The Cloudmakers

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The Cloudmakers

Author : James Rumford
Publisher : HMH Books For Young Readers
Page : 36 pages
File Size : 46,8 Mb
Release : 1996
Category : China
ISBN : 0618689516

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The Cloudmakers by James Rumford Pdf

A Chinese grandfather and his grandson who are captured by the Arab army barter for their freedom by demonstrating the art of papermaking.

Playing Nature

Author : Alenda Y. Chang
Publisher : U of Minnesota Press
Page : 281 pages
File Size : 44,8 Mb
Release : 2019-12-31
Category : Games & Activities
ISBN : 9781452962269

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Playing Nature by Alenda Y. Chang Pdf

A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.

Legend-Tripping Online

Author : Michael Kinsella
Publisher : Univ. Press of Mississippi
Page : 311 pages
File Size : 50,9 Mb
Release : 2011-05-17
Category : Social Science
ISBN : 9781626741775

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Legend-Tripping Online by Michael Kinsella Pdf

On the Internet, seekers investigate anonymous manifestos that focus on the findings of brilliant scientists said to have discovered pathways into alternate realities. Gathering on web forums, researchers not only share their observations, but also report having anomalous experiences, which they believe come from their online involvement with these veiled documents. Seeming logic combines with wild twists of lost Moorish science and pseudo-string theory. Enthusiasts insist any obstacle to revelation is a sure sign of great and wide-reaching efforts by consensus powers wishing to suppress all the liberating truths in the Incunabula Papers (included here in complete form). In Legend-Tripping Online, Michael Kinsella explores these and other extraordinary pursuits. This is the first book dedicated to legend-tripping, ritual quests in which people strive to explore and find manifest the very events described by supernatural legends. Through collective performances, legend-trippers harness the interpretive frameworks these stories provide and often claim incredible, out-of-this-world experiences that in turn perpetuate supernatural legends. Legends and legend-tripping are assuming tremendous prominence in a world confronting new speeds of diversification, connection, and increasing cognitive load. As guardians of tradition as well as agents of change, legends and the ordeals they inspire contextualize ancient and emergent ideas, behaviors, and technologies that challenge familiar realities. This book analyzes supernatural legends and the ways in which the sharing spirit of the internet collectivizes, codifies, and makes folklore of fantastic speculation.

Beyond the Screen

Author : Sarah Atkinson
Publisher : Bloomsbury Publishing USA
Page : 312 pages
File Size : 51,7 Mb
Release : 2014-04-17
Category : Social Science
ISBN : 9781623568238

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Beyond the Screen by Sarah Atkinson Pdf

Runner-up for the British Association of Film, Television and Screen Studies Best Book Prize 2015 Beyond the Screen presents an expanded conceptualization of cinema which encompasses the myriad ways film can be experienced in a digitally networked society where the auditorium is now just one location amongst many in which audiences can encounter and engage with films. The book includes considerations of mobile, web, social media and live cinema through numerous examples and case studies of recent and near-future developments. Through analyses of narrative, text, process, apparatus and audience this book traces the metamorphosis of an emerging cinema and maps the new spaces of spectatorship which are currently challenging what it means to be cinematic in a digitally networked era.

Pause & Effect

Author : Mark Stephen Meadows
Publisher : Pearson Education
Page : 839 pages
File Size : 42,8 Mb
Release : 2002-09-10
Category : Electronic
ISBN : 9780132798259

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Pause & Effect by Mark Stephen Meadows Pdf

Interactive narrative is the cornerstone for many forms of digital media: web sites, interface design, gaming environments, and even artificial intelligence. In Pause & Effect, Mark Stephen Meadows examines the intersection of storytelling, visual art, and interactivity. He takes the key principles from these areas and applies them to the design, architecture, and development of successful interactive narrative. This provocative book will appeal to designers with its edgy aesthetic and artistic sensibility. Striking graphic and typographic imagery complement unique design features that encourage interactivity through varying levels of information, different navigational possibilities, and even flip-book animations.

