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simcity 4 area 51: Creative Methods for Human Geographers Nadia von Benzon, Mark Holton, Catherine Wilkinson, Samantha Wilkinson, 2021-01-13 Introducing a broad range of innovative and creative qualitative methods, this accessible book shows you how to use them in research project while providing straightforward advice on how to approach every step of the process, from planning and organisation to writing up and disseminating research. It offers: Demonstration of creative methods using both primary or secondary data. Practical guidance on overcoming common hurdles, such as getting ethical clearance and conducting a risk assessment. Encouragement to reflect critically on the processes involved in research. The authors provide a complete toolkit for conducting research in geography, while ensuring the most cutting-edge methods are unintimidating to the reader. |
simcity 4 area 51: Die Reise zum Mond Daniel Grinsted, 2009 That's one small step for [a] man, one giant leap for mankind. Mit diesem Satz betrat der amerikanische Astronaut Neil Armstrong in der Nacht vom 20. auf den 21. Juli 1969 den Mond und schlug damit ein neues Kapitel der Kulturgeschichte auf: Der Mensch hatte zum ersten Mal seinen Heimatplaneten verlassen und einen fremden Himmelskörper erreicht. In dieser kulturwissenschaftlichen Untersuchung wird die These vertreten, dass die Reise zum Mond ihre faszinierende Wirkung wesentlich aus ihrer Medialität bezog und das Abenteuer von Apollo 11 von Beginn an als historisches Medienspektakel geplant war. Anhand dieses Ereignisses werden vielschichtige medienphilosophische Zusammenhänge anschaulich gemacht und die Ambivalenz und Dialektik des Phänomens 'Medium' nachgewiesen. Der rote Faden des Buches verknüpft dabei drei medienästhetische Felder: Das Fernrohr, welches den Erdtrabant zum Reiseziel machte; das panoramatische Massenerlebnis, in der das Imaginäre der Mondreise immersiv erlebt werden konnte; und schließlich die Seherfahrungen, die die Mondlandung von Apollo 11 begleiteten und das Fernsehen als Leitmedium etablierten.Daniel Grinsted, geboren 1977 in Darmstadt, studierte Kulturwissenschaft und Anglistik/Amerikanistik an der Humboldt-Universität zu Berlin. |
simcity 4 area 51: PC Gamer , 2007 |
simcity 4 area 51: The Orange Economy Inter American Development Bank, Iván Duque Márquez, Pedro Felipe Buitrago Restrepo, 2013-10-01 This manual has been designed and written with the purpose of introducing key concepts and areas of debate around the creative economy, a valuable development opportunity that Latin America, the Caribbean and the world at large cannot afford to miss. The creative economy, which we call the Orange Economy in this book (you'll see why), encompasses the immense wealth of talent, intellectual property, interconnectedness, and, of course, cultural heritage of the Latin American and Caribbean region (and indeed, every region). At the end of this manual, you will have the knowledge base necessary to understand and explain what the Orange Economy is and why it is so important. You will also acquire the analytical tools needed to take better advantage of opportunities across the arts, heritage, media, and creative services. |
simcity 4 area 51: Seeing Like a State James C. Scott, 2020-03-17 One of the most profound and illuminating studies of this century to have been published in recent decades.--John Gray, New York Times Book Review Hailed as a magisterial critique of top-down social planning by the New York Times, this essential work analyzes disasters from Russia to Tanzania to uncover why states so often fail--sometimes catastrophically--in grand efforts to engineer their society or their environment, and uncovers the conditions common to all such planning disasters. Beautifully written, this book calls into sharp relief the nature of the world we now inhabit.--New Yorker A tour de force.-- Charles Tilly, Columbia University |
simcity 4 area 51: Sega Saturn Pocket Power Guide Simon Hill, Jem Roberts, Ian Osborne, 1997-10-02 The Sega Saturn is blessed with arcade-perfect conversions of the most addictive coin-ops around, along with original titles that set the console alight with excellent sound and perfect graphic sequences. Sega Saturn Pocket Power Guide Volume 2 covers all the new titles with cheats, codes, passwords, and walkthroughs to help you run faster, jump further, and live longer.This book will greatly enhance you experience with: Albert Odyssey Crime Wave Die Hard Arcade DOOM Fighters Megamix Gun Griffon Last Bronx Manx TT Superbike Mass Destruction NBA Jam Extreme Resident Evil Shining the Holy Ark Sonic 3D Blast Virtual On About the Author Prima Creative Services is a team of gaming experts that has produced over 60 strategy guides for Prima Publishing, and collectively has two decades of experience in the gaming magazine field. |
