James Cameron's Avatar: The Na'vi Quest

James Cameron's Avatar: The Na'vi Quest

Author: Nicole Pitesa

Publisher: Harper Collins

Published: 2009-11-24

Total Pages: 69

ISBN-13: 0061801267

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In the futuristic world of Avatar, Jake, a wounded ex-marine is thrust into an elaborate scheme to mine an exotic planet for its rare and valuable natural resources. Scientists have created Avatars -- bodies designed to look like the planet′s alien inhabitants that have to be operated by a human consciousness. Walking in his Avatar body, Jake finds himself drawn to the planet′s way of life. But as the threat of war grows ever closer, Jake finds himself torn between his human roots and the new friends he wants to protect.. Ages: 7-10


Avatar: The Next Shadow

Avatar: The Next Shadow

Author: Jeremy Barlow

Publisher: Dark Horse Comics

Published: 2021-08-31

Total Pages: 90

ISBN-13: 1506722431

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Clan rivalries erupt amid turmoil in an untold story set immediately after the events of James Cameron’s 2009 blockbuster film Avatar! Jake Sully maintains his position as leader of the Omatikaya Na'vi tribe, but with their Hometree destroyed, he begins to doubt his place among them. As the Na'vi and human feud persists, tensions between the tribes begin to escalate as longstanding family animosities ignite--spawning treachery and betrayal! Writer Jeremy Barlow (AVP: Thicker than Blood, Star Wars: Darth Maul--Son of Dathomir) and artist Josh Hood (The Green Goblin, Star Trek: Mirror Broken, Ghost Rider) bridge the gap between Avatar and the highly anticipated sequel, Avatar 2, in this story of family, sacrifice, and survival! Collects Avatar: The Next Shadow #1-#4.


The Science of Avatar

The Science of Avatar

Author: Stephen Baxter

Publisher: Hachette UK

Published: 2012-05-29

Total Pages: 288

ISBN-13: 0316224014

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Audiences around the world have been enchanted by James Cameron's visionary Avatar, with its glimpse of the Na'vi on the marvelous world of Pandora. But the movie is not entirely a fantasy; there is a scientific rationale for much of what we saw on the screen, from the possibility of travel to other worlds, to the life forms seen on screen and the ecological and cybernetic concepts that underpin the 'neural networks' in which the Na'vi and their sacred trees are joined, as well as to the mind-linking to the avatars themselves. From popular science journalist and acclaimed science fiction author Stephen Baxter, The Science of Avatar is a guide to the rigorous fact behind the fiction. It will enhance the readers' enjoyment of the movie experience by drawing them further into its imagined world.


The Making of Avatar

The Making of Avatar

Author: Jody Duncan

Publisher: Harry N. Abrams

Published: 2010-10-01

Total Pages: 0

ISBN-13: 9780810997066

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The story of James Cameron and his crew's journey from "Avatar's" conception to the vast production effort is examined in the first authoritative and official record in words and pictures from the most significant film of today.


Avatar

Avatar

Author: Maria Wilhelm

Publisher: HarperCollins UK

Published: 2009

Total Pages: 226

ISBN-13: 0007342446

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Describes the world of the Avatar film, written as a manual.


Artificial Intelligence and Games

Artificial Intelligence and Games

Author: Georgios N. Yannakakis

Publisher: Springer

Published: 2018-02-17

Total Pages: 350

ISBN-13: 3319635190

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This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.


Ecological Indian

Ecological Indian

Author: Shepard Krech

Publisher: W. W. Norton & Company

Published: 1999

Total Pages: 322

ISBN-13: 9780393321005

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Krech (anthropology, Brown U.) treats such provocative issues as whether the Eden in which Native Americans are viewed as living prior to European contact was a feature of native environmentalism or simply low population density; indigenous use of fire; and the Indian role in near-extinctions of buffalo, deer, and beaver. He concludes that early Indians' culturally-mediated closeness with nature was not always congruent with modern conservation ideas, with implications for views of, and by, contemporary Indians. Annotation copyrighted by Book News, Inc., Portland, OR


The Undersea Network

The Undersea Network

Author: Nicole Starosielski

Publisher: Duke University Press

Published: 2015-03-02

Total Pages: 469

ISBN-13: 0822376229

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In our "wireless" world it is easy to take the importance of the undersea cable systems for granted, but the stakes of their successful operation are huge, as they are responsible for carrying almost all transoceanic Internet traffic. In The Undersea Network Nicole Starosielski follows these cables from the ocean depths to their landing zones on the sandy beaches of the South Pacific, bringing them to the surface of media scholarship and making visible the materiality of the wired network. In doing so, she charts the cable network's cultural, historical, geographic and environmental dimensions. Starosielski argues that the environments the cables occupy are historical and political realms, where the network and the connections it enables are made possible by the deliberate negotiation and manipulation of technology, culture, politics and geography. Accompanying the book is an interactive digital mapping project, where readers can trace cable routes, view photographs and archival materials, and read stories about the island cable hubs.


Hanging Out, Messing Around, and Geeking Out

Hanging Out, Messing Around, and Geeking Out

Author: Mizuko Ito

Publisher: MIT Press

Published: 2009-10-30

Total Pages: 441

ISBN-13: 0262258269

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An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after-school programs, and in online spaces. Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.


Digital Material

Digital Material

Author: Marianne van den Boomen

Publisher: Amsterdam University Press

Published: 2009

Total Pages: 304

ISBN-13: 9089640681

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This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.