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analect2k19

Published by Vishakha Tiwari, 2019-04-25 22:19:04

Description: Analect2k19 is E-magazine forMahatma Gandhi Mission'S College Of Engineering & Technology
Address: A-9, Sector-62, Gautam Budh Nagar, Noida, Uttar Pradesh 201301
Phone: 0120 2401764

Keywords: EMAGAZINE

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Recently something like this was implemented in a revolutionary game “Pokémon Go”. It was developed by Niantic Inc. It is a location based AR game. The concept for the game was conceived in 2014 by Satoru Iwata of Nintendo and Tsunekazu Ishihara of The Pokémon Company as an April Fools' Day collaboration with Google, called the Google Maps: Pokémon Challenge. Ishihara was a fan of developer Niantic's previous transreality game, Ingress, and saw the game's concept as a perfect match for the Pokémon series. Niantic used the crowdsourced data from Ingress to populate the locations for PokéStops and gyms within Pokémon Go, data from Google Maps to spawn specific Pokémon on certain terrain, and map display from OpenStreetMap. In the early days of Ingress, Niantic formed a beginning pool of portal locations for the game based on historical markers, as well as a data set of public artwork mined from geo-tagged photos on Google. Things that were public artwork, that were historical sites that were buildings with some unique architectural history or characteristic, or a unique local businesses. Thanks to the efforts of Ingress users, you should be able to find Pokéstops almost anywhere. But now with the introduction of Google Maps api for game developers this task can be done with great ease. As it will be available with the Unity as SDK. Imagine playing GTA games in real world locations. Destroying your friend’s house just for fun. Racing games in real-life tracks and streets. The History of Gaming: An Evolving Community

Since its commercial birth in the 1950s as a technological oddity at a science fair, gaming has blossomed into one of the most profitable entertainment industries in the world. The Early Years The first recognized example of a game machine was unveiled by Dr. Edward Uhler Condon at the New York World’s Fair in 1940. The game, based on the ancient mathematical game of Nim, was played by about 50,000 people during the six months it was on display, with the computer reportedly winning more than 90 percent of the games. However, the first game system designed for commercial home use did not emerge until nearly three decades later, when Ralph Baer and his team released his prototype, the “Brown Box,” in 1967. The “Brown Box” was a vacuum tube-circuit that could be connected to a television set and allowed two users to control cubes that chased each other on the screen. The “Brown Box” could be programmed to play a variety of games, including ping pong, checkers and four sports games. Using advanced technology for this time, added accessories included a lightgun for a target shooting game, and a special attachment used for a golf putting game. Onward To Atari and Arcade Gaming Sega and Taito were the first companies to pique the public’s interest in arcade gaming when they released the electro-mechanical games Periscope and Crown Special Soccer in 1966 and 1967. In 1972, Atari (founded by Nolan Bushnell, the godfather of gaming) became the first gaming company to really set the benchmark for a large-scale gaming community. Atari not only developed their games in-house, they also created a whole new industry around the “arcade,” and in 1973, retailing at $1,095, Atari began to sell

the first real electronic video game Pong, and arcade machines began emerging in bars, bowling alleys and shopping malls around the world. The Roots of Multiplayer Gaming As We Know It During the late 1970s, a number of chain restaurants around the U.S. started to install video games to capitalize on the hot new craze. The nature of the games sparked competition among players, who could record their high scores with their initials and were determined to mark their space at the top of the list. At this point, multiplayer gaming was limited to players competing on the same screen. The first example of players competing on separate screens came in 1973 with “Empire” — a strategic turn-based game for up to eight players — which was created for the PLATO network system. PLATO (Programmed Logic for Automatic Teaching Operation), was one of the first generalized computer- based teaching systems. Home Gaming Becomes a Reality Technological advancements, such as Intel’s invention of the world’s first microprocessor, led to the creation of games such as Gunfight in 1975, the first example of a multiplayer human- to-human combat shooter. In 1977, Atari released the Atari VCS (later known as the Atari 2600). When it was released, the Atari VCS was only designed to play 10 simple challenge games, such as Pong, Outlaw and Tank. However, the console included an external ROM slot where game cartridges could be plugged in; the potential was quickly discovered by programmers around the world, who created games far outperforming the console’s original designed. The integration of the microprocessor also led to the release of Space Invaders for the Atari VCS in 1980, signifying a new era of gaming — and sales. The late 1970s and early 1980s saw the release of hobbyist magazines such as Creative Computing (1974), Computer and Video Games (1981) and Computer Gaming World (1981). These magazines created a sense of community, and offered a channel by which gamers could engage.

