Mining Interesting Meta-Paths from Complex Heterogeneous Information Networks
Meta-Information: Presentations
-
Upload
jillian-bernard -
Category
Documents
-
view
32 -
download
0
description
Transcript of Meta-Information: Presentations
Fall 2006 COMP 4970 1
Meta-Information: Presentations
Giving a talk Writing a game proposalGame HistoryGame Genres
Fall 2006 COMP 4970 2
Giving a Talk
What to say and How to say it Getting through to the audience Visual and Aural aids Question Time
Fall 2006 COMP 4970 3
What to say & How to say it
Communicate Key ideas Don’t get bogged down in details Structure your talk Use a Top-Down Approach
Fall 2006 COMP 4970 4
The Introduction
Define the problem / issue / thingy Motivate the audience Introduce terminology Discuss earlier work Emphasize your new work contributions Provide a road-map For very short presentations, economize
on this section
Fall 2006 COMP 4970 5
The Body
General– Abstract the major results / thoughts /
plans– Explain the significance of the results
Technicalities– Talk about the vital details that make the
general points true Conclusion
– Hindsight is clearer than foresight
Fall 2006 COMP 4970 6
Know your audience
Who are they--– The Public?– Scientists?– Computer Scientists?– Computer Scientists in your area?– Classmates?
The more expert or familiar the audience, the more you can focus on details
Fall 2006 COMP 4970 7
Getting Through
Use repetition Remind the audience Don’t Over-Run! Maintain eye contact Control your voice Be well-groomed! Avoid anxiety by Practice!
Fall 2006 COMP 4970 8
Visual & Audio Aids PowerPoint slides
– Don’t overload them– Don’t write sentences– Allow 1-2 minutes per slide– Don’t cover slides
– No special fonts!!!
Don’t animate text!It’s irritating!!You waste time waiting for the text to show up
Fall 2006 COMP 4970 9
Visual & Audio Aids
Use pictures! Show a picture as soon as
possible!
Use overlays for stop-frame animation of algorithms
Fall 2006 COMP 4970 10
Visual & Audio Aids
Use pictures! Show a picture as soon as
possible!
Use overlays for stop-frame animation of algorithms
Use animation if appropriate
Fall 2006 COMP 4970 11
Visual & Audio Aids
Beware the microphone– Don’t beat your chest!– Try turning it off while you are putting it
on or taking it off Test your video
– Cue it up– Be ready to switch from source to source– Be ready to adjust sound
Fall 2006 COMP 4970 12
Question Time
Request for Information Implied request for adulation
– Come up with a complimentary answer Malicious question
– Be prepared– Be ready to take them off-line– “I don’t know”
Fall 2006 COMP 4970 13
Fall 2006 COMP 4970 14
How to write a Game Proposal
Today’s games have a production team– Artists– Designers– Musicians– Programmers– 20-100 experienced people
Fall 2006 COMP 4970 15
How to write a Game Proposal
Think Small
Fall 2006 COMP 4970 16
Think Small
Really, I mean it
Fall 2006 COMP 4970 17
Do One Thing Well
Make the game stand out in one way Don’t do a mediocre job in all things
Do NOT to lots of levels in the game– One level will do nicely
Fall 2006 COMP 4970 18
Do One Thing Well
Possible areas– Great graphics– Witty sounds– Clever puzzles– Compact concept
Fall 2006 COMP 4970 19
Understand your Tools
The various tools have strengths & weaknesses
Don’t fight the tool Understand what the tool is good for
and tailor your project for that tool Also.. Don’t fight your team’s skills
– It’s understood that your team may be CS heavy
Fall 2006 COMP 4970 20
Plan in Layers
Detailed development schedule:– Functional Minimum– Your Low target– Your Desirable target– Your High target– Your Extras
•Maybe do these after the term is done
Fall 2006 COMP 4970 21
The Proposal
The game description– 5 pages of text– 1-3 pages of sketches/ mocked-up screens
Layered Development Schedule– As on previous slide
– Also state who is responsible for what Assessment
– What One Thing will be cool about your game
Fall 2006 COMP 4970 22
The Presentation
7 minutes In class– Describe your game– Argue for the One Cool Thing– State what your primary development
environment will be and why– Show your development schedule
• Indicate why you think it’s do-able
Practice your talk!
Fall 2006 COMP 4970 23
Fall 2006 COMP 4970 24
Game History, Genres
Space Invaders… Pong… Grand Theft Auto…Action, Adventure, Puzzle, etc
Fall 2006 COMP 4970 25
History
Spacewar 1962– PDP-1– 2 Ships controlled by 4 buttons each:– Rotate left, right, thrust, fire– http://lcs.www.media.mit.edu/groups/el/
projects/spacewar/ Adventure 1967
– Text-based adventure– “You are in a maze of twisty little
passages”
Fall 2006 COMP 4970 26
History
Pong 1972– First arcade hit
Home version of Pong 1974 Fairchild Channel F 1976
– Cartridges! Hardware “Crash” 1977
– Millions of Pong clones saturate the market
Fall 2006 COMP 4970 27
Some examples
Fall 2006 COMP 4970 28
History
Space Invaders 1978 Activision 1979
– First software house makes Atari 2600 Cartridges
Asteroids 1979– Record score: 100,000,000– Two guys played it for a
week in 1982
Fall 2006 COMP 4970 29
Asteroids (Clone)
Fall 2006 COMP 4970 30
Arcade Games 1980 Defender Missile Command Battezone Tempest Popular with Men AND
Women:– Pac-Man– Frogger– Centipede
Fall 2006 COMP 4970 31
Defender / Stargate
Fall 2006 COMP 4970 32
Missile Command
Fall 2006 COMP 4970 33
Centipede
Fall 2006 COMP 4970 34
Arcade Games 1981-83
Donkey Kong Q*Bert Tron Zaxxon Joust Pole Position Punch-Out
Fall 2006 COMP 4970 35
Joust
Fall 2006 COMP 4970 36
Pole Position
Fall 2006 COMP 4970 37
Home Games Late 70s Early 80s
Atari 2600– 1.18MHz 6507, 128 bytes RAM, 4KB ROM
Atari 5200 (incompatible cartridge with 2600)– 1.8MHz 6502, 16KB RAM
Colecovision Mattel Intellivision Bally Astrocade
Fall 2006 COMP 4970 38
Software Crash of 1983-84
Market of 1982: $3 billion Market of 1985: $100 million Millions of clones and lousy
cartridges– No rating system– No licensing system– Consumer confusion!
