The Unofficial Wizards Unite Handbook

The Unofficial Wizards Unite Handbook
Author: Pascal Landolt
Publisher: Riva Verlag
Total Pages: 113
Release: 2019-09-16
Genre: Games & Activities
ISBN: 3745309332


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Welcome, Sorcerer's Apprentice! Before you lies the fabulous Wizarding World from the Harry Potter universe, with its many mysterious secrets awaiting your discovery! As a member of the Ministry of Magic, your task now is to seek out and banish the magical Artifacts and Creatures that have suddenly appeared all over the Muggle world. A daunting task, no doubt. But fear not–you're not alone! Now you have The Unofficial Wizards Unite Handbook to accompany you on your quest to meet the Challenges of the Wizarding World. Step by step, fellow adventurers Kevin Kyburz and Pascal Landolt will walk you through the game's basic features to help you maximize your resources and rapidly strengthen your magical powers. Full of valuable tips and tricks, this unofficial game guide uses screenshots and videos for easier learning so that you can waste no time advancing to higher levels. We'll show you the best way to brew potions, how to make the most of your gold, and how you and your friends can defeat the dangerous Creatures you'll face in those all-important Fortress battles. So don't go it alone! Let us help you through the wilds of the wayward world of Wizards Unite!

Narrating Locative Media

Narrating Locative Media
Author: Vasileios N. Delioglanis
Publisher: Springer Nature
Total Pages: 324
Release: 2023-10-30
Genre: Social Science
ISBN: 3031274733


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This book offers a multidisciplinary approach to locative media, concentrating on specific authors and practitioners whose works exist in print and digital manifestations. The book shapes the discourse for an extensive theorization of locative media works from a narrative perspective. It investigates how different genres ⸺ print novels, fictional and non-fictional locative narratives, locative games, and audio texts ⸺ are affected by locative media practice. Part I examines print manifestations of locative media in William Gibson’s fiction. Part II discusses e-book and audio book locative narrative experimentations, suggesting ways to create and categorize locative texts. Drawing on hypertext theory, Part III views Niantic locative games as an instantiation of locative media storytelling practice that challenges digital narrativity. This study captures a transition from a print-based textuality to a digital locative textuality and culture, and proposes flexible innovative models of interpreting narrative textual forms emerging from the convergence of locative and narrative media. ​

Wizards Unite

Wizards Unite
Author: Stephen Stratton
Publisher: Scholastic
Total Pages: 0
Release: 2019-01-11
Genre: Computer adventure games
ISBN: 9781338253962


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Presents a guide to the mobile video game, providing tips and tricks on increasing wizarding levels, finding rare traces, and locating all the fragments to complete a registry.

Entertainment Computing – ICEC 2021

Entertainment Computing – ICEC 2021
Author: Jannicke Baalsrud Hauge
Publisher: Springer Nature
Total Pages: 549
Release: 2021-10-31
Genre: Computers
ISBN: 3030893944


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This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.

Harry Potter and the Myth of Millennials

Harry Potter and the Myth of Millennials
Author: Priscilla Hobbs
Publisher: Rowman & Littlefield
Total Pages: 205
Release: 2022-05-16
Genre: Social Science
ISBN: 1793620288


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The publication of the Harry Potter series in the United States coincided with the coming-of-age of its main target audience, the millennial generation. Harry Potter and the Myth of Millennials: Identity, Reception, and Politics takes an interdisciplinary view of Harry Potter, as a series and a phenomenon, to uncover how the appeal of Harry became a lifestyle, a moral compass, and a guiding light in an era fraught with turbulence and disharmony. As a new phenomenon at the time, Harry Potter provided comfort through the heroism of the main characters, showing that perseverance and “constant vigilance,” to quote one of the professors, could overcome the darkest of times. Hobbs argues that Harry Potter prepared an entire generation for the chaotic present marked by the 2016 Election and 2020 Pandemic by shaping the political attitudes of its readers, many of whom were developing their political identities alongside Harry. Her analysis focuses on both the novels themselves and the ways in which fans connected globally through the Internet to discuss the books, commiserate about the events swirling around them, and answer calls to action through Harry Potter-inspired activism. In short, Harry Potter and the Myth of Millennials examines how Harry Potter became a generation's defining mythology of love, unity, and transformation.

