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Theme-Hospital-Manual.Pdf
ThmHsptl/v3 7/13/98 1:24 AM Page ii Table of Contents Command Reference ..................................................................................................................1 Introduction........................................................................................................................................2 Part 1: Setting Up ......................................................................................................................4 Installation Instructions..............................................................................................................4 Running Theme Hospital..............................................................................................................5 Part 2: Playing Theme Hospital ....................................................................................8 The Main Screen Elements..........................................................................................................8 Using the Control Panels ..........................................................................................................10 Using Pop-Up Panels ..................................................................................................................12 Pop Up Icons ................................................................................................................................31 Disasters ......................................................................................................................................34 Using -
Sackboy Planet: Connected Learning Among Littlebigplanet 2 Players
WELCOME TO SACKBOY PLANet: Connected Learning Among LittleBigPlanet 2 Players by Matthew H. Rafalow Katie Salen Tekinbaş CONNECTED LEARNING WORKING PAPERS April 8, 2014 Digital Media and Learning Research Hub This digital edition of Welcome to Sackboy Planet: Connected Learning Among LittleBigPlanet 2 Players is licensed under a Creative Commons Attribution Unported 3.0 License (CC BY 3.0) http://creativecommons.org/ licenses/by/3.0/ Published by the Digital Media and Learning Research Hub. Irvine, CA. March 2014. A full-text PDF of this report is available as a free download from www.dmlhub.net/publications Suggested citation: Rafalow, Matthew H., and Katie Salen Tekinbaş. 2014. Welcome to Sackboy Planet: Connected Learning Among LittleBigPlanet 2. Irvine, CA: Digital Media and Learning Research Hub. This report series on connected learning was made possible by grants from the John D. and Catherine T. MacArthur Foundation in connection with its grant making initiative on Digital Media and Learning. For more information on the initiative visit www.macfound.org. For more information on connected learning visit www.connectedlearning.tv. 2 | WELCOME TO SACKBOY PLANET CONTENTS 5 INTRODUCTION 9 DESCRIPTION OF RESEARCH STUDY 10 Background: LittleBigPlanet 2 13 Youth StorY: Chris (AKA, GAdget42) 14 ANALYSIS: CONNECTED LEARNING AMONG LITTLEBIGPLANET 2 PLAYERS 15 Interest-Powered 16 Peer-Supported 19 Academically Oriented 22 Production-Centered 25 Openly Networked 29 Shared Purpose 32 DEVeloper StorY: AleX 33 REFLECTIONS 33 Barriers Tied to Gender 35 Gamification and Reputation Systems 37 Attention Scarcity: Challenges and Opportunities 41 CONCLUSION 42 REFERENCES 43 ACKNOWLEDGMENTS 3 | WELCOME TO SACKBOY PLANET So people build a lot of things and it’s interesting because people build a lot of things in the game but they also build a lot of things outside the game … people are building everything. -
Artscience Museum Reimagines Videogames with New Exhibition Virtual Realms: Videogames Transformed
FOR IMMEDIATE RELEASE ArtScience Museum reimagines videogames with new exhibition Virtual Realms: Videogames Transformed Overcoming the challenges of the pandemic, the exhibition makes its global premiere in Singapore SINGAPORE (9 June 2021) – Visitors will be transported to a new dimension at ArtScience Museum’s latest exhibition, Virtual Realms: Videogames Transformed. Making its international debut in Singapore on 12 June, the exhibition showcases videogame creativity in six new installations that reshape how games can be experienced in virtual and physical realms. Co-curated by celebrated game designer Tetsuya Mizuguchi, in collaboration with the Barbican in London, Virtual Realms is a co-production with ArtScience Museum and Melbourne Museum. The new artworks presented in Virtual Realms are conceived by some of the world’s leading videogame developers, KOJIMA PRODUCTIONS (makers of DEATH STRANDING), Enhance (Tetsuya Mizuguchi and team behind Rez Infinite), thatgamecompany (authors of the game, Sky: Children of the Light), Tequila Works (the studio that made RiME), Media Molecule (creators of Dreams) and David OReilly (creator of the game, Everything). They have each developed a newly commissioned installation inspired by these games, working in collaboration with the media artists and design studios, Rhizomatiks, FIELD.IO, The Mill, Marshmallow Laser Feast, onedotzero and The Workers. The immersive exhibition introduces visitors to new ways of approaching and enjoying videogames through six key themes – SYNESTHESIA, UNITY, CONNECTION, PLAY, NARRATIVE and EVERYTHING. Appendix I has full details of each of the interactive experiences. “Virtual Realms is a multi-sensorial, interactive presentation of artworks inspired by videogames. To present the global premiere of this extraordinary exhibition at ArtScience Museum, we had to work together with our colleagues at the Barbican, and all the game designers and artists in the exhibition, on overcoming a myriad of challenges presented by the Covid-19 pandemic. -
Housing Development: Housing Policy, Slums, and Squatter Settlements in Rio De Janeiro, Brazil and Buenos Aires, Argentina, 1948-1973
ABSTRACT Title of Dissertation: HOUSING DEVELOPMENT: HOUSING POLICY, SLUMS, AND SQUATTER SETTLEMENTS IN RIO DE JANEIRO, BRAZIL AND BUENOS AIRES, ARGENTINA, 1948-1973 Leandro Daniel Benmergui, Doctor of Philosophy, 2012 Dissertation directed by: Professor Daryle Williams Department of History University of Maryland This dissertation explores the role of low-income housing in the development of two major Latin American societies that underwent demographic explosion, rural-to- urban migration, and growing urban poverty in the postwar era. The central argument treats popular housing as a constitutive element of urban development, interamerican relations, and citizenship, interrogating the historical processes through which the modern Latin American city became a built environment of contrasts. I argue that local and national governments, social scientists, and technical elites of the postwar Americas sought to modernize Latin American societies by deepening the mechanisms for capitalist accumulation and by creating built environments designed to generate modern sociabilities and behaviors. Elite discourse and policy understood the urban home to be owner-occupied and built with a rationalized domestic layout. The modern home for the poor would rely upon a functioning local government capable of guaranteeing a reliable supply of electricity and clean water, as well as sewage and trash removal. Rational transportation planning would allow the city resident access between the home and workplaces, schools, medical centers, and police posts. As interamerican Cold War relations intensified in response to the Cuban Revolution, policymakers, urban scholars, planners, defined in transnational encounters an acute ―housing problem,‖ a term that condensed the myriad aspects involved in urban dwellings for low-income populations. -
Ever Faithful
Ever Faithful Ever Faithful Race, Loyalty, and the Ends of Empire in Spanish Cuba David Sartorius Duke University Press • Durham and London • 2013 © 2013 Duke University Press. All rights reserved Printed in the United States of America on acid-free paper ∞ Tyeset in Minion Pro by Westchester Publishing Services. Library of Congress Cataloging- in- Publication Data Sartorius, David A. Ever faithful : race, loyalty, and the ends of empire in Spanish Cuba / David Sartorius. pages cm Includes bibliographical references and index. ISBN 978- 0- 8223- 5579- 3 (cloth : alk. paper) ISBN 978- 0- 8223- 5593- 9 (pbk. : alk. paper) 1. Blacks— Race identity— Cuba—History—19th century. 2. Cuba— Race relations— History—19th century. 3. Spain— Colonies—America— Administration—History—19th century. I. Title. F1789.N3S27 2013 305.80097291—dc23 2013025534 contents Preface • vii A c k n o w l e d g m e n t s • xv Introduction A Faithful Account of Colonial Racial Politics • 1 one Belonging to an Empire • 21 Race and Rights two Suspicious Affi nities • 52 Loyal Subjectivity and the Paternalist Public three Th e Will to Freedom • 94 Spanish Allegiances in the Ten Years’ War four Publicizing Loyalty • 128 Race and the Post- Zanjón Public Sphere five “Long Live Spain! Death to Autonomy!” • 158 Liberalism and Slave Emancipation six Th e Price of Integrity • 187 Limited Loyalties in Revolution Conclusion Subject Citizens and the Tragedy of Loyalty • 217 Notes • 227 Bibliography • 271 Index • 305 preface To visit the Palace of the Captain General on Havana’s Plaza de Armas today is to witness the most prominent stone- and mortar monument to the endur- ing history of Spanish colonial rule in Cuba. -
Littlebigplanet Super Book
There’s nothing “little” about this definitive strategy guide for all things LittleBigPlanet™! It covers both the Game of the Year Edition for the PS3 and the new PSP version! All the wonderful, little goodies Don’t get down! The new coverage uncovers all found throughout the world are the secrets through each level of both games! detailed in both walkthroughs! LITTLEBIGPLANET This game is all about having fun! While we show you how to get everything and solve all the puzzles, it’ll be even more fun to share the experience with friends! ™ SUPER BOOK Jump in and create a level of your own! Don’t know how? That’s OK! We show you how to tackle level building— and a Challenge Level as well! Some puzzles require another friend, or even a few friends. We tell you how to solve each one! SIGNATURE SERIES SIGNATURE Written by Off Base Productions www.bradygames.com www.mediamolecule.com $19.99 USA / $22.99 CAN / £12.99 Net UK LittleBigPlanet©2007 Sony Computer Entertainment America. Developed by Media Molecule. LittleBigPlanet is a trademark of Sony Computer Entertainment Europe. “PlayStation”, “PLAYSTATION”, “PSP” and “PS” Family logo are registered trademarks of Sony Computer COVERS PLAYSTATION® 3 COMPUTER Entertainment, Inc. ENTERTAINMENT SYSTEM AND PSP® SYSTEM LBP Combo Cover 2.indd 1 11/3/09 4:39:19 PM The Gardens The Metropolis 1. First Steps . 16 1. Lowrider . 124 2. Get a Grip . 22 2. Subway . 131 3. Skate to Victory . 30 3. Construction Site . 137 4. Mini Levels . 39 4. Mini Levels . 144 The Savannah The Islands 1. -
Two Point Hospital
Two Point Hospital Facciamo un salto indietro nel tempo: 1997, anno d’uscita di Theme Hospital di Bullfrog. Uno dei gestionali più amati di tutti i tempi: sia per il gioco in sé, vasto e profondo per l’epoca, sia per la sua incredibile ironia e leggerezza nel trattare un tema spinoso come quello delle malattie. In quegli anni era la prassi lottare con teste giganti ed imitatori di Elvis Presley, e il gioco fu una delle ultime hit dello studio inglese fondato da Peter Molyneux e Les Edgar, prima di essere accorpato agli studi inglesi di Electronic Arts. Torniamo al presente: dopo ben ventuno anni esceTwo Point Hospital, seguito spirituale di Theme Hospital creato da Two Point Studios, studio di sviluppo che vede nel team due figure fondamentali che hanno partecipato alla creazione del predecessore, i designerMark Webley e Gary Carr. Ma andiamo a vedere come si propone questo seguito spirituale… I’m no Superman Two Point Hospital ci presenta da subito un sistema di progressione simile a quello visto in giochi come Overcooked: con dei livelli (o meglio, strutture ospedaliere) dove si devono ottenere delle stelle. Per ottenerle, basta seguire delle simil-quest varie per livello, come l’ottenere un’alta reputazione o conseguire un certo numero di pazienti curati. Una struttura che ben si sposa con un titolo del genere, facendo contento sia chi voglia ottenere la singola stella atta a sbloccare le altre strutture nel minor tempo, che i completisti. Vi è anche un minimo dibacktracking , visto che è possibile tornare nei precedenti livelli quando si vuole, direttamente dalla mappa di gioco, così da aggiungere stanze e oggetti sbloccati avanti nel tempo e magari ottenere quella tanto agognata terza stella. -
