830 resultados para Programmazione video-giochi, iOS, Game Engine, Cocos2D


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We know where you live is an entertaining and informative quiz show highlighting the dangers resulting from a lack of awareness of Facebook's privacy and security settings. The game show is complemented by a short tutorial explaining these settings. The show is aimed at a wider audience and is suitable for all.

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Web 3.0 - Future Technology Awareness By Team "Time Management": Alejandro Saucedo - Video & Flyer Stephen Griffith - Website James Crickmere - Research Jack Kanani - Dictionary In this era you cannot afford being tech-illiterate as it is literally everywhere! This is why we did thorough research on the future of technology - Web 3.0! You can find all our resources at http://web3.hackasoton.com

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A number of videos on how to use the various machines within the Knit Pathway at WSA. Please note that watching these videos does not mean you are authorised to use these machines, this is for reference after a formal in person induction.

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El sector BPO&O es un sector con alto potencial en Colombia que aún se encuentra Incipiente. Dentro de este sector, los Call Centers juegan un papel importante para su desarrollo y Barranquilla posee grandes cualidades para permitir este crecimiento si se plantean las estrategias adecuadas.

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Excerpt from a care home scenario to accompany 2013 Mentor Update.

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The 2013 Version of the Game Theory Presentation, now with an extra game.

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This is a presentation from ALT-C

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Abstract Introduction: This seminar is on the topic of "GamerGate", an international movement, ostensibly about "ethics in video game journalism" but which has become inextricably linked with extreme forms of online misogyny, rape and death threats towards women in the industry. It is of relevance to all Web science researchers, because it raises many issues of free speech, online governance, trolling and (not least) the representation of women in the tech industry. Our guest speaker (Mark Bernstein) is known for his criticism of the movement, and his work was featured in an article in the Guardian last week. He is a longtime collaborator in the field of hypertext and online media research, who co-orgainsed our annual international Web Science conference two years ago. Based in Boston, US, he will be speaking to us via Skype on Wednesday morning, to give us some background on the Gamergate phenomenon and to explain the recent developments regarding Wikipedia.

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As ubiquitous systems have moved out of the lab and into the world the need to think more systematically about how there are realised has grown. This talk will present intradisciplinary work I have been engaged in with other computing colleagues on how we might develop more formal models and understanding of ubiquitous computing systems. The formal modelling of computing systems has proved valuable in areas as diverse as reliability, security and robustness. However, the emergence of ubiquitous computing raises new challenges for formal modelling due to their contextual nature and dependence on unreliable sensing systems. In this work we undertook an exploration of modelling an example ubiquitous system called the Savannah game using the approach of bigraphical rewriting systems. This required an unusual intra-disciplinary dialogue between formal computing and human- computer interaction researchers to model systematically four perspectives on Savannah: computational, physical, human and technical. Each perspective in turn drew upon a range of different modelling traditions. For example, the human perspective built upon previous work on proxemics, which uses physical distance as a means to understand interaction. In this talk I hope to show how our model explains observed inconsistencies in Savannah and ex- tend it to resolve these. I will then reflect on the need for intradisciplinary work of this form and the importance of the bigraph diagrammatic form to support this form of engagement. Speaker Biography Tom Rodden Tom Rodden (rodden.info) is a Professor of Interactive Computing at the University of Nottingham. His research brings together a range of human and technical disciplines, technologies and techniques to tackle the human, social, ethical and technical challenges involved in ubiquitous computing and the increasing used of personal data. He leads the Mixed Reality Laboratory (www.mrl.nott.ac.uk) an interdisciplinary research facility that is home of a team of over 40 researchers. He founded and currently co-directs the Horizon Digital Economy Research Institute (www.horizon.ac.uk), a university wide interdisciplinary research centre focusing on ethical use of our growing digital footprint. He has previously directed the EPSRC Equator IRC (www.equator.ac.uk) a national interdisciplinary research collaboration exploring the place of digital interaction in our everyday world. He is a fellow of the British Computer Society and the ACM and was elected to the ACM SIGCHI Academy in 2009 (http://www.sigchi.org/about/awards/).

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This is the introductory lecture to COMP3218. We introduce ourselves, cover the philosophy of the course, the structure and assessment process, and lead an initial game design exercise.

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In this lecture we go over the fundamentals of interactive game narratives. Defining what we mean by narrative, and placing games in context with other ergodic literature. We look at non-linear structures, agency, and the narrative paradox. Concluding with a set of mechanisms that games designers use to manage agency in their narrative games.