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The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.
A entrada da Música Popular como uma possibilidade de formação de músicos em nível superior no Brasil trouxe grandes desafios para um ambiente que foi, desde o seu início, forjado na tradição da música de concerto europeia. Isso tem provocado a nossa reflexão, demandando a revisão de antigas crenças, valores e costumes. Este livro traz à luz algumas dessas questões, situando histórica e socialmente esse fenômeno, ao mesmo tempo em que aponta caminhos possíveis para pensarmos a nossa realidade pedagógica no espaço do ensino superior.
Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.
This volume provides new, ground-breaking perspectives on the globally renowned work of the Tanztheater Wuppertal and its iconic founder and artistic director, Pina Bausch. The company's performances, how it developed its productions, the global transfer of its choreographic material and the reactions of audiences and critics are explained as complex, interdependent and reciprocal processes of translation. This is the first book to focus on the artistic research conducted for the Tanztheater's international coproductions and features extensive interviews with dancers, collaborators and spectators and provides first-hand ethnographic insights into the work process. By introducing the praxeology of translation as a key methodological concept for dance research, Gabriele Klein argues that Pina Bausch's lasting legacy is defined by an entanglement of temporalities that challenges the notion of contemporaneity.
This is a book on human dwelling. The word 'dwelling' here means something more than having a roof over our head and a certain number of square feet. It means to meet outher for exchange of products, ideas and feelings ; it means to come to an agreement with others ; it means to be oneself, having a small chosen world of our own.
After a long time of neglect, Artificial Intelligence is once again at the center of most of our political, economic, and socio-cultural debates. Recent advances in the field of Artifical Neural Networks have led to a renaissance of dystopian and utopian speculations on an AI-rendered future. Algorithmic technologies are deployed for identifying potential terrorists through vast surveillance networks, for producing sentencing guidelines and recidivism risk profiles in criminal justice systems, for demographic and psychographic targeting of bodies for advertising or propaganda, and more generally for automating the analysis of language, text, and images. Against this background, the aim of this book is to discuss the heterogenous conditions, implications, and effects of modern AI and Internet technologies in terms of their political dimension: What does it mean to critically investigate efforts of net politics in the age of machine learning algorithms?
This book explores the lived experience of being at home as well as being homeless. Being at home or not is typically a matter of being at a place or not, where such a place is carved out of space and designated as such. It is a place that is both empirical and trans-empirical. When one is at home or not at home, one typically has in mind an inhabited place. To inhabit or not to inhabit it is to find oneself in a place that has an affective presence or absence. In either case, affectivity points to a lived place where lived experience is constituted and displayed. Thus, in this context, affectivity becomes more than the subject of empirical psychology. If psychology were to have access, it would be in the context of phenomenological or existential psychology – a psychology that has its roots in the sensible world and, hence, a psychology that expresses an aesthetic dimension. Each of the contributors in this book extends an invitation to the readers to participate in constituting, extending, and sharing with others the sense of either being at home or of being homeless. This book appeals to students, researchers as well as general interest readers.
1. Despite the creative and innovative strength of European videogame companies, the study of the European videogame, as well as of the European gaming culture, is still a rather unexplored field. 2. This book includes and emphasises a supranational perspective on the European videogame, unlike other previous works focused on specific national cases. 3. Very often, the link Europe-videogames has been addressed through the question of the representations of Europe and, especially, European history (with World War II as the most common case). This book includes the question of representations of Europe but it doesn't limit itself to it, paying also attention to the design styles and approaches of European creators.
Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of gam...