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Narration et jeu vidéo : Pour une exploration des univers fictionnels
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Year: 2018 Publisher: Liège : Presses universitaires de Liège,

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Partant de ces questions, l'ouvrage Narration et jeu vidéo. Pour une exploration des univers fictionnels propose un modèle explicatif fondé sur la notion riche d'univers fictionnel. Sur cette base, il propose de penser la narration vidéoludique hors des cadres traditionnels et de la concevoir comme un dispositif non figé, ouvert à l'infinité d'actualisations possibles que représente chaque partie jouée. Alternant réflexion théorique et analyses de cas, ce livre se destine tant au chercheur qu'au game designer ou au joueur désireux de réfléchir sur sa pratique. Ce livre a été lauréat du prix BiLA en 2012 (Bibliothèque des Littératures d'Aventures).

Keywords

Video games.


Book
Digital Storytelling for Employability
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Year: 2010 Publisher: Firenze, Italy : Firenze University Press,

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This publication results from the research work undertaken by the partner institutions involved in the KA3-ICT Project Transversal Lifelong Learning Programme, Learn about finding jobs from digital storytelling(143429-2008-LLP-RO-KA3-KA3MP), with the main purpose of enhancing graduates' employability possibilities. For graduating students looking for a job it is perhaps harder than ever to meet success on the job market. They must use every tool they know to express themselves and to reflect their knowledge, competences and skills. The book aims to explain the main aspects of using digital storytelling as a method for employability, career development, reflection, assessment, consultancy, presentation and communication. Through digital storytelling, students begin to comprehend how all the elements of writing a narrative work together and how to manipulate them for the best effects in readers and viewers. Also, sharing and evaluating digital stories among peers is an excellent way to foster self-expression and tolerance and to create an engaged community of learners.

Keywords

Digital video.


Book
Images des corps / corps des images au cinéma
Authors: --- ---
ISBN: 9791036200489 Year: 2010 Publisher: [s.l.] : ENS Éditions,

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"""Ces dernières années ont vu se développer un important effort théorique et critique sur la question du corps au cinéma : comment ce dernier représente-t-il les formes du corps mais aussi ses puissances (gestes, désirs, pulsions, tendances hors cadre, hors champs, hors discours ou hors normes)? Comment rend-t-il compte des contextes cognitifs, culturels, politiques et technologiques associés à la fabrique des corps à travers l'histoire? Les films eux-mêmes ont eu recours au corps comme figure ou motif privilégié et ont pleinement participé de ce questionnement. Participant à cette réflexion en cours le présent volume s'attache à étudier la question de la représentation corporelle en la rapportant à celle des devenirs concrets du cinéma, que ce soit dans ses dispositifs propres ou ses rencontres avec d'autres régimes d'image (notamment la vidéo et la photographie)."


Book
Mental Health, Atmospheres, Video Games. : New Directions in Game Research
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ISBN: 373286264X 3837662640 9783837662641 9783837662641 Year: 2022 Publisher: Bielefeld : transcript Verlag,

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Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.


Book
The sacred & the digital : critical depictions of religions in video games
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Year: 2019 Publisher: Basel, Switzerland : MDPI - Multidisciplinary Digital Publishing Institute,

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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.


Book
Detection and tracking of targets in forward-looking infraRed (FLIR) imagery
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Year: 2015 Publisher: Basel, Switzerland : MDPI,

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Mortal Kombat : games of death
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Year: 2022 Publisher: Ann Arbor : University of Michigan Press,

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Upon its premiere in 1992, Midway's Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent "fatality" moves performed by photorealistically rendered characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world's most iconic fighting games, and a transmedia franchise that continues to this day. This book traces Mortal Kombat's history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy.


