Beat Saber Ontwikkelaar: Beat Games (CZ)
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Remakes Et Remasters
DIVINITY : ORIGINAL SIN 2 OUTLAST 2 C’EST LA LES CLÉS DOUTEUSES DE G2A LES RÔLISTES VONT SE FAIRE MAÎTRES À VENIR SECTE AU VILLAGE EN TEST ARNAQUE, STEAM ET GROS TRAFIC DOSSIER N°366 0 - 15 MAIMA I 20172017 - DDUU PEP E INTRE ET DESD ES JEUX LE MAGAZINE QUI RAVALE LEJEU VIDÉO EN CHANTIER DOSSIER NUMÉRONUMÉRO 360360 DEAD CELLS OFFERT LE CASTLEVANIA REMAKES UNUN RREDED RRINGING MADE IN OFOF DDEATHEATH FRANCE ET REMASTERS EN TEST DAY OF THE TENTACLE, STARCRAFT, FINAL FANTASY VII... SNIPER GHOST COMMENT LES ÉDITEURS RECYCLENT WARRIOR 3 LEURS VIEILLES GLOIRES JE PEUX PAS, , GÉORGIEÉ BEL / LUX / BEL EP CH M 02943 E - 360 - F: 4,90 : 7,80 7,80 : 5,40 5,40 CHF ’:HIKMTE=XUY^UZ:?a@d@q@k@a"€ LE MAGAZINE QUI RAVALE LE JEU VIDÉO Numéro 360 | 15 mai 2017 Édito n arrivant ce matin vers 11 h 50, les E rédacteurs de Canard PC ont trouvé devant leurs bureaux de gros tas de cartons et un charmant petit mot du patron : « Rangez vos affaires les cons, vous êtes tous virés. Non, je déconne, c’est 36 pour les déménageurs. – Casque Noir ». Doc Teraboule et Dandu de Canard PC 50 Que sont-ils pas devenus ? Hardware, qui étaient déjà là (Dandu se Malgré 52 News Online lève tôt et Téraboule ne dort jamais), tout, ça faisait avaient commencé à sortir des tréfonds plaisir de jeter ces de la rédaction des dizaines de mètres vieilleries à la poubelle. De se dire qu’on À venir cubes de merdes accumulées au fil des ne les traînerait pas dans la nouvelle 54 Divinity Original Sin 2 ans. -
Norse Mythology in Video Games: Part of Immanent Nordic Regional Branding
Norse mythology in video games: part of immanent Nordic regional branding. Lysiane Lasausse Master’s Thesis Master of European and Nordic Studies Department of Area and Cultural Studies, Faculty of Arts, University of Helsinki Spring 2018 Supervisor: Peter Stadius. Tiedekunta/Osasto – Fakultet/Sektion – Laitos – Institution – Department Faculty Department of Area and Cultural Studies Faculty of Arts Tekijä – Författare – Author Lysiane Lasausse Työn nimi – Arbetets titel – Title Norse mythology in video games: part of immanent Nordic regional branding. Oppiaine – Läroämne – Subject European and Nordic Studies Työn laji – Arbetets art – Aika – Datum – Month and Sivumäärä– Sidoantal – Number of pages Level year Master 04/2018 Tiivistelmä – Referat – Abstract An estimated 2,5 billion players in 2017, 143 billion revenues by 2020, video games have conquered the market and the homes of almost half the population. Often considered a niche media, recent figures prove that the market keeps on growing. When looking at it from a marketing point of view, video games appear to be the golden goose. Nation branding is all about marketing: selling the best of one’s nation to other nations to attract investors, tourists, brains and technology. Why then, not consider video games as a mean to brand a nation? With such a large scale of influence and potential, one could argue video games seem like the perfect opportunity to make a nation known. Norse mythology did not -and does not- have that many supporters, but its influence is far-reaching: in movies, books, series and video games, it has been a source of inspiration for decades. Video games with Norse elements have been quite popular, especially since 2015. -
Pacise-Proceedings-2020.Pdf
