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Counter-Strike

In 1999, computer game developer Minh Le releases a free modification


of Half-Life (Valve 1998) called Counter-Strike. He reworks the
Half-Life “engine” to create a realistic multiplayer environment where
players can play against each other — shooting “real” people instead of
bots. Before the battle starts, the player has to choose between acting as
part of a terrorist group or as a member of a counter-terrorist team.
Depending on the environment (there are multiple ones from which
players can choose), the terrorists have to plant a bomb, keep hostages
imprisoned or kill a VIP that is defended by the other team. Vice versa,
the counter-terrorists have to prevent the other team from planting any
bombs, free captured prisoners and defend their VIP. (Jong, Alex 2019)
https://www.researchgate.net/publication/251182503_Counter-Strike

The Attack and Defense Games


The attack-and-defense game is a game in which an attacker (a group of
attackers) has an incentive to revise the status quo and a defender (a
group of defenders) wants to protect it. The asymmetry in objectives
creates incompatible interests and results in a mixed-strategy Nash
equilibrium. However, this equilibrium could be heavily impacted by
behavioral considerations. (Roman M. Sheremeta, August 2019)
https://www.researchgate.net/publication/335156165_The_Attack_and_D
efense_Games

the purpose of this research paper was to demystify: 1) a convergence of


Augmented Reality (AR) technology as an educational multimedia and
instructional design principles and 2) a divergence of learning outcomes
and findings based upon the utilization of Augmented Reality 3D pop-up
book, namely The Seed Shooting Game. This AR 3D pop-up book
employed a storytelling technique for teaching English as a foreigner
language for Year Three students, in Bangkok, Thailand. The population
of this quasi experimental research was 484 Year Three Thai students
who were studying in the second semester of 2011. 99 students were
derived from purposive selection method as the samples. The statistics
used to present data of this current paper were mean, standard deviation,
t-test and bivariate correlation. This innovation was designed for blended
learning environment which combined electronic curriculum material in
traditional teaching mode. The research results presented the divergence
between pre-test and post-test score of participants, the diversity of
satisfaction levels of students who studied in this blended learning
environment. This paper also presented the correlation between
achievement and satisfaction towards to the developed curriculum
material which reflected the confident to use AR technology for
education in future. ( Poonsri Vate-U-Lan, September 2013)

https://www.researchgate.net/publication/261040143_The_Seed_Shootin
g_Game_An_Augmented_Reality_3D_pop-up_book

ARobot: development of 3 rd person shooting game and handheld


augmented reality

There are several possible ways to commercialize an Augmented Reality


technology (AR) and one of them is through game and entertainment
field. In this paper, we present ARobot which combine 3rd person
shooting game (TPS) with handheld AR (HAR). Previously, several types
of AR game has been developed but mostly based on First-Person
perspective (FPS). Combining TPS game and AR technology brings a
unique challenge. Contrasting with FPS, TPS brings game character
avatar and game field virtually then immerses both of it to real world.
This paper will demonstrate our approach to overcome that challenge and
also present the result of small user study about ARobot project. We
expect this research can be a proper foundation for further research in
respected field.(Markus Santoso, Lee Byoung Gook , December 2012)

https://www.researchgate.net/publication/262353245_ARobot_developm
ent_of_3_rd_person_shooting_game_and_handheld_augmented_reality
Screen Image and Subjectivity of 3D First-Person Shooting Game

This study examines the characteristics of screen image of 3D first-person


shooting games and the newly created subjectivity by that image. 3D
first-person shooting games create immersion by remediating the visual
experience in the real world. The construction of subjective perspectives
and comparatively clear interface are the important features of 3D
first-person shooting games. The subjectivity created by this games'
image is different from the subjectivity constructed by suture of film.
Gamers have the dominant position of the subject of looking, gaming and
narrating, but the narrating position is never permanent nor stable.
Because the position has the limited sight of first-person, not the
comprehensive sight of third-person.(Gyong-Ran Jeon, January 2010)

https://www.researchgate.net/publication/264080057_Screen_Image_and
_Subjectivity_of_3D_First-Person_Shooting_Game

