Timelapse (video Game)
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Timelapse (video Game)
''Timelapse'' is a 1996 graphic adventure game developed and published by GTE Entertainment. Inspired by the game '' Myst'', it tasks the player with the rescue of an archaeologist trapped in another dimension. The player navigates a series of time portals to locations such as ancient Egypt, Maya and the prehistoric Puebloan civilization, while solving puzzles and searching for clues to the archaeologist's whereabouts. ''Timelapse'' was commercially successful, with sales of 250,000 units by late 2000. Gameplay ''Timelapse'' is a first-person graphic adventure patterned after games such as '' Myst''. Gameplay consists of the exploration of various ancient temples and cities, and the solving of complex and difficult puzzles. The game is made up of five areas: Easter Island, Egypt, Maya, Anasazi and Atlantis. Plot Professor Alexander Nichols, a friend of the unnamed and silent player character, has called the player to Easter Island, where he believes he has found a l ...
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GTE Interactive Media
GTE Interactive Media was a video game development company located in Carlsbad, California. Its focus was on the development of videos, of interactive television platforms, and of interactive video game products for arcade machines, home console cartridges, and CD-ROMs, including development and publishing under the GTE Entertainment brand. It folded in 1997. History GTE Interactive was founded as GTE ImagiTrek in 1990 by Richard E. Robinson, as a division of GTE Vantage, a wholly owned subsidiary of the now-defunct telecommunications provider GTE. Originally named GTE ImagiTrek, it was renamed GTE Interactive Media in 1994. Richard Scott, vice president of New Ventures at GTE said "At its inception, GTE Interactive Media was viewed as a complementary adjunct to GTE's plans to develop broadband video services networks." In January 1995, the division entered a partnership with Nintendo for the development of arcade games and of online networking. In the same month, the partnership ...
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Time Travel
Time travel is the concept of movement between certain points in time, analogous to movement between different points in space by an object or a person, typically with the use of a hypothetical device known as a time machine. Time travel is a widely recognized concept in philosophy and fiction, particularly science fiction. The idea of a time machine was popularized by H. G. Wells' 1895 novel ''The Time Machine''. It is uncertain if time travel to the past is physically possible, and such travel, if at all feasible, may give rise to questions of causality. Forward time travel, outside the usual sense of the perception of time, is an extensively observed phenomenon and well-understood within the framework of special relativity and general relativity. However, making one body advance or delay more than a few milliseconds compared to another body is not feasible with current technology. As for backward time travel, it is possible to find solutions in general relativity that allow ...
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640x480
The graphics display resolution is the width and height dimension of an electronic visual display device, measured in pixels. This information is used for electronic devices such as a computer monitor. Certain combinations of width and height are standardized (e.g. by VESA) and typically given a name and an initialism that is descriptive of its dimensions. A graphics display resolution can be used in tandem with the size of the graphics display to calculate pixel density. An increase in the pixel density often correlates with a decrease in the size of individual pixels on a display. Overview by vertical resolution and aspect ratio Aspect ratio The favored aspect ratio of mass-market display industry products has changed gradually from 4:3, then to 16:10, then to 16:9, and is now changing to 18:9 for smartphones. The 4:3 aspect ratio generally reflects older products, especially the era of the cathode ray tube (CRT). The 16:10 aspect ratio had its largest use in the 19 ...
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Pre-rendering
Pre-rendering is the process in which video footage is not rendered in real-time by the hardware that is outputting or playing back the video. Instead, the video is a recording of footage that was previously rendered on different equipment (typically one that is more powerful than the hardware used for playback). Pre-rendered assets (typically movies) may also be outsourced by the developer to an outside production company. Such assets usually have a level of complexity that is too great for the target platform to render in real-time. The term pre-rendered refers to anything that is not rendered in real-time. This includes content that could have been run in real-time with more effort on the part of the developer (e.g. video that covers many of a game's environments without pausing to load, or video of a game in an early state of development that is rendered in slow-motion and then played back at regular speed). This term is generally not used to refer to video captures of real-ti ...
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Ray Tracing (graphics)
In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images. On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, recursive ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods. Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as in still computer-generated images, and film and television visual effects (VFX), but was less suited to real-time applications such as video games, where speed is critical in rendering each frame. Since 2018, however, hardware acceleration for real-time ray tracing has become standard on new commercial graphics cards, and graphics APIs have followed suit, allowing developers to use hybrid ray tracing and rasterization- ...
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Proof Of Concept
Proof of concept (POC or PoC), also known as proof of principle, is a realization of a certain method or idea in order to demonstrate its feasibility, or a demonstration in principle with the aim of verifying that some concept or theory has practical potential. A proof of concept is usually small and may or may not be complete. These collaborative trials aim to test feasibility of business concepts and proposals to solve business problems and accelerate business innovation goals. A proof of value (PoV) is sometimes used along proof of concept, and differs by focusing more on demonstrating the potential customers use case and value, and is usually less in-depth than a proof of concept. Usage history The term has been in use since 1967. In a 1969 hearing of the Committee on Science and Astronautics, Subcommittee on Advanced Research and Technology, ''proof of concept'' was defined as following: One definition of the term "proof of concept" was by Bruce Carsten in the context o ...
