1,485 research outputs found

    Visualizing Amine Groups Tethered to a Glass Surface

    Get PDF
    This study determined the viability of a new technique for visualizing micron (or smaller) sized areas of amines tethered to a glass substrate. The experiment utilized a methodology that requires the use of amine functionalization, plasma cleaning, and an elastomeric mold to pattern amines on a glass surface. Electro-less copper metallization was used to verify that the patterned amine region was indeed present on the surface of the glass. The results suggest that metallization can be used to detect amine groups on glass; however, more experimentation is needed to attain maximum selectivity in the devised visualization technique

    Treacherous Play

    Get PDF
    The ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor. Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away, Carter shows the appeal of playing treacherously. Carter looks at EVE Online's notorious scammers and spies, drawing on his own extensive studies of them, and describes how treacherous play makes EVE successful. Making a distinction between treacherous play and griefing or trolling, he examines the experiences of DayZ players to show how negative experiences can be positive in games, and a core part of their appeal. And he explains how in Survivor's tribal council votes, a player's acts of betrayal can exact a cost. Then, considering these games in terms of their design, he discusses how to design for treacherous play. Carter's account challenges the common assumptions that treacherous play is unethical, antisocial, and engaged in by bad people. He doesn't claim that more games should feature treachery, but that examining this kind of play sheds new light on what play can be

    Games against health: a player-centered design philosophy

    Get PDF
    This paper announces the “Games Against Health” (GAH) research agenda, a criticism of, and response to, the cultural imperialism of the “Games for Health” paradigm. Committed to player-centric design ethics, GAH seeks to dismantle the “games for health” myth as neo-liberal elitist diktat. We acknowledge the values, tastes and pleasures of billions of game players worldwide. We argue that game designers should engage more efficiently in the disimprovement of player health and wellbeing in order to cater to those players’ existing preferences. We hope the paper can serve as a convenient reference for those designing psychotic, sociopathic or antisocial games

    It is Not an Island It’s A World: Fortnite and “Worldness”

    Get PDF
    Fortnite is a massively multiplayer online first-person shooter that grew rapidly in 2018 to become one of the world’s most popular games, with current estimates of 350 million active players. In this paper we argue that Fortnite’s success can – in part – be attributed to the affective sensation of worldness that it creates via its 10 week ‘seasons’. Via a study of children’s digital play cultures, we discuss the implications of this way of thinking about the spatial, social, and material structures of the gameworld for understanding Fortnite’s success, countering discourses of ‘videogame addiction’, and guiding future research

    A Method for Determining Optimal Tenant Mix (Including Location) in Shopping Centers

    Get PDF
    With assumptions like maximally productive lease structure, equilibrium space allocation, a just-saturated retail market, and zero vacancies, store location would be the remaining variable in obtaining “optimal tenant mix.” Here we illustrate an optimization program to maximize tenant location within shopping malls taking into consideration the two complementary effects present in malls: bid rent theory and revised central place theory. Suggested distance and connection matrices for the quadratic assignment program (QAP) solving for an optimal tenant mix are demonstrated

    Two-Photon Characterization of Substituted (T8) Cage Silesequioxanes

    Get PDF
    An efficient source of alternative energy has yet to be developed. Solar energy, the most viable and sustainable source of renewable energy, remains less effective due to limitations in absorbing materials to convert direct sunlight into useful solar cell devices. However, this flaw can be circumvented if solar panels had the capability to convert infrared radiation into useable energy. The focus of this study is the evaluation of the non-linear optical properties of silsesquioxane (caged {T8}) molecules through ultrafast two-photon spectroscopy to determine their applicability in creating more effective solar energy devices (Laine et al, 2010; Sulaiman et al, 2008). The two photon absorption measurements were carried out using 770 to 830nm, 30 femto-second pulses. The results revealed that there are maxima for the cross sections near 800nm for the different caged molecules studied. The increase in cross section is correlated with increasing substitution of electron donating groups on the cage. This data provides further support for these materials to be used in applications of near infrared solar absorption devices

    EVE is real: how conceptions of the 'real' affect and reflect an online game community

    Get PDF
    Used in a wide variety of contexts, a common colloquialism among EVE Online players is the phrase ‘EVE is real’. In this paper, we examine the various ways in which EVE is considered ‘real’ by its players, identifying a nuanced and powerful concept that goes significantly beyond real/virtual distinctions that have already been critiqued in game studies literature. We argue that, as a form of paratext, colloquialisms like this play an enormous role in shaping EVE Online’s informal rules (in particular towards treachery), constructing the identity of EVE Online players, communicating the seriousness of EVE Online play while in other cases, emphasizing the gameness of the MMOG
    • 

    corecore