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Eve Valkyrie
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Download or read book EVE: Valkyrie written by Brian Wood and published by Dark Horse Comics. This book was released on 2016-05-31 with total page 99 pages. Available in PDF, EPUB and Kindle. Book excerpt: Superstar writer Brian Wood tells the origin of the Valkyrie--the deadliest spacefighter pilots in the EVE universe! This series leads into EVE Valkyrie, one of the most hotly anticipated video games of all time, a groundbreaking virtual reality space dogfighting shooter from the creators of EVE Online. With cloning technology that transmits them into a new body each time the old one dies in flames, the Valkyrie are immortal--the most skilled, most fearless pilots money can buy, mercenaries with loyalty to no one but each other.
Download or read book EVE: Valkyrie #1 written by Brian Wood and published by Dark Horse Comics (Single Issues). This book was released on 2014-03-26 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt: **Brian Wood returns to the stars!** Superstar writer Brian Wood tells the origin of R��n, founder of the Valkyriethe deadliest space-fighter pilots in the _EVE_ universe! This series leads into _EVE: Valkyrie_,one of the most hotly anticipated video games of all time, a groundbreaking virtual reality space-dogfighting shooter from the creators of _EVE Online_. * _EVE: Valkyrie_ is the future of gamingthe killer app of virtual reality! * _EVE Online_ has hundreds of thousands of subscribers!
Download or read book EVE: Valkyrie #4 written by Brian Wood and published by Dark Horse Comics (Single Issues). This book was released on 2016-01-20 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt: Brian Wood concludes the series leading into EVE: Valkyrie-a groundbreaking virtual-reality space dogfighting shooter from the creators of EVE Online. With the enemys identity revealed, R’�n must face a difficult choice that will affect the future of the Valkyries and all clone pilots throughout space!
Download or read book EVE: Valkyrie #2 written by Various and published by Dark Horse Comics (Single Issues). This book was released on 2015-11-18 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt: **Brian Wood!** Brian Wood writes the series leading into _EVE: Valkyrie_„a groundbreaking virtual reality space-dogfighting shooter game from the creators of _EVE Online_. Ràn seizes the opportunity of a lifetime, using her skills and ingenuity to dominate the field of battle as descent rises and the truth is revealed! * Based on the upcoming game for the Oculus Rift!
Download or read book EVE: Valkyrie #3 written by Various and published by Dark Horse Comics (Single Issues). This book was released on 2015-12-16 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt: **Brian Wood!** Brian Wood writes the series leading into _EVE: Valkyrie_�a groundbreaking virtual reality space-dogfighting shooter game from the creators of _EVE Online_. R�n seizes the opportunity of a lifetime, using her skills and ingenuity to dominate the field of battle as descent rises and the truth is revealed! * Based on the upcoming game for the Oculus Rift!
Book Synopsis EVE Universe: The Art of New Eden by : Various
Download or read book EVE Universe: The Art of New Eden written by Various and published by Dark Horse Comics. This book was released on 2015-04-07 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: Revealing over a decade of images created during the development of EVE Online, DUST 514, and EVE: Valkyrie--this is the ultimate look at the most massive and dynamic universe in video games! Created in close collaboration with the developers behind each game, this gorgeous full-color hardcover immerses readers in New Eden through hundreds of stunning, never-before-seen pieces of art. With in-depth commentary by CCP throughout, this is a must-have for any fan of science fiction, video games, or jaw-dropping visuals!
