The Infectious Aesthetic of Zombies
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Zombies—A Pop Culture Resource for Public Health Awareness Melissa Nasiruddin, Monique Halabi, Alexander Dao, Kyle Chen, and Brandon Brown
Zombies—A Pop Culture Resource for Public Health Awareness Melissa Nasiruddin, Monique Halabi, Alexander Dao, Kyle Chen, and Brandon Brown itting at his laboratory bench, a scientist adds muta- secreted by puffer fish that can trigger paralysis or death- Stion after mutation to a strand of rabies virus RNA, like symptoms, could be primary ingredients. Which toxins unaware that in a few short days, an outbreak of this very are used in the zombie powders specifically, however, is mutation would destroy society as we know it. It could be still a matter of contention among academics (4). Once the called “Zombie Rabies,” a moniker befitting of the next sorcerer has split the body and soul, he stores the ti-bon anj, Hollywood blockbuster—or, in this case, a representation the manifestation of awareness and memory, in a special of the debate over whether a zombie apocalypse, manu- bottle. Inside the container, that part of the soul is known as factured by genetically modifying one or more diseases the zombi astral. With the zombi astral in his possession, like rabies, could be more than just fiction. Fear of the the sorcerer retains complete control of the victim’s spiri- unknown has long been a psychological driving force for tually dead body, now known as the zombi cadavre. The curiosity, and the concept of a zombie apocalypse has be- zombi cadavre remains a slave to the will of the sorcerer come popular in modern society. This article explores the through continued poisoning or spell work (1). In fact, the utility of zombies to capitalize on the benefits of spreading only way a zombi can be freed from its slavery is if the spell public health awareness through the use of relatable popu- jar containing its ti-bon anj is broken, or if it ingests salt lar culture tools and scientific explanations for fictional or meat. -
Capcom's Monster Hunter Freedom 2 Receives Grand Award Press
September 25th, 2007 Press Release 3-1-3, Uchihiranomachi, Chuo-ku Osaka, 540-0037, Japan Capcom Co., Ltd. Haruhiro Tsujimoto, President and COO (Code No. 9697 Tokyo - Osaka Stock Exchange) Capcom’s Monster Hunter Freedom 2 receives Grand Award - Capcom titles receive most awards of any maker at the Japan Game Awards: 2007 - We at Capcom are proud to announce that “Monster Hunter Freedom 2” has received the esteemed Grand Award as well as the Award for Excellence at the “Japan Game Awards: 2007”. The awards program is sponsored by the Computer Entertainment Software Association for the recognition of outstanding titles in computer entertainment software. The awards ceremony was held at this year’s Tokyo Game Show which took place from September 20-23. “Monster Hunter Freedom 2” is a ‘hunting action’ game that puts the player in the role of a fearless hunter roaming a great expansive world tracking down gigantic fearsome beasts. Players can tackle the adventure alone or join friends over ad-hoc mode for team cooperative action. Since its release, Monster Hunter Freedom 2 has become an extremely popular PSP® title boasting sales of over 1,400,000 copies in Japan since its release in February of this year (as of September 21, 2007). We are also very proud to announce our newest title in the “Monster Hunter” series, “Monster Hunter Portable 2G”. With this title, we will continue to endeavor to bring this exciting series to the ever-increasing audience of Japanese Monster Hunter fans. In addition to “Okami”, “Lost Planet Extreme Condition”, which sold more than a million copies in U.S. -
Du Mutisme Au Dialogue
