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SHAKEN NOT STIRRED I Cocktails Preferiti Di James Bond
MISSION: SHAKEN NOT STIRRED Bond ordinò un Martini. Cocktail ovviamente. Sapeva che solo in quel posto, come in pochi altri al mondo, l’avrebbero fatto come piaceva a lui. (R. Bianchin) Florian Firenze Via Del Parione 28-32/R I cocktails preferiti di James Bond [email protected] - www.caffeflorian.com Cocktail Spectre Old Fashioned 007 Gin Tanqueray Rangpur & Vodka Smirnoff, Sipsmith London Dry Sciroppo di agrumi, Pimento Bitter, Succo Gin, Calvados Pier- Limone, Top di Soda re Drouin, Darjeeling Tea Syrup, Teapot Bitter. La miscelazione di Gin e Vodka nello stesso drink è un classico della Tipico nelle trasferte caraibi- tradizione Bondiana, che ha le sue basi che nei romanzi “Live and let die” nel drink storico di 007: il Vesper e “Thunderball” . Secondo James Bond Martini, apparso nel primo libro di Ian concilia il sonno e deve essere abbi- Fleming, Casino Royale. nato ad un club sandwich di pollo e un Il Vermouth Lillet Rosè, che completa il caffè deca. Vesper con la sua nota aromatica, viene qui sostituito dallo sciroppo agli agrumi e Rum Collins dal bitter al Pimento. Il top di soda confe- Rum Jamaica, succo lime, zucchero liquido, top risce in fine freschezza e armonia agli ingre- di soda. dienti. Il tutto è ovviamente “Shaken, not stirred”. Drink offerto dall’antagonista Emilio Largo a James Bond in “Thunderball”. The Vesper Martini Vodka Smirnoff, Beefeater Gin, vermut Lillet Rosè Champagne a l’Orange Champagne, Grand Marnier, scorza di arancia flambeė La prima ricetta inventata da Bond per celebrare, nel primo romanzo “Casinò Royale”, l’incontro con Cocktail perfetto prima di pranzo e citato da 007 a Parigi l’agente della CIA, Felix Leiter, colui che diven- nel racconto “ From a view to a kill”. -
James Bond a 50 The
JAMES BOND: SIGNIFYING CHANGING IDENTITY THROUGH THE COLD WAR AND BEYOND By Christina A. Clopton Submitted to Central European University Department of International Relations and European Studies In partial fulfillment of the requirements for the Masters of Arts Supervisor: Professor Alexander Astrov CEU eTD Collection Budapest, Hungary 2014 Word Count: 12,928 Abstract The Constructivist paradigm of International Relations (IR) theory has provided for an ‘aesthetic turn’ in IR. This turn can be applied to popular culture in order to theorize about the international system. Using the case study of the James Bond film series, this paper investigates the continuing relevancy of the espionage series through the Cold War and beyond in order to reveal new information about the nature of the international political system. Using the concept of the ‘empty signifier,’ this work establishes the shifting identity of James Bond in relation to four thematic icons in the films: the villains, locations, women and technology and their relation to the international political setting over the last 50 years of the films. Bond’s changing identity throughout the series reveals an increasingly globalized society that gives prominence to David Chandler’s theory about ‘empire in denial,’ in which Western states are ever more reluctant to take responsibility for their intervention abroad. CEU eTD Collection i Acknowledgements I would like to extend my deepest gratitude to Professor Alexander Astrov for taking a chance with me on this project and guiding me through this difficult process. I would also like to acknowledge the constant support and encouragement from my IRES colleagues through the last year. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
CLONES, BONES and TWILIGHT ZONES: PROTECTING the DIGITAL PERSONA of the QUICK, the DEAD and the IMAGINARY by Josephj
CLONES, BONES AND TWILIGHT ZONES: PROTECTING THE DIGITAL PERSONA OF THE QUICK, THE DEAD AND THE IMAGINARY By JosephJ. Beard' ABSTRACT This article explores a developing technology-the creation of digi- tal replicas of individuals, both living and dead, as well as the creation of totally imaginary humans. The article examines the various laws, includ- ing copyright, sui generis, right of publicity and trademark, that may be employed to prevent the creation, duplication and exploitation of digital replicas of individuals as well as to prevent unauthorized alteration of ex- isting images of a person. With respect to totally imaginary digital hu- mans, the article addresses the issue of whether such virtual humans should be treated like real humans or simply as highly sophisticated forms of animated cartoon characters. TABLE OF CONTENTS I. IN TR O DU C T IO N ................................................................................................ 1166 II. CLONES: DIGITAL REPLICAS OF LIVING INDIVIDUALS ........................ 1171 A. Preventing the Unauthorized Creation or Duplication of a Digital Clone ...1171 1. PhysicalAppearance ............................................................................ 1172 a) The D irect A pproach ...................................................................... 1172 i) The T echnology ....................................................................... 1172 ii) Copyright ................................................................................. 1176 iii) Sui generis Protection -
The James Bond Quiz Eye Spy...Which Bond? 1
