1,809 research outputs found
Exploring the Emerging Domain of Research on Video Game Live Streaming in Web of Science: State of the Art, Changes and Trends
In recent years, interest in video game live streaming services has increased as a new communication instrument, social network, source of leisure, and entertainment platform for millions of users. The rise in this type of service has been accompanied by an increase in research on these platforms. As an emerging domain of research focused on this novel phenomenon takes shape, it is necessary to delve into its nature and antecedents. The main objective of this research is to provide a comprehensive reference that allows future analyses to be addressed with greater rigor and theoretical depth. In this work, we developed a meta-review of the literature supported by a bibliometric performance and network analysis (BPNA). We used the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) protocol to obtain a representative sample of 111 published documents since 2012 and indexed in the Web of Science. Additionally, we exposed the main research topics developed to date, which allowed us to detect future research challenges and trends. The findings revealed four specializations or subdomains: studies focused on the transmitter or streamer; the receiver or the audience; the channel or platform; and the transmission process. These four specializations add to the accumulated knowledge through the development of six core themes that emerge: motivations, behaviors, monetization of activities, quality of experience, use of social networks and media, and gender issues
Effects Of Video Game Playing And Training On Unmanned Aerial Vehicle Performance
The popularity of unmanned aerial vehicles (UAVs) has resulted in the need to determine who is suitable to learn to operate UAVs. The present study examined the likelihood that action video game players (VGPs) would make better potential candidates for learning to become UAV pilots. Additional training is also examined as a factor to determine how well training assists with maintaining situational awareness and vigilance during performance of the task, which are beneficial skills for UAV pilots to possess. Ninety-two undergraduate students participated in the study, and piloting skills were tested using the Multi-Attribute Task Battery-II, which consists of generalizations of piloting tasks. VGPs had superior performance on many of the tasks compared to non-video game players, and individuals that received training performed better than those that did not receive training. These findings indicate that VGPs may make a potential candidate group for UAV pilots without needing previous pilot experience
The Birth of a Drone Nation: American Unmanned Aerial Vehicles Since 1917
Drones have entered American consciousness and society. Little attention, however, has been paid to how America got here, how it became a drone nation. This thesis seeks to counter the “New Drone” misconception, the general ignorance of drone history present in the historiography, and popular perception of the subject. Chapter one, “The “New Drone” Misconception: Unmanned Aerial Vehicles in the World Wars,” examines America’s first experiments with military drones. Charles Kettering, “Hap” Arnold, and Reginald Denny were among the first to recognize UAV potential and garner American support. The main motivation for drone use--removing American soldiers from danger--was first recognized during this period. These overlooked early drones suggest that contemporary parallels, such as imprecision and civilian casualties, are not new. Chapter two, “The ‘Inevitability’ of Drones and the Cold War” questions the inevitability of drone adoption. Such perceived inevitability creates a futuristic image, with connotations of superiority leading to blanket acceptance. Examining drone development during the Cold War reveals a very different reality. Drones faced major obstacles, including technical limitations, expense, and competition from other emerging technologies. Just as drone technology is not new, neither are the facile policies which guide its use. Chapter three, “American Counterinsurgency: The Phoenix Program in Vietnam and Contemporary Drone Policy,” is a comparative analysis of American counterinsurgency efforts. The integration of drone strikes into counterinsurgency efforts, especially in unofficial war zones such as Pakistan, has led to popular interest and concern. Many of the same problems (inefficiency, civilian casualties, corruption, and public outrage) that plague drone use also haunted America’s efforts with the Phoenix program. Because of the potential drones hold today, careful consideration of their problematic history is essential. Protecting Americans from war by replacing soldiers with drones has been a century long effort. Yet drone use has consistently produced the same warping effect on American experiences in war. Expensive and technologically limited UAVs have been deployed inefficiently. The covert nature of many drone programs bred distrust, encouraged immoral use, and shielded those responsible from condemnation. Even worse, these efforts accomplished little and were typically counter-productive
Management and Security of IoT systems using Microservices
Devices that assist the user with some task or help them to make an informed decision are called smart devices. A network of such devices connected to internet are collectively called as Internet of Things (IoT). The applications of IoT are expanding exponentially and are becoming a part of our day to day lives. The rise of IoT led to new security and management issues. In this project, we propose a solution for some major problems faced by the IoT devices, including the problem of complexity due to heterogeneous platforms and the lack of IoT device monitoring for security and fault tolerance. We aim to solve the above issues in a microservice architecture. We build a data pipeline for IoT devices to send data through a messaging platform Kafka and monitor the devices using the collected data by making real time dashboards and a machine learning model to give better insights of the data. For proof of concept, we test the proposed solution on a heterogeneous cluster, including Raspberry Pi’s and IoT devices from different vendors. We validate our design by presenting some simple experimental results
Maritime Stability Operations Game \u2711
During the period of 6-8 December 2011, the United States Naval War College (NWC) in Newport, Rhode Island hosted the Maritime Stability Operations Game (MSTOG). The MSTOG was developed and executed at the request of the game sponsor, the Navy Irregular Warfare Program Office (NIWO).
