Alternative Scriptwriting Ken Dancyger 2013-10-28 Learn the rules of scriptwriting, and then how to successfully break them.Unlike other screenwriting books, this unique guide pushes you to challenge yourself and break free of tired, formulaic writing--bending or breaking the rules of storytelling as we know them. Like the best-selling previous editions, seasoned authors Dancyger and Rush explore alternative approaches to the traditional three-act story structure, going beyond teaching you "how to tell a story" by teaching you how to write against conventional formulas to produce original, exciting material. The pages are filled with an international range of contemporary and classic cinema examples to inspire and instruct. New to this edition. New chapter on the newly popular genres of feature documentary, long-form television serials, non-linear stories, satire, fable, and docudrama. New chapter on multiple-threaded long form, serial television scripts. New chapter on genre and a new chapter on how genre’s very form is flexible to a narrative. New chapter on character development. New case studies, including an in-depth case study of the dark side of the fable, focusing on The Wizard of Oz and Pan’s Labyrinth.
Alien: The Blueprints Graham Langridge 2019-09-24 Technical drawings of all the major ships and vehicles from the Alien movies, presented in incredible detail. Includes iconic spacecraft like the Nostromo, the Sulaco and the Covenant. Alien: The Blueprints is a collection of brand new blueprints of all the major vehicles, ships and technology of the Alien movie universe. Artist Graham Langridge delves deep into the concept art, set designs and photography to recreate full and accurate blueprints of the drop ship, the Sulaco, the Nostromo and many more. Covering all the movies including Prometheus and Alien: Covenant, this is a must-have for any Alien fan.
How to Read a Film James Monaco 2000 Sets movies in the contexts of their aesthetic and technological antecedents and reviews all important factors of and issues pertaining to contemporary film and television production and theory.
The Network Society Jan van Dijk 2012-05-14 The Network Society is now more than ever the essential guide to the past, consequences and future of digital communication. Fully revised, this Third Edition covers crucial new issues and updates. This book remains an accessible, comprehensive, must-read introduction to how new media function in contemporary society.
Murder Is Easy Agatha Christie 2011-06-21 A quiet English village is plagued by a fiendish serial killer in Queen of Mystery Agatha Christie’s classic thriller, Murder is Easy. Luke Fitzwilliam does not believe Miss Pinkerton’s wild allegation that a multiple murderer is at work in the quiet English village of Wychwood and that her local doctor is next in line. But within hours, Miss Pinkerton has been killed in a hit-and-run car accident. Mere coincidence? Luke is inclined to think so—until he reads in the Times of the unexpected demise of Wychwood’s Dr. Humbleby.…
Robocop 2 Alan Grant 1990
Selling a Screenplay Syd Field 2009-12-30 - Breaks Down the Business of Screenwriting - Explains What the Buyer Looks For - Shows You What to Do to Get in the Door - Tackles the Pitching Process - Provides Personal Insights from Famous Screenwriters Everybody has a story to tell. Everybody wants to write the great American screenplay. But what do you do after it’s written? How do you sell it? Studio honchos. Development Executives. Independent Producers. What do they want? Do you need an agent or manager to get it into production? Selling a screenplay can mean earning $250,000 or more, so competition is fierce. Syd Field gives you an insider’s look at the movie and TV industry, packed with essential tips from the pros. Selling a Screenplay is a must-have guide for every screenwriter, filled with frank real-life advice from Hollywood’s most powerful deal makers and most celebrated screenwriters. They all started somewhere.
Autonomous Horizons Greg Zacharias 2019-04-05 Dr. Greg Zacharias, former Chief Scientist of the United States Air Force (2015-18), explores next steps in autonomous systems (AS) development, fielding, and training. Rapid advances in AS development and artificial intelligence (AI) research will change how we think about machines, whether they are individual vehicle platforms or networked enterprises. The payoff will be considerable, affording the US military significant protection for aviators, greater effectiveness in employment, and unlimited opportunities for novel and disruptive concepts of operations. Autonomous Horizons: The Way Forward identifies issues and makes recommendations for the Air Force to take full advantage of this transformational technology.
Management 3.0 Jurgen Appelo 2011 Introduces a realistic approach to leading, managing, and growing your Agile team or organization. Written for current managers and developers moving into management, Appelo shares insights that are grounded in modern complex systems theory, reflecting the intense complexity of modern software development. Recognizes that today's organizations are living, networked systems; that you can't simply let them run themselves; and that management is primarily about people and relationships. Deepens your understanding of how organizations and Agile teams work, and gives you tools to solve your own problems. Identifies the most valuable elements of Agile management, and helps you improve each of them.