Ouch! How Embodied Damage Indicators in First-Person Shooting


Games Impact Gaming Experience

In this paper we present results from an exploratory study on first-person


shooting game damage indicators, comparing a red flash, a paper doll,
and an x-ray mechanism, observing impact on gaming experience.(James
E Young , January 2013)

https://www.researchgate.net/publication/291062463_Ouch_How_Embo
died_Damage_Indicators_in_First-Person_Shooting_Games_Impact_Ga
ming_Experience

Stress and stress coping strategies of Olympic medalist shooting players

The purpose of this study was to identify the types of stress impacting
shooting players focusing on the difference between the athletes of other
games and their stress coping methods to relieve stress during the game.
The research purpose can contribute to developing and applying stress
management programs suitable for the characteristics of shooting games.
In order to identify stress factors and stress coping measures for pistol
and rifle shooting players, the selected research participants were 1 pistol
shooting player and 1 rifle shooting player who have experience winning
medals in Olympic Games. As a result of the analysis First, the stress
type and the related scheme of the rifle athlete show the stress type from
the technical point of view. The types of stress coping in rifles are
problem-oriented and tend to maintain psychological stability based on
oblivion or avoidance. Second, when looking at the stress and related
schemes of the handgun player, the type of stress appeared to be the
condition and the burden of the record. Especially, the burden of the
record was shown to be the uneasiness of the actual game, and the fatigue
due to accumulated fatigue was caused by the shoulder injury, and the
stress on the injury was severe. Also, when we examined at the types of
stress coping of handgun players, it is shown that they are prepared to
execute the parts related to the competition before the game with the
problem-solving coping, modify the physical condition by adjusting the
physical training and try to get to sleep early.(S.-H. Park, J.-I. Yoo,May
2018)

https://www.researchgate.net/publication/328393201_Stress_and_stress_
coping_strategies_of_Olympic_medalist_shooting_players

Development of a Physics-Based Target Shooting Game to Train


Amputee Users of Multijoint Upper Limb Prostheses

For upper limb amputees, learning the control of myoelectric prostheses


is difficult and challenging. Introduction of newer prostheses with
multiple degrees of freedom controlled by various neural commands will
make such training even more difficult. To produce smooth and
human-like movements, the user must learn to produce multiple neural
commands with precise amplitude and timing. To aid in training of the
amputee users, we have developed a realistic and motivating virtual
environment (VE) consisting of a physics-based target shooting game.
The users' neural commands such as EMG, cortical neural activity, or
voluntary movements of the residual limbs can be used to control the
movement of a simulated prosthesis to point and shoot at virtual targets.
In addition to the visual, sound, and performance feedback of the
resulting movement, the game provides reaction forces in contact points
that can be used to drive haptic displays. The timing measurements show
that the physics-based simulation and rendering can be executed in real
time in readily available PC systems. The target shooting game was
developed in musculoskeletal modeling software (MSMS) that has been
developed in our laboratory and is freely available for development of
similar virtual training applications.(Rahman Davoodi, Gerald E Loeb,
February 2012)

https://www.researchgate.net/publication/238054352_Development_of_a
_Physics-Based_Target_Shooting_Game_to_Train_Amputee_Users_of_
Multijoint_Upper_Limb_Prostheses

Introduction: Saturn’s NightmareSaturn’s Nightmare

The book’s introduction presents the origins, character, scope, and


implications of the Uruguayan lead-poisoning epidemic. The chapter
situates the epidemic within a political and economic context of
neoliberal reform and crisis and in relation to the global and biomedical
history of the disease. The chapter outlines the author’s ethnographic
research methods and the book’s principal social actors and research sites.
The theoretical foundation of the book follows a political ecology of
health perspective, with focused analyses of environmental justice,
knowledge/power, and governance/resistance.(Daniel Renfrew,
September 2018)

https://www.researchgate.net/publication/333317676_Introduction_Satur
n%27s_NightmareSaturn%27s_Nightmare
Video Games, Nightmares, and Emotional Processing

This chapter contains a summary of the research in support of a


hypothesis that video-gameplay grants some gamers protection from
nightmares. Secondarily, the effects that video games have on our dreams
are described and how that alters our emotional processing and regulation
in waking life. Evidence is presented in support of these effects for male
high-end gamers alone—not their female counterparts. The nightmare
protection effect may be related to threat simulation theories, which
suggest that humans have a basic need to virtually rehearse threatening
situations as a survival adaptation. Violent video-gameplay may subvert
this process and offload the need to rehearse threat in dreams by
providing a suitable virtual environment within the media. Results from
research on students and active-duty soldiers who are also gamers are
explored, and they support the nightmare protection
hypothesis.(Johnathan Bown, Jayne Gackenbach, December 2016)

https://www.researchgate.net/publication/313862076_Video_Games_Nig
htmares_and_Emotional_Processing

