a simple language extension to give you a feel for how MPS works. And finally, I will point you to things you can read to get you started with your own language development practice.
[IGC 2017] 셀렉트버튼 나카하타 코야 - 소규모 팀이 타사 IP로 게임 개발할 때의 과제와 해결법강 민우
This document summarizes the development process of the Pokémon game Magikarp Jump by a small team at SELECT BUTTON inc. It describes several issues they faced including high costs for supervision due to IP security needs, lack of team members requiring efficient communication, costs of multilingual support, and managing large app size. Tools were created to help cut costs and streamline processes. Despite challenges, the game was successfully released and became very popular with over 10 million downloads, though retention was lower than expected. The conclusion reflects on automating processes and cutting communication costs to develop licensed IP games with small teams.
Framer for the win - Using Framer prototypes for your app project. (For Melbo...Jinju Jang
This presentation is made for Melbourne Cocoaheads, where all iOS developers in town meets up once a month.
Since there are lots of prototyping tools released recently, I thought it would be helpful to share some benefits about using Framer for helping communications around design mock-ups better.
Special thanks for my client who gave me permission to showcase the work.
This document provides an introduction to BTEC Firsts in Creative Digital Media Production. It discusses what media is, outlines the course structure including 4 mandatory units, and provides tips for success such as organizing work. It also explains how students will be assessed on a pass, merit, distinction scale. Key aspects of the production process are introduced including pre-production, production, and post-production. Students are tasked with creating a presentation about producing a new teen TV show for Channel 4.
This document provides an assignment brief for a student to create concept art for a computer game. The student must research an existing game, and design a new character, objects, and environment for the game. They will create development drawings, final illustrations, and a presentation montage. The assignment aims to improve the student's skills in drawing anatomy, environments, and objects for games to a near-professional standard.
This document discusses ways to raise the bar of software development by combining it with other disciplines. It proposes 6 intersections between software design and other fields: 1) Software Design and UX, 2) Other design disciplines, 3) Materials Science, 4) Math, 5) Engineering principles of built-in self-testing, and 6) Reaching out to scientists. It argues that considering ideas from other domains could improve software design and help address challenges like dependencies in legacy code. The document also suggests ways to fundamentally change development by precisely defining requirements and generating code from them.
This document provides guidance to students on assignments for a game design course. It discusses pre-production techniques like research, design, timelines, and budgets that students should include in their assignments. It emphasizes the deadlines of March 15th for Assignment 5.2 and March 19th for Assignment 5.3. It also provides tips for Assignment 5.3, which should include scale drawings and colors, and Assignment 5.4, which requires more budget details.
Support documentation for the final assignment of the unit recapping all material discussed and highlighted in the lecture and in the stream chat window
It's A Long Way To The Top...If You Want To Be An Indie Flash Dev by David Sc...mochimedia
The document provides information for aspiring indie flash game developers. It discusses the speakers' experience creating the first flash tower defense game and growing their company to 120 employees with the most popular Facebook RTS game. Tips are provided around designing games with the correct theme that matches gameplay, nailing the first session to minimize drop-off, iterating quickly through prototypes, keeping what works based on player feedback, and leveraging marketing when lifetime value exceeds customer acquisition costs. The document encourages preparing for many attempts, synergizing elements, focusing on the first session, and listening to feedback.
This document provides specifications for a machine project assignment to create a mobile game app. The game must raise awareness about one of the UN's Millennium Development Goals and possible solutions. It must have basic functional requirements like allowing the player to save/load and a graphical user interface. Optional bonus items can earn extra points if the basic requirements are met. Milestones include initial and revised game/system designs due before two class sessions, with the final project due before the third class. Projects will be graded based on the game concept, system design, and implementation.
What is Club Project 2020? Well, Mr. Mo is a huge believer in project-based learning (PBL) as a means to prepare kids for the future of work and entrepreneurship. So, to ensure our members can engage in a meaningful project-based learning experience, Mr. Mo has identified a robust project that we (as a community) can ALL contribute. This project is intended to last the entire year and includes planning, design, prototyping, and completion.
We will work, as a community, to identify problems and propose solutions to develop the project as we go along.
It is our hope that each participating family/organization can build their own project and follow along as we make it a reality. This process will push you to "find the answers" and make you a better problem solver and team member!
What will you get from Club Project 2020?:
A great family project for 2020!
Contribute to a community STEM project.
Learn about robotics, coding, prototyping, electronics, and so much more!
Learn from an engineer with over 16 years of experience designing advanced technology.
Learn to work collaboratively to imagine, design, and develop a project.
Develop and refine your problem-solving ability.
Much more!