École Nationale Supérieure Louis Lumière Promotion Son 2015 Du mutisme au dialogue Les interactions vocales dans le jeu vidéo Partie pratique : v0x Mémoire de fin d'étude Rédacteur : Charles MEYER Directeur interne: Thierry CODUYS Directrice externe : Isabelle BALLET Rapporteur : Claude GAZEAU Année universitaire 2014-2015 Mémoire soutenu le 15 juin 2015 Remerciements : Je tiens à remercier chaleureusement mes deux directeurs de mémoire pour leur implication, leur confiance et leur exigence. Je remercie tout particulièrement Nicolas GIDON, sans qui la réalisation de la partie pratique de ce mémoire aurait été plus chronophage et complexe.. Je remercie et salue Nicolas FOURNIER et Baptiste PALACIN, dont les travaux et la gentillesse ont été une source d'inspiration et de détermination. Je remercie également ma mère, ma tante, Jordy, Julien et Julien (n'en déplaise à Julien), Timothée et mes amis pour leur soutien indéfectible. Merci à madame VALOUR, monsieur COLLET, monsieur FARBRÈGES ainsi qu'à leurs élèves. Enfin, merci à From Software et à NetherRealm Studios pour leur jeux, qui auront été un défouloir bienvenu. Page 2 Résumé Ce mémoire de master a pour objet d'étude les interactions vocales dans le jeu vidéo. Cependant, il ne se limite pas à une étude historique de l'évolution de la vocalité au sein des jeux vidéo mais en propose une formalisation théorique autour de trois concepts essentiels : Mécanique, Narration et Immersion. De ces trois concepts découlent trois types de voix : les voix système, les voix narratives (linéaires et non- linéaires) et les voix d'ambiance. Dans le prolongement de cette étude et en s'appuyant sur les travaux menés dans le cadre des parties expérimentale et pratique de ce mémoire, ayant abouti à la réalisation d'un jeu vidéo basé sur l'analyse spectrale de la voix du joueur, v0x, nous proposons une extension de cette théorie de la vocalité vidéo-ludique afin d'intégrer l'inclusion de la voix du joueur au sein de ce cadre d'étude. -
AARON DODD Vancouver B.C
AARON DODD Vancouver B.C. [email protected] 778.908.6870 SENIOR ENVIRONMENT ARTIST www.artstation.com/aarondodd Highlights___________________________________________________________________________ • 11+ years of experience in AAA development • Proactive in learning new skills, software and workflows • Versatile skill set including the execution and integration of art outsourcing • Background in lighting with experience in lighting for cinematics • Active in interviewing, training and mentoring team members • Strong cross-discipline collaborator Professional Experience______________________________________________________________ Senior Environment Artist Feb 2012-Sept 2018 Capcom Vancouver • Dead Rising 4 o Created material sets and texture standards for PBR workflow o Worked with Tech Art to optimize and create best practices o Layout and art production for multiple areas • Dead Rising 3 o World building, set dressing and prop creation o Performance optimizations with Tech Art • Unannounced Project o Responsible for look development, texturing and modelling of key gameplay feature Mentor Apr 2011- Feb 2012 Think Tank Training Center • Coached and trained multiple artists working on their demo reels in their final semester at the Think Tank Training Center Environment Artist Apr 2011- Feb 2012 EA Black Box • Need for Speed: The Run o Responsible for level construction and balancing performance for multiple tracks o Road textures for numerous levels based on specific art direction and style guides Environment Artist/Lighting Artist Apr -
From Voodoo to Viruses: the Evolution of the Zombie in Twentieth Century Popular Culture
