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  avatar assembled: Avatar, Assembled Jaime Banks, 2018 Avatar, Assembled is a curated volume that unpacks videogame and virtual world avatars--not as a monolithic phenomenon (as they are usually framed) but as sociotechnical assemblages, pieced together from social (human-like) features like voice and gesture to technical (machine-like) features like graphics and glitches. Each chapter accounts for the empirical, theoretical, technical, and popular understandings of these avatar components--60 in total--altogether offering a nuanced explication of avatars-as-assemblages as they matter in contemporary society and in individual experience. The volume is a crossover piece in that, while it delves into complex ideas, it is written in a way that will be accessible and interesting to students, researchers, designers, and practitioners alike.
  avatar assembled: Avatar, Assembled Jaime Banks, 2018 Avatar, Assembled is a curated volume that unpacks videogame and virtual world avatars--not as a monolithic phenomenon (as they are usually framed) but as sociotechnical assemblages, pieced together from social (human-like) features like voice and gesture to technical (machine-like) features like graphics and glitches. Each chapter accounts for the empirical, theoretical, technical, and popular understandings of these avatar components--60 in total--altogether offering a nuanced explication of avatars-as-assemblages as they matter in contemporary society and in individual experience. The volume is a crossover piece in that, while it delves into complex ideas, it is written in a way that will be accessible and interesting to students, researchers, designers, and practitioners alike.
  avatar assembled: User-Avatar Bond: Risk and Opportunities in Gaming and Beyond Vasileios Stavropoulos, Rabindra Ratan, Kwan Min Lee, 2022-06-07
  avatar assembled: The Scale Model Andy Clayton, 2023-12-12 The Scale Model does one thing: makes it easy for business entrepreneurs to grow their businesses. Using a proven methodology that is easy to understand and implement, business teams can learn how to diagnose and solve barriers to growth. The Scale Model equips CEOs and senior leaders with a framework to assess where the pain points lie in their business, and easy-to-use templates to help them work out the solutions to enable continued growth. The Model has been used by high-growth companies around the world to achieve industry-beating growth in sales and profits, with engaged and aligned teams. In a complicated business environment, the straightforward advice and practical structure of the Scale Model provides for business planning. When you're busy running your business, you want just one place to go to fix it. This is that place. Pick up The Scale Model today, work through the tools inside, and watch your business grow. That's how easy it is.
  avatar assembled: Echoes of the Great Song David Gemmell, 2011-06-08 “A HUMDINGER . . . A MASTERLY TALE TOLD WITH CLARITY AND VERVE.” –The Times (London) The Avatars are immortal and live like kings–even though the empire is dying. Their immortality is guaranteed by magic crystals whose influence is now waning, overwhelmed by the sheer power of a great flood and a sudden ice age. But when two moons appear in the sky, and the ruthless armies of the Crystal Queen swarm across the land bringing devastation and terror, the Avatars unite with their subjects to protect their universe. As the cities face imminent destruction, three heroes emerge. Talaban, a warrior haunted by tragedy; Touchstone, the mystic tribesman seeking his lost love; and Anu, the Holy One, the Builder of Time. And when all seems lost, two others enter the fray: Sofarita, the peasant girl who will inspire a legend, and the madman, Viruk, who will become a god. . . .
  avatar assembled: VR Developer Gems William R. Sherman, 2019-06-07 This book takes the practicality of other Gems series such as Graphics Gems and Game Programming Gems and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 tips, each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.
  avatar assembled: The Enterprise Donald L. Schilling, 2022-12-05 The Enterprise is a fictional City-State formed by a few of the many members of the US Military, Engineers, and Scientists who participated in World War II (WWII), as well as the wars and 'Police Actions' that followed. At first, the Enterprise was merely a privately held company that designed electronic equipment, robot-warriors, and weapons which they sold to the US Armed Services. In order to help pay the bills, one of the Founders of the Company, who was extremely well versed in buying and selling Securities, used his talent for the Company's benefit. After a short time, the Enterprise bought an Island near the Bahama Islands, in the Atlantic Ocean, and declared itself a Country, the Enterprise Isle. The Island was protected from attack by the use of the weapons it had developed. (These weapons may well be the weapons used by the US, its Allies, and its Enemies by 2035). After repeated attacks, these enemy countries, having lost planes and ships, as well as countless members of their armed forces decided not to annoy this new Country. Thus, the Enterprise grew in wealth and gained the respect of the Nations of the world. During the intervening years, it developed an Engineering and a Medical School that were the among the best in the world and employed equipment found nowhere else. By 2020, the Enterprise was one of the 5 wealthiest countries in the world. Its GDP was $10T in 2020, and its philosophy was to trade with any country that would trade fairly with them. Any company, or country, that dealt unfairly, suffered severe consequences. Indeed, it had already become known that the Enterprise had weapons that could destroy any country in the world with little damage to itself. The Enterprise's primary objectives were to provide for its 4 million Citizens, and to try not to interfere in other countries' business. This second item was not always easy to accomplish. After all, we all have friends!
  avatar assembled: Video Games Nicholas David Bowman, 2018-07-16 This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.
  avatar assembled: Builder , 2001
