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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.
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.
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.
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.
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.
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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