World Game Series Document 1

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World Game Series: Document 1

Author : R. Buckminster Fuller
Publisher : Estate of R. Buckminster Fuller
Page : 167 pages
File Size : 42,6 Mb
Release : 2024-06-29
Category : Architecture
ISBN : 8210379456XXX

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World Game Series: Document 1 by R. Buckminster Fuller Pdf

The documents in this series originated with a proposal made by R. Buckminster Fuller to the International Union of Architects (I. U. A.) at their VIIth Congress in London, England in July, 1961, launching the World Design Science Decade. He proposed then that the architectural schools around the world be encouraged by the I. U. A. to invest the next ten years in a continuing problem of how to make the total world's resources which [in 1961] serve only 40% serve 100% of humanity through competent design despite a continuing decrease of metal resources per capita. In essence, The World Design Science Decade series of documents suggests, in great detail, ways in which world architectural schools, and specifically their students, should initiate, and assume The Design Science Decade. The total series includes many of Fuller's most prescient ideas. A note from the series editor, John McHale: "Though the language of some of the texts may seem difficult at first approach, it should be borne in mind that one of our major problems in thinking today [1965] is the use of language systems which still represent a fixed, structurally compartmentalized world view. The terms available to us for the expression of dynamic, rather than static, concepts are far from satisfactory. Fuller's language is particularly representative of the 'transitional state' (of the western world) between the older, traditional, noun-centered culture to its present day, changing, verb-centered culture'. In his search for an adequately descriptive terminology he tends to employ concepts and usages from many different fields juxtaposed in ways which may be unfamiliar to those more customarily restrained within the vocabularies of particular disciplines." Description by the Buckminster Fuller Institute, courtesy of The Estate of R. Buckminster Fuller

World Game

Author : Josh Pang
Publisher : Josh Pang
Page : 128 pages
File Size : 54,9 Mb
Release : 2024-06-29
Category : Electronic
ISBN : 8210379456XXX

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World Game by Josh Pang Pdf

My thesis explores the idea that Buckminster Fuller’s World Game is really a formal calculus capable of representing world-scale sustainability problem-solving according to the fundamental principles of a (blockchain) database + (Fuller projection) map + (machine learning) simulation in the form of a game. These computational media comprise an operational formalism which embraces all effective procedures for world-scale problem-solving. If this hypothesis is true, then that would mean World Game’s comprehensive use of the aforementioned fundamental principles are necessary for a sustainable Earth-scale civilization. Furthermore, the protocol for solution formation in the form of World Game “game” is sufficient for solving the problem of “making the world work for 100% of humanity in the shortest possible time through spontaneous cooperation without ecological offense or the disadvantage of anyone” — the objective of World Game. If this hypothesis of sufficiency is true, that means World Game’s principles are in effect synonymous with the process of making the world work. In plain English, a problem-solving engine like World Game is necessary for the survival of humanity, period.

Gaming Utopia

Author : Claudia Costa Pederson
Publisher : Indiana University Press
Page : 281 pages
File Size : 42,6 Mb
Release : 2021-04-06
Category : Games & Activities
ISBN : 9780253054500

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Gaming Utopia by Claudia Costa Pederson Pdf

In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.

Radical Pedagogies

Author : Beatriz Colomina,Ignacio G. Galán,Evangelos Kotsioris,Anna-Maria Meister
Publisher : MIT Press
Page : 417 pages
File Size : 55,6 Mb
Release : 2022-05-31
Category : Architecture
ISBN : 9780262543385

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Radical Pedagogies by Beatriz Colomina,Ignacio G. Galán,Evangelos Kotsioris,Anna-Maria Meister Pdf

Experiments in architectural education in the post–World War II era that challenged and transformed architectural discourse and practice. In the decades after World War II, new forms of learning transformed architectural education. These radical experiments sought to upend disciplinary foundations and conventional assumptions about the nature of architecture as much as they challenged modernist and colonial norms, decentered building, imagined new roles for the architect, and envisioned participatory forms of practice. Although many of the experimental programs were subsequently abandoned, terminated, or assimilated, they nevertheless helped shape and in some sense define architectural discourse and practice. This book explores and documents these radical pedagogies and efforts to defy architecture’s status quo. The experiments include the adaptation of Bauhaus pedagogy as a means of “unlearning” under the conditions of decolonization in Africa; a movement to design for “every body,” including the disabled, by architecture students and faculty at the University of California, Berkeley; the founding of a support network for women interested in the built environment, regardless of their academic backgrounds; and a design studio in the USSR that offered an alternative to the widespread functionalist approach in Soviet design. Viewed through their dissolution and afterlife as well as through their founding stories, these projects from the last century raise provocative questions about architecture’s role in the new century.

Catalog of Copyright Entries, Third Series

Author : Library of Congress. Copyright Office
Publisher : Unknown
Page : 1624 pages
File Size : 52,6 Mb
Release : 1971
Category : Copyright
ISBN : UIUC:30112113401290

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Catalog of Copyright Entries, Third Series by Library of Congress. Copyright Office Pdf

The record of each copyright registration listed in the Catalog includes a description of the work copyrighted and data relating to the copyright claim (the name of the copyright claimant as given in the application for registration, the copyright date, the copyright registration number, etc.).

