Game Sound Technology and Player Interaction: Concepts and Developments

Game Sound Technology and Player Interaction: Concepts and Developments

Author: Grimshaw, Mark

Publisher: IGI Global

Published: 2010-09-30

Total Pages: 503

ISBN-13: 1616928301

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Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance for academics and practitioners searching for the right sounds.


Drawing From Memory

Drawing From Memory

Author: Allen Say

Publisher: Scholastic Inc.

Published: 2016-04-26

Total Pages: 68

ISBN-13: 1338088262

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Caldecott Medalist Allen Say presents a stunning graphic novel chronicling his journey as an artist during WWII, when he apprenticed under Noro Shinpei, Japan's premier cartoonist DRAWING FROM MEMORY is Allen Say's own story of his path to becoming the renowned artist he is today. Shunned by his father, who didn't understand his son's artistic leanings, Allen was embraced by Noro Shinpei, Japan's leading cartoonist and the man he came to love as his "spiritual father." As WWII raged, Allen was further inspired to consider questions of his own heritage and the motivations of those around him. He worked hard in rigorous drawing classes, studied, trained--and ultimately came to understand who he really is. Part memoir, part graphic novel, part narrative history, DRAWING FROM MEMORY presents a complex look at the real-life relationship between a mentor and his student. With watercolor paintings, original cartoons, vintage photographs, and maps, Allen Say has created a book that will inspire the artist in all of us.


Un/Masking

Un/Masking

Author: Laurette Burgholzer

Publisher: Neofelis Verlag

Published: 2021-08-15

Total Pages: 264

ISBN-13: 3958083846

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This volume looks at masking and unmasking as indivisible aspects of the same process. It gathers articles from a wide range of disciplines and addresses un/masking both as a historical and a contemporary phenomenon. By highlighting the performative dimensions of un/masking, it challenges dichotomies like depth and surface, authenticity and deception, that play a central role in masks being commonly associated with illusion and dissimulation. The contributions explore topics such as the relationship between face, mask, and identity in artistic contexts ranging from Surrealist photography to video installations and from Modernist poetry to fin-de-siècle cabaret theater. They investigate un/masking as a process of transition and transformation – be it in the case of the wooden masks of the First Nations of the American Northwest Coast or of the elaborate costumes and vocal masking of pop icon Lady Gaga. In all of these instances, the act of un/masking has the power to simultaneously hide and reveal. It destabilizes supposedly fixed identities and blurs the lines between the self and the other, the visible and the invisible. The volume offers new perspectives on current debates surrounding issues such as protective masks in public spaces, facial recognition technologies, and colonial legacies in monuments and museums, offering insight into what the act of un/masking can mean today. With contributions by Laurette Burgholzer, Joyce Cheng, Sarah Hegenbart, Bethan Hughes, Judith Kemp, Christiane Lewe, W. Anthony Sheppard, Bernhard Siegert, Anja Wächter, and Eleonore Zapf.


Otaku and the Struggle for Imagination in Japan

Otaku and the Struggle for Imagination in Japan

Author: Patrick W. Galbraith

Publisher: Duke University Press

Published: 2019-12-06

Total Pages: 249

ISBN-13: 147800701X

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From computer games to figurines and maid cafes, men called “otaku” develop intense fan relationships with “cute girl” characters from manga, anime, and related media and material in contemporary Japan. While much of the Japanese public considers the forms of character love associated with “otaku” to be weird and perverse, the Japanese government has endeavored to incorporate “otaku” culture into its branding of “Cool Japan.” In Otaku and the Struggle for Imagination in Japan, Patrick W. Galbraith explores the conflicting meanings of “otaku” culture and its significance to Japanese popular culture, masculinity, and the nation. Tracing the history of “otaku” and “cute girl” characters from their origins in the 1970s to his recent fieldwork in Akihabara, Tokyo (“the Holy Land of Otaku”), Galbraith contends that the discourse surrounding “otaku” reveals tensions around contested notions of gender, sexuality, and ways of imagining the nation that extend far beyond Japan. At the same time, in their relationships with characters and one another, “otaku” are imagining and creating alternative social worlds.


Hitchcock's Cryptonymies

Hitchcock's Cryptonymies

Author: Tom Cohen

Publisher: U of Minnesota Press

Published: 2005-01-01

Total Pages: 318

ISBN-13: 0816641714

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This second volume presents the director's work as a radical collage of images and absences, letters and numbers, citations and sounds that together mark Hitchcock as a knowing figure who was entirely aware of this - and cinema's place at the dawn of a global media culture, as well as the cinema's revolutionary impact on perception and memory.


The Pixar Theory

The Pixar Theory

Author: Jon Negroni

Publisher:

Published: 2015-06-04

Total Pages:

ISBN-13: 9780996396219

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"Every Pixar movie is connected. I explain how and possibly why." These are the words that began the detailed essay now known as "The Pixar Theory," which came out way back in 2013. It collected over 10 million views on Jon's blog alone, and was syndicated on Buzzfeed, Mashable, Huffpost, Entertainment Weekly, and more - generating over 100 million impressions and now translated into a dozen languages. Now, these thoughts and ideas first written by Jon Negroni have been fully realized inside this book, aptly named The Pixar Theory. In this book, you'll find an analysis of every single Pixar movie to date and how it tells a hidden story lurking behind these classic movies. You'll learn about how the toys of Toy Story secretly owe their existence to the events of The Incredibles. You'll learn about what truly happened to the civilization of cars from Cars before the events of WALL-E. And of course, you'll find out the possible truth for why "Boo" of Monsters Inc. is the most important Pixar character yet. Welcome to the Pixar Theory. Don't forget to fasten your imagination.


The Cinema of Rithy Panh

The Cinema of Rithy Panh

Author: Leslie Barnes

Publisher: Rutgers University Press

Published: 2021-07-16

Total Pages: 185

ISBN-13: 1978809824

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Born in 1964, Cambodian filmmaker Rithy Panh grew up in the midst of the Khmer Rouge’s genocidal reign of terror, which claimed the lives of many of his relatives. After escaping to France, where he attended film school, he returned to his homeland in the late 1980s and began work on the documentaries and fiction films that have made him Cambodia’s most celebrated living director. The fourteen essays in The Cinema of Rithy Panh explore the filmmaker’s unique aesthetic sensibility, examining the dynamic and sensuous images through which he suggests that “everything has a soul.” They consider how Panh represents Cambodia’s traumatic past, combining forms of individual and collective remembrance, and the implications of this past for Cambodia’s transition into a global present. Covering documentary and feature films, including his literary adaptations of Marguerite Duras and Kenzaburō Ōe, they examine how Panh’s attention to local context leads to a deep understanding of such major themes in global cinema as justice, imperialism, diaspora, gender, and labor. Offering fresh takes on masterworks like The Missing Picture and S-21 while also shining a light on the director’s lesser-known films, The Cinema of Rithy Panh will give readers a new appreciation for the boundless creativity and ethical sensitivity of one of Southeast Asia’s cinematic visionaries.


Software Takes Command

Software Takes Command

Author: Lev Manovich

Publisher: Bloomsbury Publishing USA

Published: 2013-07-04

Total Pages: 376

ISBN-13: 1623562619

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This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media.


The Renaissance Computer

The Renaissance Computer

Author: Jonathan Sawday

Publisher: Routledge

Published: 2002-09-11

Total Pages: 224

ISBN-13: 1134599803

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Some of today's foremost Renaissance scholars look afresh at the remarkable products of the first age of print and explore how these anticipated many of the conditions of the present digital age.