Book Synopsis Investigating Rollenwahrnehmung, Perspective and Space through Virtual Reality related Game Interfaces by : Daniel P. O. Wiedemann
Download or read book Investigating Rollenwahrnehmung, Perspective and Space through Virtual Reality related Game Interfaces written by Daniel P. O. Wiedemann and published by BoD – Books on Demand. This book was released on 2021-01-03 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the publication of my PhD dissertation and is written in the corresponding style. The included research provides explorations and investigative reflections on Rollenwahrnehmung (a newly coined phrase meaning role perception/fulfillment), Perspective and Space through Virtual Reality (VR) game interfaces. A number of important topics will be addressed, like the creation of new experiences in the context of VR, the extension and new development of various interaction paradigms, various User Experience (UX) aspects and user guidance in a sophisticated new medium. Placed in the field of design practice, this research focuses on the creation of digital gaming artifacts, while extrapolating insights and guidelines concerning VR interfaces. Hence, this practice-based research is derived from a portfolio of specifically developed interactive artifacts, following the methodological approach of Constructive Design Research. These include the VR related games Nicely Dicely, LizzE - And the Light of Dreams and Gooze. They were used for various Lab experiments and Showroom presentations, while continually being refined throughout an iterative process. Nicely Dicely is an abstract game based on physics. In Local Multiplayer, up to four players are able to compete or collaborate. It is not a VR game per se, but features both, Monoscopic and 3D Stereoscopic Vision modes, which were tested in an experiment on their effect on Player Immersion. LizzE - And the Light of Dreams is a Singleplayer 3rd Person Hack and Slay game based in a fantasy universe. In an experiment, the game was used to primarily investigate in which ways 3rd Person VR games can work for a broad audience, regarding camera behavior. Gooze is a 1st Person VR puzzle game, taking place in a realistic horror environment with supernatural aspects. It was designed with diverse VR interaction technologies in mind and offers users different options to play the game, depending on available hardware and preferences. The Locomotion and Virtual Object Interaction mechanics were tested in an experiment regarding their UX. In summary, this book illustrates various game, interface and VR designs, informing the emerging field of VR game development of the relationship between UX, interfaces and gameplay. Furthermore, guidelines for designing and developing specific aspects of VR games were identified and each single artifact can be used as a design and development precedent for practice and academia.
Book Synopsis Internet Spaceships Are Serious Business by : Marcus Carter
Download or read book Internet Spaceships Are Serious Business written by Marcus Carter and published by U of Minnesota Press. This book was released on 2016-03-23 with total page 380 pages. Available in PDF, EPUB and Kindle. Book excerpt: EVE Online is a socially complex, science-fiction-themed universe simulation and massively multiplayer online game (MMOG) first released in 2003. Notorious for its colossal battles and ruthless player culture, it has hundreds of thousands of players today. In this fascinating book, scholars, players, and EVE’s developer (CCP Games) examine the intricate world of EVEOnline--providing authentic accounts of lived experience within a game with more than a decade of history and millions of “real” dollars behind it. Internet Spaceships Are Serious Business features contributions from outstanding EVE Online players, such as The Mittani, an infamous member of the game’s community, as well as academics from around the globe. They cover a wide range of subjects: the game’s technicalities and its difficulty; its projection of humanity’s future in space; the configuration of its unique, single-server game world; the global nature of warfare in its “nullsec” territory (and how EVE players have formed a global concept of time); stereotypes of Russian players; espionage play; in-game memorials to Vile Rat (aka U.S. State Department official Sean Smith, murdered in the 2012 Benghazi attack); its gendered playing experience; and CCP Games’ relationship with players; and its history and legacy. Internet Spaceships Are Serious Business is a must for EVE Online players interested in a broad perspective on their all-consuming game. It is also accessible to scholars, game designers seeking to understand and replicate the successful aspects unique to EVE Online, and even those who have never played this notoriously complex game. Contributors: William Sims Bainbridge, National Science Foundation; Chribba; Jedrzej Czarnota; Kjartan Pierre Emilsson; Dan Erdman; Rebecca Fraimow; Martin R. Gibbs, U of Melbourne; Catherine Goodfellow; Kathryn Gronsbell; Keith Harrison; Kristin MacDonough; Mantou (Zhang Yuzhou); Oskar Milik; The Mittani (Alexander Gianturco); Joji Mori; Richard Page; Christopher Paul, Seattle U; Erica Titkemeyer, U of North Carolina at Chapel Hill; Nick Webber, Birmingham City U.