Personal Computers: Designing Games and Opening Up To a Wider Community The video game boom caused by Space Invaders saw a huge number of new companies and consoles pop up, resulting in a period of market saturation. At more or less the same time that consoles started getting bad press, home computers like the Commodore Vic-20, the Commodore 64 and the Apple II started to grow in popularity. These home computers had much more powerful processors than the previous generation of consoles; this opened the door to a new level of gaming, with more complex, less linear games. They also offered the technology needed for gamers to create their own games with BASIC code. The real revolution in gaming came when LAN networks, and later the Internet, opened up multiplayer gaming. Multiplayer gaming took the gaming community to a new level because it allowed fans to compete and interact from different computers, which improved the social aspect of gaming. This key step set the stage for the large-scale interactive gaming that modern gamers currently enjoy. The Modern Age of Gaming Since the early 2000s, Internet capabilities have exploded and computer processor technology has improved at such a fast rate that every new batch of games, graphics and consoles seems to blow the previous generation out of the water. The cost of technology, servers and the Internet has dropped so far that Internet at lightning speeds is now accessible and commonplace, and 3.2 billion people across the globe have access to the Internet. By the time of the Xbox 360 release, online multiplayer gaming was an integral part of the experience. Nowadays, many games have an online component that vastly improves the gameplay experience and interactivity, often superseding the importance of the player’s offline game objectives. The Future Virtual reality (VR) company Oculus was acquired by Facebook in 2014. The headset seems to lean perfectly toward use within the video games industry, and would potentially allow gamers to “live” inside an interactive, immersive 3D world. The opportunities to create fully interactive, dynamic “worlds” for MMORPG, in which players could move around, interact with other players and experience the digital landscapes in a totally new dimension, could be within arm’s reach. There have been

a lot of advancements over the last few years in the world of language-processing artificial intelligence. These advances could signify an amazing new chapter for gaming — especially if combined with VR, as they could allow games to interact with characters within games, who would be able to respond to questions and commands, with intelligent and seemingly natural responses. In the world of first- person shooters, sports games and strategy games, players could effectively command the computer to complete in-game tasks, as the computer would be able to understand commands through a headset due to advances in voice recognition accuracy. The next chapter for gaming is still unclear, but whatever happens, it is sure to be entertaining. How Stephen hawking’s wheelchair works? We often talk about how technology could help those who are differently abled like using prosthetics; robotic limbs; lab generated tissues and much more. Indeed it is true as their lies many examples of its successful implementation such as in case of the great physicist Stephen Hawking. Stephen Hawking was diagnosed with amyotrophic lateral sclerosis (ALS) when he was 21. ALS is a form of motor neurone disease, which results in the progressive death of the nerves that control the muscles. Most sufferers die within five years, but fortunately for physics, and for Professor Hawking himself, his disease has progressed extremely slowly. Hawking has just a small amount of motor function left, mainly in the muscles of his face. His link to the world is provided by the computer technology built into his wheelchair. Incredibly, Professor Hawking controls all the functions of his Windows tablet PC using just a single switch – imagine operating your PC using nothing but the spacebar! Hawking’s chair uses the type of predictive text technology to which we have become accustomed with our smart phones, Hawking can move a cursor across a screen and stop it to type by a minuscule movement of his cheek which is detected by infrared sensors in his glasses. Once he has typed two letters in this manner, the predictive text kicks in and allows him to select full words. When he completes a sentence, he sends the text to a speech synthesizer which can imitate American, Scandinavian, or Scottish accents. In addition, the same technology allows him to use a mouse to operate an entire computer mounted to his wheelchair. He can talk with people, read, write, email, and Skype in this manner.