Fall 2006 COMP 4970 39
Mid 80s
8-bit Home Games:– Nintendo Entertainment System
(NES)• 1.8MHz 6502 256x240 pixels• Released 1986• Most popular toy of 1988• Mario Bros.
– Sega Master System• Released 1986
Fall 2006 COMP 4970 40
Late 80s
16-bit Home Games – Sega Genesis
• 7.8MHz 68000 + 4MHz Z80, 1MB Rom, 64KB Ram
• Released 1989
– NEC TurboGrafx-16• 16MHz 65802
Game Boy Tetris
Fall 2006 COMP 4970 41
Early 90s
Super NES (16 bit), 1990– 3.58Mhz 65C816, 128KB Ram
Game Gear Software
– Street Fighter 2• First decent fighting game
– Super Mario Bros. 3– Sonic the Hedgehog– Mortal Kombat 1992
Fall 2006 COMP 4970 42
Mid 90s
Sega CD (1992) PC CDROM (1994)
Software– NBA Jam (1993)
• Earned $1 billion in arcades• First franchise
– Virtua Fighter (1995)
Fall 2006 COMP 4970 43
Mid 90s
Playstation (1995)– 33 MHz R3900 32bit CPU – 24 bit framebuffer
Sega Saturn (1995)– Two 28.8MHz 32bit Hitachi SH2s – 24 bit framebuffer– Hardware textures
Nintendo 64 (1996)– 93MHz R4300 64bit CPU
Fall 2006 COMP 4970 44
Mid 90s
Networked Games Ultima Online, Everquest, etc
Fall 2006 COMP 4970 45
Late 90s Sega Dreamcast (1999)
– 200MHz 128bit NEC PowerVR Playstation2 (2000)
– 294MHz R12000 CPU, – 3.2GB/sec memory b/w, 6.2GFlops peak
XBox (2001)– 733MHz Celeron– nVidia GeForce4– 6.4GB/sec memory b/w, maybe 1TFlops peak
GameCube (2001)– 485MHz PowerPC– Flipper (ATI) Graphics (on-chip DRAM)
Fall 2006 COMP 4970 46
Late 90s
Software– Very strong 3D!– Decent sports games– Soul Caliber, Shenmue …
PC Software– Graphics no longer 100% of the challenge– Consumer demand for 3D causes cheap
3D graphics!
Fall 2006 COMP 4970 47
2000’s
Cell phone games– DoCoMo phones 2001– Java J2ME, BREW 2002
Fall 2006 COMP 4970 48
Game Genres
Name some!
Fall 2006 COMP 4970 49
Genres
Action 1st Person Shooter Adventure Fighting Puzzle Racing Role-Playing
Simulations Sports Strategy
Music Dance Artificial Life Quiz Show
Fall 2006 COMP 4970 50
2D Action Games
Shoot the horde of aliens– Shoot the horde of aliens
• Shoot the horde of aliens– Shoot the horde of aliens
• Shoot the horde of aliens
Space Invaders, Galaga, Defender/Stargate,
Mario Bros
Fall 2006 COMP 4970 51
1st Person Shooter
3D Shoot the horde of aliens– 3D Shoot the horde of aliens
• 3D Shoot the horde of aliens– 3D Shoot the horde of aliens
• 3D Shoot the horde of aliens
Wolfenstein, Doom, Quake, Half-Life, Max Payne
Fall 2006 COMP 4970 52
Adventure
Follow the trail Solve puzzles Nice scenery Inventory Learning Examples: Zelda, Metroid, Myst,
Shenmue
Fall 2006 COMP 4970 53
Fighting
Pluses:–KILL!!!– Short games– Stress reliever, flow experience
Minuses– Arcane knowledge– Limited virtual space– Clone factor
Fall 2006 COMP 4970 54
Puzzle
Solving the puzzle is the primary goal
Gives feelings of mastery
Fall 2006 COMP 4970 55
Racing
First past the post Fairly strong simulation element Fine motor control
Fall 2006 COMP 4970 56
Role-Playing
3rd person adventure Strong story component (potentially) Learn the virtual world/environment Players are free to act within the
world’s constraints Diablo, MMORPGs (EverQuest,
UltimaOnline…)
Fall 2006 COMP 4970 57
Simulations
Flight Sim SimAnt, SimCity, Railroad Tycoon,
Roller Coaster Tycoon, ... Focus on details Training could be the goal
Fall 2006 COMP 4970 58
Sports
Armchair coach Abstract war Abstract team fighting games
Fall 2006 COMP 4970 59
Strategy
Same components as Sim games Historical simulation Puzzles may play a part A light story element No twitch in turn-based strategy
Fall 2006 COMP 4970 60
Music
“Name that Tune” Repeat a piece of music that the
game plays for you Play along musically
Fall 2006 COMP 4970 61
Dance
Dance Dance Revolution Dance kiosk type games (popular in
Korea!)
Fall 2006 COMP 4970 62
Artificial Life
Tamagotchi, Creatures, Black & White