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Book Little Big Planet  Karting

Download or read book Little Big Planet Karting written by Dean Leng and published by . This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: • Labeled track maps, showing you every shortcut to help you to first place. • Details on every kart, boost item and weapon. • Extensive coverage of the Create tools to help you create your own tracks, missions, games and adventures. • All game modes are covered including objective-based missions, boss battles, and mini-games.

Book LittleBigPlanet Karting

Download or read book LittleBigPlanet Karting written by and published by . This book was released on 2012 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Drama and Digital Arts Cultures

Download or read book Drama and Digital Arts Cultures written by David Cameron and published by Bloomsbury Publishing. This book was released on 2017-06-29 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: Drama and Digital Arts Cultures is a critical guide to the new forms of playful exploration, co-creativity, and improvised performance made possible by digital networked media. Drawing on examples from games, education, online media, technology-enabled performance and the creative industries, the book uses the elements of applied drama to frame our understanding of digital cultures. Exploring the connected real-world and virtual spaces where young people are making and sharing digital content, it draws attention to the fundamental applied drama conventions that infuse and activate this networked culture. Challenging descriptions of drama and digital technology as binary opposites, the book maps common principles and practice grounded in role, embodiment, performance, play, and identity that are being amplified and enhanced by the affordances of online media. Drama and Digital Arts Cultures draws together extensive original research including interviews with game designers, media producers, educators, artists and makers at the heart of these new digital cultures. Young people discuss their own creative practices and products, providing insight into a complex and evolving world being transformed by digital technologies. A practical guide to the field, it contains case studies and examples of the intersections of drama conventions and networked cultures drawn from the US, Canada, UK, Netherlands, Singapore and Australia. Written for scholars, educators, students and 'makers' everywhere, Drama and Digital Arts Cultures provides a clear understanding of how young people are blending creativity and learning with the powerful and empowering conventions of drama to create new forms of multimodal and transmedia storytelling.

Book Scene Thinking

    Book Details:
  • Author : Benjamin Woo
  • Publisher : Routledge
  • Release : 2018-04-19
  • ISBN : 1134843666
  • Pages : 311 pages

Download or read book Scene Thinking written by Benjamin Woo and published by Routledge. This book was released on 2018-04-19 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: How is cultural activity shaped by the places where it unfolds? One answer has been found in the ‘scenes perspective’, a development within popular music studies that explains change and transformation within musical practices in terms of the social and institutional histories of scenes. Scene Thinking: Cultural Studies from the Scenes Perspective takes up this framework – and the mode of analysis that goes with it – as an important contribution to cultural analysis and social research more generally. In a series of focused case studies – ranging across practices like drag kinging, Bangladeshi underground music, urban arts interventions and sites like single performance venues, urban neighbourhoods in various states of gentrification, and virtual networks of game consoles in countless living rooms – the authors demonstrate how ‘scene thinking’ can enrich cultural studies inquiry. As a humanistic, empirically oriented alternative to network-based social ontologies, thinking in terms of scenes sensitizes researchers to complex, fluid processes that are nonetheless anchored and made meaningful at the level of lived experience. This book was originally published as a special issue of Cultural Studies.

Book Android

Download or read book Android written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2022-08-09 with total page 592 pages. Available in PDF, EPUB and Kindle. Book excerpt: What Is Android An android is a humanoid robot or other artificial entity that is often fabricated from a substance that mimics the appearance of flesh. In the past, androids were exclusively relegated to the realm of science fiction and were regularly featured in films and television shows. However, with to recent advancements in robot technology, it is now possible to construct humanoid robots that are both useful and lifelike. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Android (robot) Chapter 2: List of fictional robots and androids Chapter 3: Humanoid robot Chapter 4: Gynoid Chapter 5: Uncanny valley Chapter 6: David Hanson (robotics designer) Chapter 7: Actroid Chapter 8: Japanese robotics Chapter 9: Maschinenmensch Chapter 10: EveR Chapter 11: iCub Chapter 12: Outline of artificial intelligence Chapter 13: Index of robotics articles Chapter 14: List of fictional gynoids Chapter 15: Artificial intelligence in fiction Chapter 16: History of robots Chapter 17: Hiroshi Ishiguro Chapter 18: Robotics Chapter 19: Outline of robotics Chapter 20: Ex Machina (film) Chapter 21: Hanson Robotics (II) Answering the public top questions about android. (III) Real world examples for the usage of android in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of android' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of android.