THE JAMES BOND QUIZ EYE SPY...WHICH BOND? 1. 3. 2. 4. EYE SPY...WHICH BOND? 5. 6. WHO’S WHO? 1. Who plays Kara Milovy in The Living Daylights? 2. Who makes his final appearance as M in Moonraker? 3. Which Bond character has diamonds embedded in his face? 4. In For Your Eyes Only, which recurring character does not appear for the first time in the series? 5. Who plays Solitaire in Live And Let Die? 6. Which character is painted gold in Goldfinger? 7. In Casino Royale, who is Solange married to? 8. In Skyfall, which character is told to “Think on your sins”? 9. Who plays Q in On Her Majesty’s Secret Service? 10. Name the character who is the head of the Japanese Secret Intelligence Service in You Only Live Twice? EMOJI FILM TITLES 1. 6. 2. 7. ∞ 3. 8. 4. 9. 5. 10. GUESS THE LOCATION 1. Who works here in Spectre? 3. Who lives on this island? 2. Which country is this lake in, as seen in Quantum Of Solace? 4. Patrice dies here in Skyfall. Name the city. GUESS THE LOCATION 5. Which iconic landmark is this? 7. Which country is this volcano situated in? 6. Where is James Bond’s family home? GUESS THE LOCATION 10. In which European country was this iconic 8. Bond and Anya first meet here, but which country is it? scene filmed? 9. In GoldenEye, Bond and Xenia Onatopp race their cars on the way to where? GENERAL KNOWLEDGE 1. In which Bond film did the iconic Aston Martin DB5 first appear? 2. -
MI6 Confirms Activision's 007 Status - Quantum of Solace(TM) Video Game Makes Retail Debut
MI6 Confirms Activision's 007 Status - Quantum of Solace(TM) Video Game Makes Retail Debut Quantum of Solace Theme Song to Rock Guitar Hero(R) World Tour in November SANTA MONICA, Calif., Oct 31, 2008 /PRNewswire-FirstCall via COMTEX News Network/ -- Can't wait for the new movie to step into the shoes of James Bond? Activision Publishing, Inc. (Nasdaq: ATVI) today announced that the Quantum of Solace(TM) video game, based on the eagerly anticipated "Quantum of Solace" and prior "Casino Royale" James Bond films, is dashing into European retail outlets today, and will be available in North American stores on November 4, 2008. Developed under license from EON Productions Ltd and Metro-Goldwyn-Mayer Studios Inc. (MGM), the Quantum of Solace video game equips players with the weapons, espionage and hand-to-hand combat skills and overall charm needed to survive the covert lifestyle of legendary 007 secret agent James Bond. "Activision's Quantum of Solace video game marks the first time players can become the newly re-imagined, dangerous and cunningly efficient James Bond as portrayed by Daniel Craig," said Rob Kostich, Head of Marketing for Licensed Properties, Activision Publishing. "We're extremely pleased to release the game day and date with the new movie, so for those of us waiting for the new era in Bond gaming, Quantum of Solace has arrived." The Quantum of Solace video game balances a unique variety of gameplay elements, blending intense first-person action with a new third-person cover combat system, enabling players to strategically choose the best combat tactics for each situation. -
Understanding the Current State of Toxicity in Battlefield V
“ROFL F*ck You”: Understanding the Current State of Toxicity in Battlefield V By Justin Juvrud Supervisor: Dr Susann Baez Ullberg 2020 Nr 99 2 Abstract: With the birth of “virtual worlds,” created a new space for social norms to evolve and change within a subset community. This thesis focuses on toxicity within the virtual world of EA DICE’s Battlefield V title. The goal of this research is to understand toxicity on a micro scale inside the world of Battlefield V from a gaming anthropological perspective. Along with understanding what toxicity looked like within the virtual world ofBattlefield V, the thesis obtained data for how the community and EA DICE employees perceived toxicity. This research has components of interviews with these members of the communities/staff as well as a netnography of the virtual world of Battlefield V gameplay. Findings and analysis were categorized under the themes of toxic language, power/freedom, virtual world creation, and gender toxicity. Battlefield V toxicity is ever evolving and shaped by player techne (player actions). Player chat consumes the majority of toxicity and therefore diving into toxic language was vital. Understanding the player perspective of power and freedom while gaming was just the first step as the thesis also dove into the developer’s perspective and analyzed the interviews with the backbone of Malaby’s (2009) contingency concepts to see how the developers have a large role to play when it comes to toxicity in games, even if they may not realize it. Just as in the “real world” the virtual world of Battlefield V also had a major theme of gender discrimination winessed and discussed via both community members and staff members of EA DICE. -
Links to the Past User Research Rage 2
ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
Spectre, Connoting a Denied That This Was a Reference to the Earlier Films
Key Terms and Consider INTERTEXTUALITY Consider NARRATIVE conventions The white tuxedo intertextually references earlier Bond Behind Bond, image of a man wearing a skeleton mask and films (previous Bonds, including Roger Moore, have worn bone design on his jacket. Skeleton has connotations of Central image, protag- the white tuxedo, however this poster specifically refer- death and danger and the mask is covering up someone’s onist, hero, villain, title, ences Sean Connery in Goldfinger), providing a sense of identity, someone who wishes to remain hidden, someone star appeal, credit block, familiarity, nostalgia and pleasure to fans who recognise lurking in the shadows. It is quite easy to guess that this char- frame, enigma codes, the link. acter would be Propp’s villain and his mask that is reminis- signify, Long shot, facial Bond films have often deliberately referenced earlier films cent of such holidays as Halloween or Day of the Dead means expression, body lan- in the franchise, for example the ‘Bond girl’ emerging he is Bond’s antagonist and no doubt wants to kill him. This guage, colour, enigma from the sea (Ursula Andress in Dr No and Halle Berry in acts as an enigma code for theaudience as we want to find codes. Die Another Day). Daniel Craig also emerged from the sea out who this character is and why he wants Bond. The skele- in Casino Royale, his first outing as Bond, however it was ton also references the title of the film, Spectre, connoting a denied that this was a reference to the earlier films. ghostly, haunting presence from Bond’s past. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates!