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Some 22 years after its creation, The Legend of Zelda: Ocarina of Time is still held in high critical regard as one of the finest examples of the video game medium. The same is true of the game's music, whose superlative reception continues to be evident, whether in the context of the game or in orchestral concerts and recordings of the game's music. Given music's well-established significance for the video game form, it is no coincidence that music is placed at the forefront of this most lauded and loved of games. In Ocarina of Time, music connects and unifies all aspects of the game, from the narrative conceit to the interactive mechanics, from the characters to the virtual worlds, and even into the activity of legions of fans and gamers, who play, replay and reconfigure the music in an enduring cultural site that has Ocarina of Time at its centre. As video game music studies begins to mature into a coherent field, it is now possible to take the theoretical apparatus and critical approaches that have been developed in antecedent scholarship and put these into practice in the context of an extended concrete game example. The most extensive investigation into the music of a single game yet undertaken, this book serves three important primary purposes: first, it provides a historical-critical account of the music of an important video game text; second, it uses this investigation to explore wider issues in music and media studies (including interactivity, fan cultures, and music and technology); and third, it serves as a model for future in-depth studies of video game music.
The last half-decade has seen the rapid and expansive development of video game music studies. As with any new area of study, this significant sub-discipline is still tackling fundamental questions concerning how video game music should be approached. In this volume, experts in game music provide their responses to these issues. This book suggests a variety of new approaches to the study of game music. In the course of developing ways of conceptualizing and analyzing game music it explicitly considers other critical issues including the distinction between game play and music play, how notions of diegesis are complicated by video game interactivity, the importance of cinema aesthetics in game music, the technicalities of game music production and the relationships between game music and art music traditions. This collection is accessible, yet theoretically substantial and complex. It draws upon a diverse array of perspectives and presents new research which will have a significant impact upon the way that game music is studied. The volume represents a major development in game musicology and will be indispensable for both academic researchers and students of game music.
Some 22 years after its creation, The Legend of Zelda: Ocarina of Time is still held in high critical regard as one of the finest examples of the video game medium. The same is true of the game's music, whose superlative reception continues to be evident, whether in the context of the game or in orchestral concerts and recordings of the game's music. Given music's well-established significance for the video game form, it is no coincidence that music is placed at the forefront of this most lauded and loved of games. In Ocarina of Time, music connects and unifies all aspects of the game, from the narrative conceit to the interactive mechanics, from the characters to the virtual worlds, and even into the activity of legions of fans and gamers, who play, replay and reconfigure the music in an enduring cultural site that has Ocarina of Time at its centre. As video game music studies begins to mature into a coherent field, it is now possible to take the theoretical apparatus and critical approaches that have been developed in antecedent scholarship and put these into practice in the context of an extended concrete game example. The most extensive investigation into the music of a single game yet undertaken, this book serves three important primary purposes: first, it provides a historical-critical account of the music of an important video game text; second, it uses this investigation to explore wider issues in music and media studies (including interactivity, fan cultures, and music and technology); and third, it serves as a model for future in-depth studies of video game music.
Cyber Strategy: Risk-Driven Security and Resiliency provides a process and roadmap for any company to develop its unified Cybersecurity and Cyber Resiliency strategies. It demonstrates a methodology for companies to combine their disassociated efforts into one corporate plan with buy-in from senior management that will efficiently utilize resources, target high risk threats, and evaluate risk assessment methodologies and the efficacy of resultant risk mitigations. The book discusses all the steps required from conception of the plan from preplanning (mission/vision, principles, strategic objectives, new initiatives derivation), project management directives, cyber threat and vulnerability analysis, cyber risk and controls assessment to reporting and measurement techniques for plan success and overall strategic plan performance. In addition, a methodology is presented to aid in new initiative selection for the following year by identifying all relevant inputs. Tools utilized include: Key Risk Indicators (KRI) and Key Performance Indicators (KPI) National Institute of Standards and Technology (NIST) Cyber Security Framework (CSF) Target State Maturity interval mapping per initiative Comparisons of current and target state business goals and critical success factors A quantitative NIST-based risk assessment of initiative technology components Responsible, Accountable, Consulted, Informed (RACI) diagrams for Cyber Steering Committee tasks and Governance Boards' approval processes Swimlanes, timelines, data flow diagrams (inputs, resources, outputs), progress report templates, and Gantt charts for project management The last chapter provides downloadable checklists, tables, data flow diagrams, figures, and assessment tools to help develop your company's cybersecurity and cyber resiliency strategic plan.
