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FRANKLIN A. LINDEBURG March 24, 1998
Transcription of an Oral History Interview with FRANKLIN A. LINDEBURG March 24, 1998 Following is an oral history interview that is being conducted on Tuesday, March 24, 1998, with Franklin A. Lindeburg, who came to the UCR campus as one of its original faculty members. He served as a coach and athletic director and taught several theory and activity courses before retiring in 1988. My name is Jan Erickson. I work in Chancellor Raymond L. Orbach’s office. He is the eighth chief campus officer of the Riverside campus. Erickson: This interview is with Franklin A. Lindeburg, who we will refer to as Lindy, because everyone seems to know him as that. Lindy, would you tell us a little about where you were born and your mother and father? Lindeburg: I was born in San Francisco. Do you want the date? (laughter) Erickson: Well, not necessarily. Lindeburg: I was born in San Francisco. My mother and father were divorced when I was about ten years old so I lived with my mother. I lived in San Francisco my freshman year in high school. Then we moved down the peninsula, and I went to Sequoia High School. Then we moved to Sacramento where we lived in the North Sacramento area, and I went to Grant Union High School. Erickson: What did your father do? Lindeburg: My father was a jeweler in San Francisco, a very prominent jeweler. But the divorce and the Depression upset things a little bit. So things were good for a while, and then they weren’t good for a while. -
Tenth of December
Fiction October 31, 2011 Issue By George Saunders October 24, 2011 Photograph by Riitta Päiväläinen he pale boy with unfortunate Prince Valiant bangs and cublike mannerisms hulked to the mudroom closet and requisitioned T Dad’s white coat. Then requisitioned the boots he’d spray-painted white. Painting the pellet gun white had been a no. That was a gift from Aunt Chloe. Every time she came over he had to haul it out so she could make a big stink about the woodgrain. Today’s assignation: walk to pond, ascertain beaver dam. Likely he would be detained. By that species that lived amongst the old rock wall. They were small but, upon emerging, assumed certain proportions. And gave chase. This was just their methodology. His aplomb threw them loops. He knew that. And revelled it. He would turn, level the pellet gun, intone: Are you aware of the usage of this human implement? Blam! They were Netherworlders. Or Nethers. They had a strange bond with him. Sometimes for whole days he would just nurse their wounds. Occasionally, for a joke, he would shoot one in the butt as it ed. Who henceforth would limp for the rest of its days. Which could be as long as an additional nine million years. Safe inside the rock wall, the shot one would go, Guys, look at my butt. As a group, all would look at Gzeemon’s butt, exchanging sullen glances of: Gzeemon shall indeed be limping for the next nine million years, poor bloke. Because yes: Nethers tended to talk like that guy in “Mary Poppins.” Which naturally raised some mysteries as to their origin here on Earth. -
When You Reach Me but You Will Get the Job Done
OceanofPDF.com 2 Table of Contents Things You Keep in a Box Things That Go Missing Things You Hide The Speed Round Things That Kick Things That Get Tangled Things That Stain Mom’s Rules for Life in New York City Things You Wish For Things That Sneak Up on You Things That Bounce Things That Burn The Winner’s Circle Things You Keep Secret Things That Smell Things You Don’t Forget The First Note Things on a Slant White Things The Second Note Things You Push Away Things You Count Messy Things Invisible Things Things You Hold On To Salty Things Things You Pretend Things That Crack Things Left Behind The Third Note Things That Make No Sense The First Proof Things You Give Away Things That Get Stuck Tied-Up Things Things That Turn Pink Things That Fall Apart 3 Christmas Vacation The Second Proof Things in an Elevator Things You Realize Things You Beg For Things That Turn Upside Down Things That Are Sweet The Last Note Difficult Things Things That Heal Things You Protect Things You Line Up The $20,000 Pyramid Magic Thread Things That Open Things That Blow Away Sal and Miranda, Miranda and Sal Parting Gifts Acknowledgments About the Author 4 To Sean, Jack, and Eli, champions of inappropriate laughter, fierce love, and extremely deep questions 5 The most beautiful experience we can have is the mysterious. —Albert Einstein The World, As I See It (1931) 6 Things You Keep in a Box So Mom got the postcard today. It says Congratulations in big curly letters, and at the very top is the address of Studio TV-15 on West 58th Street. -
Markmonitor Anti-Counterfeiting Q&A | Akino Chikada |
