Academic literature on the topic 'Tabletop RPG'

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Journal articles on the topic "Tabletop RPG"

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Podvalnyi, M. A. "Consensus and Power in Tabletop Role-playing Games." Sociology of Power 32, no. 3 (October 2020): 53–73. http://dx.doi.org/10.22394/2074-0492-2020-3-53-73.

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This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly play­ers gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and also the fact that, in tabletop RPGs, unlike in the majority of the rest of the games known to humanity, the same words from natural languages are used both in order to produce a shift in abstract, symbolic structure of a game, and to artistically describe said shift, all lead to the situation where participants cannot tell a proper symbolic system of a given game from other symbolic systems which this game refers to. In this article, we propose an analytical model of a tabletop RPG which would make it possible to draw stricter borderlines between a given RPG’s fictional world and its inner symbolic structure. Furthermore, it would allow us to formulate a clearer question regarding the structures of power produced while playing an RPG, and what exactly players gain control over while playing it. Moreover, this model would enable us to explore in detail the processes of the individual and collective interpretation of events in a tabletop RPG, and classify facts within said interpretation in relation to whether they are held to be objectively or subjectively true.
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Golonka, Marek. "OneBookShelf Community Content Programs and the Polish RPG Fandom." Homo Ludens, no. 1 (12) (December 15, 2019): 59–74. http://dx.doi.org/10.14746/hl.2019.12.3.

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The paper analyses the almost complete absence of Polish RPG designers from OneBookShelf’s community content programs for various tabletop RPG systems, proposing an explanation for this absence based on the development of the RPG fandom in Poland. A part of the argument is concerned with a relatively weak position of Dungeons & Dragons in Poland compared to the English market and with the Polish RPG players’ lack of interest in the market of digital materials for tabletop RPGs. The main hypothesis, however, connects the Polish absence from community content programs with how the long absence of professional systems and the permanently small market of commercial RPGs in Poland might have increased the intensity of prosumption of RPGs among Polish fans but simultaneously limited their chance to gain skills and knowledge necessary to publish and market the results of this prosumption on a professional or semi-professional level. Statements of Jan Sielicki – the only Polish RPG designer who published numerous and successful supplements under community content programs – are quoted to reinforce this hypothesis and show how Sielicki gained the necessary skills outside of the Polish RPG fandom.
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Weiner, Susan. "Case Studies as Tabletop RPGs." International Journal of Role-Playing, no. 8 (December 28, 2018): 21–25. http://dx.doi.org/10.33063/ijrp.vi8.262.

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For many college educators, case studies provide a relatively easy form of active learning to implement. Students connect with them and can see the application and value. There are resources for published case studies available for free online and they can be applicable to almost any topic. However, frequently, case studies mostly involve research that can be divided up among group members with perhaps a few thinking and discussing questions at the end. In this article, I introduce a method of implementing case studies using a tabletop framework, allowing students the agency to make decisions that have impact within the world of the case study. Approaching the case study like a tabletop role-playing game (RPG) provides a more interactive and realistic feeling format. In a tabletop RPG, generally the players specialize. They have roles that only they can provide. Similarly, students can become “specialists” on their part of the case study and bring that expertise back. They may take on the role of particular stakeholders within the issue they are addressing. This structure allows students to teach each other and also discourages “slacking” in which a few people do all the work for the group. This method can also allow for a “role-playing” aspect, in which a student is considering the decisions that are relevant to their specialty from the specialist’s perspective. Also, in a tabletop RPG, there are many points at which the players need to make decisions that affect what happens to their characters in the follow-up. While there are many divided case studies, most of them do not change based on decisions made in prior parts. Due to the interactive nature and direct responses to student decisions, students can feel like their answers matter and get feedback about their choices. Depending on class size, length, and preparation, the results may come within a class session or between class sessions. Either way, their actions matter. These pieces together can give students a sense of ownership and agency over their work and improve understanding of complicated topics.
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Mercante, David E., Diego Adão, Mariel Mendez, Kelsy C. N. Areco, Paulo B. Paiva, Dartiu Xavier Silveira, and Thiago Marques Fidalgo. "Factors Related to Pathological Game Patterns Among Role-playing Game (RPG) Players." Canadian Journal of Addiction 15, no. 2 (June 2024): 33–39. http://dx.doi.org/10.1097/cxa.0000000000000179.

