Ac/E Digital Culture Annual Report 2016
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UPDATE NEW GAME !!! the Incredible Adventures of Van Helsing + Update 1.1.08 Jack Keane 2: the Fire Within Legends of Dawn Pro E
UPDATE NEW GAME !!! The Incredible Adventures of Van Helsing + Update 1.1.08 Jack Keane 2: The Fire Within Legends of Dawn Pro Evolution Soccer 2013 Patch PESEdit.com 4.1 Endless Space: Disharmony + Update v1.1.1 The Curse of Nordic Cove Magic The Gathering Duels of the Planeswalkers 2014 Leisure Suit Larry: Reloaded Company of Heroes 2 + Update v3.0.0.9704 Incl DLC Thunder Wolves + Update 1 Ride to Hell: Retribution Aeon Command The Sims 3: Island Paradise Deadpool Machines at War 3 Stealth Bastard GRID 2 + Update v1.0.82.8704 Pinball FX2 + Update Build 210613 incl DLC Call of Juarez: Gunslinger + Update v1.03 Worms Revolution + Update 7 incl. Customization Pack DLC Dungeons & Dragons: Chronicles of Mystara Magrunner Dark Pulse MotoGP 2013 The First Templar: Steam Special Edition God Mode + Update 2 DayZ Standalone Pre Alpha Dracula 4: The Shadow of the Dragon Jagged Alliance Collectors Bundle Police Force 2 Shadows on the Vatican: Act 1 -Greed SimCity 2013 + Update 1.5 Hairy Tales Private Infiltrator Rooks Keep Teddy Floppy Ear Kayaking Chompy Chomp Chomp Axe And Fate Rebirth Wyv and Keep Pro Evolution Soccer 2013 Patch PESEdit.com 4.0 Remember Me + Update v1.0.2 Grand Ages: Rome - Gold Edition Don't Starve + Update June 11th Mass Effect 3: Ultimate Collectors Edition APOX Derrick the Deathfin XCOM: Enemy Unknown + Update 4 Hearts of Iron III Collection Serious Sam: Classic The First Encounter Castle Dracula Farm Machines Championships 2013 Paranormal Metro: Last Light + Update 4 Anomaly 2 + Update 1 and 2 Trine 2: Complete Story ZDSimulator -
Annual Plan for Fiscal Year 2017–2018
Wiki Education Foundation 2017–18 Annual Plan Table of Contents Looking back: 2016–17 Summary of 2016–17 Performance Activities, Goals, and Targets Core Programs Program Support Research and Academic Engagement Revenue, Expenses, and Staffing Looking ahead: the 2017–18 Plan Overview Key Initiatives in 2017–18 Activities, Goals, and Targets Core Programs Program Support Research and Academic Engagement Strategic planning for 2017–2020 Revenue, Expenses, and Staffing Board Resolution Appendix Risks considered in developing the 2017–18 plan 1 Looking back: 2016–17 Summary of 2016–17 Performance 2016–17 has been our third year as an organization. Despite operating on a reduced budget, we were able to significantly increase our programmatic impact in the areas of student learning and adding quality content to Wikipedia. With regards to our mission, the past year has been the most successful to date. At the end of 2016, our Year of Science initiative culminated with more than 6,300 students engaged in improving the English Wikipedia’s underdeveloped science content while improving their writing, information literacy, critical thinking, collaboration, and online communications skills. The science students enrolled in our Classroom Program created 637 articles and improved more than 5,670. These articles have provided more than 300 million Wikipedia readers around the globe with free access to high-quality science information in 2016 alone. During the most active time of the year, we produced almost 6% of all science content on the English Wikipedia. Our Year of Science initiative has been so successful that volunteers in Brazil are gearing up for a similar initiative on the Portuguese Wikipedia in 2018. -
Feminist and Queer Formations in Digital Networks
A University of Sussex DPhil thesis Available online via Sussex Research Online: http://sro.sussex.ac.uk/ This thesis is protected by copyright which belongs to the author. This thesis cannot be reproduced or quoted extensively from without first obtaining permission in writing from the Author The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the Author When referring to this work, full bibliographic details including the author, title, awarding institution and date of the thesis must be given Please visit Sussex Research Online for more information and further details Remediating politics: feminist and queer formations in digital networks Aristea Fotopoulou University of Sussex Thesis submitted September 2011 in partial fulfilment of the requirements of the degree of Doctor of Philosophy. Acknowledgements Particular thanks go to my supervisors Caroline Bassett and Kate O'Riordan for their unreserved encouragement, support and feedback. I am grateful to Olu Jenzen, Beth Mills, Russell Pearce, Polly Ruiz, Rachel Wood and Lefteris Zenerian for commenting on drafts and to Ruth Charnock and Dan Keith for proof-reading. I'd also like to thank my colleagues in the School of Media, Film and Music and especially Sarah Maddox for being so understanding; my fellows in English, Global Studies, Institute of Development Studies, and Sociology at Sussex for their companionship. I am grateful for discussions that took place in the intellectual environments of the Brighton and Sussex Sexualities Network (BSSN), the Digital Communication and Culture Section of the European Communication Research and Education Association (ECREA), the ECREA Doctoral Summer School 2009 in Estonia, the 2011 Feminist Technoscience Summer School in Lancaster University, the Feminist and Women's Studies Association (FWSA), the 18th Lesbian Lives Conference, the Ngender Doctoral seminars 2009-2011 at the University of Sussex, the Research Centre for Material Digital Culture, and the Sussex Centre for Cultural Studies. -
Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming
Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming by Robert C. Hoile At this moment there’s a Renaissance taking place in games, in the breadth of genres and the range of emotional territory they cover. I’d hate to see this wither on the vine because the cultural conversation never caught up to what was going on. We need to be able to talk about art games and ‘indie’ games the ways we do about art and indie film. (Isbister xvii) The thought of a videogame Renaissance, as suggested by Katherine Isbister, is both appealing and reasonable, yet she uses the term Renaissance rather casually in her introduction to How Games Move Us (2016). She is right to assert that there is diversity in the genres being covered and invented and to point out the effectiveness of games to reach substantive emotional levels in players. As a revival of something in the past, a Renaissance signifies change based on revision, revitalization, and rediscovery. For this term to apply to games then, there would need to be a radical change based not necessarily on rediscovery of, but inspired/incited by something perceived to be from a better time. In this regard the videogame industry shows signs of being in a Renaissance. Videogame developers have been attempting to innovate and push the industry forward for years, yet people still widely regard classics, like Nintendo’s Legend of Zelda: Ocarina of Time (1998), as the best games of all time. As with the infatuation with sequels in contemporary Hollywood cinema, game companies are often perceived as producing content only for the money while neglecting quality. -
Gaming Systems and Features of Discovery Centre Station 1
Gaming systems and features of Discovery Centre Station 1: XBox 1 with Remote The Book of Unwritten Tales 2 Wii U and Wii U Remote Braid Playstation 4 with Remote The Bridge Gaming PC with Gaming keyboard and The Cat and the Coup mouse Cave Story+ Downloaded games in station 1 include: Closure 7 Grand Steps, Step 1: What Ancients Begat Cogs 140 Coil AaAaAA!! – A Reckless Disregard for Colosse Gravity Colour Bind ABE VR Crawl Achron Cube & Star: An Arbitrary Love AltscpaceVR Dayz Amnesia: The Dark Descent Deep Under the Sky Analogue: A Hate Story Desktop Dungeons A Story About My Uncle Destinations B.U.T.T.O.N. Dinner Date Bad Hotel Dream Banished The Dream Machine Bastion The Dream Machine: Chapter 3 The Beginner’s Guide The Dream Machine: Chapter 4 Besiege The Dream Machine: Chapter 5 Between IGF Demo Dungeon of the Endless Bientôt l’été Dust: An Elysian Tail Bigscreen Beta Elegy for a Dead World BioShock Infinite Endless Legend The Binding of Isaac: Rebirth Ephemerid: A Musical Adventure BIT.TRIP RUNNER Estranged: Act 1 BlazeRush Carleton University Library and the Discovery Centre September 2019 Euro Truck Simulator 2 Interstellar Marines Evoland Intrusion 2 Evoland 2 Invisible, Inc. Fallout Jamestown Fallout 2 Joe Danger Fallout Tactics Keep Talking and Nobody Explodes Farming Simulator 17 Kentucky Route Zero Flotilla LA Cops FLY’N Legend of Dungeon The FOO show Life is Strange The Forest LIMBO Fotonica Lisa Frozen Synapse Little Inferno FTL: Faster than -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