Collins Big Cat supports every primary child on their reading journey from phonics to fluency. Top authors and illustrators have created fiction and non-fiction books that children love to read. Levelled for guided and independent reading, each book includes ideas to support reading. Teaching and assessment support and eBooks are also available. When Harry's mum gets ill, he worries about her. But even after she gets better, Harry still feels like something awful is about to happen. Anxiety has taken over his life. How can he get back to normal? Sapphire/Band 16 books offer longer reads to develop children's sustained engagement with texts and are more complex syntactically. Pages 54 and 55 allow children to re-visit the content of the book, supporting comprehension skills, vocabulary development and recall. Ideas for reading in the back of the book provide practical support and stimulating activities. In November 2021, Jo Cotterill caught covid-19 and was extremely ill for several weeks, unable to perform even ordinary everyday tasks like walking her daughter to school. Her daughter, who had had anxiety in the past, found this very difficult to deal with, and her anxiety increased to the point at which she could not attend school. Since the pandemic, teachers and parents have noticed a dramatic increase in anxiety in children, and Jo is keen to help show young people that there is a way through it. Although her daughter is now back at school, she still struggles daily with anxiety. Thankfully Jo is now fully recovered.
Cyber Strategy: Risk-Driven Security and Resiliency provides a process and roadmap for any company to develop its unified Cybersecurity and Cyber Resiliency strategies. It demonstrates a methodology for companies to combine their disassociated efforts into one corporate plan with buy-in from senior management that will efficiently utilize resources, target high risk threats, and evaluate risk assessment methodologies and the efficacy of resultant risk mitigations. The book discusses all the steps required from conception of the plan from preplanning (mission/vision, principles, strategic objectives, new initiatives derivation), project management directives, cyber threat and vulnerability analysis, cyber risk and controls assessment to reporting and measurement techniques for plan success and overall strategic plan performance. In addition, a methodology is presented to aid in new initiative selection for the following year by identifying all relevant inputs. Tools utilized include: Key Risk Indicators (KRI) and Key Performance Indicators (KPI) National Institute of Standards and Technology (NIST) Cyber Security Framework (CSF) Target State Maturity interval mapping per initiative Comparisons of current and target state business goals and critical success factors A quantitative NIST-based risk assessment of initiative technology components Responsible, Accountable, Consulted, Informed (RACI) diagrams for Cyber Steering Committee tasks and Governance Boards' approval processes Swimlanes, timelines, data flow diagrams (inputs, resources, outputs), progress report templates, and Gantt charts for project management The last chapter provides downloadable checklists, tables, data flow diagrams, figures, and assessment tools to help develop your company's cybersecurity and cyber resiliency strategic plan.
This is the story of comedian and former Marine Mark Sweeney, a 20-year comedy veteran and the funniest guy in his price range. The oldest of six children, his battle for attention started early. He survived Catholic School and high school in the 70's and his tales of adventure take you from the plains of the Midwest to the mountains of Afghanistan to the underground sex clubs in the Far East, and much in between...
Describes the essential knowledge and habits you need to cultivate to be happy all the time, along with exercises helping you to develop those habits. This is the reference book for a service provided on the website http://www.happyat.com
The last half-decade has seen the rapid and expansive development of video game music studies. As with any new area of study, this significant sub-discipline is still tackling fundamental questions concerning how video game music should be approached. In this volume, experts in game music provide their responses to these issues. This book suggests a variety of new approaches to the study of game music. In the course of developing ways of conceptualizing and analyzing game music it explicitly considers other critical issues including the distinction between game play and music play, how notions of diegesis are complicated by video game interactivity, the importance of cinema aesthetics in game music, the technicalities of game music production and the relationships between game music and art music traditions. This collection is accessible, yet theoretically substantial and complex. It draws upon a diverse array of perspectives and presents new research which will have a significant impact upon the way that game music is studied. The volume represents a major development in game musicology and will be indispensable for both academic researchers and students of game music.
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