Code Three Movie

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3-D Revolution

Author: Ray Zone
language: en
Publisher: University Press of Kentucky
Release Date: 2012-07-06
Stereoscopic cinema began in the early 19th century and exploded in the 1950s in Hollywood. Its status as an enduring genre was confirmed in 2009 by the success of 3-D movie 'Avatar'.
Films, Poems, Codes

In the poems section, he shows five poems he published in the Paris Review, several in an edition with a Nobel Prize winner for literature, along with some unpublished poems and some published over forty-nine years in five countries. In the codes section, he shows, encoded in the Torah, the Five Books of Moses, the death of Debbie Reynolds, Carrie Fisher, Zsa Zsa Gabor, and others (all deaths are found Torah-encoded, with many shown in his other books). Some assassinations and certain terror attacks are shown encoded here. This also shows B. H. Obama being elected as the president of the United States in November 2008 and D. J. Trump being elected as the US president in November 2016. His website (www.PredictingPresidents.com) shows all US presidents were Torah-encoded as elected. In the films section, one of his forty-six treatments explores the authors proposal for how Hillary Clinton could win the White House in 2020, explaining a social-engineering mechanism that renders the Democrats undefeatable from now on at most levels of government (alien to the Republicans who, in order to survive, would need to mount an effective counterprogram if they can muster the voter numbers nationally in an electoral college strategy).
Game

A playful reflection on animals and video games, and what each can teach us about the other Video games conjure new worlds for those who play them, human or otherwise: they’ve been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both. Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more. Written in a playful style, Game draws from a dizzying array of sources, from children’s television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.