Real Wars on Virtual Battlefields

Real Wars on Virtual Battlefields

Author: Stefan Werning

Publisher: transcript Verlag

Published: 2015-07-31

Total Pages: 417

ISBN-13: 3839412404

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The book analyzes the multifarious exchange of algorithmic technologies and concepts between the military and the media industry from the early 1990s until now. Unlike most related scholarly work which focuses on digital games, it drafts a model of programmable media which is grounded in a close-reading of the key technologies, most notably the paradigm of object-oriented programming, and reconsiders technical disciplines from a humanities perspective. This model is then applied to analyze the effects of algorithmic logic on the military-civilian continuum, including economic practices, patterns of media usage and military decision-making.


The Virtual Battlefield

The Virtual Battlefield

Author: Christian Czosseck

Publisher: IOS Press

Published: 2009

Total Pages: 328

ISBN-13: 1607500604

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"All political and military conflicts now have a cyber dimension, the size and impact of which are difficult to predict. Internet-enabled propaganda, espionage, and attacks on critical infrastructure can target decision makers, weapons systems, and citizens in general, during times of peace or war. Traditional threats to national security now have a digital delivery mechanism which would increase the speed, diffusion, and power of an attack. There have been no true cyber wars to date, but cyber battles of great consequence are easy to find. This book is divided into two sections--Strategic viewpoints and Technical challenges & solutions--and highlights the growing connection between computer security and national security"--P. 4 of cover.


I Survived the American Revolution, 1776 (I Survived #15)

I Survived the American Revolution, 1776 (I Survived #15)

Author: Lauren Tarshis

Publisher: Scholastic Inc.

Published: 2017-08-29

Total Pages: 107

ISBN-13: 0545919754

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Bestselling author Lauren Tarshis tackles the American Revolution in this latest installment of the groundbreaking, New York Times bestselling I Survived series. Bestselling author Lauren Tarshis tackles the American Revolution in this latest installment of the groundbreaking, New York Times bestselling I Survived series. British soldiers were everywhere. There was no escape. Nathaniel Fox never imagined he'd find himself in the middle of a blood-soaked battlefield, fighting for his life. He was only eleven years old! He'd barely paid attention to the troubles between America and England. How could he, while being worked to the bone by his cruel uncle, Uriah Storch? But when his uncle's rage forces him to flee the only home he knows, Nate is suddenly propelled toward a thrilling and dangerous journey into the heart of the Revolutionary War. He finds himself in New York City on the brink of what will be the biggest battle yet.


War Beyond the Battlefield

War Beyond the Battlefield

Author: David Grondin

Publisher: Routledge

Published: 2013-09-13

Total Pages: 229

ISBN-13: 1135711321

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In an effort to make sense of war beyond the battlefield in studying the wars that were captured under the rubric of the "War on Terror", this special issue book seeks to explore the complex spatial relationships between war and the spaces that one is not used to thinking of as the battlefield. It focuses on the conflicts that still animate the spaces and places where violence has been launched and that the war has not left untouched. In focusing on war beyond the battlefield, it is not that the battlefield as the place where war is waged has gone in smoke or has borne out of importance, it is rather the case that the battlefield has been dis-placed, re-designed, re-shaped and rethought through new spatializing practices of warfare. These new spaces of war – new in the sense that they are not traditionally thought of as spaces where war takes place or is brought to – are television screens, cellular phones and bandwidth, George W. Bush’s ranch in Crawford, Texas, videogames, popular culture sites, news media, blogs, and so on. These spaces of war beyond the battlefield are crucial to understanding what goes on the battlefield, in Iraq, Afghanistan, or in other fronts of the War on Terror (such as the homeland) – to understand how terror has globally been waged beyond the battlefield. This book was originally published as a special issue of Geopolitics.


