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Electronic Arts
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Download or read book Electronic Arts written by Elsie Olson and published by Bellwether Media. This book was released on 2024-08-01 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: Electronic Arts makes some of the most popular video games today! This title introduces readers to the history of the company, from its origins to the present day, through leveled text and crisp photos. Along the way, fun facts offer high-interest information, while special features map the companyÕs headquarters, profile an EA leader, highlight top-selling EA games, and more. Gamers will enjoy learning the history of this top gaming company!
Book Synopsis Book for the Electronic Arts by : Arjen Mulder
Download or read book Book for the Electronic Arts written by Arjen Mulder and published by V2_ publishing. This book was released on 2000 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Electronic Art written by Roger F. Malina and published by Elsevier. This book was released on 2013-10-22 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computers are more and more becoming creative tools in music as well as in the visual arts and design. In the last few years, it has become clear that digital technology provides a platform for multimedia productions as well as a medium for new art forms. Computer Music and Computer Graphics & Animation have their own international forums. The need was felt, however, to bring together the diverse disciplines within art and technology in one international event - the First International Symposium on Electronic Art (FISEA). The Symposium attracted considerable interest and hundreds of papers and proposals were submitted, of which a selection were accepted. This book, also published as a supplement to the journal Leonardo, publishes 20 of these selected papers under the editorship of Wim van der Plas, Ton Hokken and Johan den Biggelaar. This richly illustrated issue on Electronic Art reflects the enormous international interest which FISEA generated and will further stimulate interest in applications of new technology in music, visual arts and design.
Download or read book Digital Arts written by Cat Hope and published by Bloomsbury Publishing USA. This book was released on 2014-06-19 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Arts presents an introduction to new media art through key debates and theories. The volume begins with the historical contexts of the digital arts, discusses contemporary forms, and concludes with current and future trends in distribution and archival processes. Considering the imperative of artists to adopt new technologies, the chapters of the book progressively present a study of the impact of the digital on art, as well as the exhibition, distribution and archiving of artworks. Alongside case studies that illustrate contemporary research in the fields of digital arts, reflections and questions provide opportunities for readers to explore relevant terms, theories and examples. Consistent with the other volumes in the New Media series, a bullet-point summary and a further reading section enhance the introductory focus of each chapter.
Book Synopsis Understanding Video Games by : Simon Egenfeldt-Nielsen
Download or read book Understanding Video Games written by Simon Egenfeldt-Nielsen and published by Routledge. This book was released on 2009-03-23 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider larger questions about the medium: what defines a video game? who plays games? why do we play games? how do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.
Book Synopsis Religion and the Digital Arts by : Sage Elwell
Download or read book Religion and the Digital Arts written by Sage Elwell and published by BRILL. This book was released on 2020-12-07 with total page 115 pages. Available in PDF, EPUB and Kindle. Book excerpt: This concise volume offers an introduction to religion and the digital arts that is thematically organized around traditional religious categories such as ritual and myth paired with corresponding digital categories such as code and avatars.
Book Synopsis Sports and Identity by : Barry Brummett
Download or read book Sports and Identity written by Barry Brummett and published by Routledge. This book was released on 2013-12-13 with total page 327 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume of essays examines the ways in which sports have become a means for the communication of social identity in the United States. The essays included here explore the question, How is identity engaged in the performance and spectatorship of sports? Defining sports as the whole range of mediated professional sports, and considering actual participation in sports, the chapters herein address a varied range of ways in which sports as a cultural entity becomes a site for the creation and management of symbolic components of identity. Originating in the New Agendas in Communication symposium sponsored by the University of Texas College of Communication, this volume provides contemporary explorations of sports and identity, highlighting the perspectives of up-and-coming scholars and researchers. It has much to offer readers in communication, sociology of sport, human kinetics, and related areas.
Download or read book Multimedia 2001 written by J.A. Jorge and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the results of EG Multimedia'2001, the Sixth Eurographics th th Workshop on Multimedia, held in Manchester, UK, on the 8 and 9 of September, 2001. All six such workshops are successful examples of fruitful international cooperation under the auspices of the Eurographics working group on Multimedia. The workshop covered a wide range of subjects, from media production to content processing and delivery, with a special focus on issues related to interactive video environments. These Dcluded standards and approaches for interactive television, hypervideo, collaborative video, augmented reality, mobile multimedia, the integration of TV and the Web, content analysis, processing and presentation. The program consisted of two invited keynote presentations, eighteen technical papers and one demonstration, attracting a diverse world-wide group of thirty attendees. Technical papers were organized in six sessions spanning the two days: 3D in Multimedia, Multimedia Architectures and Authoring, \ideo and Coding, Content Based Retrieval and Security, Interactive Media and Interactive TV. The demonstration presented a multimedia system for aerobics and fitness training, exploring the combination of sound and interactive graphics in an effective manner. The keynote presentation by V. Michael Bove provided insights into new architectures for large scale pervasive computing. The second invited presentation by Glorianna Davenport discussed the relations between creativity and interactive movies as participatory art enabled by new media.