  avatar assembled: Assembling the Local Upal Chakrabarti, 2021-01-22 In 1817, in a region of the eastern coast of British India then known as Cuttack, a group of Paiks, the area's landed militia, began agitating against the East India Company's government, burning down government buildings and looting the treasury. While the attacks were initially understood as an attempt to return the territory's native ruler to power, investigations following the rebellion's suppression traced the cause back to the introduction of a model of revenue governance unsuited to local conditions. Elsewhere in British India, throughout the first half of the nineteenth century, interregional debates over revenue settlement models and property disputes in villages revealed an array of practices of governance that negotiated with the problem of their applicability to local conditions. And at the same time in Britain, the dominant Ricardian conception of political economy was being challenged by thinkers like Richard Jones and William Whewell, who sought to make political economy an inductive science, capable of analyzing the real world. Through analyses of these three interrelated moments in British imperial history, Upal Chakrabarti's Assembling the Local engages with articulations of the local on multiple theoretical and empirical fronts, weaving them into a complex reflection on the problem of difference and a critical commentary on connections between political economy, agrarian property, and governance. Chakrabarti argues that the local should be reconceptualized as an abstract machine, central to the construction of the universal, namely, the establishment of political economy as a form of governance in nineteenth-century British India.
  avatar assembled: The Frugal Economy Navi Radjou, 2024-10-01 Humanity's pursuit of greatness meets the reality of finite resources In The Frugal Economy: A Guide to Building a Better World With Less, award-winning author Navi Radjou delivers an incisive and engrossing treatment of how human beings facing climate change can reconcile our built-in drive to “do more” and “be better” with our planet's finite resources. You'll discover how we can thrive within planetary boundaries while achieving sustainable growth for generations to come. In this groundbreaking book, enriched with over 100 inspiring examples, you'll learn how to create greater value with less and find: Practical strategies for doing more with less, benefiting both people and the planet Success stories of businesses fueling transformative megatrends like B2B sharing, distributed manufacturing, and triple regeneration Insights into reshaping economic systems to promote social and ecological harmony Whether you're a businessperson, professional, student, academic, policymaker, regulator, or entrepreneur, you can join the movement towards a sustainable future. Get your copy of The Frugal Economy today and become a catalyst for positive change!
  avatar assembled: Games and Play in HCI Kathrin Gerling, Ioanna Iacovides, Marc Herrlich, Z. O. Toups, 2021-08-03
  avatar assembled: Interconnected Realities Leslie Shannon, 2023-06-07 Explore how the metaverse is changing our lives in this fast-paced, informative, and fresh take on where technology is leading us In Interconnected Realities, Leslie Shannon, Head of Trend and Innovation Scouting at Nokia, delivers an energizing and optimistic new take on the Metaverse. Starting with metaverse realms already in existence today, the book explores the purpose that each independent platform serves, as well as how all these disparate realms will ultimately be stitched together to permanently transform our personal and business lives. You'll read about: The different metaverses: social, wellness, service, enterprise, gaming, and web3 The future of augmented and virtual realities How the metaverse is already woven into our daily lives Exploring the purpose of the metaverse A singularly insightful and informed exploration of a fascinating subject at the intersection of technology, business, and society, Interconnected Realities is an essential resource for executives, busienss leaders, tech enthusiasts, futurists, and anyone with an interest in the future of social interaction, business, or technology.
  avatar assembled: Computer-Human Interaction Research and Applications Hugo Plácido da Silva, Pietro Cipresso, 2023-12-22 These 2 volumes constitute the selected papers of the 7th International Conference, CHIRA 2023, held Rome, Italy, during November 16–17, 2023. The 14 full papers and the 29 short papers presented in these books were carefully reviewed and selected from 69 submissions. The papers selected contribute to the advancement of research and practical applications of human-technology and human-computer interaction. Different aspects of Computer-Human Interaction were covered in four parallel tracks: human factors for interactive systems, research, and applications; interactive devices; interaction design; and adaptive and intelligent systems.
  avatar assembled: Fantasy/Animation Christopher Holliday, Alexander Sergeant, 2018-04-27 This book examines the relationship that exists between fantasy cinema and the medium of animation. Animation has played a key role in defining our collective expectations and experiences of fantasy cinema, just as fantasy storytelling has often served as inspiration for our most popular animated film and television. Bringing together contributions from world-renowned film and media scholars, Fantasy/Animation considers the various historical, theoretical, and cultural ramifications of the animated fantasy film. This collection provides a range of chapters on subjects including Disney, Pixar, and Studio Ghibli, filmmakers such as Ralph Bakshi and James Cameron, and on film and television franchises such as Dreamworks’ How To Train Your Dragon (2010–) and HBO’s Game of Thrones (2011–).
  avatar assembled: WORLDBUILDING Julia Stoschek Foundation, 2024-08-06 WORLDBUILDING: Gaming and Art in the Digital Age examines the relationship between gaming and time-based media art. It is the first transgenerational show of this scope to survey how contemporary artists world-wide are appropriating the aesthetics and technology of gaming as their form of expression. Commissioned by the Julia Stoschek Foundation and curated by Hans Ulrich Obrist, the exhibition features works by more than 50 artists, including Rebecca Allen, Cory Arcangel, LaTurbo Avedon, Meriem Bennani, Ian Cheng, Cao Fei, Harun Farocki, Porpentine Charity Heartscape, Pierre Huyghe, Rindon Johnson, KAWS, Sondra Perry, Jacolby Satterwhite, Sturtevant, and Suzanne Treister. This catalogue is conceptualized as a future standard reference in the field in close collaboration with Hans Ulrich Obrist. In addition to texts by contemporary theorists, curators, and critics on the individual works, a series of newly commissioned contributions will investigate various perspectives on the intersection of gaming and time-based media art. This playfully designed volume features rounded edges, a screen-printed PVC dust jacket and kiss-cut stickers showing a range of different digital avatars.
