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Showing 1 - 11 of 11 matches in All Departments

Critical Gaming: Interactive History and Virtual Heritage (Paperback): Erik Champion Critical Gaming: Interactive History and Virtual Heritage (Paperback)
Erik Champion
R1,228 Discovery Miles 12 280 Ships in 12 - 17 working days

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Screen Tourism and Affective Landscapes - The Real, the Virtual, and the Cinematic (Hardcover): Erik Champion, Jane Stadler,... Screen Tourism and Affective Landscapes - The Real, the Virtual, and the Cinematic (Hardcover)
Erik Champion, Jane Stadler, Christina Lee, Robert Moses Peaslee
R3,852 Discovery Miles 38 520 Ships in 12 - 17 working days

This book explores ways in which screen-based storyworlds transfix, transform, and transport us imaginatively, physically, and virtually to the places they depict or film. Topics include fantasy quests in computer games, celebrity walking tours, dark tourism sites, Hobbiton as theme park, surf movies, and social gangs of Disneyland. How physical, virtual, and imagined locations create a sense of place through their immediate experience or visitation is undergoing a revolution in technology, travel modes, and tourism behaviour. This edited collection explores the rapidly evolving field of screen tourism and the affective impact of landscape, with provocative questions and investigations of social groups, fan culture, new technology, and the wider changing trends in screen tourism. We provide critical examples of affective landscapes across a wide range of mediums (from the big screen to the small screen) and locations. This book will appeal to students and scholars in film and tourism, as well as geography, design, media and communication studies, game studies, and digital humanities.

Screen Tourism and Affective Landscapes - The Real, the Virtual, and the Cinematic (Paperback): Erik Champion, Jane Stadler,... Screen Tourism and Affective Landscapes - The Real, the Virtual, and the Cinematic (Paperback)
Erik Champion, Jane Stadler, Christina Lee, Robert Moses Peaslee
R1,156 Discovery Miles 11 560 Ships in 9 - 15 working days

This book explores ways in which screen-based storyworlds transfix, transform, and transport us imaginatively, physically, and virtually to the places they depict or film. Topics include fantasy quests in computer games, celebrity walking tours, dark tourism sites, Hobbiton as theme park, surf movies, and social gangs of Disneyland. How physical, virtual, and imagined locations create a sense of place through their immediate experience or visitation is undergoing a revolution in technology, travel modes, and tourism behaviour. This edited collection explores the rapidly evolving field of screen tourism and the affective impact of landscape, with provocative questions and investigations of social groups, fan culture, new technology, and the wider changing trends in screen tourism. We provide critical examples of affective landscapes across a wide range of mediums (from the big screen to the small screen) and locations. This book will appeal to students and scholars in film and tourism, as well as geography, design, media and communication studies, game studies, and digital humanities.

Cultural Heritage Infrastructures in Digital Humanities (Hardcover): Agiatis Benardou, Erik Champion, Costis Dallas, Lorna... Cultural Heritage Infrastructures in Digital Humanities (Hardcover)
Agiatis Benardou, Erik Champion, Costis Dallas, Lorna Hughes
R4,134 Discovery Miles 41 340 Ships in 12 - 17 working days

What are the leading tools and archives in digital cultural heritage? How can they be integrated into research infrastructures to better serve their intended audiences? In this book, authors from a wide range of countries, representing some of the best research projects in digital humanities related to cultural heritage, discuss their latest findings, both in terms of new tools and archives, and how they are used (or not used) by both specialists and by the general public.

Critical Gaming: Interactive History and Virtual Heritage (Hardcover, New Ed): Erik Champion Critical Gaming: Interactive History and Virtual Heritage (Hardcover, New Ed)
Erik Champion
R4,143 Discovery Miles 41 430 Ships in 12 - 17 working days

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Cultural Heritage Infrastructures in Digital Humanities (Paperback): Agiatis Benardou, Erik Champion, Costis Dallas, Lorna... Cultural Heritage Infrastructures in Digital Humanities (Paperback)
Agiatis Benardou, Erik Champion, Costis Dallas, Lorna Hughes
R1,281 Discovery Miles 12 810 Ships in 12 - 17 working days

What are the leading tools and archives in digital cultural heritage? How can they be integrated into research infrastructures to better serve their intended audiences? In this book, authors from a wide range of countries, representing some of the best research projects in digital humanities related to cultural heritage, discuss their latest findings, both in terms of new tools and archives, and how they are used (or not used) by both specialists and by the general public.

