Playing with Media

Playing with Media

Author: Wesley A. Fryer

Publisher: Speed of Creativity Learning

Published: 2011

Total Pages: 224

ISBN-13: 0983104832

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We need to play with media to become more effective communicators. This book was written to inspire and empower you, as a creative person, to expand your personal senses of digital literacy and digital agency as a multimedia communicator. As you learn to play with digital text, images, audio and video, you will communicate more creatively and flexibly with a wider variety of options. Although written primarily for educators, anyone who is interested in learning more about digital communication will learn something new from this book. As children, we learn to progressively make sense of our confusing world through play. The same dynamics apply to us as adults communicating with new and different media forms.


Playing Real

Playing Real

Author: Lindsay Brandon Hunter

Publisher: Northwestern University Press

Published: 2021-02-15

Total Pages: 258

ISBN-13: 0810143070

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Playing Real: Mimesis, Media, and Mischief explores the integration and interaction of mimetic theatricality and representational media in twentieth- and twenty‐first-century performance. It brings together carefully chosen sites of performance—including live broadcasts of theatrical productions, reality television, and alternate-reality gaming—in which mediatization and mimesis compete and collude to represent the real to audiences. Lindsay Brandon Hunter reads such performances as forcing confrontation between notions of authenticity, sincerity, and spontaneity and their various others: the fake, the feigned, the staged, or the rehearsed. Each site examined in Playing Real purports to show audiences something real—real theater, real housewives, real alternative scenarios—which is simultaneously visible as overtly constructed, adulterated by artifice and artificiality. The integration of mediatization and theatricality in these performances, Hunter argues, exploits the proclivities of both to conjure the real even as they risk corrupting the perception of authenticity by imbricating it with artifice and overt manipulation. Although the performances analyzed obscure boundaries separating actual from virtual, genuine from artificial, and truth from fiction, Hunter rejects the notion that these productions imperil the “real.” She insists on uncertainty as a fertile site for productive and pleasurable mischief—including relationships to realness and authenticity among both audience and participants.


Windows XP in a Nutshell

Windows XP in a Nutshell

Author: David Aaron Karp

Publisher: "O'Reilly Media, Inc."

Published: 2005

Total Pages: 700

ISBN-13: 9780596009007

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Discusses how to install, run, and configure Windows XP for both the home and office, explaining how to connect to the Internet, design a LAN, and share drives and printers, and includes tips and troubleshooting techniques.


Literacies Across Media

Literacies Across Media

Author: Margaret Mackey

Publisher: Routledge

Published: 2007-01-26

Total Pages: 216

ISBN-13: 1134133812

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This thought-provoking, fascinating and highly informative text offers both a vivid account of a group of young readers coming to terms with texts and a radical perspective on the growth of a generation of young readers.


Old New Thing

Old New Thing

Author: Raymond Chen

Publisher: Addison-Wesley Professional

Published: 2006-12-27

Total Pages: 1264

ISBN-13: 0132701642

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"Raymond Chen is the original raconteur of Windows." --Scott Hanselman, ComputerZen.com "Raymond has been at Microsoft for many years and has seen many nuances of Windows that others could only ever hope to get a glimpse of. With this book, Raymond shares his knowledge, experience, and anecdotal stories, allowing all of us to get a better understanding of the operating system that affects millions of people every day. This book has something for everyone, is a casual read, and I highly recommend it!" --Jeffrey Richter, Author/Consultant, Cofounder of Wintellect "Very interesting read. Raymond tells the inside story of why Windows is the way it is." --Eric Gunnerson, Program Manager, Microsoft Corporation "Absolutely essential reading for understanding the history of Windows, its intricacies and quirks, and why they came about." --Matt Pietrek, MSDN Magazine's Under the Hood Columnist "Raymond Chen has become something of a legend in the software industry, and in this book you'll discover why. From his high-level reminiscences on the design of the Windows Start button to his low-level discussions of GlobalAlloc that only your inner-geek could love, The Old New Thing is a captivating collection of anecdotes that will help you to truly appreciate the difficulty inherent in designing and writing quality software." --Stephen Toub, Technical Editor, MSDN Magazine Why does Windows work the way it does? Why is Shut Down on the Start menu? (And why is there a Start button, anyway?) How can I tap into the dialog loop? Why does the GetWindowText function behave so strangely? Why are registry files called "hives"? Many of Windows' quirks have perfectly logical explanations, rooted in history. Understand them, and you'll be more productive and a lot less frustrated. Raymond Chen--who's spent more than a decade on Microsoft's Windows development team--reveals the "hidden Windows" you need to know. Chen's engaging style, deep insight, and thoughtful humor have made him one of the world's premier technology bloggers. Here he brings together behind-the-scenes explanations, invaluable technical advice, and illuminating anecdotes that bring Windows to life--and help you make the most of it. A few of the things you'll find inside: What vending machines can teach you about effective user interfaces A deeper understanding of window and dialog management Why performance optimization can be so counterintuitive A peek at the underbelly of COM objects and the Visual C++ compiler Key details about backwards compatibility--what Windows does and why Windows program security holes most developers don't know about How to make your program a better Windows citizen


Second Person

Second Person

Author: Pat Harrigan

Publisher: MIT Press

Published: 2010-01-22

Total Pages: 428

ISBN-13: 0262514184

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Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.