  avatar assembled: What a Paradise! Smita Kale, 2014-09-29 What a Paradise tells a tale of the stimulating experiences of Indian immigrants from the painful disenchantment of the Dot com crisis to the uncertainties of adapting to new lands. It explores the experiences of NRIs vis--vis Indians through the eyes of the four main female characters. Jane: Breaking ties with her family over an arranged marriage she escapes to the United States. She savors phenomenal success after her gruesome early struggles in America working 18 hour days balancing studies and part time work at a diner to pay her way through college. Although deracinated from a life of comfort to one of hardship, Jane the maverick wears her accomplishments humbly. Namita: Share the struggles of Namita and her family, migrants to Australia as they face initial disappointments. The issues of racism and identity also feature in their story. It is not without angst and frustration that they mull through their early days in Sydney. Lila: She begins life as a wealthy landowners daughter but loses everything before she grows up. Raised by benevolent relatives she works hard to become a doctor. Happily married and working diligently as a medical microbiologist in her Alma Mater, she finds herself the accused in a fabricated criminal case. Although pronounced innocent and reinstated to her post, she chooses to accompany her husband to California. Rukmini: Married to a genius doctor in the U.K. whose commitment to adjuvant research distances him from mundane family matters, Rukmini fields harsh condemnation of her husband for neglecting his aged parents back home in Delhi. Confident in her husbands love for his family she does not care to explain him to anybody. Set against the vibrant backdrop of an elaborate Delhi wedding their stories unravel alongside incidents of bomb blasts and a hit and run.
  avatar assembled: Encyclopedia of Health Communication Teresa L. Thompson, 2014-04-18 From the dynamics of interpersonal communication between health professionals and clients to global command-and-control during public health emergencies that cross international borders, the field of health communication bridges many disciplines and involves efforts from the micro to the macro. It involves navigating personal, cultural, and political complexities and an ability to distill complex technical science into quickly and easily understood terms for ready distribution by the mass media--or to an individual patient or to the parent of an ailing child. Despite an abundance of textbooks, specialized monographs, and academic handbooks, this is the first encyclopedic reference work in this area, covering the breadth of theory and research on health communication, as well as their practical application. Features: Nearly 600 original articles are organized A-to-Z within a three-volume set to provide comprehensive coverage of this exciting field, including such topics as theories and research traditions; evaluation and assessment; cultural complexities; high risk and special populations; message design and campaigns; provider/patient interaction issues; media issues; and more. All articles were specifically commissioned for this work, signed and authored by key figures in the field, and conclude with cross reference links and suggestions for further reading. Appendices include a Resource Guide with annotated lists of classic books and articles, journals, associations, and web sites; a Glossary of specialized terms; and a Chronology offering an overview and history of the field. A thematic Reader’s Guide groups related articles by broad topic areas as one handy search feature on the e-Reference platform, which also includes a comprehensive index of search terms. This A-to-Z three-volume reference is available in both print and online formats and is a must-have for libraries and researchers who seek comprehensive coverage of the theory, research, and applications of health communication. Key Themes: Community Health Issues End-of-Life Issues Evaluation of Health Intervention, Health Education, Health Communication Everyday and Family Health Communication Issues Health Campaigns Health Communication, International and Diversity Issues Health Information History of Health Communication Media Content Organizational Issues and Health Policy Provider–Patient Interaction Public Health Communication Specific Health Issues/Providers Technology Theories, Ethics, Philosophy, and Overriding Methodological Issues
  avatar assembled: Writing Diverse Characters For Fiction, TV or Film Lucy V. Hay, 2017-08-23 We're living in a time of unprecedented diversity in produced media content, with more characters appearing who are Black, Asian and Minority Ethnic (BAME), Lesbian, Gay, Bisexual and Transgender (LGBT), disabled, or from other religions or classes. What's more, these characters are appearing more and more in genre pieces, accessible to the mainstream, instead of being hidden away in so-called 'worthier' pieces, as in the past. How to Write Diverse Characters discusses issues of all identities with specific reference to characterisation, not only in movies and TV, but also novel writing. It explores: How character role function really works What is the difference between stereotype and archetype? Why 'trope' does not mean what Twitter and Tumblr think it means How the burden of casting affects both box office and audience perception Why diversity is not about agendas, buzzwords or being 'politically correct' What authenticity truly means and why research is so important Why variety is key in ensuring true diversity in characterisation Writers have to catch up. Knowing not only what makes a 'good' diverse character doesn't always cut it; they need to know what publishers, producers and filmmakers and other creatives are looking for - and why. This book gives writers the tools to create three dimensional, authentic characters... Who just happen to be diverse.
  avatar assembled: Art in the Age of the Internet Eva Respini, 2018-01-01 Art in the Age of the Internet, 1989 to Today is the first major thematic group exhibition in the United States to examine the radical impact of internet culture on visual art. Featuring 60 artists, collaborations, and collectives, the exhibition is comprised of over 70 works across a variety of mediums, including painting, performance, photography, sculpture, video, web-based projects, and virtual reality. The exhibition is divided into five sections that explore themes such as emergent ideas of the body and notions of human enhancement; the internet as a site of both surveillance and resistance; the circulation and control of images and information; the possibilities for exploring identity and community afforded by virtual domains; and new economies of visibility accelerated by social media. Throughout, the work in the exhibition addresses the internet-age democratization of culture that comprises our current moment. The earliest work in the exhibition is from 1989, the year that Tim Berners-Lee invented the World Wide Web. This development, and others that followed in quick succession, modernized the internet, and in the process radically changed our way of life--from how we access and generate information, make friends and share experiences, to how we imagine our future bodies and how nations police national security. 1989 also marked a watershed moment across the globe, with significant shifts in politics, geographies, and economies. Events such as the fall of the Berlin Wall and protests in Tiananmen Square signaled the beginning of our current globalized age, which cannot be imagined without the internet.