Hawking’s PC uses a special interface called EZ Keys developed by Words Plus Inc. which scans across each letter of the on-screen keyboard, one at a time. When Hawking moves his cheek, a sensor detects the movement and the computer halts the scanner and picks that letter. He can also use this process to scan from one button or menu item to the next, and so control his email program (Eudora), web browser (Firefox) or even make calls over Skype. As Hawking’s physical condition gradually deteriorates, his typing speed has dropped to just one or two words per minute. Scientists at Intel compensate using algorithms tailored to Hawking’s vocabulary and writing style, which accurately predict which words he will want to use next. BY ASHUTOSH TT-CS

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E-MAGAZINE COVER DESIGN



Amit Thakur shubham singh TT-EC FT-2 Ashutosh Jha Gaurav Shaloom Bt-ME TT-cs St-cs

Vishakha Tiwari (Secretary) It gives us immense joy and satisfaction to finally re-introduce our very own college magazine “ANALECTS”. \"If everyone is moving forward together, then success takes care of itself.\" The word Magazine is mixed collection of thoughts, ideas, experiences along with some lighthearted things and some facts that really astonishes us. A lot of effort has gone into the making of this. We hope you enjoy reading the magazine. The best thing about this is that it represents the creative side of MGM students that we think we all need to reconnect with.

From last three year, I am part of this beautiful e-magazine. That always provides a platform to the students for knowledge sharing and tries to encourage students to pen down and share their thoughts, knowledge and experiences and the other entire thing such as sports, literature, technology etc. This time we have opened a new window for students to be recognized by publishing their photos along with their names. We have also introduced a page for “Ask questions to your teacher” which help students to interact more with teachers. When we’ll step out of college into real world with cut-throat competition surrounding us, we’ll cherish all the moments spent in MGM and the work which we did for the magazine because it in stilled in us a confidence, team work and leadership qualities which is quite often required when you work for an organization. This time team “ANALECTS” was also the part of the backstage of College cultural festival “Antarnaad”. It was a great experience for me to lead this group, which had a great bunch of aspiring talent who helped me in my path. All the members did a great job on this magazine along with volunteers towards the best in it by handling the articles and photography. I hope our work is appreciated by all. Any suggestions or criticism on the magazine would be most welcome.

Samwaran Banerjee (Jt. Secretary) I am at utmost awe of how we create words and phrases with the uplifting thoughts and benevolence. It's a great pleasure to work with such a dedicated team. The work done this year by the whole team is inspiring which create an environment to learn and move forward towards a creative, technical, and positive world. My experience of working and managing a team like E-magazine, under the impression of our cultural incharge Ms. Zia Ma'am and E-magazine secretary Ms. Vishaka Tiwari makes me profuluent and confident that I can handle a team. I've also worked with the IT committee which is a part of stage sound and background handling setup, where all the technicalities come into play. The work with IT committee adds up a next star in management and creative persuasion into my experience.

ANUJ SHARMA It has been great pleasure working in e- magazine team, this position made me more responsible and mature, I got to explore many things and handled many big events. I would like to thank my team for their support and efforts which made “ANALECTS2K19”. ASHUTOSH Experience regarding the work was great and filled with amazing memories and amusing knowledge. Moreover, seniors are very helpful and this enables a splendid teamwork.

Kirshant tomer it's quite good. I am proud to work with e- magazine as a member. And I got a lot of experience with working in e-magazine. In E-magazine we learn a lot of things that are very useful for us in the future. Sumit Kumar It was a great experience. Came across very nice and kind people. Experienced how to work in a group, how to work to make something success. Made new friends. Made new memories. Prashant pundir It was a great experience to be a part of this team . It was great fun to be involved in organizing and planning of the cultural events. It was a pleasure working with such great team and leaders.

Saket Sharma It was a great experience. Experienced how to work in a group, how to work to make something success. Made new friends. Made new memories. Anjali Dubey It was such an awesome experience for me to work as a member with team E-magazine. I explored various things regarding communication, cooperation and technology also throughout this year and the things which I have learnt put on few more skills in my personality. All the teachers and team members were quite awesome and supportive.


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