Author: Dovin Melhee
Publisher: Lulu.com
ISBN: 055714003X
Category :
Languages : en
Pages : 392
Book Description
Astro-Vampires Zap Glowing Lexicons of Doom
Author: Dovin Melhee
Publisher: Lulu.com
ISBN: 055714003X
Category :
Languages : en
Pages : 392
Book Description
Publisher: Lulu.com
ISBN: 055714003X
Category :
Languages : en
Pages : 392
Book Description
Level Up!
Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Messages, Signs, and Meanings
Author: Marcel Danesi
Publisher: Canadian Scholars’ Press
ISBN: 9781551302508
Category : Language Arts & Disciplines
Languages : en
Pages : 414
Book Description
"Messages, Signs, and Meanings can be used directly in introductory courses in semiotics, communications, media, or culture studies. Additionally, it can be used as a complementary or supplementary text in courses dealing with cognate areas of investigation (psychology, mythology, education, literary studies, anthropology, linguistics). The text builds upon what readers already know intuitively about signs, and then leads them to think critically about the world in which they live - a world saturated with images of all kinds that a basic knowledge of semiotics can help filter and deconstruct. The text also provides opportunities for readers to do "hands-on" semiotics through the exercises and questions for discussion that accompany each chapter. Biographical sketches of the major figures in the field are also included, as is a convenient glossary of technical terms." "The overall plan of the book is to illustrate how message-making and meaning-making can be studied from the specific vantage point of the discipline of semiotics. This third edition also includes updated discussions of information technology throughout, focusing especially on how meanings are now negotiated through such channels as websites, chat rooms, and instant messages."--Jacket.
Publisher: Canadian Scholars’ Press
ISBN: 9781551302508
Category : Language Arts & Disciplines
Languages : en
Pages : 414
Book Description
"Messages, Signs, and Meanings can be used directly in introductory courses in semiotics, communications, media, or culture studies. Additionally, it can be used as a complementary or supplementary text in courses dealing with cognate areas of investigation (psychology, mythology, education, literary studies, anthropology, linguistics). The text builds upon what readers already know intuitively about signs, and then leads them to think critically about the world in which they live - a world saturated with images of all kinds that a basic knowledge of semiotics can help filter and deconstruct. The text also provides opportunities for readers to do "hands-on" semiotics through the exercises and questions for discussion that accompany each chapter. Biographical sketches of the major figures in the field are also included, as is a convenient glossary of technical terms." "The overall plan of the book is to illustrate how message-making and meaning-making can be studied from the specific vantage point of the discipline of semiotics. This third edition also includes updated discussions of information technology throughout, focusing especially on how meanings are now negotiated through such channels as websites, chat rooms, and instant messages."--Jacket.
Cult Fiction
Author: C. Bloom
Publisher: Springer
ISBN: 0230390129
Category : Literary Criticism
Languages : en
Pages : 269
Book Description
Here is an exploration of pulp literature and pulp mentalities: an investigation into the nature and theory of the contemporary mind in art and in life. Here too, the violent, the sensational and the erotic signify different facets of the modern experience played out in the gaudy pages of kitsch literature. Clive Bloom offers the reader a chance to investigate the underworld of literary production and from it find a new set of co-ordinates for questions regarding publishing and reading practices in America and Britain, ideas of genre, problems related to commercial production, concerns regarding high and low culture, the canon and censorship, as well as a discussion of the rhetoric of current critical debate. Concentrating on remembered authors as well as many long disregarded or forgotten, Cult Fiction provides a theory of kitsch art that radically alters our perceptions of literature and literary values whilst providing a panorama of an almost forgotten history: the history of pulp.