Well Played 2.0

Author : Et Al
Publisher : Lulu.com
Page : 336 pages
File Size : 44,6 Mb
Release : 2010
Category : Education
ISBN : 9780557844517

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Well Played 2.0 by Et Al Pdf

Following on Well Played 1.0, this book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create a fulfilling playing experience unique to this medium. Contributors are again looking at video games in order to provide a variety of perspectives on the value of games.

Transdiscourse 2

Author : Jill Scott
Publisher : Walter de Gruyter GmbH & Co KG
Page : 240 pages
File Size : 41,7 Mb
Release : 2016-01-29
Category : Art
ISBN : 9783110470932

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Transdiscourse 2 by Jill Scott Pdf

Turbulence and Reconstruction is an anthology of viewpoints on society from the arts and the sciences. The authors believe that the arts and the sciences are effective spaces to encourage us to think differently about our outdated concepts of representation and categorization and reconstruct new potentials about how the designs of the future might benefit our environment and the survival of our bodies. Essential to all writers is the need to drop our old disciplinary boundaries to question our interdependent relationship to technology and to reality. Turbulence and reconstruction are processes that not only affect our representation and categorization, urban nature and energy consumption but also our relation to media and technology – the digital ideologies of interaction and substitution.

Reframing Immersive Theatre

Author : James Frieze
Publisher : Springer
Page : 353 pages
File Size : 43,5 Mb
Release : 2017-03-30
Category : Performing Arts
ISBN : 9781137366047

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Reframing Immersive Theatre by James Frieze Pdf

This diverse collection of essays and testimonies challenges critical orthodoxies about the twenty-first century boom in immersive theatre and performance. A culturally and institutionally eclectic range of producers and critics comprehensively reconsider the term ‘immersive’ and the practices it has been used to describe. Applying ecological, phenomenological and political ideas to both renowned and lesser-known performances, contributing scholars and artists offers fresh ideas on the ethics and practicalities of participatory performance. These ideas interrogate claims that have frequently been made by producers and by critics that participatory performance extends engagement. These claims are interrogated across nine dimensions of engagement: bodily, technological, spatial, temporal, spiritual, performative, pedagogical, textual, social. Enquiry is focussed along the following seams of analysis: the participant as co-designer; the challenges facing the facilitator of immersive/participatory performance; the challenges facing the critic of immersive/participatory performance; how and why immersion troubles boundaries between the material and the magical.

Alternate Reality Games and the Cusp of Digital Gameplay

Author : Antero Garcia,Greg Niemeyer
Publisher : Bloomsbury Publishing USA
Page : 352 pages
File Size : 50,8 Mb
Release : 2017-04-20
Category : Games & Activities
ISBN : 9781501316265

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Alternate Reality Games and the Cusp of Digital Gameplay by Antero Garcia,Greg Niemeyer Pdf

Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.

Convergence Culture

Author : Henry Jenkins
Publisher : NYU Press
Page : 361 pages
File Size : 44,7 Mb
Release : 2008-09
Category : Social Science
ISBN : 9780814742952

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Convergence Culture by Henry Jenkins Pdf

“What the future fortunes of [Gramsci’s] writings will be, we cannot know. However, his permanence is already sufficiently sure, and justifies the historical study of his international reception. The present collection of studies is an indispensable foundation for this.” —Eric Hobsbawm, from the preface Antonio Gramsci is a giant of Marxian thought and one of the world's greatest cultural critics. Antonio A. Santucci is perhaps the world's preeminent Gramsci scholar. Monthly Review Press is proud to publish, for the first time in English, Santucci’s masterful intellectual biography of the great Sardinian scholar and revolutionary. Gramscian terms such as “civil society” and “hegemony” are much used in everyday political discourse. Santucci warns us, however, that these words have been appropriated by both radicals and conservatives for contemporary and often self-serving ends that often have nothing to do with Gramsci’s purposes in developing them. Rather what we must do, and what Santucci illustrates time and again in his dissection of Gramsci’s writings, is absorb Gramsci’s methods. These can be summed up as the suspicion of “grand explanatory schemes,” the unity of theory and practice, and a focus on the details of everyday life. With respect to the last of these, Joseph Buttigieg says in his Nota: “Gramsci did not set out to explain historical reality armed with some full-fledged concept, such as hegemony; rather, he examined the minutiae of concrete social, economic, cultural, and political relations as they are lived in by individuals in their specific historical circumstances and, gradually, he acquired an increasingly complex understanding of how hegemony operates in many diverse ways and under many aspects within the capillaries of society.” The rigor of Santucci’s examination of Gramsci’s life and work matches that of the seminal thought of the master himself. Readers will be enlightened and inspired by every page.