Book Perception of visual advertising in different media  from attention to distraction  persuasion  preference and memory

Download or read book Perception of visual advertising in different media from attention to distraction persuasion preference and memory written by Jaana Simola and published by Frontiers Media SA. This book was released on 2015-02-24 with total page 125 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Research Topic aims to showcase the state of the art in visual advertising research. Although visual processes are a central component of consumer behavior, they have been largely neglected in models explaining consumer perception of advertising. Rather than being the mere input into the cognitive or affective systems, the visual processes both voluntarily and involuntarily affect the amount and quality of information that is passed into further mental processing. Moreover, advertisements provide a well- designed, rich and stimulating environment to study visual processes in real-life conditions. Consumers encounter thousands of advertisement messages per day. Previous research on visual perception of advertising mostly considers print advertising. However, advertising messages increasingly appear in a variety of formats and in different media. Part of these messages are still conveyed through traditional media, such as newspapers, magazines, television, as well as outdoor and supermarket advertising. In addition, the amount and diversity of visual marketing stimuli is rapidly growing in terms of different advertising formats appearing in online and social media, smartphones and tablets. This challenges the marketing professionals and academics to better understand the impact of marketing on consumers. At the same time, the technical development of the research methods allows better opportunities to investigate advertising perception in different environments. Traditionally, papers investigating the psychological processes underlying advertising perception are published in journals widespread across different disciplines, such as marketing, applied psychology and human computer interaction journals. With this Research Topic, we aim to create a forum in which experts in different fields define the state of the art and future directions of the research on the visual aspects of marketing. We include reviews and original research papers involving both empirical and theoretical studies on visual perception of advertising across different media.

Book Are You Still Feeling Human

Download or read book Are You Still Feeling Human written by Farmer Freakeasy and published by Lulu.com. This book was released on 2017-09-10 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: Farmer Freakeasy humorously analyses all of the different character traits of being human, and asks if we are retaining enough cultural dignity, artistic purpose, emotional empathy, or spiritual satisfaction, as we become ever more entrenched, entwined, and enmeshed within a computer world. Both expansive and insightful, this book will take you on a powerful and thought provoking trip throughout 21st century Britain. This is the final remastered edition 2023. Fine tweaked from start to finish for your ultimate enjoyment. Farmer Freakeasy says: It's actually sociology but labelled as "Entertainment" because i didn't want to call it "social science", or otherwise "smart-thinking". Both of these labels are designed to encourage people into either "authenticated scientific procedure", or "smart-technology". I certainly don't need science to think about my society. Plus i'm smart enough that i don't need to rely on technology for all of my thinking procedures. Chapter 6 will deal with technological usage in more detail.

Book Emotion in Games

    Book Details:
  • Author : Kostas Karpouzis
  • Publisher : Springer
  • Release : 2016-11-02
  • ISBN : 3319413163
  • Pages : 344 pages

Download or read book Emotion in Games written by Kostas Karpouzis and published by Springer. This book was released on 2016-11-02 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.

Book Guinness World Records 2015 Gamer s Edition

Download or read book Guinness World Records 2015 Gamer s Edition written by Guinness World Records and published by Guinness World Records. This book was released on 2014-11-11 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its eighth edition, Guinness World Records Gamer's Edition is the ultimate guide to videogames. With all-new design and photography, the fresh-looking 2015 edition is packed full of news and views about the most up-to-date achievements and developments in gaming. It offers the most dazzling images from this year's top titles, along with fascinating facts, figures and features on the games and characters you love – from Minecraft to the world-beating Grand Theft Auto V, from thrilling new games to all-time classics. The latest edition includes gameplay tips and hints, interviews and features exploring gaming from different perspectives, and quotes from leading figures in the industry. Find out about the biggest-selling games, the highest scores, and the world's most amazing gamers. Read about the latest hardware developments in the battle of the eight-generation consoles, and explore the most exciting news stories across all the major gaming genres.