Publisher: Springer
ISBN: 0230390129
Category : Literary Criticism
Languages : en
Pages : 269
Book Description
Here is an exploration of pulp literature and pulp mentalities: an investigation into the nature and theory of the contemporary mind in art and in life. Here too, the violent, the sensational and the erotic signify different facets of the modern experience played out in the gaudy pages of kitsch literature. Clive Bloom offers the reader a chance to investigate the underworld of literary production and from it find a new set of co-ordinates for questions regarding publishing and reading practices in America and Britain, ideas of genre, problems related to commercial production, concerns regarding high and low culture, the canon and censorship, as well as a discussion of the rhetoric of current critical debate. Concentrating on remembered authors as well as many long disregarded or forgotten, Cult Fiction provides a theory of kitsch art that radically alters our perceptions of literature and literary values whilst providing a panorama of an almost forgotten history: the history of pulp.
Raising the Devil
Author: Bill Ellis
Publisher: University Press of Kentucky
ISBN: 0813182638
Category : Religion
Languages : en
Pages : 477
Book Description
“Puts [the phenomena of Satanism] in the context of folklore and folk traditions . . . Highly recommended as a lucid and well-documented account.” —Library Journal Raising the Devil reveals how the Christian Pentecostal movement, right-wing conspiracy theories, and an opportunistic media turned grassroots folk traditions into the Satanism scare of the 1980s. During the mid-twentieth century, devil worship was seen as merely an isolated practice of medieval times. But by the early 1980s, many influential experts in clinical medicine and in law enforcement were proclaiming that satanic cults were widespread and dangerous. By examining the broader context for alleged “cult” activity, Bill Ellis demonstrates how the image of contemporary Satanism emerged. In some of the cases Ellis considers, common folk beliefs and rituals were misunderstood as evidence of devil worship. In others, narratives and rituals themselves were used to combat satanic forces. As the media found such stories attractive, any activity with even remotely occult overtones was demonized in order to fit a model of absolute good confronting evil. Ellis’s wide-ranging investigation covers ouija boards, cattle mutilation, graveyard desecration, and “diabolical medicine” —the psychiatric community’s version of exorcism. He offers a balanced view of contentious issues such as demonic possession, satanic ritual abuse, and the testimonies of confessing “ex-Satanists.” A trained folklorist, Ellis navigates a middle road, and his insights into informal religious traditions clarify how the image of Satanism both explained and created deviant behavior. “An interesting analysis of satanic folklore and organized anti-satanism in the US and UK.” —Choice “Shows how ancient bogeyman beliefs became aligned with politics and the criminal justice system to produce witch-hunts like the infamous McMartin Preschool case.” —Mother Jones
Publisher: University Press of Kentucky
ISBN: 0813182638
Category : Religion
Languages : en
Pages : 477
Book Description
“Puts [the phenomena of Satanism] in the context of folklore and folk traditions . . . Highly recommended as a lucid and well-documented account.” —Library Journal Raising the Devil reveals how the Christian Pentecostal movement, right-wing conspiracy theories, and an opportunistic media turned grassroots folk traditions into the Satanism scare of the 1980s. During the mid-twentieth century, devil worship was seen as merely an isolated practice of medieval times. But by the early 1980s, many influential experts in clinical medicine and in law enforcement were proclaiming that satanic cults were widespread and dangerous. By examining the broader context for alleged “cult” activity, Bill Ellis demonstrates how the image of contemporary Satanism emerged. In some of the cases Ellis considers, common folk beliefs and rituals were misunderstood as evidence of devil worship. In others, narratives and rituals themselves were used to combat satanic forces. As the media found such stories attractive, any activity with even remotely occult