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Platform of Role Playing Games

Role Playing Games (RPGs) is a popular game form. RPGs have been translated into
all media formats, and are also a rare example of functioning interactive narratives.
Despite the popularity of these games, especially within computer games, and the
possibility that experiences from RPGs could be used in designing interactive
storytelling systems for next generation interactive entertainment systems, there have
been very few academic studies focused on cross-platform studies of role playing
games. In this paper, the results of a comparative analysis of pen and paper RPGs and
computer RPGs, using an information systems perspective coupled with games
analysis, is presented. The differences of the two game forms revolve around the
different media formats and the limitations these impose and the options they provide.
The formation of the collaborative story is a core feature of these games. While the
formation of the storyline in multiplayer RPGs are complex, it appears that information
systems modeling of multiplayer RPG story and control processes enables quantifiable
modeling of an interactive storytelling systems.
Providing a satisfying experience for players of on-line first-person and multiplayer role-
playing games is greatly influenced by the distribution and scalability of the game server
infrastructure. Deploying a large, dedicated server infrastructure to support a single
game title, however, is an expensive approach that does not make the best use of
available resources. In this work-in-progress report, we propose a shared, on-demand
service platform for hosting on-line games based on grid technology. A standards-based
grid infrastructure provides economies of scale and high availability, necessary
prerequisites for a successful on-line gaming service. We give an overview of the
service architecture, and a detailed description of a number of middleware services that
comprise the game hosting platform. In addition, we describe existing standards in grid
technology and show how standard grid toolkit services can be leveraged to realize a
gaming grid.
A. Different Platforms of Role Playing Game
Jump Through
The force plate is becoming a basic tool used in the study of jumping activities, for
it provides a direct measure of one of the principal components responsible for a
jump to occur - the force. Essentially the device is an electronic scale which measures
the magnitude of the vertical and two horizontal forces, the torque about the vertical
axis and the location of the resultant force acting on the platform.
Although there are a variety of ways that the force can be measured, the
most prevalent means are by piezoelectric crystals and electric resistance strain
gages. For those interested in the force plate design details and wide variety
applications please refer to Ramey, 1975; International Society of Biomechanics (ISB),
1975-. The ISB has a formal force platform group that catalogues the world wide
use of force plate designs and applications. Many of the platforms described by the
force platform group are custom-made and incorporate a wide range of capabilities.
Figure 1 shows a commercially available piezoelectric type force plate made
by Kistler Instruments, AG. It has a surface measuring approximately 400 mm x 600
mm and is capable of measuring forces up to 4,500 Ibs. Typical force records for
the support phase of the long jump are also shown.
Figure 2 shows the custom-made strain gage type force plate system of Mr.
Howard Payne of the University of Birmingham, England. The transducer containing
the strain gages is shown in the foreground. Figure 3 shows the arrangement at the
test site where two of these approximately 3-foot square force plates can be used
side by side.
A strain gage based force plate system is produced commercially by Advanced
Mechanical Technology, Inc. (AMTI) having a surface measuring approximately 460
mm x 500 mm and capable of measuring forces up to 2400 Ibs. Both the Kistler
and AMTI systems can be supplied with the required signal conditioning and
microprocessor control.
With the above mentioned equipment available it is easily possible to obtain
accurate force-time curves for the support phase of jumping activities. What then
becomes necessary is the extraction of relevant information from these records and,
in this regard, one finds a variety of uses for these force records. The following
briefly illustrates such uses
Working for the Clinical Skills Assessment (CSA) can feel like trying to jump through the
proverbial ‘hoop’; like being a circus dog training to jump higher and higher. I prepared
for my CSA with two friends on a similar schedule. For months, my consulting style was
scrutinized. They commented on my facial expressions, my body position and my tone
of voice. I learned that graphs do not help patients understand preventative medicine,
and that I sound patronizing when trying to empathize. I learned how to break bad
news, explain contraception, work with interpreters, and assess a young person’s Gillick
competence. We progressed through cards, books and online resources. My acting
skills became prodigious. I became more confident in conducting a certain kind of
consultation. Eventually, we all jumped through the hoop.

Standard
ESO is starting a number of new projects collectively called Second Generation VLT. Several of
them will use Adaptive Optics (AO). In comparison with today's ESO AO systems, the 2nd
Generation VLT AO systems will be much bigger (in terms of degrees of freedom) and faster (in
terms of loop frequency). Consequently the Real-Time Computer controlli instrumentation ng
these AO systems will be significantly bigger and more challenging to build compared with
today's AO systems in operation. To support the new requirements ESO started the
development of a common flexible platform called SPARTA for Standard Platform for Adaptive
optics Real Time Applications. The guidelines along which SPARTA is developed recognize the
importance of industry standards over custom development to lower the development costs,
ease the maintenance and make the system upgradeable thus delivering the performance
required. SPARTA is based on a hybrid architecture that comprises all the major computing
architectures available today: the high computational throughput is achieved through the
combination of FPGA and DSP usage, where DSP are used as fast coprocessors and FPGA
are used as front and as communication infrastructure, thus guaranteeing also the low latency.
The flexibility is spread between the usage of both high-end CPUs and again the DSPs. All
three technologies are organized in a parallel system interconnected by fast serial fabrics based
on standard protocols. External input / output interfaces are also based on industry standard
protocols, thus enabling the usage of commercially available tools for development and testing.
Slippery/High Resistance
In certain cases, and under certain conditions, extremely useful analytic work can be
done on the phone or through videoconferencing. Contrary to what some critics of
teleanalysis maintain, with patients who are motivated and can make use of analysis,
physical distance between analyst and patient and/or occasional technological
difficulties do not limit or preclude successful analysis. Clinical material from three
teleanalyses demonstrates various conditions that help make teleanalysis useful.