Cyberarts 2021 Since Its Inception in 1987, the Prix Ars Electronica Has Been Honoring Creativity and Inno- Vativeness in the Use of Digital Media
Documentation of the Prix Ars Electronica 2021 Lavishly illustrated and containing texts by the prize-winning artists and statements by the juries that singled them out for recognition, this catalog showcases the works honored by the Prix Ars Electronica 2021. The Prix Ars Electronica is the world’s most time-honored media arts competition. Winners are awarded the coveted Golden Nica statuette. Ever CyberArts 2021 since its inception in 1987, the Prix Ars Electronica has been honoring creativity and inno- vativeness in the use of digital media. This year, experts from all over the world evaluated Prix Ars Electronica S+T+ARTS 3,158 submissions from 86 countries in four categories: Computer Animation, Artificial Intelligence & Life Art, Digital Musics & Sound Art, and the u19–create your world com - Prize ’21 petition for young people. The volume also provides insights into the achievements of the winners of the Isao Tomita Special Prize and the Ars Electronica Award for Digital Humanity. ars.electronica.art/prix STARTS Prize ’21 STARTS (= Science + Technology + Arts) is an initiative of the European Commission to foster alliances of technology and artistic practice. As part of this initiative, the STARTS Prize awards the most pioneering collaborations and results in the field of creativity 21 ’ and innovation at the intersection of science and technology with the arts. The STARTS Prize ‘21 of the European Commission was launched by Ars Electronica, BOZAR, Waag, INOVA+, T6 Ecosystems, French Tech Grande Provence, and the Frankfurt Book Fair. This Prize catalog presents the winners of the European Commission’s two Grand Prizes, which honor Innovation in Technology, Industry and Society stimulated by the Arts, and more of the STARTS Prize ‘21 highlights. -
Free-Digital-Preview.Pdf
THE BUSINESS, TECHNOLOGY & ART OF ANIMATION AND VFX January 2013 ™ $7.95 U.S. 01> 0 74470 82258 5 www.animationmagazine.net THE BUSINESS, TECHNOLOGY & ART OF ANIMATION AND VFX January 2013 ™ The Return of The Snowman and The Littlest Pet Shop + From Up on The Visual Wonders Poppy Hill: of Life of Pi Goro Miyazaki’s $7.95 U.S. 01> Valentine to a Gone-by Era 0 74470 82258 5 www.animationmagazine.net 4 www.animationmagazine.net january 13 Volume 27, Issue 1, Number 226, January 2013 Content 12 22 44 Frame-by-Frame Oscars ‘13 Games 8 January Planner...Books We Love 26 10 Things We Loved About 2012! 46 Oswald and Mickey Together Again! 27 The Winning Scores Game designer Warren Spector spills the beans on the new The composers of some of the best animated soundtracks Epic Mickey 2 release and tells us how much he loved Features of the year discuss their craft and inspirations. [by Ramin playing with older Disney characters and long-forgotten 12 A Valentine to a Vanished Era Zahed] park attractions. Goro Miyazaki’s delicate, coming-of-age movie From Up on Poppy Hill offers a welcome respite from the loud, CG world of most American movies. [by Charles Solomon] Television Visual FX 48 Building a Beguiling Bengal Tiger 30 The Next Little Big Thing? VFX supervisor Bill Westenhofer discusses some of the The Hub launches its latest franchise revamp with fashion- mind-blowing visual effects of Ang Lee’s Life of Pi. [by Events forward The Littlest Pet Shop. -
Computer Art Internship Company List
Career Development 136 W. 21st Street, 6th Floor New York, NY 10011 Tel: 212.592.2370 Email: [email protected] COMPUTER ART INTERNSHIP COMPANY LIST 1st Ave Machine Disney Animation Studios 4Kids Productions Ditlev Film ABC Dogmatic Inc. Adolescent Edit Beach Affinity Online Emerald City Productions Alter Image Estee Lauder Companies Ambitious Film Eyeball NYC Inc. Ambitious Media Eyebeam Art & Technology Center Americanbaby.com Federico Muelas Inc. Animorphous, Inc Filoxenia Holdings, Inc/Kellari Hospitality Anna Sheila Parrucho Group Arkadium Inc. Force Mass Acceleration (FMA) The Artery VFX Fox News Channel Avekta Productions Inc. Framestore Bedrocket Media Ventures Freestyle Collective Beehive FTS Consulting BET FTS Info Tech Betelgeuse Productions FURY BioDigital Systems