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ABSTRACT Objective: Role-playing games (RPGs) are a ludic and essentially cooperative activity performed in groups and characterized by verbal dramatization of fictional characters. The aim of this study was to identify the sociodemographic profile of tabletop RPG players and to examine the relationship between pathological game patterns among tabletop RPG players and sociodemographic characteristics, game habits, and psychopathological symptoms. Previously, research investigated the occurrence of psychopathological symptoms in RPG players, but none have investigated the relationship between pathological game patterns and psychosocial characteristics in tabletop RPG players. We hypothesize that a pathological relationship with the game is related to the players’ personal and social characteristics. Methods: One hundred fifteen subjects, ages 16 to 55 years old, 92.2% male and 7.8% female, were accessed, and 70 participants completed self-report questionnaires on gaming behaviours and preferences, sociodemographic characteristics, and psychological symptoms. Results: Having no emotional support, parents who were not interested in RPG and performing the role of player in the game were related to the high-risk group (P<0.05). No independent variables were identified for the low-risk group. All subjects in the high-risk group were also positive on the anxiety scale (P<0.05). Conclusions: Personal characteristics such as having no emotional support and parents who are not interested in RPG seems to play a more important role regarding the establishment of a pathological relationship to tabletop RPG playing. Therefore, this subgroup should be carefully evaluated. Objectif: Les jeux de rôle (JDR) sont une activité ludique et essentiellement coopérative pratiquée en groupe et caractérisée par la mise en scène verbale de personnages fictifs. L’objectif de cette étude était d’identifier le profil sociodémographique des joueurs de JDR sur table et d’examiner la relation entre les habitudes de jeu pathologiques chez les joueurs de JDR sur table et les caractéristiques sociodémographiques, les habitudes de jeu et les symptômes psychopathologiques. Des recherches ont déjà été menées sur l’apparition de symptômes psychopathologiques chez les joueurs de JDR, mais aucune n’a étudié la relation entre les habitudes de jeu pathologiques et les caractéristiques psychosociales des joueurs de JDR sur table. Nous émettons l’hypothèse qu’une relation pathologique avec le jeu est liée aux caractéristiques personnelles et sociales des joueurs. Méthodes: Cent quinze sujets, âgés de 16 à 55 ans, 92,2% d’hommes et 7,8% de femmes, ont été recrutés et 70 participants ont rempli des questionnaires d’auto-évaluation sur les comportements et les préférences en matière de jeu, les caractéristiques sociodémographiques et les symptômes psychologiques. Résultats: L’absence de soutien émotionnel, le manque d’intérêt des parents pour le JDR et le fait de jouer le rôle de joueur dans le jeu étaient liés au groupe à haut risque (P<0,05). Aucune variable indépendante n’a été identifiée pour le groupe à faible risque. Tous les sujets du groupe à haut risque étaient également positifs sur l'échelle d’anxiété (P<0.05). Conclusion: Les caractéristiques personnelles telles que l’absence de soutien émotionnel et le manque d’intérêt des parents pour les JDR semblent jouer un rôle plus important dans l'établissement d’une relation pathologique avec les JDR sur table. Par conséquent, ce sous-groupe devrait être soigneusement évalué.
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Bean, Anthony, and Megan Connell. "The Rise of the Use of TTRPGs and RPGs in Therapeutic Endeavors." Journal of Psychology and Psychotherapy Research 10 (March 2, 2023): 1–12. http://dx.doi.org/10.12974/2313-1047.2023.10.01.

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Dungeons and Dragons (D&D) is a popular fantasy tabletop role-playing game (RPG) that has been enjoyed by millions of players since its creation in the 1970s. The game is played by a group of players, each of whom takes on the role of a character in a fantasy world. The players work together to complete quests, overcome obstacles, and defeat monsters while a "Dungeon Master" (DM) manages the story and controls the non-player characters (NPCs). In recent years, there has been an increasing interest in using D&D and other tabletop RPGs as a form of mental health therapy. This is because the game can provide a safe and supportive environment for players to explore and express their emotions, work on personal issues, and build social skills. Tabletop RPGs can help foster personal growth in several ways: Problem-solving, Decision-Making, Emotional Intelligence, Communication, Creativity, Self-Esteem, and even Confidence. Mental health professionals have begun incorporating Tabletop RPGs into their sessions as a way to engage their clients in a fun and interactive way and it should be used in conjunction with other forms of treatment.
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Mariucci, Andrea. "From Dungeons & Dragons to Dragon Quest: Cultural dialogue and material shifts." Mutual Images Journal, no. 11 (December 20, 2023): 27–50. http://dx.doi.org/10.32926/2023.11.3.

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Arguably one of the most popular genres in today’s video game market is the Japanese role-playing game (JRPG). The distinguishing traits of the genre are often a matter of debate. The final decision on whether something is a JRPG usually relies more on general feelings than on rigid criteria (Mallindine 2016). However, one shared trait among the exponents of the genre is that they find its roots in Western tabletop role-playing games, such as Dungeons&Dragons (1974). As a matter of fact, Dungeons&Dragons served as an inspiration for many other role-playing games (RPGs). One such example is Wizardry (1981), which, together with Ultima (1981), was among the most successful computer role-playing games of its time (Barton & Stacks 2008). The two games served as the beginning for long-spanning series, which enjoyed wide success in Japan (Adams 1985), where the RPG genre as a whole was soon integrated, through various platforms, into the local media ecology (Steinberg 2015). Wizardry in particular was also among the games which influenced Horii Yūji (Horii 2018a. 2018b) to create Dragon Quest (1986), one of the earliest examples of JRPG. This article seeks to draw a connection between Dungeons&Dragons and the early JRPGs. First, I compare Dungeons&Dragons, a tabletop RPG, to its most well-known digital counterparts of the time, Wizardry and Ultima. By doing this, I expose the differences between ‘pen and paper’ and ‘screen and software.’ Then, I observe the differences between Wizardry, Ultima, and Dragon Quest in terms of both aesthetics and gameplay, in order to understand how Japanese developers and distributors negotiated the concept of RPG for the Japanese market. In both comparisons I consider how characters, avatar, gameplay, and narrative are mediated by the platform and the cultural milieu hosting them.
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Lasley, Joe. "Fantasy In Real Life: Making Meaning from Vicarious Experiences with a Tabletop RPG Internet Stream." International Journal of Role-Playing, no. 11 (December 20, 2021): 48–71. http://dx.doi.org/10.33063/ijrp.vi11.283.

