The Avatar's Handbook

The Avatar's Handbook PDF

Author: Green Ronin Publishing

Publisher:

Published: 2003-02

Total Pages: 0

ISBN-13: 9780972359962

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Avatars are divine servants of the Lords of Good that can summon celestials to aid them. Powerful avatars can even transform into celestials in combat, channeling divine energy directly from the Heavenly Host. Written by Hammer & Helm author and Dragon Magazine editor Jesse Decker, the Avatar's Handbook introduces this new core class to the d20 System and gives you all the rules you need to incorporate it into your campaign. In addition to Master Class trademarks like new feats, spells, and magic items, the Avatar's Handbook includes full game stats for over 25 new celestials, making it the perfect complement to Legions of Hell and Armies of the Abyss. Righteous paladins and clerics now have a powerful new ally in the struggle against evil.

Spiritual Teachings of the Avatar

Spiritual Teachings of the Avatar PDF

Author: Jeffrey Armstrong

Publisher: Simon and Schuster

Published: 2010-06-29

Total Pages: 258

ISBN-13: 1439197024

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Is there a divine reason the word "Avatar" emerged at the forefront of popular culture? Discover the original Avatars and learn how their ancient wisdom can change the way you view the world. Spiritual Teachings of the Avatar speaks to anyone concerned with the sustainability of Mother Earth, the role of elders in our society, the seemingly unconsciousness of science and corporations, and the subtleties of unseen realities, resulting in spiritual growth, a deeper relationship with nature, and a better world for all. An avatar is a manifestation of the Supreme Being—usually in human form—that descends from the transcendental realm to Earth to heal the planet and restore peace and harmony by eliminating the harmful souls that prey on Mother Earth. In Spiritual Teachings of the Avatar, Vedic expert and teacher Jeffrey Armstrong explains the ancient Indian wisdoms embodied in the word “avatar,” and that behind the notion of avatar is a view that sees the sacredness of all life and the soul of all beings as eternal—meant for freedom and made of divine essence.

Engaging the Avatar

Engaging the Avatar PDF

Author: Randy J. Hinrichs

Publisher: Information Age Publishing

Published: 2012

Total Pages: 0

ISBN-13: 9781617357510

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This volume has a bold agenda, in which academics create immersive worlds where the avatar is the center of the universe. As the virtual world grows, avatars move away from quasi-human interactions within virtual domiciles, gardens, and businesses to being blood cells in the blood stream, or to be firing neurons in the human brain, or creatures competing on the ocean floor or the surface of Mars or just about anything that can be imagined using the magic of photographic and artistic images, programming, narrative and avatars. What are the frameworks and strategies for building these environments? What are the things the avatar adapts and learns from in its environment? This book will examine such frameworks, strategies, examples and feedback systems to explore what it takes to create a global education environment for learning. This starts with engaging your avatar and is completed in a transformation in how you interact with the internet. Whether using the visual internet to learn or to interact with a customer about a product or service, this immersive interface can be a world that knows you and forms around your unique needs and interests.

The Oxford Handbook of Entertainment Theory

The Oxford Handbook of Entertainment Theory PDF

Author: Peter Vorderer

Publisher: Oxford University Press

Published: 2021-02-12

Total Pages: 800

ISBN-13: 0190072237

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The proliferation of new digital technologies has given rise to an entirely changed media landscape and revolutionized how we seek entertainment. Older entertainment media like novels, radio, and film have been joined by a host of digital media that smartphones allow us to carry almost anywhere and at all times, from video games and social media to video on demand services. This unprecedented ubiquity of entertainment media calls for new and more sophisticated theories that help us understand the fascination that different entertainment media exert on us and how they change the human experience. The Oxford Handbook of Entertainment Theory surveys and furthers the most influential psychology-driven research on media entertainment to illuminate how people are drawn into media experiences. The 41 chapters in this Handbook not only offer fresh perspectives on established theories but also introduce emerging models and highlight the importance of considering the diverse backgrounds of media users when conducting research. They also cover the motivations and reactions of media users in relationship to different types of media, the trend towards interactive media such as video games and virtual reality, and particularly popular media contents like sexuality, violence, sports, and the news. As the most comprehensive overview of psychology-based research on media entertainment available, this Handbook is an invaluable resource for seasoned researchers and those beginning to learn about the field alike.

The Handbook of the Psychology of Communication Technology

The Handbook of the Psychology of Communication Technology PDF

Author: S. Shyam Sundar

Publisher: John Wiley & Sons

Published: 2015-01-20

Total Pages: 600

ISBN-13: 1118426622

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The Handbook of the Psychology of Communication Technology offers an unparalleled source for seminal and cutting-edge research on the psychological aspects of communicating with and via emergent media technologies, with leading scholars providing insights that advance our knowledge on human-technology interactions. • A uniquely focused review of extensive research on technology and digital media from a psychological perspective • Authoritative chapters by leading scholars studying psychological aspects of communication technologies • Covers all forms of media from Smartphones to Robotics, from Social Media to Virtual Reality • Explores the psychology behind our use and abuse of modern communication technologies • New theories and empirical findings about ways in which our lives are transformed by digital media

Gamers handbook to the IRL game

Gamers handbook to the IRL game PDF

Author: Nalle Windahl

Publisher: BoD - Books on Demand

Published: 2022-11-11

Total Pages: 96

ISBN-13: 9180276156

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If this would have been an item in the physical world, it would have been a book. And if you would pick that item up, you would be able to read something on the back of it. Now, since this is not a physical book, it is"just" an ebook, it has no back, thus, you cannot read anything on it. But even so, here it comes: This game you are currently playing, the IRL game, have you ever found any walk-through, rulebook or found any comprehensive guide online? I have not. So, based on my own game-play-experience, I will break down the game as best as I can, and give you my perspective on it so far. Speaking of perspectives. There only seems to be three rules in the IRL game that applies to every player. 1. The only truth is that there is no truth. 2. All choices, and non-choices, come with a consequence. 3. The only constant thing is that everything is constantly changing. Well, I just gave you the three biggest keys I've found so far. If they do not make sense, read the book and hopefully they will make sense. Or, perhaps, you will end up with more thoughts and questions than before you started to read? Who knows? Nobody knows! Or Whose nose? Nobody's nose, as Muddhedd brilliantly put it.

Brand Avatar

Brand Avatar PDF

Author: Alycia de Mesa

Publisher: Springer

Published: 2009-02-27

Total Pages: 187

ISBN-13: 0230233716

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Virtual worlds such as Second Life, have millions of users worldwide. Virtual world "residents" wield huge purchasing power, and use real money in the online economies. Companies as diverse as Adidas, Jean-Paul Gaultier, and MTV have plunged into these unchartered waters to give their brands a virtual presence, using varied strategies.

Research Handbook on the Law of Virtual and Augmented Reality

Research Handbook on the Law of Virtual and Augmented Reality PDF

Author: Woodrow Barfield

Publisher: Edward Elgar Publishing

Published: 2018-12-28

Total Pages: 712

ISBN-13: 1786438593

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Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.