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Obat Stroke Apollo 12 India
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Obat Stroke Alami 081392627946
Obat Stroke Alami
Obat Stroke Di Apotik
Obat Stroke Cina
Obat Stroke Herbal
Obat Stroke Apollo 12
Obat Stroke Herbal Paling Ampuh
Obat Stroke Apollo 12 India
Obat Stroke Yang Dijual Di Apotik
Obat Stroke Apollo 12 Mexico
Obat Stroke Alami
seragam batik
seragam batik kantor
seragam batik pramugari
seragam batik sekolah
seragam batik modern
seragam batik wanita
seragam batik pernikahan
seragam batik umroh
seragam batik nikahan
seragam batik keluarga
seragam batik murah
Тренинг Панель управления бизнесом — корпоративный майнд-менеджментrulesplay
Презентация нового тренинга от компании Правила игры.
Мы долго оттачивали наши методики наведения порядка в бизнесе. Наконец-то, мы решились собрать открытый тренинг, на котором собственники и топ-менеджеры бизнеса получат уникальную возможность построить панель управления своей компанией, расписать цели, проекты и процессы в одной наглядной интерактивной карте.
ANDREAS NAGELS - PROJECT PROMISE -VERSION ENGLISH - GERMANcornelia adzessa
ANDREAS NAGELS - PROJECT PROMISE
PICTURE GALLARY - INFO TOUR WITH ANDREAS NAGELS (COMPOSER AND GUITAR) AND BIRGIT MC CRAY - SINGER (SOUL R&B, ROCK, POP} - GERMAN MUSICIANS,
INFO`S, PICTURES, CONTACTS,LINKS
Be a Hong Kong Patriot, Part 3, The Red ScoutBryan Chung
The artist Bryan Chung proposes an artwork called "The Red Scout" that would use artificial intelligence and facial recognition to classify human faces as either patriotic or unpatriotic based on a small training dataset of Hong Kong officials and celebrities. Chung acknowledges issues with the small dataset and questions of who would provide the labels. The goal of the artwork is to highlight cultural and privacy implications of machine learning and facial recognition technologies through an interactive spatial installation that would examine these topics.
The document summarizes an information seminar for the Master of Arts in Visual Arts program at the Academy of Visual Arts at Hong Kong Baptist University. It provides details about the program directors, concentrations in studio/media arts and craft/design, core and concentration courses, international faculty and exchange programs, admission requirements, campus facilities in Kowloon Tong and Kai Tak, and graduation exhibitions. The objective of the program is to nurture artists and designers through practice-based research and professional development with an international perspective.
The document provides an introduction and overview of the Studio Project for students in the Academy of Visual Arts at Hong Kong Baptist University. It outlines the learning outcomes, overall and semester schedules, assessment methods and criteria, information on supervisors and consultation hours, differences between Studio Project I and II, and answers some frequently asked questions. The Studio Project involves independent research, experimentation and creation of a body of work according to a student's proposal, with interim presentations and a final exhibition for evaluation.
This document summarizes the orientation for the Master of Arts in Visual Arts program at the Academy of Visual Arts, Hong Kong Baptist University. It includes welcome speeches from the program director and concentration coordinator, as well as an overview of the program structure, courses, facilities, and exchange opportunities. Key information provided includes a tour of the CVA building studios and workshops, an introductory class on research methodology, and contacts for program administration and technical staff.
This document discusses various topics related to simulation games and artificial intelligence including physics simulation, particle systems, flock simulation, crowd simulation, the Turing test, chess playing AI, pathfinding algorithms, artificial life simulation, and Sims games. It provides examples of simulations of natural phenomena like smoke and fire as well as simulations of intelligent behaviors through agents, robots, and virtual characters.
