Flash

Flash
Author: Anastasia Salter
Publisher: MIT Press
Total Pages: 191
Release: 2014-08-29
Genre: Computers
ISBN: 0262028026


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How Flash rose and fell as the world's most ubiquitous yet divisive software platform, enabling the development and distribution of a world of creative content. Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part of a decade, Flash was the de facto standard for dynamic online media, empowering amateur and professional developers to shape the future of the interactive Web. In this book, Anastasia Salter and John Murray trace the evolution of Flash into one of the engines of participatory culture. Salter and Murray investigate Flash as both a fundamental force that shaped perceptions of the web and a key technology that enabled innovative interactive experiences and new forms of gaming. They examine a series of works that exemplify Flash's role in shaping the experience and expectations of web multimedia. Topics include Flash as a platform for developing animation (and the “Flashimation” aesthetic); its capacities for scripting and interactive design; games and genres enabled by the reconstruction of the browser as a games portal; forms and genres of media art that use Flash; and Flash's stance on openness and standards—including its platform-defining battle over the ability to participate in Apple's own proprietary platforms. Flash's exit from the mobile environment in 2011 led some to declare that Flash was dead. But, as Salter and Murray show, not only does Flash live, but its role as a definitive cross-platform tool continues to influence web experience.

Retro Gaming Hacks

Retro Gaming Hacks
Author: Chris Kohler
Publisher: "O'Reilly Media, Inc."
Total Pages: 568
Release: 2005-10-12
Genre: Games & Activities
ISBN: 1449303900


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Maybe it was the recent Atari 2600 milestone anniversary that fueled nostalgia for the golden days of computer and console gaming. Every Game Boy must ponder his roots from time to time. But whatever is driving the current retro gaming craze, one thing is certain: classic games are back for a big second act, and they're being played in both old and new ways. Whether you've just been attacked by Space Invaders for the first time or you've been a Pong junkie since puberty, Chris Kohler's Retro Gaming Hacks is the indispensable new guide to playing and hacking classic games. Kohler has complied tons of how-to information on retro gaming that used to take days or weeks of web surfing to track down and sort through, and he presents it in the popular and highly readable Hacks style. Retro Gaming Hacks serves up 85 hard-nosed hacks for reviving the classic games. Want to game on an original system? Kohler shows you how to hack ancient hardware, and includes a primer for home-brewing classic software. Rather adapt today's equipment to run retro games? Kohler provides emulation techniques, complete with instructions for hacking a classic joystick that's compatible with a contemporary computer. This book also teaches readers to revive old machines for the original gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before. A video game journalist and author of Power Up: How Japanese Video Games Gave the World an Extra Life, Kohler has taught the history of video games at Tufts University. In Retro Gaming Hacks, he locates the convergence of classic games and contemporary software, revealing not only how to retrofit classic games for today's systems, but how to find the golden oldies hidden in contemporary programs as well. Whether you're looking to recreate the magic of a Robotron marathon or simply crave a little handheld Donkey Kong, Retro Gaming Hacks shows you how to set the way-back dial.

Perspectives on American Dance

Perspectives on American Dance
Author: Jennifer Atkins
Publisher: University Press of Florida
Total Pages: 362
Release: 2020-02-25
Genre: Performing Arts
ISBN: 0813065658


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Dancing embodies cultural history and beliefs, and each dance carries with it features of the place where it originated. Influenced by different social, political, and environmental circumstances, dances change and adapt. American dance evolved in large part through combinations of multiple styles and forms that arrived with each new group of immigrants. Perspectives on American Dance is the first anthology in over twenty-five years to focus exclusively on American dance practices across a wide span of American culture. This volume and its companion show how social experience, courtship, sexualities, and other aspects of life in America are translated through dancing into spatial patterns, gestures, and partner relationships. This volume of Perspectives on American Dance features essays by a young generation of authors who write with familiarity about their own era, exploring new parameters of identity and evaluating a wide variety of movement practices being performed in spaces beyond traditional proscenium stages. Topics include "dorky dancing" on YouTube; same-sex competitors on the TV show So You Think You Can Dance; racial politics in NFL touchdown dances; the commercialization of flash mobs; the connections between striptease and corporate branding; how 9/11 affected dance; the criminalization of New York City club dancing; and the joyous ironies of hipster dance. This volume emphasizes how dancing is becoming more social and interactive as technology opens up new ways to create and distribute dance. The accessible essays use a combination of movement analysis, thematic interpretation, and historical context to convey the vitality and variety of American dance. They offer new insights on American dance practices while simultaneously illustrating how dancing functions as an essential template for American culture and identity. Contributors: Jennifer Atkins | Jessica Berson | J. Ellen Gainor | Patsy Gay | Ansley Jones | Kate Mattingly | Hannah Schwadron | Sally Sommer, Ph.D. | Ina Sotirova | Dawn Springer | Michelle T. Summers | Latika L. Young | Tricia Henry Young 

Spidering Hacks

Spidering Hacks
Author: Kevin Hemenway
Publisher: "O'Reilly Media, Inc."
Total Pages: 424
Release: 2004
Genre: Computers
ISBN: 0596005776


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This book "takes you to the next level in Internet data retrieval by showing you how to create and deploy spiders and scrapers to retrieve and work with information from you favorite sites and data sources"--Back cover.