Sticky
As advances in transportation and information obliterate distance, cities and regions
face a tougher time anchoring income-generating activities. In probing the conditions
under which some manage to remain" sticky” places in “slippery*'space* this paper
rejects the" new industrial district,” in either its Marshallian or more recent Italianate
form, as the dominant paradigmatic solution. I identify three additional types of industrial
districts, with quite disparate firm configurations, internal versus external orientations,
and governance structures: a hub-and-spoke industrial district, revolving around one or
more dominant, externally oriented firms; a satellite platform, an assemblage of
unconnected branch plants embedded in external organization links; and the state-
anchored district, focused on one or more public-sector institutions. The strengths and
weaknesses of each are reviewed. The hub-and-spoke and satellite platform variants
are argued to be more prominent in the United States than the other two. The findings
suggest that the study of industrial districts requires a broader institutional approach and
must encompass embeddedness across district boundaries. The research results
suggest that a purely locally targeted development strategy will fail to achieve its goals.
Disappearing/Appearing
Disappearing Platforms is a fast paced mini game where you have to get to a
designated platform as quick as you can before all the other platforms disappear.Digital
and permanent are no longer synonymous: Although it once was the case that content
posted online stayed there forever, platforms such as Snapchat and Instagram Stories
have changed this with disappearing content. Now, users of these platforms have the
security of knowing that their content doesn’t have to follow them forever.Launched in
2011, Snapchat today has close to 200 million active daily users. Its main competitor,
Instagram Stories, was launched in 2016 and now counts more than 300 million daily
active users. The success of these platforms suggests that disappearing content is here
to stay, and companies—and marketers specifically—should take advantage of the
opportunities it presents.

Disappearing content brought about a sea change in social media, experts agree.
“When disappearing content entered the social media landscape, its popularity was
largely driven not by what it was, but by what it was not,” says Justin Kerby, founder and
managing partner at CAVE Social, a content marketing agency. “In September 2011,
social media networks offered users a permanent experience. When something was
posted to the web, the intention was that it would stay online forever. This was daunting
to many, especially a younger generation that wanted to express themselves.”

Kerby goes on to say that Snapchat was “going against the current” when it pioneered
disappearing content, capitalizing on ephemeral expression, which he calls a “much
needed missing component of social media.”

Conveyer Belt
This paper deals with the method measuring the width of coal flow on the conveyor belt by
means of images recognizing. The images of coal mine's conveyer belt are sampled by image
manipulation system, and using one dimension wavelet, the eigenvectors of" coal flow","
conveyer"," background" are depicted, in the last, with BP neural network classing function, the
width of the coal flow is estimated. It is proved that this method is simple and useful for
estimating the width of the coal flow on the conveyer belt.
Falling
An ability to predict risk of future falling is needed in order to target high-risk individuals for
preventive intervention. The purpose of this study was to compare the ability of different
measures of postural balance to predict risk of falling prospectively in an ambulatory and
independent elderly population.

Balanced/Leaning
Upright stance on a balance board is a skill requiring complex rearrangement of the
postural control. Despite the large use of these boards in training the standing posture,
a comprehensive analysis of the learning process underlying the control of these
devices is lacking. In this paper learning to maintain a stable stance on a multiaxial
oscillating board was studied by analyzing performance changes over short and long
periods. Healthy participants were asked to keep the board orientation as horizontal as
possible for 20 sec, performing two sessions of 8 trials separated by 15-min pause.
Memory consolidation was tested one week later. Amplitude and variability of the
oscillations around horizontal plane and area and sway path of the board displacement
decreased rapidly over the first session. The performance was stable during the second
session, and retained after 1 week. A similar behavior was observed in the anterior-
posterior and medial-lateral directions for amplitude and variability parameters, with less
stable balance in the anterior-posterior direction. Approximate entropy and mean power
frequency, assessing temporal dynamics and frequency content of oscillations, changed
only in the anterior-posterior direction during the retention test. Overall, the ability to
stand on a balance board is rapidly acquired, and retained for long time. The
asymmetric stability between anterior-posterior and medial-lateral directions replicates a
structure observed in other standing stances, suggesting a possible transfer from
previous postural experiences. Conversely, changes in the temporal dynamics and the
frequency content could be associated with new postural strategies developed later
during memory consolidation.
Bouncy
In this paper we investigate gravitational wave production during the big bounce phase,
inspired by loop quantum cosmology. We consider the influence of the holonomy
corrections to the equation for tensor modes. We show that they act like additional
effective graviton mass, suppressing gravitational wave creation. However, such effects
can be treated perturbatively. We investigate a simplified model without holonomy
corrections to the equation for modes and find its exact analytical solution.

Moving
We describe a GPU-based implementation of motion detection from a moving platform.
Motion detection from a moving platform is inherently difficult as the moving camera
induces 2D motion field in the entire image. A step compensating for camera motion is
required prior to estimating of the background model. Due to inevitable registration
errors, the background model is estimated according to a sliding window of frames to
avoid the case where erroneous registration influences the quality of the detection for
the whole sequence.

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