Avatars Of The Amazon
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Author | : Jason Youngdale |
Publisher | : Lulu.com |
Total Pages | : 33 |
Release | : 2019-10-09 |
Genre | : Games & Activities |
ISBN | : 0359955681 |
The Amazon Rain Forest burns and is being cut down at an alarming rate. Kapatilist Corporation is sick of the locals disrupting its greedy pursuits. Forest fires from both sides have been started, and the ecosystem is in danger. A giant weaponized vehicle of destruction has been created by the Kapatilist Corporation to deal with tree cutting (and meddlesome local eco warriors). The Forest itself cries out. An old woman with an interesting necklace begs for your help. The machine must be destroyed. This is an introductory adventure for the Sage & Sand Role-playing game. You don't need the base rulebook to play (as Quick Start rules are provided). But it is recommended. The adventure is based in the Amazon Rainforest. Five players is the ideal number for this adventure.
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Publisher | : PediaPress |
Total Pages | : 57 |
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Author | : Bron Taylor |
Publisher | : Wilfrid Laurier Univ. Press |
Total Pages | : 467 |
Release | : 2013-08-14 |
Genre | : Religion |
ISBN | : 1554588812 |
Avatar and Nature Spirituality explores the cultural and religious significance of James Cameron's film Avatar (2010), one of the most commercially successful motion pictures of all time. Its success was due in no small measure to the beauty of the Pandora landscape and the dramatic, heart-wrenching plight of its nature-venerating inhabitants. To some audience members, the film was inspirational, leading them to express affinity with the film's message of ecological interdependence and animistic spirituality. Some were moved to support the efforts of indigenous peoples, who were metaphorically and sympathetically depicted in the film, to protect their cultures and environments. To others, the film was politically, ethically, or spiritually dangerous. Indeed, the global reception to the film was intense, contested, and often confusing. To illuminate the film and its reception, this book draws on an interdisciplinary team of scholars, experts in indigenous traditions, religious studies, anthropology, literature and film, and post-colonial studies. Readers will learn about the cultural and religious trends that gave rise to the film and the reasons these trends are feared, resisted, and criticized, enabling them to wrestle with their own views, not only about the film but about the controversy surrounding it. Like the film itself, Avatar and Nature Spirituality provides an opportunity for considering afresh the ongoing struggle to determine how we should live on our home planet, and what sorts of political, economic, and spiritual values and practices would best guide us.
Author | : Stan I. S. Law |
Publisher | : INHOUSEPRESS |
Total Pages | : 358 |
Release | : 2006 |
Genre | : Fiction |
ISBN | : 0973187255 |
"The Avatar Syndrome" follows Anne from childhood to womanhood; from a troubled, taciturn youth, to a world-renowned violinist; from misunderstood recluse, to messiah of a higher truth and beauty. From 5 Stars Reviews: "The author is an enlightened being and it is very evident in this masterpiece"" (Michael P.Tinsley, Amazon.com) "If you love art, music, philosophy, beauty, and... science, then read this book". (Adam Kerry, Smashwords)
Author | : Kiri Miller |
Publisher | : Oxford University Press |
Total Pages | : 257 |
Release | : 2017 |
Genre | : Music |
ISBN | : 0190257849 |
Playable Bodies investigates what happens when machines teach humans to dance. Dance video games work as engines of humor, shame, trust, and intimacy, urging players to dance like nobody's watching--while being tracked by motion-sensing interfaces in their living rooms. The chart-topping dance game franchises Just Dance and Dance Central transform players' experiences of popular music, invite experimentation with gendered and racialized movement styles, and present new possibilities for teaching, learning, and archiving choreography. Author Kiri Miller shows how these games teach players to regard their own bodies as both interfaces and avatars, and how a convergence of choreography and programming code is driving a new wave of full-body virtual-reality media experiences. Drawing on five years of ethnographic research with players, game designers, and choreographers, Playable Bodies situates dance games in a media ecology that includes the larger game industry, viral music videos, reality TV competitions, marketing campaigns, consumer reviews, social media discourse, and emerging surveillance technologies. Miller tracks the circulation of dance gameplay and related "body projects" across media platforms to reveal how dance games function as "intimate media," configuring new relationships among humans, interfaces, music and dance repertoires, and social media practices.