simcity 4 area 51: Designing Streets for Kids National Association of City Transportation Officials, Global Designing Cities Initiative, 2019-12-12 Building on the success of their Global Street Design Guide, the National Association of City Transportation Officials (NACTO)-Global Designing Cities Initiative (GDCI) Streets for Kids program has developed child-focused design guidance to inspire leaders, inform practitioners, and empower communities around the world to consider their city from the eyes of a child. The guidance in Designing Streets for Kids captures international best practices, strategies, programs, and policies that cities around the world have used to design streets and public spaces that are safe and appealing to children from their earliest days. The guidance also highlights tactics for engaging children in the design process, an often-overlooked approach that can dramatically transform how streets are designed and used. |
simcity 4 area 51: Game Informer Magazine , 2008 |
simcity 4 area 51: The City of Dusk Tara Sim, 2022-03-22 This dark epic fantasy follows the heirs of four noble houses—each gifted with a divine power—as they form a tenuous alliance to keep their kingdom from descending into a realm-shattering war. The Four Realms—Life, Death, Light, and Darkness—all converge on the city of dusk. For each realm there is a god, and for each god there is an heir. But the gods have withdrawn their favor from the once vibrant and thriving city. And without it, all the realms are dying. Unwilling to stand by and watch the destruction, the four heirs—Risha, a necromancer struggling to keep the peace; Angelica, an elementalist with her eyes set on the throne; Taesia, a shadow-wielding rogue with rebellion in her heart; and Nik, a soldier who struggles to see the light—will sacrifice everything to save the city. But their defiance will cost them dearly. |
simcity 4 area 51: SimCity 4 Greg Kramer, 2003-01-14 Experience life in the big SimCity. Effective strategies for building the ideal city Fundamental management tactics for multiple cities How to obtain all rewards Tips for novices and seasoned Mayors alike All modesGod, Mayor, and My Sim covered! How to build regions and specialty cities Exclusive information from the Electronic Arts developers |
simcity 4 area 51: Spatial Microsimulation with R Robin Lovelace, 2017-09-07 Generate and Analyze Multi-Level Data Spatial microsimulation involves the generation, analysis, and modeling of individual-level data allocated to geographical zones. Spatial Microsimulation with R is the first practical book to illustrate this approach in a modern statistical programming language. Get Insight into Complex BehaviorsThe book progresses from the principles underlying population synthesis toward more complex issues such as household allocation and using the results of spatial microsimulation for agent-based modeling. This equips you with the skills needed to apply the techniques to real-world situations. The book demonstrates methods for population synthesis by combining individual and geographically aggregated datasets using the recent R packages ipfp and mipfp. This approach represents the best of both worlds in terms of spatial resolution and person-level detail, overcoming issues of data confidentiality and reproducibility. Implement the Methods on Your Own DataFull of reproducible examples using code and data, the book is suitable for students and applied researchers in health, economics, transport, geography, and other fields that require individual-level data allocated to small geographic zones. By explaining how to use tools for modeling phenomena that vary over space, the book enhances your knowledge of complex systems and empowers you to provide evidence-based policy guidance. |
simcity 4 area 51: Computer Gaming World , 1997 |
simcity 4 area 51: Confronting the Challenges of Participatory Culture Henry Jenkins, 2009-06-05 Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans), producing creative work in new forms (digital sampling, modding, fan videomaking, fan fiction), working in teams to complete tasks and develop new knowledge (as in Wikipedia), and shaping the flow of media (as in blogging or podcasting). A growing body of scholarship suggests potential benefits of these activities, including opportunities for peer-to-peer learning, development of skills useful in the modern workplace, and a more empowered conception of citizenship. Some argue that young people pick up these key skills and competencies on their own by interacting with popular culture; but the problems of unequal access, lack of media transparency, and the breakdown of traditional forms of socialization and professional training suggest a role for policy and pedagogical intervention. This report aims to shift the conversation about the digital divide from questions about access to technology to questions about access to opportunities for involvement in participatory culture and how to provide all young people with the chance to develop the cultural competencies and social skills needed. Fostering these skills, the authors argue, requires a systemic approach to media education; schools, afterschool programs, and parents all have distinctive roles to play. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning |
simcity 4 area 51: Architecture and Identity Chris Abel, Norman Foster, 2012-10-02 'Instead of tuning the consumer to the machine we can now tune the machine to the consumer' This edited collection of essays, now in its second edition, brings together the author's key writings on the cultural, technological and theoretical developments reshaping Modern architecture into a responsive and diverse movement for the twenty-first century. Chris Abel approaches his subject from a wide range of knowledge, including cybernetics, philosophy, new human science and development planning, as well as his experience as a teacher and critic on four continents. The result is a unique global perspective on the changing nature of Modern architecture at the turn of the millennium. Including two new chapters, this revised and expanded second edition offers radical insights into such topics as: the impact of information technology on customized architecture production; the relations between tradition and innovation; prospects for a global eco-culture, and the local and global forces shaping the architecture and cities of Asia. Chris Abel is an architectural writer and educator, based in Malta. He has taught at major universities in the UK, North and South America, Southeast Asia and the Middle East and is a contributor to numerous international journals and other publications. He currently holds visiting appointments at the University of Malta and the University of the Phillippines. |
simcity 4 area 51: Chicago Tribune Index , 1996 |
simcity 4 area 51: What Video Games Have to Teach Us About Learning and Literacy. Second Edition James Paul Gee, 2007-12-26 James Paul Gee begins his classic book with I want to talk about video games--yes, even violent video games--and say some positive things about them. With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world. |
simcity 4 area 51: Artificial Intelligence and Games Georgios N. Yannakakis, Julian Togelius, 2025-07-04 This book covers artificial intelligence methods applied to games, both in research and game development. It is aimed at graduate students, researchers, game developers, and readers with a technical background interested in the intersection of AI and games. The book covers a range of AI methods, from traditional search, planning, and optimization, to modern machine learning methods, including diffusion models and large language models. It discusses applications to playing games, generating content, and modeling players, including use cases such as level generation, game testing, intelligent non-player characters, player retention, player experience analysis, and game adaptation. It also covers the use of games, including video games, to test and benchmark AI algorithms. The book is informed by decades of research and practice in the field and combines insights into game design with deep technical knowledge from the authors, who have pioneered many of the methods and approaches used in the field. This second edition of the 2018 textbook captures significant developments in AI and gaming over the past 7 years, incorporating advancements in computer vision, reinforcement learning, deep learning, and the emergence of transformer-based large language models and generative AI. The book has been reorganized to provide an updated overview of AI in games, with separate sections dedicated to AI’s core uses in playing and generating games, and modeling their players, along with a new chapter on ethical considerations. Aimed at readers with foundational AI knowledge, the book primarily targets three audiences: graduate or advanced undergraduate students pursuing careers in game AI, AI researchers and educators seeking teaching resources, and game programmers interested in creative AI applications. The text is complemented by a website featuring exercises, lecture slides, and additional educational materials suitable for undergraduate and graduate courses. |