Book Gamification  Concepts  Methodologies  Tools  and Applications

Download or read book Gamification Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2015-03-31 with total page 2250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Book Level Up  The Guide to Great Video Game Design

Download or read book Level Up The Guide to Great Video Game Design written by Scott Rogers and published by John Wiley & Sons. This book was released on 2014-04-16 with total page 567 pages. Available in PDF, EPUB and Kindle. Book excerpt: Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including: Developing your game design from the spark of inspiration all the way to production Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged Creating games for mobile and console systems – including detailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with the help of brand new examples Level Up! 2nd Edition is includes all-new content, an introduction by David “God of War” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom. Grab your copy of Level Up! 2nd Edition and let’s make a game!

Book Advances in Advertising Research IX

Download or read book Advances in Advertising Research IX written by Verolien Cauberghe and published by Springer. This book was released on 2018-07-04 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses challenges and opportunities in research and management related to new advertising and consumer practices in a converging media society. It specifically relates to the increasing power of consumers in the (digital) marketing process and discusses the challenges this may bring to advertisers. Advances in Advertising Research are published by the European Advertising Academy (EAA). This volume is a selective collection of research presented at the 16th International Conference in Advertising (ICORIA) which was held in Ghent (Belgium) in June 2017. The conference gathered more than 160 participants from over 30 countries all over the world.

Book Educational  Psychological  and Behavioral Considerations in Niche Online Communities

Download or read book Educational Psychological and Behavioral Considerations in Niche Online Communities written by Venkatesh, Vivek and published by IGI Global. This book was released on 2014-02-28 with total page 495 pages. Available in PDF, EPUB and Kindle. Book excerpt: Online communities continue to evolve as more people take on a virtual presence. This shift in online communities and the diversity of individuals populating the web has allowed for the emergence of virtual communities centered on niche topics of interests ranging from heavy metal music to indigenous and native culture. Educational, Psychological, and Behavioral Considerations in Niche Online Communities examines the presence of online communities centered around niche topics of interest and the impact of these virtual spaces on community members. Taking perspectives from interdisciplinary fields such as sociology, psychology, and education, this publication will appeal to educators, psychologists, behaviorists, students, and researchers interested in the impact of virtual communities on individuals as well as the opportunities these online communities present.

Book A Composer s Guide to Game Music

Download or read book A Composer s Guide to Game Music written by Winifred Phillips and published by MIT Press. This book was released on 2017-08-11 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive, practical guide to composing video game music, from acquiring the necessary skills to finding work in the field. Music in video games is often a sophisticated, complex composition that serves to engage the player, set the pace of play, and aid interactivity. Composers of video game music must master an array of specialized skills not taught in the conservatory, including the creation of linear loops, music chunks for horizontal resequencing, and compositional fragments for use within a generative framework. In A Composer's Guide to Game Music, Winifred Phillips—herself an award-winning composer of video game music—provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the field. Musicians and composers may be drawn to game music composition because the game industry is a multibillion-dollar, employment-generating economic powerhouse, but, Phillips writes, the most important qualification for a musician who wants to become a game music composer is a love of video games. Phillips offers detailed coverage of essential topics, including musicianship and composition experience; immersion; musical themes; music and game genres; workflow; working with a development team; linear music; interactive music, both rendered and generative; audio technology, from mixers and preamps to software; and running a business. A Composer's Guide to Game Music offers indispensable guidance for musicians and composers who want to deploy their creativity in a dynamic and growing industry, protect their musical identities while working in a highly technical field, and create great music within the constraints of a new medium.