Narrative Design

Author : Michael Breault
Publisher : CRC Press
Page : 210 pages
File Size : 51,5 Mb
Release : 2020-05-15
Category : Computers
ISBN : 9780429575358

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Narrative Design by Michael Breault Pdf

Narrative designers and game designers are critical to the development of digital and analog games. This book provides a detailed look at the work writers and designers perform every day on game development projects. It includes practical advice on how to break into the game industry as a writer or game designer. Readers can use the templates and detailed instructions provided here to create lively portfolios that will help open the door to jobs in the game industry. Key features of this book: • An intimate look at the workings of AAA game development from someone who has spent decades embedded on teams at well-known companies. • An insider’s look at the game industry, including advice on breaking into the industry. • Detailed instructions for creating a portfolio to demonstrate narrative design and game design skills to prospective employers. • Lessons and exercises to help students develop narrative design and game design skills. • A how-to guide for college instructors teaching classes in narrative design and game design. Detailed assignments and syllabi are included. Author Bio: Michael Breault is a 35-year industry veteran who has contributed his writing and game design skills to over 130 published games. He currently teaches narrative design and game design courses at Webster University in St. Louis. The courses he creates and teaches are based on the tasks narrative designers and game designers undertake every day while developing games. These classes provide his students with a real-world view of the work they will be doing as writers and designers in the game industry.

Weekly Compilation of Presidential Documents

Author : Anonim
Publisher : Unknown
Page : 736 pages
File Size : 40,8 Mb
Release : 1986
Category : Government publications
ISBN : UIUC:30112042346905

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Weekly Compilation of Presidential Documents by Anonim Pdf

Game Dev Stories Volume 1

Author : David L. Craddock
Publisher : CRC Press
Page : 190 pages
File Size : 51,5 Mb
Release : 2021-08-26
Category : Art
ISBN : 9781000433920

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Game Dev Stories Volume 1 by David L. Craddock Pdf

Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.

Catalogue of Publications Issued by the Government of the United States

Author : United States. Superintendent of Documents
Publisher : Unknown
Page : 884 pages
File Size : 51,6 Mb
Release : 1951
Category : Government publications
ISBN : NYPL:33433076322340

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Catalogue of Publications Issued by the Government of the United States by United States. Superintendent of Documents Pdf

February issue includes Appendix entitled Directory of United States Government periodicals and subscription publications; September issue includes List of depository libraries; June and December issues include semiannual index

Digital Transformation and Global Society

Author : Daniel A. Alexandrov,Alexander V. Boukhanovsky,Andrei V. Chugunov,Yury Kabanov,Olessia Koltsova
Publisher : Springer
Page : 476 pages
File Size : 41,6 Mb
Release : 2017-11-08
Category : Computers
ISBN : 9783319697840

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Digital Transformation and Global Society by Daniel A. Alexandrov,Alexander V. Boukhanovsky,Andrei V. Chugunov,Yury Kabanov,Olessia Koltsova Pdf

This book constitutes the refereed proceedings of the Second International Conference on Digital Transformation and Global Society, DTGS 2017, held in St. Petersburg, Russia, in June 2017. The 34 revised full papers and three revised short papers presented were carefully reviewed and selected from 134 submissions. The papers are organized in topical sections on eSociety: social media analysis; eSociety: ICTs in education and science; eSociety: legal, security and usability issues; ePolity: electronic governance and electronic participation; ePolity: politics of cyberspace; eCity: urban planning and smart cities; eHealth: ICTs in public health management; eEconomy and eFinance: finance and knowledge management.

Game Design Workshop

Author : Tracy Fullerton,Chris Swain,Steven Hoffman
Publisher : CRC Press
Page : 480 pages
File Size : 42,8 Mb
Release : 2004-01-03
Category : Performing Arts
ISBN : 9781578202225

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Game Design Workshop by Tracy Fullerton,Chris Swain,Steven Hoffman Pdf

As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design - the mistakes they make as well as the methods to help them to create better games. Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn't work in a game system. Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning.

ActionScript for Multiplayer Games and Virtual Worlds

Author : Jobe Makar
Publisher : New Riders
Page : 313 pages
File Size : 50,6 Mb
Release : 2009-09-22
Category : Computers
ISBN : 9780321679468

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ActionScript for Multiplayer Games and Virtual Worlds by Jobe Makar Pdf

The demand for multiplayer games and virtual worlds has exploded over the last few years. Not only do companies want them for site stickiness through social networking, but developers have tremendous interest in exploring this niche area. While developing multiplayer content is challenging, it isn’t as difficult as you might think, and it is fun and highly rewarding! ActionScript for Multiplayer Games and Virtual Worlds explains fundamental multiplayer concepts from connecting to a server to real-time latency hiding techniques. In this book you’ll learn: How to connect users to achieve real-time interaction When to make decisions on the server versus the game client Time synchronization techniques How to use dead reckoning smoothing to hide network latency About tile-based games the isometric view Techniques for customizing and rendering avatars in a virtual world In addition, you’ll learn everything that goes into building: A real-time multiplayer tank battle game A real-time multilayer cooperative game A virtual world