Fable Intro Theme Kyle Butcher– SCRIPTERS Travis Brady Composed by Danny Howie Catlin– Churned Butter
™ Get the strategy guide primagames.com® 0804 Part No. X10-35542 afety Information About Photosensitive Seizures A very small percentage of people may S experience a seizure when exposed to certain visual images, including fl ashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including light-headedness, ontents altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from C falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the II A Word from the Guildmaster above symptoms—children and teenagers are more likely than adults to experience these seizures. VIII At Your Command The risk of photosensitive epileptic seizures may be reduced by sitting farther from the television screen, using a smaller television screen, playing in a well-lit room, and not playing when you are drowsy or fatigued. XII About the Guild If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. XVI The Hero’s Apprenticeship Other Important Health and Safety Information The Xbox Instruction Manual contains important health and safety information that you should read and understand before using this software. -
Dissertation Title Page
The Politics of Bracero Migration By Alberto Maldonado Garcia A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in History in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Margaret Chowning, Chair Professor Brian DeLay Professor Mark A. Healey Professor Laura J. Enriquez Summer 2016 Copyright © 2016 by Alberto Maldonado Garcia All Rights Reserved 1 Abstract The Politics of Bracero Migration by Alberto Maldonado Garcia Doctor of Philosophy in History University of California, Berkeley Professor Margaret Chowning, Chair From 1942 to 1964, a bilateral agreement known as the Bracero Program allowed Mexican men to work in the United States as seasonal contract laborers. During the program’s 22-year duration, Mexican officials distributed 4.64 million contracts. This dissertation examines two interrelated questions. First, how did the Mexican government distribute contracts? And second, what motivated rural workers from the center-western states of Guanajuato, Jalisco, and Michoacán – the states that sent the most braceros, between one-third and one-half of the total, to the U.S. – to want to migrate as braceros. Political factors linked to the implementation of and conservative Catholic opposition to the government-sponsored agrarian reform heavily influenced demand for bracero contracts. During the 1920s and 1930s, the federal government expropriated millions of hectares of land in the center-west and redistributed them among hundreds of thousands of rural workers. But numerous agrarian reform beneficiaries were granted insufficient or poor-quality lands, and the statutes that governed agrarian reform communities limited what beneficiaries could do with their lands. -
Manual English.Pdf
The_Movies_FINAL2.qxp 9/27/05 11:51 AM Page 2 Introduction Keep your Key Code safe and private in case you need to reinstall the game. Do not share your Key Code with anyone, as this will impair your ability to Show business.They say it’s the hardest game in the world. In the 1920s, the enjoy The Movies’ ™ online elements. If you lose your Key Code, you will not be public caught a fever for moving pictures, and before long, a generation of issued another one. star-struck wannabes sprang up with dreams of the silver screen. Some just weren’t cut out for a life in front of the camera, but behind the scenes, they were the real movers and shakers in Tinseltown.These people were the studio Aim of the Game owners, the elite few that helped shape cinema right up to the present day. It’s The primary goal of The Movies™ is, quite simply, to be the most successful certainly not easy though, and the closer you are to being king of the hill, the movie studio in the world! You’ll be challenged to recruit and nurture the best more pressure you’re under to stay there…Do you have what it takes to run Stars and keep them happy, build up the most impressive studio lot, win awards your own movie studio? and make as much money as you can. As part of this you need to hire the best talent and manage their rise to stardom, as well as make sure The Movies™ you Installation release are on the cutting edge of entertainment. -