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This study investigated the experiences of people who claimed exposure to Critical Role, a web series featuring a group of voice actors playing a tabletop role-playing game (TRPG), impacted their lives in meaningful ways beyond entertain-ment. Building on previous research that documented players engaging in role-playing games, livestreaming, and role-playing game (RPG) fandom subculture, this study specifically explored the perspectives of individuals who reported a transformation-al impact of experiencing gaming vicariously through watching Critical Role. This paper reports a detailed narrative of one of the cases from qualitative interviews, which conveys major themes that illustrate the perspective of the individual watching. The paper compliments this detailed case description with a discussion of findings from seven in depth interviews to explore the experiences of the interviewee focused on in the context of the study sample. This study is primarily focused on the individ-ual watchers’ experience of gameplay and role-playing experiences, which they attribute to personal growth. The term paraso-cial gaming is introduced to characterize a part of vicarious experience associated with watching media figures playing games.
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Albom, Sarah. "The Killing Roll: The Prevalence of Violence in Dungeons & Dragons." International Journal of Role-Playing, no. 11 (December 20, 2021): 6–24. http://dx.doi.org/10.33063/ijrp.vi11.281.

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This research project explores the prevalence of violence and its facilitation in the popular tabletop role-playing game (TTRPG) Dungeons & Dragons (D&D). Violence within the system’s 5th edition core rulebook, the Player’s Handbook (Wizards of the Coast 2014b), is analysed using textual analysis with insight from previous research on common violence motivators of heroism, hatred, and sensation-seeking curiosity. Overall, the study concludes that the D&D system facilitates playing violence, specifically through heroic motivation based on androcentric perceptions of chivalric fantasy ideals. This study also finds that the system spotlights combat over nonviolent interactions. Future research could investigate how participant agency may affect violence in similar traditional RPG systems, and why choosing violence in a no-consequence game could reflect real-world behaviours.
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Shcherbakova, Milena Viktorovna, and Nikita Pavlovich Komlev. "Media linguistic features of the tabletop role-playing game text." Litera, no. 3 (March 2024): 183–89. http://dx.doi.org/10.25136/2409-8698.2024.3.70142.

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The subject of the study is the media linguistic features of the text of a tabletop role-playing game (TRPG). The purpose of the work is to identify the essential features of the media text and answer the question: can media accompaniment of a tabletop role–playing game be considered a media text? Despite the sufficient elaboration of the topic of media communications on the Internet, the research material is a little-studied phenomenon. The research material is transcripts of sessions of the board RPG "Dungeons & Dragons" from fragments of the TV show "Critical Role" on streaming platforms. The study examined the emergence and development of the media text concept, noting a significant expansion of this term semantics in the context of media globalization. Further, the typological properties of the media text as an object of linguistic media research were systematized and the text of the TRPG was analyzed for compliance with existing criteria. The article used descriptive and comparative methods; a statistical method to assess the popularity of the TRPG. When working with the transcript of the game, Python programming methods were implemented: to increase clarity and create a correct text transcription. As a result, conclusions were drawn about the presence of such media linguistic features in the media accompaniment of TRPG as collective authorship, hypertextuality, interactivity and etc., which constituted the scientific novelty of the study. Comparative analysis by criteria allowed us to trace qualitative changes in the typology of media texts. In addition, the expediency of expanding the terminological apparatus of media linguistics was emphasized, which correlates with the study of transmedia narration. The results of the observations can be applied to improve the text-generation that accompanies the gameplay, and can also be used to conduct similar studies based on the speech material of TRPGs.
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White, William J. "Playing House in a World of Night: Discursive Trajectories of Masculinity in a Tabletop Role-playing Game." International Journal of Role-Playing, no. 2 (March 27, 2011): 18–31. http://dx.doi.org/10.33063/ijrp.vi2.192.

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This study uses excerpts from the transcript of a tabletop role-playing game (RPG) session to examine how male players enact ideas about masculinity. The game is a non-traditional, small-press “indie” game called Ganakagok designed by the author; in the game, the characters are men and women from a quasi-Inuit culture living on an island of ice in a world lit only by starlight. As the game begins, the imminent arrival of the Sun is announced, and game-play is about how the people of this culture deal with the approaching dawn. In one such game, the players of three male characters went through interesting character arcs in their interactions with each other and with female players; those arcs seemed to depict movement among different models of masculine identity. One implication of the study is that RPGs afford a fruitful site for reflecting upon ideas in discourse, and so it is possible for role-playing to serve as an aesthetic as well as an expressive medium—as art as well as play, in other words.
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Dissertations / Theses on the topic "Tabletop RPG"

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Österlund, Axel. "Etiskt Spelande i Tabletop-RPGs : En undersökning av rollen moralisk val spelar inom RPG." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15620.

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Studien i denna rapport undersöker huruvida en spelares inlevelse och engagemang kan påverkas av välutvecklad etisk inverkan i ett Dungeons & Dragons rollspel. Studien innefattar en kvalitativ undersökning och fokuserar på västerländska RPG-spel. Frågan undersöks genom att en grupp av måttligt erfarna RPG-spelare observeras och intervjuas i samband med att de spelar igenom en kort artefakt. Resultatet av undersökningen visar att genom att ge spelarna val kring deras spelarkaraktärers etiska värderingar leder till en mer positiv värdering av ett spel. Dessa val kommer från förbereda scenarion utformade med bakgrunder, välskrivna karaktärer och effektfulla konsekvenser för både spelet och narrativet, utformade utifrån tidigare spelstudier på vad ett ”etiskt spel” ska innehålla. Vid projektets slut kommer jag utreda att huruvida detta etik-orienterade spel hjälpt skapa inlevande och engagerande upplevelse för mina spelare.
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ONeal, Rhiannon Patricia. "Gender, Identity and Tabletop Roleplay Games." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/760.