  avatar assembled: Enterprise Information Systems Joaquim Filipe, Michał Śmiałek, Alexander Brodsky, Slimane Hammoudi, 2021-04-30 This book constitutes extended, revised and selected papers from the 22nd International Conference on Enterprise Information Systems, ICEIS 2020, held online during May 5-7, 2020. The 41 papers presented in this volume were carefully reviewed and selected for inclusion in this book from a total of 255 submissions. They were organized in topical sections as follows: database and information systems integration; artificial intelligence and decision support systems; information systems analysis and specification; software agents and internet computing; human-computer interaction; and enterprise architecture.
  avatar assembled: Indigenous Intellectual Property Matthew Rimmer, 2015-12-18 Taking an interdisciplinary approach unmatched by any other book on this topic, this thoughtful Handbook considers the international struggle to provide for proper and just protection of Indigenous intellectual property (IP). In light of the United Nations Declaration on the Rights of Indigenous Peoples 2007, expert contributors assess the legal and policy controversies over Indigenous knowledge in the fields of international law, copyright law, trademark law, patent law, trade secrets law, and cultural heritage. The overarching discussion examines national developments in Indigenous IP in the United States, Canada, South Africa, the European Union, Australia, New Zealand, and Indonesia. The Handbook provides a comprehensive overview of the historical origins of conflict over Indigenous knowledge, and examines new challenges to Indigenous IP from emerging developments in information technology, biotechnology, and climate change. Practitioners and scholars in the field of IP will learn a great deal from this Handbook about the issues and challenges that surround just protection of a variety of forms of IP for Indigenous communities.
  avatar assembled: Enacting Platforms James Malazita, 2024-07-02 An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself. The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author’s depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine’s entanglement with the US military and American masculinity in America’s Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.
  avatar assembled: The Metal Gear Solid Series Steven Kielich, Chris Hall, 2025-01-23 This collection, arriving in the wake of the 25th anniversary of 1998's Metal Gear Solid, provides scholars and fans alike with a wide-ranging selection of critical essays on the franchise from diverse disciplinary and thematic perspectives. With the conclusion of Hideo Kojima's Metal Gear Solid video game series only recently behind us, it is now both possible and essential to study this critically, commercially, and culturally resonant series as a whole. The essays contained in this volume, which are all new contributions from both established and emerging scholars, take up this crucial opportunity to consider and reconsider the cultural, historical, political, philosophical, and aesthetic impact of the Metal Gear Solid games in analyses spanning the series' canonical entries, adding to the understanding of both well-studied installments and under- examined ones. These contributions connect themes that emerge from the games-such as sexuality and queerness, rhetoric and ethics, and subjectivity and embodiment-while also demonstrating how the series opens up broader questions about ecology, race, gender, militarization, pedagogy, and game design, that demand continued analysis and application. Each essay develops new avenues for theoretical, rhetorical, and political exploration of the Metal Gear Solid series, for Game Studies, and for the study of Popular Culture writ large. As the first collection of critical inquiries into the Metal Gear Solid series, this volume serves as crucial exegesis of and critical companion to any future study of the series by celebrating, critiquing, and critically interrogating its entries' rich cultural and disciplinary import.
  avatar assembled: BEING SOCIAL IN ISOCIAL XIANHUI WANG, 2017-12-04 Over the past decade 3D collaborative virtual learning has gained increasing attention from researchers and practitioners in educational technology. Learners’ experience of presence in collaborative activities and social interactions among learners are identified as key constructs for the social dimensions of 3D collaborative virtual learning. 3D Collaborative Virtual Learning Environments (CVLEs) are beginning to be used to support learning in a variety of disciplines, including social skills learning for individuals with Autism Spectrum Disorder (ASD). This case study explores 11 youth with ASD’s experience of embodied social presence and reciprocal social interaction while learning social competence in a 3D CVLE-iSocial. The findings describe youth with ASD’s 1) levels of embodied presence, embodied copresence, and embodied social presence; and 2) verbal and nonverbal reciprocal social interactions across the variety of Naturalistic Practice activities in iSocial. In addition, the results of this case study inform future design by indicating associations of design features of iSocial 3D CVLE with youth with ASD’s experience of embodied social presence and characteristics of reciprocal social interaction.
  avatar assembled: The Hidden Sovereign 6 Ethan, 2024-12-24
  avatar assembled: The Oxford Handbook of Entertainment Theory Peter Vorderer, Christoph Klimmt, 2021-02-12 The proliferation of new digital technologies has given rise to an entirely changed media landscape and revolutionized how we seek entertainment. Older entertainment media like novels, radio, and film have been joined by a host of digital media that smartphones allow us to carry almost anywhere and at all times, from video games and social media to video on demand services. This unprecedented ubiquity of entertainment media calls for new and more sophisticated theories that help us understand the fascination that different entertainment media exert on us and how they change the human experience. The Oxford Handbook of Entertainment Theory surveys and furthers the most influential psychology-driven research on media entertainment to illuminate how people are drawn into media experiences. The 41 chapters in this Handbook not only offer fresh perspectives on established theories but also introduce emerging models and highlight the importance of considering the diverse backgrounds of media users when conducting research. They also cover the motivations and reactions of media users in relationship to different types of media, the trend towards interactive media such as video games and virtual reality, and particularly popular media contents like sexuality, violence, sports, and the news. As the most comprehensive overview of psychology-based research on media entertainment available, this Handbook is an invaluable resource for seasoned researchers and those beginning to learn about the field alike.
