Author: Miro Roman
Publisher: Birkhäuser
ISBN: 3035624054
Category : Architecture
Languages : en
Pages : 528
Book Description
How does coding change the way we think about architecture? This question opens up an important research perspective. In this book, Miro Roman and his AI Alice_ch3n81 develop a playful scenario in which they propose coding as the new literacy of information. They convey knowledge in the form of a project model that links the fields of architecture and information through two interwoven narrative strands in an “infinite flow” of real books. Focusing on the intersection of information technology and architectural formulation, the authors create an evolving intellectual reflection on digital architecture and computer science.
Play Among Books
Author: Miro Roman
Publisher: Birkhäuser
ISBN: 3035624054
Category : Architecture
Languages : en
Pages : 528
Book Description
How does coding change the way we think about architecture? This question opens up an important research perspective. In this book, Miro Roman and his AI Alice_ch3n81 develop a playful scenario in which they propose coding as the new literacy of information. They convey knowledge in the form of a project model that links the fields of architecture and information through two interwoven narrative strands in an “infinite flow” of real books. Focusing on the intersection of information technology and architectural formulation, the authors create an evolving intellectual reflection on digital architecture and computer science.
Publisher: Birkhäuser
ISBN: 3035624054
Category : Architecture
Languages : en
Pages : 528
Book Description
How does coding change the way we think about architecture? This question opens up an important research perspective. In this book, Miro Roman and his AI Alice_ch3n81 develop a playful scenario in which they propose coding as the new literacy of information. They convey knowledge in the form of a project model that links the fields of architecture and information through two interwoven narrative strands in an “infinite flow” of real books. Focusing on the intersection of information technology and architectural formulation, the authors create an evolving intellectual reflection on digital architecture and computer science.
Why We Play
Author: Roberte Hamayon
Publisher: HAU Books
ISBN: 098613256X
Category : Social Science
Languages : en
Pages : 370
Book Description
Whether it’s childhood make-believe, the theater, sports, or even market speculation, play is one of humanity’s seemingly purest activities: a form of entertainment and leisure and a chance to explore the world and its possibilities in an imagined environment or construct. But as Roberte Hamayon shows in this book, play has implications that go even further than that. Exploring play’s many dimensions, she offers an insightful look at why play has become so ubiquitous across human cultures. Hamayon begins by zeroing in on Mongolia and Siberia, where communities host national holiday games similar to the Olympics. Within these events Hamayon explores the performance of ethical values and local identity, and then she draws her analysis into larger ideas examinations of the spectrum of play activities as they can exist in any culture. She explores facets of play such as learning, interaction, emotion, strategy, luck, and belief, and she emphasizes the crucial ambiguity between fiction and reality that is at the heart of play as a phenomenon. Revealing how consistent and coherent play is, she ultimately shows it as a unique modality of action that serves an invaluable role in the human experience.
Publisher: HAU Books
ISBN: 098613256X
Category : Social Science
Languages : en
Pages : 370
Book Description
Whether it’s childhood make-believe, the theater, sports, or even market speculation, play is one of humanity’s seemingly purest activities: a form of entertainment and leisure and a chance to explore the world and its possibilities in an imagined environment or construct. But as Roberte Hamayon shows in this book, play has implications that go even further than that. Exploring play’s many dimensions, she offers an insightful look at why play has become so ubiquitous across human cultures. Hamayon begins by zeroing in on Mongolia and Siberia, where communities host national holiday games similar to the Olympics. Within these events Hamayon explores the performance of ethical values and local identity, and then she draws her analysis into larger ideas examinations of the spectrum of play activities as they can exist in any culture. She explores facets of play such as learning, interaction, emotion, strategy, luck, and belief, and she emphasizes the crucial ambiguity between fiction and reality that is at the heart of play as a phenomenon. Revealing how consistent and coherent play is, she ultimately shows it as a unique modality of action that serves an invaluable role in the human experience.
Play Between Worlds
Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206
Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206
Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Watch Me Play
Author: T. L. Taylor
Publisher: Princeton University Press
ISBN: 0691184976
Category : Social Science
Languages : en
Pages : 328
Book Description
A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.
Publisher: Princeton University Press
ISBN: 0691184976
Category : Social Science
Languages : en
Pages : 328
Book Description
A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.
Values at Play in Digital Games
Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262027666
Category : Computers
Languages : en
Pages : 222
Book Description
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
Publisher: MIT Press
ISBN: 0262027666
Category : Computers
Languages : en
Pages : 222
Book Description
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
Let Them Play
Author: Margot Theis Raven
Publisher: Sleeping Bear Press
ISBN: 1410308154
Category : Juvenile Nonfiction
Languages : en
Pages : 34
Book Description
Segregated Charleston, SC, 1955: There are 62 official Little League programs in South Carolina -- all but one of the leagues is composed entirely of white players. The Cannon Street YMCA All-Stars, an all-black team, is formed in the hopes of playing in the state's annual Little League Tournament. What should have been a time of enjoyment, however, turns sour when all of the other leagues refuse to play against them and even pull out of the program. As the only remaining Little League team in the state, Cannon Street was named state winner by default, giving the boys a legitimate spot in the Little League Baseball World Series held in Williamsport, Pennsylvania. While the Cannon Street team is invited to the game as guests, they are not allowed to participate since they have not officially "played" and won their state's tournament. Let Them Play takes its name from the chant shouted by the spectators who attended the World Series final. Author Margot Theis Raven recounts the inspiring tales of the Cannon Street All-Stars as they arrived in Williamsport, PA and never got the chance to play for the title thanks to the bigotry and ignorance of the South Carolina teams. Winning by forfeit, the Cannon Streeters were subsequently not allowed to participate in Williamsburg because they had not "played" their way into the tournament. Let Them Play is an important civil rights story in American history with an even more important message about equality and tolerance. It's a tale of humanity against the backdrop of America's favorite pastime that's sure to please fans of the sport and mankind. This summer will mark the 50th year since the fans' shouts of Let Them Play fell on deaf ears and 14 boys learned a cruel lesson in backwards politics and prejudice. This book can help teach us a new lesson and assure something like this never happens again.
Publisher: Sleeping Bear Press
ISBN: 1410308154
Category : Juvenile Nonfiction
Languages : en
Pages : 34
Book Description
Segregated Charleston, SC, 1955: There are 62 official Little League programs in South Carolina -- all but one of the leagues is composed entirely of white players. The Cannon Street YMCA All-Stars, an all-black team, is formed in the hopes of playing in the state's annual Little League Tournament. What should have been a time of enjoyment, however, turns sour when all of the other leagues refuse to play against them and even pull out of the program. As the only remaining Little League team in the state, Cannon Street was named state winner by default, giving the boys a legitimate spot in the Little League Baseball World Series held in Williamsport, Pennsylvania. While the Cannon Street team is invited to the game as guests, they are not allowed to participate since they have not officially "played" and won their state's tournament. Let Them Play takes its name from the chant shouted by the spectators who attended the World Series final. Author Margot Theis Raven recounts the inspiring tales of the Cannon Street All-Stars as they arrived in Williamsport, PA and never got the chance to play for the title thanks to the bigotry and ignorance of the South Carolina teams. Winning by forfeit, the Cannon Streeters were subsequently not allowed to participate in Williamsburg because they had not "played" their way into the tournament. Let Them Play is an important civil rights story in American history with an even more important message about equality and tolerance. It's a tale of humanity against the backdrop of America's favorite pastime that's sure to please fans of the sport and mankind. This summer will mark the 50th year since the fans' shouts of Let Them Play fell on deaf ears and 14 boys learned a cruel lesson in backwards politics and prejudice. This book can help teach us a new lesson and assure something like this never happens again.
Among Our Books
Author: Carnegie Library of Pittsburgh
Publisher:
ISBN:
Category : Classified catalogs (Dewey decimal)
Languages : en
Pages : 810
Book Description
Publisher:
ISBN:
Category : Classified catalogs (Dewey decimal)
Languages : en
Pages : 810
Book Description
Play in the Age of Goethe
Author: Edgar Landgraf
Publisher: Rutgers University Press
ISBN: 1684482062
Category : Literary Criticism
Languages : en
Pages : 341
Book Description
The essays in this volume discuss critical developments in the philosophy, pedagogy, psychology, politics, and poetics of play around 1800. They illustrate that, in this time period, the parameters are set that continue to guide our debates about what are good rather than bad games or practices of play.
Publisher: Rutgers University Press
ISBN: 1684482062
Category : Literary Criticism
Languages : en
Pages : 341
Book Description
The essays in this volume discuss critical developments in the philosophy, pedagogy, psychology, politics, and poetics of play around 1800. They illustrate that, in this time period, the parameters are set that continue to guide our debates about what are good rather than bad games or practices of play.
Maternal Child Nursing Care in Canada - E-Book
Author: Lisa Keenan-Lindsay
Publisher: Elsevier Health Sciences
ISBN: 0323759203
Category : Medical
Languages : en
Pages : 1620
Book Description
- NEW! Consolidated, revised, and expanded mental health concerns chapter and consolidated pediatric health promotion chapter offer current and concise coverage of these key topics. - NEW and UPDATED! Information on the latest guidelines includes SOGC guidelines, STI and CAPWHN perinatal nursing standards, Canadian Pediatrics Association Standards, Canadian Association of Midwives, and more. - NEW! Coverage reflects the latest Health Canada Food Guide recommendations. - UPDATED! Expanded coverage focuses on global health perspectives and health care in the LGBTQ2 community, Indigenous, immigrant, and other vulnerable populations. - EXPANDED! Additional case studies and clinical reasoning/clinical judgement-focused practice questions in the printed text and on the Evolve companion website promote critical thinking and prepare you for exam licensure. - NEW! Case studies on Evolve for the Next Generation NCLEX-RN® exam provide practice for the Next Generation NCLEX.
Publisher: Elsevier Health Sciences
ISBN: 0323759203
Category : Medical
Languages : en
Pages : 1620
Book Description
- NEW! Consolidated, revised, and expanded mental health concerns chapter and consolidated pediatric health promotion chapter offer current and concise coverage of these key topics. - NEW and UPDATED! Information on the latest guidelines includes SOGC guidelines, STI and CAPWHN perinatal nursing standards, Canadian Pediatrics Association Standards, Canadian Association of Midwives, and more. - NEW! Coverage reflects the latest Health Canada Food Guide recommendations. - UPDATED! Expanded coverage focuses on global health perspectives and health care in the LGBTQ2 community, Indigenous, immigrant, and other vulnerable populations. - EXPANDED! Additional case studies and clinical reasoning/clinical judgement-focused practice questions in the printed text and on the Evolve companion website promote critical thinking and prepare you for exam licensure. - NEW! Case studies on Evolve for the Next Generation NCLEX-RN® exam provide practice for the Next Generation NCLEX.
Encyclopedia of Play in Today′s Society
Author: Rodney P. Carlisle
Publisher: SAGE Publications
ISBN: 1452266107
Category : Education
Languages : en
Pages : 1033
Book Description
CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today′s Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children′s Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.
Publisher: SAGE Publications
ISBN: 1452266107
Category : Education
Languages : en
Pages : 1033
Book Description
CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today′s Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children′s Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.