Author | : Adrian J. Ivakhiv |
Publisher | : Wilfrid Laurier Univ. Press |
Total Pages | : 656 |
Release | : 2013-10-07 |
Genre | : Performing Arts |
ISBN | : 155458907X |
This book presents an ecophilosophy of cinema: an account of the moving image in relation to the lived ecologies – material, social, and perceptual relations – within which movies are produced, consumed, and incorporated into cultural life. If cinema takes us on mental and emotional journeys, the author argues that those journeys that have reshaped our understanding of ourselves, life, and the Earth and universe. A range of styles are examined, from ethnographic and wildlife documentaries, westerns and road movies, sci-fi blockbusters and eco-disaster films to the experimental and art films of Tarkovsky, Herzog, Malick, and Brakhage, to YouTube's expanding audio-visual universe.
Author | : Riley, John Thomas |
Publisher | : IGI Global |
Total Pages | : 306 |
Release | : 2019-05-31 |
Genre | : Education |
ISBN | : 1522584021 |
The 21st century has seen no shortage of historic problems, which has begged the question, How is society preparing today’s young people to take on these challenges? There have been a fair number of obscure but promising approaches that warrant testing but do not currently attract the level of attention needed to secure the necessary resources for a proper test. Narrative Thinking and Storytelling for Problem Solving in Science Education is an essential academic publication that focuses on the use of storytelling to respond to the fundamental need to share experiences while also inspiring world-changing solutions through the stimulation of curiosity, imagination, and reflection. Focusing on this widespread, powerful, and multifaceted form of communication, this book centers on the use of storytelling as a narrative and rhetorical technique in scientific knowledge, research, teaching, and learning. Covering topics such as digital storytelling, narrative schema, and mediation, this powerful reference source is ideal for researchers, scientists, instructional designers, communication specialists, and academicians.
Author | : Ellen Grabiner |
Publisher | : McFarland |
Total Pages | : 255 |
Release | : 2014-01-10 |
Genre | : Performing Arts |
ISBN | : 0786490276 |
In the blockbuster film Avatar, science fiction and the technological prowess of director James Cameron meet in a heady concoction that, while visually ravishing, could easily be dismissed as "eye candy." While critics most frequently acclaimed its breakthrough 3-D technology, close scrutiny of the film raises provocative questions about the relationship between mind and body, appearance and reality. It brings into focus the relationships of humans to their technology, their planet, and each other and highlights the nature and potential of film itself. This work explores the theoretical and philosophical issues brought to bear in Avatar, exploring the spaces between human and machine; technology and nature; chick flick and action-adventure; and old-fashioned storytelling and cutting-edge technology. Central to the book's analysis is an examination of the extent to which Avatar melds the seer and the seen, illuminating an alternative visual paradigm. Instructors considering this book for use in a course may request an examination copy here.
Author | : Tim Fields |
Publisher | : CRC Press |
Total Pages | : 290 |
Release | : 2022-10-14 |
Genre | : Computers |
ISBN | : 1000730492 |
This book is a fast-paced look at the next two decades of the games industry with a focus on game design, the evolution of gaming markets around the world, the future of technology, Artificial Intelligence, Big Data, crypto-currency, and the art and business of creating and publishing hit games. The book contains interviews with a dozen veteran games industry luminaries, who have collectively created many of the greatest hits of the last twenty years and grossed tens of billions of dollars in revenue for companies like Electronic Arts, Facebook, Apple, Activision, Microsoft, Amazon, Supercell, Netflix, Warner Brothers, and others. Game Development 2042 is meant for game developers, anyone with a financial interest in the games business, and for gamers who want to know what the future holds. Mobile, console, PC, web, free-to-play, play-to-earn, and other businesses are discussed in depth with specific examples.
Author | : Rodanthi Tzanelli |
Publisher | : Routledge |
Total Pages | : 266 |
Release | : 2013-03-05 |
Genre | : Social Science |
ISBN | : 1136163360 |
What happens to traditional conceptions of heritage in the era of fluid media spaces? ‘Heritage’ usually involves intergenerational transmission of ideas, customs, ancestral lands, and artefacts, and so serves to reproduce national communities over time. However, media industries have the power to transform national lands and histories into generic landscapes and ideas through digital reproductions or modifications, prompting renegotiations of belonging in new ways. Contemporary media allow digital environments to function as transnational classrooms, creating virtual spaces of debate for people with access to televised, cinematic and Internet ideas and networks. This book examines a range of popular cinematic interventions that are reshaping national and global heritage, across Europe, Asia, the Americas and Australasia. It examines collaborative or adversarial articulations of such enterprise (by artists, directors, producers but also local, national and transnational communities) that blend activism with commodification, presenting new cultural industries as fluid but significant agents in the production of new public spheres. Heritage in the Digital Era will appeal to students and scholars of sociology, film studies, tourist studies, globalization theory, social theory, social movements, human/cultural geography, and cultural studies.