  avatar assembled: Are You There and Other Stories Jack Skillingstead, 2024-08-06 This dynamic collection of 27 stories offers a wealth of fantastical and horrifying settings. Life after death, digital personalities, alien invasion, and Lovecraftian horror. It includes “Life on the Preservation,” the basis for Skillingstead’s Philip K. Dick nominated novel of the same name. In the title story, a parapolice detective in hot pursuit of a serial killer receives help from a responsive memory module of the killer’s mother, but soon discovers that he might be falling in love with the module. Edgy and surreal, each tale reflects on familiar, emotional issues and complex relationships from new and imaginative angles.
  avatar assembled: Role-play as a Heritage Practice Michal Mochocki, 2021-03-28 Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.
  avatar assembled: The Press Gang Godfrey Cheshire, Matt Zoller Seitz, Armond White, 2020-09-29 A dialogue about cinema's legacy and best directors through essays by three of the best long-form critics out there, collected from the legendary NYPress for the first time. Comprising of the kind of long-form criticism that is all too rare these days, the weekly film columns in the NYPress included polemics, reviews, interviews, festival reports and features. A far cry from what is often derisively termed the consumer report mode of criticism, Cheshire, Seitz and White were passionately engaged with the film culture of both their own time, and what had come before. They constituted three distinctly different voices: equally accomplished, yet notably individual, perspectives on cinema. Their distinctive tastes and approaches were often positioned in direct dialogue with each other, a constant critical conversation that frequently saw each writer directly challenging his colleagues. Dialogue is important in criticism, and here you can find a healthy example of it existing under one proverbial roof. This three-way dialogue between Cheshire, Seitz and White assesses the 1990s in cinema, along with pieces on New York's vibrant repertory scene that allow us to read the authors' takes on directors such as Hitchcock, Lean, Kubrick, Welles, Fassbinder and Bresson; as well as topics such as the legacy of Star Wars, film noir, early film projection in New York City, the New York Film Critics Circle, Sundance, the terrorist attacks of 9/11 and the emerging cinema of Iran and Taiwan.
  avatar assembled: New Opportunities for Artistic Practice in Virtual Worlds Doyle, Denise, 2015-06-26 Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.
  avatar assembled: Computer Vision – ECCV 2024 Aleš Leonardis, Elisa Ricci, Stefan Roth, Olga Russakovsky, Torsten Sattler, Gül Varol, 2024-10-31 The multi-volume set of LNCS books with volume numbers 15059 up to 15147 constitutes the refereed proceedings of the 18th European Conference on Computer Vision, ECCV 2024, held in Milan, Italy, during September 29–October 4, 2024. The 2387 papers presented in these proceedings were carefully reviewed and selected from a total of 8585 submissions. They deal with topics such as computer vision; machine learning; deep neural networks; reinforcement learning; object recognition; image classification; image processing; object detection; semantic segmentation; human pose estimation; 3d reconstruction; stereo vision; computational photography; neural networks; image coding; image reconstruction; motion estimation.
  avatar assembled: Gaming the Metaverse Benjamin Beil, Gundolf S. Freyermuth, Isabelle Hamm, Vanessa Ossa, 2025-01-14 Neal Stephenson’s 1992 novel Snow Crash conceived of the Metaverse as an escapist medium within a dystopian future. By the early 2000s, his vision had evolved into a blueprint for pioneering virtual worlds, notably Second Life. In the 2010s, technology companies—from Meta to Epic Games—recast the Metaverse as the next frontier of digital experience and revenue generation. Now, in the 2020s, the still speculative concept encompasses a convergence of extended reality technologies alongside blockchain systems and artificial intelligence. This volume brings together leading scholars and industry professionals to examine past “imaginations” and recent “achievements” in the pursuit of the Metaverse. Contributors trace its development through literary, media, and cultural history while exploring current applications and their technical, social, cultural, and economic implications.
  avatar assembled: Team Up Lucas Flint, Save the multiverse. Stranded in another universe, away from his friends and family, Alex Fry (Beams) allies with a group of rebels to overthrow an oppressive regime which controls the United States government. All the while, he searches for a way back to his universe while also trying to fight against the Dread God's influence over his mind. Banished to an alternate universe, Kevin Jason (Bolt) must find a way to return to his own universe before the Dread God conquers the multiverse. But how do you escape a universe that hasn't even discovered dimension-hopping tech yet? Bolt and Beams must reunite if they are going to thwart the Dread God's schemes. But with enemies on all sides trying to kill them and the Dread God himself moving forward with his plans of multiversal conquest, that is far easier said than done. KEYWORDS: superhero action fiction, superhero fantasy, superhero fiction novel, superhero science fiction, superhero scifi, superhero young adult, superhero city, superhero books, superhero action, superhero books for kids, superheroes, cool superheroes, action adventure books, superhero action adventure books, action adventure fiction, superhero action adventure fiction, young adult action adventure, action adventure young adult, coming of age books
  avatar assembled: A Wild Last Boss Appeared! Volume 9 Firehead, 2022-07-15 It’s a Wild Last Boss versus the Goddess of Creation in single combat that transcends dimensions, the laws of physics, and basic common sense! When Lufas regained her memories, the Goddess Alovenus awoke the remaining ouroboroses and began the end of the world. However, the Twelve Heavenly Stars, the Seven Heroes, and the devilfolk joined forces to defeat the ouroboroses. Now, it’s only Lufas, Benetnasch, and the Devil King Orm facing down Alovenus as the universe crumbles around them. But Lufas knows something even the Goddess herself has nearly forgotten. Despite her divine abilities, something doesn’t quite add up, and Lufas has the answer. With her secret out, a battle for the universe is underway as Alovenus finally sees Lufas as a true enemy and not simply a nuisance to be dealt with. How will the battle play out? Will Lufas win? Or will Alovenus defeat her and build a brand new universe to start this entire cycle once again?