Book Synopsis Digital Arts: Challenges and Opportunities at the Intersections between Arts, Society and Technology by : Marisa Gómez
Download or read book Digital Arts: Challenges and Opportunities at the Intersections between Arts, Society and Technology written by Marisa Gómez and published by BRILL. This book was released on 2019-07-22 with total page 71 pages. Available in PDF, EPUB and Kindle. Book excerpt: The present volume gathers a selection of texts that attempt to contribute to the critical reflection about digital arts and the social-cultural context in which they arise.
Book Synopsis Gaming Matters by : Judd Ethan Ruggill
Download or read book Gaming Matters written by Judd Ethan Ruggill and published by University of Alabama Press. This book was released on 2011-05-11 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Gaming Matters, McAllister and Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo.
Book Synopsis Reports of the United States Tax Court, Volume 136, January 1, 2011, to June 30, 2011 by : Sheila A. Murphy
Download or read book Reports of the United States Tax Court, Volume 136, January 1, 2011, to June 30, 2011 written by Sheila A. Murphy and published by Government Printing Office. This book was released on 2012-07-31 with total page 676 pages. Available in PDF, EPUB and Kindle. Book excerpt: Each volume in this series contains the case abstracts and opinions proffered by the court within a given time period. Cases in each volume are listed in the prefatory table.
Book Synopsis Reports of the United States Tax Court by : United States. Tax Court
Download or read book Reports of the United States Tax Court written by United States. Tax Court and published by . This book was released on 2011 with total page 684 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Videogames and Education by : Harry J. Brown
Download or read book Videogames and Education written by Harry J. Brown and published by Routledge. This book was released on 2014-12-18 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.
Book Synopsis The Language of Gaming by : Astrid Ensslin
Download or read book The Language of Gaming written by Astrid Ensslin and published by Bloomsbury Publishing. This book was released on 2017-09-16 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.
Book Synopsis Ideological Battlegrounds – Constructions of Us and Them Before and After 9/11 Volume 1 by : Joanna Witkowska
Download or read book Ideological Battlegrounds – Constructions of Us and Them Before and After 9/11 Volume 1 written by Joanna Witkowska and published by Cambridge Scholars Publishing. This book was released on 2014-10-16 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: “The effects of 9/11 ramify through a network of conduits and pathways, including the examples of expressive culture this volume explores; and the registration of those effects will likewise be felt in an array of documents and texts. The cultural, literary, and mass mediated effects of 9/11 encompass the globe and the chapters in this volume assume a transnational and international range of vantage points. The topics examined include the representation of Islam and Moslems in a number of texts and genres, the political and psychological dilemmas faced by characters in a number of literary works, and the refraction of current psycho-cultural-political tensions in forms of expressive culture in which the effects of 9/11 are felt in other than explicit ways. Was 9/11 a moment that punctuated and disrupted the movement of history or, as one of the authors suggests, did it act as a catalyst to escalate existing stereotypes? The chapters investigate not just different genres and cultural forms but distinct modes of intersection between the political, the cultural and the psychological. One achievement of this volume is to show how 9/11’s effects at times insinuate themselves in discourse through nuance and subtlety, and at other times frontally assault texts and images. In the words of one article, “modern Dutch post-9/11 novels directly participate in current cultural and political discourses.” By the same token, these cultural and political discourses participate in novels, films, TV shows, and the effects of 9/11 proliferate and concentrate in this exchange. This volume draws timely attention to the multiple forms of this complex interaction.” Dr Patrick Hagopian, University of Lancaster
Book Synopsis A Companion to Digital Art by : Christiane Paul
Download or read book A Companion to Digital Art written by Christiane Paul and published by John Wiley & Sons. This book was released on 2016-03-02 with total page 632 pages. Available in PDF, EPUB and Kindle. Book excerpt: Reflecting the dynamic creativity of its subject, this definitive guide spans the evolution, aesthetics, and practice of today’s digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists. Showcases the critical and theoretical approaches in this fast-moving discipline Explores the history and evolution of digital art; its aesthetics and politics; as well as its often turbulent relationships with established institutions Provides a platform for the most influential voices shaping the current discourse surrounding digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists Tackles digital art’s primary practical challenges – how to present, document, and preserve pieces that could be erased forever by rapidly accelerating technological obsolescence Up-to-date, forward-looking, and critically reflective, this authoritative new collection is informed throughout by a deep appreciation of the technical intricacies of digital art
Book Synopsis The Post-9/11 Video Game by : Marc A. Ouellette
Download or read book The Post-9/11 Video Game written by Marc A. Ouellette and published by McFarland. This book was released on 2017-03-31 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: This critical study of video games since 9/11 shows how a distinct genre emerged following the terrorist attacks and their aftermath. Comparisons of pre and post-9/11 titles of popular game franchises--Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter--reveal reshaped notions of identity, urban and suburban spaces and the citizen's role as both a producer and consumer of culture: New York represents America; the mall embodies American values; zombies symbolize foreign invasion. By revisiting a national trauma, these games offer a therapeutic solution to the geopolitical upheaval of 9/11 and, along with film and television, help redefine American identity and masculinity in a time of conflict.