Half-real, Juul, Jesper (associate Professor, The Royal Danish Academy Of Fine Arts)
Старое издание
Автор: Juul, Jesper Название: Half--real ISBN: 0262101106 ISBN-13(EAN): 9780262101103 Издательство: MIT Press Цена: 5763.00 р. Наличие на складе: Нет в наличии. Описание: Video games as both a departure from and a development of traditional games; an analysis of the interaction between rules and fiction in video games.
Автор: Juul, Jesper Название: Half--real ISBN: 0262101106 ISBN-13(EAN): 9780262101103 Издательство: MIT Press Рейтинг: Цена: 5763.00 р. Наличие на складе: Нет в наличии.
Описание: Video games as both a departure from and a development of traditional games; an analysis of the interaction between rules and fiction in video games.
Автор: P. Lacasa Название: Learning in Real and Virtual Worlds ISBN: 1349457124 ISBN-13(EAN): 9781349457120 Издательство: Springer Рейтинг: Цена: 6986.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Packed with critical analysis and real-life examples, this book explores how children`s video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.
Автор: Friedlander Jennifer Название: Real Deceptions ISBN: 0190676132 ISBN-13(EAN): 9780190676131 Издательство: Oxford Academ Рейтинг: Цена: 5384.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Real Deceptions develops a new theory of realism through close consideration of myriad contemporary art, media, and cultural practices. Rather than focusing on transgressing deceptions which distort reality, the book argues that reality lies within the deceptions themselves.
Описание: Minecraft for Makers explores the intersection of this creative and beloved electronic game with the real world. It gives readers the opportunity to take familiar objects from the game - such as blocks, jack o`lanterns, and mobs - and make real-world versions of them.
Автор: Dixon Название: Hollywood in Crisis or: The Collapse of the Real ISBN: 3319404806 ISBN-13(EAN): 9783319404806 Издательство: Springer Рейтинг: Цена: 6986.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book discusses the collapse and transformation of the Hollywood movie machine in the twenty-first century, and the concomitant social collapse being felt in nearly every aspect of society. Wheeler Winston Dixon examines key works in cinema from the era of late-stage capitalists, analyzing Hollywood films and the current wave of cinema developed outside of the Hollywood system alike. Dixon illustrates how movies and television programs across these spaces have adopted, reflected, and generated a society in crisis, and with it, a crisis for the cinematic industry itself.
Название: Political Communication in Real Time ISBN: 1138949418 ISBN-13(EAN): 9781138949416 Издательство: Taylor&Francis Рейтинг: Цена: 9645.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Much has been made of the speed and constancy of modern politics. Whether watching cable news, retweeting political posts, or receiving news alerts on our phones, political communication now happens continuously and in real time. Traditional research methods do not capture this changed, dynamic environment. Early studies that guided the way for the study of political communication took place at a time when the media environment changed dramatically. Transistors and FM radio, television and widely distributed films technologically changed the way people gained information and developed knowledge of the world around them. Now, the environment has changed again with digital innovations. It is time to recognize emerging ways of knowing how communication works.
This book provides the first real assessment of methods used to study the new digital media environment. It features eleven chapters authored by leading researchers in the field using continuous or real time response methods to study political communication in various forms. Moreover, the authors explain how viewer attitudes can be measured over time, message effects can be pin-- pointed down to the second of impact, behaviors can be tracked and analyzed unobtrusively, and respondents can naturally respond on their smartphone, tablet, or even console gaming system. Leading practitioners in the field working for CNN, Microsoft, Google, and Twitter show how the approach is being innovatively used in the field.
"
Political Communication in Real Time" is a welcomed addition to the growing field of interest in "big data" and continuous response research. This volume will appeal to scholars and practitioners in political science and communication studies wishing to gain new insights into the strengths and limitations of this approach. Political communication is a constant process, so theories, applications, and cognitive models of such communication require continuous measures and methods."
Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities.
By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8-14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.
