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This page lists all projects created for the Combine in
collaboration with Universities or other academic Purposes.
The Star Wars Combine is an extremely rich development environment
and test platform for new technologies. One of the researched goals is
to interest students from all over the world to work on useful
projects and innovative developments. The Combine is always ready to
coach University or College thesis, senior projects or any other
important projects. The main areas of interest include: networked
virtual environment, distributed applications, distributed database
applications, programming, project management, Web technologies (Web
Services, Web Semantic, XML, XHTML...) but also some more social
aspects like socialization.
Any student looking to work for an ongoing project and wanting his
work to be useful may propose a subject to the Combine. Any request
must include the University name and country, the ongoing studies and
final diploma, the lessons title and description, and the desired
project title and description. Naturally, the student will have first
to obtain the permission from his university. If interested or if you
have questions, please mail to the Sim Master.
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| The online community has many
different uses. This study is a design on how online message board
role playing games assist learners in developing stronger English
writing and comprehension skills. A part of the study will be to
observe how different learners, both primary English speakers and
non-primary English speakers write in an informal setting as well as
studying the effects of online role-playing has in the comprehension
of the English language. In studying the gaming community, surveys and
interviews will be conducted to get information about the types of
players as well as how the players view their own English writing
skills. This study looks at how online role playing games as well as
live role playing games can be a supplement to established educational
methods.
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| The Star Wars Combine is a game
involving thousands of players in a virtual world. Each player
impersonates a character that continues evolving even when the player
is not connected. Players have formed groups, called factions, that
are self-organized. The more members a faction has, the more
complicated to manage it becomes.
The goal of this work was to create an infrastructure to allow
faction management tools to automatically update their data with the
information maintained on the game server. The web services technology
was chosen for the various advantages it offers. The new component has
been implemented successfully and has been appreciated by many faction
tool developers.
While this technology is already widely accepted in the business
world, its use in a game context is totally new. It seems that Web
Services have gained their place in the game world and will continue
to be developed. Hopefully, this experiment will convince other game
designers to adapt their platforms in a similar manner.
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| Previous psychological studies
suggest that Internet communication benefits introverted people by
allowing them feel more comfortable talking about themselves,
providing opportunities to feel validated for who they really are, and
decreasing their feelings of loneliness. Introverted people are
typically described as more socially reclusive and more likely to be
lonely than extroverted people. Introverts may feel the most
comfortable socializing when they have the greatest control over
personal information and are the least threatened by an invasion of
privacy, as research indicates. In addition, online communities have
different expectations for how strictly members are expected to
present themselves, such as the flexibility of personal identity, and
the pace of conversation. Flexibility of identity was examined through
comparing role-play to non role-play groups. Pace of conversation was
compared through synchronous (real time, like Instant Messenger)
discussion and asynchronous (a variable pace, like e-mail)
communication.
Some groups asynchronously discuss real-life topics (e.g.,
real-life discussion groups on message boards); others in role-play
games use pseudo-identities and communicate synchronously (e.g., Multi
User Domains or MUDs) or asynchronously (message board role-play
communities). Role-play is believed to allow experimentation identity,
and asynchronous communication was theorized to allow more time to
compose one's responses. This study examined how role-play and
asynchronous communication benefits introverted people. Specifically,
introverts who participated in asynchronous message board role-play
communities were theorized to feel truly themselves online as opposed
to offline, report talking about themselves more in different ways
(more self-disclosure aspects), and less loneliness in their online
communities compared to introverts who were more restricted in their
self-presentation (e.g., in real-life discussions and in MUDs). I also
explored how social benefits were related to involvement in online
communities, sense of community, and experience communicating online.
Three hundred thirty four participants recruited from all three
types of Internet communities (note: including the Star Wars Combine)
completed surveys from the range of geographical locations in which
U.S. citizens live. Online community members were significantly
lonelier and more introverted than normal. Participation in online
communities was typically equivalent to a part-time job (two hours per
day, seven days per week) with medium or high levels of involvement
and a fairly high sense of community. Participants categorized
themselves most often as "Veterans" at communicating online and felt
they were truly themselves between offline and online lives.
Typically, self-disclosure within online communities was characterized
by moderately high intent to self-disclose, moderate amount (duration
and frequency), moderate positive and negative aspects that they
share, moderately low dishonesty or inaccuracy, and moderately low
control of depth (intentional intimacy). Participants approached the
study in a valid manner, taking the study seriously and not attempting
to deceive.