The document provides an overview of the author's extensive portfolio, including education, experience, skills, and interests. It summarizes several design projects they have worked on, including a project management tool, internal headset webshop, and an idea validation tool for entrepreneurs. It also outlines some game design work and experience with graphics, PowerPoint presentations, and teaching.
Imagine … The planet Earth is overpopulated and the humankind is compelled to search with hope for new habitats beyond the solar system. Your co-workers are the engineers of The Last Hope organisation that ensures the settlement of the selected planets within remote galaxies. As a Spaceship Commander you will help them to save mankind …
In the presentation I would like to share my personal experience of implementing gamification in 20-man Software Development House. I will give you some ideas for growing engagement and promoting best practices that worked out with my YouGameApp.com. After the session you should also know what things should be considered and what are the common mistakes when gamifying workplace.
This document provides an overview of an introductory course on game modding. The goals of the course are to understand game production processes, development practices, multimedia aspects like graphics and sound, user experience evaluation, and applying modding techniques to design game levels. The course units cover the history of modding, planning, tools, storycrafting, level design, implementation, testing, and a final presentation. Early examples of mods discussed are Ms. Pacman and Castle Wolfenstein. Students will complete assignments playing and reviewing Skyrim and participating in a video and survey.
This document outlines the requirements for a machine project assignment to create a mobile game that raises awareness about the Millennium Development Goals. Students must design a simple single-player game that allows saving/loading and incorporates one specific MDG goal. The game should be based on object-oriented principles and submitted along with initial and revised designs and class diagrams by two milestones. Bonus points are available for additional features like multiplayer mode or animations if the basic requirements are met. The final submission is due by the specified deadline.
This document provides an assignment brief for a unit in Creative Media Production - Games Design. The purpose of the assignment is for students to draw concept art for computer games, including anatomy, environments, and objects. Students will research an existing game, and design new characters, equipment, and a level or area for the game. They will produce development studies, final illustrations, and a presentation montage. The assignment consists of six tasks and will be evaluated based on criteria for the unit.
This document provides an assignment brief for a unit in Creative Media Production - Games Design. The purpose of the assignment is for students to draw concept art for computer games, including anatomy, environments, and objects. Students will research an existing game, and design new characters, equipment, and a level or area for the game. They will produce development studies, final illustrations, and a presentation montage. The assignment consists of six tasks and will be evaluated based on criteria for the unit.
This document provides an assignment brief for a unit in Creative Media Production - Games Design. The purpose of the assignment is for students to draw concept art for computer games, including anatomy, environments, and objects. Students will research an existing game, and design new characters, equipment, and a level or area for the game. They will produce development studies, final illustrations, and a presentation montage. The assignment consists of six tasks and will be evaluated based on criteria for the unit.
Distance questions & homework year 7 & 8Jimmy Edwards
This document contains a series of homework tasks for students in Years 7 and 8 related to computing topics. The tasks cover researching computer components and their functions; the development of computers over time; how computing power may increase as transistors can no longer shrink; how tasks are scheduled on supercomputers; uses of databases; binary data; open source software; advantages of databases; HTML tags; the importance of HTML; PowerPoint features like hyperlinks, hotspots, animations and interactions; and creating a tutorial on adding hotspots/hyperlinks and sound to PowerPoint. For each task, students are instructed to write reports, create posters, PowerPoints or other media, and ensure their work has no spelling/grammar errors and properly cites sources
Making A Game Engine Is Easier Than You ThinkGorm Lai
This is a talk I gave at the Develop Conference 2015 in Brighton. It is a an attempt at making a balanced talk on when it makes sense to make your own technology, and what it takes to get you there.
Are you responsible for developing satellite on-board software? Are you the Dutch government and you have to efficiently implement the public benefits law? Are you a healthcare startup, developing companion apps that help patients through a treatment? Are you an insurance company struggling to create new, and evolve existing products quickly to keep up with the market? These are all examples of organisations who have built their own domain-specific programming language to streamline the development of applications that have a non-trivial algorithmic core. All have built their languages with Jetbrains MPS, an open source language development tool optimized for ecosystems of collaborating languages with mixed graphical, textual, tabular and mathematical notations. This talk has four parts. I start by motivating the need for DSLs based on real-world examples, including the ones above. I will then present a few high-level design practices that guide our language development work. Third, I will develop a simple language extension to give you a feel for how MPS works. And finally, I will point you to things you can read to get you started with your own language development practice.
[IGC 2017] 셀렉트버튼 나카하타 코야 - 소규모 팀이 타사 IP로 게임 개발할 때의 과제와 해결법강 민우
This document summarizes the development process of the Pokémon game Magikarp Jump by a small team at SELECT BUTTON inc. It describes several issues they faced including high costs for supervision due to IP security needs, lack of team members requiring efficient communication, costs of multilingual support, and managing large app size. Tools were created to help cut costs and streamline processes. Despite challenges, the game was successfully released and became very popular with over 10 million downloads, though retention was lower than expected. The conclusion reflects on automating processes and cutting communication costs to develop licensed IP games with small teams.
