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Virtual Identities and Digital Culture
  • Language: en
  • Pages: 274

Virtual Identities and Digital Culture

Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world. The collection explores a wide range of digital topics – from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online – and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences – one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives. A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments.

History of the County of Lunenburg
  • Language: en
  • Pages: 620
Image Analysis And Recognition
  • Language: en
  • Pages: 1302

Image Analysis And Recognition

ICIAR 2005, the International Conference on Image Analysis and Recognition, was the second ICIAR conference, and was held in Toronto, Canada. ICIAR is organized annually, and alternates between Europe and North America. ICIAR 2004 was held in Porto, Portugal. The idea of o?ering these conferences came as a result of discussion between researchers in Portugal and Canada to encourage collaboration and exchange, mainly between these two countries, but also with the open participation of other countries, addressing recent advances in theory, methodology and applications. TheresponsetothecallforpapersforICIAR2005wasencouraging.From295 full papers submitted, 153 were ?nally accepted (80 oral prese...

A Gamer's Introduction to Programming in C#
  • Language: en
  • Pages: 281

A Gamer's Introduction to Programming in C#

  • Type: Book
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  • Published: 2024-09-30
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  • Publisher: CRC Press

Turn your love of video games into a new love of programming by learning the ins and outs of writing code while also learning how to keep track of high scores, what video game heroes and loot boxes are made of, how the dreaded RNG (random number generation) works, and much, much more. This book is the first in an ongoing series designed to take readers from no coding knowledge to writing their own video games and interactive digital experiences using industry standard languages and tools. But coding books are technical, boring, and scary, aren’t they? Not this one. Within these pages, readers will find a fun and approachable adventure that will introduce them to the essential programming f...

Women and Popular Culture in Canada
  • Language: en
  • Pages: 292

Women and Popular Culture in Canada

The first book of its kind, this volume explores women and non-binary people in popular culture in Canada, with a focus on intersectional analysis of settler colonialism, race, white privilege, ability, and queer representations and experiences in diverse media. The chapters include discussions of film, television, videogames, music, and performance, as well as political events, journalism, social media, fandom, and activism. Throughout this collection, readers are encouraged to think carefully about the role women play in the cultural landscape in Canada as active viewers, creators, and participants. Covering a wide range of topics from historical perspectives to recent events, media, and t...

Researching Language and Digital Communication
  • Language: en
  • Pages: 223

Researching Language and Digital Communication

This student guide is an introduction to research on language and digital communication, providing an overview of relevant sociolinguistic concepts, analytical frameworks, and methodological approaches commonly used in the field. The book is a practical guide designed to help students develop independent research projects on language and digital communication. Topics covered include: the emergence of research on Computer Mediated Communication (CMC), interactional affordances and the design infrastructures of digital platforms, practical and ethical guidance in designing and implementing a research project on digital communication, contemporary approaches in the sociolinguistics of digital c...

Python for Everyone
  • Language: en
  • Pages: 754

Python for Everyone

Introduction -- Programming with numbers and strings -- Decsions -- Loops -- Functions -- Lists -- Files and exceptions -- Sets and dictionaries -- Objects and classes -- Inheritance -- Recursion -- Sorting and searching.

Music and Sonic Environments in Video Games
  • Language: en
  • Pages: 222

Music and Sonic Environments in Video Games

Music and Sonic Environments in Video Games brings together a range of perspectives that explore how music and sound in video games interact with virtual and real environments, often in innovative and unexpected ways. Drawing on a range of game case studies and disciplinary perspectives, the contributors consider the sonic environment in games as its own storytelling medium. Highlighting how dynamic video game soundscapes respond to players’ movements, engage them in collaborative composition, and actively contribute to worldbuilding, the chapters discuss topics including genre conventions around soundscape design, how sonic environments shape players’ perceptions, how game sound and mus...

Ludic Pedagogy
  • Language: en
  • Pages: 153

Ludic Pedagogy

Ludic Pedagogy: A Seriously Fun Way to Teach and Learn outlines why and how having fun and positive experiences in college and university classes (and not just at social events or parties) leads to increased student success in face-to-face, hybrid, hyflex, or online environments. It provides readers with the Ludic Pedagogy model, together with how instructors can employ the elements of the model – play, playfulness, and positivity – in the courses that they teach. This book is grounded in empirical research so that readers can appreciate why each element of the Ludic Pedagogy model contributes to increased learning and student wellbeing. It also offers examples, practical advice, and guidance on how faculty can employ activities and attitudes so that students have more memorable, meaningful, and valuable educational experiences in college/university. In order to win over the elbow-patched-blazer-wearing professoriate, we specifically address why the ludic mindset, and having fun, is compatible with “serious” academic work.

Digital Flows
  • Language: en
  • Pages: 241

Digital Flows

This is an open access title available under the terms of a CC BY-NC-ND 4.0 International licence. It is free to read on the Oxford Academic platform and offered as a free PDF download from OUP and selected open access locations. Some fifty years after its birth in the Bronx, hip hop has become one of the most influential cultural phenomena of the internet era. With the internet now enmeshed in our daily routines, hip hop thrives in the digital realm, constituting a third of all music streams. From Drake memes to viral TikTok dances and AI-generated rappers, hip hop is constantly created, shared, and discussed online. This shift challenges hip hop's conventional connections to place, authent...