All Your Base Are Belong to Us

All Your Base Are Belong to Us

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  • Author: Harold Goldberg
  • Publisher: Crown Archetype
  • ISBN: 0307463567
  • Category : Games & Activities
  • Languages : en
  • Pages : 354

Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!


Art in the Global Present

Art in the Global Present

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  • Author: Nikos Papastergiadis
  • Publisher: UTS ePRESS
  • ISBN: 0987236997
  • Category : Social Science
  • Languages : en
  • Pages : 290

Art in the Global Present presents a fascinating collection of essays that together reveal how art is currently navigating a globalised world. It addresses social issues such as the impact of migration, the ‘war on terror’ and the global financial crisis, and questions the transformations produced by new forms of flexible labour and the digital revolution. Through examining the resistance to the politics of globalisation in contemporary art, presenting the construction of an alternative geography of the imagination and reflecting on art’s capacity to express the widest possible sense of being, this book explores the worlds that artists make when they make art. A multifaceted perspective on the complexity of these issues is reached through the words of a diverse range of art practitioners and commentators, including acclaimed artists Lucy Orta, Callum Morton, Danae Stratou and the collective Postcommodity, international curators Hou Hanru, Cuauhtémoc Medina, Ranjit Hoskote and Linda Marie Walker and art critics, academics, writers and theorists Jean Burgess, Paul Carter, Barbara Creed, Geert Lovink, Scott McQuire, Nikos Papastergiadis, Gerald Raunig and Jan Verwoert.


Do Pizza Samples Really Exist?

Do Pizza Samples Really Exist?

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  • Author: Briane Pagel
  • Publisher: Lulu.com
  • ISBN: 0557040922
  • Category : Humor
  • Languages : en
  • Pages : 116

Why will paying attention to Paris Hilton destroy the universe? How can one number be better than the other? Are saber teeth really necessary for a good movie monster? Would Hollywood as we know it exist if not for Jennifer Aniston's hair? These questions and more are asked, and answered, in the only book that dares to explain how jellybeans are related to the apocalpyse. Essays on pop culture, things that are The Best, and life show a provocative, and hilarious, way of looking at the world.


The Video Games Guide

The Video Games Guide

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  • Author: Matt Fox
  • Publisher: McFarland
  • ISBN: 078647257X
  • Category : Games & Activities
  • Languages : en
  • Pages : 385

The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.


English as she is spoke; or, a jest in sober earnest

English as she is spoke; or, a jest in sober earnest

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  • Author: José da Fonseca
  • Publisher: DigiCat
  • ISBN:
  • Category : Fiction
  • Languages : en
  • Pages : 41

English as she is spoke by Jose de Fonseca is a befuddled Portuguese-to-English dictionary which was intentionally published as a humorous guide. Excerpt: "A choice of familiar dialogues, clean of gallicisms, and despoiled phrases, it was missing yet to studious Portuguese and Brazilian Youth; and also to persons of others nations, that wish to know the Portuguese language. We sought all we may do, to correct that want, composing and devising the present little work in two parts."


Respawn

Respawn

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  • Author: Colin Milburn
  • Publisher: Duke University Press
  • ISBN: 1478002786
  • Category : Social Science
  • Languages : en
  • Pages : 216

In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.


The Internet

The Internet

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  • Author: Jason Whittaker
  • Publisher: Psychology Press
  • ISBN: 9780415257466
  • Category : Computers
  • Languages : en
  • Pages : 246

The Internet: The Basicsprovides a concise and clearly written introduction to the study of the internet. Covering its practical application as a tool for research, as well as issues for communicating and designing for the web, this book also questions the ways in which the internet has changed our cultures, societies and identities. The areas covered in this book include: * the history and development of the internet * how it works * how to use it for research and communication * advice on good design practice for the web * how regulation is changing to deal with the new media, as well as questions of ethics * how the internet is changing our social, political, psychological and economic relations with others. The Internet: The Basicsis a non-technical, comprehensive guide to the internet, covering all aspects of the medium and its cultural and practical effects that will be of interest to anyone thinking of studying the subject.