  avatar assembled: Virtual Local Manufacturing Communities William Sims Bainbridge, 2019-02-25 This book deeply explores production-capable social media channels, based on thousands of hours of observation and extensive collection of statistical data, extracting hypotheses that may generalize to the real-world distributed manufacturing of the near future. Distributed manufacturing offers the promise of bringing jobs back to local communities, producing goods that are personalized or harmonize with distinctive cultures, and thereby reversing significant aspects of the globalization that has dominated in recent years. Large corporations may still have important roles to play, but in collaboration with local workshops, providing machinery, software, databases of designs, and communication media suitable for a diverse and dynamic workforce. For years, a set of computer simulation laboratories has flourished, in which millions of people have used virtual machines to produce a great variety of products: massively multiplayer online role-playing games. Their systems are highly diverse, complex, and provide information capable of serious social science analysis. This book deeply explores 30 of these production-capable social media, based on thousands of hours of observation and extensive collection of statistical data, extracting hypotheses that may generalize to the real-world distributed manufacturing of the near future. This book begins with an overview of this universe of online virtual worlds then demonstrates the principles of virtual manufacturing, modes of work-related communication, socio-economic structures and dynamics, and the function of artificial intelligence in these human-technology systems. It concludes with consideration of the large-scale technical and cultural variation illustrated both by individual examples and by the rather large industry in which they have long been successful.
  avatar assembled: Ruled Out Cameron Cooper, 2021-06-17 Danny and her people face a galaxy-spanning dilemma. Danny Andela, known as the Iron Hammer, and her allies are forced by the warlike Slavers to find a way to lead the Carina worlds to war. Both war and universal leadership are abhorred by the scarred and abused Carina people, yet Danny needs a central authority upon which to build the military force they need to defeat the enemy. Danny realizes that she must find a way to protect the Carinad worlds on her own, but the work is not easy, for everyone thinks she is crazy and power-mad, including those people she considered friends and family… Ruled Out is the fifth book in the Iron Hammer space opera science fiction series by award-winning SF author Cameron Cooper. The Iron Hammer series is a spin off from the acclaimed Imperial Hammer series, and features many of the characters and situations from that series. The Iron Hammer series: 1.0: Galactic Thunder 2.0: Stellar Storm 3.0: Planetary Parlay 4.0: Waxing War 5.0: Ruled Out 6.0: Stranger Stars 7.0: Federal Force 8.0: Redline Rebels Space Opera Science Fiction Novel __ Praise for Ruled Out: Fast paced read with plenty of action from bar fights to space battles. Nail biter of an ending with a huge twist/reveal for the next book. Excited to see how this will play out. Insightful, detailed, perfectly crafted story which has day-to-day actions and amazing twists and turns. This world comes alive for the reader. Oh, wow! Cameron Cooper just keeps getting better and better! And this Iron Hammer series has become absolutely Un. Put. Downable! __ Cameron Cooper is the author of the Imperial Hammer series, an Amazon best-selling space opera series, among others. Cameron tends to write space opera short stories and novels, but also roams across the science fiction landscape. Cameron was raised on a steady diet of Asimov, Heinlein, Herbert, McCaffrey, and others. Peter F. Hamilton, John Scalzi, Martha Wells and Cory Doctorow are contemporary heroes. An Australian Canadian, Cam lives near the Canadian Rockies.
  avatar assembled: FCC Record United States. Federal Communications Commission, 2004-12
  avatar assembled: Nanobrain Anirban Bandyopadhyay, 2020-04-03 Making an artificial brain is not a part of artificial intelligence. It will be a revolutionary journey of mankind exploring a science where one cannot write an equation, a material will vibrate like geometric shape, and then those shapes will change to make decisions. Geometry of silence plays like a musical instrument to mimic a human brain; our thoughts, imagination, everything would be a 3D shape playing as music; composing music would be the brain’s singular job. For a century, the Turing machine ruled human civilization; it was believed that irrespective of complexity all events add up linearly. This book is a thesis to explore the science of decision-making where events are 3D-geometric shapes, events grow within and above, never side by side. ​ The book documents inventions and discoveries in neuroscience, computer science, materials science, mathematics and chemistry that explore the possibility of brain or universe as a time crystal. The philosophy of Turing, the philosophy of membrane-based neuroscience and the philosophy of linear, sequential thought process are challenged here by considering that a nested time crystal encompasses the entire conscious universe. Instead of an algorithm, the pattern of maximum free will is generated mathematically and that very pattern is encoded in materials such that its natural vibration integrates random events exactly similar to the way nature does it in every remote corner of our universe. Find how an artificial brain avoids any necessity for algorithm or programming using the pattern of free will.
  avatar assembled: For the Sake of a Soul Roby Ward, 2014-02-28 Terish Dozzrine has accomplished a lot in his extended life. More than willing to settle into a future of continuing what he has gained fame doing, he sets to training his new mount, a centaur named Celatia. There are powers that however have their own plans for Terish, and will go to any length to dominate him. For the Sake of a Soul sends the Terish Dozzrine sage to a much higher level of story. Dealing with a malicious deity, he and his friends must face issues that they would have preferred avoiding. Being joined with a young princess and an uncertain satyr, the group must consider what they consider worth fighting for while wondering if they are even worthy of the challenge placed before them.
avatar 也是头像的意思吗? - 知乎
Avatar指能够代表用户个人或其性格的一个图像,即我们常说的“头像”或“个人秀”。这个头像可以是网络游戏或者虚拟世界里三维立体的图像,也可以是网络论坛或社区里常用的二维平面图像。

