This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry - understood as a global phenomenon in entertainment - and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game's virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merinoincorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework,Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.
This book is a practical guide on how to create artwork for computer games - a burgeoning area in which thousands of artists are hired each year.
The pervasive use of games by students and their integration in formal education by a number of pioneer teachers creates a need for a different frame-of-mind to look at the learning experience offered by such innovative technology-enhanced learning experiences. Educational computer games are related to two disciplines, which are computer sciences (in particular, eLearning and related areas) and games development. A pattern-based design approach to overcome the problems and challenges of learning-games is proposed in this book. The aim is to awaken the learning-game community to approach learning-game design more structurally and to motivate them to communally create a theoretical and practical basis for learning-game design and game-based learning research. Furthermore, given the popularity of computer games and the educational and ethical problems they raise, we need a way of evaluating games. This book contributes to this task by articulating the epistemic, moral, and ethical aims of education and by applying these criteria to computer games.
This book is focussed on MS Office and Computers in General.
This book is an example of fruitful interaction between (non-classical) propo- sitionallogics and (classical) model theory which was made possible due to categorical logic. Its main aim consists in investigating the existence of model- completions for equational theories arising from propositional logics (such as the theory of Heyting algebras and various kinds of theories related to proposi- tional modal logic ). The existence of model-completions turns out to be related to proof-theoretic facts concerning interpretability of second order propositional logic into ordinary propositional logic through the so-called 'Pitts' quantifiers' or 'bisimulation quantifiers'. On the other hand, the book develops a large number of topics concerning the categorical structure of finitely presented al- gebras, with related applications to propositional logics, both standard (like Beth's theorems) and new (like effectiveness of internal equivalence relations, projectivity and definability of dual connectives such as difference). A special emphasis is put on sheaf representation, showing that much of the nice categor- ical structure of finitely presented algebras is in fact only a restriction of natural structure in sheaves. Applications to the theory of classifying toposes are also covered, yielding new examples. The book has to be considered mainly as a research book, reporting recent and often completely new results in the field; we believe it can also be fruitfully used as a complementary book for graduate courses in categorical and algebraic logic, universal algebra, model theory, and non-classical logics. 1.
The Disc Shop Articles
The Disc Shop Books
The Disc Shop