Precarious Creativity

Precarious Creativity

Author: Michael Curtin

Publisher: Univ of California Press

Published: 2016-02-17

Total Pages: 337

ISBN-13: 0520290852

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Precarious Creativity examines the seismic changes confronting media workers in an age of globalization and corporate conglomeration. This pathbreaking anthology peeks behind the hype and supposed glamor of screen media industries to reveal the intensifying pressures and challenges workers face. The authors take on crucial issues and provide insightful case studies of workplace dynamics regarding creativity, collaboration, exploitation, and cultural difference. Furthermore, they investigate working conditions and organizing efforts on all six continents, offering comprehensive analysis of contemporary screen media labor in places such as Lagos, Prague, Hollywood, and Hyderabad, across a range of job categories that includes visual effects, production services, and adult entertainment. With contributions from John Caldwell, Vicki Mayer, Herman Gray, Tejaswini Ganti, and others, this collection offers timely critiques of media globalization and broader debates about labor, creativity, and precarity.


Innovative Computing

Innovative Computing

Author: Jason C. Hung

Publisher: Springer Nature

Published: 2022-01-04

Total Pages: 1760

ISBN-13: 9811642583

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This book comprises select proceedings of the 4th International Conference on Innovative Computing (IC 2021) focusing on cutting-edge research carried out in the areas of information technology, science, and engineering. Some of the themes covered in this book are cloud communications and networking, high performance computing, architecture for secure and interactive IoT, satellite communication, wearable network and system, infrastructure management, etc. The essays are written by leading international experts, making it a valuable resource for researchers and practicing engineers alike.


Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]

Author: Mark J. P. Wolf

Publisher: Bloomsbury Publishing USA

Published: 2021-05-24

Total Pages: 1173

ISBN-13:

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.


Created in China

Created in China

Author: Michael Keane

Publisher: Routledge

Published: 2007-10-30

Total Pages: 207

ISBN-13: 113411785X

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Written by a recognized international scholar in the China media field, this book analyzes China’s creative economy and how television, animation, advertising, design, publishing and digital games are reshaping traditional understandings of culture.


The Mabinogion

The Mabinogion

Author: Lady Charlotte Guest

Publisher: Xist Publishing

Published: 2015-09-28

Total Pages: 266

ISBN-13: 168195236X

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The Earliest Prose Literature of Britain “So they took the blossoms of the oak, and the blossoms of the broom, and the blossoms of the meadow-sweet, and produced from them a maiden, the fairest and most graceful that man ever saw. And they baptized her, and gave her the name of Blodeuwedd.” - Lady Charlotte, The Mabinogion Published by Lady Charlotte in the 19th century, The Mabinogion is a collection of 12 Welsh legends compiled initially by the Welsh authors in the 12th and 13th century. The legends include King Arthur and other medieval heroes who succeed against all odds every time they face great danger. Xist Publishing is a digital-first publisher. Xist Publishing creates books for the touchscreen generation and is dedicated to helping everyone develop a lifetime love of reading, no matter what form it takes


Puppets, Gods, and Brands

Puppets, Gods, and Brands

Author: Teri J. Silvio

Publisher: University of Hawaii Press

Published: 2019-09-30

Total Pages: 297

ISBN-13: 0824881168

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The early twenty-first century has seen an explosion of animation. Cartoon characters are everywhere—in cinema, television, and video games and as brand logos. There are new technological objects that seem to have lives of their own—from Facebook algorithms that suggest products for us to buy to robots that respond to human facial expressions. The ubiquity of animation is not a trivial side-effect of the development of digital technologies and the globalization of media markets. Rather, it points to a paradigm shift. In the last century, performance became a key term in academic and popular discourse: The idea that we construct identities through our gestures and speech proved extremely useful for thinking about many aspects of social life. The present volume proposes an anthropological concept of animation as a contrast and complement to performance: The idea that we construct social others by projecting parts of ourselves out into the world might prove useful for thinking about such topics as climate crisis, corporate branding, and social media. Like performance, animation can serve as a platform for comparisons of different cultures and historical eras. Teri Silvio presents an anthropology of animation through a detailed ethnographic account of how characters, objects, and abstract concepts are invested with lives, personalities, and powers—and how people interact with them—in contemporary Taiwan. The practices analyzed include the worship of wooden statues of Buddhist and Daoist deities and the recent craze for cute vinyl versions of these deities, as well as a wildly popular video fantasy series performed by puppets. She reveals that animation is, like performance, a concept that works differently in different contexts, and that animation practices are deeply informed by local traditions of thinking about the relationships between body and soul, spiritual power and the material world. The case of Taiwan, where Chinese traditions merge with Japanese and American popular culture, uncovers alternatives to seeing animation as either an expression of animism or as “playing God.” Looking at the contemporary world through the lens of animation will help us rethink relationships between global and local, identity and otherness, human and non-human.


A Dictionary of Celtic Mythology

A Dictionary of Celtic Mythology

Author: James MacKillop

Publisher: Oxford Reference Collection

Published: 2017-01-14

Total Pages: 0

ISBN-13: 9780198804840

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This Dictionary is part of the Oxford Reference Collection: using sustainable print-on-demand technology to make the acclaimed backlist of the Oxford Reference programme perennially available in hardback format.A Dictionary of Celtic Mythology is a comprehensive and accessible survey of one of the world's richest mythological traditions. It covers the people, themes, concepts, places, and creatures of Celtic mythology, saga, legend, and folklore from both ancient pagan origins, and moderntraditions.


Malicious Bots

Malicious Bots

Author: Ken Dunham

Publisher: CRC Press

Published: 2008-08-06

Total Pages: 143

ISBN-13: 1040065589

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Originally designed as neutral entities, computerized bots are increasingly being used maliciously by online criminals in mass spamming events, fraud, extortion, identity theft, and software theft. Malicious Bots: An Inside Look into the Cyber-Criminal Underground of the Internet explores the rise of dangerous bots and exposes the nefarious methods of "botmasters". This valuable resource assists information security managers in understanding the scope, sophistication, and criminal uses of bots. With sufficient technical detail to empower IT professionals, this volume provides in-depth coverage of the top bot attacks against financial and government networks over the last several years. The book presents exclusive details of the operation of the notorious Thr34t Krew, one of the most malicious bot herder groups in recent history. Largely unidentified by anti-virus companies, their bots spread globally for months, launching massive distributed denial of service (DDoS) attacks and warez (stolen software distributions). For the first time, this story is publicly revealed, showing how the botherders got arrested, along with details on other bots in the world today. Unique descriptions of the criminal marketplace - how criminals make money off of your computer - are also a focus of this exclusive book! With unprecedented detail, the book goes on to explain step-by-step how a hacker launches a botnet attack, providing specifics that only those entrenched in the cyber-crime investigation world could possibly offer. Authors Ken Dunham and Jim Melnick serve on the front line of critical cyber-attacks and countermeasures as experts in the deployment of geopolitical and technical bots. Their work involves advising upper-level government officials and executives who control some of the largest networks in the world. By examining the methods of Internet predators, information security managers will be better able to proactively protect their own networks from such attacks.