The purpose of the MSTOG was to explore how to conduct maritime stability operations (MSTO) in order to prevent and respond to instability, thus building upon previous NIWO-sponsored efforts, such as the Irregular Challenges 2010 Game. Based on NIWO’s areas of interest and informed by this literature review, the MSTOG was structured to explore the three research areas concerning implications to (1) emerging MSTO doctrine, (2) future force structure, and (3) the overall maritime strategy relative to MSTO
Montana Kaimin, September 16, 1994
Student newspaper of the University of Montana, Missoula.https://scholarworks.umt.edu/studentnewspaper/9776/thumbnail.jp
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The interpretation of copyright protection in video game streaming in Europe
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonVideo games play an important role in the economic and cultural landscape in Europe and have been the basis for user-generated content of all kinds. Online video gaming in particular has become very popular worldwide. One of the reasons for the ever-increasing popularity of the online video game is that it is available for live game streaming. ‘Let’s Play’ (LP) videos, is a term originated by the gaming community to refer to videos of someone playing a video game, with their audio commentary of the gameplay, which is edited to entertain the audience. LP videos are ‘episodic accounts of a player’s journey’, are very entertaining in nature, and can be broadcasted as pre-recorded videos on video-sharing platforms as well as live streamed.
There are three types of LP videos: reviews, playthrough videos with commentary, and playthrough videos without commentary. The first category constitutes reviews of video games. In the second category a viewer can watch the entire or part of the video game being played, while the gamer gives his/her commentary on their experience. In the third category, viewers can watch videos of the entire game being played, with no commentary of the gamer.
There is a debate about whether streaming video games online constitutes an act of communication to the public and as such, an online copyright infringement. Article 3 of the Directive 2001/29/EC provides that Member States shall provide authors with the exclusive right to authorise or prohibit any communication to the public of their works, by wire or wireless means, including the making available to the public of their works in such a way that members of the public may access them from a place and at a time individually chosen by them. Given that gamers communicate to the public whole or part of a video game, without the authorisation of the rightholder, it constitutes an unauthorised act of communication to the public. However, economic and strategy reasons have led video game developers to tolerate streaming activity, leaving streamers and platforms that host streaming videos at an uncertain stage regarding the lawfulness of their activities. While review LP videos fall under the exceptions and limitations to the communication to the public right, for the purposes of criticism or review, playthrough videos with and without commentary do not.
The thesis interprets the communication to the public right in video game streaming, explores whether hosting service providers (platforms) can effectively take down infringing content as well as whether Internet Service Providers (ISPs) can effectively block access to infringing content. With the deployment of doctrinal and comparative analysis, the thesis brings to the surface the limitations of current online copyright enforcement methods and proposes ways to overcome those obstacles. In an effort to strike a fair balance between the rightholders’ rights, the right to conduct a business, and the freedom of expression, the thesis contributes that for LP videos and live streams to continue to exist, without the risk that they will be taken down after a request made by the rightholders, licence agreement is an alternative and feasible solution. In light of the DSM Directive 2019/790, streaming platforms, such as YouTube and Twitch.tv, perform an act of communication to the public or an act of making available to the public when give the public access to copyright-protected works or other protected subject matter uploaded by its users. Platforms shall be liable for unauthorised act of communication to the public, unless they obtain authorisation from the rightholder, by concluding a licence agreement, or they demonstrate that they have made their best efforts to obtain authorisation. The DSM Directive requires a licence agreement between rightholders and service providers (platforms). It is proposed that the licence agreement, which would allow the streaming of video game content, should be restricted to certain types of video games. Meanwhile, the thesis explores the potential of blockchain technology for the facilitation of the licence agreement. The potential of blockchain technology to process huge amounts of data, to issue digital certificates and the track of the use of non-licensable works would benefit the rightholders, intermediaries, and users
Fifty feet above the wall: cartel drones in the U.S.-Mexico border zone airspace, and what to do about them
Over the last decade, the U.S. military and homeland security research groups have contemplated the issue of how to counter unmanned drones. Recently, border security agencies responsible for securing the U.S.–Mexico border are having to contend with the emerging threat of Mexico’s drug cartel narcotics-smuggling drones, also known as narco-drones. Narco-drones are an example of cartel innovation for smuggling, among other deviant purposes, that U.S. border security will need a strategy to counter. This study aimed to build on the conceptual framework related to hostile drones in the airspace and specifically to find a strategy that the Department of Homeland Security could pursue to manage the narco-drone problem in the border-zone airspace. The author argues that the Mexican drug cartels adopt innovative drone tactics in response to border security measures or lack thereof, as well as through organizational learning. This thesis concludes that leveraging U.S. military experience, anti-drone doctrine, and detection assets -developed for countering terrorist drones in the war zones of Iraq, Syria, and Afghanistan is an effective strategy for countering narco-drones at the U.S.–Mexico border.http://archive.org/details/fiftyfeetbovewal1094558364Lieutenant, United States NavyApproved for public release; distribution is unlimited
Game Assessment For Miltary Application
The primary purpose of conducting this research was to establish game assessment guidelines and characteristics for integrating elected characteristics of games into ongoing instructional approaches. The cost of repurposing commercial-off-the-shelf (COTS) games could offer a considerably lower cost alternative than the cost of creating a new instructional game developed for a specific instructional goal. The McNeese Game Assessment Tool (MGAT), created for the assessment of games in this usability study, is currently in a beta stage and was found to have potential for future game assessment. The overall assessment indicated that the tool was effective in analyzing game products for reuse potential and that the five instruments that make up the tool did meet the purpose of the design. However, the study also indicated that the instruments needed recommended modifications and further testing with a larger population group before the tool could be utilized. The assessment process identified in this study was a step forward in the area of game and simulation integration research. This study indicated that more research is needed in the area of instructional design to enhance instructional integration goals for future game, simulation and training applications
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