COUNTERFEIT PURCHASES: DELIBERATE OR NOT? KGO interviews MarkMonitor brand protection expert, Akino Chikada to learn about the latest counterfeit trends. Akino Chikada, Sr. Product Marketing Manager, MarkMonitor Akino started her career in public relations and marketing in London and has worked in Europe, Asia and the United States. She has led and served interim roles in global marketing strategies, product marketing, events management, public relations, corporate communications and regional marketing. Akino holds a Bachelor of Arts from the University College of London, a Master of Science from the London School of Economics, and has trilingual fluency in English, Italian and Japanese. 1 Anti-Counterfeiting Q&A | Akino Chikada Q&A Counterfeit goods pervade online marketplaces, but are consumers who purchase these products doing so intentionally, or are they being duped? Michael Finney of Consumer Talk on KGO radio delved into the subject with Akino Chikada, Sr. Product Marketing Manager at MarkMonitor, referencing the recently released 2016 MarkMonitor Online Shopping Barometer. So, you guys released your annual report, which you guys call a barometer. What did you find this year, how are things going? Are people buying counterfeits on purpose or are they 23% being tricked into it? What are you finding? Excellent question. So this year a couple of interesting thoughts, so 23 Customers who percent of the consumers we surveyed, have unwilling or unknowingly have unwillingly or purchased a fake product. So, they purchased a counterfeit product unknowingly purchased online and to our point, yes, 18 percent of the shoppers have intentionally a fake product. bought a counterfeit product. -
WITH OUR DEMONS a Thesis Submitted By
1 MONSTROSITIES MADE IN THE INTERFACE: THE IDEOLOGICAL RAMIFICATIONS OF ‘PLAYING’ WITH OUR DEMONS A Thesis submitted by Jesse J Warren, BLM Student ID: u1060927 For the award of Master of Arts (Humanities and Communication) 2020 Thesis Certification Page This thesis is entirely the work of Jesse Warren except where otherwise acknowledged. This work is original and has not previously been submitted for any other award, except where acknowledged. Signed by the candidate: __________________________________________________________________ Principal Supervisor: _________________________________________________________________ Abstract Using procedural rhetoric to critique the role of the monster in survival horror video games, this dissertation will discuss the potential for such monsters to embody ideological antagonism in the ‘game’ world which is symptomatic of the desire to simulate the ideological antagonism existing in the ‘real’ world. Survival video games explore ideology by offering a space in which to fantasise about society's fears and desires in which the sum of all fears and object of greatest desire (the monster) is so terrifying as it embodies everything 'other' than acceptable, enculturated social and political behaviour. Video games rely on ideology to create believable game worlds as well as simulate believable behaviours, and in the case of survival horror video games, to simulate fear. This dissertation will critique how the games Alien:Isolation, Until Dawn, and The Walking Dead Season 1 construct and themselves critique representations of the ‘real’ world, specifically the way these games position the player to see the monster as an embodiment of everything wrong and evil in life - everything 'other' than an ideal, peaceful existence, and challenge the player to recognise that the very actions required to combat or survive this force potentially serve as both extensions of existing cultural ideology and harbingers of ideological resistance across two worlds – the ‘real’ and the ‘game’. -
“A Jill Sandwich”. Gender Representation in Zombie Videogames
“A Jill Sandwich”. Gender Representation in Zombie Videogames. Esther MacCallum-Stewart From Resident Evil (Capcom 1996 - present) to The Walking Dead (Telltale Games 2012-4), women are represented in zombie games in ways that appear to refigure them as heroines in their own right, a role that has traditionally been represented as atypical in gaming genres. These women are seen as pioneering – Jill Valentine is often described as one of the first playable female protagonists in videogaming, whilst Clementine and Ellie from The Walking Dead and The Last of Us (Naughty Dog 2013) are respectively, a young child and a teenager undergoing coming of age rites of passage in the wake of a zombie apocalypse. Accompanying them are male protagonists who either compliment these roles, or alternatively provide useful explorations of masculinity in games that move beyond gender stereotyping. At first, these characters appear to disrupt traditional readings of gender in the zombie genre, avoiding the