From Voodoo to Viruses: The Evolution of the Zombie in Twentieth Century Popular Culture By Margaret Twohy Adviser: Dr. Bernice Murphy A thesis submitted in partial fulfilment of the Degree of Master’s of Philosophy in Popular Literature Trinity College Dublin Dublin, Ireland October 2008 2 Abstract The purpose of this thesis is to explore the evolutionary path the zombie has followed in 20th Century popular culture. Additionally, this thesis will examine the defining characteristics of the zombie as they have changed through its history. Over the course of the last century and edging into the 21st Century, the zombie has grown in popularity in film, videogames, and more recently in novels. The zombie genre has become a self-inspiring force in pop culture media today. Films inspired a number of videogames, which in turn, supplied the film industry with a resurgence of inspirations and ideas. Combined, these media have brought the zombie to a position of greater prominence in popular literature. Additionally, within the growing zombie culture today there is an over-arcing viral theme associated with the zombie. In many films, games, and novels there is a viral cause for a zombie outbreak. Meanwhile, the growing popularity of zombies and its widening reach throughout popular culture makes the genre somewhat viral-like as well. Filmmakers, authors and game designers are all gathering ideas from one another causing the some amount of self- cannibalisation within the genre. 3 Table of Contents Introduction 4 Chapter One 7 Evolution of the Dead Chapter Two 21 Contaminants, Viruses, and Possessions—Oh my! Chapter Three 34 Dawn of the (Digital) Dead Chapter Four 45 Rise of the Literary Zombie Conclusion 58 Bibliography 61 4 Introduction There are perhaps few, if any fictional monsters that can rival the versatility of the humble zombie (or zombi)1. -
Capcom Announces Its Big Game Lineup for Fiscal Ending March 2011
January 26, 2010 Press Release 3-1-3, Uchihiranomachi, Chuo-ku Osaka, 540-0037, Japan Capcom Co., Ltd. Haruhiro Tsujimoto, President and COO (Code No. 9697 Tokyo - Osaka Stock Exchange) Capcom Announces Its Big Game Lineup for Fiscal Ending March 2011 - F inancial outlook is good as Capcom’s heavy hitting titles are announced for this fiscal period - Capcom Co., Ltd. is proud to announce its lineup of Xbox 360® titles to be released before the fiscal year ending in March 2011. Our lineup announcement starts with “Super Street Fighter IV”, the latest iteration of the iconic “Street Fighter” franchise, which is scheduled for release on April 28, 2010. The next iteration of the globally popular “Lost Planet” series, “Lost Planet 2”, is slated for a May 20, 2010 release. In addition, the PC game “Monster Hunter Frontier Online” will begin Japanese service on the Xbox 360® in the summer of 2010. Lastly, the next installment in the “Dead Rising” series of video games, “Dead Rising 2”, is planned for release in the 2010 calendar year. Not only that, but a new live action film, “Zombrex: Dead Rising Sun”, will be released in Japan, leveraging a strong multiple media strategy for this series which has already been met with great success in Europe and America. Capcom’s release lineup for this period will include many other high-profile titles, and we can expect our lineup to perform increasingly well. Detailed sales forecasts for each title are still under review. Capcom will continue to release exciting titles on an aggressive schedule, maximizing the value of our titles and expanding our sales. -
Devil May Cry 5 Days Gone
MAY 2019 ISSUE 17 TITI MAGAZINE Rage 2 Devil May Cry 5 Tom Clancy's The Division 2 Days Gone Titimag.com EDITOR Dickson Max Prince MAY 2019 ISSUE 17 CONTRIBUTORS Anita .t. Dickson Efenudu Ejiro Michael Bekesu Anthony Rage 2 Dickson Max Prince Ernest .O. Devil May Cry 5 Tom Clancy's The Division 2 PUBLISHERS Days Gone Pucutiti.Inc MECEDES GLE 2019 ACURA MDX titimag.com For more info [email protected] 12 HEALTH BENEFITS OF AVOCADOS +2348134428331 +2348089216836 Titimag.com Titi Magazine and all Titi related Sub sections are trademark of Pucutiti.inc The Pucutiti logo, Titi Magazine logo, Titi Store logo , Titi Games logo, Titi Animation logo, Titi Web Developers logo,, Titi Studios logo, Titi Messenger logo are all trade mark of Pucutiti.inc. Only Pucutiti.Inc reserve the rights to all Titi Magazine and all Titi related