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Fortells the trend that mass media outlets are helping to blur the line between reality and fantasy.
In the mid-2010s, a passionate community of Los Angeles-based storytellers, media artists, and tech innovators formed around virtual reality (VR), believing that it could remedy society’s ills. Lisa Messeri offers an ethnographic exploration of this community, which conceptualized VR as an “empathy machine” that could provide glimpses into diverse social realities. She outlines how, in the aftermath of #MeToo, the backlash against Silicon Valley, and the turmoil of the Trump administration, it was imagined that VR—if led by women and other marginalized voices—could bring about a better world. Messeri delves into the fantasies that allowed this vision to flourish, exposing the paradox of attempting to use a singular VR experience to mend a fractured reality full of multiple, conflicting social truths. She theorizes this dynamic as unreal, noting how dreams of empathy collide with reality’s irreducibility to a “common” good. With In the Land of the Unreal, Messeri navigates the intersection of place, technology, and social change to show that technology alone cannot upend systemic forces attached to gender and race.
"Terror, disaster, memory, selfhood, happiness . . . leave it to a poet to tackle the unthinkable so wisely and so wittily."* A literary guide to life in the pre-apocalypse, The Unreality of Memory collects profound and prophetic essays on the Internet age’s media-saturated disaster coverage and our addiction to viewing and discussing the world’s ills. We stare at our phones. We keep multiple tabs open. Our chats and conversations are full of the phrase “Did you see?” The feeling that we’re living in the worst of times seems to be intensifying, alongside a desire to know precisely how bad things have gotten—and each new catastrophe distracts us from the last. The Unreality of Memory collects provocative, searching essays on disaster culture, climate anxiety, and our mounting collective sense of doom. In this new collection, acclaimed poet and essayist Elisa Gabbert explores our obsessions with disasters past and future, from the sinking of the Titanic to Chernobyl, from witch hunts to the plague. These deeply researched, prophetic meditations question how the world will end—if indeed it will—and why we can’t stop fantasizing about it. Can we avoid repeating history? Can we understand our moment from inside the moment? With The Unreality of Memory, Gabbert offers a hauntingly perceptive analysis of our new ways of being and a means of reconciling ourselves to this unreal new world. "A work of sheer brilliance, beauty and bravery.” *—Andrew Sean Greer, author of Less
K-pop, described by Time Magazine in 2012 as "South Korea’s greatest export", has rapidly achieved a large worldwide audience of devoted fans largely through distribution over the Internet. This book examines the phenomenon, and discusses the reasons for its success. It considers the national and transnational conditions that have played a role in K-pop’s ascendancy, and explores how they relate to post-colonial modernisation, post-Cold War politics in East Asia, connections with the Korean diaspora, and the state-initiated campaign to accumulate soft power. As it is particularly concerned with fandom and cultural agency, it analyses fan practices, discourses, and underlying psychologies within their local habitus as well as in expanding topographies of online networks. Overall, the book addresses the question of how far "Asian culture" can be global in a truly meaningful way, and how popular culture from a "marginal" nation has become a global phenomenon.
Get to grips with building the foundations of an RPG using Unreal Engine 4 About This Book Utilize a mixture of C++, Blueprints, and UMG to create a role playing game (RPG) efficiently Create reusable code chunks and elements that can easily be integrated into other games A cost effective, step-by-step guide to building and customizing an entire framework for your RPG Who This Book Is For If you are new to Unreal Engine and always wanted to script an RPG, you are this book's target reader. The lessons assume you understand the conventions of RPG games and have some awareness of the basics of using the Unreal editor to build level. What You Will Learn Program gameplay elements in C++ in Unreal Create custom game data for entities such as players and enemies Create a turn-based combat engine Design menu systems and blueprint logic Create an NPC and dialog system Integrate equipment and items Develop the foundations of a saving and loading system In Detail Now that Unreal Engine 4 has become one of the most cutting edge game engines in the world, developers are looking for the best ways of creating games of any genre in the engine. This book will lay out the foundation of creating a turn-based RPG in Unreal Engine 4. The book starts by walking you through creating a turn-based battle system that can hold commands for party members and enemies. You'll get your hands dirty by creating NPCs such as shop owners, and important mechanics, that make up every RPG such as a currency system, inventory, dialogue, and character statistics. Although this book specifically focuses on the creation of a turn-based RPG, there are a variety of topics that can be utilized when creating many other types of genres. By the end of the book, you will be able to build upon core RPG framework elements to create your own game experience. Style and approach You will follow a series of lessons detailing the elements that contribute to an RPG. By the end of the book, you will have considerably leveled up your ability to make your own game
A candid tell-all tale of India’s most debated sector Starting off as a trainee engineer, Sushil Kumar Sayal was determined to be a success in real estate, at a time when it was viewed as an unscrupulous profession. He has since worked with companies like Mahindra Gesco, DLF and Alpha G, and has played a significant role in establishing the Real Estate Asset Management (REAM) model in the country. In his fast-paced memoir are many anecdotes of dodgy builders, maverick investors and corrupt bureaucrats..
Intense attention has been paid to Detroit as a site of urban crisis. This crisis, however, has not only yielded the massive devaluation of real estate that has so often been noted; it has also yielded an explosive production of seemingly valueless urban property that has facilitated the imagination and practice of alternative urbanisms. The first sustained study of Detroit’s alternative urban cultures, The Unreal Estate Guide to Detroit initiates a new focus on Detroit as a site not only of urban crisis but also of urban possibility. The Guide documents art and curatorial practices, community and guerilla gardens, urban farming and forestry, cultural platforms, living archives, evangelical missions, temporary public spaces, intentional communities, furtive monuments, outsider architecture, and other work made possible by the ready availability of urban space in Detroit. The Guide poses these spaces as “unreal estate”: urban territory that has slipped through the free- market economy and entered other regimes of value, other contexts of meaning, and other systems of use. The appropriation of this territory in Detroit, the Guide suggests, offers new perspectives on what a city is and can be, especially in a time of urban crisis.
This book considers the concepts of organisational learning and the learning organisation, and critically examines their take up within the context of four contemporary work organisations in the European automotive sector. Within this dynamic environment, the pursuit and implementation of approaches that encourage individuals to learn and challenge existing orthodoxy are now dominant on the management agenda. Changes to processes, structures, cultures and the employment relationship per se.