In a crucial shift within posthumanistic media studies, Bernhard Siegert dissolves the concept of media into a network of operations that reproduce, displace, process, and reflect the distinctions fundamental for a given culture. Cultural Techniques aims to forget our traditional understanding of media so as to redefine the concept through something more fundamental than the empiricist study of a medium’s individual or collective uses or of its cultural semantics or aesthetics. Rather, Siegert seeks to relocate media and culture on a level where the distinctions between object and performance, matter and form, human and nonhuman, sign and channel, the symbolic and the real are still in the process of becoming. The result is to turn ontology into a domain of all that is meant in German by the word Kultur. Cultural techniques comprise not only self-referential symbolic practices like reading, writing, counting, or image-making. The analysis of artifacts as cultural techniques emphasizes their ontological status as “in-betweens,” shifting from firstorder to second-order techniques, from the technical to the artistic, from object to sign, from the natural to the cultural, from the operational to the representational. Cultural Techniques ranges from seafaring, drafting, and eating to the production of the sign-signaldistinction in old and new media, to the reproduction of anthropological difference, to the study of trompe-l’oeils, grids, registers, and doors. Throughout, Siegert addresses fundamental questions of how ontological distinctions can be replaced by chains of operations that process those alleged ontological distinctions within the ontic. Grounding posthumanist theory both historically and technically, this book opens up a crucial dialogue between new German media theory and American postcybernetic discourses.
In a crucial shift within posthumanistic media studies, Bernhard Siegert dissolves the concept of media into a network of operations that reproduce, displace, process, and reflect the distinctions fundamental for a given culture. Cultural Techniques aims to forget our traditional understanding of media so as to redefine the concept through something more fundamental than the empiricist study of a medium’s individual or collective uses or of its cultural semantics or aesthetics. Rather, Siegert seeks to relocate media and culture on a level where the distinctions between object and performance, matter and form, human and nonhuman, sign and channel, the symbolic and the real are still in the process of becoming. The result is to turn ontology into a domain of all that is meant in German by the word Kultur. Cultural techniques comprise not only self-referential symbolic practices like reading, writing, counting, or image-making. The analysis of artifacts as cultural techniques emphasizes their ontological status as “in-betweens,” shifting from firstorder to second-order techniques, from the technical to the artistic, from object to sign, from the natural to the cultural, from the operational to the representational. Cultural Techniques ranges from seafaring, drafting, and eating to the production of the sign-signaldistinction in old and new media, to the reproduction of anthropological difference, to the study of trompe-l’oeils, grids, registers, and doors. Throughout, Siegert addresses fundamental questions of how ontological distinctions can be replaced by chains of operations that process those alleged ontological distinctions within the ontic. Grounding posthumanist theory both historically and technically, this book opens up a crucial dialogue between new German media theory and American postcybernetic discourses.
Описание: In a series of absorbing case studies, this book focuses on the portrayal of Pakistani women in the global media. Analyzing Hollywood films, British documentaries, newspapers and mainstream U.S. magazines, this book traces sensational female figures of Pakistan - all of whom have been subject to patriarchal violence - highlighting the imagery of exploitation and eroticism. The authors' examination of these images addresses questions of spectatorship and fetishism in the age of globalization and the racial and imperial politics of liberal feminism.
Автор: Lacasa Pilar Название: Learning in Real and Virtual Worlds ISBN: 1137312041 ISBN-13(EAN): 9781137312044 Издательство: Springer Рейтинг: Цена: 11179.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Packed with critical analysis and real-life examples, this book explores how children`s video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.
Автор: Antony Mary G. Название: Audience Responses to Real Media Violence: The Knockout Game ISBN: 0739196138 ISBN-13(EAN): 9780739196137 Издательство: Bloomsbury Рейтинг: Цена: 6089.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book examines audiences` cognitive and affective responses to user-generated real media violence. Using Knockout Game videos, Antony examines the extent to which realism assessments interact with moral disengagement, and the (in)ability to empathize with victims of real media violence.
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