17,296 research outputs found

    Undercurrents – A Computer-Based Gameplay Tool to Support Tabletop Roleplaying

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    This paper introduces Undercurrents, a computer-based gameplay tool for providing additional communication and media streams during tabletop roleplaying sessions. Based upon a client-server architecture, the system is intended to unobtrusively support secret communication, timing of audio and visual presentations to game events, and real-time documentation of the game session. Potential end users have been involved in the development and the paper provides details on the full design process

    Let’s Play: A Walkthrough of Quarter-Century-Old Copyright Precedent as Applied to Modern Video Games

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    Looking to the copyright protection over the audiovisual displays of video games, current precedent—created by extensive litigation in the 1980s over early arcade games—may be a round hole into which the square peg of today’s highly complex video games would have difficulty fitting. This is an issue that has increasing importance as the market for the passive consumption of video game audiovisual displays through tournament streams, walk-throughs, etc., continues to balloon. If courts were to apply precedent from litigation in the 1980s to video games as they exist today, the idea that copyright protection automatically attaches to any and all audiovisual displays generated by a game may not hold true. It is uncertain to what extent the reasoning in early arcade game litigation regarding the issues of authorship, the idea/expression dichotomy, and fixation would yield similar holdings. Moreover, it appears similarly uncertain to what extent a retreat from earlier precedent may impact publishers’ rights in downstream uses of audiovisual displays. Even if potential defendants prevailed under either an idea/expression dichotomy theory or a fixation theory—meaning the copyright does not attach to audiovisuals at the outset—later-fixed audiovisuals may still be protectable. The strongest argument potential defendants have, therefore, is that their interaction with the game precludes copyrightability for the audiovisual displays due to a lack of “original authorship” on the part of the publishers

    Iowa Public Television’s Planning Targets 2011-2014

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    Agency Performance Plan, Iowa Public Televisio

    EMPOWERING THE STUDENTS THROUGH LISTENING DIARIES TO MOTIVATE THEM TO IMPROVE THEIR LISTENING ABILITY

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    Menyimak (listening) dalam bahasa asing tidak sesederhana menyimak dalam bahasa ibu. Ketidakberhasilan siswa menemukan cara yang tepat dalam menyimak membuat nilai untuk mata kuliah ini sering tidak maksimal akibatnya semangat untuk belajar listening menurun. Proses belajar mengajar yang hanya mengandalkan pada pertemuan di kelas dirasa kurang memberikan hasil yang maksimal. Kendala tidak hanya secara teknis namun juga terletak pada materi yang diberikan. Input yang diterima siswa terbatas pada materi yang diberikan oleh pengajar yang tidak selalu sesuai dengan tingkat penguasaan, kebutuhan, dan keinginan masing-masing pembelajar. Mereka cenderung bertindak sebagai penerima yang pasif dan kendali sepenuhnya ada pada pengajar. Situasi formal di kelas sering membuat siswa tertekan dan kurang dapat berkonsentrasi. Pemberian tugas yang berupa catatan harian menyimak (listening diaries) diharapkan mampu mendorong mereka untuk meningkatkan kemampuan menyimak mereka. Mereka akan berpengalaman mencari dan memilih materi yang sesuai dengan keinginan dan kebutuhan. Mereka juga mendapat kesempatan mendengarkan dan melihat pemakaian Bahasa Inggris di dalam kehidupan sehari-hari melalui berbagai teks yang autentik maupun non-autentik dengan situasi yang lebih santai. Selain itu listening diaries memungkinkan siswa memantau perkembangan kemampuan listening mereka sendiri

    Hawks\u27 Herald -- March 30, 2007

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    2010-2011 Course Catalog

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    2010-2011 Course Catalo

    The Cord (March 14, 2012)

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    The Prospectus of the Invisible University

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    This exhibition and research project, helped by Hardingham, is an updating of the famous Locally Available World Unseen Network (L.A.W.u.N.) project that Greene began in the late-1960s while still in Archigram. The original aim, which has now been substantially revised and mutated, was to look at how newly emerging invisible, trans-spatial communication technologies could lead to a new form of Invisible University as a model for tertiary education. In the interim, much of what was once speculation has now come to pass through the advent of the internet, intranet, text messages, etc. – hence this latest presentation for the 2006 London Architecture Biennale showed what the revised version of the project was becoming. As such it involved taking over a newspaper shop, putting up advertising holdings and posters, holding impromptu workshops, and a number of other discrete outputs. The exhibition installation featured in the local press and raised a good deal of discussion. In terms of workload, Greene was responsible for 90% of the research and presentation material used in the exhibition installation and its ancillary outputs, and Hardingham for the other 10% involved in editing it. This latest research work has constantly been disseminated across the world through exhibitions and lectures, with for instance Greene talking about the Invisible University project in connection with the Archigram exhibition in Mito, Japan (December 2004). Elements of the project have also been exhibited at the Architectural Association, ICA, etc. The ongoing scheme for the Invisible University also featured as the subject for a specially invited interdisciplinary design workshop for the ESPRC Ideas Factory in Middlesbrough (May 2006), set up to look at ideas of designing for uncertainty; this event was jointly organised by Greene and Hardingham, and was then attended by many of Britain’s leading mathematicians and scientists

    Spartan Daily, February 15, 2007

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    Volume 128, Issue 13https://scholarworks.sjsu.edu/spartandaily/10327/thumbnail.jp

    2009-2010 Course Catalog

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    2009-2010 Course Catalo
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