Introversion was related to greater amounts of self-disclosure,
dishonesty and inaccuracy, loneliness, and related to less depth
(intimacy) of disclosure. Amount of self-disclosure, and dishonest or
inaccurate disclosures, were related more loneliness. Either talking
about oneself more leads to more loneliness, or lonely people simply
tend to talk about themselves more than those who are less lonely
online. No community type (message board role-plays, MUDs, and message
board real-life discussions) was more or less socially beneficial than
any other. This means that lonely people online weren't lonely because
of the type of online community they are associated with (be it
role-play or not), they were lonely because they were introverted.
Introverts were less likely to feel a high sense of community than
extroverted people, and sense of community was associated with less
loneliness. It was most common to find "Veterans" or "Experts" at
communicating online in synchronous role-play communities. Those with
"Intermediate" experience endorsed feeling truly themselves offline
more than those with greater experience. "Veterans" and "Experienced"
online communicators typically endorsed feeling truly themselves
between online and offline.
The variable that was most related to social benefits was level of
involvement in one's online community. Highly involved participants
tended to feel like they were really themselves online and reported
less loneliness in their online communities than those who were
moderately or minimally involved. Recall how online community members
in general were lonelier than normal. In-fact, when community members
were highly involved, they were not lonelier than normal. While
introverts were no more likely to be highly involved than extroverts,
this may be good news. High level of involvement appears to be
beneficial, and every type online community member (introverted or
extroverted) was just as likely to be highly involved. Interestingly,
MUD players rated themselves as highly involved more frequently than
other community types.
Future studies may look at whether role-play (or synchronous
communication) in general is particularly involving, and therefore,
particularly beneficial. This study was a "snap-shot" in time of
online communities, and future research could look at how people
benefit socially over time in online communities. Do introverted
people become less lonely over time because they self-disclose more
often and for longer periods of time than extroverted people?
Similarly, research could include non-US citizens and represent the
Internet as a whole � a method I could not use given time restrictions
and the red tape involved in cross-national studies. Additionally,
level of involvement appears to be an important factor in gaining
social benefits online and could benefit from future research. Do
introverted people gain social skills online that can be transferred
offline? Or, could online communities provide an independent outlet
for social and emotional needs without the need to transfer anything
into "real life" at all? These are questions open to future studies
that may lead to positive real-world implications for Internet users
in general and introverts in particular.
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| The Star Wars Combine is a free
massively multiplayer online role-playing simulation game, based on
the Star Wars universe, developed by amateurs during their spare
time. Throughout this document, we will describe the Star Wars
Combine project. From the assigned objectives to the work, planning
and organization, every aspect of the Star Wars Combine will be
reviewed including the financial and legal facets.
The purpose of this paper is not only to provide a comprehensive
overview of the project and how it is designed and managed, but also
to share the experience accumulated in five years of development. It
is our strong belief that the Star Wars Combine online game can teach
a few lessons to many.
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| A virtual environment is a
computer-generated simulated space in which individuals interact with
each other. A networked virtual environment (net-VE) allows these
individuals to interact even though they may be located around the
world. In recent years, there has been a growing interest in the
design and implementation of net-VEs. Several companies are deploying
interactive environments for entertainment, commercial applications
are being prototyped, and military training systems are growing in
size, scope, and complexity.
The design and implementation of net-VEs create several problems:
managing consistent distributed information, contending with limited
network bandwidth, processing and rendering resources, and supporting
a large user base. Increasing numbers of computer scientists are
beginning to develop infrastructure for net-VEs, develop net-VE
applications on these infrastructures, and use net-VEs in day-to-day
work. Rather than starting anew, these developers and users can be
more effective in their work by learning the techniques used by
existing systems.
The purpose of this report is to propose an architecture solution
to the scalability problem of net-VEs, and particularly how to
support more users in net-VEs. We expose how we partition the virtual
environment, and for each partitioning, we describe a model of
architecture based on a client-server system using several servers.
We also relate the successful implementation of a prototype based on
one of our models, and which supports an existing online application.
This paper will first define the key concepts associated to
net-VEs, and we will illustrate these concepts while summarizing the
evolution of net-VEs. We will then detail the taxonomy of net-VE, and
their related problems. As we will see, these problems are related to
the network and to the architecture of the system. The conclusion of
this analysis will serve as basis for the next part where we will
expose our architecture solutions. Finally, the next chapter will
describe the implementation of our prototype.
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| As university programming project,
the space
station system has been designed and implemented. The project
included the introduction, creation, upgrades, and management of
space stations into the Combine and the integration of their command
into the Holocom interface.
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| This work illustrates the Project
Management theory, and how it applies to the Combine development and
conception. The report includes discussions about the team structure,
work breakdown structure (WBS), global planning, financial analysis,
etc. The zip file includes a PDF report and the PowerPoint slideshow.
Created by Veynom and friends.
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| Holocom, an early applet to
provide basic ground movement, was designed by Fizzban as university
project for a programming course.
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