Virtual Weaponry

Virtual Weaponry
Author: Aaron Tucker
Publsiher: Springer
Total Pages: 250
Release: 2017-10-26
Genre: Performing Arts
ISBN: 9783319601984

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This book examines the convergent paths of the Internet and the American military, interweaving a history of the militarized Internet with analysis of a number of popular Hollywood movies in order to track how the introduction of the Internet into the war film has changed the genre, and how the movies often function as one part of the larger Military-Industrial- Media-Entertainment Network and the Total War Machine. The book catalogues and analyzes representations of a militarized Internet in popular Hollywood cinema, arguing that such illustrations of digitally networked technologies promotes an unhealthy transhumanism that weaponizes the relationships between the biological and technological aspects of that audience, while also hierarchically placing the “human” components at the top. Such filmmaking and movie-watching should be replaced with a critical posthumanism that challenges the relationships between the audience and their technologies, in addition to providing critical tools that can be applied to understanding and potentially resist modern warfare.

Virtuality and Humanity

Virtuality and Humanity
Author: Sam N. Lehman-Wilzig
Publsiher: Springer Nature
Total Pages: 347
Release: 2022-01-01
Genre: Social Science
ISBN: 9789811665264

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This is a pioneering study of virtuality through human history: ancient-to-modern evolution and recent expansion; expression in many fields (chapters on Religion; Philosophy, Math, Physics; Literature and the Arts; Economics; Nationhood, Government and War; Communication); psychological and social reasons for its universality; inter-relationship with "reality." The book's thesis: virtuality was always an integral part of humanity in many areas of life, generally expanding over the ages. The reasons: 1- brain psychology; 2- virtuality's six functions — escape from boredom to relieving existential dread. Other questions addressed: How will future neuroscience, biotech and "compunications" affect virtuality? Can/should there be limits to human virtualizing?

The Virtual Weapon and International Order

The Virtual Weapon and International Order
Author: Lucas Kello
Publsiher: Yale University Press
Total Pages: 333
Release: 2017-09-26
Genre: Computers
ISBN: 9780300226294

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An urgently needed examination of the current cyber revolution that draws on case studies to develop conceptual frameworks for understanding its effects on international order The cyber revolution is the revolution of our time. The rapid expansion of cyberspace brings both promise and peril. It promotes new modes of political interaction, but it also disrupts interstate dealings and empowers non-state actors who may instigate diplomatic and military crises. Despite significant experience with cyber phenomena, the conceptual apparatus to analyze, understand, and address their effects on international order remains primitive. Here, Lucas Kello adapts and applies international relations theory to create new ways of thinking about cyber strategy. Kello draws on a broad range of case studies, including the Estonian crisis, the Olympic Games operation against Iran, and the cyber attack against Sony Pictures. Synthesizing qualitative data from government documents, forensic reports of major incidents and interviews with senior officials from around the globe, this important work establishes new conceptual benchmarks to help security experts adapt strategy and policy to the unprecedented challenges of our times.

Guerrilla Marketing Online Weapons

Guerrilla Marketing Online Weapons
Author: Jay Conrad Levinson,Charles Rubin
Publsiher: Houghton Mifflin Harcourt
Total Pages: 212
Release: 1996
Genre: Business & Economics
ISBN: 039577019X

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As the Internet expands at a phenomenal rate, it has established itself as the great new international marketing frontier. Now, from the authors of Guerrilla Marketing Online comes Guerrilla Marketing Online Weapons--the 100 simplest, most efficient strategies for online marketing.

Creator s Economy in Metaverse Platforms Empowering Stakeholders Through Omnichannel Approach

Creator s Economy in Metaverse Platforms  Empowering Stakeholders Through Omnichannel Approach
Author: Singla, Babita,Shalender, Kumar,Singh, Nripendra
Publsiher: IGI Global
Total Pages: 306
Release: 2024-02-26
Genre: Computers
ISBN: 9798369333594

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In the era of the metaverse, a big challenge permeates the digital landscape—a challenge that resonates both with creators seeking to thrive in this dynamic space and policymakers attempting to navigate its uncharted territories. Creators, driven by innovation, grapple with a myriad of uncertainties in monetizing their virtual content effectively. Simultaneously, policymakers find themselves at a crossroads, caught between the rapid evolution of the virtual realm and the lack of clear regulatory guidelines. This struggle is exacerbated by the issue of cybersecurity threats that cast a shadow over the metaverse's transformative potential. It is within this context of challenges that Creator's Economy in Metaverse Platforms emerges, poised to tackle the pressing issues at the intersection of creativity, regulation, and the ever-expanding metaverse. Creator's Economy in Metaverse Platforms dissects, analyzes, and offers solutions to the multifaceted challenges prevailing in the metaverse. By addressing fundamental questions about the creator economy, the elusive concept of the metaverse economy, and the indispensable role policymakers play, the book provides a holistic understanding of the landscape. Delving into topics such as stakeholder engagement, digital asset management, and the intricacies of various monetization models, it equips readers with actionable insights. Not content with a reactive approach, the book takes a proactive stance, offering solutions to foster interoperability and create an ecosystem where creators and policymakers can mutually thrive. It envisions not just a book but a catalyst for transformative change in the metaverse.

Virtual Reality

Virtual Reality
Author: Howard Rheingold
Publsiher: Unknown
Total Pages: 420
Release: 1992-08-15
Genre: Computers
ISBN: UOM:39076001877005

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Breaking the reality barrier ; the reality-industrial complex ; virtual reality and the future.

The Politics of Nuclear Weapons

The Politics of Nuclear Weapons
Author: Andrew Futter
Publsiher: SAGE
Total Pages: 347
Release: 2015-02-18
Genre: Political Science
ISBN: 9781473917149

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This book provides an introduction to political and strategic aspects of nuclear weaponry. It offers an accessible overview of the concept of nuclear weapons, outlines how thinking about these weapons has developed and considers how nuclear threats can continue to be managed in the future. It includes: Coverage of nuclear testing, proliferation, strategy, global actors and disarmament. Analysis of contemporary topics such as nuclear terrorism. A timeline of key nuclear events. Annotated further reading lists helping you to locate sources for essays and assignments. Summaries, study questions and a glossary of key terms Free SAGE journal articles available on the Resources tab The author will be providing regular updates to his suggested web resources, so be sure to check the Resources tab for the most up-to-date. The Politics of Nuclear Weapons is essential reading for both undergraduate and postgraduate students taking courses in Nuclear Politics.

Game Engine Architecture

Game Engine Architecture
Author: Jason Gregory
Publsiher: CRC Press
Total Pages: 882
Release: 2009-06-15
Genre: Computers
ISBN: 9781439879184

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This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.