The Game Of Inyloct
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Author | : Lawrence B. Slobodkin |
Publisher | : Harvard University Press |
Total Pages | : 280 |
Release | : 1992 |
Genre | : Philosophy |
ISBN | : 9780674808256 |
"If it were necessary, for some curious legal reason, to draw a clear line between human and nonhuman--for example, if a group of australopithecines were to appear and one had to decide if they were to be protected by Fair Employment Laws or by the ASPCA--I would welcome them as humans if I knew that they were seriously concerned about how to bury their dead." In this witty and wise way, Lawrence Slobodkin takes us on a spirited quest for the multiple meanings of simplicity in all facets of life. Slobodkin begins at the beginning, with a consideration of how simplicity came into play in the development of religious doctrines. He nimbly moves on to the arts--where he ranges freely from dining to painting--and then focuses more sharply on the role of simplicity in science. Here we witness the historical beginnings of modern science as a search for the fewest number of terms, the smallest number of assumptions, or the lowest exponents, while still meeting criteria for descriptive accuracy. The result may be an elegant hypothetical system that generates the apparent world from less apparent assumptions, as with the Newtonian revolution; or it may mean deducing non-obvious processes from everyday facts, as with the Darwinian revolution. Slobodkin proposes that the best intellectual work is done as if it were a game on a simplified playing field. He supplies serious arguments for considering the role of simplification and playfulness in all of our activities. The immediate effect of his unfailingly captivating essay is to throw open a new window on the world and to refresh our perspectives on matters of the heart and mind.
Author | : Tim Summers |
Publisher | : |
Total Pages | : 334 |
Release | : 2022-03-25 |
Genre | : |
ISBN | : 9781789385670 |
Critical analysis of the music of the iconic 1998 Nintendo 64 video game. More than twenty years after its creation, The Legend of Zelda: Ocarina of Time is still held in high critical regard as one of the finest examples of the video game medium. The same is true of the game's music, whose superlative reception continues to be evident, whether in the context of the game or in orchestral concerts and recordings of the game's music. Given music's well-established significance for the video game form, it is no coincidence that music is placed at the forefront of this most lauded and loved of games. In Ocarina of Time, music connects and unifies all aspects of the game, from the narrative conceit to the interactive mechanics, from the characters to the virtual worlds, and even into the activity of legions of fans and gamers, who play, replay, and reconfigure the music in an enduring cultural site that has Ocarina of Time at its center. As video game music studies begins to mature into a coherent field, it is now possible to take the theoretical apparatus and critical approaches that have been developed in antecedent scholarship and put these into practice in the context of an extended concrete game example. The most extensive investigation into the music of a single game yet undertaken, this book serves three important primary purposes: first, it provides a historical-critical account of the music of an important video game text; second, it uses this investigation to explore wider issues in music and media studies (including interactivity, fan cultures, and music and technology); and third, it serves as a model for future in-depth studies of video game music.
Author | : W. Doise |
Publisher | : Elsevier |
Total Pages | : 193 |
Release | : 2013-10-22 |
Genre | : Psychology |
ISBN | : 148328610X |
The definition of intelligence has become the object of many controversies - particularly about its nature and the causes of its development - with essential social implications at stake. To get out of this deadlock, the authors of this book propose a social conception of intelligence and of its development: they consider intelligence as resulting from the inter-individual coordinations of actions and judgements. They experimentally study how groups of children elaborate new cognitive tools which their members, taken individually, did not possess at the start, and how these cognitive tools are subsequently used by the child alone.
Author | : Richard Anatone |
Publisher | : |
Total Pages | : 0 |
Release | : 2023-09-05 |
Genre | : |
ISBN | : 9781789388602 |
On the oeuvre of Nobuo Uematsu, the Beethoven of video game music. Japanese musician and composer Nobuo Uematsu has built his career and reputation on his soundtracks to the enduring Final Fantasy video game series, which are notable for their remarkable cinematic feel. Today Uematsu is one of Japan's most beloved living composers, credited with inspiring a new generation of classical music fans. This volume, the first book-length study of the music of Uematsu, takes a variety of different analytical approaches to his body of work. It offers readers interested in ludomusicology--the study of and research into video game music--a variety of ways with which to understand Uematsu's compositional process and the role that video game music has in the overall gaming experience.