Get Media Airplay

Get Media Airplay

Author: Rick Davis

Publisher: Hal Leonard Corporation

Published: 2006

Total Pages: 192

ISBN-13: 9781423413080

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(Book). Get Media Airplay is one media master's perspective on learning how to expose demos using creative media resources. You've got your CDs manufactured, but what's next? How do you get your songs on the radio, video channels, or playing at events? Get Media Airplay explores all aspects of selling talent by taking action structuring innovative audience awareness in the media industries.


Changing Play: Play, Media and Commercial Culture from the 1950s to the Present Day

Changing Play: Play, Media and Commercial Culture from the 1950s to the Present Day

Author: Jackie Marsh

Publisher: McGraw-Hill Education (UK)

Published: 2013-10-16

Total Pages: 202

ISBN-13: 033524758X

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This book explores changes in the nature of the relationship between play, media and commercial culture through a comparison of play in the 1950s/60s and the present day, examining the continuities and discontinuities in play over time. There are many aspects of play which remain the same today as they were sixty years ago, which relate to the purposes of play, the way in which children weave in material from a range of sources in their play, including media, and how they play with each other. Differences in play between now and the mid-twentieth century are due to the very different social and cultural worlds children now inhabit, in which technology is central to many play activities. Challenging deficit notions of play in contemporary society and providing evidence to contest the recurrent myth of the disappearance of play, the book: Provides an historical account of changes in the relationship between play, media and commercial culture over the past sixty years Offers fascinating, illuminating and direct accounts of children playing in the 1950s / 60s and today Engages with the work of the renowned folklorists Iona and Peter Opie and reviews their legacy Addresses key issues such as outdoor play, technology and play, and gender and play "Changing Play recovers the groundbreaking work of Iona and Peter Opie, making it relevant and consequential for the contemporary study of children, play and media cultures. Marsh and Bishop convincingly demonstrate how children's play practices, when approached on their own terms, exhibit a persistent dynamism that cannot and should not be reduced to simple exclamations of panic or celebration." Daniel Thomas Cook, Department of Childhood Studies, Rutgers University USA "Using the work of Iona and Peter Opie as a benchmark, Changing Play tracks the continuities in children's play and the changes that have taken place over the past half-century. The research juxtaposes the memories of children who grew up in the 1950s and 1960s with observations of and conversations with today's children in Sheffield and London; in doing so it allays much of the current anxiety about consumption and the media. Timely and topical, Changing Play will find its place alongside the Opies' classic volumes." Hugh Cunningham, University of Kent, UKAuthor of The Invention of Childhood "This important new text challenges the prevailing view that children's play has been contaminated by access to digital technologies. In exploring accounts of children's play from the 1950s and 60s to the present day against the backdrop of rapid changes within media and commercial markets, the authors skillfully reveal the particular ways in which children's play has changed and stayed the same. In so doing, they invite the reader to reject romantic notions of 'lost childhoods' and embrace the realities and richness of children's play in the 21st century. I highly recommend this book." Professor Trisha Maynard, Director, Research Centre for Children, Families and Communities, Canterbury Christ Church University, UK


Quality Play and Media

Quality Play and Media

Author: Kate Highfield

Publisher: Australian Council on Children and the Media

Published:

Total Pages: 101

ISBN-13: 0987097512

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In the early years, children learn mostly through play. Their receptive young minds are formed and their physical skills are developed as they begin to explore the world around them. They learn how to get along with others as they develop social skills and learn how to handle their emotions. What impact is using digital technology having on how children are developing? Is it harming them or is it helping them? What role do parents and caregivers have in all this? These are some of the questions this e-book sets out to answer. Some of our best minds contribute important ideas on what parents, educators and caregivers need to know about the impact of electronic media on our children’s development. More importantly they offer us guidance on what we can do to avoid the pitfalls and make use of the ways it can enhance children’s learning.


Hands-On Data Structures and Algorithms with Python

Hands-On Data Structures and Algorithms with Python

Author: Dr. Basant Agarwal

Publisher: Packt Publishing Ltd

Published: 2018-10-31

Total Pages: 389

ISBN-13: 1788991931

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Learn to implement complex data structures and algorithms using Python Key FeaturesUnderstand the analysis and design of fundamental Python data structuresExplore advanced Python concepts such as Big O notation and dynamic programmingLearn functional and reactive implementations of traditional data structuresBook Description Data structures allow you to store and organize data efficiently. They are critical to any problem, provide a complete solution, and act like reusable code. Hands-On Data Structures and Algorithms with Python teaches you the essential Python data structures and the most common algorithms for building easy and maintainable applications. This book helps you to understand the power of linked lists, double linked lists, and circular linked lists. You will learn to create complex data structures, such as graphs, stacks, and queues. As you make your way through the chapters, you will explore the application of binary searches and binary search trees, along with learning common techniques and structures used in tasks such as preprocessing, modeling, and transforming data. In the concluding chapters, you will get to grips with organizing your code in a manageable, consistent, and extendable way. You will also study how to bubble sort, selection sort, insertion sort, and merge sort algorithms in detail. By the end of the book, you will have learned how to build components that are easy to understand, debug, and use in different applications. You will get insights into Python implementation of all the important and relevant algorithms. What you will learnUnderstand object representation, attribute binding, and data encapsulationGain a solid understanding of Python data structures using algorithmsStudy algorithms using examples with pictorial representationLearn complex algorithms through easy explanation, implementing PythonBuild sophisticated and efficient data applications in PythonUnderstand common programming algorithms used in Python data scienceWrite efficient and robust code in Python 3.7Who this book is for This book is for developers who want to learn data structures and algorithms in Python to write complex and flexible programs. Basic Python programming knowledge is expected.