“Speculative” Memoir Fragments and Existential Dilemmas

Reckoning ◽  
2020 ◽  
pp. 80-107
Author(s):  
Candis Callison ◽  
Mary Lynn Young

In Chapter 3, we turn the tables from audiences back to journalists to examine how journalists are narrating their own professional identity through real-time “speculative” memoir fragments. This chapter explores how American and Canadian journalists are struggling with their own personal reckoning and existential crises with respect to issues of truth, subjectivity, and power and how to narrate oneself in a global journalism landscape with multiple colonial histories. Drawing on a range of memoir fragments from a series of behind-the-scenes, first-person animated graphic videos titled Correspondent Confidential that ran on Vice Media and exemplars of “quit lit” (where journalists publicly explain their rationale for leaving journalism or doing it differently), we argue that there is an emergent ethical meta genre concerning how journalists are dealing with the “view from nowhere” in a global journalism context that calls for increased location of identity and interests.

2011 ◽  
Vol 2011 ◽  
pp. 1-16 ◽  
Author(s):  
Chek Tien Tan ◽  
Ho-lun Cheng

This paper proposes a novel agent personality representation model used to provide interagent adaptation in modern games, coined as the Tactical Agent Personality (TAP). The TAP represents the tactical footprints of a game agent using a weighted network of actions. Directly using the action probabilities to model an agent's personality, removes the time and effort required by experts to craft the model as well as eliminates the performance dependency on expert knowledge. The effectiveness, versatility, generality, scalability, and robustness claims of the TAP architecture and its variations are applied and evaluated across a variety of game scenarios, namely, First-person shooters (FPSs), real-time strategy (RTS) games, and role-playing games (RPG), where they are shown to exhibit plausible adaptive behavior.


2019 ◽  
Vol 62 (5) ◽  
Author(s):  
Liang Gong ◽  
Xudong Li ◽  
Wenbin Xu ◽  
Binhao Chen ◽  
Zelin Zhao ◽  
...  
Keyword(s):  

2021 ◽  
Author(s):  
Christos Androutsos ◽  
Nikolaos S. Tachos ◽  
Evanthia E. Tripoliti ◽  
Ioannis Karatzanis ◽  
Dimitris Manousos ◽  
...  

2013 ◽  
Vol 753-755 ◽  
pp. 2261-2264
Author(s):  
Pei Yang ◽  
Li Peng Zhu

With the development of the 3D technology, the construction of a 3D substation monitoring system becomes feasible. The Unity3D is a professional and comprehensive engine for providing advantages in fast deployment, architectural visualization, and 3D animation. It can support multiple platforms and make the development much easy with an expansive architecture involved. In the normal use, we build 3D model with tools such as the 3DMax, and import the models to Unity3D. By the means, we can finish making scenes and cartoons as well as integrating business data. We can also design multive functions such as the roaming in first person view, camera switching, real-time monitoring data displaying, real-time alarming, and so on. We write custom Shader to achieve some special effects. For example, we can write vertex and fragment shader to receive the data from the scripts and parse the data to get the information of temperature points. The distance between each UV point and the given temperature points is also computed and mapped to the values of temperature and color.


Sign in / Sign up

Export Citation Format

Share Document