Level Up! Scott Rogers 2010-09-29 Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
A Beginner's Guide to Special Makeup Effects Christopher Payne 2021-03-24 A Beginner's Guide to Special Makeup Effects: Monsters, Maniacs and More is an introduction to special effects makeup using cost-effective tools and materials that can be found in local stores. The book is divided into three sections – Simple Makeup, Advanced Materials and Techniques and Advanced Makeup – and features tutorials to create characters such as a pirate, vampire, ghost, robot, burn victim, witch, zombie and goblin. Each character is introduced with a full-page photograph of the finished makeup and illustrated with full-color, step-by-step photographs. The book also includes instructions on how to make fake teeth, apply bald caps, create gory wounds and injuries and make simple prosthetics. Each makeup tutorial is designed to progressively build on the techniques outlined in the preceding tutorial, guiding readers from the basics of foundation, highlight and shadow to creating advanced creature makeups. This is a beginner makeup book suited for students of Stage Makeup courses, as well as for the theatre technician working and training on their own.
The Onion Book of Known Knowledge The Onion 2012-10-23 Are you a witless cretin with no reason to live? Would you like to know more about every piece of knowledge ever? Do you have cash? Then congratulations, because just in time for the death of the print industry as we know it comes the final book ever published, and the only one you will ever need: The Onion's compendium of all things known. Replete with an astonishing assemblage of facts, illustrations, maps, charts, threats, blood, and additional fees to edify even the most simple-minded book-buyer, THE ONION BOOK OF KNOWN KNOWLEDGE is packed with valuable information-such as the life stages of an Aunt; places to kill one's self in Utica, New York; and the dimensions of a female bucket, or "pail." With hundreds of entries for all 27 letters of the alphabet, THE ONION BOOK OF KNOWN KNOWLEDGE must be purchased immediately to avoid the sting of eternal ignorance.
Why's (Poignant) Guide to Ruby Why The Lucky Stiff 2020-06
Contemporary Anarchist Studies Randall Amster 2009-02-10 This volume of collected essays by some of the most prominent academics studying anarchism bridges the gap between anarchist activism on the streets and anarchist theory in the academy. Focusing on anarchist theory, pedagogy, methodologies, praxis, and the future, this edition will strike a chord for anyone interested in radical social change. This interdisciplinary work highlights connections between anarchism and other perspectives such as feminism, queer theory, critical race theory, disability studies, post-modernism and post-structuralism, animal liberation, and environmental justice. Featuring original articles, this volume brings together a wide variety of anarchist voices whilst stressing anarchism's tradition of dissent. This book is a must buy for the critical teacher, student, and activist interested in the state of the art of anarchism studies.
501 GMAT Questions LearningExpress LLC 2013 This comprehensive guide is designed for anyone needing additional practice while trying to master all the GMAT question types. 501 GMAT Questions will help those hoping to gain admission to their ideal business school by walking them step-by-step through 501 questions with detailed set-up and answer explanations. Organized by question type, this book features extensive practice for the most-tested concepts on the Analytical Writing, Quantitative, and Verbal test sections.
Beginning Software Engineering Rod Stephens 2015-03-02 A complete introduction to building robust and reliable software Beginning Software Engineering demystifies the software engineering methodologies and techniques that professional developers use to design and build robust, efficient, and consistently reliable software. Free of jargon and assuming no previous programming, development, or management experience, this accessible guide explains important concepts and techniques that can be applied to any programming language. Each chapter ends with exercises that let you test your understanding and help you elaborate on the chapter's main concepts. Everything you need to understand waterfall, Sashimi, agile, RAD, Scrum, Kanban, Extreme Programming, and many other development models is inside! Describes in plain English what software engineering is Explains the roles and responsibilities of team members working on a software engineering project Outlines key phases that any software engineering effort must handle to produce applications that are powerful and dependable Details the most popular software development methodologies and explains the different ways they handle critical development tasks Incorporates exercises that expand upon each chapter's main ideas Includes an extensive glossary of software engineering terms
Science Fiction Film Keith M. Johnston 2013-05-09 Science Fiction Film develops a historical and cultural approach to the genre that moves beyond close readings of iconography and formal conventions. It explores how this increasingly influential genre has been constructed from disparate elements into a hybrid genre. Science Fiction Film goes beyond a textual exploration of these films to place them within a larger network of influences that includes studio politics and promotional discourses. The book also challenges the perceived limits of the genre - it includes a wide range of films, from canonical SF, such as Le voyage dans la lune, Star Wars and Blade Runner, to films that stretch and reshape the definition of the genre. This expansion of generic focus offers an innovative approach for students and fans of science fiction alike.