Organic Design in Twentieth-Century Nordic Architecture (Hardcover): Erik Champion Organic Design in Twentieth-Century Nordic Architecture (Hardcover)
Erik Champion
R4,146 Discovery Miles 41 460 Ships in 12 - 17 working days

Organic Design in Twentieth-Century Nordic Architecture presents a communicable and useful definition of organic architecture that reaches beyond constraints. The book focuses on the works and writings of architects in Nordic countries, such as Sigurd Lewerentz, Jorn Utzon, Sverre Fehn and the Aaltos (Aino, Elissa and Alvar), among others. It is structured around the ideas of organic design principles that influenced them and allowed their work to evolve from one building to another. Erik Champion argues organic architecture can be viewed as a concerted attempt to thematically unify the built environment through the allegorical expression of ongoing interaction between designer, architectural brief and building-as-process. With over 140 black and white images, this book is an intriguing read for architecture students and professionals alike.

Organic Design in Twentieth-Century Nordic Architecture (Paperback): Erik Champion Organic Design in Twentieth-Century Nordic Architecture (Paperback)
Erik Champion
R1,295 Discovery Miles 12 950 Ships in 12 - 17 working days

Organic Design in Twentieth-Century Nordic Architecture presents a communicable and useful definition of organic architecture that reaches beyond constraints. The book focuses on the works and writings of architects in Nordic countries, such as Sigurd Lewerentz, Jorn Utzon, Sverre Fehn and the Aaltos (Aino, Elissa and Alvar), among others. It is structured around the ideas of organic design principles that influenced them and allowed their work to evolve from one building to another. Erik Champion argues organic architecture can be viewed as a concerted attempt to thematically unify the built environment through the allegorical expression of ongoing interaction between designer, architectural brief and building-as-process. With over 140 black and white images, this book is an intriguing read for architecture students and professionals alike.

Playing with the Past: Into the Future (Hardcover, 2nd ed. 2022): Erik Champion Playing with the Past: Into the Future (Hardcover, 2nd ed. 2022)
Erik Champion
R5,233 Discovery Miles 52 330 Ships in 10 - 15 working days

Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the Past: Into the Future Erik Champion surveys past attempts to communicate history and heritage through virtual environments and suggests new technology and creative ideas for more engaging and educational games and virtual learning environments.This second edition builds on and updates the first edition with new game discussions, surveys, design frameworks, and theories on how cultural heritage could be experienced in digital worlds, via museums, mobile phones, or the Metaverse. Recent games and learning environments are reviewed, with provocative discussion of new and emerging promises and challenges.

Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection - 8th International Conference,... Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection - 8th International Conference, EuroMed 2020, Virtual Event, November 2-5, 2020, Revised Selected Papers (Paperback, 1st ed. 2021)
Marinos Ioannides, Eleanor Fink, Lorenzo Cantoni, Erik Champion
R4,385 Discovery Miles 43 850 Ships in 10 - 15 working days

This book constitutes the refereed post-conference proceedings of the 8th International Conference on Digital Heritage, EuroMed 2020, held virtually in November 2020.The 37 revised project papers and 30 revised short papers presented were carefully reviewed and selected from 326 submissions. The papers are on topics such as digital data acquisition technologies in CH/2D and 3D data capture methodologies and data processing; remote sensing for archaeology and cultural heritage management and monitoring; interactive environments and applications; reproduction techniques and rapid prototyping in CH; e-Libraries and e-Archives in cultural heritage; virtual museum applications (e-Museums and e-Exhibitions); visualisation techniques (desktop, virtual and augmented reality); storytelling and authoring tools; tools for education; 2D and 3D GIS in cultural heritage; and on-site and remotely sensed data collection.

Game Mods - Design, Theory and Criticism (Paperback): Erik Champion Game Mods - Design, Theory and Criticism (Paperback)
Erik Champion
R456 Discovery Miles 4 560 Ships in 10 - 15 working days

Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design Theory and Criticism aims to answer these and more questions. It features chapters by authors chosen from around the world, representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game studies and to society as a whole?

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