Pixel Raiders 4
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Author | : Bajo&Hex |
Publisher | : |
Total Pages | : 192 |
Release | : 2018-01-03 |
Genre | : |
ISBN | : 9781760275686 |
Welcome to Level 4: SPACE FORTRESSa game of exploration, aliens and angry robots with lasers! After only just managing to escape Level 3, gaming heroes Rip and Mei now find themselves drifting through the galaxy in a leaky spaceship! Their only chance of escape is to follow kooky Georges impossible space mission. But first theyll have to survive a crash landing, outrun space pirates, and battle each other in a giant arena! And all they have for help is a panicky robot with a snowman obsession! Can Rip and Mei pull off Georges outrageous plan to save themselves, and everyone else trapped inside the game?
Author | : Steven O'Donnell |
Publisher | : Scholastic Inc. |
Total Pages | : 196 |
Release | : 2018-10-30 |
Genre | : Juvenile Fiction |
ISBN | : 1338237586 |
Australian video-game enthusiasts, Stephanie Bendixsen and Steven O'Donnell, take the epic fantasy quest to a whole new level in this action-packed, highly-illustrated follow up to Dig World! Enter Dragon Land, Level Two of a virtual reality game where things are all too real!Rip and Mei escaped Dig World, only to find themselves still trapped inside the game. And it's only getting harder to stay alive!Now known as the Dragon Riders, Rip and Mei are stuck in a fantasy land with bandit bullies, spying firebugs, and warring dragon clans-while being followed by a grumpy dragon who owes them a life debt!Can they survive an epic battle and complete their quest for the Etherstone?
Author | : Steven O'Donnell |
Publisher | : Scholastic Inc. |
Total Pages | : 204 |
Release | : 2018-02-27 |
Genre | : Juvenile Fiction |
ISBN | : 1338237578 |
The first in a brand-new, highly illustrated series that is Ready Player One for the middle-grade audience! Enter Dig World, Level One of a virtual reality game where things are all too real!Rip and Mei have been invited to play a beta release of the top secret new game from INREAL GAMES. Once they start playing, they're amazed by how true to life everything feels, looks, and smells. They collect materials to build a house, find food, and craft weapons.But soon they're faced with real danger. If they don't find a way out in three days, they'll be stuck FOREVER.Can they survive attacks from goblins, flametigers, fire lizards, and massive spiders to win the game?
Author | : Ulrich Gehmann |
Publisher | : transcript Verlag |
Total Pages | : 471 |
Release | : 2014-06-30 |
Genre | : Social Science |
ISBN | : 3839426081 |
Increasingly, the virtual became reality by a hybridization of the world as we knew it: the process that went on in recent years is one of a technically assisted hybridization of both space and self, the »old« world is becoming virtualized and functionalized to a degree never experienced before. For the first time in human history, we have reached a threshold where we have not only to re-assert but to redefine ourselves, as regards our fundamental terms of understanding what world means for us, our base of existence and now an assemblage of mixed realities; and connected, what being human means. With a Preface by Gerd Stern.
Author | : P. Langdon |
Publisher | : Springer Science & Business Media |
Total Pages | : 276 |
Release | : 2008-03-07 |
Genre | : Technology & Engineering |
ISBN | : 1848002114 |
“Designing Inclusive Futures” reflects the need to explore, in a coherent way, the issues and practicalities that lie behind design that is intended to extend our active future lives. This encompasses design for inclusion in daily life at home but also extends to the workplace and for products within these contexts. For example, given trends in employment sector growth, skills requirements, labour supply and demographic change, there is a need to predict the critical areas where individual capabilities are mismatched with the physical, social and organisational demands of work. This mismatch, which can be addressed within the domain of inclusive design, is pervasively linked to real artefacts in workspaces and their intersection with the health factors that relate to ageing. This book is the result of the fourth CWUAAT workshop held in Cambridge, England in April 2008.