Digital Storytelling

Author : Carolyn Handler Miller
Publisher : CRC Press
Page : 569 pages
File Size : 53,6 Mb
Release : 2014-06-27
Category : Art
ISBN : 9781135044459

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Digital Storytelling by Carolyn Handler Miller Pdf

Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves. This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.

Career Building Through Alternate Reality Gaming

Author : Meg Swaine
Publisher : The Rosen Publishing Group, Inc
Page : 68 pages
File Size : 53,7 Mb
Release : 2008-01-15
Category : Business & Economics
ISBN : 1404213570

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Career Building Through Alternate Reality Gaming by Meg Swaine Pdf

Provides an overview of alternate reality gaming, and describes the knowledge, skills, education, and experience needed to pursue a career in this field.

Alternate Reality Games

Author : Stephanie Janes
Publisher : Routledge
Page : 127 pages
File Size : 51,5 Mb
Release : 2019-08-06
Category : Computers
ISBN : 9781351174725

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Alternate Reality Games by Stephanie Janes Pdf

Using textual analysis, interviews with game designers, audience surveys, and close analysis of player forum discussion, this book examines the unique nature of the producer/consumer relationship within promotional Alternate Reality Games (ARGs). Historically, ARGs are rooted in advertising as much as they are in narrative storytelling. As designers often have to respond to player actions as the game progresses, players can have an impact on the storyline, on character behaviour, and potentially on the final resolution of the narrative. This book explores how both media consumers and producers are responding to this new reconfiguration of the producer/consumer/prosumer dynamic in order to better understand the diverse advertising experiences available to media audiences today. With a focus on participatory culture and the political economy of promotional communications, this in-depth analysis of ARGs will appeal to academics and researchers in the fields of games, film, advertising, and media and cultural studies.

Digital Fandom

Author : Paul Booth
Publisher : Peter Lang
Page : 254 pages
File Size : 51,7 Mb
Release : 2010
Category : Digital media
ISBN : 1433110709

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Digital Fandom by Paul Booth Pdf

"This book re-evaluates the way we examine today's digital media environment By looking at how popular culture uses different digital technologies, Digital Fandom bolsters contemporary media theory by introducing new methods of analysis Using the exemplars of alternate reality gaming and fan studies, this book takes into account a particular "philosophy of playfulness" in today's media in order to establish a "new media studies."" "Digital Fandom augments traditional studies of popular media fandom with descriptions of the contemporary fan in a converged media environment. The book shows how changes in the study of fandom can be applied in a larger scale to the study of new media in general, and formulates new conceptions of traditional media theories." ""In this web 2.0 world, where community and not content is king, the fan marks a new form of interactive subjectivity that deconstructs the usual categories of consumer and producer. Paul Booth's Digital Fandom breaks new ground in the investigation of this subject, demonstrating how it reorganizes and reorients the field of new media studies" ---David J. Gunkel, Presidential Teaching Professor, Northern Illinois University, Author of Hacking Cyberspace and Thinking Otherwise" ""From blogs to ARGS, wikis to social networking sites, Paul Booth provides an in-depth tour of how fans straddle and traverse the boundary between television and digital media. With a theoretically rich analytic eye, Digital Fandom breaks new ground for the next generation of media scholarship" ---Jason Mittell, Middlebury College, Author of Television & American Culture"--BOOK JACKET.

Science Fiction Video Games

Author : Neal Roger Tringham
Publisher : CRC Press
Page : 540 pages
File Size : 55,7 Mb
Release : 2014-09-10
Category : Computers
ISBN : 9781040074619

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Science Fiction Video Games by Neal Roger Tringham Pdf

Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a