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Identity Performativity theory is relatively new to the field of linguistics and as such has been the subject of a growing number of research in linguistics. Most popularly, focus on performativity has been the discursive construction of gendered identity/identities. Though a number of studies have sought to examine the role language performance plays in construction, a surprising few have aimed to look at activities focused on the intentional creation and maintenance of identities in a specifically performative context such as: improvisational acting and roleplaying games. This study uses a social constructionist framework through discourse analysis to examine a community of practice centered around the performance of multiple roles during a 9 hour session of Dungeons and Dragons, a tabletop roleplaying game, in order to see what strategies players employed to call out specific gendered roles and what those strategies might assume about identity construction. Primarily, how does language choice illustrate the theory that identity is not only co-constructed, but that each person embodies a series of sometimes conflicting gender identities that are often contested? The results of the research show evidence that each person constructs for themselves and others not one, but multiple, identities in the course of conversation and often for different purposes.
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von, Wenckstern Michael. "Web applications using the Google Web Toolkit." Master's thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola", 2013. http://nbn-resolving.de/urn:nbn:de:bsz:105-qucosa-115009.

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This diploma thesis describes how to create or convert traditional Java programs to desktop-like rich internet applications with the Google Web Toolkit. The Google Web Toolkit is an open source development environment, which translates Java code to browser and device independent HTML and JavaScript. Most of the GWT framework parts, including the Java to JavaScript compiler as well as important security issues of websites will be introduced. The famous Agricola board game will be implemented in the Model-View-Presenter pattern to show that complex user interfaces can be created with the Google Web Toolkit. The Google Web Toolkit framework will be compared with the JavaServer Faces one to find out which toolkit is the right one for the next web project
Diese Diplomarbeit beschreibt die Erzeugung desktopähnlicher Anwendungen mit dem Google Web Toolkit und die Umwandlung klassischer Java-Programme in diese. Das Google Web Toolkit ist eine Open-Source-Entwicklungsumgebung, die Java-Code in browserunabhängiges als auch in geräteübergreifendes HTML und JavaScript übersetzt. Vorgestellt wird der Großteil des GWT Frameworks inklusive des Java zu JavaScript-Compilers sowie wichtige Sicherheitsaspekte von Internetseiten. Um zu zeigen, dass auch komplizierte graphische Oberflächen mit dem Google Web Toolkit erzeugt werden können, wird das bekannte Brettspiel Agricola mittels Model-View-Presenter Designmuster implementiert. Zur Ermittlung der richtigen Technologie für das nächste Webprojekt findet ein Vergleich zwischen dem Google Web Toolkit und JavaServer Faces statt
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Breen, Lorna. "Making believe, together: a pilot study of the feasibility and potential therapeutic utility of a family tabletop role-playing game." Thesis, 2021. http://hdl.handle.net/1828/13358.

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Interventions for children and their families have traditionally stemmed from two interrelated frameworks: play-based child therapies, and family therapies (Gil, 2015). Integrated family play therapy frameworks aim to capitalize on the strengths of both approaches by combining meaningful engagement of children through play, and systems-level insights into patterns of family functioning and interaction (Gil, 2015). A virtually unexplored avenue for play-based therapeutic applications of role-play that may lend themselves to an integrated family play therapy framework are tabletop role-playing games (TRPGs); cooperative and narrative-based games wherein players adopt the role of fictional characters as they navigate a fantasy setting arbitrated by a game master. Case studies on the use of TRPGs with children and young adults have yielded initial evidence of their potential therapeutic utility (e.g., Blackmon, 1994; Enfield, 2007; Rosselet & Stauffer, 2013), however, research on their application is limited, particularly with families. The current study pilot tested an original TRPG module (“The Family Tabletop Adventure”) for use with families to establish the module’s potential therapeutic utility and identify targets for further refinement. A sample of three family groups (N = 11) were recruited to participate in six weekly online sessions (a 1-hour introductory session, four 1.5- to 2-hour game sessions, and a 1-hour exit interview). A variety of mixed-method measures were used to assess family functioning at baseline and post-game, including observational coding, self-report, and qualitative group interviews. Exploratory analyses of the findings indicated the module’s feasibility of implementation and ease of use, low iatrogenic risk, perceptions by families as fun and engaging, and potential utility across a range of family processes relevant to therapeutic contexts, including communication and problem solving, positive interactions and relationship building, and the generation of novel insights about family members. Family feedback was used to identify several targets for additional refinement of the game module to improve families’ comprehension and engagement with the game. The implications of these findings and their relevance to the use of TRPGs in family intervention contexts are discussed.
Graduate
2022-08-26
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Books on the topic "Tabletop RPG"

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White, William J. Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52819-5.

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D’Amato, James. The Ultimate Micro-RPG Book: 40 Fast, Easy, and Fun Tabletop Games. Avon, MA, USA: Adams Media Corporation, 2020.

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RPG Wargame Tabletop Jounal: Note for Tabletop Wargame RPG. Independently Published, 2021.

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Park, Daniel. Improv Quest: Tabletop RPG. Independently Published, 2019.

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Keech, Jason. SCP the Tabletop RPG. Independently Published, 2021.

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Thelin, Dahlia. Tabletop RPG Rulebook : Create Simple Rules for Amazing Adventure: Tabletop Rpg Books. Independently Published, 2021.

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House, Austin. ReBoot Tabletop RPG: Program Guide. Independently Published, 2019.

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Bell, W. Player Companion: Tabletop RPG Notebook. Independently Published, 2020.