simcity 4 area 51: The Gentrification of the Mind Sarah Schulman, 2012-01-07 Sarah Schulman, as always, hits the nail on the head. I can't imagine a more insightful probe into gentrification and its inhumane consequences. Everyone needs to read this book.—Martin Duberman, author of Stonewall “Sarah Schulman's The Gentrification of the Mind is a bulwark against the collective loss of memory. AIDS, gentrification, the struggle for gay rights, the class war that has driven entire communities of artists, immigrants, and outsiders from the neighborhoods they created—all these things have been erased by the official culture. Schulman's book will make you rage and weep, and then—just maybe—organize.”—Luc Sante, author of Low Life: Lures and Snares of Old New York Hard-headed, sensitive, and informed, this book will make the confused world of urban redevelopment and gentrification make notably more sense. Schulman has a mind as clear as a bell in evening. You'll be glad you read it. I was.—Samuel R. Delany, author of Through the Valley of the Nest of Spiders |
simcity 4 area 51: Urban Play Fabio Duarte, Ricardo Alvarez, 2021-08-03 Why technology is most transformative when it is playful, and innovative spatial design happens only when designers are both tinkerers and dreamers. In Urban Play, Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces. |
simcity 4 area 51: Rules of Play Katie Salen Tekinbas, Eric Zimmerman, 2003-09-25 An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design. |
simcity 4 area 51: Escape from Terra Sandy Sandfort, Scott Bieser, Lee Oaks, 2010 In the late 21st century humans are colonizing the Solar System, finding fabulous wealth and re-discovering freedom in the far-flung Asteroid Belt. But the United World government on Terra envies the Belter's wealth, and is determined to bring these cowboys under central control, one way or another.--Publisher's description. |
simcity 4 area 51: The Birth of the Mind Gary Marcus, 2008-08-05 In The Birth of the Mind , award-winning cognitive scientist Gary Marcus irrevocably alters the nature vs. nurture debate by linking the findings of the Human Genome project to the development of the brain. Startling findings have recently revealed that the genome is much smaller than we once thought, containing no more than 30,000-40,000 genes. Since this discovery, scientists have struggled to understand how such a tiny number of genes could contain the instructions for building the human brain, arguably the most complex device in the known universe. Synthesizing up-to-the-minute biology with his own original findings on child development, Marcus is the first to resolve this apparent contradiction by chronicling exactly how genes create the infinite complexities of the human mind. Along the way, he dispels the common misconceptions people harbor about genes, and explores the stunning implications of this research for the future of genetic engineering. Vibrantly written and completely accessible to the lay reader, The Birth of the Mind will forever change the way we think about our origins and ourselves. |
simcity 4 area 51: Sin City Frank Miller, 1992 Sin City is the place--tough as leather and dry as tinder. Love is the fuel and Violent Marv has the match. Watch it burn! |
simcity 4 area 51: Microtimes , 1996 |
simcity 4 area 51: The Civic Potential of Video Games Joseph Kahne, Ellen Middaugh, Chris Evans, 2009-06-05 This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically disengaged, meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement. Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games. |
simcity 4 area 51: Leaders Make the Future Bob Johansen, Robert Johansen, 2009-05-11 What future forces will affect a leaders ability to lead in the next year, 5 years, 10 years? |
simcity 4 area 51: The Birth of the Mind Gary Fred Marcus, 2004 A psychologist offers a detailed study of the genetic underpinnings of human thought, looking at the small number of genes that contain the instructions for building the vastly complex human brain to determine how these genes work, common misconceptions about genes, and their implications for the future of genetic engineering. 30,000 first printing. |
simcity 4 area 51: GamesMarkt , 2005 |
simcity 4 area 51: This Gaming Life Jim Rossignol, 2009-08-04 DIVA look at what it's like to play video games, their cultures in three different international cities, and their significance in everyday life/div |
