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Vital Media
  • Language: en
  • Pages: 231

Vital Media

  • Type: Book
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  • Published: 2022-12-06
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  • Publisher: MIT Press

A proposal for a new media design to balance the contributions of humans and materials in the world they share. How can media design support a balance between our needs for self-expression and the material needs of the world we are part of? What criteria define a sustainable media ecology? In Vital Media, Michael Nitsche argues that the current human-centric view is not sustainable and that media are best viewed as dynamic networks where cognitive and noncognitive participants co-create. What we need, according to Nitsche, is a media design that balances the needs of all partners involved: vital media. Tracing this ideal through two domains of expression and making, performance and craft, Ni...

Video Game Spaces
  • Language: en
  • Pages: 315

Video Game Spaces

  • Type: Book
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  • Published: 2008-12-05
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  • Publisher: MIT Press

An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary s...

The Machinima Reader
  • Language: en
  • Pages: 356

The Machinima Reader

  • Type: Book
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  • Published: 2011-06-03
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  • Publisher: MIT Press

The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artist-practitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from real-tim...

Michael Nitsche - Vivarium
  • Language: de
  • Pages: 28

Michael Nitsche - Vivarium

  • Type: Book
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  • Published: 1999
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  • Publisher: Unknown

None

Transcranial Direct Current Stimulation in Neuropsychiatric Disorders
  • Language: en
  • Pages: 414

Transcranial Direct Current Stimulation in Neuropsychiatric Disorders

  • Type: Book
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  • Published: 2016-09-12
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  • Publisher: Springer

The aim of this book is to provide a comprehensive review of the use of Transcranial Direct Current Stimulation (tDCS) in different psychiatric conditions. Here we review tDCS clinical studies employing different types of design (from single-session tDCS studies to randomized clinical trials) as well as studies evaluating the impact of tDCS in neurophysiological, behavioral and brain imaging outcomes. Although the understanding about physiological foundations and effectiveness of clinical therapies of psychiatric diseases has been considerably increased during the last decades, our knowledge is still limited, and consequently psychiatric diseases are still a major burden to the individual pa...

The Machinima Reader
  • Language: en
  • Pages: 356

The Machinima Reader

  • Type: Book
  • -
  • Published: 2011
  • -
  • Publisher: MIT Press

The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners.

Fluctuations of the planetary gravitational field and nonlinear interactions with matter
  • Language: de
  • Pages: 84

Fluctuations of the planetary gravitational field and nonlinear interactions with matter

For the first time, extensive investigations have been carried out into the harmonics of the planetary gravitational field. Gravity is a force that acts both on large scales, the planetary system, and on small scales, on the micro scale of atoms. The kinematics of the planets correspond to oscillators that were stable over billions of years in evolution and were able to unfold their effect. The gravitational forces are weak and only directly perceptible to the senses in the coupling of the sun and moon in the tides. As in non-linear optics, the special effects of the fluctuating gravitational field only become visible in the harmonics. A correlation function constructed to show the change in...

Logic and structure of the computer game
  • Language: en
  • Pages: 243

Logic and structure of the computer game

The fourth volume of the DIGAREC Series holds the proceedings to the conference Logic and Structure of the Computer Gameʺ, held at the House of Brandenburg- Prussian History in Potsdam on November 6 and 7, 2009. The conference was the first to explicitly address the medial logic and structure of the computer game. The contributions focus on the specific potential for mediation and on the unique form of mediation inherent in digital games. This includes existent, yet scattered approaches to develop a unique curriculum of game studies. In line with the concept of & lsquo;mediality & rsquo;, the notions of aesthetics, interactivity, software architecture, interface design, iconicity, spatiality, and rules are of special interest. Presentations were given by invited German scholars and were commented on by international respondents in a dialogical structure.

Video Games and Spatiality in American Studies
  • Language: en
  • Pages: 301

Video Games and Spatiality in American Studies

While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.

Mazes in Videogames
  • Language: en
  • Pages: 191

Mazes in Videogames

  • Type: Book
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  • Published: 2013-04-17
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  • Publisher: McFarland

From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.