Twitch For Dummies

Twitch For Dummies

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  • Author: Tee Morris
  • Publisher: John Wiley & Sons
  • ISBN: 1119901588
  • Category : Computers
  • Languages : en
  • Pages : 340

Find your own streaming success with Dummies Twitch For Dummies will get you up to date with Twitch, the breakthrough streaming platform where you can set up a channel, increase your viewership, and find your people. Step-by-step guides and helpful, real-life examples get you ready to go live and, who knows, maybe even earn a little money while having fun online. Check out this new edition for all the details on the new Creator Dashboard interface, streaming in the metaverse, and details you need to know to get the world watching. This handy reference even covers the latest Twitch integrations for streaming from your mobile devices. Community-based entertainment has never been hotter, and Dummies shows you how to get on board. Discover why the streaming platform Twitch is taking the world by storm Set up your first channel, stream gameplay, create highlight reels, and find viewers Understand the ad revenue structure so you can earn cash from your stream Get current on going live from the latest console models to Virtual Reality This is the perfect Dummies guide for new and established Twitch streamers who want to improve their audience and skills.


The Literacies of the Esports Ecosystem

The Literacies of the Esports Ecosystem

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  • Author:
  • Publisher: BRILL
  • ISBN: 900468977X
  • Category : Education
  • Languages : en
  • Pages : 242

Esports is a global phenomenon that has attracted the attention of multiple interested parties—from investors to K-12 schools and universities. This text chronicles the multitude of ways that people are making meaning within and around the esports ecosystem. Literacies that occur in the esports ecosystem are the result of a collision of diverse experiences, actions, peoples, games, software, hardware, and roles. These literacies are multifaceted, multilayered, and multifarious. By acknowledging the call that these literacies hold, stakeholders can argue for their appreciation at all levels of the ecosystem. Literacies of the Esports Ecosystem answers this call. Contributors are: Anthony Betrus, Andrew Cochran, Luis E. Pérez Cortés, Jason Engerman, Thorkild Hanghøj, Ryan Rish and Kevin Sweeney.


High-Density Sequencing Applications in Microbial Molecular Genetics

High-Density Sequencing Applications in Microbial Molecular Genetics

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  • Author:
  • Publisher: Academic Press
  • ISBN: 0128159944
  • Category : Science
  • Languages : en
  • Pages : 574

High-Density Sequencing Applications in Microbial Molecular Genetics, Volume 612 in the Methods of Enzymology series provides the latest on the high-density sequencing of DNA and cDNA libraries and how they have revolutionized contemporary research in biology. Methods permitting tens of millions of sequence reads in a single experiment have paved the way to genome-wide studies that are contributing to our understanding of the complexity of living systems. Chapters in this updated volume include Characterizing the role of exoribonucleases in the control of microbial gene expression: Differential RNA seq., Conformational studies of bacterial chromosomes by high-throughput sequencing methods, Measuring mRNA degradation, and more. Addition sections cover Global recognition patterns of bacterial RNA-binding proteins, High-resolution profiling of NMD targets, and the Generation of a metagenomic 3C/Hi-C library of human gut microbiota, Genome-wide mapping of yeast retrotransposons integration target sites, Measuring protein synthesis rates, Finding unsuspected partners of small RNAs with new screening approaches, Use of multiplexed transcriptomics to define the relationship between promoter sequence and transcription output, RNA-based control of quorum sensing in Vibrio cholerae, amongst other highly regarded topics. Detail methods used in research articles that were recently published in leading journals Provides the latest on the high-density sequencing of DNA and cDNA libraries and how they have revolutionized contemporary research in biology


Watch Me Play

Watch Me Play

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  • Author: T.L. Taylor
  • Publisher: Princeton University Press
  • ISBN: 0691183554
  • Category : Social Science
  • Languages : en
  • Pages : 311

A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.


Technologies for Interactive Digital Storytelling and Entertainment

Technologies for Interactive Digital Storytelling and Entertainment

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  • Author: Stefan Göbel
  • Publisher: Springer Science & Business Media
  • ISBN: 3540222839
  • Category : Computers
  • Languages : en
  • Pages : 320

Interactive Digital Storytelling has evolved as a prospering research topic banding together formerly disjointed disciplines stemming from the arts and humanities as well as computer science. It’s tied up with the notion of storytelling as an effective means for the communication of knowledge and social values since the existence of humankind. It also builds a bridge between current academic trends investigating and formalizing computer games, and developments towards the experience-based design of human-media interaction in general. In Darmstadt, a first national workshop on Digital Storytelling was organized by ZGDV e.V. in 2000, which at that time gave an impression about the breadth of this new research field for computer graphics (DISTEL 2000). An international follow-up was planned: the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2003). Taking place in March 2003, it showed a more focussed range of research specifically on concepts and first pro- types for automated storytelling and autonomous characters, including modelling of emotions and the user experience. At TIDSE 2004, an established and still-growing community of researchers ga- ered together to exchange results and visions. This confirms the construction of a series of European conferences on the topic – together with the International Conf- ence on Virtual Storytelling, ICVS (conducted in 2001 and 2003 in France) – which will be further cultivated.