Genres on the Web

Genres on the Web
Author: Alexander Mehler
Publisher: Springer Science & Business Media
Total Pages: 364
Release: 2010-10-01
Genre: Computers
ISBN: 9048191785


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The volume “Genres on the Web” has been designed for a wide audience, from the expert to the novice. It is a required book for scholars, researchers and students who want to become acquainted with the latest theoretical, empirical and computational advances in the expanding field of web genre research. The study of web genre is an overarching and interdisciplinary novel area of research that spans from corpus linguistics, computational linguistics, NLP, and text-technology, to web mining, webometrics, social network analysis and information studies. This book gives readers a thorough grounding in the latest research on web genres and emerging document types. The book covers a wide range of web-genre focused subjects, such as: • The identification of the sources of web genres • Automatic web genre identification • The presentation of structure-oriented models • Empirical case studies One of the driving forces behind genre research is the idea of a genre-sensitive information system, which incorporates genre cues complementing the current keyword-based search and retrieval applications.

Kings of the Internet

Kings of the Internet
Author: Mohammad Bahareth
Publisher: iUniverse
Total Pages: 229
Release: 2012-04-18
Genre: Computers
ISBN: 1469798425


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What's in the Book The Internet is considered among one of those inventions of modern age which have just revolutionized the world. It's most powerful & versatile source of knowledge for every common man today. It has touched every aspect of our life. Be it some delicate medical condition, be it decorating your home and diet of your loving pets, be it finding the whereabouts of one of your dearest friend of your school, be it very personal problem in your life and many more; information pertaining to anything and everything that we can think of, can be obtained through the Internet. In this book, You will be introduced with the masterminds who were behind the idea of creating a world at the back of a monitor screen. From just an idea, they have created technology that has brought about a difference in our lives. They who made our life easier by making our day to day work just a few click away. They who brought us close to our dear ones. They are referred to "Kings of Internet". They are the ones who took the technology to common hands with the powerful tools they have invented and transformed Internet into huge market place. Here we are trying to honor those Kings with few sentences on their early life, their struggle, the achievement they have made and their future place for us.

Connected Gaming

Connected Gaming
Author: Yasmin B. Kafai
Publisher: MIT Press
Total Pages: 221
Release: 2024-03-19
Genre: Education
ISBN: 0262551551


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How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.

Digital Research Confidential

Digital Research Confidential
Author: Eszter Hargittai
Publisher: MIT Press
Total Pages: 287
Release: 2015-12-04
Genre: Architecture
ISBN: 026202988X


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Because the digital environment for scholarship is constantly evolving, researchers must sometimes improvise, change their plans and adapt. These details are often left out of research write-ups, leaving newcomers to the field frustrated when their approaches do not work as expected. This resource offers scholars a chance to learn from their fellow researchers' mistakes - and their successes. It presents behind-the-scenes, nuts-and-bolts stories of digital research projects, written by established and rising scholars, who discuss such challenges as archiving, Web crawling, crowdsourcing and confidentiality.

Communicating Specialized Knowledge

Communicating Specialized Knowledge
Author: Marina Bondi
Publisher: Cambridge Scholars Publishing
Total Pages: 233
Release: 2019-06-13
Genre: Foreign Language Study
ISBN: 1527535959


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This book was born out of the idea that domain-specific knowledge has two major dimensions, since, on the one hand, peer-to-peer communication is primarily intended to further research within specific disciplines, while, on the other, domain-external, asymmetric communication of ‘filtered’ knowledge caters to different types of lay-audiences. Collectively, the chapters in the volume take the reader on a journey through knowledge communication and knowledge (re)presentation strategies that are able to successfully disseminate and communicate. The domains under scrutiny are medicine and health, corporate communication, cultural heritage and tourism. A number of issues are addressed at the interface of corpus linguistics, genre studies and multimodal analysis. The variety of questions posed and methods used to explore corpus data will contribute to further debate among scholars in applied linguistics, sociolinguistics, multimodality, media studies and computer-mediated communication.