The awareness game

The awareness game PDF Author: Gianluca Carbone
Publisher: Gianluca Carbone
ISBN: 8827594280
Category : Sports & Recreation
Languages : en
Pages : 270

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Book Description
Tennis is awareness. This study of technical, strategical, tactical, physical and mental awareness, as well as that of a person’s own personality, is the common theme of each chapter of this book and in every approach I take to coaching. Tennis exposes strengths and weaknesses. It is an equalizer, putting everyone on equal footing. On the court, there is no one you can ask for help. There is only you, your abilities and your experience in an unpredictable situation, where the only certainty is the awareness forged by experience. I took my inspiration from the Spanish Method of Luis Bruguera for who needs certainties and solid points, to the development of stances and podalic proprioceptivity of S. Sosa and A. Musulin, fundamental for a solid technique. Visual training analysis by postural and behavioral optometrist is the starting point to search motorial awareness. Chapters about psychomotor development analyze motor literacy building in which you can grasp that you can’t omit any letter. Criticalities in losses of balance accustom to adapt yourself to any situation E. Meyer affirms. American methodology by G. Jaramillo suggests the monothematic approach to automate learning. My work is also founded on my studies in Sport Science, following in-depth study and then, more importantly, on testing – first on myself and then on thousands of athletes that have truly brought “The game of awareness” to life.

The awareness game

The awareness game PDF Author: Gianluca Carbone
Publisher: Gianluca Carbone
ISBN: 8827594280
Category : Sports & Recreation
Languages : en
Pages : 270

Get Book Here

Book Description
Tennis is awareness. This study of technical, strategical, tactical, physical and mental awareness, as well as that of a person’s own personality, is the common theme of each chapter of this book and in every approach I take to coaching. Tennis exposes strengths and weaknesses. It is an equalizer, putting everyone on equal footing. On the court, there is no one you can ask for help. There is only you, your abilities and your experience in an unpredictable situation, where the only certainty is the awareness forged by experience. I took my inspiration from the Spanish Method of Luis Bruguera for who needs certainties and solid points, to the development of stances and podalic proprioceptivity of S. Sosa and A. Musulin, fundamental for a solid technique. Visual training analysis by postural and behavioral optometrist is the starting point to search motorial awareness. Chapters about psychomotor development analyze motor literacy building in which you can grasp that you can’t omit any letter. Criticalities in losses of balance accustom to adapt yourself to any situation E. Meyer affirms. American methodology by G. Jaramillo suggests the monothematic approach to automate learning. My work is also founded on my studies in Sport Science, following in-depth study and then, more importantly, on testing – first on myself and then on thousands of athletes that have truly brought “The game of awareness” to life.

Expressive Space

Expressive Space PDF Author: Gregory Whistance-Smith
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110723840
Category : History
Languages : en
Pages : 273

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Book Description
Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

Video Game Spaces

Video Game Spaces PDF Author: Michael Nitsche
Publisher: MIT Press
ISBN: 0262293013
Category : Games & Activities
Languages : en
Pages : 315

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Book Description
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 studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

Space Viking

Space Viking PDF Author: H. Beam Piper
Publisher: BEYOND BOOKS HUB
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages : 5

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Book Description
"Space Viking" is a science fiction novel written by H. Beam Piper. First published in 1963, the novel is set in the distant future and explores themes of space exploration, interstellar conflict, and the consequences of power and ambition.

Time and Space in Video Games

Time and Space in Video Games PDF Author: Federico Alvarez Igarzábal
Publisher: transcript Verlag
ISBN: 3839447135
Category : Social Science
Languages : en
Pages : 233

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Book Description
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.

Space and Place as Human Coordinates

Space and Place as Human Coordinates PDF Author: Arianna Maiorani
Publisher: Cambridge Scholars Publishing
ISBN: 1527576523
Category : Social Science
Languages : en
Pages : 170

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Book Description
This truly multidisciplinary book explores how culture-founding terms like ‘space’ and ‘place’ have been reconsidered, re-elaborated and how they have acquired new meanings through academic research that crosses the traditional borderline between the humanities and social sciences. All chapters explore from different perspectives how the notions of space and place are still modelling our sense of reality by investigating social and cultural phenomena of various types that evolved between the 20th and 21st centuries. The essays collected here provide evidence of the growing necessity of building bridges across disciplines to allow knowledge, in general, and academic work, in particular, to work towards new forms of epistemology. The book will be of particular interest to scholars and students in the areas of cultural studies, discourse analysis, multimodality, communication and media, linguistics, literary and film studies, anthropology and ethnography.

The Philosophy of Computer Games

The Philosophy of Computer Games PDF Author: John Richard Sageng
Publisher: Springer Science & Business Media
ISBN: 9400742495
Category : Philosophy
Languages : en
Pages : 281

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Book Description
Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.

Vintage Games

Vintage Games PDF Author: Bill Loguidice
Publisher: CRC Press
ISBN: 1136137580
Category : Art
Languages : en
Pages : 409

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Book Description
Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

Space Tourism

Space Tourism PDF Author: Erik Cohen
Publisher: Emerald Group Publishing
ISBN: 1789734975
Category : Business & Economics
Languages : en
Pages : 295

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Book Description
This is the first comprehensive, multi-disciplinary work on the emergent phenomenon of space tourism. It is written by leading specialists and covers a wide spectrum of topics including space history and technology, the environmental, social, and legal aspects of the development of a future space tourism industry, and space tourism marketing.

The Psychology of Chess Skill

The Psychology of Chess Skill PDF Author: Dennis H. Holding
Publisher: Taylor & Francis
ISBN: 1000394654
Category : Psychology
Languages : en
Pages : 286

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Book Description
Both chess play and psychological research offer rewards to their participants in the form of intellectual satisfaction. It seems to follow that combining these two forms of activity, by carrying out research into chess play, should be a particularly engaging enterprise. In the mid-1980s enough was now known for it to be feasible to tell a reasonably satisfying story by piecing together the accumulated results of experiments on chess. There were remaining gaps in knowledge, but the structure of chess skill had at least become sufficiently evident to exhibit where the gaps lay. Originally published in 1985, this book was an attempt to summarize the progress that had been made at the time, recounting some of the components of the research process while describing how the chessplayer seems to think, imagine, and decide.