Little Big Planet Karting
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Author | : Dean Leng |
Publisher | : |
Total Pages | : 0 |
Release | : 2012 |
Genre | : Computer adventure games |
ISBN | : 9780307895561 |
• 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.
Author | : Benjamin Woo |
Publisher | : Routledge |
Total Pages | : 311 |
Release | : 2018-04-19 |
Genre | : Social Science |
ISBN | : 1134843666 |
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.
Author | : David Cameron |
Publisher | : Bloomsbury Publishing |
Total Pages | : 345 |
Release | : 2017-06-29 |
Genre | : Drama |
ISBN | : 1472592220 |
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.
Author | : Fouad Sabry |
Publisher | : One Billion Knowledgeable |
Total Pages | : 592 |
Release | : 2022-08-09 |
Genre | : Technology & Engineering |
ISBN | : |
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.
Author | : Farmer Freakeasy |
Publisher | : Lulu.com |
Total Pages | : 279 |
Release | : 2017-09-10 |
Genre | : Humor |
ISBN | : 0244332088 |
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.
Author | : Kostas Karpouzis |
Publisher | : Springer |
Total Pages | : 344 |
Release | : 2016-11-02 |
Genre | : Medical |
ISBN | : 3319413163 |
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.
Author | : Jaana Simola |
Publisher | : Frontiers Media SA |
Total Pages | : 125 |
Release | : 2015-02-24 |
Genre | : Physiology |
ISBN | : 2889194167 |
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.
Author | : Guinness World Records |
Publisher | : Guinness World Records |
Total Pages | : 218 |
Release | : 2014-11-11 |
Genre | : Games & Activities |
ISBN | : 1908843837 |
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.
Author | : Scott Rogers |
Publisher | : John Wiley & Sons |
Total Pages | : 567 |
Release | : 2014-04-16 |
Genre | : Computers |
ISBN | : 1118877195 |
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!
Author | : |
Publisher | : |
Total Pages | : |
Release | : 2012 |
Genre | : Automobile driving |
ISBN | : |