simcity 4 area 51: Distance Education for Teacher Training Hilary Perraton, 2002-03-11 Distance education, combining the use of correspondence texts, broadcasting and limited opportunities for face-to-face study, has been used in at least a hundred teacher training programmes over the last 25 years. Distance Education for Teacher Training is the first comparative review of the use of distance education and open learning for the training and upgrading of teachers. The book contains case studies using a broadly common format both to describe and analyse distance teacher training programmes in eleven countries across five continents. The case studies describe the methods used to examine how far the craft of teaching can be studied at a distance. Using a standardised microeconomic framework, they provide unique data on the comparative costs of training teachers by distance and conventional methods. The authors then draw general conclusions about the advantages and drawbacks of using distance education or open learning, about the conditions for success, and about comparative effects and costs. Distance Education for Teacher Training will be of value to all concerned with teacher education, whether in developing or industrialised countries, and to those working in and planning for distance education and open learning. |
simcity 4 area 51: The World's Smallest Post Service Lea Redmond, 2011-05-25 The World's Smallest Post Service is an ongoing project by artist LeaRedmond. Since 2008, she has been setting up her miniature post servicein cafes and shops, transcribing tiny letters for passersby. Hercreative workshop, Leafcutter Designs, offers curious goods, surprisingservices, and projects for participation: www.leafcutterdesigns.com. Includes: 0.2mm fine-tipped micron writing pen 40 mini writing sheets 40 mini envelopes 60 envelope seals 4 mini gift boxes 4 sheets Kraft wrapping paper 4 sheets miniature newspaper packing paper 44 inches twine 40 postage stamps 32 special delivery stickers Instruction sheet |
simcity 4 area 51: Gamification by Design Gabe Zichermann, Christopher Cunningham, 2011-08 Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app |
simcity 4 area 51: The Forgotten City Phil Allmendinger, 2021-05-25 Phil Allmendinger takes a critical approach to the role of 'smart' in future cities and the relationship with city development. Considering how technology can support active citizenship, he challenges the commercial drivers of big tech and warns that these, not developments for 'social good', may dominate. |
simcity 4 area 51: Arbitrary Lines M. Nolan Gray, 2022-06-21 It's time for America to move beyond zoning, argues city planner M. Nolan Gray in Arbitrary Lines: How Zoning Broke the American City and How to Fix It. With lively explanations, Gray shows why zoning abolition is a necessary--if not sufficient--condition for building more affordable, vibrant, equitable, and sustainable cities. Gray lays the groundwork for this ambitious cause by clearing up common misconceptions about how American cities regulate growth and examining four contemporary critiques of zoning (its role in increasing housing costs, restricting growth in our most productive cities, institutionalizing racial and economic segregation, and mandating sprawl). He sets out some of the efforts currently underway to reform zoning and charts how land-use regulation might work in the post-zoning American city. Arbitrary Lines is an invitation to rethink the rules that will continue to shape American life--where we may live or work, who we may encounter, how we may travel. If the task seems daunting, the good news is that we have nowhere to go but up. |
simcity 4 area 51: Game Research Methods: An Overview Patri Lankoski, Staffan Björk, et al., 2015 Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games.--Provided by publisher. |
simcity 4 area 51: Ageing and Technology Emma Domínguez Rué, Linda Nierling, 2016-01-15 The booming increase of the senior population has become a social phenomenon and a challenge to our societies, and technological advances have undoubtedly contributed to improve the lives of elderly citizens in numerous aspects. In current debates on technology, however, the »human factor« is often largely ignored. The ageing individual is rather seen as a malfunctioning machine whose deficiencies must be diagnosed or as a set of limitations to be overcome by means of technological devices. This volume aims at focusing on the perspective of human beings deriving from the development and use of technology: this change of perspective – taking the human being and not technology first – may help us to become more sensitive to the ambivalences involved in the interaction between humans and technology, as well as to adapt technologies to the people that created the need for its existence, thus contributing to improve the quality of life of senior citizens. |
simcity 4 area 51: Designing Virtual Worlds Richard A. Bartle, 2004 This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs. |