Proceedings of the 35th Annual Conference of The Pennsylvania Association of Computer and Information Science Educators 2020 Computing on the Edge Hosted by West Chester University of Pennsylvania TABLE OF CONTENTS 5. Acknowledgements 8. Best Paper Awards Faculty Papers: Refereed 10. Reflection-Based Precise Auto-Grading, Chad Hogg 16. Teaching to Learn and Learning to Teach an Introductory Programing Course Using Learning Theories, Pratibha Menon 22. An Examination of the Ethics of Downloadable Content in Video Games, Brandon Packard 32. Solving A Minesweeper Board By Visually Parsing It, Brandon Packard 39. Assessing a Scholarship Program for Underrepresented Students in Computer Science & Information Technology, Patrick Earl, Lisa Frye, and Dale Parson 49. A Distributed Model-View-Controller Design Pattern for a Graphical Remote Control of a Multi- User Application, Dale E. Parson 56. Design and Implementation of 2D Game Sprites in Java, Krish Pillai Undergraduate Student Papers: Refereed 61. CoNFET: An English Sentence to Emojis Translation Algorithm, Alex Day, Chris Mankos, Soo Kim, and Jody Strausser 70. Improving Code Readability by Transforming Loops to Higher Order Function Constructs, Anthony DePaul and Chen Huo 79. Singular Value Decomposition: Implementation, Analysis, and Optimization, Maxsim Melnichenko and William Killian 90. Instrument Identification Using Convolutional Neural Networks, Kevin Rutter and C. Dudley Girard 100. Does a News Article Exist Within a Web Page?, Adam Standke and C. Dudley Girard Undergraduate Student Abstracts 110. Case Study: Headcount Survival Analytics for Employee Retention Using SAS, Janet Poague and Jay Annadatha Birds of a Feather 112. AUTO-GRADING, William Killian and Chad Hogg 2 Student Posters 114. The First Journey: A Story Driven Adventure Game Written in 8086 Assembly, Devin Kaltenbaugh and Brandon Packard 115. -
Cuadernos De Literatura Infantil Y Juvenil
292 CLIJ AÑO 32 NOVIEMBRE-DICIEMBRE 2019 CUADERNOS DE LITERATURA INFANTIL Y JUVENIL MOBY DICK 200 AÑOS DE HERMAN MELVILLE CLIJ292 Cuadernos de Literatura Infantil y Juvenil Noviembre/diciembre 2019 NUESTRA PORTADA Ilustra NUESTRA PORTADA una de las espectaculares ilustraciones que José Ramón Sánchez (Santander, 1936) creó para su Moby Dick. Una obra mayúscula fruto de un trabajo intenso, tanto como la propia obra de Herman Melville, excesiva e ina- barcable. Sánchez, vocacional y entregado a su profesión, ha hecho de la ilustración un reflejo de sus pasiones. Sus trabajos monográficos como La gran aventura del cine, que comprendía 104 cuadros pertenecientes a otras tantas películas, El Quijo- te (80 óleos y un millar de dibujos a lápiz) o La Biblia contada a todas las gentes, son sólo una muestra de su dedicación y su inquietud a la hora de explorar nuevos caminos narrativos convertidos en obras de arte a través de sus pinceles. Para la edición de Moby Dick crearía, junto a Ángeles de la Gala y Jesús Herrán, la editorial Valnera en el 2002. Su última obra, dividida en dos volúmes: Cantabria: la epopeya I. Segisama y Cantabria: La epopeya II. Monte Vindio, narra las Guerras Cántabras y se publicó en 2008 comprendiendo más de 300 ilustraciones, tanto en color como en blanco y negro. Siempre es un privilegio tenerlo en nuestras páginas. SUMARIO 05EDITORIAL 44Moby Dick. La obsesión ilustrada de José Ramón Sánchez Cine y Educación. José Ramón Sánchez 48Novela gráfica. Moby Dick. Tres adaptaciones 06ESTUDIO Gabriel Abril Babette Cole: entre el humor y la transgresión (1949-2017) 54El Moby Dick de Graphiclassic Sílvia Aparicio, Rocío Madrigal Fernández y Núria Obiols i Suari Equipo Graphiclassic 18ESTUDIO 60CINE Y LITERATURA Caperucita en la obra de Carles Cano La torre de los siete jorobados.