Book
Les mots de la vidéo : construction discursive d'un art contemporain
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Year: 2022 Publisher: [Place of publication not identified] : Peter Lang International Academic Publishers,

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La position particulière de l'art vidéo - inscrit dans l'art, partageant une même technique avec d'autres domaines, tout en reposant sur des spécificités fortes, contemporain mais déjà dépassé - en fait un terrain idéal pour ausculter la narration de l'art, et plus largement sa construction sociale. Ce livre propose de considérer les catalogues et les affiches d'exposition, les articles, les dépliants, les documents de travail ou encore la correspondance comme moteurs de la formation d'un art. Usant d'un appareil conceptuel alliant sociologie de la connaissance, sociologie de l'art et histoire de l'art, il s'arrête sur les deux premières expositions muséales d'art vidéo en France et en Suisse afin d'en fournir la première étude approfondie. Les discours que ces manifestations ont produits font l'objet d'une lecture rapprochée afin de faire ressortir les termes employés, les champs lexicaux formés, les stratégies discursives élaborées pour expliquer et justifier la tenue d'une exposition de vidéos dans un musée municipal. Dans un second temps, le propos aborde les contextes de production de ces discours et le rôle joué par les institutions et les auteur-e-s impliqué-e-s dans chaque exposition. La mise en commun d'une analyse de texte et d'une étude de contexte permet de dégager les modalités de construction discursive de l'art vidéo en tant que catégorie de l'art contemporain. La (re)découverte de textes sources des années 1970 permet en outre de préciser et compléter l'histoire de l'art contemporain.

Keywords

Video art --- History.


Book
Giacomo Verde. Attraversamenti tra teatro e video (1992-1986)
Authors: --- ---
Year: 2022 Publisher: Milano Milano University Press

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A little more than a year after the death of Giacomo Verde, pioneer of video/interactive art, techno-theatre and Italian "artivist", the corpus of unpublished drawings and sketches in pencil, pastel and collage for videos, video installations and video performances by the artist from the period 1986-1992 is published. This is the first publication  from the Giacomo Verde Archive and it illustrates Verde's first "techno-artistic" phase: a well-documented and creatively rich period, when in 1983 he arrived, self-taught, from popular and street theatre to video art, works and installations whose characteristic feature was the craftsmanship of the "technological artefact", the use of low technology and the addition of poor materials. The authors  Anna Maria Monteverdi Dalila Flavia D’Amico, Vincenzo Sansone, dedicate the book to the warm memory of the unforgettable Giacomo Verde. A poco più di un anno di distanza dalla scomparsa di Giacomo Verde, pioniere della videoarte, del tecnoteatro e dell’arte interattiva italiana e convinto “artivista”, viene pubblicato il corpus di disegni inediti e bozzetti a matita, pastello e collage per video, videoinstallazioni e video performance dell’artista del periodo 1986-1992 (organizzato dall’autore in una sequenza cronologica inversa: 1992-1986). Si tratta della prima pubblicazione nata dal costituendo Archivio Giacomo Verde e illustra la prima fase “tecnoartistica” di Verde: un periodo ben documentato e ricco creativamente parlando, quando approda da autodidatta, nel 1983 dal teatro popolare e di strada alla videoarte opere e installazioni aventi come caratteristica l’artigianalità del “manufatto tecnologico”, l’uso della bassa tecnologia e l’aggiunta di materiali poveri. Gli autori dedicano il libro alla memoria dell’indimenticato Giacomo Verde.

Keywords

Giacomo Verde --- Video art


Book
Computer game development
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Year: 2022 Publisher: London : IntechOpen,

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Computer games are a billion-dollar business. In 2021, the value of the gaming industry was about 200 billion US dollars. This book describes some modern approaches, procedures, algorithms, and devices in computer gaming. It includes information on classifications and types of games, technical means of game systems, game consoles, and the newest tools based on extended reality (XR) technologies. Furthermore, the book discusses visualization and 3D computer graphics, game cores (engines) and platforms, genre selection, story design, and trends in game design. It also includes formalizations, algorithms, and tools for a game theory and examines the use of virtual reality and related technologies in modern game user interfaces. Lastly, the book discusses optimizations, testing, and presentations of games and examines the sociological impacts of computer games.

Keywords

Video games --- Programming.

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