Author | : Anna-Teresa Tymieniecka |
Publisher | : Springer Science & Business Media |
Total Pages | : 397 |
Release | : 2006-07-14 |
Genre | : Philosophy |
ISBN | : 1402037449 |
Having established in the ontopoiesis/phenomenology of life the creative function of the human being as the fulcrum of our beingness-in-becoming, let us now turn to investigate the creative logos. In this collection, the momentum of a gathering "creative brainstorm" leads to the vertiginous imaginative transformability of the creative logos as it ciphers through the aesthetic sense, the elements of experience – sensing, feeling, emotions, forming – in works of art, thus lifting human experience into spirit and culture.
Author | : Chris Meigh-Andrews |
Publisher | : A&C Black |
Total Pages | : 579 |
Release | : 2013-11-07 |
Genre | : Art |
ISBN | : 0857851896 |
A History of Video Art is a revised and expanded edition of the 2006 original, which extends the scope of the first edition, incorporating a wider range of artists and works from across the globe and explores and examines developments in the genre of artists' video from the mid 1990s up to the present day. In addition, the new edition expands and updates the discussion of theoretical concepts and ideas which underpin contemporary artists' video. Tracking the changing forms of video art in relation to the revolution in electronic and digital imaging that has taken place during the last 50 years, A History of Video Art orients video art in the wider art historical context, with particular reference to the shift from the structuralism of the late 1960s and early 1970s to the post-modernist concerns of the 1980s and early 1990s. The new edition also explores the implications of the internationalisation of artists' video in the period leading up to the new millennium and its concerns and preoccupations including post-colonialism, the post-medium condition and the impact and influence of the internet.
Author | : Mura, Gianluca |
Publisher | : IGI Global |
Total Pages | : 352 |
Release | : 2015-09-23 |
Genre | : Art |
ISBN | : 1466686804 |
Technological advancements have influenced many fields of study, and the visual arts are no exception. With the development of new creative software and computer programs, artists and designers are free to create in a digital context, equipped with precision and efficiency. Analyzing Art, Culture, and Design in the Digital Age brings together a collection of chapters on the digital tools and processes impacting the fields of art and design, as well as related cultural experiences in the digital sphere. Including the latest scholarly research on the application of technology to the study, implementation, and culture of creative practice, this publication is an essential reference source for researchers, academicians, and professionals interested in the influence of technology on art, design, and culture. This publication features timely, research-based chapters discussing the connections between art and technology including, but not limited to, virtual art and design, the metaverse, 3D creative design environments, cultural communication, and creative social processes.
Author | : Anastasia Stratigea |
Publisher | : Springer |
Total Pages | : 314 |
Release | : 2018-09-12 |
Genre | : Business & Economics |
ISBN | : 3319994441 |
This book addresses the issue of smart and sustainable development in the Mediterranean (MED) region, a distinct part of the world, full of challenges and risks but also opportunities. Above all, the book focuses on smartening up small and medium-sized cities and insular communities, taking into account their geographical peculiarities, the pattern of MED urban settlements and the abundance of island complexes in the MED Basin. Taking for granted that sustainability in the MED is the overarching policy goal that needs to be served, the book explores different aspects of smartness in support of this goal’s achievement. In this respect, evidence from concrete smart developments adopted by forerunners in the MED region is collected and analyzed; coupled with experiences gathered from successful, non-MED, examples of smart efforts in European countries. More specifically, current research and empirical results from MED urban environments are discussed, as well as findings from or concerning other parts of the world, which are of relevance to the MED region. The book’s primary goal is to enable policymakers, planners and decision-making bodies to recognize the challenges and options available; and make to more informed policy decisions towards smart, sustainable, inclusive and resilient urban and regional futures in the MED.
Author | : Laurie Britton-Newell |
Publisher | : Victoria & Albert Museum |
Total Pages | : 152 |
Release | : 2007-12 |
Genre | : Art |
ISBN | : |
This is a unique look at a cutting-edge group of international artists who place craft at the heart of their work, transforming everyday subjects and ordinary materials into artworks that are out of the ordinary. The book features unusual works including the ephemeral ice-and-chocolate jewelry of Naomi Filmer; the almost-hidden installations by Yoshihiro Suda; thread and lace-work by Anne Wilson; and found metal sculptures by Olu Amoda. These innovative artists show that craft is a fundamental concern across many disciplines, and this redirection of materials, traditional techniques, and use of scale achieves extraordinary outcomes.