Subsections. Copyright © titimag May 2019 Rage 2 (stylized as RAGE 2) is an upcoming first-person shooter video game developed by Avalanche Studios in conjunction with id Soft- ware and published by Bethesda Softworks. The game is the sequel to the 2011 game Rage. The game is set to be released for Microsoft Windows, PlayStation 4and Xbox One on May 14, 2019. Gameplay The game is a first-person shooter. Players assume control of ranger Walker, who is free to explore the game's post-apocalyptic open world. Players are given control over some of Walker's attributes, such as their gender, skills, or attire. Walker is able to wield various firearms and tools to fight against enemies, including returning weapons such as the wingstick. -
Sfrasfrareview.Org
REVIEWS sfrareview.org ARTICLES SFRA UPDATES REVIEW SINCE 1971 VOLUME 50 : ISSUE 1 : WINTER 2020 50/1 THE OPEN ACCESS JOURNAL OF THE WINTER 2020 SFRA MASTHEAD ReSCIENCE FICTIONview RESEARCH ASSOCIATION ISSN 2641-2837 SENIOR EDITORS SFRA Review is an open access journal published four times a year by EDITOR the Science Fiction Research Association (SFRA) since 1971. SFRA Sean Guynes Review publishes scholarly articles and reviews. As the flagship journal [email protected] of SFRA, the Review is devoted to surveying the contemporary field of SF scholarship, fiction, and media as it develops. MANAGING EDITOR Ian Campbell Submissions [email protected] SFRA Review accepts original scholarly articles, interviews, review ASSOCIATE EDITORS Virginia Conn essays, and individual reviews of recent scholarship, fiction, and [email protected] media germane to SF studies. Amandine Faucheux SFRA Review does not accept unsolicited reviews. If you would [email protected] like to write a review essay or review, please contact the relevant review editor. For all other publication types—including special issues and symposia—contact the editor, managing, and/or REVIEWS EDITORS associate editors. NONFICTION EDITOR All submissions should be prepared in MLA 8th ed. style. Accepted Dominick Grace pieces are published at the discretion of the editors under the [email protected] author's copyright and made available open access via a CC-BY- ASSISTANT NONFICTION EDITOR NC-ND 4.0 license. Kevin Pinkham [email protected] SFRA Review History FICTION EDITOR SFRA Review was initially titled SFRA Newsletter and has been Jeremy M. Carnes published since 1971, just after the founding of SFRA in 1970. -
Gender and Gaming: Postmodern Narratives of Liminal Spaces and Selves
Georgia State University ScholarWorks @ Georgia State University Learning Sciences Dissertations Department of Learning Sciences 1-8-2016 Gender and Gaming: Postmodern Narratives of Liminal Spaces and Selves Amana Marie Le Blanc Follow this and additional works at: https://scholarworks.gsu.edu/ltd_diss Recommended Citation Le Blanc, Amana Marie, "Gender and Gaming: Postmodern Narratives of Liminal Spaces and Selves." Dissertation, Georgia State University, 2016. https://scholarworks.gsu.edu/ltd_diss/1 This Dissertation is brought to you for free and open access by the Department of Learning Sciences at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Learning Sciences Dissertations by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. ACCEPTANCE This dissertation, GENDER AND GAMING: POSTMODERN NARRATIVES OF LIMINAL SPACES AND SELVES, by AMANA MARIE LE BLANC, was prepared under the direction of the candidate‘s Dissertation Advisory Committee. It is accepted by the committee members in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the College of Education and Human Development, Georgia State University. The Dissertation Advisory Committee and the student‘s Department Chairperson, as representatives of the faculty, certify that this dissertation has met all standards of excellence and scholarship as determined by the faculty. _________________________________ _________________________________ Jodi Kaufmann, Ph.D. Brendan Calandra, Ph.D. Committee Co-Chair Committee Co-Chair _________________________________ _________________________________ Teri J. Peitso-Holbrook, Ph.D. Jen Jenson, Ph.D. Committee Member Committee Member ________________________________ Date _________________________________ Stephen Harmon, Ph.D. Chairperson, Learning Technologies Division _________________________________ Paul A. Alberto, Ph.D. -
