Handcrafted gameworlds: Space-time biases in mobile Minecraft play

2018 ◽  
Vol 20 (9) ◽  
pp. 3420-3436 ◽  
Author(s):  
Joel Schneier ◽  
Nicholas Taylor

In 2011, Mojang released Minecraft Pocket Edition ( PE), a mobile version of their popular Minecraft franchise for Android and iOS devices that allows the infinitely blocky sandbox worlds to be manipulated directly through touchscreen interfaces. While the virtual worlds created by Minecraft players have drawn attention of various researchers, the configurations of play made possible by different gaming devices—particularly touchscreen devices—have been largely under-examined. Using Barad’s notion of apparatuses to conceptualize gaming interfaces as sites of intra-activity, our study reports on a microethology of young Minecraft PE players engaged in collaborative play sessions. Over seven play sessions, which included two sessions observing Minecraft play on personal computer (PC)- and console-based versions, we examined how players’ bodies and gaming apparatuses collaboratively materialize gaming events that highlight the space-time biases of these different modes of Minecraft play that what we call momentary and monumentary.

Author(s):  
Latina Davis ◽  
Maurice Dawson ◽  
Marwan Omar

Technology is changing the landscape of learning and teaching in America. The use of virtual worlds enable engineering and technology programs to implement software programs such as Second Life and Open Simulator to enhance what they may currently already have. Additionally, virtual worlds can add a more dynamic environment in the online classroom for multiple platforms such as the Personal Computer (PC), wearables, and mobile devices. The purpose of this chapter is to provide a review of these programs to include how to implement these items into an engineering course. Further detailed in this submission is how to incorporate Institute of Electrical and Electronics Engineers (IEEE) documentation and other engineering guidelines into the projects. Included in this chapter is a detailed layout of a simulated environment as well as various approaches of structuring and organization for classroom activities.


1970 ◽  
Vol 1 (1) ◽  
Author(s):  
Paul R. Messinger ◽  
Eleni Stroulia ◽  
Kelly Lyons

Virtual worlds constitute a growing space for collaborative play, learning, work, and e-commerce. To promote study of this emerging realm of activity, we suggest a typology adapted from C. Porter’s (2004) typology of virtual communities. The five elements of the proposed typology include (1) purpose (content of interaction), (2) place (location of interaction), (3) platform (design of interaction), (4) population (participants in the interaction), and (5) profit model (return on interaction). We argue that this five-element typology facilitates identification of (a) the historic antecedents of virtual worlds in gaming and social networking, (b) future applications of virtual worlds for society, education, and business; and (c) topics for future research.


Author(s):  
Latina Davis ◽  
Maurice Dawson ◽  
Marwan Omar

Technology is changing the landscape of learning and teaching in America. The use of virtual worlds enable engineering and technology programs to implement software programs such as Second Life and Open Simulator to enhance what they may currently already have. Additionally, virtual worlds can add a more dynamic environment in the online classroom for multiple platforms such as the Personal Computer (PC), wearables, and mobile devices. The purpose of this chapter is to provide a review of these programs to include how to implement these items into an engineering course. Further detailed in this submission is how to incorporate Institute of Electrical and Electronics Engineers (IEEE) documentation and other engineering guidelines into the projects. Included in this chapter is a detailed layout of a simulated environment as well as various approaches of structuring and organization for classroom activities.


Author(s):  
Gianluigi Botton ◽  
Gilles L'espérance

As interest for parallel EELS spectrum imaging grows in laboratories equipped with commercial spectrometers, different approaches were used in recent years by a few research groups in the development of the technique of spectrum imaging as reported in the literature. Either by controlling, with a personal computer both the microsope and the spectrometer or using more powerful workstations interfaced to conventional multichannel analysers with commercially available programs to control the microscope and the spectrometer, spectrum images can now be obtained. Work on the limits of the technique, in terms of the quantitative performance was reported, however, by the present author where a systematic study of artifacts detection limits, statistical errors as a function of desired spatial resolution and range of chemical elements to be studied in a map was carried out The aim of the present paper is to show an application of quantitative parallel EELS spectrum imaging where statistical analysis is performed at each pixel and interpretation is carried out using criteria established from the statistical analysis and variations in composition are analyzed with the help of information retreived from t/γ maps so that artifacts are avoided.


Author(s):  
Stuart McKernan

For many years the concept of quantitative diffraction contrast experiments might have consisted of the determination of dislocation Burgers vectors using a g.b = 0 criterion from several different 2-beam images. Since the advent of the personal computer revolution, the available computing power for performing image-processing and image-simulation calculations is enormous and ubiquitous. Several programs now exist to perform simulations of diffraction contrast images using various approximations. The most common approximations are the use of only 2-beams or a single systematic row to calculate the image contrast, or calculating the image using a column approximation. The increasing amount of literature showing comparisons of experimental and simulated images shows that it is possible to obtain very close agreement between the two images; although the choice of parameters used, and the assumptions made, in performing the calculation must be properly dealt with. The simulation of the images of defects in materials has, in many cases, therefore become a tractable problem.


Author(s):  
F. Hosokawa ◽  
Y. Kondo ◽  
T. Honda ◽  
Y. Ishida ◽  
M. Kersker

High-resolution transmission electron microscopy must attain utmost accuracy in the alignment of incident beam direction and in astigmatism correction, and that, in the shortest possible time. As a method to eliminate this troublesome work, an automatic alignment system using the Slow-Scan CCD camera has been introduced recently. In this method, diffractograms of amorphous images are calculated and analyzed to detect misalignment and astigmatism automatically. In the present study, we also examined diffractogram analysis using a personal computer and digitized TV images, and found that TV images provided enough quality for the on-line alignment procedure of high-resolution work in TEM. Fig. 1 shows a block diagram of our system. The averaged image is digitized by a TV board and is transported to a computer memory, then a diffractogram is calculated using an FFT board, and the feedback parameters which are determined by diffractogram analysis are sent to the microscope(JEM- 2010) through the RS232C interface. The on-line correction system has the following three modes.


2002 ◽  
Author(s):  
J. B. Kennedy
Keyword(s):  

Author(s):  
Roger Penrose ◽  
Wolfgang Rindler
Keyword(s):  

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