About: Dialogue   Sponge Permalink

An Entity of Type : dbkwik:resource/RKKUyaMc0HTBM7MUoKgMcw==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Dialogue is an Occupation normally listed under Other Crew. If the credits directly indicate it, then it might also be listed under Sound Department.

AttributesValues
rdf:type
rdfs:label
  • Dialogue
  • Dialogue
  • Dialogue
rdfs:comment
  • Dialogue is het tijdschrift van het Ecumenical Institute for Study and Dialogue in Sri Lanka. Het verschijnt sedert 1963 driemaal per jaar.
  • Dialogue is an Occupation normally listed under Other Crew. If the credits directly indicate it, then it might also be listed under Sound Department.
  • Dialogue and/or two-say or multi-dimensional communication is considered a key component for successful public diplomacy. Practitioners often refer to the importance of listening and well as speaking.
  • Here is a list of all dialogue in the game.
  • Mass Effect est un jeu de rôle, et dans tout jeux de rôle (JDR) qui se respecte le scénario et les dialogues tiennent une place très importante. Les discussions dans certains jeux peuvent même devenir sans fin, et cet aspect a souvent porté préjudice au genre du JDR, à tord, la plupart des joueurs pouvant préférer l'action directe à des phases de lectures de dialogues intéressants mais peut être rébarbatives. Mass Effect n'échappe pas à la règle, bien que vous trouverez assurément les dialogues intéressants, réussis et humains. Le système de discussion est simple et efficace mais nécessite de comprendre son fonctionnement pour plus d'efficacité et de cohérence vis à vis du comportement de votre avatar (sa moralité).
  • GET YOUR GRUBBY FEET OFF THE FLOOR!! Dialogue does not get high. out of Necessity~
  • "Dude, you use serial commas? That's stupid." "What are you talking about?--Serial commas are the current standard of grammar accepted by most professionals." "What about everyone who doesn't accept them, and thinks they're just plain gay?" "Well, that's fine for newspapers and editorials; I understand they're the standard, but you're just plain retarded." "Oh real mature, Maurice." "My name's not Maurice..." ...
  • A dialogue is equal to 210 = 1010 = 10,000,000,000, ten billion, or tenplex. The term was coined by Sbiis Saibian, and its name is a homonym with an English word meaning a conversation between two people. Using Alistair Cockburn's fz- prefix, it can be named "fzten". This number is also called a guppyspeck. Aarex Tiaokhiao calls this number doocol, 10-noogol, uoonolplex, bigiol, or goonaoloctault, and it's equal to a(10,100,0)x[8] in Aarex's Array Notation.
  • Dialogue in SWTOR provides another aspect of gameplay. In addition to combat and crafting, the story-centered nature of this game also highlights the decision-making situations where a player interacts with NPCs. These conversations show some of the subtle moments where characters choices matter. SWTOR developers describe these choices as "gameplay, presented in cinematic form." The interactive dialogue system is sophisticated enough to recognize other characters around the player character, so the dialogues are slightly tweaked, depending on which other character classes are accompanying you.
  • The conversation wheel was designed to be intuitive. The left side of the wheel is normally reserved for options that will continue the conversation in depth including Charm and Intimidate options (see below); occasionally an "Investigate" option is given in the middle, which allows Shepard to ask about multiple topics. The right side of the wheel is divided into three sections, and tend to move the conversation towards quicker completion. Paragon responses, generally more selfless or cooperative, are on the top segment, the middle segment presents a more neutral option, and Renegade responses, often more aggressive and hostile, are on the bottom segment.
  • Dialog with knowledgeable, skillful, connectible-idea-wise mentors for WUaS credit classes, conference style, (with MIT faculty esp. on video? - for knowledge & since they've already taught ocw ?), all via virtual worlds with animated avatar faces, & more likely, multiple Skype windows on a screen for group idea sharing (riffing about the Odyssey, while learning to develop a thesis, or playing instruments together online in the WUaS Music School?) How to bring in bliss to the face-to-face digital dialog?
sameAs
dcterms:subject
#views
  • 124000(xsd:integer)
songtitle
  • "dialogue"
original upload date
  • Jan.17.2013
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Singer
Producer
  • KEI
  • Kojima Takayuki
  • 田中貴
  • 細野しんいち
  • 西浦謙助
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Link
  • Niconico Broadcast / YouTube Broadcast
Description
  • Author's Comments : "Let's tell the story of you and me."
Color
  • #0B181E; color:#FBEAE2
abstract
  • Dialogue is het tijdschrift van het Ecumenical Institute for Study and Dialogue in Sri Lanka. Het verschijnt sedert 1963 driemaal per jaar.