Framer for the win - Using Framer prototypes for your app project. (For Melbo...Jinju Jang
This presentation is made for Melbourne Cocoaheads, where all iOS developers in town meets up once a month.
Since there are lots of prototyping tools released recently, I thought it would be helpful to share some benefits about using Framer for helping communications around design mock-ups better.
Special thanks for my client who gave me permission to showcase the work.
This document provides an introduction to BTEC Firsts in Creative Digital Media Production. It discusses what media is, outlines the course structure including 4 mandatory units, and provides tips for success such as organizing work. It also explains how students will be assessed on a pass, merit, distinction scale. Key aspects of the production process are introduced including pre-production, production, and post-production. Students are tasked with creating a presentation about producing a new teen TV show for Channel 4.
This document provides an assignment brief for a student to create concept art for a computer game. The student must research an existing game, and design a new character, objects, and environment for the game. They will create development drawings, final illustrations, and a presentation montage. The assignment aims to improve the student's skills in drawing anatomy, environments, and objects for games to a near-professional standard.
This document discusses ways to raise the bar of software development by combining it with other disciplines. It proposes 6 intersections between software design and other fields: 1) Software Design and UX, 2) Other design disciplines, 3) Materials Science, 4) Math, 5) Engineering principles of built-in self-testing, and 6) Reaching out to scientists. It argues that considering ideas from other domains could improve software design and help address challenges like dependencies in legacy code. The document also suggests ways to fundamentally change development by precisely defining requirements and generating code from them.
This document provides guidance to students on assignments for a game design course. It discusses pre-production techniques like research, design, timelines, and budgets that students should include in their assignments. It emphasizes the deadlines of March 15th for Assignment 5.2 and March 19th for Assignment 5.3. It also provides tips for Assignment 5.3, which should include scale drawings and colors, and Assignment 5.4, which requires more budget details.
Support documentation for the final assignment of the unit recapping all material discussed and highlighted in the lecture and in the stream chat window
This document discusses planning and working to a brief. It recaps analyzing different brief structures from last week and highlights key factors like deadlines, budgets, and requirements. It emphasizes the importance of planning, including setting goals and milestones, and considering potential issues or problems. Finally, it addresses assembling a team, ensuring roles and responsibilities are clear, and considering costs.
This 8 week module will include both theory and practical assignments, including analyzing a problem and providing a solution based on a client brief. Briefs can range from 1 to 50+ pages and are intended to set boundaries and goals for a project. Students will work in groups to understand sample briefs, develop initial solutions within 10 minutes, and then individually analyze a provided brief to understand requirements and derive an appropriate solution while considering any limitations or client goals. The goal is to gain experience working from briefs as they may not always be straightforward and could involve external factors.
Unit 3: Research - Market vs Productionchriswalton
This document discusses market and production research techniques for video games. It provides examples of the types of questions market researchers and production researchers ask, and the different traits each requires. Market researchers focus on understanding audience needs by talking to people and producing accurate statistics. Production researchers ensure gameplay is realistic and the production is viable by having a general knowledge of the world. The document also provides tasks for students to apply these research concepts.
This document discusses research and pre-production techniques for game development. It introduces Japanese word "irashimasu" and outlines aims for a class on initial research methods, including having students ask questions about gameplay, establish preferences, and explain why pre-production is important. Various research techniques like focus testing, analyzing development processes, and considering localization are presented. Students are assigned tasks to document their own gameplay and compare it to an online gamelog site to apply these research concepts.
This document provides an introduction to computer hardware components important for game platforms, including:
- The CPU, its clock speed, cache, bus, and role in executing instructions. Examples of console CPU speeds are given.
- Computer memory types (RAM, ROM, etc.) and their purpose in allowing faster access to files than hard disks.
- Graphics processors offload graphic rendering from the CPU. Examples of the Xbox 360 and PS3 GPUs are outlined.
- Power supplies provide electrical current internally and their wattage depends on components like the GPU.
This document provides an introduction to computer game hardware, focusing on storage and display technologies. It discusses how storage has evolved from cartridges to CD/DVD media to flash memory, with each having advantages like storage capacity, loading speed, and cost. It also examines built-in and external displays, noting that built-in screens are powered internally while external displays require additional power and interfaces. The document closes by exploring sound hardware like sound cards and how game audio has advanced from single tones to full orchestral scores due to hardware and software improvements.
