Computer Games and Technical Communication

Computer Games and Technical Communication
Author: Jennifer deWinter
Publisher: Routledge
Total Pages: 352
Release: 2016-05-23
Genre: Language Arts & Disciplines
ISBN: 1317162609

Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.

Advanced Communication Games

Advanced Communication Games
Author:
Publisher:
Total Pages: 106
Release: 1996
Genre: English language
ISBN: 9780175556939

Forty games and fun activities to stimulate intermediate and advanced learners of English to express themselves. Includes problem solving, role playing, guessing, matching, card games, puzzle solving and thinking games.

Communication and Content

Communication and Content
Author: Prashant Parikh
Publisher: Language Science Press
Total Pages: 418
Release: 2019
Genre: Language Arts & Disciplines
ISBN: 3961101981

Communication and content presents a comprehensive and foundational account of meaning based on new versions of situation theory and game theory. The literal and implied meanings of an utterance are derived from first principles assuming little more than the partial rationality of interacting agents. New analyses of a number of diverse phenomena – a wide notion of ambiguity and content encompassing phonetics, syntax, semantics, pragmatics, and beyond, vagueness, convention and conventional meaning, indeterminacy, universality, the role of truth in communication, semantic change, translation, Frege’s puzzle of informative identities – are developed. Communication, speaker meaning, and reference are defined. Frege’s context and compositional principles are generalized and reconciled in a fixed-point principle, and a detailed critique of Grice, several aspects of Lewis, and some aspects of the Romantic conception of meaning are offered. Connections with other branches of linguistics, especially psycholinguistics, sociolinguistics, historical linguistics, and natural language processing, are explored. The book will be of interest to scholars in philosophy, linguistics, artificial intelligence, and cognitive science. It should also interest readers in related fields like literary and cultural theory and the social sciences. "This book is the culmination of Prashant Parikh's long and deep work on fundamental questions of language and how they can be illuminated by game-theoretic analysis." — Roger Myerson, 2007 Nobel Laureate in Economics, University of Chicago "Prashant Parikh has, over the years, accumulated a substantial and impressive body of work on the nature of language, deploying the resources of game theory. Communication and content is a vastly ambitious culmination of this lifelong pursuit. It covers a tremendously wide range of themes and critically discusses an enormous range of writing on those themes from diverse intellectual traditions, as it systematically develops a game-theoretic account of content in the communicative contexts in which human linguistic capacities are employed, eschewing standard distinctions between semantics and pragmatics, and offering instead a highly integrated elaboration of the slogan “meaning is use”. It is a work that is at once creative yet conscientious, bold yet rigorously technical, systematic yet sensitive to contingency and context. It will abundantly reward close study." — Akeel Bilgrami, Sidney Morgenbesser Professor of Philosophy, Columbia University "Prashant Parikh has made fundamental contributions to the game-theoretic analysis of linguistic meaning. Communication and content summarizes and extends this important work, offering a truly novel approach to the strategic foundations of meaning. This approach finds a way out of the prison of methodological solipsism and opens up the study of linguistic meaning to scientific study." — Robin Clark, Linguistics, University of Pennsylvania "A pioneering attempt to work out things like literal meaning, modulation, enrichment, implicature, etc. in mathematical detail within a game-theoretic framework." — François Recanati, Chair, Philosophy of Language and Mind, Collège de France "Communication and content is the crowning achievement of a long line of research pioneered by Prashant Parikh. In this groundbreaking work Parikh introduces a fresh perspective on natural language pragmatics, by making a creative tie with game theory. Clearly written, Communication and content weaves together semantics, game theory, and situation theory to create a thought-provoking picture of natural language pragmatics. Every modern AI researcher interested in the foundations of natural language pragmatics owes it to him- or herself to become familiar with this picture." — Yoav Shoham, Computer Science Department, Stanford University

Computer Games I

Computer Games I
Author: David N.L. Levy
Publisher: Springer Science & Business Media
Total Pages: 460
Release: 2012-12-06
Genre: Computers
ISBN: 1461387167

Computer Games I is the first volume in a two part compendium of papers covering the most important material available on the development of computer strategy games. These selections range from discussions of mathematical analyses of games, to more qualitative concerns of whether a computer game should follow human thought processes rather than a "brute force" approach, to papers which will benefit readers trying to program their own games. Contributions include selections from the major players in the development of computer games: Claude Shannon whose work still forms the foundation of most contemporary chess programs, Edward O. Thorpe whose invention of the card counting method caused Las Vegas casinos to change their blackjack rules, and Hans Berliner whose work has been fundamental to the development of backgammon and chess games.

Thinking Through Communication

Thinking Through Communication
Author: Sarah Trenholm
Publisher: Routledge
Total Pages: 602
Release: 2020-08-23
Genre: Business & Economics
ISBN: 1000164985

The ninth edition of this textbook for hybrid introductory communication courses provides a balanced introduction to the fundamental theories and principles of communication. The book explores communication in a variety of contexts—including interpersonal, group, organizational, and mass media—and provides students the theoretical knowledge and the research and critical thinking skills they’ll need to succeed in advanced communication courses and professions. The first section explores the history of communication study and explains basic perspectives used by scholars in the field. The second looks at how communicators decode and encode messages, while the third examines channels and contexts, from interpersonal to mass media. This edition devotes attention to how new technologies are changing the ways we think about communication, with revised and updated examples, and gives special attention to relevant critical theory. Two appendices give users the flexibility to tailor their courses to the interests and needs of their students, offering guidelines for preparing and presenting public presentations and giving examples of major research methods. Thinking Through Communication is an ideal textbook for Introduction to Communication courses that aim to provide a comprehensive overview of the field. Material for instructors containing PowerPoint slides, test questions, and an instructor’s manual is available at https://routledge.com/9780367857011.

Augmented Reality Games I

Augmented Reality Games I
Author: Vladimir Geroimenko
Publisher: Springer
Total Pages: 260
Release: 2019-05-10
Genre: Computers
ISBN: 3030156168

This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

Communications

Communications
Author: United States. Congress. Senate. Committee on the Judiciary. Subcommittee on Antitrust and Monopoly
Publisher:
Total Pages: 634
Release: 1975
Genre: Cable television
ISBN:

What's in a Game?

What's in a Game?
Author: United States. Congress. Senate. Committee on the Judiciary. Subcommittee on the Constitution, Civil Rights, and Property Rights
Publisher:
Total Pages: 240
Release: 2006
Genre: Games & Activities
ISBN:

GAME THEORY

GAME THEORY
Author: Roger B. Myerson
Publisher: Harvard University Press
Total Pages: 585
Release: 2013-03-01
Genre: Business & Economics
ISBN: 0674728610

Eminently suited to classroom use as well as individual study, Roger Myerson's introductory text provides a clear and thorough examination of the models, solution concepts, results, and methodological principles of noncooperative and cooperative game theory. Myerson introduces, clarifies, and synthesizes the extraordinary advances made in the subject over the past fifteen years, presents an overview of decision theory, and comprehensively reviews the development of the fundamental models: games in extensive form and strategic form, and Bayesian games with incomplete information.

Violent and Explicit Video Games

Violent and Explicit Video Games
Author: United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection
Publisher:
Total Pages: 164
Release: 2006
Genre: Games & Activities
ISBN: