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Macintosh ... the Naked Truth 2002.Pdf
0 • . 'This boofl is a riot and a nlUSt-re/IA fm• "',..,~, ll!1n_.;. I! i O.l 8 ,w.s· CEO. HALF -GUY KAWASAK.I p Mo The Naked Truth An irreverent, off-the-wall, PC-slammin', totally biased look at what it's like to be a Macintosh user in a Windows®-dominated world. SCOTT KELBY BU0 fliers\ "Scott Kelby nails the joys and frustrations of being a Mac user in a PC world (though Scott's writing isn't always 'PC'). You'll laugh, you'll cry, you'll shout, ~men.' But you'll always be entertained -and know you're in the company ofa kindred spirit." DENNIS SELLERS MacCentral.com "My three favorite writers about the Macintosh experience are Guy Kawasaki, Andy Ihnatko, and Scott Kelby. Scott has the unusual ability to channel his excitement and frustration into humor and clarity that makes me laugh while he makes me think." JAY NELSON Editor & Publisher, Design Tools Monthly "Filled with insightful wit and outrageous comedy, Macintosh ... The Naked Truth will have you in stitches. A must-read for any Macintosh enthusiast." STAN FLACK President/Publisher, MacMinute.com "This is a book all Mac users should read! Scott speaks up for the average Mac user and says publicly what we've all said privately. It's a great read!" SHAWN KING The Mac Show Live "A fun read I'm sure all Mac users can relate to. I laughed out loud thinking 'yeah, that happened to me too.' Ifyou own a Mac, you should read this book." KURT CHRISTENSEN Version Tracker "Kelby is one sick puppy. -
The Anime Galaxy Japanese Animation As New Media
i i i i i i i i i i i i i i i i i i i i Herlander Elias The Anime Galaxy Japanese Animation As New Media LabCom Books 2012 i i i i i i i i Livros LabCom www.livroslabcom.ubi.pt Série: Estudos em Comunicação Direcção: António Fidalgo Design da Capa: Herlander Elias Paginação: Filomena Matos Covilhã, UBI, LabCom, Livros LabCom 2012 ISBN: 978-989-654-090-6 Título: The Anime Galaxy Autor: Herlander Elias Ano: 2012 i i i i i i i i Índice ABSTRACT & KEYWORDS3 INTRODUCTION5 Objectives............................... 15 Research Methodologies....................... 17 Materials............................... 18 Most Relevant Artworks....................... 19 Research Hypothesis......................... 26 Expected Results........................... 26 Theoretical Background........................ 27 Authors and Concepts...................... 27 Topics.............................. 39 Common Approaches...................... 41 1 FROM LITERARY TO CINEMATIC 45 1.1 MANGA COMICS....................... 52 1.1.1 Origin.......................... 52 1.1.2 Visual Style....................... 57 1.1.3 The Manga Reader................... 61 1.2 ANIME FILM.......................... 65 1.2.1 The History of Anime................. 65 1.2.2 Technique and Aesthetic................ 69 1.2.3 Anime Viewers..................... 75 1.3 DIGITAL MANGA....................... 82 1.3.1 Participation, Subjectivity And Transport....... 82 i i i i i i i i i 1.3.2 Digital Graphic Novel: The Manga And Anime Con- vergence........................ 86 1.4 ANIME VIDEOGAMES.................... 90 1.4.1 Prolongament...................... 90 1.4.2 An Audience of Control................ 104 1.4.3 The Videogame-Film Symbiosis............ 106 1.5 COMMERCIALS AND VIDEOCLIPS............ 111 1.5.1 Advertisements Reconfigured............. 111 1.5.2 Anime Music Video And MTV Asia......... -
FCC-06-11A1.Pdf
Federal Communications Commission FCC 06-11 Before the FEDERAL COMMUNICATIONS COMMISSION WASHINGTON, D.C. 20554 In the Matter of ) ) Annual Assessment of the Status of Competition ) MB Docket No. 05-255 in the Market for the Delivery of Video ) Programming ) TWELFTH ANNUAL REPORT Adopted: February 10, 2006 Released: March 3, 2006 Comment Date: April 3, 2006 Reply Comment Date: April 18, 2006 By the Commission: Chairman Martin, Commissioners Copps, Adelstein, and Tate issuing separate statements. TABLE OF CONTENTS Heading Paragraph # I. INTRODUCTION.................................................................................................................................. 1 A. Scope of this Report......................................................................................................................... 2 B. Summary.......................................................................................................................................... 4 1. The Current State of Competition: 2005 ................................................................................... 4 2. General Findings ....................................................................................................................... 6 3. Specific Findings....................................................................................................................... 8 II. COMPETITORS IN THE MARKET FOR THE DELIVERY OF VIDEO PROGRAMMING ......... 27 A. Cable Television Service .............................................................................................................. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
CMSC427 Computer Graphics
CMSC427 Computer Graphics Matthias Zwicker Fall 2018 Staff Instructor • Matthias Zwicker ([email protected], https://cs.umd.edu/~zwicker) Teaching assistant • Yue Jiang ([email protected]) 2 Today • Course overview • Course organization • Vectors and coordinate systems 3 Computer graphics applications 4 Computer graphics • „Technology to create images using computers“ • This course: underlying algorithms for interactive applications – AR, VR, games, scientific visualization, etc. • Core areas – 3D rendering – Modeling – Animation 5 Rendering • Synthesis of 2D image from 3D scene description http://en.wikipedia.org/wiki/Rendering_(computer_graphics) – Rendering algorithms interpret data structures that represent scenes using geometric primitives, material properties, and lights • Input – Data structures that represent scene (geometry, material properties, lights, virtual camera) • Output – 2D image (array of pixels) – Red, green, blue values for each pixel 6 Photorealistic rendering See also http://en.wikipedia.org/wiki/Rendering_(computer_graphics) 7 Photorealistic rendering • Physically-based simulation of light, materials, and camera – Physical model expressed using the rendering equation, http://en.wikipedia.org/wiki/Rendering_equation – Shadows, realistic illumination, multiple light bounces • Slow, minutes to hours per image • Special effects, movies • Not in this class 8 Interactive rendering 9 Interactive rendering • Focus of this class • Produce images within milliseconds • Interactive applications (games, …) • Using specialized -
Long-Term Growth Leonard Sherman
Leadership Imperatives To Achieve The Holy Grail of Business: Long-Term Growth Leonard Sherman ChangeThis | 149.04 In all human endeavors we tend to revere stars that perform at a superior level over a long and illustrious career. Sports Hall of Famers Aaron, Montana, Jordan, Pelé, and Nicklaus and arts honorees Ozawa, Tharp, and Simon have earned legendary acclaim for performing immeasurably beyond the reach of most mere mortals. In business, as well, a few widely recognized companies have been able to deliver consistently superior growth over the long-term, including Amazon, who last year became the fastest company to reach $100 billion in sales, and J&J, 3M, and The Ball Corporation, each of whom has been out-innovating and outgrowing the overall market for more than a century. The Elusiveness of Long-Term Growth But these are exceptions to the rule that most companies are unable to sustain superior growth. For example, in perhaps the most definitive study of long-term business performance, the Corporate Executive Board (CEB), analyzed the long-term revenue growth of approximately five hundred Global 100 and other companies over the past half-century. The study found that only 13 percent of large enterprises could sustain a real annual revenue growth rate of as little as 2 percent over successive decades.1 ChangeThis | 149.04 Given increasing globalization and technological disruption, it is becoming harder than ever for companies to sustain growth. Researchers at the Deloitte Center for the Edge found that the “topple rate,” measuring the frequency with which companies lose their market leadership position from year to year, has grown by nearly 40 percent over the past forty years. -
Annex 2: Providers Required to Respond (Red Indicates Those Who Did Not Respond Within the Required Timeframe)
Video on demand access services report 2016 Annex 2: Providers required to respond (red indicates those who did not respond within the required timeframe) Provider Service(s) AETN UK A&E Networks UK Channel 4 Television Corp All4 Amazon Instant Video Amazon Instant Video AMC Networks Programme AMC Channel Services Ltd AMC Networks International AMC/MGM/Extreme Sports Channels Broadcasting Ltd AXN Northern Europe Ltd ANIMAX (Germany) Arsenal Broadband Ltd Arsenal Player Tinizine Ltd Azoomee Barcroft TV (Barcroft Media) Barcroft TV Bay TV Liverpool Ltd Bay TV Liverpool BBC Worldwide Ltd BBC Worldwide British Film Institute BFI Player Blinkbox Entertainment Ltd BlinkBox British Sign Language Broadcasting BSL Zone Player Trust BT PLC BT TV (BT Vision, BT Sport) Cambridge TV Productions Ltd Cambridge TV Turner Broadcasting System Cartoon Network, Boomerang, Cartoonito, CNN, Europe Ltd Adult Swim, TNT, Boing, TCM Cinema CBS AMC Networks EMEA CBS Reality, CBS Drama, CBS Action, Channels Partnership CBS Europe CBS AMC Networks UK CBS Reality, CBS Drama, CBS Action, Channels Partnership Horror Channel Estuary TV CIC Ltd Channel 7 Chelsea Football Club Chelsea TV Online LocalBuzz Media Networks chizwickbuzz.net Chrominance Television Chrominance Television Cirkus Ltd Cirkus Classical TV Ltd Classical TV Paramount UK Partnership Comedy Central Community Channel Community Channel Curzon Cinemas Ltd Curzon Home Cinema Channel 5 Broadcasting Ltd Demand5 Digitaltheatre.com Ltd www.digitaltheatre.com Discovery Corporate Services Discovery Services Play -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Lightwave Software
Lightwave software click here to download LightWave fits seamlessly into large multi-software pipelines - with its powerful interchange tools including FBX, ZBrush GoZ, Collada, Unity Game Engine. Create that next killer plugin, or augment your own workflows with the LightWave SDK and scripting resources. The LightWave 3D Software Development Kit. ChronoSculpt Trial. Time-Based Cache Sculpting for All 3D Software Pipelines. Want to try before you buy? Download the full version of ChronoSculpt and use it. LightWave 3D is a 3D computer graphics software developed by NewTek. It has been used in film, television, motion graphics, digital matte painting, visual Overview · History · Movies that LightWave · TV Series and miniseries. This is NewTek LightWave. Modeling, animation and rendering tools that bring out the artist in you—not the technician. The LightWave interface is intuitive, with. CGI & VFX Software Showreels HD: "LightWave 3D " - Duration: The CGBros 37, views · 3. Newtek Lightwave ShowReel. Computer graphics software. on Film/Game/Animation Studios, CG. Check out the latest showreel from the LightWave 3D Group, which consists of some of the best LightWave. MARKET: Lightwave is a popular and easy to use choice that is widely used for video and television production around the world. KEY FEATURES: Lightwave. Some things are unique, others are shared among all software packages. Evaluate before you buy. If you are working on big teams for big movies, Lightwave. LightWave is a software application dedicated to creative design that offers great possibilities to improve this kind of work. Its great speed and flexibility when. If You Want To Master The High End Features Of Lightwave , Such As Rigging, Fluids, Collisions, Fur, Flocking, Dynamic Hair And Clothing, Then The. -