The Pedestrian Ray Bradbury 1951
The Giver Lois Lowry 2014-07-01 Living in a "perfect" world without social ills, a boy approaches the time when he will receive a life assignment from the Elders, but his selection leads him to a mysterious man known as the Giver, who reveals the dark secrets behind the utopian facade.
The Foley Grail Vanessa Theme Ament 2014-04-03 Master classic and cutting-edge Foley techniques that will allow you to create rich, convincing sound for any medium, be it film, television, radio, podcasts, animation, or games. In The Foley Grail, Second Edition award-winning Foley artist Vanessa Theme Ament teaches you how Foley is designed, crafted, and edited for any project, right down to the nuts and bolts of spotting, cueing, and performing sounds. Various renowned sound artists provide a treasure trove of shortcuts, hot tips, and other tricks of the trade. This new edition features: Entirely new chapters dedicated to Foley in games, television, broadcasting, and animation, as well as what is new in sound for media education All new sound "recipes" that include proven Foley methods you can immediately use on your own projects New case studies from well-known films, shows, games, and animations Interviews with current sound artists from across the globe An extensive companion website (www.focalpress.com/cw/ament) featuring video demonstrations of Foley artists at work, video tutorials of specific Foley techniques, lectures from the author, and much more
T.A.Z. Hakim Bey 2003-01-01 'Who is Hakim Bey? I love him!' Timothy Leary'Exquisite...' Allen Ginsberg'Hard-line dada/surrealism' Rudy Rucker'A Blake angel on bad acid' Robert Anton Wilson'Scares the shit out of us' Church of the SubGeniusThe underground cult bestseller! Essays that redefine the psychogeographical nooks of autonomy. Recipes for poetic terror, anarcho -black magic, post-situ psychotropic surgery, denunciations of spiritual addictions to vapid infotainment cults -- this is the bastard classic, the watermark impressed upon our minds. Where conscience informs praxis, and action infects consciousness, T.A.Z. is beginning to worm its way into above-ground culture.This book offers inspired blasts of writing, from slogans to historical essays, on the need to insert revolutionary happiness into everyday life through poetic action, and celebrating the radical optimism present in outlaw cultures. It should appeal to alternative thinkers and punks everywhere, as it celebrates liberation, love and poetic living.The new edition contains the full text of Chaos: The Broadsheets of Ontological Anarchism, the complete communiques and flyers of the Association fo Ontological Anarchy, the long essay 'The Temporary Autonomous Zone,' and a new preface by the author.'A literary masterpiece...' Freedom'A linguistic romp...' Colin Wilson'Fascinating...' William Burroughs
How We Became Posthuman N. Katherine Hayles 1999-02-15 In this age of DNA computers and artificial intelligence, information is becoming disembodied even as the "bodies" that once carried it vanish into virtuality. While some marvel at these changes, envisioning consciousness downloaded into a computer or humans "beamed" Star Trek-style, others view them with horror, seeing monsters brooding in the machines. In How We Became Posthuman, N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age. Hayles relates three interwoven stories: how information lost its body, that is, how it came to be conceptualized as an entity separate from the material forms that carry it; the cultural and technological construction of the cyborg; and the dismantling of the liberal humanist "subject" in cybernetic discourse, along with the emergence of the "posthuman." Ranging widely across the history of technology, cultural studies, and literary criticism, Hayles shows what had to be erased, forgotten, and elided to conceive of information as a disembodied entity. Thus she moves from the post-World War II Macy Conferences on cybernetics to the 1952 novel Limbo by cybernetics aficionado Bernard Wolfe; from the concept of self-making to Philip K. Dick's literary explorations of hallucination and reality; and from artificial life to postmodern novels exploring the implications of seeing humans as cybernetic systems. Although becoming posthuman can be nightmarish, Hayles shows how it can also be liberating. From the birth of cybernetics to artificial life, How We Became Posthuman provides an indispensable account of how we arrived in our virtual age, and of where we might go from here.