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FOREVER, Bobby. Forever System 1d6: Tabletop Rpg. Independently Published, 2021.

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FOREVER, Bobby. Forever System 1d6: The Tabletop Rpg. Independently Published, 2021.

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Book chapters on the topic "Tabletop RPG"

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White, William J. "Designs & Discussions: An RPG About the Indie Scene." In Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012, 221–57. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52819-5_6.

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Delmas, Guylain, Ronan Champagnat, and Michel Augeraud. "From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames." In Interactive Storytelling, 121–26. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-10643-9_16.

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White, William J. "Before the Forge: The Discourse of RPGs, 1974–2000." In Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012, 1–31. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52819-5_1.

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White, William J. "The Seasons of the Forge: A Structural History, 2001–2012." In Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012, 33–88. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52819-5_2.

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White, William J. "The Rise and Fall of the Forge Booth." In Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012, 89–121. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52819-5_3.

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White, William J. "Forge Theory: From GNS to the Big Model." In Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012, 123–75. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52819-5_4.

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White, William J. "Go Read the Threads: Communication at the Forge." In Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012, 177–220. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52819-5_5.

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"The Right to Dream of the Middle Ages: Simulating the Medieval in Tabletop RPGs." In Digital Gaming Re-imagines the Middle Ages, 29–42. Routledge, 2013. http://dx.doi.org/10.4324/9780203097236-9.

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Silva, Francisca Alice Cordeiro da, Francisca Layanne Gomes de Oliveira, Ivinna Kariny da Costa Vieira, Maurílio Kaique Barreto, João Paulo de Andrade Nunes, Francisco Lidiano Guimarães Oliveira, and Camila Tâmires Alves-Oliveira. "ESTRATÉGIAS PEDAGÓGICAS PARA O ENSINO DE ZOOLOGIA: UMA REVISÃO DE LITERATURA." In Biologia: contextualizando o conhecimento científico, 73–88. Editora Científica Digital, 2023. http://dx.doi.org/10.37885/230212125.

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A Zoologia é o ramo da Biologia que realiza estudos sobre o Reino Animal, sendo a área do conhecimento científico que explica a diversidade dos animais e estuda as interações destes com os seres humanos. Considerando a importância que o ensino de Zoologia possui, e o conciso contato dos alunos com a temática, muitas vezes por dificuldades das escolas e/ou seus professores com o material zoológico, torna-se necessário que os docentes façam uso de metodologias diferenciadas para possibilitar um aprendizado significativo aos estudantes. Desse modo, o objetivo desta pesquisa foi listar diferentes metodologias educacionais utilizadas no ensino de Zoologia. A busca por tais metodologias foi realizada utilizando a plataforma Google Acadêmico, onde foram pesquisados artigos científicos publicados entre os anos de 2013 a 2022. Das 360 pesquisas encontradas, 10 artigos foram. As metodologias listadas foram: Tablet e internet, filmes, massa de modelar, sequência didática, RPG (Role Playing Game - em tradução livre, jogo de interpretação de papéis), livro paradidático, desenhos animados, jogo de tabuleiro, contos do folclore e aulas práticas com a construção de uma caixa entomológica. Com base nos artigos analisados foi possível concluir que tais estratégias foram capazes de desenvolver um aprendizado significativo no ensino de zoologia, sendo este aprendizado favorecido pela interação entre docente e discentes, pela realização de debates, pelo planejamento adequado do professor, como também, pela associação entre os conhecimentos do cotidiano dos alunos com o conhecimento científico, possibilitando assim o desenvolvimento do pensamento crítico entre os estudantes.
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Jain, Paras, N. V. D. Prasad Ketha, and Buchi N. Nalluri. "A High-Performance Liquid Chromatographic Method for Dissolution Testing of Lurasidone Tablets." In Current Trends in Drug Discovery, Development and Delivery (CTD4-2022), 296–303. Royal Society of Chemistry, 2023. http://dx.doi.org/10.1039/9781837671090-00296.

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A simple, rapid, selective, and reproducible HPLC method for Lurasidone Hydrochloride tablet release estimation has been developed and validated. An Agilent, X-Bridge column C18,150*4.6 mm, 3.5m was used to produce a symmetrical peak form at a regulated column temperature of 25°C with a flow rate of 1.5 mL/min, a mobile phase component of A and B in the ratio of 30:70, a run time of 14 minutes, and an isocratic elution. Mobile phase A is 0.2% ammonia in water with a pH of 8.5, and mobile phase B is 98:2 acetonitrile and water. At 232 nm, 25 μL sample solutions were injected. A two-stage acid-buffer dissolution condition simulated GI transit pH shift was used. The acid stage consisted of 500 mL of 0.1N HCl solution in each vessel USP apparatus-2 at 75 rpm for 60 minutes, followed by 500 mL of concentrated buffer media in each vessel and continued dissolution with the same parameters. Dissolution method suitability, specificity, precision, accuracy, linearity, robustness, and solution stability have been verified. From the validation data, a set of system appropriateness requirements for the approach have been created. The minimum level at which the technique was found to be sensitive to LH was1.2 µg/mL, 1.2 µg/mL to 18.0 µg/mL was the range for the method’s development, which was based on accuracy and linearity tests. The solutions passed a 24-hour stability test while being stored at room temperature.
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Conference papers on the topic "Tabletop RPG"

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Petousi, Dimitra, Akrivi Katifori, Maria Roussou, Yannis Ioannidis, and Pantelis Sakellariadis. "Historical reality vs anachronistic fantasy: The history educators’ perspective on tabletop RPGs." In FDG 2023: Foundations of Digital Games 2023. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3582437.3587197.