Book Cases in Public Relations Management

Download or read book Cases in Public Relations Management written by Patricia Swann and published by Routledge. This book was released on 2014-02-18 with total page 750 pages. Available in PDF, EPUB and Kindle. Book excerpt: Developed for advanced students in public relations, Cases in Public Relations Management uses recent cases in public relations that had outcomes varying from expected to unsuccessful. The text challenges students to think analytically, strategically, and practically. Each case is based on real events, and is designed to encourage discussion, debate, and exploration of the options available to today's strategic public relations manager. Key features of this text include coverage of the latest controversies in current events, discussion of the ethical issues that have made headlines in recent years, and strategies used by public relations practitioners. Each case has extensive supplemental materials taken directly from the case for students' further investigation and discussion. The case study approach encourages readers to assess what they know about communication theory, the public relations process, and management practices, and prepares them for their future careers as PR practitioners. New to the second edition are: 27 new case studies, including coverage of social media and social responsibility elements New chapters on corporate social responsibility (CSR) and activism End-of-chapter exercises Embedded hyperlinks in eBook Fully enhanced companion website that includes: Instructor resources: PowerPoint presentations, Case Supplements, Instructor Guides Student resources: Quizzes, Glossary, Case Supplements

Book First Big Book of Space

Download or read book First Big Book of Space written by Catherine D. Hughes and published by National Geographic Children's Books. This book was released on 2012 with total page 127 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduces basic concepts about outer space, from the sun and the moon to the planets and space exploration.

Book Karting Video Games

    Book Details:
  • Author : Source Wikipedia
  • Publisher : Booksllc.Net
  • Release : 2013-09
  • ISBN : 9781230823324
  • Pages : 62 pages

Download or read book Karting Video Games written by Source Wikipedia and published by Booksllc.Net. This book was released on 2013-09 with total page 62 pages. Available in PDF, EPUB and Kindle. Book excerpt: Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 60. Chapters: Aguri Suzuki F-1 Super Driving, Antz Racing, Aqua Teen Hunger Force Zombie Ninja Pro-Am, Atari Karts, Ayrton Senna Kart Duel (series), Banjo-Pilot, Bomberman Kart, Cartoon Network Speedway, Chocobo Racing, Club Kart, Cocoto Kart Racer, Crash Nitro Kart, Crash Team Racing, Crash Team Racing 2010, Crazyracing Kartrider, Diddy Kong Racing, Digimon Racing, F1 Race Stars, GKART, Heracles Chariot Racing, Konami Krazy Racers, Lego Racers (video game), Lego Racers 2, LittleBigPlanet Karting, Looney Tunes Racing, M&M's video games, Madagascar Kartz, Michael Schumacher Racing World Kart 2002, ModNation Racers, ModNation Racers: Road Trip, Mole Kart, Muppet RaceMania, MySims Racing, Myth Makers Super Kart GP, NASCAR Kart Racing, Nicktoons Nitro, Open Kart, Pac-Man World Rally, Sonic & All-Stars Racing Transformed, Sonic & Sega All-Stars Racing, Sonic Drift, South Park Rally, Star Wars: Super Bombad Racing, Street Racer, Super Star Kartz, Ty the Tasmanian Tiger 2: Bush Rescue, Wacky Wheels, Xtreme Racing, Zero Gear. Excerpt: Crash Nitro Kart is a 2003 racing video game developed by Vicarious Visions and published by Universal Interactive Studios (along with Konami in the Japanese release) for the PlayStation 2, Nintendo GameCube, Xbox, Game Boy Advance and N-Gage. The home console and Game Boy Advance versions were released in North America on November 11, 2003, In Europe on November 28, 2003, In Australia on December 4, 2003; and in Japan on July 8, 2004 for the PlayStation 2 and Nintendo Gamecube and August 26, 2004 for the Game Boy Advance version. The PlayStation 2 version was rereleased for the Sony Greatest Hits line-up on December 2004 and for the Platinum Range on August 27, 2004. The Xbox version was rereleased for the Platinum Family Hits line-up on 2005. The N-Gage version of the game was released in Europe on June...