The Media Student's Book Gill Branston 2010-05-28 The Media Student's Book is a comprehensive introduction for students of media studies. It covers all the key topics and provides a detailed, lively and accessible guide to concepts and debates. Now in its fifth edition, this bestselling textbook has been thoroughly revised, re-ordered and updated, with many very recent examples and expanded coverage of the most important issues currently facing media studies. It is structured in three main parts, addressing key concepts, debates, and research skills, methods and resources. Individual chapters include: approaching media texts narrative genres and other classifications representations globalisation ideologies and discourses the business of media new media in a new world? the future of television regulation now debating advertising, branding and celebrity news and its futures documentary and ‘reality’ debates from ‘audience’ to ‘users’ research: skills and methods. Each chapter includes a range of examples to work with, sometimes as short case studies. They are also supported by separate, longer case studies which include: Slumdog Millionaire online access for film and music CSI and detective fictions Let the Right One In and The Orphanage PBS, BBC and HBO images of migration The Age of Stupid and climate change politics. The authors are experienced in writing, researching and teaching across different levels of undergraduate study, with an awareness of the needs of students. The book is specially designed to be easy and stimulating to use, with: a Companion Website with popular chapters from previous editions, extra case studies and further resources for teaching and learning, at: www.mediastudentsbook.com margin terms, definitions, photos, references (and even jokes), allied to a comprehensive glossary follow-up activities in ‘Explore’ boxes suggestions for further reading and online research references and examples from a rich range of media and media forms, including advertising, cinema, games, the internet, magazines, newspapers, photography, radio, and television.
Gemini Cell Myke Cole 2015 Myke Cole continues to blow the military fantasy genre wide open with an all-new epic adventure in his highly acclaimed Shadow Ops universe--set in the early days of the Great Reawakening, when magic first returns to the world and order begins to unravel... US Navy SEAL Jim Schweitzer is a consummate professional, a fierce warrior, and a hard man to kill. But when he sees something he was never meant to see on a covert mission gone bad, he finds himself--and his family--in the crosshairs. Nothing means more to Jim than protecting his loved ones, but when the enemy brings the battle to his front door, he is overwhelmed and taken down. That should be the end of the story. But Jim is raised from the dead by a sorcerer and recruited by a top secret unit dabbling in the occult, known only as the Gemini Cell. With powers he doesn't understand, Jim is called back to duty--as the ultimate warrior. As he wrestles with a literal inner demon, Jim realizes his new superiors are determined to use him for their own ends and keep him in the dark--especially about the fates of his wife and son...
Haunted Media Jeffrey Sconce 2000 Examines the repeated association of new electronic media with spiritual phenomena from the telegraph in the late 19th century to television.
The Encyclopedia of Stanley Kubrick Gene D. Phillips 2002 Surveys the director's life and career with information on his films, key people in his life, technical information, themes, locations, and film theory.
Outdoor Survival Manual David Pearce 2017-05-20 More people today are choosing to shun personal comfort when they travel to remote destinations, instead seeking challenges that test their ability to survive in hostile and often extreme environments. Former Royal Marine Commando and outdoor survival expert Dave Pearce has traveled the globe and visited some of the most inhospitable environments. His survival skills are based on having been there and done it. Dave’s practical guide for intrepid survivalists offers planned and improvised survival skills for a weekend away in the woods, or for the most extreme environments on earth.
Digital Sociology Deborah Lupton 2014-11-05 We now live in a digital society. New digital technologies have had a profound influence on everyday life, social relations, government, commerce, the economy and the production and dissemination of knowledge. People’s movements in space, their purchasing habits and their online communication with others are now monitored in detail by digital technologies. We are increasingly becoming digital data subjects, whether we like it or not, and whether we choose this or not. The sub-discipline of digital sociology provides a means by which the impact, development and use of these technologies and their incorporation into social worlds, social institutions and concepts of selfhood and embodiment may be investigated, analysed and understood. This book introduces a range of interesting social, cultural and political dimensions of digital society and discusses some of the important debates occurring in research and scholarship on these aspects. It covers the new knowledge economy and big data, reconceptualising research in the digital era, the digitisation of higher education, the diversity of digital use, digital politics and citizen digital engagement, the politics of surveillance, privacy issues, the contribution of digital devices to embodiment and concepts of selfhood and many other topics. Digital Sociology is essential reading not only for students and academics in sociology, anthropology, media and communication, digital cultures, digital humanities, internet studies, science and technology studies, cultural geography and social computing, but for other readers interested in the social impact of digital technologies.