stereotypical roles of final girl, macho hero or princess in need of rescuing. Jill Valentine, Claire Redfield and Ada Wong of the Resident Evil series are resilient characters who often have independent storyarcs within the series, and possess unique ludic attributes that make them viable choices for the player (for example, a greater amount of inventory). Their physical appearance - most usually dressed in combat attire - additionally means that they partially avoid critiques of pandering to the male gaze, a visual trope which dominates female representation in gaming. Ellie and Clementine introduce the player to non-sexualised portrayals of women who ultimately emerge as survivors and protagonists, and further episodes of each game jettison their male counterparts to focus on each of these young adult’s development. -
On Videogames: Representing Narrative in an Interactive Medium
September, 2015 On Videogames: Representing Narrative in an Interactive Medium. 'This thesis is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy' Dawn Catherine Hazel Stobbart, Ba (Hons) MA Dawn Stobbart 1 Plagiarism Statement This project was written by me and in my own words, except for quotations from published and unpublished sources which are clearly indicated and acknowledged as such. I am conscious that the incorporation of material from other works or a paraphrase of such material without acknowledgement will be treated as plagiarism, subject to the custom and usage of the subject, according to the University Regulations on Conduct of Examinations. (Name) Dawn Catherine Stobbart (Signature) Dawn Stobbart 2 This thesis is formatted using the Chicago referencing system. Where possible I have collected screenshots from videogames as part of my primary playing experience, and all images should be attributed to the game designers and publishers. Dawn Stobbart 3 Acknowledgements There are a number of people who have been instrumental in the production of this thesis, and without whom I would not have made it to the end. Firstly, I would like to thank my supervisor, Professor Kamilla Elliott, for her continuous and unwavering support of my Ph.D study and related research, for her patience, motivation, and commitment. Her guidance helped me throughout all the time I have been researching and writing of this thesis. When I have faltered, she has been steadfast in my ability. I could not have imagined a better advisor and mentor. I would not be working in English if it were not for the support of my Secondary school teacher Mrs Lishman, who gave me a love of the written word. -
Histórias De Aprendizagem Da Língua Inglesa Através De Videogames
UNIVERSIDADE FEDERAL DE ALAGOAS PROGRAMA DE PÓS-GRADUAÇÃO EM LETRAS E LINGUÍSTICA RITACIRO CAVALCANTE DA SILVA Histórias de Aprendizagem da Língua Inglesa Através de Videogames: Uma Experiência em Pesquisa Narrativa Maceió 2015 RITACIRO CAVALCANTE DA SILVA Histórias de Aprendizagem da Língua Inglesa Através de Videogames: Uma Experiência em Pesquisa Narrativa Dissertação de Mestrado apresentada ao Programa de Pós-graduação em Letras e Linguística da Universidade Federal de Alagoas para obtenção do título de Mestre em Letras e Linguística. Área de Concentração: Linguística Aplicada Orientador: Prof. Dr. Sérgio Ifa Maceió 2015 Catalogação na fonte Universidade Federal de Alagoas Biblioteca Central Divisão de Tratamento Técnico Bibliotecário Responsável: Valter dos Santos Andrade S586h Silva, Ritaciro Cavalcante da. Histórias de aprendizagem da língua inglesa através de videogames : Uma experiência em pesquisa narrativa / Ritaciro Cavalcante da Silva. – Maceió, 2015. 238 f.: il. Orientador: Sérgio Ifa. Dissertação (Mestrado em Linguística) – Universidade Federal de Alagoas. Faculdade de Letras. Programa de Pós-Graduação em Letras e Linguística. Maceió, 2015. Bibliografia: f. 138-150. 1. Língua inglesa – Estudo e ensino. 2. Ensino de língua – Meio auxiliares. 3. Vídeo game - Utilização. 4. Pesquisa narrativa. I. Título. CDU: 811.111 AGRADECIMENTOS A Deus, se ele estiver mesmo por aí. A meu orientador, o Prof. Dr. Sérgio Ifa, por me apoiar desde a graduação, e por toda a confiança depositada no mestrado, desde o acolhimento de um projeto com tema incomum na academia, até os últimos instantes. Aos professores e técnicos-administrativos do Programa de Pós-Graduação em Letras e Linguística (PPGLL) da UFAL, por todos os conselhos, ensinamentos e discussões. À Fundação de Amparo de Pesquisa do Estado de Alagoas, não apenas pelo financiamento concedido através de bolsa de mestrado (Processo 60030 271/2013), mas por todo o apoio, paciência, e companheirismo que tive durante meu tempo como técnico em informática naquela instituição. -
Trigger Warning] This Piece Alludes to Topics That Could Be Sensitive for Some Audience Members
