Автор: Hildebrand Julia M. Название: Aerial Play: Drone Medium, Mobility, Communication, and Culture ISBN: 9811621942 ISBN-13(EAN): 9789811621949 Издательство: Springer Рейтинг: Цена: 18167.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Chapter 1: Introduction: Powerful Play.- Chapter 2: Understanding (with) the Drone.- Chapter 3: Situating Hobby Drone Proctices.- Chapter 4: Communicating on the Fly.- Chapter 5: Moving and Not Moving up in the Air.- Chapter 6: Seeing like a Consumer Drone.- Chapter 7: Dancing with My Drone.- Chapter 8: Conclusion: Open Skies?.
Автор: by Thomas Hurka Название: Games, sports, and play / ISBN: 0198798350 ISBN-13(EAN): 9780198798354 Издательство: Oxford Academ Рейтинг: Цена: 10613.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: A distinguished group of philosophers discuss a wide range of issues about games, sport, and play - a topic largely neglected in recent philosophical literature. They ask consider what games and sports have in common, pose questions about their value, and add philosophical voices to the on-going debates in game studies.
Автор: Nathan Hulsey Название: Games in Everyday Life: For Play ISBN: 1838679383 ISBN-13(EAN): 9781838679385 Издательство: Emerald Рейтинг: Цена: 15119.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: In this book, Nathan Hulsey explores the links between game design, surveillance, computation, and the emerging technologies that impact our everyday lives at home, at work, and with our family and friends.
Название: Unmanned Aerial Remote Sensing ISBN: 1482246074 ISBN-13(EAN): 9781482246070 Издательство: Taylor&Francis Рейтинг: Цена: 19906.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Unmanned Aircraft Systems (UAS) are a rapidly evolving technology with an expanding array of diverse applications. In response to the continuing evolution of this technology, this book discusses unmanned aerial vehicles (UAVs) and similar systems, platforms and sensors, as well as exploring some of their environmental applications. It explains how they can be used for mapping, monitoring, and modeling a wide variety of different environmental aspects, and at the same time addresses some of the current constraints placed on realizing the potential use of the technology such as s flight duration and distance, safety, and the invasion of privacy etc.
Features of the book:
Provides necessary theoretical foundations for pertinent subject matter areas
Introduces the role and value of UAVs for geographical data acquisition, and the ways to acquire and process the data
Provides a synthesis of ongoing research and a focus on the use of technology for small-scale image and spatial data acquisition in an environmental context
Written by experts of the technology who bring together UAS tools and resources for the environmental specialist
Unmanned Aerial Remote Sensing: UAS for Environmental Applications is an excellent resource for any practitioner utilizing remote sensing and other geospatial technologies for environmental applications, such as conservation, research, and planning. Students and academics in information science, environment and natural resources, geosciences, and geography, will likewise find this comprehensive book a useful and informative resource.
Название: The dark side of game play mortens ISBN: 1138548677 ISBN-13(EAN): 9781138548671 Издательство: Taylor&Francis Рейтинг: Цена: 7195.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?
Автор: Chess, Shira Название: Play Like Feminist ISBN: 0262044382 ISBN-13(EAN): 9780262044387 Издательство: MIT Press Рейтинг: Цена: 4562.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Why video games need feminism and feminism needs video games.
"You play like a girl" it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you "play like a woman"--whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Playing like a feminist offers a new way to think about how humans play --and also a new way to think about how feminists do their feministing. Chess argues that feminism need video games as much as video games need feminism.
Video games, Chess tells us, are primed for change. Roughly half of all players identify as female, and Gamergate galvanized many of gaming's disenfranchised voices. Games themselves are in need of a creative platform-expanding, metaphysical explosion; feminism can make games better. Chess reflects on the importance of play, and playful protest, and how feminist video games can help us rethink the ways that we tell stories. She proposes "Women's Gaming Circles"--which would function like book clubs for gaming--as a way for feminists to take back play. (An appendix offers a blueprint for organizing a gaming circle.) Play and games can be powerful. Chess's goal is for all of us--regardless of gender orientation, ethnicity, ability, social class, or stance toward feminism--to spend more time playing as a tool of radical disruption.
Автор: Kishonna L. Gray , Gerald Voorhees Название: Feminism in Play ISBN: 3319905384 ISBN-13(EAN): 9783319905389 Издательство: Springer Рейтинг: Цена: 4611.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture.
Автор: Wee, Lionel, Название: Language, space and cultural play : ISBN: 1108472206 ISBN-13(EAN): 9781108472203 Издательство: Cambridge Academ Рейтинг: Цена: 15840.00 р. Наличие на складе: Поставка под заказ.
Описание: Provides researchers and graduate students in sociolinguistics with a theory of landscape affect as a linguistic and semiotic phenomenon. It is also of value to cultural geographers, urban sociologists and planners, and other researchers and students interested in the analysis of space and how spatial meanings are constructed.
Автор: Payne Matthew Thomas, Huntemann Nina B. Название: How to Play Video Games ISBN: 147980214X ISBN-13(EAN): 9781479802142 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 12289.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Forty original contributions on games and gaming culture What does Pok?mon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Описание: This charming classic of film literature was originally published in 1914 and hence represents an early attempt to catalogue the allure of cinema and how the motion picture industry began. This tale of life in the early days of cinema will be of interest to film historians and anyone interested in that period of history. The book outlines the actors, the producers, the studios and the audiences as well as the advertising and regulation at the time with often amusing stories and facts along with the author’s own drawings. Overall this serves as a fascinating introduction to the making of early films, which at the time was a great mystery to most people.
Описание: In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.
Описание: Play takes up much of the time budget of young children, and many animals, but its importance in development remains contested. This comprehensive collection brings together multidisciplinary and developmental perspectives on the forms and functions of play in animals, children in different societies, and through the lifespan.
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