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Science Fiction
Science fiction (sometimes shortened to Sci-Fi or SF) is a genre of speculative fiction which typically deals with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, parallel universes, extraterrestrial life, sentient artificial intelligence, cybernetics, certain forms of immortality (like mind uploading), and the singularity. Science fiction predicted several existing inventions, such as the atomic bomb, robots, and borazon, whose names entirely match their fictional predecessors. In addition, science fiction might serve as an outlet to facilitate future scientific and technological innovations. Science fiction can trace its roots to ancient mythology. It is also related to fantasy, horror, and superhero fiction and contains many subgenres. Its exact definition has long been disputed among authors, critics, scholars, and readers. Science fiction, in literature, film, television, and other media, has beco ...
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Archaeology
Archaeology or archeology is the scientific study of human activity through the recovery and analysis of material culture. The archaeological record consists of artifacts, architecture, biofacts or ecofacts, sites, and cultural landscapes. Archaeology can be considered both a social science and a branch of the humanities. It is usually considered an independent academic discipline, but may also be classified as part of anthropology (in North America – the four-field approach), history or geography. Archaeologists study human prehistory and history, from the development of the first stone tools at Lomekwi in East Africa 3.3 million years ago up until recent decades. Archaeology is distinct from palaeontology, which is the study of fossil remains. Archaeology is particularly important for learning about prehistoric societies, for which, by definition, there are no written records. Prehistory includes over 99% of the human past, from the Paleolithic until the adven ...
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Carlsbad, California
Carlsbad is a coastal city in the North County region of San Diego County, California, United States. The city is south of downtown Los Angeles and north of downtown San Diego. As of the 2020 census, the population of the city was 114,746. Carlsbad is a popular tourist destination and home to many businesses in the golf industry. History Carlsbad's history began with the Luiseño people (the Spanish name given to them because of their proximity to Mission San Luis Rey), as well as some Kumeyaay in the La Costa area. Nearly every reliable fresh water creek had at least one native village, including one called Palamai. The site is located just south of today's Buena Vista Lagoon. The first European land exploration of Alta California, the Spanish Portolá expedition of 1769, met native villagers while camped on Buena Vista Creek. Another Luiseño villages within today's city of Carlsbad was a village at the mouth of the San Marcos Creek that the Kumeyaay called 'Ajopunq ...
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Prima Games
Prima Games is a publishing company of video game strategy guides in the United States. Formerly, Prima was an imprint of Dorling Kindersley, a division of Penguin Random House, and produced print ''strategy guides'', featuring ''in-depth walkthroughs'' for completing games and other information, such as character sheets and move charts. Prima was acquired by Asteri Holdings in March 2019, which will transition the business to provide strategy guides in online form only, alongside other gaming news. The company was acquired by GAMURS Group in January 2022. History Prima Publishing was a small publisher working out of a residential-style home office in Roseville, California when in 1990 its owner, Ben Dominitz, contracted with author Rusel DeMaria to create a video game strategy guide imprint, initially called "The Secrets of the Games". At the time, DeMaria was senior editor for ''PC Games'' magazine and on the staff of '' GamePro''. The initial contract called for five books ...
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Atlantis Kircher Mundus Subterraneus 1678
Atlantis ( grc, Ἀτλαντὶς νῆσος, , island of Atlas) is a fictional island mentioned in an allegory on the hubris of nations in Plato's works ''Timaeus'' and ''Critias'', wherein it represents the antagonist naval power that besieges "Ancient Athens", the pseudo-historic embodiment of Plato's ideal state in '' The Republic''. In the story, Athens repels the Atlantean attack unlike any other nation of the known world, supposedly bearing witness to the superiority of Plato's concept of a state. The story concludes with Atlantis falling out of favor with the deities and submerging into the Atlantic Ocean. Despite its minor importance in Plato's work, the Atlantis story has had a considerable impact on literature. The allegorical aspect of Atlantis was taken up in utopian works of several Renaissance writers, such as Francis Bacon's ''New Atlantis'' and Thomas More's ''Utopia''. On the other hand, nineteenth-century amateur scholars misinterpreted Plato's narrati ...
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Stasis (fiction)
A stasis or stasis field, in science fiction, is a confined area of space in which time has been stopped or the contents have been rendered motionless. Overview A stasis field is imagined to be a region in which a stasis process is in effect. Stasis fields in fictional settings often have several common characteristics. These include infinite or nearly infinite rigidity, making them "unbreakable objects" and a perfect or nearly-perfect reflective surface. Most science fiction plots rely on a physical device to establish this region. When the device is deactivated, the stasis field collapses, and the stasis effect ends. Time is often suspended in stasis fields. Such fields thus have the additional property of protecting non-living materials from deterioration. This time dilation can be, from an in-universe perspective, absolute; something thrown into the field, has the field triggered and then reactivated, would fly out as if nothing had happened. Storylines using such fields of ...
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