Book Synopsis Guinness World Records 2018 Gamer's Edition by : Guinness World Records
Download or read book Guinness World Records 2018 Gamer's Edition written by Guinness World Records and published by Guinness World Records. This book was released on 2017-09-18 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the global authority in record-breaking comes the 11th edition of the world’s best-selling videogames annual. Packed with the latest records, coolest stars and the biggest games, the Guinness World Records Gamer’s Edition is the go-to bible for every gaming fan. Just ask the five million readers who’ve made it an international sensation! Inside you’ll find amazing stats, thrilling facts, inspirational tales, lightning-quick speed-runs and dazzling photos. Read about the records behind your favorite games including Mario, Overwatch, FIFA, WWE and Rocket League, plus recap on a year of crazy Pokémon GO stories. Go behind the scenes of the world’s longest-running eSports organizer. Spook yourself silly with real-life videogame mysteries. Check out the fastest videogame completions. And gaze in envy at the world’s largest Zelda and Tomb Raider collections! You’ll also meet gaming heroes such as the world’s oldest games YouTuber at 81, a man with a real-life cyborg arm that was inspired by Deus Ex, and the kingpin of eSports fighting games. But the videogame stars don’t get much bigger than DanTDM, whose Minecraft channel has been watched nearly 10 billion times! So we’re thrilled he’s written a special intro just for the Guinness World Records Gamer’s Edition. Speaking of heroes...grab your cape and turn to this year’s special chapter featuring superhero games. It hard to believe it’s been nearly 40 years since Superman first exploded onto our consoles! So, we’re celebrating with your favorite costumed crime-battlers. From Spider-Man’s web-crawling to Batman’s gadgetry, they’re just as powerful in pixels as they are in the movies. So, whether you want to know who scored the fastest goal in FIFA or achieved the fastest speed-run of Final Fantasy XV, or just want to see the world’s biggest Game Boy, this is the book for you!
Book Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf
Download or read book Encyclopedia of Video Games [3 volumes] written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1365 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Book Synopsis STUFF史塔夫科技 國際中文版 2016 6月號 by : 史塔夫科技
Download or read book STUFF史塔夫科技 國際中文版 2016 6月號 written by 史塔夫科技 and published by 史塔夫科技. This book was released on 2016-06-01 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: HOT STUFF 10 Hot Three ●Tesla Model 3 ●小米無人機 ●Amazon Kindle Oasis 16 Vital Stats Nixon The Mission 20 Icon Coravin取酒器 24 Giga Pixel Yamaha 04GEN 29 Start Menu Sipaboards Air 30 Games 戰爭機器4 32 Choice 腰包大集合 33 3 Steps 三步讓你更健康⋯⋯ 34 Icon Toyota Setsuna 36 VR Is Here 虛擬實境(virtual reality,簡稱VR) 挾帶著深厚的潛力,繼電視發明後,更讓消費者 興奮莫名的現代技術-不過虛擬實境真的能引發浪潮嗎? 