Geek in Japan

Geek in Japan

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  • Author: Hector Garcia
  • Publisher: Tuttle Publishing
  • ISBN: 1462920020
  • Category : Travel
  • Languages : en
  • Pages : 197

Created specifically for fans of Japanese "cool culture," A Geek in Japan is one of the most iconic, hip, and concise cultural guides available. This new edition has been thoroughly revised and expanded with new chapters on Japanese video games, architecture, and a special section on visiting Kyoto. Reinvented for the internet age, it's packed with personal essays and hundreds of photographs, presenting all the touchstones of both traditional and contemporary culture in an entirely new way. The expansive range of topics include: Bushido, Geisha, Samurai, Shintoism, and Buddhism Traditional arts and disciplines like Ukiyo-e, Ikebana, Zen meditation, calligraphy, martial arts, and the tea ceremony Insightful essays on code words and social mores; dating and drinking rituals; working and living conditions and symbols and practices that are peculiarly Japanese Japanese pop culture genres and their subcultures, like otaku, gals, visual kei, and cosplay For visitors, the author includes a mini guide to his favorite neighborhoods in Tokyo as well as tips on special places of interest in other parts of Japan. Garcia has written an irreverent, insightful, and highly informative guide for the growing ranks of Japanophiles around the world.


Data Analysis, Interpretation, and Theory in Literacy Studies Research

Data Analysis, Interpretation, and Theory in Literacy Studies Research

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  • Author: Michele Knobel
  • Publisher: Myers Education Press
  • ISBN: 1975502159
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 249

Novice and early career researchers often have difficulty with understanding how theory, data analysis and interpretation of findings “hang together” in a well-designed and theorized qualitative research investigation and with learning how to draw on such understanding to conduct rigorous data analysis and interpretation of their analytic results. Data Analysis, Interpretation, and Theory in Literacy Studies Research demonstrates how to design, conduct and analyze a well put together qualitative research project. Using their own successful studies, chapter authors spell out a problem area, research question, and theoretical framing, carefully explaining their choices and decisions. They then show in detail how they analyzed their data, and why they took this approach. Finally, they demonstrate how they interpreted the results of their analysis, to make them meaningful in research terms. Approaches include interactional sociolinguistics, microethnographic discourse analysis, multimodal analysis, iterative coding, conversation analysis, and multimediated discourse analysis, among others. This book will appeal to beginning researchers and to literacy researchers responsible for teaching qualitative literacy studies research design at undergraduate and graduate levels. Perfect for courses such as: Literacy Research Seminar | Introduction to Qualitative Research | Advanced Research Methods | Studying New Literacies and Media | Research Perspectives in Literacy | Discourse Analysis | Advanced Qualitative Data Analysis | Sociolinguistic Analysis | Classroom Language Research


The Hardware Hacking Handbook

The Hardware Hacking Handbook

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  • Author: Jasper van Woudenberg
  • Publisher: No Starch Press
  • ISBN: 1593278748
  • Category : Computers
  • Languages : en
  • Pages : 514

The Hardware Hacking Handbook takes you deep inside embedded devices to show how different kinds of attacks work, then guides you through each hack on real hardware. Embedded devices are chip-size microcomputers small enough to be included in the structure of the object they control, and they’re everywhere—in phones, cars, credit cards, laptops, medical equipment, even critical infrastructure. This means understanding their security is critical. The Hardware Hacking Handbook takes you deep inside different types of embedded systems, revealing the designs, components, security limits, and reverse-engineering challenges you need to know for executing effective hardware attacks. Written with wit and infused with hands-on lab experiments, this handbook puts you in the role of an attacker interested in breaking security to do good. Starting with a crash course on the architecture of embedded devices, threat modeling, and attack trees, you’ll go on to explore hardware interfaces, ports and communication protocols, electrical signaling, tips for analyzing firmware images, and more. Along the way, you’ll use a home testing lab to perform fault-injection, side-channel (SCA), and simple and differential power analysis (SPA/DPA) attacks on a variety of real devices, such as a crypto wallet. The authors also share insights into real-life attacks on embedded systems, including Sony’s PlayStation 3, the Xbox 360, and Philips Hue lights, and provide an appendix of the equipment needed for your hardware hacking lab – like a multimeter and an oscilloscope – with options for every type of budget. You’ll learn: How to model security threats, using attacker profiles, assets, objectives, and countermeasures Electrical basics that will help you understand communication interfaces, signaling, and measurement How to identify injection points for executing clock, voltage, electromagnetic, laser, and body-biasing fault attacks, as well as practical injection tips How to use timing and power analysis attacks to extract passwords and cryptographic keys Techniques for leveling up both simple and differential power analysis, from practical measurement tips to filtering, processing, and visualization Whether you’re an industry engineer tasked with understanding these attacks, a student starting out in the field, or an electronics hobbyist curious about replicating existing work, The Hardware Hacking Handbook is an indispensable resource – one you’ll always want to have onhand.