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Argasiński, Jan K. "Virtual Tabletops (VTT) for Role-Playing Games (RPG) and Do-It-Yourself (DYI) Interactive Surfaces as Examples of Vernacular Design." In ISS '22: Conference on Interactive Surfaces and Spaces. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3532104.3571455.

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Bhatnagar, Kirti, Divyanshi Bansal, Bidhan Arya, and Abhishek Abhishek. "Design and Development of Swashplateless Micro Helicopter with Pitch-Lag Coupling." In Vertical Flight Society 80th Annual Forum & Technology Display. The Vertical Flight Society, 2024. http://dx.doi.org/10.4050/f-0080-2024-1291.

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This paper presents the design and development of a swashplateless micro helicopter with a target endurance of more than 30 minutes using an optimized direct drive rotor connected to a unique rotor hub that has blades with a flap hinge and proprietary skewed-lag hinge with pitch-lag kinematic coupling. This obviates the need for conventional swashplate based cyclic pitch control, as the cyclic variation in control angle is achieved by cyclically varying the motor RPM. UP12 underactuated propulsion system developed by VertiQ is used for the baseline design. The blades in this propulsion system are optimized using Blade Element Momentum Theory (BEMT) analysis with lookup table to enhance its performance. BEMT is validated using experimental measurements and then used to optimize the geometry of the rotor. The optimized blades offer better performance and are 30% lighter than the original 3D-printed plastic blades. The prototyping of the Micro Aerial Vehicle (MAV) is completed by fabricating the airframe and using off-the-shelf electronic components. Tabletop tests are carried out using a yawing test stand to tune the yaw attitude gains for the MAV. A coupled flap-lag rotor dynamics is combined with the motor angular speed dynamics to simulate the dynamics of the system to carry out fundamental understanding of the control power being generated by the swashplateless system. The swashplateless rotor design is able to generate significant propulsive and side forces, however it is unable to generate control moments which may be inadequate for aggressive maneuvering warranted by small agile MAV.
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Hassan, Mohamed Ali, Jim Strand, Andreas Strømhaug, and Lene Lykke Erichsen. "1-Click Automatic Well Design Using Integrated Cloud Software." In International Petroleum Technology Conference. IPTC, 2022. http://dx.doi.org/10.2523/iptc-22018-ms.

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Abstract Well Construction Automation is gradually becoming more prominent in oil & gas industry. It encompasses the application of digital technology in all aspects of well drilling and completion (i.e., automatic well design, digi-talization of downhole tools & surface equipment, remote monitoring, real time data transmission, and robotic rig systems). This paper presents a new workflow of Automatic Well Design, at a mere click of a computer mouse, using integrated cloud software. A software tool, named WellDesign, is used to demonstrate Automatic Well Design workflow. It utilizes net-works and cloud computers for data storage and collaboration and offers a set of Application Programming In-terfaces (APIs), enabling full automation, where whole or parts of the software can be operated by other com-puters. The software GUI can be accessed via any modern web browser across all kinds of computers (Win-dows, Macs) and any other smart devices (tablets, phones). Two automatic design workflows shall be illustrated in detail: Automatic Well Trajectories Automatic Casing Design
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Mwansa, Peter Levison, Ahmad Othman Alshaigy, Dawoud Saleh Madani Almaeeni, Khalifa Ghulam Hussain Qasem, Luiz Rego, Premachandran Nair, and Hussain Ahmed Saeed Baniyas. "Augmented Reality Delivers Differential Value in Safety Assurance on Rigs Onshore Abu Dhabi During Covid-19 Pandemic Courtesy of the Wearable Camera." In ADIPEC. SPE, 2022. http://dx.doi.org/10.2118/210870-ms.

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Abstract The COVID-19 pandemic posed a real challenge to business continuity of our safety assurance programs, incident investigations and training of young engineers which are traditionally conducted through physical rig site visits. The measures taken to control the spread of the COVID-19 virus meant that physical visits to the rig sites were restricted and during certain times completely stopped. The consequence of such measure meant that the safety assurance program was heavily impacted as the weekly leadership site visits were suspended. This posed a risk of a potential increase in safety incidents. Moreover, only safety critical personnel were allowed at the rig sites meaning that all trainee drilling supervisors and engineers were not allowed to visit the rig sites as part of the COVID-19 control measures. This in turn directly impacted the training program of our young engineers and trainee drilling supervisors for the entire COVID-19 pandemic period – Not Good! The potential risk of an increase in safety incidents due to lack of safety assurance was too great a cost to accept. Therefore, the drilling team started to think differently. A multi-disciplinary brainstorming workshop involving technology providers in the digital space was conducted to discuss possible ways of conducting rig site visit virtually. During this workshop, augmented reality via use of the wearable camera was flagged as a technology ready solution for our challenge. Several subsequent sessions were conducted with ADNOC Onshore IT team to build a business case for the wearable camera. The wearable camera is an intrinsically safe Zone 1 certified fully rugged head-mounted device made for harsh environments. The high-resolution micro display fits just below the user's line of sight and views like a 7" tablet. A business case was put forward and approved to conduct a proof of concept (PoC) to specifically test the ability to conduct remote rig visits, investigations and training programs. The PoC was successfully completed and allowed the team to conduct remote rig visits, audits, investigations and training programs with the "touch and feel" of being at the rig site – a paradigm shift in the way we run our business.
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Amorocho, A., A. Elkasrawi, A. Abdelazim, A. AlRashdi, A. Bin Shamlam, M. Al Nuaimi, Y. Nunez, C. Blanpied, T. Cavanha, and S. Blues. "Digital Implementation and Data Analytic for OCTG Running as Tool to Control Non-Expected Operational Cost and Enhance Efficiency in Drilling Operations for Operator Company in Abu Dhabi." In SPE/IADC Middle East Drilling Technology Conference and Exhibition. SPE, 2023. http://dx.doi.org/10.2118/214517-ms.