Extremely Loud

Extremely Loud

Author: Juliette Volcler

Publisher: New Press, The

Published: 2015-06-02

Total Pages: 146

ISBN-13: 1595588884

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“Everything you ever suspected or feared about music as a weapon, sound as torture . . . Disturbingly illuminating in the possible ramifications” (Kirkus Reviews). In this troubling and wide-ranging account, acclaimed journalist Juliette Volcler looks at the long history of efforts by military and police forces to deploy sound against enemies, criminals, and law-abiding citizens. During the 2004 battle over the Iraqi city of Fallujah, US Marines bolted large speakers to the roofs of their Humvees, blasting AC/DC, Eminem, and Metallica songs through the city’s narrow streets as part of a targeted psychological operation against militants that has now become standard practice in American military operations in Afghanistan. In the historic center of Brussels, nausea-inducing sound waves are unleashed to prevent teenagers from lingering after hours. High-decibel, “nonlethal” sonic weapons have become the tools of choice for crowd control at major political demonstrations from Gaza to Wall Street and as a form of torture at Guantanamo and elsewhere. In an insidious merger of music, technology, and political repression, loud sound has emerged in the last decade as an unlikely mechanism for intimidating individuals as well as controlling large groups. “Thorough and well researched,” Extremely Loud documents and interrogates this little-known modern phenomenon, exposing it as a sinister threat to the peace and quiet that societies have traditionally craved (Publishers Weekly). “Extremely Loud makes you shiver, or cover your ears, at the technological buildup now at the service of the most sophisticated forms of repression.” —Libération


Mixed Reality and Games

Mixed Reality and Games

Author: Emir Bektic

Publisher: transcript Verlag

Published: 2020-10-31

Total Pages: 297

ISBN-13: 3839453291

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Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.


Cyber Counterterrorism, Cyber International Conflict, Virtual Cyber War Crimes

Cyber Counterterrorism, Cyber International Conflict, Virtual Cyber War Crimes

Author: Journal of Legal Technology Risk Management

Publisher: Lulu.com

Published: 2015-07-08

Total Pages: 153

ISBN-13: 1329297687

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Articles cover Counterterrorism Measures via Internet Intermediaries: A First Amendment & National Security Dilemma, Targeting in the Cyber Domain: Legal Challenges Arising from the Application of the Principle of Distinction to Cyber Attacks, Legal Implications of Vulnerability Disclosure in International Conflict, Virtual Crimes, Actual Threats: Deterring National Security Offenses Committed Through Cyberspace. #cyberwarfare #cybersecurity #cyberspace


The Video Games Textbook

The Video Games Textbook

Author: Brian J. Wardyga

Publisher: CRC Press

Published: 2023-06-13

Total Pages: 751

ISBN-13: 1000868222

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The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes


Virtual Local Manufacturing Communities

Virtual Local Manufacturing Communities

Author: William Sims Bainbridge

Publisher: Business Expert Press

Published: 2019-02-25

Total Pages: 166

ISBN-13: 194858073X

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This book deeply explores production-capable social media channels, based on thousands of hours of observation and extensive collection of statistical data, extracting hypotheses that may generalize to the real-world distributed manufacturing of the near future. Distributed manufacturing offers the promise of bringing jobs back to local communities, producing goods that are personalized or harmonize with distinctive cultures, and thereby reversing significant aspects of the globalization that has dominated in recent years. Large corporations may still have important roles to play, but in collaboration with local workshops, providing machinery, software, databases of designs, and communication media suitable for a diverse and dynamic workforce. For years, a set of computer simulation laboratories has flourished, in which millions of people have used virtual machines to produce a great variety of products: massively multiplayer online role-playing games. Their systems are highly diverse, complex, and provide information capable of serious social science analysis. This book deeply explores 30 of these production-capable social media, based on thousands of hours of observation and extensive collection of statistical data, extracting hypotheses that may generalize to the real-world distributed manufacturing of the near future. This book begins with an overview of this universe of online virtual worlds then demonstrates the principles of virtual manufacturing, modes of work-related communication, socio-economic structures and dynamics, and the function of artificial intelligence in these human-technology systems. It concludes with consideration of the large-scale technical and cultural variation illustrated both by individual examples and by the rather large industry in which they have long been successful.


Joystick Soldiers

Joystick Soldiers

Author: Nina B. Huntemann

Publisher: Routledge

Published: 2009-09-10

Total Pages: 325

ISBN-13: 1135842825

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Joystick Soldiers is the first anthology to examine the reciprocal relationship between militarism and video games. War has been an integral theme of the games industry since the invention of the first video game, Spacewar! in 1962.While war video games began as entertainment, military organizations soon saw their potential as combat simulation and recruitment tools. A profitable and popular relationship was established between the video game industry and the military, and continues today with video game franchises like America’s Army, which was developed by the U.S.Army as a public relations and recruitment tool. This collection features all new essays that explore how modern warfare has been represented in and influenced by video games. The contributors explore the history and political economy of video games and the "military-entertainment complex;" present textual analyses of military-themed video games such as Metal Gear Solid; and offer reception studies of gamers, fandom, and political activism within online gaming.