A novel scoring system for the gun shoot of emulated war games

The emulated war games are very popular sports for gun shoot players.
Low cost, fair scoring and environmental friendly are critical factors for
the emulated war games. This paper proposed and implemented a novel
scoring system to meet these factors. The proposed system was
successfully verified in the iterative experiments of airsoft shoots. The
results showed that the hit-target signals were correctly caught and
scoring count was accurately accumulated.(H.-M. Nieh,C.-Y. Liu, July
2018)

https://www.researchgate.net/publication/325869668_A_novel_scoring_s
ystem_for_the_gun_shoot_of_emulated_war_games
Screen Image and Subjectivity of 3D First-Person Shooting Game

This study examines the characteristics of screen image of 3D


first-person shooting games and the newly created subjectivity by that
image. 3D first-person shooting games create immersion by remediating
the visual experience in the real world. The construction of subjective
perspectives and comparatively clear interface are the important features
of 3D first-person shooting games. The subjectivity created by this
games' image is different from the subjectivity constructed by suture of
film. Gamers have the dominant position of the subject of looking,
gaming and narrating, but the narrating position is never permanent nor
stable. Because the position has the limited sight of first-person, not the
comprehensive sight of third-person.(Gyong-Ran Jeon, January 2010)

https://www.researchgate.net/publication/264080057_Screen_Image_and
_Subjectivity_of_3D_First-Person_Shooting_Game

Shoot the Gun Inside: Doubt and Feminist Epistemology in Video Games

This study uses an autoethnograhic approach to examine the role of doubt


as a feminist knowledge lens. I argue that the experiences of designing,
executing, and writing a research study with myself at the center
produced a unique insight into how doubt shapes and filters not only
gameplay for some women, but also the very process of creating new
knowledge claims. This chapter blends narratives of experience with
commentary based in feminist theory to comment on the benefits and
drawbacks of doubt as an epistemological phenomenon. Placed into the
context of current video game and academic cultures, the study asks us to
reconsider what it means for women and marginalized groups to doubt
themselves and others.(Elyse Janish, January 2018)

https://www.researchgate.net/publication/328068694_Shoot_the_Gun_In
side_Doubt_and_Feminist_Epistemology_in_Video_Games
The Influence of Salient Objects on the Game Difficulties

In action games such as shooting games or platform games, dodging


enemy objects is crucial since the player character dies or loses energy
when it collides with any enemy object. In this paper, we investigates
how the difficulty of these games changes according to the existence of
salient objects. Since salient objects attract the player's attention, other
non-salient objects may be unattended by the player, resulting in failing
to dodge them. We experimented on the influence of salient objects on
the difficulty of a game, and found out that the subjects who played the
game without salient objects performed better than the subjects who
played the game with salient objects. This paper investigates a human
perceptual issue that could affect the game difficulty and suggest a
potential guideline for game design and planning.(Chi-Hyoung Rhee,
Chang-Ha Lee ,January 2010)

https://www.researchgate.net/publication/264014090_The_Influence_of_
Salient_Objects_on_the_Game_Difficulties

Guns and adolescent mass shootings


Adolescent mass shootings are a special subset of mass killings which
continue despite significant preventative public health efforts. It is often
held that these individuals have few salient warning signs that could have
been identified. This piece proposes that mass shootings committed by
adolescent and post-adolescent young males must be understood from a
developmental perspective. The hypothesis proposed in this chapter is
that such killings occur as the result of the adolescent's frustrated effort to
progress along normative development. The goal of normative separation
from maternal figures by the boy is presented as a potential risk factor
when this goal is thwarted. Childhood case material from the perpetrator
of a recent adolescent mass shooting, the Sandy Hook shooting, is
discussed as an illustration of this hypothesis. Implications for public
health measures and for individualized treatment are presented and
developed.(Leon Hoffman, January 2015)
https://www.researchgate.net/publication/296950697_Guns_and_adolesc
ent_mass_shootings

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