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Canonical Monstrosity, the Romero Zombie, and the Political Subject
City University of New York (CUNY) CUNY Academic Works All Dissertations, Theses, and Capstone Projects Dissertations, Theses, and Capstone Projects 10-2014 Civilization of the Living Dead: Canonical Monstrosity, the Romero Zombie, and the Political Subject Nicholas Walter Robbins Graduate Center, City University of New York How does access to this work benefit ou?y Let us know! More information about this work at: https://academicworks.cuny.edu/gc_etds/468 Discover additional works at: https://academicworks.cuny.edu This work is made publicly available by the City University of New York (CUNY). Contact: [email protected] CIVILIZATION OF THE LIVING DEAD: CANONICAL MONSTROSITY, THE ROMERO ZOMBIE, AND THE POLITICAL SUBJECT by NICHOLAS W. ROBBINS A dissertation submitted to the Graduate Faculty in Political Science in partial fulfillment of the requirements for the degree of Doctor of Philosophy, The City University of New York 2014 ii © 2014 NICHOLAS W. ROBBINS All Right Reserved iii This manuscript has been read and accepted for the Graduate Faculty in Political Science in satisfaction of the dissertation requirement for the degree of Doctor of Philosophy Corey Robin _______________ ________________________________________ Date Chair of Examining Committee Alyson Cole _______________ ________________________________________ Date Excecutive Officer Corey Robin Alyson Cole Joe Rollins Supervisory Committee THE CITY UNIVERSITY OF NEW YORK iv Abstract CIVILIZATION OF THE LIVING DEAD: CANONICAL MONSTROSITY, THE ROMERO ZOMBIE, AND THE POLITICAL SUBJECT by Nicholas W. Robbins Advisor: Professor Corey Robin This dissertation analyzes the canonical monsters of Western political theory, including Plato’s wolf-man, Hobbes’s Leviathan and Tocqueville’s mechanical mass. It argues that monster theorists – including horror film director George A. -
1. Infamous 2. Mass Effect 3. Final Fantasy Tactics 4. Fire Emblem 5. FMA 6. KOTOR 7. One Piece 8. Pacific Rim 9. Red Alert 3 10
1. Infamous 2. Mass Effect 3. Final Fantasy Tactics 4. Fire Emblem 5. FMA 6. KOTOR 7. One Piece 8. Pacific Rim 9. Red Alert 3 10. TF2 11. Wakfu 12. Song of Ice & Fire 13. Adventure Time 14. Age of Myth 15. Archer 16. Banjo-Kazooie 17. Bioshock 18. Black Bullet 19. Buffyverse 20. Courage 21. DC 22. Digimon 23. Doctor Who 24. Dragon Commander 25. Dragon Age 26. Fallout 27. Fire Emblem 28. Firefly 29. Generic Magical Girl * 30. Halo 31. Harry Potter 32. Iji 33. Invader Zim 34. Jackie-Chan Adventure 35. Jojo 36. LLTQ 37. LOTR 38. Marvel 39. Mega Man Battle Network 40. Megaman Classic 41. Mega Man X 42. Metal Gear Rising 43. Metal Gear Solid 44. Mother 45. Populous 46. Raildex Science 47. Ravenloft 48. Skies of Arcadia 49. Soul Caliber 50. Star Trek TNG 51. Star Trek 52. TES 53. Sims 3 54. Tropico 55. Twilight 56. VtM 57. Wheel of Time 58. Yugioh 59. King Arthur 60. Light of Terra (Part 3 Needed) 61. LoSS 62. RWBY 63. 007 64. 80’s Action 65. A Certain Magical Index 66. Ace Attorney 67. Ace Combat 68. Alien 69. Alpha Protocol 70. Animal Crossing 71. Ar Tonelico 72. Assassin’s Creed 73. Asura’s Cryin 74. Asura’s Wrath 75. Avatar the Last Airbender 76. Babylon 5 77. Bayonetta 78. Berserk 79. BeyBlade 80. Bionicle 81. BlazBlue 82. Bleach 83. Bloody Roar 84. Borderlands 85. Castelvania 86. CATastrophe 87. City of Heroes 88. Code Geasss 89. Command & Conquer 90. Cooking Show 91. Cowboy Bebop 92.