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Abstract Responding to requirements of Operator Company in Abu Dhabi to automate and strengthen processes of running casing and tubing, a patented digital solution has been implemented, which timestamps all key phases of the tubulars’ lifecycle from rig receipt to running then to rig return, while enabling continuous improvement through post-running data analytics. The solution relies on unique individual pipe traceability, through a combination of different methods of marking such as – data matrix, RFID & barcodes. These markings are read using a variety of digital tools including – smartphones, tablets & cameras. The solution has already been deployed in North & South America, Europe, and Asia, totaling over 100 successful jobs worldwide. Operator Company in Abu Dhabi was the first operator in the Middle East to try the solution in 2022. The below section summarizes the solution results based on the feedback from the first three wells piloted by Abu Dhabi Oil Company. The value chain is broken down into three key categories as follows: – Pre-running: the solution brought an increased level of quality control paired with an automatically generated pre-tally list. Further to this, an increase in personnel is safety assisted by a reduction in tubular handling and removal of personnel from high-risk positions. – During running: the accuracy of the running sequence was ensured by the utilization of the solution ‘‘Watchdog Alerts’. These highlighted to the user any deviation from the original plan, preventing error and minimizing any downtime generated. All of this was made available in real-time in a cloud environment to anyone within the Operator Company with credentials for accessing the system. – Post-running: monitor and compare rig performances through digitally enabled data analytics In conclusion, significant cost reduction (from 15 to 45 k$ per job for a 70k$ rig day rate), mitigating risks of non-productive time by reducing human errors (from 5 to 15 hours per job), ensuring safety and integrity of the well and enabling operators to track its assets and monitor running operations in real-time.
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Dash, Deepak Kumar, Dileep Chandran Nair, and Srinivas Potluri. "Digitally Distanced Inspection & Maintenance at Drilling Rigs : Applied Augmented Reality." In Abu Dhabi International Petroleum Exhibition & Conference. SPE, 2021. http://dx.doi.org/10.2118/207284-ms.

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Abstract For drilling contractors, the moment of truth is the operations at the site. If the technician at the site encounters a problem he can't solve, then everything stops. The team has to wait for a subject matter expert (SME) to arrive at the site to diagnose rectify the problem. Such process of SME mobilization and till that time Non-Productive Time (NPT) results in loss of hundreds of thousands of dollars. Hence the key challenge is converting the Sparse to Adequate availability of Right Knowledge at Right Time at Right Place, for the support of technicians. This paper is focused on the approach of moving from Hand Held devices to Hands-Free environment at sites and connecting local/global support to site support systems, to reduce cost, improve HSE and enhance operational performance. The augmented reality technology-enabled, smart glass laced headsets are rugged, zone 1 certified, and are voice-operated which are better than smart tablets which were considered during Technology Qualification Process. Evaluation criteria were: 1. Availability and follow up of the digital work instruction while operating. Moreover, not missing a single step of work instruction while inspection or maintenance continues was noted carefully. 2. Reduced travel/accommodation cost : Normally at the time of shutdown, the rig crew contacts subject matter experts (SME) and (at times) in turn the SME contacts the OEM support team to mobilize service engineers globally. 3. Response time improvement-Availability of support by SME right at the time of need results from better response time to diagnose and fix the issue at hand. Call logging till final resolution process improvement is considered an important metric. Travel restrictions imposed by Covid-19, are also being addressed through the distanced inspection. A hands-free environment is compared vis a vis handheld device. Better training and knowledge transfer are achieved through better communication methods and this goes better with learning by doing. Subsequent text (NLP-speech to text) analysis is planned through deep learning models to derive related predictions. Sparse to Adequate availability of support to rig staff with Right Knowledge at Right Place at Right Time is the key outcome of this Proof of Value project.
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Muliadi, Ariel R., and Paul E. Sojka. "Evaluation of Spray Characteristics in Pharmaceutical Tablet Coating Processes: The Influences of Drum Rotational Speed and Drying Air Flow Rate." In ASME 2009 International Mechanical Engineering Congress and Exposition. ASMEDC, 2009. http://dx.doi.org/10.1115/imece2009-12678.