overtones was demonized in order to fit a model of absolute good confronting evil. Ellis’s wide-ranging investigation covers ouija boards, cattle mutilation, graveyard desecration, and “diabolical medicine” —the psychiatric community’s version of exorcism. He offers a balanced view of contentious issues such as demonic possession, satanic ritual abuse, and the testimonies of confessing “ex-Satanists.” A trained folklorist, Ellis navigates a middle road, and his insights into informal religious traditions clarify how the image of Satanism both explained and created deviant behavior. “An interesting analysis of satanic folklore and organized anti-satanism in the US and UK.” —Choice “Shows how ancient bogeyman beliefs became aligned with politics and the criminal justice system to produce witch-hunts like the infamous McMartin Preschool case.” —Mother Jones
Charms and Charming
Author: Svetlana Adonyeva, Saša Babič, Valer Simion Cosma, Maria Eliferova, Liudmila Fadeyeva, Henni Ilomäki, Toms Ķencis, Olga Khristoforova, Louise S. Milne, Davor Nikolić, Éva Pócs, Evelina Rudan, Alevtina Solovyeva, Eszter Spät, Josipa Tomašić, Inna Veselova, Vilmos Voigt, Deniver Vukelić, Zsuzsa Závoti
Publisher: Založba ZRC
ISBN: 9610502156
Category : Social Science
Languages : sl
Pages : 314
Book Description
In the book are presented studies of 18 renowned researchers focussing on the verbal aspects of everyday magic, placing in the centre the richest and most poetic manifestation of verbal magic – the charm or incantatio. Incantations are in Europe well spread folklore genre, which contain very old magical elemrnts. The book covers wide spectrum of regions, from United Kingdom to Russia and Iran, and includes also Slovenia. The researchers have devoted their attention to phenomenological and theoretical studies of incantatio, and have discussed various topics, from the origin of charms and ancient European magical practices, to the receptions and diffusions of different types of charms. _ _ _ _ _ _ _ _ _ _ _ _ Knjiga ('Zagovori in zagovarjanje: Študije o magičnem v vsakdanjem življenju') je skupno delo osemnajstih uglednih evropskih raziskovalcev verbalne magije in zdravljenja z zagovori. Prispevki so posvečeni fenomenološkim in teoretskim raziskavam zagovarjanja, pri čemer avtorji uporabljajo številne metodološke pristope in obravnavajo zelo različne teme, od vprašanj izvora ustnega izročila do recepcije in razširjenosti zagovarjanja. Osrednja tema raziskav je zagovarjanje, ki je najbolj poetična oblika besedne magije. Zagovori so v Evropi še vedno razširjen žanr in vsebujejo zelo stare elemente magije. Poleg pestrega metodološkega spektra zaobjemajo študije tudi široko geografsko območje: od Anglije do Rusije in Irana, vključujejo tudi Slovenijo.
Publisher: Založba ZRC
ISBN: 9610502156
Category : Social Science
Languages : sl
Pages : 314
Book Description
In the book are presented studies of 18 renowned researchers focussing on the verbal aspects of everyday magic, placing in the centre the richest and most poetic manifestation of verbal magic – the charm or incantatio. Incantations are in Europe well spread folklore genre, which contain very old magical elemrnts. The book covers wide spectrum of regions, from United Kingdom to Russia and Iran, and includes also Slovenia. The researchers have devoted their attention to phenomenological and theoretical studies of incantatio, and have discussed various topics, from the origin of charms and ancient European magical practices, to the receptions and diffusions of different types of charms. _ _ _ _ _ _ _ _ _ _ _ _ Knjiga ('Zagovori in zagovarjanje: Študije o magičnem v vsakdanjem življenju') je skupno delo osemnajstih uglednih evropskih raziskovalcev verbalne magije in zdravljenja z zagovori. Prispevki so posvečeni fenomenološkim in teoretskim raziskavam zagovarjanja, pri čemer avtorji uporabljajo številne metodološke pristope in obravnavajo zelo različne teme, od vprašanj izvora ustnega izročila do recepcije in razširjenosti zagovarjanja. Osrednja tema raziskav je zagovarjanje, ki je najbolj poetična oblika besedne magije. Zagovori so v Evropi še vedno razširjen žanr in vsebujejo zelo stare elemente magije. Poleg pestrega metodološkega spektra zaobjemajo študije tudi široko geografsko območje: od Anglije do Rusije in Irana, vključujejo tudi Slovenijo.