如何评价“Avatar”的译名“阿凡达”? - 知乎
这事儿真没那么复杂。确定引进国内公映之前,Avatar有几个约定俗成的译名:降世神通、化身、天神下凡,等等。然后等确定 2010 年会引进国内公映后,译名就统一成「阿凡达」了。 …

Avatar: The Last Airbender - Reddit
An Avatar subreddit specifically focused on the original animated series: "Avatar: The Last Airbender" and other ATLA Content. Please read our rules, especially the content/spoiler …

Is avatar an anime? Yes or no? : r/TheLastAirbender - Reddit
Aug 24, 2020 · Avatar doesn't ever attempt to do those things and mostly sticks to a western style of humor and dialogue. I also felt that it never once fell into the habit of giving it's protagonists …

Custom Profile Pic : r/ubisoft - Reddit
Jan 1, 2023 · If you already use a custom avatar, you will be able to continue to use it. However, when changing your avatar, you will only be able to select a new image from our gallery." …

[ATLA] Highly detailed map of the World of Avatar
Aug 6, 2017 · So there is a PBtA game called Legend of the Elements that is "heavily inspired" by Avatar. I totally want to run a game set in something I read off this sub. Like a near future …

how too put on more than 2 hairs? : r/roblox - Reddit
the only work around i know is to use the website. avatar > hair (or hat. doesnt matter, they're all connected) > scroll down to "Advanced" > copy item ID (ID will be in the link when viewing the …