simcity 4 area 51: Stat Labs Deborah Nolan, Terry P. Speed, 2006-05-02 Integrating the theory and practice of statistics through a series of case studies, each lab introduces a problem, provides some scientific background, suggests investigations for the data, and provides a summary of the theory used in each case. Aimed at upper-division students. |
simcity 4 area 51: In Search of Mycotopia Doug Bierend, 2021-03-10 “Mushrooms are having a moment. [A] natural sequel for the many readers who enjoyed Merlin Sheldrake’s Entangled Life.”—Library Journal “Bierend writes with sensual verve and specificity, enthusiasm, and humor. . . . [He] introduces us to the staggering variety of mushrooms, their mystery, their funk, and the way they captivate our imaginations.”—The Boston Globe “Nothing is impossible if you bring mushrooms into your life, and reading this book is a great way to begin your journey.”—Tradd Cotter, author of Organic Mushroom Farming and Mycoremediation From ecology to fermentation, in pop culture and in medicine—mushrooms are everywhere. With an explorer’s eye, author Doug Bierend guides readers through the weird, wonderful world of fungi and the amazing mycological movement. In Search of Mycotopia introduces us to an incredible, essential, and oft-overlooked kingdom of life—fungi—and all the potential it holds for our future, through the work and research being done by an unforgettable community of mushroom-mad citizen scientists and microbe devotees. This entertaining and mind-expanding book will captivate readers who are curious about the hidden worlds and networks that make up our planet. Bierend uncovers a vanguard of mycologists: growers, independent researchers, ecologists, entrepreneurs, and amateur enthusiasts exploring and advocating for fungi’s capacity to improve and heal. From decontaminating landscapes and waterways to achieving food security, In Search of Mycotopia demonstrates how humans can work with fungi to better live with nature—and with one another. “Comprehensive and enthusiastic. . . . This fascinating, informative look into a unique subculture and the fungi at its center is a real treat.”—Publishers Weekly “If you enjoyed Merlin Sheldrake’s Entangled Life . . . I highly recommend this book. . . . In the vein of Louis Theroux, Bierend journeys deep in the wonderfully strange subculture of the mushroom-mad.”—Idler magazine “Engaging and entertaining. . . .Bierend proves his skill as a science journalist through interviews and experiences shared with mushroom experts and citizen scientists.”—Choice |
simcity 4 area 51: Future Cities Nick Dunn, Paul Cureton, 2020-12-10 What might our cities look like in ten, twenty or fifty years? How may future cities face global challenges? Imagining the city of the future has long been an inspiration for many architects, artists and designers. This book examines how cities of the future have been visualised, what these projects sought to communicate and what the implications may be for us now. It provides a visual history of the future and explores the relationships between different visualisation techniques and ideologies for cities. Thinking about what futures are, who they are for, why they are desirable, and how and when they are to be brought into being is central to this book. Through visualisation we are able to experiment in ways that would be impractical and potentially hazardous in the real world, and this book, therefore, aims to contribute toward a better understanding of the power and agency of visualisations for future cities. In this lavishly illustrated text, the authors apply several critical lenses to consider the subject in different ways: technological futures, social futures, and global futures, providing a comprehensive survey and analysis of visions for future cities, and engaging creatively with how we perceive tomorrow's world and future studies more widely. |
SimCity™ Video Games - Official EA Site - Electronic Arts
SIMCITY GAMES. Be the hero of your very own city as you design and create a beautiful, bustling metropolis in SimCity BuildIt, the most popular city builder on mobile, and other SimCity …
Buy SimCity™ - Electronic Arts
SimCity™ Digital Deluxe Upgrade Pack $ 9.99. Add On. Bundle. Amusement Park Set $ 4.99. Add On. Microcontent. Airships Set $ 4.99. Add On. Microcontent. British City Set $ 4.99. Add …
SimCity BuildIt - Free Mobile Game - EA Official Site
Build, craft, and control! SimCity BuildIt is an all-new SimCity game designed just for mobile. Available now on iOS and Android for free.
Buy SimCity 4 - Electronic Arts
In SimCity™ 4, you don’t just build your city; you breathe life into it. Sculpt mountains, dig riverbeds, and seed forests as you lay the groundwork for your creation.
