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Christian spirituality --- Gebeden --- Mystiek --- Mystique --- Prières --- 248 TERSA DE JESUS DE AVILA --- #gsdb10 --- #GROL:SEMI-248.2-05 Myst 3 --- #GBIB:SMM --- Spiritualiteit. Ascese. Mystiek. Vroomheid--TERSA DE JESUS DE AVILA
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Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D’ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games’ mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great. Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J. P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance.
GAMES --- Video & Electronic --- Computer adventure games --- Social Sciences --- Recreation & Sports --- Adventure and adventurers --- Adventure games, Computer --- Games, Computer adventure --- Adventure games --- Computer games --- Computer adventure games. --- Adventure games, Video --- Games, Video adventure --- Video games --- Adventure video games. --- Myst. --- Riven.
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248 TERSA DE JESUS DE AVILA --- #gsdb10 --- #GGSB: Geestelijke lezing(rood) --- #GGSB: Spiritualiteit --- #GGSB: Mystiek --- #GGSB: Heiligen --- #GROL:SEMI-248.2-05 Myst 1 --- Spiritualiteit. Ascese. Mystiek. Vroomheid--TERSA DE JESUS DE AVILA --- Christian spirituality --- Lecture religieuse --- Mystiek --- Mystique --- Religieuze lectuur --- C1 --- Ongeschoeide Karmelieten - Belgische/Vlaamse Provincie (1885-heden) --- spiritualiteit --- Kerken en religie --- Teresa de Jesús, --- Geestelijke lezing(rood) --- Spiritualiteit --- Heiligen
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248 TERSA DE JESUS DE AVILA --- #gsdb10 --- #GGSB: Geestelijke lezing(rood) --- #GGSB: Spiritualiteit --- #GGSB: Mystiek --- #GGSB: Heiligen --- #GROL:SEMI-248.2-05 Myst 2 --- Spiritualiteit. Ascese. Mystiek. Vroomheid--TERSA DE JESUS DE AVILA --- Histoire ecclésiastique --- Kerkgeschiedenis --- Kloosterorden --- Mystiek --- Mystique --- Ordres religieux --- Teresia van Avila, Heilige --- Therèse d'Avila, Sainte --- Teresa de Jesús, --- Geestelijke lezing(rood) --- Spiritualiteit --- Heiligen
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#gsdb10 --- #GROL:SEMI-248.2-05 Myst 4 --- 248 TERSA DE JESUS DE AVILA --- Spiritualiteit. Ascese. Mystiek. Vroomheid--TERSA DE JESUS DE AVILA --- Teresa de Jesús, --- Biographies --- Levensbeschrijvingen --- Teresia van Avila, Heilige --- Therèse d'Avila, Sainte --- Spanish literature --- Teresa of Avila
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The medieval poem "Cursor Mundi" is a biblical verse account of the history of the world, offering a chronological overview of salvation history from Creation to Doomsday. Originating in northern England around the year 1300, the poem was frequently copied in the north before appearing in a southern version in substantially altered form. Although it is a storehouse of popular medieval biblical lore and a fascinating study in the eclectic use of more than a dozen sources, the poem has until now attracted little scholarly attention. This five-part collaborative edition presents the Arundel version of the poem with variants from three others.
Manuscripts, Medieval. --- Christian poetry, English (Middle) --- Bible --- History of Biblical events --- Christian poetry, English --- Christian poetry, Middle English --- English Christian poetry, Middle --- Middle English Christian poetry --- Medieval manuscripts --- World history --- Early works to 1800. --- English poetry --- Manuscripts --- medieval poetry --- northern england --- Jesus --- LYF --- Myst --- Pus --- Sin --- Spelle --- Time in Indonesia --- Tusya language --- WELE
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The medieval poem "Cursor Mundi" is a biblical verse account of the history of the world, offering a chronological overview of salvation history from Creation to Doomsday. Originating in northern England around the year 1300, the poem was frequently copied in the north before appearing in a southern version in substantially altered form. Although it is a storehouse of popular medieval biblical lore and a fascinating study in the eclectic use of more than a dozen sources, the poem has until now attracted little scholarly attention. This five-part collaborative edition presents the Arundel version of the poem with variants from three others.
World history --- Christian poetry, English (Middle) --- Bible --- History of Biblical events --- Christian poetry, English --- Christian poetry, Middle English --- English Christian poetry, Middle --- Middle English Christian poetry --- Universal history --- Manuscripts, Medieval. --- English poetry --- Medieval manuscripts --- Manuscripts --- History --- medieval poetry --- northern england --- Jesus --- LYF --- Myst --- Robert Grosseteste --- Sayd --- Sin --- Tusya language --- Wace --- Watir
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An exploration of interaction design through 35 classic examples of video games, from Space Invaders to Minecraft.Our lives are increasingly lived on screens, and every one of our electronic interactions is mediated by a designed interface, which can be buggy and incomprehensible or inviting and accessible. Like other ubiquitous everyday tools, these interfaces are seldom recognized as objects of design?and even less as objects of interactive design. In video games, however, users are acutely aware of their relationship with the interface, making video games compelling examples of this important field of contemporary design.Published in conjunction with an exhibition at the Museum of Modern Art, Never Alone: Video Games as Interactive Design explores the impact of interactive design by examining 35 video games created between 1972 and 2018?from Space Invaders (1978) and Pac-Man (1980) to The Sims (2000) and Minecraft (2011). An overarching essay by curators Paola Antonelli, Anna Burckhardt and Paul Galloway presents the pioneering criteria by which MoMA has selected these video games for its collection, as well as the protocols for their acquisition, display and conservation. The richly illustrated plate section is divided into three sections that analyze input devices (keyboards, joysticks, buttons), game designers and players, and each game is accompanied by a short text illuminating its significance in the history of the medium.bron : https://www.copyrightbookshop.be/shop/never-alone-video-games-as-interactive-design-moma/
Computerspel --- Design --- Vormgeving --- Video games --- Interactive art --- Video games in art --- 527.4 --- game design --- games --- computerspellen --- video games --- Magnavox odyssey --- Pong --- Space invaders --- Asteroids --- Pac-man --- Nethack --- Tetris --- Snake --- Katamari Damacy --- Canabalt --- Monument valley --- Tempest --- Yar's revenge --- Another world --- Myst --- Portal --- Dwarf fortress --- Passage --- Flow --- Flower --- Journey --- Papers, please --- Never alone --- This war of mine --- Inside --- Everything is going to be ok --- Getting over it with Benneth Foddy --- Return of the Obra Dinn --- Street fighter II --- Simcity 2000 --- The Sims --- Vib-ribbon --- Eve online --- Minecraft --- Biophilia --- The Stanley parable --- Participatory art --- Performance art --- Social practice (Art) --- Television games --- Videogames --- Electronic games --- Social aspects --- Gamegeschiedenis --- Computer games --- Internet games --- Games --- Jeu vidéo --- Société numérique --- Art --- interactive art --- digital art [visual works]
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