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  • av Nadine M. Kalin
    296,-

  • av Dr. Richard P. Heitzenrater
    440 - 806,-

  • av John Wertheimer
    1 086,-

  •  
    380,-

  • av Danielle N. Boaz
    266 - 1 086,-

  • av Patrick Barry
    266,-

  • av Patrick Barry
    256,-

  • av AIGA Design Educators Community (DEC)
    870,-

  •  
    1 226,-

  •  
    410,-

  • - A First Course
    av Todor Cooklev
    1 036,-

    Modern Communications Systems is a senior-level introduction to communications systems, although it can also serve as a reference for graduate students and practicing engineers. It includes treatments of wireless and cabled transmission, cellular systems, and analog and discrete modulation and coding techniques. Examples include Wi-Fi, 4G and 5G cellular systems and DSL. Multicarrier and MIMO communication systems are also covered. All of the mathematics needed is included where it is used rather than in an early introduction, which makes it easier to follow. An extensive number of end-of-chapter problems, along with summaries of concepts, formulas and terms presented in each chapter, are included. Solutions to the end-of-chapter problems are available to instructors teaching from the book.

  • av Saul Traiger
    516,-

    An introduction to philosophy through thought experiments in the 1959-1964 television series, The Twilight Zone

  • av Tiffany Funk
    240,-

    Many ambitious and experimental game forms don't fit into the digital download or retail distribution channels that support so-called "traditional" video games. Instead, these games are supported by a new global movement in video game curation. This special edition of the Video Game Art Reader features an international collaboration of video game professionals working together to create a resource for game exhibition organization, design, and curation. Professionals, artists, and others who organize and curate video game exhibitions and events act within a rhizomatic network of methods, missions, and goals. They establish organizations like galleries, collectives, and non-profits. Methods of sharing video games as critical cultural phenomena continue to evolve and expand. Conceived during the first meeting of GAIA (Game Arts International Assembly), the Game Art Curators Kit documents and shares the collective experience of an international network of video game curators and organizers. Sharing practical tips on everything from accessibility to preservation, the book also serves as a guide to support a new global movement in video game curation.

  • av Patrice D Rankine
    380,-

    Demonstrates how myth, literature, and theater are part of and respond to public or political events

  • av Carly A Kocurek
    256,-

    Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series' storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima's celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima's reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series' legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games' production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.

  • av Andrew Thomas
    460,-

    Comics from an international cast of queer artists that respond to trauma with compassion

  • av Florencia San Martín
    340,-

    The first academic volume to theorize and historicize contemporary artistic practices and culture from Chile in the English language, Dismantling the Nation takes as its point of departure a radical criticism against the nation-state of Chile and its colonial, capitalist, heteronormative, and extractivist rule, proposing otherwise forms of inhabiting, creating, and relating in more fluid, contingent, ecocritical, feminist, and caring worlds. From the case of Chile, the book expands the scholarly discussion around decolonial methodologies, attending to artistic practices and discourses from distinct and distant locations--from Arica and the Atacama Desert to Wallmapu and Tierra del Fuego, and from the Central Valley, the Pacific coast, and the Andes to territories beyond the nation's modern geographical borders. Analyzing how these practices refer to issues such as the environmental and cultural impact of extractivism, as well as memory, trauma, collectivity, and resistance towards neoliberal totality, the volume contributes to the fields of art history and visual culture, memory, ethnic, gender, and Indigenous studies, filmmaking, critical geography, and literature in Chile, Latin America, and other regions of the world, envisioning art history and visual culture from a transnational and transdisciplinary perspective.

  • av Patrick Barry
    280,-

    With a little knowledge and a lot of practice, you can do more than just sound more professional when you skillfully use commas, semicolons, and other forms of punctuation. You can, importantly, become more persuasive. That's what students who have taken Professor Patrick Barry's classes at the University of Michigan Law School, the University of Chicago Law School, and the UCLA School of Law have learned, as have the over 100,000 people who have enrolled in his online course "Good with Words: Writing and Editing" on the educational platforms Coursera and FutureLearn. Now, thanks to this book, you can undergo that same rhetorical transformation. Punctuation doesn't have to be a pain point. When properly mastered, it can be a powerful tool for all kinds of advocates.

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