Author | : Garry Kasparov |
Publisher | : PublicAffairs |
Total Pages | : 310 |
Release | : 2017-05-02 |
Genre | : Computers |
ISBN | : 1610397878 |
Garry Kasparov's 1997 chess match against the IBM supercomputer Deep Blue was a watershed moment in the history of technology. It was the dawn of a new era in artificial intelligence: a machine capable of beating the reigning human champion at this most cerebral game. That moment was more than a century in the making, and in this breakthrough book, Kasparov reveals his astonishing side of the story for the first time. He describes how it felt to strategize against an implacable, untiring opponent with the whole world watching, and recounts the history of machine intelligence through the microcosm of chess, considered by generations of scientific pioneers to be a key to unlocking the secrets of human and machine cognition. Kasparov uses his unrivaled experience to look into the future of intelligent machines and sees it bright with possibility. As many critics decry artificial intelligence as a menace, particularly to human jobs, Kasparov shows how humanity can rise to new heights with the help of our most extraordinary creations, rather than fear them. Deep Thinking is a tightly argued case for technological progress, from the man who stood at its precipice with his own career at stake.
Author | : Luke Cuddy |
Publisher | : Open Court |
Total Pages | : 242 |
Release | : 2011-04-12 |
Genre | : Philosophy |
ISBN | : 0812697286 |
Since the Doom series, First Person Shooter (FPS) videogames have ricocheted through the gaming community, often reaching outside that community to the wider public. While critics primarily lampoon FPSs for their aggressiveness and on-screen violence, gamers see something else. Halo is one of the greatest, most successful FPSs ever to grace the world of gaming. Although Halo is a FPS, it has a science-fiction storyline that draws from previous award-winning science fiction literature. It employs a game mechanic that limits the amount of weapons a player can carry to two, and a multiplayer element that has spawned websites like Red vs. Blue and games within the game created by players themselves. Halo’s unique and extraordinary features raise serious questions. Are campers really doing anything wrong? Does Halo’s music match the experience of the gamer? Would Plato have used Halo to train citizens to live an ethical life? What sort of Artificial Intelligence exists in Halo and how is it used? Can the player’s experience of war tell us anything about actual war? Is there meaning to Master Chief’s rough existence? How does it affect the player’s ego if she identifies too strongly with an aggressive character like Master Chief? Is Halo really science fiction? Can Halo be used for enlightenment-oriented thinking in the Buddhist sense? Does Halo's weapon limitation actually contribute to the depth of the gameplay? When we willingly play Halo only to die again and again, are we engaging in some sort of self-injurious behavior? What is expansive gameplay and how can it be informed by the philosophy of Michel Foucault? In what way does Halo’s post-apocalyptic paradigm force gamers to see themselves as agents of divine deliverance? What can Red vs. Blue teach us about personal identity? These questions are tackled by writers who are both Halo cognoscenti and active philosophers, with a foreword by renowned Halo fiction author Fred Van Lente and an afterword by leading games scholar and artist Roger Ngim.
Author | : Kavita Mudan Finn |
Publisher | : Intellect Books |
Total Pages | : 206 |
Release | : 2017-05-01 |
Genre | : Art |
ISBN | : 178320785X |
Winter is coming. Every Sunday night, millions of fans gather around their televisions to take in the spectacle that is a new episode of Game of Thrones. Much is made of who will be gruesomely murdered each week on the hit show, though sometimes the question really is who won’t die a fiery death. The show, based on the Song of Ice and Fire series written by George R. R. Martin, is a truly global phenomenon. With the seventh season of the HBO series in production, Game of Thrones has been nominated for multiple awards, its cast has been catapulted to celebrity and references to it proliferate throughout popular culture. Often positioned as the grittier antithesis to J. R. R. Tolkien’s Lord of the Rings, Martin’s narrative focuses on the darker side of chivalry and heroism, stripping away these higher ideals to reveal the greed, amorality and lust for power underpinning them. Fan Phenomena: Game of Thrones is an exciting new addition to the Intellect series, bringing together academics and fans of Martin’s universe to consider not just the content of the books and HBO series, but fan responses to both. From trivia nights dedicated to minutiae to forums speculating on plot twists to academics trying to make sense of the bizarre climate of Westeros, everyone is talking about Game of Thrones. Edited by Kavita Mudan Finn, the book focuses on the communities created by the books and television series and how these communities envision themselves as consumers, critics, and even creators of fanworks in a wide variety of media, including fiction, art, fancasting and cosplay.
Author | : Andy Clarke |
Publisher | : Intellect Books |
Total Pages | : 296 |
Release | : 2007 |
Genre | : Art |
ISBN | : |
Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.
Author | : James Rusbridger |
Publisher | : New Amsterdam Books |
Total Pages | : 0 |
Release | : 1992 |
Genre | : Espionage |
ISBN | : 9781561310081 |
In this book, James Rushbriger takes a quite candid look at how intelligence works, and he uncovers vast ineptitude and corruption behind some famous intelligence tales.
Author | : Michiel Kamp |
Publisher | : Equinox Publishing (UK) |
Total Pages | : 0 |
Release | : 2016 |
Genre | : Video game music |
ISBN | : 9781781791974 |
This book suggests a variety of new approaches to the study of game music.