Glass 09 - Online game and virtual environmentBryan Chung
This document discusses the history and development of virtual environments, augmented reality, cyberspace, massively multiplayer online games, and social media. It traces early virtual environments like MUDs and multiplayer games in the 1970s-80s, the rise of the internet and chat rooms in the 1990s, and the growth of social media platforms in the 2000s. The document also examines research on player behavior and social dynamics in multiplayer online role-playing games like Ultima Online.
This document provides an overview of Class 07 which focuses on game and space. It discusses different types of spatial representations in video games such as tile-based, horizontal scroll, isometric, and perspective projections. Examples are given of different games that utilize these projections like Space Invaders, Tempest, and Portal. The document also defines different types of spaces in games including rule-based, mediated, fictional, play, and social spaces.
This document discusses narrative and storytelling in traditional media and games. It covers concepts like Aristotle's Poetics, the elements of narrative like plot, character, and time. It also discusses roles in narrative like author, narrator, and player. The document then provides examples of non-linear and interactive narratives in modern literature and film that experiment with concepts like hopscotch reading and allowing viewer/player choice.
Тренинг Панель управления бизнесом — корпоративный майнд-менеджментrulesplay
Презентация нового тренинга от компании Правила игры.
Мы долго оттачивали наши методики наведения порядка в бизнесе. Наконец-то, мы решились собрать открытый тренинг, на котором собственники и топ-менеджеры бизнеса получат уникальную возможность построить панель управления своей компанией, расписать цели, проекты и процессы в одной наглядной интерактивной карте.
ANDREAS NAGELS - PROJECT PROMISE -VERSION ENGLISH - GERMANcornelia adzessa
ANDREAS NAGELS - PROJECT PROMISE
PICTURE GALLARY - INFO TOUR WITH ANDREAS NAGELS (COMPOSER AND GUITAR) AND BIRGIT MC CRAY - SINGER (SOUL R&B, ROCK, POP} - GERMAN MUSICIANS,
INFO`S, PICTURES, CONTACTS,LINKS
Be a Hong Kong Patriot, Part 3, The Red ScoutBryan Chung
The artist Bryan Chung proposes an artwork called "The Red Scout" that would use artificial intelligence and facial recognition to classify human faces as either patriotic or unpatriotic based on a small training dataset of Hong Kong officials and celebrities. Chung acknowledges issues with the small dataset and questions of who would provide the labels. The goal of the artwork is to highlight cultural and privacy implications of machine learning and facial recognition technologies through an interactive spatial installation that would examine these topics.
The document summarizes an information seminar for the Master of Arts in Visual Arts program at the Academy of Visual Arts at Hong Kong Baptist University. It provides details about the program directors, concentrations in studio/media arts and craft/design, core and concentration courses, international faculty and exchange programs, admission requirements, campus facilities in Kowloon Tong and Kai Tak, and graduation exhibitions. The objective of the program is to nurture artists and designers through practice-based research and professional development with an international perspective.
The document provides an introduction and overview of the Studio Project for students in the Academy of Visual Arts at Hong Kong Baptist University. It outlines the learning outcomes, overall and semester schedules, assessment methods and criteria, information on supervisors and consultation hours, differences between Studio Project I and II, and answers some frequently asked questions. The Studio Project involves independent research, experimentation and creation of a body of work according to a student's proposal, with interim presentations and a final exhibition for evaluation.
This document summarizes the orientation for the Master of Arts in Visual Arts program at the Academy of Visual Arts, Hong Kong Baptist University. It includes welcome speeches from the program director and concentration coordinator, as well as an overview of the program structure, courses, facilities, and exchange opportunities. Key information provided includes a tour of the CVA building studios and workshops, an introductory class on research methodology, and contacts for program administration and technical staff.
This document discusses various topics related to simulation games and artificial intelligence including physics simulation, particle systems, flock simulation, crowd simulation, the Turing test, chess playing AI, pathfinding algorithms, artificial life simulation, and Sims games. It provides examples of simulations of natural phenomena like smoke and fire as well as simulations of intelligent behaviors through agents, robots, and virtual characters.
