scholarly journals MODELING AND DEVELOPMENT OF THE INTERACTIVE GAME

2021 ◽  
Vol 6 (166) ◽  
pp. 15-19
Author(s):  
M. Bulaienko ◽  
D. Pisariev

The purpose of the article is development of the issue of increasing the interest in the issue of the interactive entertainment industry, in particular in such areas as the development of electronic games, as well as coverage of the issue of independent product development and content of the compound. During the research, such a program product was developed, with usage of author’s content, to avoid the similarities with the other products. Today, the information technology sphere remains one of the leading sectors of the economy. The field of computer games, in turn, is one of the most popular areas of information technology development. Over the past 50 years, this segment has only strengthened its position in the global entertainment market and continues to grow. Profits from the sale of games are growing, as is the demand for them, because nowadays more people play electronic games than ever before. Due to the inconvenience of the financial plan on the part of publishers involved in the distribution of computer games, the phenomenon of indie games has emerged - projects that are independent from a financial and creative point of view. This article is devoted to the issue of modeling and development of computer indie games. The above-mentioned computer game being developed is a representative of the "visual novel" genre. The main purpose of any game is to meet the needs of end users - players - in the organization of their own leisure, as well as making a profit from the game. The software product under development is an electronic (computer) game called "PRIESTESS", developed using the tools of the engine "Ren'Py" and high-level programming language "Python", the graphical shell of the project is created using the graphical editor "Photoshop CS5". All the necessary models, schemes, diagrams and algorithms were made before the development, and built by means of the Internet resource "draw.io".

2017 ◽  
Vol 24 (1) ◽  
pp. 101
Author(s):  
Said Noor Prasetyo

Internet is an information technology development product. Internet provide so many benefits for society in various field of life. One of its benefit is electronic payment system in e-commerce system. That benefits are also used by irresponsible persons for te crimes. One form ofcrimes in these field was credit card fraud. Based on data, Indonesia is a country with te highest rate of credit card fraud around the world. This is caused by the weakness of legal substance that regulate such crime. The Purpose of this research is to looking for such weakness based on principles of legality point of view. For such purpose, researcher use normative juridical of research methods with the konseptual and statute approach.


2020 ◽  
Vol 14 (3) ◽  
pp. 44-53
Author(s):  
N. E. Sokolinskaya ◽  
L. M. Kupriyanova

The relevance of the article is because in parallel with the processes of introduction of innovations in the field of automation and computerization of the banking system, the number of types of banking risks associated with innovations in the field of on-line customer service and internal Bank reporting, as well as information systems. As a result of this article, we have studied the latest legislative acts of the Central Bank of Russia as a mega-regulator and summarized the practice of both individual credit institutions and the banking sector in the field of information technology development risks in the banking sector. To strengthen the development of new financial technologies in the digital economy, it is necessary to regularly discuss the emergence of new phenomena and innovations; to consider the possibility of further analysis of existing methodological developments to exchange best practices of banks. Building an effective it security risk management system is not a one-time project. Still, a complex process is important, focused on minimizing external and internal threats and taking into account the limitations on resources and time factor


1987 ◽  
Vol 2 (3) ◽  
pp. 114-118
Author(s):  
M.W. Dale

This paper presents a manufacturing systems engineering view of important issues relating to IT research and development. It argues for an approach to the next phase of information technology development which is heavily based on real-world applications with the dominant influences held by educated users and engineers who have added computing skills, rather than information technologists. It argues for ‘consolidation’ with particular attention to total systems integration and an emphasis on the need to professionally engineer the human interface.


Author(s):  
A.A. Vasiliev ◽  
◽  
Yu.V. Pechatnova ◽  

The article is devoted to a comprehensive interdisciplinary study of the term «game» and its relatively new variety – computer game. The need to use an interdisciplinary approach to the study of the term is explained by the versatility and multi-aspect nature of the phenomenon under study. The article reveals the meaning of the concept «game» in the philosophical, aesthetic, historical, cultural, linguistic, psychological, technological and legal dimensions. The research methodology includes historical, systematic methods, as well as the method of formal legal analysis. The author emphasizes the influence of the development of forms of game activity on the development of social evolution, as well as the interaction of the game and the achievements of scientific and technological progress. The relevance of studying the term «computer game» lies in the fact that computer games have become the most popular type of gaming activity and the most profitable commercial product on the modern market. In this regard, terminological certainty is necessary due to the economic feasibility and effective legal regulation of the development, implementation and use of computer games. The authors propose to identify the main features of the concept «game», in general, and the specific features of the term «computer game», in particular. Based on the set of features, the author's definition of the concept «computer game» is proposed. In order to distinguish the studied concept from related categories, the analysis of the terms «electronic game» and «video game» is carried out. In conclusion, the authors assess the approaches to the legal regulation of computer games from the point of view of domestic legislation. As a result of the analysis of the possibility of attributing a computer game to a variety of programs for electronic computers or a variety of multimedia products, the choice was made in favor of the latter. Thus, at present, in order to solve legal problems related to the development and use of a computer game, the authors propose the application of the law analogy.


2020 ◽  
Vol 11 (1) ◽  
pp. 21-34
Author(s):  
Sulaiman Sulaiman ◽  
Asnawan Asnawan

This paper discusses the role of the kiai's leadership in pesantren education in an effort to strengthen the Industrial Revolution 4.0 industry. Pesantren is an ideal education system that attempts to provide education to the community to develop the existing potential, because pesantren santri in pesantren are not only given religious knowledge, santri are also taught to live independently, have character and innovate through pesantren activities. The pesantren is one of the institutions of Islamic education that will produce a generation of Indonesians into 'ulama', Muslim scholars and generations who have national character and morality. In the current era of information technology development, learning approaches have experienced rapid development that can change people's mindsets. The availability of information technology that is connected to the internet makes it easy for everyone to access science. So that pesantren must also be able to actualize these developments by developing pesantren curricula that are in accordance with the needs of the times. Then what is the role of pesantren in facing the development of globalization, what strategies are suitable in dealing with generations of the millennial era.


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