The Ultimate History of Video Games, Volume 2
Author: Steven L. Kent
Publisher: National Geographic Books
ISBN: 1984825437
Category : Social Science
Languages : en
Pages : 0
Book Description
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.
Publisher: National Geographic Books
ISBN: 1984825437
Category : Social Science
Languages : en
Pages : 0
Book Description
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.
New American Roget's College Thesaurus in Dictionary Form (Revised &Updated)
Author: Philip D. Morehead
Publisher: Penguin
ISBN: 1101220082
Category : Reference
Languages : en
Pages : 913
Book Description
The ultimate alphabetically arranged thesaurus that will help you find the right word every time—now bigger and better than ever before! This all-new edition of the classic reference work is the one thesaurus no home or office should be without. As easy to use as a dictionary—and just as important for you to own—this is a unique and indispensable treasury of words that will enable you to express your ideas clearly and effectively. With the synonyms and antonyms for each word listed alphabetically for quick, convenient use, this superior reference volume will help you build your vocabulary, improve your writing skills, and enrich your powers of expression. • Simple to use—no index required • More than 5,000 new words and phrases • 2,000 new synonym entry words for more efficient cross-referencing • 30 new categories • Easy-to-read double-column format • Latest colloquial and slang terms • Quotations and phrases that reveal the fascinating history of each word and the ideas it represents
Publisher: Penguin
ISBN: 1101220082
Category : Reference
Languages : en
Pages : 913
Book Description
The ultimate alphabetically arranged thesaurus that will help you find the right word every time—now bigger and better than ever before! This all-new edition of the classic reference work is the one thesaurus no home or office should be without. As easy to use as a dictionary—and just as important for you to own—this is a unique and indispensable treasury of words that will enable you to express your ideas clearly and effectively. With the synonyms and antonyms for each word listed alphabetically for quick, convenient use, this superior reference volume will help you build your vocabulary, improve your writing skills, and enrich your powers of expression. • Simple to use—no index required • More than 5,000 new words and phrases • 2,000 new synonym entry words for more efficient cross-referencing • 30 new categories • Easy-to-read double-column format • Latest colloquial and slang terms • Quotations and phrases that reveal the fascinating history of each word and the ideas it represents
St. James Encyclopedia of Popular Culture
Author: Tom Pendergast
Publisher: Saint James Press
ISBN:
Category : History
Languages : en
Pages : 632
Book Description
The millenium-inspired fascination with 20th-century studies cannot be fully satisfied without a comprehensive and scholarly look at popular culture. With its emphasis on ideas, people, events and products that symbolize America, the St. James Encyclopedia of Popular Culture is a cross-curriculum resource that will find use among a wide variety of users. Major topics include: television, movies, theater, art, books, magazines, radio, music, sports, fashion, health, politics, trends, community life and advertising.
Publisher: Saint James Press
ISBN:
Category : History
Languages : en
Pages : 632
Book Description
The millenium-inspired fascination with 20th-century studies cannot be fully satisfied without a comprehensive and scholarly look at popular culture. With its emphasis on ideas, people, events and products that symbolize America, the St. James Encyclopedia of Popular Culture is a cross-curriculum resource that will find use among a wide variety of users. Major topics include: television, movies, theater, art, books, magazines, radio, music, sports, fashion, health, politics, trends, community life and advertising.