Protoculture Addicts #61
Sample file CONTENTS 3 ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ PROTOCULTURE ✾ PRESENTATION ........................................................................................................... 4 STAFF WHAT'S GOING ON? ANIME & MANGA NEWS .......................................................................................................... 5 Claude J. Pelletier [CJP] — Publisher / Manager VIDEO & MANGA RELEASES ................................................................................................... 6 Martin Ouellette [MO] — Editor-in-Chief PRODUCTS RELEASES .............................................................................................................. 8 Miyako Matsuda [MM] — Editor / Translator NEW RELEASES ..................................................................................................................... 10 MODEL NEWS ...................................................................................................................... 47 Contributors Aaron Dawe Kevin Lilliard, James S. Taylor REVIEWS Layout LIVE-ACTION ........................................................................................................................ 15 MODELS .............................................................................................................................. 46 The Safe House MANGA .............................................................................................................................. 54 Cover PA PICKS ............................................................................................................................ -
Watch Scooby Doo Mystery Incorporate
Watch scooby doo mystery incorporate Continue A cartoon that has been around for fifty years should feel that it belongs to every generation that has grown up watching it. But perhaps the 90s kids, with their Cartoon Network screentime, can put a little higher on the claim to Scooby Doo and his ghostbusting gang, Mystery Inc. I often feel sorry for the younger lot who never got to experience a good CN in the past, and thus understand why the incredibly strange team of four teen Fred, Daphne, Velma and Shaggy-and-The Great Danes who could speak was such a big deal. By sounding condescending, I offer a brief description of the original series, Scooby Dao, Where Are You?, which was written by Joe Ruby and Ken Spears, and produced by Hannah- Barbera Productions. Four teenagers and a dog pile up in a van, christened Mystery Car, and solve... Take wild guesses... Secrets! Now, while these mysteries can begin as supernatural, with ghosts and vampires and monsters creating chaos, they have shown that people with sinister motives are at their core. And often as the mask gets taken down by real monsters, criminals will say: I would've got to get away with it if it weren't for these interventions/blown up by the kids and this dog! It may seem pretty simple right now, all this CID/CSI-in-cartoon-format for kids concept, but back then, Scooby Dao was joyride like no other. We were at a time in our lives when the internet wasn't around with YouTube videos debunking ghost myths. -
Resistant Vulnerability in the Marvel Cinematic Universe's Captain America
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 2-15-2019 1:00 PM Resistant Vulnerability in The Marvel Cinematic Universe's Captain America Kristen Allison The University of Western Ontario Supervisor Dr. Susan Knabe The University of Western Ontario Graduate Program in Media Studies A thesis submitted in partial fulfillment of the equirr ements for the degree in Master of Arts © Kristen Allison 2019 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Other Feminist, Gender, and Sexuality Studies Commons, Other Film and Media Studies Commons, and the Women's Studies Commons Recommended Citation Allison, Kristen, "Resistant Vulnerability in The Marvel Cinematic Universe's Captain America" (2019). Electronic Thesis and Dissertation Repository. 6086. https://ir.lib.uwo.ca/etd/6086 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. Abstract Established in 2008 with the release of Iron Man, the Marvel Cinematic Universe has become a ubiquitous transmedia sensation. Its uniquely interwoven narrative provides auspicious grounds for scholarly consideration. The franchise conscientiously presents larger-than-life superheroes as complex and incredibly emotional individuals who form profound interpersonal relationships with one another. This thesis explores Sarah Hagelin’s concept of resistant vulnerability, which she defines as a “shared human experience,” as it manifests in the substantial relationships that Steve Rogers (Captain America) cultivates throughout the Captain America narrative (11). This project focuses on Steve’s relationships with the following characters: Agent Peggy Carter, Natasha Romanoff (Black Widow), and Bucky Barnes (The Winter Soldier).