Game Design Investigations of Medium Specific, Lightweight Game Design Methods for Early Stages of Game Design (Pre Production Phase)
Die approbierte Originalversion dieser Diplom-/Masterarbeit ist an der Hauptbibliothek der Technischen Universität Wien aufgestellt (http://www.ub.tuwien.ac.at). The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology (http://www.ub.tuwien.ac.at/englweb/). Game Design Investigations of medium specific, lightweight game design methods for early stages of game design (pre production phase) DIPLOMARBEIT zur Erlangung des akademischen Grades Diplom-Ingenieurin im Rahmen des Studiums Medieninformatik eingereicht von Martina Misar Matrikelnummer 0225415 an der Fakultät für Informatik der Technischen Universität Wien Betreuung: Betreuer: Ao.Univ.Prof Dr. Peter Purgathofer Mitwirkung: Dr. Doris C. Rusch Wien, _______________________ ______________________ (Unterschrift Verfasserin) (Unterschrift Betreuer) Technische Universität Wien A-1040 Wien Karlsplatz 13 Tel. +43/(0)1/58801-0 http://www.tuwien.ac.at 1 GAME DESIGN Investigations of medium specific, lightweight game design methods for early stages of game design (pre production phase), Martina Misar 2 Abstract Die Diplomarbeit beleuchtet frühe Phasen des Designprozesses von Videospielen und setzt sich hierbei mit der Frage "Wie und wo beginnt man, wenn man ein neu- es Spiel entwirft?" auseinander. Im Zuge dessen werden Design-Methoden und Tools betrachtet die in frühen Designphasen eine Rolle spielen. Neben Literatur- recherche stellt die Befragung von Personen aus der Praxis (Game Designer, Ga- me Entwickler) einen zentralen Bestandteil der Arbeit dar, da in der Praxis oft in- dividuelle Ansätze, Inspirationsquellen, Designmethoden und Tools genutzt wer- den. Das Generieren von Ideen und Konzepten ist ein aktiver kreativer Prozess der auf Erfahrung, (technischem) Know-How und theoretischem Wissen basiert. -
Rashid Johnson in Conversation with Oliver Kielmayer
ARTPULSEARTPULSE NO. 22 | VOL. 6 | 2015 WWW.ARTPULSEMAGAZINE.COM Theodor Adorno, Art Criticism and the Digital Commons Liz Deschenes Lily Cox-Richard Taylor Davis Rosa Barba’s Metaphors Julie Heffernan Marni Kotak: Performing Motherhood Dialogues: Franklin Sirmans Rashid Johnson in Conversation with Oliver Kielmayer 1 2 ARTPULSE l www.artpulsemagazine.com 1 4213 PONCE DE LEON BLVD. CORAL GABLES, FLORIDA 33146 | 305.446.5578 LORENZA PANERO www.americascollection.com Ribera Luminosa Series, luminograph on tempered glass, 471/4 x 271/2 inches each 2 ARTPULSE l www.artpulsemagazine.comMirror I, II, luminograph on paper in plexiglass 583/4 x 493/4 inches AMERICAS COLLECTION AD FEB 2015.indd 1 2/11/2015 1:13:08 PM 3 4 ARTPULSE l www.artpulsemagazine.com JOSEPH SMOLINSKI MIXED GREENS March 26 – April 25, 2015 MARK MULRONEY April 30 – June 6, 2015 GROUP SHOW CURATED BY LAUREN ROSS Curator of VCU’s Institute for Contemporary Art June 11 – July 17, 2015 Image Courtesy of Mark Mulroney >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> MIXED GREENS >>> 531 W 26TH ST, 1ST FL, NEW YORK, NY, 10001 >>> TEL: 212 331 8888 >>>>>> WWW.MIXEDGREENS.COM >>5 6 ARTPULSE l www.artpulsemagazine.com 7 8 ARTPULSE l www.artpulsemagazine.com 9 10 ARTPULSE l www.artpulsemagazine.com 11 12 ARTPULSE l www.artpulsemagazine.com 13 14 ARTPULSE l www.artpulsemagazine.com 15 16 ARTPULSE l www.artpulsemagazine.com 17 18 ARTPULSE l www.artpulsemagazine.com 19 The Postmodern Trajectory ARTPULSE In 1981, Jean Baudrillard started a conversation that we continue in this issue in dia- EDITOR IN CHIEF logical fashion. While so many postmodern theorists pointed to nuclear plumes as the Raisa Clavijo beginning and end of postmodern humanity, Baudrillard conversely saw the apoca- SENIOR EDITOR lypse beginning and ending as humanity imploding into simulacra.