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Offering games in the cloud is something being realised by many operations, but still there are diverse challenges in conducting this successfully. Currently it is expected that graduating game development students will have at least one published game and a chance to experience the release phase and post-production aspects of game development. This led to the inspiration for a project to create the first University cloud games channel in an effort to stop our game development history being lost due to reasons such as storage media failure, along with providing an avenue for students to experience game release, operation and community management. A study evaluated various technologies and requirements from stake-holders. The criteria created was then used to identify the best approach to undertake and implement. The results includes the selection and development of the University games channel using an asset streaming solution in partnership with Uiomik. along with the supporting processes for games to be delivered to the platform. This solution makes use of specialised offline asset compression combined with asset streaming prediction. The game requires no installation and the performance of the caching of the game required to start playing was profiled and found to perform at an average of 29 percent of the total game size for our student games, that was then compared to the results of industry games that performed on average at 4 percent.
On a four-year bachelor course at Inholland University of Applied Sciences in the Netherlands, additional modern language was offered to first-year students studying at three locations. Since each location only had a few students and there was only one language teacher available, across the three locations, lessons were given by the teacher in a ‘hybrid’ classrooms. The teacher was at one location with some students while students from the other two locations would join via live video link. The focus was to develop speaking and listening skills through in-classroom discussion that took place via the video link. Short video news segments in the language were watched live in class. This lead to discussion and practicing the language. Learning support materials were available in the form of a grammar book with an online self-test learning environment. The research group conducted research on this original and creative solution to teaching smaller groups since much could be learned from a practical, didactic and organisational perspective. Several organisational issues influenced the course. And from a pedagogical perspective, this case supported findings from the literature that it is complicated to engage with students live in a classroom while also communicating with students at other locations via a video screen.
How do global audiences use streaming platforms like YouTube, Netflix and iPlayer? How does the experience of digital video change according to location? What strategies do people use to access out-of-region content? What are the commercial and governmental motivations behind geoblocking?Geoblocking and Global Video Culture explores the cultural implications of access control and circumvention in an age of VPNs. Featuring seventeen chapters from diverse critical positions and locations – including China, Iran, Malaysia, Turkey, Cuba, Brazil, USA, Sweden and Australia.
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