Glass 09 - Online game and virtual environmentBryan Chung
This document discusses the history and development of virtual environments, augmented reality, cyberspace, massively multiplayer online games, and social media. It traces early virtual environments like MUDs and multiplayer games in the 1970s-80s, the rise of the internet and chat rooms in the 1990s, and the growth of social media platforms in the 2000s. The document also examines research on player behavior and social dynamics in multiplayer online role-playing games like Ultima Online.
This document provides an overview of Class 07 which focuses on game and space. It discusses different types of spatial representations in video games such as tile-based, horizontal scroll, isometric, and perspective projections. Examples are given of different games that utilize these projections like Space Invaders, Tempest, and Portal. The document also defines different types of spaces in games including rule-based, mediated, fictional, play, and social spaces.
This document discusses narrative and storytelling in traditional media and games. It covers concepts like Aristotle's Poetics, the elements of narrative like plot, character, and time. It also discusses roles in narrative like author, narrator, and player. The document then provides examples of non-linear and interactive narratives in modern literature and film that experiment with concepts like hopscotch reading and allowing viewer/player choice.
Class 02 - Interactivity, games and artsBryan Chung
This document discusses the intersection of games, interactivity, and the arts. It provides examples of how gaming elements have influenced different art forms like film, visual arts, and interactive media. These include non-linear narratives in films, audience participation in performances, and virtual reality gaming experiences. The framework also examines computing technologies like graphical user interfaces, controllers, and virtual reality that have enabled new forms of interactivity across media.
Class 01 - Introduction to Videogames and ArtsBryan Chung
This document provides an overview of a college course on videogames and art. It includes the class schedule, objectives to introduce games and videogames as an art form, and benefits of enhancing problem solving skills. The class format will include presentations, lectures, tutorials, workshops and screenings. Students will be required to design an original game addressing a social issue. The document also provides definitions of play, games, and Roger Caillois' four types of games: agon (competition), alea (chance), mimicry (simulation), and ilinx (vertigo). Finally, it briefly introduces the history of early videogames.
This document describes an open source toolkit project for interactive art and design. The project investigates and develops open source software through tutorials, libraries and demonstration videos. It aims to enable creative coders to learn state-of-the-art software skills for areas like computer graphics, interaction design, and physical computing. Key outputs include peer-reviewed tutorial books, software libraries, and demonstration videos distributed through various platforms.
The document outlines a workshop on digital image fundamentals and image processing using TouchDesigner software. It includes an introduction to computer graphics, hands-on experience with projection mapping, and references for further exploration. Exercises include identifying visual patterns in the environment, describing images in text, and creating self-portraits on graph paper and with pixel grids. Challenges addressed are specifying precise positions, arranging visual elements, and generating new forms.
This document discusses the demoscene, which is an international community of programmers, artists, and musicians who create audio-visual presentations in real-time using computers. It covers the history and origins of the demoscene in the 1980s, how crackers would modify games and share them, and the social networks that developed. It also discusses whether demos should be considered an art form and their influence on art, games, and culture.
Movement in Space Project Launch SeminarBryan Chung
This document discusses experiments with online harmonographs, which are devices that draw patterns using pendulums or sine waves. It introduces the project called "Movement in Space", which was supported by the Hong Kong Arts Development Council. The project website allows users to create drawings by manipulating the variables in the general formulae that define sine waves. Users can extend the complexity of the drawings by adding more variables to the equations that determine the x and y coordinates over time.
Design for Hypermedia - Class 08 (2015B)Bryan Chung
This document discusses different types of interfaces, including graphical user interfaces, gestural interfaces, and conversational interfaces. It covers terminology related to interfaces like WIMP (window, icon, menu, pointer) and explores examples of interfaces throughout history from early GUIs inspired by science fiction to modern touch interfaces on devices like tablets and smartphones. The document also looks at interfaces that use new technologies like gestural control and projected interfaces.