Videogiochi di SimCity™ - Sito ufficiale EA - Electronic Arts
VIDEOGIOCHI DI SIMCITY. Diventa l'eroe della tua città progettando e creando una meravigliosa metropoli piena di vita in SimCity BuildIt, il costruttore di città più famoso per dispositivi mobili, …
「SimCity™」シリーズ - EA公式サイト - Electronic Arts
「SimCity」シリーズ. モバイルの都市建設ゲームで最も人気の高いSimCity BuildItをはじめとする「SimCity」シリーズで、自分だけの都市のヒーローとなって、美しく活気あふれる大都 …
Videojuegos SimCity™ - Sitio oficial de EA - Electronic Arts
Juegos SimCity. Conviértete en el héroe de tu ciudad a medida que diseñas una metrópolis llena de vida en SimCity BuildIt, el constructor de ciudad más popular para móvil, y otros juegos …
Gry wideo SimCity™ – Oficjalna strona EA - Electronic Arts
Poznaj gry wideo SimCity™ od Electronic Arts, wiodącego wydawcy gier na konsole, komputery i urządzenia mobilne.
Jogos SimCity™ - Site Oficial da EA - Electronic Arts
Explore os jogos SimCity™ da Electronic Arts, líder na distribuição de jogos para PC, consoles e dispositivos móveis.
SimCity™-games - Officiële EA-site - Electronic Arts
SIMCITY-GAMES. Word de held van je eigen stad en ontwerp een beeldschone, levendige metropool in SimCity BuildIt, de meest succesvolle stedenbouwer op mobiel, en andere …
SimCity™ Video Games - Official EA Site - Electronic Arts
SIMCITY GAMES. Be the hero of your very own city as you design and create a beautiful, bustling metropolis in SimCity BuildIt, the most popular city builder on mobile, and other SimCity …
Buy SimCity™ - Electronic Arts
SimCity™ Digital Deluxe Upgrade Pack $ 9.99. Add On. Bundle. Amusement Park Set $ 4.99. Add On. Microcontent. Airships Set $ 4.99. Add On. Microcontent. British City Set $ 4.99. Add …
SimCity BuildIt - Free Mobile Game - EA Official Site
Build, craft, and control! SimCity BuildIt is an all-new SimCity game designed just for mobile. Available now on iOS and Android for free.
Buy SimCity 4 - Electronic Arts
In SimCity™ 4, you don’t just build your city; you breathe life into it. Sculpt mountains, dig riverbeds, and seed forests as you lay the groundwork for your creation.
Videogiochi di SimCity™ - Sito ufficiale EA - Electronic Arts
VIDEOGIOCHI DI SIMCITY. Diventa l'eroe della tua città progettando e creando una meravigliosa metropoli piena di vita in SimCity BuildIt, il costruttore di città più famoso per dispositivi mobili, …
「SimCity™」シリーズ - EA公式サイト - Electronic Arts
「SimCity」シリーズ. モバイルの都市建設ゲームで最も人気の高いSimCity BuildItをはじめとする「SimCity」シリーズで、自分だけの都市のヒーローとなって、美しく活気あふれる大都 …
Videojuegos SimCity™ - Sitio oficial de EA - Electronic Arts
Juegos SimCity. Conviértete en el héroe de tu ciudad a medida que diseñas una metrópolis llena de vida en SimCity BuildIt, el constructor de ciudad más popular para móvil, y otros juegos …
Gry wideo SimCity™ – Oficjalna strona EA - Electronic Arts
Poznaj gry wideo SimCity™ od Electronic Arts, wiodącego wydawcy gier na konsole, komputery i urządzenia mobilne.
Jogos SimCity™ - Site Oficial da EA - Electronic Arts
Explore os jogos SimCity™ da Electronic Arts, líder na distribuição de jogos para PC, consoles e dispositivos móveis.
SimCity™-games - Officiële EA-site - Electronic Arts
SIMCITY-GAMES. Word de held van je eigen stad en ontwerp een beeldschone, levendige metropool in SimCity BuildIt, de meest succesvolle stedenbouwer op mobiel, en andere …