60 Supertest Flagship Phones 72 Test Sony A7S Ⅱ 73 Sony Xperia X Series! SonyMobile希望你能夠將頭抬起來,除了多關心生活周遭及事物外,還企圖運用More IdeasbringmoreIntelligence的概念,創造屬於溝通的更多可能! 84 新一代CHROMECAST換裝登場 網際網路上有各式各樣引人入勝的內容,但並不是每個家庭都有能上網的電視,只要 靠Chromecast這個便宜的小設備,就能升級成智慧電視! 79 First Test ● Apple iPhone SE ● Microsoft Surface Book 86 鬥陣特攻讓玩家化身超級英雄 暴雪娛樂(Blizzard Entertainment)18年來全新遊戲大作《鬥陣特攻》(Overwatch) ,玩家可化身超級英雄,和隊友們一起同心協力完成各項任務! 89 7個實用小技巧讓Netflix追劇生活更加美滿 Netflix自今年1月登台,相信不少人遇到許多問題,其實只要掌握一些小技巧,就可以 讓你的Netflix生活更加美滿喔! 92 Stuff Meeting Room 當一位熱愛數位製造的青年,遇上了木工教父、花東社區營造與公益界的祖師爺,他 們會激盪出什麼樣的火花? 96 Stuff Vision 「面對跨境電商與全球支付平台,台灣應有的策略」公聽會,由於時值舊政府是否應 該拍板開放ApplePay進軍台灣市場,因此廣泛地受到矚目⋯⋯ 98 Column Stuff On The Road 每當我到了一個有點像巴黎的城市,不管是山寨也好,致敬也好,總會讓我不禁想起 真正的巴黎,那個無可取代的巴黎⋯⋯ 100 Column Tech Room 二合平板筆電這產品隨著處理器的發展、系統的進步與更好的外型功能設計,越來越 受到消費者的歡迎,甚至讓人感受到二合一筆電浪潮的襲來! 102 Test Drive ● Lamborghini Huracán LP 580-2 ● Audi A6 Allroad quattro 50 TDI ● KIA Sportage 108 Stuff Traveller 如果你要成為新世代的玩家,絕對不能錯過正夯的體驗式旅遊(Experiential Tourism),絕對打破你對傳統旅行的想像! 114 Best Selection Of Spirits 好熱啊!想大口喝酒卻又怕胖?微醺氣泡飲能夠在降溫消暑之餘還兼顧曲線。暢飲狂 歡時,你的體態就靠Cider們來Fitthissummer! 121 Hot News ● Movie ● Music ● Gadgets 126 Information 130 Next Big Thing Screening Room
Download or read book Imagining Transmedia written by Ed Finn and published by MIT Press. This book was released on 2024-04-23 with total page 493 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the blurring of media forms—transmedia—became the default for how we experience narratives, and how that cultural transformation has redefined the worlds of education, entertainment, and our increasingly polarized public discourse. Over the past decade, the power of narrative has been unleashed with awesome and terrifying consequences, and it has been consumed in its blurred media forms by millions of people as news, entertainment, and education. Imagining Transmedia, edited by Ed Finn, Bob Beard, Joey Eschrich, and Ruth Wylie, explores the surprising ways that narratives working across media forms became the default grammar for both media consumption and personal expression and how multiplatform storytelling creates new media literacies and modes of civil discourse. Understanding this shift reveals transmedia as an essential building block of media literacy today. Transmedia is how we create, interpret, and participate in our increasingly mediated society. It extends beyond popular culture into professional and public spheres while, at the same time, it fuels the misinformation and polarization that have contributed to America’s fraying civic discourse. Reaching beyond traditional academic analyses, this probing collection of essays and conversations features transmedia practitioners sharing their experiences and inviting readers to imagine the types of multimodal stories and experiences they might create. Prioritizing conversation over a single unified theory, each section of this volume pairs thematically linked essays from international contributors with a dialogue between authors to create an accessible, practical synthesis of ideas.
