Digital Dragon Ii

Digital Dragon Ii

Author: Xinjiang Cover

Publisher: Xlibris Corporation

Published: 2013-06-06

Total Pages: 30

ISBN-13: 148364149X

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What's behind the scene in US and People's Republic of China relations?


Digital Dragon

Digital Dragon

Author: Adam Segal

Publisher: Cornell University Press

Published: 2011-02-23

Total Pages: 201

ISBN-13: 0801458056

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During the economic reforms of the last twenty years, China adopted a wide array of policies designed to raise its technological capability and foster industrial growth. Ideologically, the government would not promote private-ownership firms and instead created a hybrid concept, that of "nongovernmental enterprises" or minying qiye. Adam Segal examines the minying experience, particularly in high technology, in four key regions: Beijing, Shanghai, Xi'an, and Guangzhou. Minying enterprises have been neither clear successes nor abject failures, Segal finds. Instead, outcomes varied: though efforts to create a core of innovative high-tech firms succeeded in Beijing, minying enterprises elsewhere have languished. He points to variations in local implementation of government policies on investment, property-rights regulation, and government supervision as a key to the different outcomes. He explains these peculiarities of implementation by putting official decisions within their local contexts. Extending his analysis, he compares the experience of creating technology enterprises in China with those of Korea (the chaebol system) and Taiwan (enterprise groups). Based on interviews with entrepreneurs and local government officials, as well as numerous published primary sources, Digital Dragon is the first detailed look at a major Chinese institutional experiment and at high-tech endeavors in China. Can China become a true global economic power? The evolution of the high-technologies sector will determine, Segal says, whether China will become a modern economy or simply a large one.


The Digital Role-Playing Game and Technical Communication

The Digital Role-Playing Game and Technical Communication

Author: Daniel Reardon

Publisher: Bloomsbury Publishing USA

Published: 2021-04-22

Total Pages: 344

ISBN-13: 1501352563

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With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.


Identity and Play in Interactive Digital Media

Identity and Play in Interactive Digital Media

Author: Sara M. Cole

Publisher: Routledge

Published: 2017-03-16

Total Pages: 274

ISBN-13: 1315390760

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Recent shifts in new literacy studies have expanded definitions of text, reading/viewing, and literacy itself. The inclusion of non-traditional media forms is essential, as texts beyond written words, images, or movement across a screen are becoming ever more prominent in media studies. Included in such non-print texts are interactive media forms like computer or video games that can be understood in similar, though distinct, terms as texts that are read by their users. This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, these texts. This work explores the concept of ergodic ontogeny: the mental development resulting from interactive digital media play experiences causing change in personal identity.


The Dragon Diary

The Dragon Diary

Author: Dugald Steer

Publisher: Bonnier Publishing Fiction Ltd.

Published: 2013-09-01

Total Pages: 207

ISBN-13: 1848771061

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After Dragon's Eye, here comes the next exciting instalment in the Dragonolgy(tm)Chronicles, The Dragon Diary!. In the second novel of this fantasy, adventure series, a mysterious illness is spreading among dragons. The fate of dragonkind rests in the hands of Daniel and Beatrice - can they reach Dr. Drake and work out the cure, or will they fall into the clutches of the evil Alexandra Gorynytchka? Based on the best selling Dragonolgy(tm) title, The Dragon Diary features stunning black and white illustrations from Douglas Carrel and a great story from Dugald Steer which moves along at a fast pace with a good dose of action and magic! (Age Range: 8 +)


Kenny & the Dragon

Kenny & the Dragon

Author: Tony DiTerlizzi

Publisher: Simon and Schuster

Published: 2012-01-24

Total Pages: 176

ISBN-13: 1442436514

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Book-loving Kenny the rabbit has few friends in his farming community, so when one, bookstore owner George, is sent to kill another, gentle dragon Grahame, Kenny must find a way to prevent their battle while satisfying the dragon-crazed townspeople.


Digital Forensics and Watermarking

Digital Forensics and Watermarking

Author: Yun Qing Shi

Publisher: Springer

Published: 2012-07-16

Total Pages: 522

ISBN-13: 3642322050

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This book constitutes the thoroughly refereed post-conference proceedings of the 10th International Workshop on Digital-forensics and Watermarking (IWDW 2011) held in Atlantic City, NJ, USA, during October 23-26, 2011. The 37 revised full papers presented were carefully selected from 59 submissions. Conference papers are organized in 6 technical sessions, covering the topics of steganography and steganalysis, watermarking, visual cryptography, forensics, anti-forensics, fingerprinting, privacy and security.


Digital Character Development

Digital Character Development

Author: Rob O'Neill

Publisher: CRC Press

Published: 2015-10-07

Total Pages: 324

ISBN-13: 1482250780

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Every animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created. This book presents the theory and practice behind the creation of digital characters for film and games using software-agnostic descriptions that apply to any animation application. It provides insight from a real production environment and the requirements that such an environment imposes. With rich illustrations and visual code examples throughout, this book provides a comprehensive roadmap to character development for both professionals and students.


Dungeons, Dragons, and Digital Denizens

Dungeons, Dragons, and Digital Denizens

Author: Gerald A. Voorhees

Publisher: Bloomsbury Publishing USA

Published: 2012-02-16

Total Pages: 387

ISBN-13: 1441141081

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Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.