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Behind the steady stream of new products, technologies, systems and services in our modern societies there is prolonged and complicated battle around the role of users. How should designers get to know the users’ interests and needs? Who should speak for the users? How may designers collaborate with users and in what ways may users take innovation into their own hands? The New Production of Users offers a rare overview of these issues. It traces the history of designer-user relations from the era of mass production to the present days. Its focus lies in elaborating the currently emerging strategies and approaches to user involvement in business and citizen contexts. It analyses the challen...
You're no idiot, of course. You're not afraid to express your ideas or to stray from the tired and true. And you are known among your friends and loved ones for your great personal style. But when it comes to veering from the traditional nuptial path, you are starting to feel like eloping is the only answer. Don't book Elvis's Chapel of Love just yet! The Complete Idiot's Guide to Creative Weddings is here to help you make your wedding day more than just a cookie-cutter celebration. In this book, you'll learn how to plan the perfect creative wedding by hatching your own new traditions that express your personal style. You'll blend in the family rituals that you treasure and still make it to the altar in one piece. In this Complete Idiot's Guide, you'll get:
Interdisciplinary perspectives on landscape, from the philosophical to the geographical, with an emphasis on the overarching concept of place. This volume explores the conceptual "topography" of landscape: It examines the character of landscape as itself a mode of place as well as the modes of place that appear in relation to landscape. Leading scholars from a range of disciplines explore the concept of landscape, including its supposed relation to the spectatorial, its character as time-space, its relation to indigenous notions of "country," and its liminality. They examine landscape as it appears within a variety of contexts, from geography through photography and garden history to theolog...
StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketabili...
Written with passion, the stories told in this book are those of the search, loss and recreation of identities. From the Fiji-born women living in Canada looking for themselves to the Japanese of Korean origin having lost touch with their original culture, from the Catalonian demand for recognition to the quest for a common European heritage, we can read of the endless need of peoples to find their rightful place in our multicultural societies.
Cet ouvrage établit un parallèle entre le mythe de Robinson Crusoé et les premiers explorateurs américains.Ainsi, si Robinson a d'abord tenté de tuer Vendredi pour éviter d'avoir à partager son temps et son espace avec un «sauvage», les explorateurs eux tentèrent d'éliminer les Indiens avant de leur concéder un espace en «réserve» sur le territoire, se croyant dans leur droit et considérant comme légitime leur marche vers l'Ouest et le progrès - les deux en venant à se confondre.
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Ce cinquième opus de la collection présente des textes qui montrent comment la thématique des arts martiaux s’illustre dans les jeux vidéo et, plus globalement, dans l’industrie culturelle vidéoludique. Les arts martiaux constituent, en fait, un imaginaire aux références multiples : des disciplines, des sports, des livres, mais surtout des films. Bien entendu, les dépositaires de ces références sont les amateurs, des publics consommant des produits culturels dont le tronc commun est la grande catégorie des arts martiaux. Depuis plus de quarante ans, les développeurs de jeux vidéo se sont approprié ces références culturelles pour les intégrer aux œuvres vidéoludiques ou...