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In this study, drop size, velocity, and volume flux for sprays produced by a pharmaceutical nozzle (Spraying Systems 1/4-JAU-SUE15A-PA67288–45°-SS) were characterized using a Fiber-PDA system (Dantec). Spraying was performed in a 120 cm (24 in) diameter tablet pan-coater (Accela-Cota Model 10, Thomas Engineering, UK). The separate influences of drum rotational speed and drying air flow rate were studied by making measurements at four different pan-coater operating conditions: stationary drum with drying air turned on/off, and 8 rpm rotating drum with drying air turned on/off. For each case, four different spraying conditions (liquid supply rate and atomizing air pressure) were used. PDA scans were performed along the spray semi-major and semi-minor axes at two different axial distances (7.5 and 10 cm) from the atomizer tip. Results were as follows. When both the drying air and drum rotation were absent, increasing liquid supply rate while operating the atomizer at the lower of two atomizing air pressures decreased drop size. The opposite occurred when operating at the higher of the two atomizing air pressures. This suggests that the nozzle operated as a simplex pressure-swirl atomizer at lower levels of atomizing air pressure, but as an air-assist atomizer at higher levels of atomizing air pressure. Regardless, liquid supply rate had no significant effect on drop velocity. In contrast, a decrease in atomizing air pressure or an increase in axial distance always led to an increase in drop size and a decrease in drop velocity. Supplying drying air to the pan-coater resulted in up to a 6 m/s increase in drop velocity, but had mixed effects on drop size. When the spray gun was operated as an air assist atomizer, supplying drying air to the drum led to an increase in D32. The reverse was observed when the gun operated as a simplex pressure-swirl atomizer. These two observations are most evident when operating at the lower liquid supply rate (70 g/min), suggesting that they may have arisen from drop evaporation. Increasing the drying air supply rate also reduced spray extent and volume flux magnitude. Adding drum rotation to the process generally led to (i) increased drop size and (ii) increased drop velocity. (i) likely arose from the transport of small drops away from the spray zone, while (ii) likely resulted from changes in droplet trajectories. Both are the result of the gas-phase swirling motion that is due to the drum rotation. (i) was most noticeable when the nozzle was operated as an air-assist atomizer. In addition, drum rotation decreased spray volume flux magnitude at the spray center, but increased it at other locations, essentially making the spray more dumbbell-shaped. Finally, the influence of drum rotation on drop velocity diminished when drying air flow was included. This was because the drying air momentum helped the drops oppose the effects of the swirling flow induced by the drum rotations.
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Thibodeaux, Robert L., Logan E. Smith, and Azfar Mahmood. "Optimizing Tubular Running Services Through Digital Solutions – Doing More with Less!" In Offshore Technology Conference Asia. OTC, 2022. http://dx.doi.org/10.4043/31495-ms.

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Abstract Digital transformation is a term that continues to be popular with the oil and gas industry. The industry's historic opposition to the adoption of innovative technology seems to be fading as operators, contractors, and service providers alike continue to invest in innovative solutions around not only digital technologies, but also in process and system optimization techniques. However, while operators are more willing to adopt newer and automated technologies, the "proof of value" burden still falls on service companies. Perceived value to operators may vary slightly, but overall, the industry has focused on two core tenants of value: Increased safety and efficiencyPersonnel reduction For widespread adoption of an enhanced digital solution, the technology must not only provide quantifiable value in at least one of the core tenants, but also must repeatably demonstrate the value in the field. The case study presented demonstrates the value added by introducing a new proprietary Programmable Logic Controller (PLC) based solution into the tubular running process. This system allows for tong operation, elevator and slip function, and single joint elevator (SJE) operation to be performed by a single person, rather than three or four personnel crew, as traditionally employed during tubular running operations. All functions are intelligently executed from a triple certified hazardous zone rated wireless tablet by a single operator's command while located inside the driller's cabin. Through the deployment of a new consolidated and intelligent control system, the rig was able to reduce the number of personnel typically required for casing run and rack back operations down to two operators per tower, which equates to as much as a 66% reduction in personnel needed for tubular running operations. Additionally, the system allowed the operator to control the equipment from inside the driller's cabin, which improved communications and reduced red zone exposure by 30% while increasing run time efficiency by as much as 11% on some connection strings.
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Hassan, Mohamed Ali, Jim Strand, and Per Inge Remmen. "Cloud-Based Software for Automated Well Planning." In Gas & Oil Technology Showcase and Conference. SPE, 2023. http://dx.doi.org/10.2118/214075-ms.

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Abstract The Automatic Well Design workflow presented in this paper is a starting step to achieve Well Construction Autonomy. This workflow made possible through modern "API" based drilling calculation engines hosted on a cloud computing environment. In the Drilling Digitalization Infrastructure, everything will be connected via Open APIs, and Real time Machine-to- Machine Communication. Modern Cloud-Based Applications will enable Engineers, within seconds, to automatically execute complex drilling simulations and calculations This software tool, named WellDesign, is a cloud based single page application utilizing networks and cloud computers for data storage and collaboration. It offers a set of application programming interfaces (API), enabling machine-to-machine communication & 100% automation, where whole or parts of the software can be operated by other computers. On top of this interface, the software tool has a 2D and 3D human graphical user interface, utilizing web technologies such as accelerated 2D (Canvas, 3D.js) and 3D (WebGL, three.js) graphics. This software tool aims to run on all kinds of computers (Windows, Macs) and other interactive devices supporting modern web browsers (tablets, phones and similar). Well Construction Automation is gradually becoming more prominent in oil & gas industry. It encompasses the application of digital technology in all aspects of well drilling and completion (i.e., automatic well design, digitalization of downhole tools & surface equipment, remote monitoring, real time data transmission, and robotic rig systems). In today's Industry 4.0 transformation world, easy-to-use cloud-based software can partially automate Oil & Gas wells design. Future software development should be made to produce fully autonomous Oil & Gas well designs while maintaining industry safety & well integrity standards The Automatic Well Design workflow presented in this paper is a starting step to achieve Well Construction Autonomy. This workflow made possible through modern "API" based drilling calculation engines hosted on a cloud computing environment. In the Drilling Digitalization Infrastructure, everything will be connected via Open APIs, and Real time Machine-to- Machine Communication. Modern Cloud-Based Applications will enable Engineers, within seconds, to automatically execute complex drilling simulations and calculations Two automatic design workflows shall be illustrated in detail: Automatic Well Trajectories Automatic Casing Design
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