Game Architecture and Design Andrew Rollings 2004 A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.
Story Robert McKee 1999-01 "In Story screenwriting guru Robert McKee presents his powerful and much sought-after knowledge in a comprehensive guide to the essentials of screenwriting and storytelling." -- Methuen.
Ultra Top Secret Robot Dinosaur Blueprints 2018-11-18 Ultra Top Secret Robot Dinosaur Blueprints is a dinosaur fact and picture book for kids that adults will love too. It has real dinosaur facts combined with a fictitious theme. It profiles 25 different dinosaurs including their basic details with stunning full-page illustrations.This book is perfect for anyone that loves dinosaurs, robots or just cool books. It's fun for kids to look at and learn the basics of the most common dinosaurs. And because the book is designed as a "folder of top secret documents", it's also great for imaginative play. Although it was created with kids in mind, adults are going to love too.Each dinosaur profile includes a detailed full-page image of the dinosaur, its basic facts, front view, top view, side view and size comparison for reference.Each robot blueprint page is filled with humorous sci-fi technobabble and sprinkled with movie references from the past 30 years so there's something for everyone.
Buck Rogers in the 25th Century Andrew Gaska 2016-01-23 The year is 1987, and NASA launches the last of America's deep space probes. In a freak mishap, Ranger 3 and its pilot, Captain William "Buck" Rogers, are blown out of their trajectory into an orbit which freezes his life support systems, and returns Buck Rogers to Earth, 500 years later.... The first original Buck Rogers in the 25th Century(r) adventure in over three decades! Set in the continuity of the original series, Draconian Fire Part 1: Lo, the Rings of Saturn is the first of three novellas that fill in the gap between the first and second seasons of the 1979 disco scifi TV show Buck Rogers in the 25th Century(r). Join Buck, Wilma, Princess Ardala and Commander Kane as they face a threat that will either unite the known systems, or instigate all out war. On an undercover mission to save the Earth from an ecological disaster, Buck finds himself trapped on an icy prison moon packed full of his former foes. Soon, he and Colonel Wilma Deering must choose between preventing a madman from blowing them all up, or stopping a mechanical overlord from turning everyone into mindless zombies. Some centuries, it just doesn't pay to be unfrozen
Ruins of Modernity Julia Hell 2010-02-26 Images of ruins may represent the raw realities created by bombs, natural disasters, or factory closings, but the way we see and understand ruins is not raw or unmediated. Rather, looking at ruins, writing about them, and representing them are acts framed by a long tradition. This unique interdisciplinary collection traces discourses about and representations of ruins from a richly contextualized perspective. In the introduction, Julia Hell and Andreas Schönle discuss how European modernity emerged partly through a confrontation with the ruins of the premodern past. Several contributors discuss ideas about ruins developed by philosophers such as Immanuel Kant, Georg Simmel, and Walter Benjamin. One contributor examines how W. G. Sebald’s novel The Rings of Saturn betrays the ruins erased or forgotten in the Hegelian philosophy of history. Another analyzes the repressed specter of being bombed out of existence that underpins post-Second World War modernist architecture, especially Le Corbusier’s plans for Paris. Still another compares the ways that formerly dominant white populations relate to urban-industrial ruins in Detroit and to colonial ruins in Namibia. Other topics include atomic ruins at a Nevada test site, the connection between the cinema and ruins, the various narratives that have accrued around the Inca ruin of Vilcashuamán, Tolstoy’s response in War and Peace to the destruction of Moscow in the fire of 1812, the Nazis’ obsession with imperial ruins, and the emergence in Mumbai of a new “kinetic city” on what some might consider the ruins of a modernist city. By focusing on the concept of ruin, this collection sheds new light on modernity and its vast ramifications and complexities. Contributors. Kerstin Barndt, Jon Beasley-Murray, Russell A. Berman, Jonathan Bolton, Svetlana Boym, Amir Eshel, Julia Hell, Daniel Herwitz, Andreas Huyssen, Rahul Mehrotra, Johannes von Moltke, Vladimir Paperny, Helen Petrovsky, Todd Presner, Helmut Puff, Alexander Regier, Eric Rentschler, Lucia Saks, Andreas Schönle, Tatiana Smoliarova, George Steinmetz, Jonathan Veitch, Gustavo Verdesio, Anthony Vidler
The Future of Ideas Lawrence Lessig 2002 Explores the meaning of intellectual property in the new high-tech digital age, addressing the legal, social, and economic factors at work and provides a thought-provoking argument that those qualities that have made the Internet a dynamic force for creativity, freedom, and innovation could destroy the Intenet's potential. Reprint. 25,000 first printing.
