Author:
Publisher: Heinemann
ISBN: 9780435149611
Category :
Languages : en
Pages :
Book Description
This fantastic range of fiction for Shared, Guided and Independent reading gives you stories your children will love to read over and over again. Gaelic and Scottish teaching support also accompanies this reading series.
Literacy Edition Storyworlds Stage Cherry Blossom Cat Guided Reading Card
Author:
Publisher: Heinemann
ISBN: 9780435149611
Category :
Languages : en
Pages :
Book Description
This fantastic range of fiction for Shared, Guided and Independent reading gives you stories your children will love to read over and over again. Gaelic and Scottish teaching support also accompanies this reading series.
Publisher: Heinemann
ISBN: 9780435149611
Category :
Languages : en
Pages :
Book Description
This fantastic range of fiction for Shared, Guided and Independent reading gives you stories your children will love to read over and over again. Gaelic and Scottish teaching support also accompanies this reading series.
Literacy Edition Storyworlds Stage 4, Animal World, Max and the Cat
Author: Pearson Education
Publisher: Heinemann Educational Publishers
ISBN: 9780435140465
Category :
Languages : en
Pages : 12
Book Description
This fantastic range of fiction for Shared, Guided and Independent reading gives you stories your children will love to read over and over again. Gaelic and Scottish teaching support also accompanies this reading series.
Publisher: Heinemann Educational Publishers
ISBN: 9780435140465
Category :
Languages : en
Pages : 12
Book Description
This fantastic range of fiction for Shared, Guided and Independent reading gives you stories your children will love to read over and over again. Gaelic and Scottish teaching support also accompanies this reading series.
Literacy Edition Storyworlds Stage 9, Animal World, Cobra Cat
Author: Tony Langham
Publisher: Heinemann Educational Publishers
ISBN: 9780435141295
Category :
Languages : en
Pages : 24
Book Description
This fantastic range of fiction for Shared, Guided and Independent reading gives you stories your children will love to read over and over again. Gaelic and Scottish teaching support also accompanies this reading series.
Publisher: Heinemann Educational Publishers
ISBN: 9780435141295
Category :
Languages : en
Pages : 24
Book Description
This fantastic range of fiction for Shared, Guided and Independent reading gives you stories your children will love to read over and over again. Gaelic and Scottish teaching support also accompanies this reading series.
Big Barry Baker's Parcel
Author: Gill Hamlyn
Publisher: Heinemann Educational Publishers
ISBN: 9780435141196
Category :
Languages : en
Pages : 24
Book Description
This fantastic range of fiction for Shared, Guided and Independent reading gives you stories your children will love to read over and over again. Gaelic and Scottish teaching support also accompanies this reading series.
Publisher: Heinemann Educational Publishers
ISBN: 9780435141196
Category :
Languages : en
Pages : 24
Book Description
This fantastic range of fiction for Shared, Guided and Independent reading gives you stories your children will love to read over and over again. Gaelic and Scottish teaching support also accompanies this reading series.
Canal Boat Cat
Author: Tony Langham
Publisher: Heinemann Educational Publishers
ISBN: 9780435141264
Category : Cats
Languages : en
Pages : 24
Book Description
This fantastic range of fiction for Shared, Guided and Independent reading gives you stories your children will love to read over and over again. Gaelic and Scottish teaching support also accompanies this reading series.
Publisher: Heinemann Educational Publishers
ISBN: 9780435141264
Category : Cats
Languages : en
Pages : 24
Book Description
This fantastic range of fiction for Shared, Guided and Independent reading gives you stories your children will love to read over and over again. Gaelic and Scottish teaching support also accompanies this reading series.
The Need for Story
Author: Anne Haas Dyson
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 276
Book Description
Grade level: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, k, p, e, i, s, t.
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 276
Book Description
Grade level: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, k, p, e, i, s, t.
The Anime Machine
Author: Thomas Lamarre
Publisher: U of Minnesota Press
ISBN: 145291477X
Category : Performing Arts
Languages : en
Pages : 713
Book Description
Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media. The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology. Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.
Publisher: U of Minnesota Press
ISBN: 145291477X
Category : Performing Arts
Languages : en
Pages : 713
Book Description
Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media. The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology. Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.
Avant-garde Videogames
Author: Brian Schrank
Publisher: MIT Press
ISBN: 0262027143
Category : Games & Activities
Languages : en
Pages : 231
Book Description
An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements. The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality—as in alternate reality games, which adapt Situationist strategies for a mass audience.
Publisher: MIT Press
ISBN: 0262027143
Category : Games & Activities
Languages : en
Pages : 231
Book Description
An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements. The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality—as in alternate reality games, which adapt Situationist strategies for a mass audience.
Exploring Semiotic Remediation as Discourse Practice
Author: P. Prior
Publisher: Springer
ISBN: 0230250629
Category : Language Arts & Disciplines
Languages : en
Pages : 287
Book Description
Through theoretical and methodological frameworks, researchers from writing studies, communication disorders, communication studies, applied linguistics, anthropology, and education, argue for a new dialogic approach to multimodality as a question of semiotic practices as well as multimodal artifacts.
Publisher: Springer
ISBN: 0230250629
Category : Language Arts & Disciplines
Languages : en
Pages : 287
Book Description
Through theoretical and methodological frameworks, researchers from writing studies, communication disorders, communication studies, applied linguistics, anthropology, and education, argue for a new dialogic approach to multimodality as a question of semiotic practices as well as multimodal artifacts.
Storytelling for Virtual Reality
Author: John Bucher
Publisher: Taylor & Francis
ISBN: 1351809253
Category : Art
Languages : en
Pages : 346
Book Description
Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com
Publisher: Taylor & Francis
ISBN: 1351809253
Category : Art
Languages : en
Pages : 346
Book Description
Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com