  • Dialogue is an Occupation normally listed under Other Crew. If the credits directly indicate it, then it might also be listed under Sound Department.
  • Dialogue and/or two-say or multi-dimensional communication is considered a key component for successful public diplomacy. Practitioners often refer to the importance of listening and well as speaking.
  • The conversation wheel was designed to be intuitive. The left side of the wheel is normally reserved for options that will continue the conversation in depth including Charm and Intimidate options (see below); occasionally an "Investigate" option is given in the middle, which allows Shepard to ask about multiple topics. The right side of the wheel is divided into three sections, and tend to move the conversation towards quicker completion. Paragon responses, generally more selfless or cooperative, are on the top segment, the middle segment presents a more neutral option, and Renegade responses, often more aggressive and hostile, are on the bottom segment. Characters can also be influenced by the use of Charm or Intimidate. In the conversation wheel, Charm responses are blue while Intimidate responses are red. Use of those skills is affected by Commander Shepard's morality; if the Commander does not meet the Charm or Intimidate requirements, the options are greyed out. The harder a character is to persuade, the higher a level in the respective skills are needed. Dialogue choices impact how others react to Shepard, the rewards for completing quests, possible discounts from merchants, romance paths and, most importantly, the commander's morality. It is also possible to defuse tense situations without violence, or actually provoke it.
  • Here is a list of all dialogue in the game.
  • Mass Effect est un jeu de rôle, et dans tout jeux de rôle (JDR) qui se respecte le scénario et les dialogues tiennent une place très importante. Les discussions dans certains jeux peuvent même devenir sans fin, et cet aspect a souvent porté préjudice au genre du JDR, à tord, la plupart des joueurs pouvant préférer l'action directe à des phases de lectures de dialogues intéressants mais peut être rébarbatives. Mass Effect n'échappe pas à la règle, bien que vous trouverez assurément les dialogues intéressants, réussis et humains. Le système de discussion est simple et efficace mais nécessite de comprendre son fonctionnement pour plus d'efficacité et de cohérence vis à vis du comportement de votre avatar (sa moralité).
  • GET YOUR GRUBBY FEET OFF THE FLOOR!! Dialogue does not get high. out of Necessity~
  • "Dude, you use serial commas? That's stupid." "What are you talking about?--Serial commas are the current standard of grammar accepted by most professionals." "What about everyone who doesn't accept them, and thinks they're just plain gay?" "Well, that's fine for newspapers and editorials; I understand they're the standard, but you're just plain retarded." "Oh real mature, Maurice." "My name's not Maurice..." ...
  • A dialogue is equal to 210 = 1010 = 10,000,000,000, ten billion, or tenplex. The term was coined by Sbiis Saibian, and its name is a homonym with an English word meaning a conversation between two people. Using Alistair Cockburn's fz- prefix, it can be named "fzten". This number is also called a guppyspeck. Aarex Tiaokhiao calls this number doocol, 10-noogol, uoonolplex, bigiol, or goonaoloctault, and it's equal to a(10,100,0)x[8] in Aarex's Array Notation. Username5243 calls this number niloogolseptiplex, goodcol, goonolplex or doodol, and it's equal to 10[2]2 = 10[1]10 = 10[1]10[1]1 in Username5243's Array Notation.
  • Dialogue in SWTOR provides another aspect of gameplay. In addition to combat and crafting, the story-centered nature of this game also highlights the decision-making situations where a player interacts with NPCs. These conversations show some of the subtle moments where characters choices matter. SWTOR developers describe these choices as "gameplay, presented in cinematic form." The interactive dialogue system is sophisticated enough to recognize other characters around the player character, so the dialogues are slightly tweaked, depending on which other character classes are accompanying you. SWTOR also includes group conversations in the cinematic design. Every player in a party can make their own choice about which direction the conversation will go. Then a random 'vote roll' decides which statement is used, and how the narrative plays out.
  • Dialog with knowledgeable, skillful, connectible-idea-wise mentors for WUaS credit classes, conference style, (with MIT faculty esp. on video? - for knowledge & since they've already taught ocw ?), all via virtual worlds with animated avatar faces, & more likely, multiple Skype windows on a screen for group idea sharing (riffing about the Odyssey, while learning to develop a thesis, or playing instruments together online in the WUaS Music School?) How to bring in bliss to the face-to-face digital dialog? Thoughts on Practicing a Musical Instrument as a way to generate a fun dialogue, making practicing fun:
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