Galaxy 61, Inc. Bionic NY gameLab. LLC. Blue Sky Studios Giella Design Inc. Bombastic, Inc. Graphiartist Studio Brainstorm Digital Gravity Brand New School HBO Brant Publications Headlight Bust Inc. Hogarth WW CathodeRay Club Inc. HOPR CBS Sports Hornet, Inc. Charged Studios Humble TV Charlex Hush Studios, Inc. Chatsby Films Icebreaker Entertainment, LLC. Click3x IKM Productions Creative Bubble Intelek The Criterion Collective Interactive Edge Curious Pictures IO Media Cybersapien Entertainment iVillage Dancing Diablo Kellari Hospitality Group Designomotion Kidsite 3000 Diary the Movie, LLC Large Animal Games Digital Kitchen Lifetime Television Digital Production Solutions Inc. LOBO Dirt Empire Look FX 209 East 23 Street, New York, NY 10010-3994 Tel 212.592.2370 Fax 212.206.6434 www.schoolofvisualarts.edu Career Development 136 W. 21st Street, 6th Floor New York, NY 10011 Tel: 212.592.2370 Email: [email protected] Lovett Productions Sony Online/Sony Corporation of America Lumiere Media, Inc. -
Commercials Issueissue
May 1997 • MAGAZINE • Vol. 2 No. 2 CommercialsCommercials IssueIssue Profiles of: Acme Filmworks Blue Sky Studios PGA Karl Cohen on (Colossal)Õs Life After Chapter 11 Gunnar Str¿mÕs Fumes From The Fjords An Interview With AardmanÕs Peter Lord Table of Contents 3 Words From the Publisher A few changes 'round here. 5 Editor’s Notebook 6 Letters to the Editor QAS responds to the ASIFA Canada/Ottawa Festival discussion. 9 Acme Filmworks:The Independent's Commercial Studio Marcy Gardner explores the vision and diverse talents of this unique collective production company. 13 (Colossal) Pictures Proves There is Life After Chapter 11 Karl Cohen chronicles the saga of San Francisco's (Colossal) Pictures. 18 Ray Tracing With Blue Sky Studios Susan Ohmer profiles one of the leading edge computer animation studios working in the U.S. 21 Fumes From the Fjords Gunnar Strøm investigates the history behind pre-WWII Norwegian animated cigarette commercials. 25 The PGA Connection Gene Walz offers a look back at Canadian commercial studio Phillips, Gutkin and Associates. 28 Making the Cel:Women in Commercials Bonita Versh profiles some of the commercial industry's leading female animation directors. 31 An Interview With Peter Lord Wendy Jackson talks with co-founder and award winning director of Aardman Animation Studio. Festivals, Events: 1997 37 Cartoons on the Bay Giannalberto Bendazzi reports on the second annual gathering in Amalfi. 40 The World Animation Celebration The return of Los Angeles' only animation festival was bigger than ever. 43 The Hong Kong Film Festival Gigi Hu screens animation in Hong Kong on the dawn of a new era. -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
Deconstructing Popular Afrikaans Music In
Music, Dance, and Identity: Deconstructing Popular Afrikaans Music in Pretoria, South Africa by Cornelius A. Holtzhausen A dissertation submitted in fulfilment of the requirements for a degree M.Soc.Sci: Social Anthropology in the Department Anthropology and Archaeology University of Pretoria Faculty of Humanities Supervisors: Dr. Fraser McNeill & Mr. Jimmy Pieterse © University of Pretoria Table of Contents Introduction ................................................................................................................................ 1 Chapter Outline ...................................................................................................................... 3 Chapter 1 - Methods, Theories and Tools .................................................................................. 7 Dual-sited Ethnography.......................................................................................................... 7 Musical Biographies ............................................................................................................... 9 Music Theory and Identity ................................................................................................... 10 Space and Place .................................................................................................................... 15 Conclusion ............................................................................................................................ 17 Chapter 2 - History, Music, and Industry ...............................................................................