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Library of Congress Subject Headings

Library of Congress Subject Headings PDF Author: Library of Congress
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ISBN:
Category : Subject headings, Library of Congress
Languages : en
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Library of Congress Subject Headings

Library of Congress Subject Headings PDF Author: Library of Congress
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages :

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Book Description


The Archives

The Archives PDF Author: Aa. Vv.
Publisher: Mimesis
ISBN: 8857530183
Category : Art
Languages : en
Pages : 256

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Book Description
The digital age has witnessed the development of a new kind of archive: immaterial, “living and moving,” largely user-generated, and conceived for managing a wide variety of audio-visual materials, besides traditional films and videos. The first part of this anthology investigates the ways in which media forms like web-documentaries, video art and digital art, web series, amateur productions, and also mobile films can be stored and preserved withinthe new digital repositories. The second part focuses on archival and preservation practices of the video game. This approach understands the archive not simply as a “memory box,” but as a fully contemporary practice that locates new media objects in the present and acknowledges their changing cultural and social configurations. The democratic, often immaterial, living, mobile nature of contemporary archives forces us to question whether or not the traditional notion of “the archive” still has a heuristic value. Or if it would be perhaps better to reject any “conventional” idea of archive and embrace the notion of anarchive.

Videogames

Videogames PDF Author: James Newman
Publisher: Routledge
ISBN: 0415669162
Category : Games
Languages : en
Pages : 182

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Book Description
In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman's volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, 'lived experience', and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.

Fans and Videogames

Fans and Videogames PDF Author: Melanie Swalwell
Publisher: Routledge
ISBN: 1317191900
Category : Social Science
Languages : en
Pages : 242

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Book Description
This anthology addresses videogames long history of fandom, and fans’ important role in game history and preservation. In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers are active creators in generating meaning; they are creators of media texts they share with other fans (mods, walkthroughs, machinima, etc); and they have played a central role in curating and preserving games through activities such as their collective work on: emulation, creating online archives and the forensic archaeology of code. This volume brings together essays that explore game fandom from diverse perspectives that examine the complex processes at work in the phenomenon of game fandom and its practices. Contributors aim to historicize game fandom, recognize fan contributions to game history, and critically assess the role of fans in ensuring that game culture endures through the development of archives.

Best Before

Best Before PDF Author: James Newman
Publisher: Routledge
ISBN: 1136502653
Category : Social Science
Languages : en
Pages : 192

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Book Description
Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and controllers means that the data and devices will crumble to dust and eventually will be lost forever. However, there is more to the disappearance of videogames than plastic corrosion and bit rot. Best Before examines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform. Set against the context of material deterioration and the discursive production of obsolescence, Best Before examines the conceptual and practical challenges faced within the nascent field of game preservation. Understanding videogames as rich, complex and mutable texts and experiences that are supported and sustained by cultures of gameplay and fandom, Best Before considers how - and even whether - we might preserve and present games for future generations.

Library Literature & Information Science

Library Literature & Information Science PDF Author:
Publisher:
ISBN:
Category : Information science
Languages : en
Pages :

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Book Description
An index to library and information science literature.

Popular Mechanics

Popular Mechanics PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 144

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Book Description
Popular Mechanics inspires, instructs and influences readers to help them master the modern world. Whether it’s practical DIY home-improvement tips, gadgets and digital technology, information on the newest cars or the latest breakthroughs in science -- PM is the ultimate guide to our high-tech lifestyle.

Making Curriculum Pop

Making Curriculum Pop PDF Author: Pam Goble
Publisher: Free Spirit Publishing
ISBN: 1631980637
Category : Education
Languages : en
Pages : 224

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Book Description
From body art to baseball cards, comics to cathedrals, pie charts to power ballads . . . students need help navigating today’s media-rich world. And educators need help teaching today’s new media literacy. To be literate now means being able to read, write, listen, speak, view, and represent across all media—including both print and nonprint texts, such as film, TV, podcasts, websites, visual art, fashion, architecture, landscape, and music. This book offers secondary teachers in all content areas a flexible, interdisciplinary approach to integrate these literacies into their curriculum. Students form cooperative learning groups to evaluate media texts from various perspectives (artist, producer, sociologist, sound mixer, economist, poet, set designer, and more) and show their thinking using unique graphic organizers aligned to the Common Core State Standards

The Museum Educator's Manual

The Museum Educator's Manual PDF Author: Anna Johnson
Publisher: Rowman & Littlefield
ISBN: 1442279060
Category : Business & Economics
Languages : en
Pages : 352

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Book Description
The Museum Educator's Manual addresses the role museum educators play in today's museums from an experience-based perspective. Seasoned museum educators author each chapter, emphasizing key programs along with case studies that provide successful examples, and demonstrate a practical foundation for the daily operations of a museum education department, no matter how small. The book covers: volunteer and docent management and training; exhibit development; program and event design and implementation; working with families, seniors, and teens; collaborating with schools and other institutions; and funding. This second edition interweaves technology into every aspect of the manual and includes two entirely new chapters, one on Museums - An Educational Resource for Schools and another on Active Learning in Museums. With invaluable checklists, schedules, organizational charts, program examples, and other how-to documents included throughout, The Museum Educator's Manual is a 'must have' book for any museum educator.

Complete Virtual Reality and Augmented Reality Development with Unity

Complete Virtual Reality and Augmented Reality Development with Unity PDF Author: Jesse Glover
Publisher: Packt Publishing Ltd
ISBN: 1838644865
Category : Computers
Languages : en
Pages : 668

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Book Description
Get close and comfortable with Unity and build applications that run on HoloLens, Daydream, and Oculus Rift Key Features Build fun augmented reality applications using ARKit, ARCore, and Vuforia Explore virtual reality by developing more than 10 engaging projects Learn how to integrate AR and VR concepts together in a single application Book Description Unity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. You’ll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. You’ll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, you’ll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. You’ll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking. You’ll learn the Unity 3D game engine via the interactive Unity Editor and C# programming. By the end of this Learning Path, you’ll be fully equipped to develop rich, interactive mixed reality experiences using Unity. This Learning Path includes content from the following Packt products: Unity Virtual Reality Projects - Second Edition by Jonathan Linowes Unity 2018 Augmented Reality Projects by Jesse Glover What you will learn Create 3D scenes to learn about world space and scale Move around your scenes using locomotion and teleportation Create filters or overlays that work with facial recognition software Interact with virtual objects using eye gaze, hand controllers, and user input events Design and build a VR storytelling animation with a soundtrack and timelines Create social VR experiences with Unity networking Who this book is for If you are a game developer familiar with 3D computer graphics and interested in building your own AR and VR games or applications, then this Learning Path is for you. Any prior experience in Unity and C# will be an advantage. In all, this course teaches you the tools and techniques to develop engaging mixed reality applications.