Book Synopsis EVE: The Burning Life by : Hjalti Danielsson
Download or read book EVE: The Burning Life written by Hjalti Danielsson and published by Macmillan. This book was released on 2010-03-30 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: A new novel set in the world of the popular science fiction online role playing game, EVE. We all crave a purpose. A fire to spark our lives into action. It's this burning life within that drives us to our destinies. But when it burns too deep, or goes unchecked, it can shatter innocent lives in its wake. A vicious attack on a deep-space mining colony rains death and destruction on nearly all its inhabitants. Only a handful survive. Among the shattered survivors is a young man, hell-bent on an impossible revenge. In another part of the universe, a wealthy agent of death finds her tenuous grip on sanity slipping, and is forced to leave everything she's come to know and love. But her last chance at redemption lies in the last place she ever thought to look. Their respective paths take them through the vast universe of EVE, to galactic empires built on faith, hedonism, discipline, and rebellion. Their fates plunge them into the darkest parts of this galaxy, to encounters with denizens of the chaotic and dangerous pirate kingdoms. And all the while, as each draws closer to what they seek, they begin to realize that the only stakes worth playing for are the ones from which they've run so far away. . . . At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Book Synopsis Participatory Worlds by : José Blázquez
Download or read book Participatory Worlds written by José Blázquez and published by Taylor & Francis. This book was released on 2023-10-13 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is an in-depth analysis of participatory worlds, practices beyond the mainstream models of content production and IP management that allow audience members to contribute canonically to the expansion of storyworlds, blurring the line between the traditional roles of consumers and producers. Shifting discussions of participatory culture and cross-media production and consumption practices to more independent media contexts, the book explores the limits, borders and boundaries of participating in today’s digital media storyworlds. The text examines how audience participation works, identifying opportunities to make it a meaningful practice for audiences and an asset for IP owners, and discussing the challenges and barriers that the application of participatory culture brings along. The book defines what meaningful participation is by introducing the concept of ‘intervention’ and explains a range of factors impacting the way in which participatory worlds and relationships between producers, audiences and the world are shaped. This volume will be of great relevance to media practitioners, scholars and students interested in transmedia storytelling, fandom, literary studies and comparative literature, new media and digital culture, gaming and media studies.
Book Synopsis Learning Virtual Reality by : Tony Parisi
Download or read book Learning Virtual Reality written by Tony Parisi and published by "O'Reilly Media, Inc.". This book was released on 2015-10-26 with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt: As virtual reality approaches mainstream consumer use, a vibrant development ecosystem has emerged in the past few years. This hands-on guide takes you through VR development essentials for desktop, mobile, and browser-based applications. You’ll explore the three go-to platforms—OculusVR, Gear VR, and Cardboard VR—as well as several VR development environments, programming tools, and techniques. If you’re an experienced programmer familiar with mobile development, this book will help you gain a working knowledge of VR development through clear and simple examples. Once you create a complete application in the final chapter, you’ll have a jumpstart on the next major entertainment medium. Learn VR basics for UI design, 3D graphics, and stereo rendering Explore Unity3D, the current development choice among game engines Create native applications for desktop computers with the Oculus Rift Develop mobile applications for Samsung’s Gear VR with the Android and Oculus Mobile SDKs Build browser-based applications with the WebVR Javascript API and WebGL Create simple and affordable mobile apps for any smartphone with Google’s Cardboard VR Bring everything together to build a 360-degree panoramic photo viewer
Book Synopsis Game Design Workshop by : Tracy Fullerton
Download or read book Game Design Workshop written by Tracy Fullerton and published by CRC Press. This book was released on 2024-04-05 with total page 946 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Create the digital games you love to play.” Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition. Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, this book gives you the skills and tools necessary to create a compelling and engaging game. This updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. It includes a host of new diverse perspectives from top industry game designers. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.
Book Synopsis Advances in Usability, User Experience, Wearable and Assistive Technology by : Tareq Z. Ahram
Download or read book Advances in Usability, User Experience, Wearable and Assistive Technology written by Tareq Z. Ahram and published by Springer Nature. This book was released on 2021-07-07 with total page 1163 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses emerging issues in usability, interface design, human–computer interaction, user experience and assistive technology. It highlights research aimed at understanding human interactions with products, services and systems and focuses on finding effective approaches for improving the user experience. It also discusses key issues in designing and providing assistive devices and services for individuals with disabilities or impairment, offering them support with mobility, communication, positioning, environmental control and daily living. The book covers modeling as well as innovative design concepts, with a special emphasis on user-centered design, and design for specific populations, particularly the elderly. Further topics include virtual reality, digital environments, gaming, heuristic evaluation and forms of device interface feedback (e.g. visual and haptic). Based on the AHFE 2021 Conferences on Usability and User Experience, Human Factors and Wearable Technologies, Human Factors in Virtual Environments and Game Design, and Human Factors and Assistive Technology, held virtually on 25–29 July, 2021, from USA, this book provides academics and professionals with an extensive source of information and a timely guide to tools, applications and future challenges in these fields.