Dueling Banjos Ronny Cox 2012-01-02 A collection of stories about the making of the iconic movie Deliverance, told from the perspective of one of the four main actors in the film, Ronny Cox, who played the character of Drew.
Digital Material Marianne van den Boomen 2009 This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.
3D Animation Essentials Andy Beane 2012-01-25 The essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as the first step to understanding the language of 3D and computer graphics (CG) Covers 3D animation basics: pre-production, modeling, animation, rendering, and post-production Dissects core 3D concepts including design, film, video, and games Examines what artistic and technical skills are needed to succeed in the industry Offers helpful real-world scenarios and informative interviews with key educators and studio and industry professionals Whether you're considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book will give you a great overview and knowledge of core 3D Animation concepts and the industry.
The Coming Robot Revolution Yoseph Bar-Cohen 2009-04-20 Making a robot that looks and behaves like a human being has been the subject of many popular science fiction movies and books. Although the development of such a robot facesmanychallenges,themakingofavirtualhumanhaslongbeenpotentiallypossible. With recent advances in various key technologies related to hardware and software, the making of humanlike robots is increasingly becoming an engineering reality. Development of the required hardware that can perform humanlike functions in a lifelike manner has benefitted greatly from development in such technologies as biologically inspired materials, artificial intelligence, artificial vision, and many others. Producing a humanlike robot that makes body and facial expressions, communicates verbally using extensive vocabulary, and interprets speech with high accuracy is ext- mely complicated to engineer. Advances in voice recognition and speech synthesis are increasingly improving communication capabilities. In our daily life we encounter such innovations when we call the telephone operators of most companies today. As robotics technology continues to improve we are approaching the point where, on seeing such a robot, we will respond with ‘‘Wow, this robot looks unbelievably real!’’ just like the reaction to an artificial flower. The accelerating pace of advances in related fields suggests that the emergence of humanlike robots that become part of our daily life seems to be imminent. These robots are expected to raise ethical concerns and may also raise many complex questions related to their interaction with humans.
Teaching and Learning in Digital World Mercè Gisbert 2015-06-11 Many reports over the last few years have analysed the potential use of games, videogames, 3D environments and virtual reality for educational purposes. Numerous emerging technological devices have also appeared that will play important roles in the development of teaching and learning processes. In the context of these developments, learning rather than teaching becomes the main axis in the organisation of the educational process. This process has now gone beyond the analogue world and face-toface education to enter the digital world, where new learning environments are being produced with ever greater doses of realism. Teaching and Learning in Digital Worlds examines the teaching and learning process in 3D virtual environments from both the theoretical and practical points of view.
The Prometheus Trap Andrew Dobell 2017-07-06 It was a routine mission, saving some more victims of the Corporations greed, but it turned into a nightmare. Now you're alone, separated from your team, with a superior cybernetic killer hunting you down inside a building from which there's no escape, could you survive? The Nano Liberation, instigated by Frankie and her team at the A.C.T. freed billions from the tyranny of the Corporations rule, but the Corporations aren't going to go down without a fight. While the former victims of the Corporations rule start to stand up for themselves and fight back, the Corporations move to regain their power, killing these innocents and blackmailing officials. Frankie and the A.C.T. find themselves stretched as they try to respond to every report of Corporation violence. When they head into the Undercity, into one of the huge support buildings, it seems like just another mission, until the ambush. Outclassed and outgunned by cybernetic mercenaries hired by Psytech, Frankie finds herself separated from her strike team, trapped inside the building and disconnected from the outside world. Now she is being hunted down by Hellion and her team, an elite strike force that will stop at nothing to kill Frankie. Now Frankie must survive in a hostile environment, find her team and somehow find a way to fight back against a bigger, superior and bloodthirsty mercenary group. This new Cyberpunk action thriller, the third book in The New Prometheus Series, is a must read for fans of Ghost in the Shell, Blade Runner, Dredd, Appleseed, Akira, The Matrix, Robocop and Total Recall.

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