The Culture of the Copy
Author: Hillel Schwartz
Publisher: MIT Press
ISBN: 1935408453
Category : History
Languages : en
Pages : 473
Book Description
A novel attempt to make sense of our preoccupation with copies of all kinds—from counterfeits to instant replay, from parrots to photocopies. The Culture of the Copy is a novel attempt to make sense of the Western fascination with replicas, duplicates, and twins. In a work that is breathtaking in its synthetic and critical achievements, Hillel Schwartz charts the repercussions of our entanglement with copies of all kinds, whose presence alternately sustains and overwhelms us. This updated edition takes notice of recent shifts in thought with regard to such issues as biological cloning, conjoined twins, copyright, digital reproduction, and multiple personality disorder. At once abbreviated and refined, it will be of interest to anyone concerned with problems of authenticity, identity, and originality. Through intriguing, and at times humorous, historical analysis and case studies in contemporary culture, Schwartz investigates a stunning array of simulacra: counterfeits, decoys, mannequins, and portraits; ditto marks, genetic cloning, war games, and camouflage; instant replays, digital imaging, parrots, and photocopies; wax museums, apes, and art forgeries—not to mention the very notion of the Real McCoy. Working through a range of theories on biological, mechanical, and electronic reproduction, Schwartz questions the modern esteem for authenticity and uniqueness. The Culture of the Copy shows how the ethical dilemmas central to so many fields of endeavor have become inseparable from our pursuit of copies—of the natural world, of our own creations, indeed of our very selves. The book is an innovative blend of microsociology, cultural history, and philosophical reflection, of interest to anyone concerned with problems of authenticity, identity, and originality. Praise for the first edition “[T]he author... brings his considerable synthetic powers to bear on our uneasy preoccupation with doubles, likenesses, facsimiles, replicas and re-enactments. I doubt that these cultural phenomena have ever been more comprehensively or more creatively chronicled.... [A] book that gets you to see the world anew, again.” —The New York Times “A sprightly and disconcerting piece of cultural history” —Terence Hawkes, London Review of Books “In The Culture of the Copy, [Schwartz] has written the perfect book: original and repetitive at once.” —Todd Gitlin, Los Angeles Times Book Review
Publisher: MIT Press
ISBN: 1935408453
Category : History
Languages : en
Pages : 473
Book Description
A novel attempt to make sense of our preoccupation with copies of all kinds—from counterfeits to instant replay, from parrots to photocopies. The Culture of the Copy is a novel attempt to make sense of the Western fascination with replicas, duplicates, and twins. In a work that is breathtaking in its synthetic and critical achievements, Hillel Schwartz charts the repercussions of our entanglement with copies of all kinds, whose presence alternately sustains and overwhelms us. This updated edition takes notice of recent shifts in thought with regard to such issues as biological cloning, conjoined twins, copyright, digital reproduction, and multiple personality disorder. At once abbreviated and refined, it will be of interest to anyone concerned with problems of authenticity, identity, and originality. Through intriguing, and at times humorous, historical analysis and case studies in contemporary culture, Schwartz investigates a stunning array of simulacra: counterfeits, decoys, mannequins, and portraits; ditto marks, genetic cloning, war games, and camouflage; instant replays, digital imaging, parrots, and photocopies; wax museums, apes, and art forgeries—not to mention the very notion of the Real McCoy. Working through a range of theories on biological, mechanical, and electronic reproduction, Schwartz questions the modern esteem for authenticity and uniqueness. The Culture of the Copy shows how the ethical dilemmas central to so many fields of endeavor have become inseparable from our pursuit of copies—of the natural world, of our own creations, indeed of our very selves. The book is an innovative blend of microsociology, cultural history, and philosophical reflection, of interest to anyone concerned with problems of authenticity, identity, and originality. Praise for the first edition “[T]he author... brings his considerable synthetic powers to bear on our uneasy preoccupation with doubles, likenesses, facsimiles, replicas and re-enactments. I doubt that these cultural phenomena have ever been more comprehensively or more creatively chronicled.... [A] book that gets you to see the world anew, again.” —The New York Times “A sprightly and disconcerting piece of cultural history” —Terence Hawkes, London Review of Books “In The Culture of the Copy, [Schwartz] has written the perfect book: original and repetitive at once.” —Todd Gitlin, Los Angeles Times Book Review