Reddit Avatar Builder - Create Your Custom Avatar
Build your own custom Reddit avatar with a signature look, gear, and accessories that show off your personality.

best animated avatar frames for a profile with the black theme?
For the items that can be obtained through crafting badges, i.e. emoticons and profile backgrounds (static), you need to own the game beforr you can purchase them. But for the …

Is there a hub to find free PNG-tuber models to use? : r/PngTuber
Feb 8, 2023 · r/NFT is a community for all things related to non-fungible tokens (NFTs). Whether you're an artist, collector, trader, gamer, or just curious to learn, you've come to the right place!

avatar 也是头像的意思吗? - 知乎
Avatar指能够代表用户个人或其性格的一个图像,即我们常说的“头像”或“个人秀”。这个头像可以是网络游戏或者虚拟世界里三维立体的图像,也可以是网络论坛或社区里常用的二维平面图像。

如何评价“Avatar”的译名“阿凡达”? - 知乎
这事儿真没那么复杂。确定引进国内公映之前,Avatar有几个约定俗成的译名:降世神通、化身、天神下凡,等等。然后等确定 2010 年会引进国内公映后,译名就统一成「阿凡达」了。 …

Avatar: The Last Airbender - Reddit
An Avatar subreddit specifically focused on the original animated series: "Avatar: The Last Airbender" and other ATLA Content. Please read our rules, especially the content/spoiler …

Is avatar an anime? Yes or no? : r/TheLastAirbender - Reddit
Aug 24, 2020 · Avatar doesn't ever attempt to do those things and mostly sticks to a western style of humor and dialogue. I also felt that it never once fell into the habit of giving it's protagonists …

Custom Profile Pic : r/ubisoft - Reddit
Jan 1, 2023 · If you already use a custom avatar, you will be able to continue to use it. However, when changing your avatar, you will only be able to select a new image from our gallery." …

[ATLA] Highly detailed map of the World of Avatar
Aug 6, 2017 · So there is a PBtA game called Legend of the Elements that is "heavily inspired" by Avatar. I totally want to run a game set in something I read off this sub. Like a near future …

how too put on more than 2 hairs? : r/roblox - Reddit
the only work around i know is to use the website. avatar > hair (or hat. doesnt matter, they're all connected) > scroll down to "Advanced" > copy item ID (ID will be in the link when viewing the …

Reddit Avatar Builder - Create Your Custom Avatar
Build your own custom Reddit avatar with a signature look, gear, and accessories that show off your personality.

best animated avatar frames for a profile with the black theme?
For the items that can be obtained through crafting badges, i.e. emoticons and profile backgrounds (static), you need to own the game beforr you can purchase them. But for the …

Is there a hub to find free PNG-tuber models to use? : r/PngTuber
Feb 8, 2023 · r/NFT is a community for all things related to non-fungible tokens (NFTs). Whether you're an artist, collector, trader, gamer, or just curious to learn, you've come to the right place!