This document provides an overview of different game platforms, including arcade, console, and PC platforms. It discusses the history and key aspects of arcade platforms such as their exterior casing, coin operation, and use of ROM chips to store games. It then covers the transition to home console platforms which allowed gaming without coins and used cartridges or optical discs. The document notes limitations of consoles and advantages of PC platforms, such as graphics capabilities and ability to modify games. It questions some limitations of PC platforms.
This document discusses various computer game platforms and technologies. It covers handheld devices, how they work and have evolved over time to include improved capabilities. Mobile phones are highlighted as a major handheld platform that started with simple games like Snake and Tetris but now supports advanced titles like Call of Duty. It also discusses how games can be played on televisions through cable/satellite providers or plug-and-play consoles, with these options providing casual games for audiences of all ages at low cost. Limitations of mobile and television games are shorter length and size compared to console and PC games.
This document provides an introduction and history of computer games and gaming platforms. It discusses the origins of video games in the 1940s-1960s on mainframe computers. Video games then diverged into arcade, mainframe, console, PC and handheld games. The document outlines the 7 generations of gaming consoles from the 1970s to present, including key consoles like the Magnavox Odyssey, Atari 2600, NES, SNES, PlayStation and discusses some important early games. It aims to provide background on the games industry.
This document discusses computer game platforms, technologies, and operating systems. It begins by recapping platforms like arcade, console, PC, mobile, and television that were covered previously. It then defines an operating system as software that provides an interface between hardware and applications, allowing them to communicate. Different operating systems are dependent on specific hardware architectures. The document outlines the history of operating systems from early machines with no OS to modern graphical user interfaces. It compares operating systems like Windows, Mac OS, and those for handheld and mobile devices. Finally, it mentions device drivers and software elements as part of an upcoming assignment.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
Bed Making ( Introduction, Purpose, Types, Articles, Scientific principles, N...
Week Four - Responding to a Brief
1. Working to a Brief Week 4 – 25.05.2011 Responding Correctly
2. Quiz Q1:What computer classic sent players to Phobos to blast Specters, Lost Souls and Cacodemons? Q2:What slimy video game has bad guys named Professor Monkey-for-a- Head, Evil the Cat from Heck and Bob, the Killer Goldfish? Q3:What videogame hero must unseat King K. Rool in a 3-D update of a Nintendo classic? Q4:Omnislash hits how many times? Q5:In Mortal Kombat on the Mega Drive – how did you perform Skorpions Fatality?
4. Working to a Brief Recap from last week Looked into planning a response for a brief Mindmaps / aims & objectives / risks Highlighted key areas to be addressed Highlighted potential problems Risks Ethical Issues Unforeseen circumstances
5. Assignment! Assignment was due on the 20th Who didn’t hand it in? Why not! Majority of the assignments are good and have been marked What have I learnt from your assignments? Clarification of brief type and structure Clarification of Negotiation & Opportunities What needs to improve Annotations Discussions
6. Planning for Success! Solving a brief So far we have looked at analysing and breaking briefs down, but what do we do when we need to provide a solution? Do we simply respond to it? Do we have special considerations? Do we need to cater for certain requirements? Do we need to make sure that the solution is safe to complete? What about planning then?
7. Planning for Success! Planning – a recap Prepare planning material to meet the requirements Mind map / Brainstorm Are you planning all outcomes? Are you being critical of your performance? Are you meeting all the requirements from within the brief? Are you achieving all of the project requirements? Are we meeting all goals, do we have further outcomes to plan for?
8. Assignment! Check your emails! I have sent the second assignment to all of you via the email you provided to us here at Confetti – if you don’t have it, you need to update us with your new email address! Has two objects in the folder, the assignment document itself alongside the brief in which you will be working towards solving A much more involved assignment than the first!
9. Assignment! Check your emails! I have sent the second assignment to all of you via the email you provided to us here at Confetti – if you don’t have it, you need to update us with your new email address! Has two objects in the folder, the assignment document itself alongside the brief in which you will be working towards solving A much more involved assignment than the first!
10. Game Engines What is a game engine? What is the difference between a “game” and a “game engine”?
11. Id Tech 1 (Doom) Revolutionary Engine Adapted from Wolfenstein the previous year Gave the illusion of 3D Height Rooms not stacked Fast Rendering 1993
14. GameBryo Extremely successful Multi-platform Engine Dynamic Collision Detection & Particle Systems Used in Fallout 3 & Oblivion 2003
15. id Tech IV Groundbreaking Engine development Switched from C to C++ Code overhaul Realistic Lighting and Depth Hardware Dependant Benchmarking 2004
17. Anvil / Scimitar Built from the ground up Multi-threading engine Dynamic World Creation Uses a variety of middleware components for certain tasks (i.e. Autodesk’s HumanIK for enhanced movement and animation mechanics 2008
18. Game Engines Many types available Make sure you chose the right one to complete the task you have been set in the assignment Are you focused on the correct methods?