The London Games in Motion

The London Games in Motion

Author: Transport for London (Organization)

Publisher: Laurence King

Published: 2013

Total Pages: 0

ISBN-13: 9781780672748

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As soon as London won the bid to host the 2012 Olympic and Paralympic Games in 2005, plans were put in place to deal with the enormous transport challenges that this would present. Over the seven-year period that followed, Transport for London oversaw a huge number of upgrades and infrastructure improvements to London's transport network. Accompanying these construction projects, was a major publicity campaign and planning process to ensure that the thousands of visitors could travel to the games as swiftly as possible, while allowing ordinary Londoners to carry on their daily lives.


Motion in Games

Motion in Games

Author: Jan Allbeck

Publisher: Springer

Published: 2011-11-08

Total Pages: 471

ISBN-13: 3642250904

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This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation.


Super Cool Forces and Motion Activities with Max Axiom

Super Cool Forces and Motion Activities with Max Axiom

Author: Agnieszka Biskup

Publisher: Raintree

Published: 2015-04-09

Total Pages: 32

ISBN-13: 1406293334

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From catapults to balloon cars to soda rockets, Super Scientist Max Axiom makes hands on science experiments super cool! From the secret files of Axiom Laboratories comes a collection of kid friendly forces and motion experiments and activities. With clear step by step, photo illustrated instructions, these projects will not only teach core curriculum science concepts, but also amaze aspiring young scientists.


The Animator's Survival Kit

The Animator's Survival Kit

Author: Richard Williams

Publisher: Macmillan

Published: 2012-09-25

Total Pages: 393

ISBN-13: 086547897X

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"A manual of methods, principles and formulas for classical, computer, games, stop motion and internet animators"--Cover.


Camera and Action

Camera and Action

Author: Elaine M. Bapis

Publisher: McFarland

Published: 2014-01-10

Total Pages: 266

ISBN-13: 0786451238

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This study examines the changes in the American film industry, audiences, and feature films between 1965 and 1975. With transformations in production codes, adjustments in national narratives, a rise in independent filmmaking, and a new generation of directors and producers addressing controversial issues on the mainstream screen, film was a major influence on the social changes that defined these years. After a contextual history of film during this era, several key films are discussed, including The Graduate, Alice's Restaurant, Easy Rider, Midnight Cowboy, M*A*S*H, McCabe and Mrs. Miller, Little Big Man, and The Godfather series. The author describes how these films represented a generation, constructed and deconstructed American culture, and made important contributions during ten years of great change in America. Instructors considering this book for use in a course may request an examination copy here.


Children's Games in the New Media Age

Children's Games in the New Media Age

Author: Chris Richards

Publisher: Routledge

Published: 2016-05-23

Total Pages: 333

ISBN-13: 1317167554

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The result of a unique research project exploring the relationship between children's vernacular play cultures and their media-based play, this collection challenges two popular misconceptions about children's play: that it is depleted or even dying out and that it is threatened by contemporary media such as television and computer games. A key element in the research was the digitization and analysis of Iona and Peter Opie's sound recordings of children's playground and street games from the 1970s and 1980s. This framed and enabled the research team's studies both of the Opies' documents of mid-twentieth-century play culture and, through a two-year ethnographic study of play and games in two primary school playgrounds, contemporary children's play cultures. In addition the research included the use of a prototype computer game to capture playground games and the making of a documentary film. Drawing on this extraordinary data set, the volume poses three questions: What do these hitherto unseen sources reveal about the games, songs and rhymes the Opies and others collected in the mid-twentieth century? What has happened to these vernacular forms? How are the forms of vernacular play that are transmitted in playgrounds, homes and streets transfigured in the new media age? In addressing these questions, the contributors reflect on the changing face of childhood in the twenty-first century - in relation to questions of gender and power and with attention to the children's own participation in producing the ethnographic record of their lives.


Strength and Conditioning

Strength and Conditioning

Author: Gavin Moir

Publisher: Jones & Bartlett Publishers

Published: 2015

Total Pages: 678

ISBN-13: 1284034844

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This text incorporates programming aspects of strength and conditioning including training methods to develop muscular strength and power, flexibility, and the development of effective warm-up regimens. Performance analysis techniques in sport are introduced while the constraints-led approach to motor skills acquisition is presented as a framework that can guide the development of practices for the strength and conditioning practitioner. The biomechanical and motor skill acquisition concepts introduced in the text are then applied to fundamental movements including jumping, landing, and sprint running.


The Digital Media Handbook

The Digital Media Handbook

Author: Andrew Dewdney

Publisher: Routledge

Published: 2013-10-30

Total Pages: 466

ISBN-13: 1135077150

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The new edition of The Digital Media Handbook presents an essential guide to the historical and theoretical development of digital media, emphasising cultural continuity alongside technological change, and highlighting the emergence of new forms of communication in contemporary networked culture. Andrew Dewdney and Peter Ride present detailed critical commentary and descriptive historical accounts, as well as a series of interviews from a range of digital media practitioners, including producers, developers, curators and artists. The Digital Media Handbook highlights key concerns of today’s practitioners, analysing how they develop projects, interact and solve problems within the context of networked communication. The Digital Media Handbook includes: Essays on the history and theory of digital media Essays on contemporary issues and debates Interviews with digital media professionals A glossary of technical acronyms and key terms.


Contemporary Research on Intertextuality in Video Games

Contemporary Research on Intertextuality in Video Games

Author: Duret, Christophe

Publisher: IGI Global

Published: 2016-06-16

Total Pages: 390

ISBN-13: 1522504788

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Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.