Augmented Reality in Education

Augmented Reality in Education
Author: Vladimir Geroimenko
Publisher: Springer Nature
Total Pages: 422
Release: 2020-05-26
Genre: Computers
ISBN: 3030421562


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This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.

Interactive Storytelling

Interactive Storytelling
Author: Rogelio E. Cardona-Rivera
Publisher: Springer Nature
Total Pages: 443
Release: 2019-11-12
Genre: Computers
ISBN: 3030338940


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This book constitutes the refereed proceedings of the 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, held in Little Cottonwood Canyon, UT, USA, in November 2019. The 14 revised full papers and 10 short papers presented together with 19 posters, 1 demo, and 3 doctoral consortiums were carefully reviewed and selected from 66 submissions. The papers are organized in the following topical sections: Creating the Discipline: Interactive Digital Narrative Studies, Impacting Culture and Society, Interactive Digital Narrative Practices and Applications, Theoretical Foundations, Technologies, Human Factors, Doctoral Consortium, and Demonstrations.

A Textbook of Artificial Intelligence for Class 11

A Textbook of Artificial Intelligence for Class 11
Author: Hema Dhingra
Publisher: Goyal Brothers Prakashan
Total Pages: 292
Release: 2021-06-01
Genre: Juvenile Nonfiction
ISBN:


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Artificial Intelligence (AI) is being widely recognized to be the power that will fuel the future global digital economy. AI in the past few years has gained geostrategic importance and a large number of countries are striving hard to stay ahead with their policy initiatives to get their country already. AI is a continually advancing and expanding field and AI readiness will lead to better opportunities and increased levels of understanding. It will help them visualize jobs of the future and prepare for them. Its multidisciplinary nature will help to make connections between all other subjects thereby adding value and giving a different perspective for all. The CBSE curriculum focuses on building AI readiness in young minds. The importance of skill-based education and the value of project-related work is clear in order to "effectively harness the potential of AI in a sustainable manner to make India's next-generation 'AI ready'. AB a beginning in this direction, CBSE introduced Artificial Intelligence starting from Class VI onward. Students should opt for this curriculum to become future-ready and become at par with their counterparts at a global level. The aim is to strive together to make our students future-ready and help they work on incorporating Artificial Intelligence to improve their learning experience. Goyal Brothers Prakashan

Best Technologies for Public Libraries

Best Technologies for Public Libraries
Author: Christopher DeCristofaro
Publisher: Bloomsbury Publishing USA
Total Pages: 226
Release: 2020-01-08
Genre: Education
ISBN: 1440869278


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Emerging technologies can intimidate with their cost and uncertainty—this book provides flexible options for adopting the most popular ones. Introducing new technologies to your library can be a daunting process; they can be costly, they may be unfamiliar to many staff members, and their success is far from assured. To address these concerns, Best Technologies for Public Libraries accommodates budgets large and small, providing options for both the ambitious and the cost-conscious. Authors Christopher DeCristofaro, James Hutter, and Nick Tanzi provide a resource for staff looking to incorporate a number of emerging technologies into their library and makerspaces. Each chapter explores a new technology, including 3D printing, drones, augmented reality, and virtual reality, covering how the technologies work, the selection process, training, sample programming, best practices, and relevant policy. By describing a variety of program and service ideas across age groups, the book gives readers the ability to first evaluate them within the context of their own organization before incorporating ideas à la carte. This approach helps readers to adopt these new technologies and create policies with uses already in mind.

The Pearl of Anton

The Pearl of Anton
Author: Del Vecchio, Gene
Publisher: Pelican Publishing
Total Pages: 260
Release: 2004
Genre:
ISBN: 9781455610198


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Jason Del struggles to master himself and the Pearl of Anton in order to defend humanity in the Final Contest.