Pixel Raiders #5

Pixel Raiders #5
Author: Bajo
Publisher:
Total Pages: 192
Release: 2018-11
Genre: Action and adventure fiction
ISBN: 9781743817650

Welcome to LEVEL 5: Lava Island A game of puzzle solving, boss battles and flaming balls of lava... In the final level, tricky puzzles lead Rip and Mei up a dangerous path to the volcano at the centre of Lava Island. There they must outsmart the game AND survive their toughest battle yet. But first, how does Mei get from the REAL WORLD back into PIXEL RAIDERS? Will Rip ever get the catchy Jungle Bungle song out of his head? Most importantly, can Megalava be defeated and the trapped players released? Find out in this EPIC series conclusion!

Dragon Land (Pixel Raiders #2)

Dragon Land (Pixel Raiders #2)
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?

Dig World (Pixel Raiders #1)

Dig World (Pixel Raiders #1)
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?

Building iOS 5 Games

Building iOS 5 Games
Author: James Sugrue
Publisher: Peachpit Press
Total Pages: 244
Release: 2011-12-06
Genre: Computers
ISBN: 0132790467

Mobile-app development, and mobile-game-app development in particular, is attracting developers with the promise of a large and growing user base and ginormous unit sales. For example, over during the Christmas holiday, Tapulous reported iOS users were downloading the newest version of Tap Tap Revenge 25,000 times per hour, peaking at 45,000 downloads per hour on Christmas day. This book teaches iOS game development fundamentals. The book is broken up into sections, each building from the last. By the end of the book, the reader will have a firm grasp on the concepts of game development for iOS devices. The book offers real world examples and actual games the reader can code and play and is aimed at people who understand programming concepts but are new to iOS game development.

Logos of Phenomenology and Phenomenology of the Logos. Book Five

Logos of Phenomenology and Phenomenology of the Logos. Book Five
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.

Designing Inclusive Futures

Designing Inclusive Futures
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.

A History of Video Art

A History of Video Art
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.

Spaces, Spatiality and Technology

Spaces, Spatiality and Technology
Author: Phil Turner
Publisher: Springer Science & Business Media
Total Pages: 328
Release: 2005-04-05
Genre: Architecture
ISBN: 9781402032721

separated by the exigencies of the design life cycle into another compartment, that makes invisible the (prior) technical work of engineers that is not directly pertinent to the application work of practitioners. More recently (and notably after the work of Greisemer and Star) the black box has been opened and infrastructure has been discussed in terms of the social relations of an extended group of actors that includes developers. Ethical and political issues are involved (cf f accountable computing). Writing broadly within this context, Day (chapter 11) proposes that the concept of 'surface' can assist us to explore space as the product of 'power and the affective and expressive role for materials', rather than the background to this. Surfaces are the 'variously textured...sites for mixtures between bodies', and are thus the 'sites for events'. The notions of 'folding' and 'foldability' and 'unfolding' are discussed at length, as metaphors that account for the interactions of bodies in space across time. Some of the contributors to this volume focus on ways in which we may experience multiple infrastructures. Dix and his colleagues, for example, in chapter 12 explore a complex of models - of spatial context, of 'mixed reality boundaries' and of human spatial understanding across a number of field projects that make up the Equator project to explain the ways in which co-existing multiple spaces are experienced.

HTML5 Canvas

HTML5 Canvas
Author: Steve Fulton
Publisher: "O'Reilly Media, Inc."
Total Pages: 650
Release: 2011-05-06
Genre: Computers
ISBN: 144930818X

No matter what platform or tools you use, the HTML5 revolution will soon change the way you build web applications, if it hasn't already. HTML5 is jam-packed with features, and there's a lot to learn. This book gets you started with the Canvas element, perhaps HTML5's most exciting feature. Learn how to build interactive multimedia applications using this element to draw, render text, manipulate images, and create animation. Whether you currently use Flash, Silverlight, or just HTML and JavaScript, you'll quickly pick up the basics. Practical examples show you how to create various games and entertainment applications with Canvas as you learn. Gain valuable experience with HTML5, and discover why leading application developers rave about this specification as the future of truly innovative web development. Create and modify 2D drawings, text, and bitmap images Incorporate and manipulate video, and add audio Build a basic framework for creating a variety of games on Canvas Use bitmaps and tile sheets to develop animated game graphics Go mobile: port Canvas applications to iPhone with PhoneGap Explore ways to use Canvas for 3D and multiplayer game applications

Grand Thieves & Tomb Raiders

Grand Thieves & Tomb Raiders
Author: Rebecca Levene
Publisher: Aurum
Total Pages: 376
Release: 2012-11-08
Genre: Computers
ISBN: 1781311072

Gaming: it’s the greatest British invasion of them all. Lara Croft is an international icon and the British-born Grand Theft Auto and its spin-offs have sold more than 100 million copies worldwide. The UK’s games industry is now bigger than either its cinema or its music. Yet the medium’s birth in Thatcher’s Britain was almost accidental. While politicians championed computers like the BBC Micro and the ZX Spectrum as engines of learning, it was left to a grassroots culture of amateur programmers to unlock their true potential. And from bedrooms and classrooms across the country, a brilliant profusion of innovative and idiosyncratic games soon emerged – propelling their young creators to fame, riches and, eventually, a place on the world stage. This is the story of those teenage coders – tracing their journey from the first home computers to the age of the smartphone. A mix of oddball characters, programming miracles and moral panics, Grand Thieves & Tomb Raiders reveals how the unique history of British computing led to some of the greatest games of all time.