World of Warcraft Programming

World of Warcraft Programming

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  • Author: James Whitehead, II
  • Publisher: John Wiley & Sons
  • ISBN: 111808103X
  • Category : Computers
  • Languages : en
  • Pages : 1234

The #1 bestselling programming book is back with updated and expanded coverage of the newest release of WoW! World of Warcraft (WoW) is currently the world's largest massively multiplayer online role-playing game. The newest release, "Wrath of the Lich King," has created a demand for updated information on writing addons. This eagerly anticipated edition answers that request and is an essential reference for creating WoW addons. Written by a duo of authors who have each contributed a number of successful WoW addons, the book offers an overview of Lua and XML (the programming languages used to write addons) and includes coverage of specific pitfalls and common programming mistakes-and how to avoid them. Valuable examples show you detailed aspects of writing addons for WoW and demonstrate how to implement addon concepts such as variables, slash commands, secure templates, and more. World of Warcraft insiders share their techniques for writing addons for both the latest version of WoW as well as the new Wrath of the Lich King expansion set Guides you through the specific nuances of the WoW API with the use of detailed examples Discusses ways to distribute and host your WoW addons so others can download and use them Explains how to respond to events, create frames, and use the WoW API to interact with the game You'll be well on your way to creating exciting WoW addons with this comprehensive reference by your side. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.


Life-Like Characters

Life-Like Characters

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  • Author: Helmut Prendinger
  • Publisher: Springer Science & Business Media
  • ISBN: 9783540008675
  • Category : Computers
  • Languages : en
  • Pages : 504

Life-like characters is one of the most exciting technologies for human-computer interface applications today. They convincingly take the roles of virtual presenters, synthetic actors and sales personas, teammates and tutors. A common characteristic underlying their life-likeness or believability as virtual conversational partners is computational models that provide them with affective functions such as synthetic emotions and personalities and implement human interactive behavior. The wide dissemination of life-like characters in multimedia systems, however, will greatly depend on the availability of control languages and tools that facilitate scripting of intelligent conversational behaviour. This book presents the first comprehensive collection of the latest developments in scripting and representation languages for life-like characters, rounded off with an in-depth comparison and synopsis of the major approaches. Introducing toolkits for authoring animated characters further supports the ease of use of this new interface technology. Life-like characters being a vibrant research area, various applications have been designed and implemented. This book offers coverage of the most successful and promising applications, ranging from product presentation and student training to knowledge integration and interactive gaming. It also discusses the key challenges in the area and provides design guidelines for employing life-like characters.


Pragmatics of Computer-Mediated Communication

Pragmatics of Computer-Mediated Communication

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  • Author: Susan Herring
  • Publisher: Walter de Gruyter
  • ISBN: 3110214466
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 771

Excerpt Open publication The present handbook provides an overview of the pragmatics of language and language use mediated by digital technologies. Computer-mediated communication (CMC) is defined to include text-based interactive communication via the Internet, websites and other multimodal formats, and mobile communication. In addition to 'core' pragmatic and discourse-pragmatic phenomena the chapters cover pragmatically-focused research on types of CMC and pragmatic approaches to characteristic CMC phenomena. Reduced series price (print) available! > For orders, please contact [email protected].


Digital Discourse

Digital Discourse

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  • Author: Crispin Thurlow
  • Publisher: Oxford University Press
  • ISBN: 0199339732
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 408

Digital Discourse offers a distinctly sociolinguistic perspective on the nature of language in digital technologies. It starts by simply bringing new media sociolinguistics up to date, addressing current technologies like instant messaging, textmessaging, blogging, photo-sharing, mobile phones, gaming, social network sites, and video sharing. Chapters cover a range of communicative contexts (journalism, gaming, tourism, leisure, performance, public debate), communicators (professional and lay, young people and adults, intimates and groups), and languages (Irish, Hebrew, Chinese, Finnish, Japanese, German, Greek, Arabic, and French). The volume is organized around topics of primary interest to sociolinguists, including genre, style and stance. With commentaries from the two most internationally recognized scholars of new media discourse (Naomi Baron and Susan Herring) and essays by well-established scholars and new voices in sociolinguistics, the volume will be more current, more diverse, and more thematically unified than any other collection on the topic.


Humor 2.0

Humor 2.0

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  • Author: Salvatore Attardo
  • Publisher: Anthem Press
  • ISBN: 1839988576
  • Category : Humor
  • Languages : en
  • Pages : 234

The book shows how humor has changed since the advent of the internet: new genres, new contexts, and new audiences. The book provides a guide to such phenomena as memes, video parodies, photobombing, and cringe humor. Included are also in-depth discussions of the humor in phenomena such as Dogecoin, the joke currency, and the use of humor by the alt-right. It also shows how the cognitive mechanisms of humor remain unchanged. Written by a well-known specialist in humor studies, the book is engaging and readable, but also based on extensive scholarship.