Silence Is By Samantha Hageman [Trigger warning] This piece alludes to topics that could be sensitive for some audience members. If you feel the need to leave at any time, please feel free to do so. Enjoy the show. [Lights] It was my first time away from home. I was scared and excited at the same time. I didn’t really know how to handle myself, what to do. They don’t really teach you that kind of stuff before you get to college. You’re warned “Watch out at parties,” “Cover your drinks,” “Don’t go out alone,”...no one really tells you how to behave, and you’re just looking to have a good time. My roommate, Theresa, wanted to go. She didn’t want to go alone, and I wasn’t about to let her. She wants to get to know as many people as quickly as possible, join everything...I’m not so outgoing. But, I figured if I stuck with her, I’d be alright. We got to the party. It was dark, there was music blasting, alcohol at the bar- I assume the usual college party setting. The guys were weirdly lined up against the wall with their drinks in their hand, only really moving away to grab a girl from the middle of the room to bring her back to the wall and start dancing- no- grinding with her. I wasn’t comfortable with doing that, at least not without a few drinks in me. Theresa must have seen that I was nervous, so she handed me a cup. -
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation. -
The Walking Dead
The Discursive Problematization of Death, Dehumanization and Sociocultural identity: An Analysis of The Walking Dead. By Victoria Skye A thesis submitted in fulfilment of the requirements for the degree of Master of Arts in Media Studies, Victoria University of Wellington, 2013. I Abstract The zombie is a significant cultural figure which is represented and produced as being symptomatic of and relevant to contemporary concerns about death and dehumanization. This thesis will focus on the ways that death and dehumanization are changing and being negotiated within popular cultural representations and discourses regarding zombies, particularly in Frank Darabont’s television series The Walking Dead . The thesis will consider the way in which the figure of the zombie is representative of issues and discourses that are indicative of a problematization of the category of the human, and the notion of the transcendental. This will involve an examination of the changing narratives of the body, with particular regard to consumerism and the insistence of the body as a major site of the truth and value of the self, in contrast to the horrifying bodily form of the zombie. The thesis will also examine the way that dehumanization is problematized in The Walking Dead, where the human/non-human distinction is shown to be increasingly precarious and difficult to sustain. Further, the thesis will examine how the zombie is represented as manifesting the collapse of identity, as agents become alienated from the social discourses, narratives and values which constitute and categorize the subject. II Acknowledgements I would like to give a special thank you to my supervisor Tony Schirato for his guidance and help, and my sister Felicity Perry for her encouragement and support. -
Topps the Walking Dead Season 6 Checklist MVO 6-7(1)
Topps The Walking Dead Season 6 Trading Cards - Base Cards 1 Before They Come For Us 34 Being Stalked 67 Choices 2 Doing It Live 35 Falling Down 68 Why Are You Still Wearing That? 3 One More Peanut Butter 36 Climbing to Safety 69 Lucky 4 Who You Are 37 Running Scared 70 Picking a Head 5 Just the Pizza Guy 38 Born this Way 71 Infiltrating the Compound 6 Road Block 39 "Dolor Hic Tibi Proderit Olim" 72 Fight’s Not Over 7 Keeping a Secret 40 You Gotta Earn It 73 Nervous Little Bird 8 Idiot 41 Confrontation 74 Choosing Something 9 Overheard 42 Meat Ponchos 75 Fighting Back 10 JSS 43 Who’s Negan? 76 Afraid 11 Just Filling In 44 Nibble on That 77 Kill Floor 12 Quick or Slow 45 New Plan 78 Can’t Anymore 13 Carol in Wolf’s Clothing 46 You’re Still Here 79 Tick Tick Click 14 Try 47 Walking Through the Monsters 80 The Apothecary 15 Fighting a Way Out 48 Shot 81 This Way’s Faster 16 Thank You 49 Courage 82 Wake… Up 17 Going Mad 50 Cavalry 83 Should Have Taken the Long Way 18 Clear 51 Lake of Fire 84 I’m Nobody 19 Lying in Wait 52 What We Can Do 85 Following the Blood Trail 20 The Cheesemaker 53 Envy of All Corns 86 Tracking Dwight 21 Redirection 54 Searching for Deanna 87 People Can Come Back 22 Open the Gate 55 Looking for Jesus 88 Someone New 23 Through the Sewer 56 What Do You Know About Us? 89 Captured 24 A New Leader 57 Law of Averages 90 Hi Daryl 25 Ambush 58 Proper Burial 91 Defending the Home Front 26 Separated 59 Finally 92 Real Soon 27 Good Guy Daryl 60 Crashed 93 Last Day on Earth 28 Howdy, Gentlemen 61 We’re With Jesus 94 Keep Driving