On Turtles and Dragons and the Dangerous Quest for a Media Art Notation System (version 1.2)

On Turtles and Dragons and the Dangerous Quest for a Media Art Notation System (version 1.2) PDF Author: The Contributors
Publisher: Lulu.com
ISBN: 1300943602
Category : Charts, diagrams, etc
Languages : en
Pages : 161

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Book Description

On Turtles and Dragons and the Dangerous Quest for a Media Art Notation System (version 1.2)

On Turtles and Dragons and the Dangerous Quest for a Media Art Notation System (version 1.2) PDF Author: The Contributors
Publisher: Lulu.com
ISBN: 1300943602
Category : Charts, diagrams, etc
Languages : en
Pages : 161

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Book Description


Live Coding

Live Coding PDF Author: Alan F. Blackwell
Publisher: MIT Press
ISBN: 0262544814
Category : Social Science
Languages : en
Pages : 353

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Book Description
The first comprehensive introduction to the origins, aspirations, and evolution of live coding. Performative, improvised, on the fly: live coding is about how people interact with the world and each other via code. In the last few decades, live coding has emerged as a dynamic creative practice gaining attention across cultural and technical fields—from music and the visual arts through to computer science. Live Coding: A User’s Manual is the first comprehensive introduction to the practice, and a broader cultural commentary on the potential for live coding to open up deeper questions about contemporary cultural production and computational culture. This multi-authored book—by artists and musicians, software designers, and researchers—provides a practice-focused account of the origins, aspirations, and evolution of live coding, including expositions from a wide range of live coding practitioners. In a more conceptual register, the authors consider liveness, temporality, and knowledge in relation to live coding, alongside speculating on the practice’s future forms.

Princes of the Apocalypse

Princes of the Apocalypse PDF Author: Dungeons & Dragons
Publisher: National Geographic Books
ISBN: 0786965789
Category : Games & Activities
Languages : en
Pages : 0

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Book Description
Abolish an Ancient Evil Threatening Devastation in this Adventure for the World’s Greatest Roleplaying Game Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms. • An epic adventure for characters levels 1 – 15, the Elemental Evil™ story arc, Princes of the Apocalypse provides everything a Dungeon Master needs to create an exciting and memorable play experience. • Includes new elemental spells and the element-touched genasi as a new playable race. • Fans of the Dungeons & Dragons® Roleplaying Game can get a sample of what this product has in store for them through the D&D Encounters™ in-store play program. • Adventure design and development by Sasquatch Game Studio LLC.

Dungeon Master's Screen Reincarnated

Dungeon Master's Screen Reincarnated PDF Author: Dungeons & Dragons
Publisher: National Geographic Books
ISBN: 078696619X
Category : Games & Activities
Languages : en
Pages : 0

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Book Description
MASTER THE GAME with this indispensable tool for the world’s greatest roleplaying game Lost is the poor soul borne aloft in the grip of the ancient red dragon featured in a spectacular panoramic vision by Tyler Jacobson on this durable, four-panel Dungeon Master’s Screen. The interior rules content on this new screen has been revisited and refreshed as a direct result of feedback received from D&D fans everywhere. • The screen’s landscape orientation allows the Dungeon Master to easily see beyond the screen and reach over, even as it keeps die rolls and notes hidden from players. • Provides an at-a-glance reference for the most relevant and often used in-game information, equipping Dungeon Masters of all skill levels with essential support. • An excellent resource for new and existing Dungeons Masters to facilitate inspired adventures and an engaging play experience. The leader in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as analog. This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.

The Art of South and Southeast Asia

The Art of South and Southeast Asia PDF Author: Steven Kossak
Publisher: Metropolitan Museum of Art
ISBN: 0870999923
Category : Art, South Asian
Languages : en
Pages : 169

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Book Description
Presents works of art selected from the South and Southeast Asian and Islamic collection of The Metropolitan Museum of Art, lessons plans, and classroom activities.

Rules of Play

Rules of Play PDF Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680

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Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

The Popol Vuh

The Popol Vuh PDF Author: Lewis Spence
Publisher: New York : AMS Press
ISBN:
Category : Social Science
Languages : en
Pages : 80

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Book Description


Choreo-graphic Figures

Choreo-graphic Figures PDF Author: Nikolaus Gansterer
Publisher: de Gruyter
ISBN: 9783110546606
Category : Artistic collaboration
Languages : en
Pages : 0

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Book Description
Choreo-graphic Figures: Deviations from the Line stages a beyond-disciplinary, inter-subjective encounter between the lines of choreography, drawing and writing, for exploring those forms of thinking-feeling-knowing produced through collaborative exchange, in the slippage and deviation, as different modes of practice enter into dialogue, overlap, collide. The publication is conceived as a studio-laboratory in itself, drawing together critical reflections and experimental practices that focus on the how-ness -- the qualitative-procedural, aesthetic-epistemological and ethical-empathetic dynamics -- within shared artistic exploration, directing attention to an affective realm of forces and intensities existing before, between and beneath the more readable gestures of artistic practice.

Texturing & Modeling

Texturing & Modeling PDF Author: David S. Ebert
Publisher: Morgan Kaufmann
ISBN: 1558608486
Category : Computer graphics
Languages : en
Pages : 714

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Book Description
The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual universes. In addition, the familiar authoritative chapters on which readers have come to rely contain all-new material covering L-systems, particle systems, scene graphs, spot geometry, bump mapping, cloud modeling, and noise improvements. There are many new spectacular color images to enjoy, especially in this edition's full-color format. As in the previous editions, the authors, who are the creators of the methods they discuss, provide extensive, practical explanations of widely accepted techniques as well as insights into designing new ones. New to the third edition are chapters by two well-known contributors: Bill Mark of NVIDIA and John Hart of the University of Illinois at Urbana-Champaign on state-of-the-art topics not covered in former editions. An accompanying Web site (www.texturingandmodeling.com) contains all of the book's sample code in C code segments (all updated to the ANSI C Standard) or in RenderMan shading language, plus files of many magnificent full-color illustrations. No other book on the market contains the breadth of theoretical and practical information necessary for applying procedural methods. More than ever, Texturing & Modeling remains the chosen resource for professionals and advanced students in computer graphics and animation. *New chapters on: procedural real-time shading by Bill Mark, procedural geometric instancing and real-time solid texturing by John Hart, hardware acceleration strategies by David Ebert, cellular texturing by Steven Worley, and procedural planets and virtual universes by Ken Musgrave. *New material on Perlin Noise by Ken Perlin. *Printed in full color throughout. *Companion Web site contains revised sample code and dozens of images.

Learning to Think Spatially

Learning to Think Spatially PDF Author: National Research Council
Publisher: National Academies Press
ISBN: 0309092086
Category : Education
Languages : en
Pages : 333

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Book Description
Learning to Think Spatially examines how spatial thinking might be incorporated into existing standards-based instruction across the school curriculum. Spatial thinking must be recognized as a fundamental part of Kâ€"12 education and as an integrator and a facilitator for problem solving across the curriculum. With advances in computing technologies and the increasing availability of geospatial data, spatial thinking will play a significant role in the information-based economy of the twenty-first century. Using appropriately designed support systems tailored to the Kâ€"12 context, spatial thinking can be taught formally to all students. A geographic information system (GIS) offers one example of a high-technology support system that can enable students and teachers to practice and apply spatial thinking in many areas of the curriculum.