easter eggs
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2021 ◽  
Vol 26 (3) ◽  
pp. 580-588
Author(s):  
Irina I. Volkova ◽  
Alina G. Chernyavskaya

The goal of this study is to identify gaming slang terms in the news articles of highly rated Russian media. Three online newspapers of various types were used as an empirical material: Kommersant (the first private business newspaper in Russia), RBC (a socio-political analytical newspaper) and Rossiyskaya Gazeta (agency of the Russian Federation government). With help of the content analysis of the media texts, all cases of using the slang gaming terms such as achievement, noob, easter eggs etc. have been discovered and described. The results of the study show that over the past five years the popularity of the gaming terms usage in the media has been growing; this increase can be described as a linear progressive growth: gaming slang is becoming an integral part of the Runet online resources and is gradually entering common vocabulary. It can be assumed that with the increase in the number of media managers from the generation of digital natives and their transition to the category of decision makers, the growth of gaming slang terms in online media will become exponential.


2021 ◽  
pp. 23-23
Author(s):  
Bonnie Lou Risby ◽  
Jean Franklin
Keyword(s):  

Film Matters ◽  
2021 ◽  
Vol 12 (2) ◽  
pp. 111-117
Author(s):  
Samantha Van Zandt
Keyword(s):  

In Kill Bill Vol. 1 and 2, Quentin Tarantino uses thematic symbolism to demonstrate the evolution of the film’s characters by assigning them code names. Each character’s code name is a different species of snake or is related to snakes: Black Mamba, Copperhead, Cottonmouth, Sidewinder, California Kingsnake, and Snake Charmer. Their aliases are a few examples of Easter eggs concealed in the films. The code names portray aspects of their character and the story of their growth as individuals. The protagonist, Beatrix Kiddo undergoes numerous aliases and evolves throughout the film through her recovery from immense trauma.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Julia Hagge

Purpose The purpose of this paper is to examine the ways in which early adolescent programmers embed meaning in their digital media created within an online programming community called Scratch. Design/methodology/approach The author completed an 18-month descriptive case study with 5 early adolescent participants. The research design included a multimodal analytic analysis of participant artifacts and inductive analysis of semi-structured interviews and transcription frames. Findings Participants embedded meaning to achieve four primary purposes, namely, to guide visitors through exhibits, to story, to engage in conversation and to game. To achieve each goal, the participants embedded unique semantic cues within specific Scratch structures. Research limitations/implications Questions for how researchers in literacy and learning can further explore meaning-making within programming-as-writing are suggested. Practical implications Connections to the supportive structures within Scratch are discussed in the context of programming-as-writing. Considerations regarding the use of Scratch to promote programming-as-writing are provided for educators. Originality/value The findings in this study provide an introductory step toward an enhanced understanding of the ways in which youth embed meaning into digital media as they engage in programming-as-writing. Although coding has been researched within the context of computer science, the use of coding in multimodal composition should be explored as it relates to literacy practices.


2021 ◽  
Vol 7 (1) ◽  
pp. 15
Author(s):  
Immanuela Puspasari Saputro ◽  
Angelia Melani Adrian ◽  
Louis D.S Joseph

Game merupakan hiburan yang bisa dimainkan oleh segala jenis umur. Selain digunakan sebagai hiburan, game juga dapat digunakan untuk media pembelajaran. Teknologi yang digunakan pada game saat ini tak lepas dari teknologi itu sendiri, salah satunya adalah augmented reality yang memberikan pengalaman baru bagi penggunanya karena memungkinkan pemain bermain game 3D di lingkungan dunia nyata. Algoritma A-Star adalah algoritma popular untuk pencarian rute terpendek. Penelitian ini bertujuan untuk membuat sebuah game augmented reality “Finding Easter Eggs” menggunakan metode A-Star sebagai salah satu alternative untuk tetap mengadakan perlombaan mencari telur paskah di masa pandemik Covid-19. Game ini berjenis simulasi karena memungkinkan pemain mencari telur paskah menggunakan augmented reality. Penerapan algoritma A-Star digunakan sebagai fitur pencarian rute tercepat menemukan telur paskah. Game ini diterapkan pada platform android versi 6.0 menggunakan bahasa pemrograman C#. Berdasarkan pengujian yang dilakukan pada game “Finding Easter Eggs”, menunjukkan bahwa hasil maksimal game dimainkan pada area datar dengan pencahayaan yang memadai dengan ukuran area permainan 10x10 meter. Pengujian algoritma A-Star menunjukkan hasil bahwa game dapat memberikan rute tercepat dengan adanya garis bantu pada area permainan.Kata kunci—Game, Augmented Reality, A-Star


2021 ◽  
Vol 5 (1) ◽  
pp. 113
Author(s):  
Alon Mandimpu Nainggolan ◽  
Yuni Feni Labobar

Easter is one of the most important Christian and Catholic holidays and dates back to the church in the first century until today. The Passover holiday reminds Christians how Jesus died and was resurrected for the sake of human salvation. There are many ways Christians celebrate Easter, but the most popular of which is Easter is identified with eggs. This study aims to increase understanding of church traditions, especially easter eggs which are believed to have no biblical basis because the Lord Jesus in his ministry never used them as illustrations to explain His death and resurrection. The research method chosen is descriptive qualitative with literature study and exposition approach on the text on John 12:20-26. Celebrating Easter according to Bible standards is very significant today and in the future. That is why taking up Jesus' parable of the wheat is an offer for the church today to gain a relevant understanding of the Passover. Easter celebrations using plant seeds become a symbol of survival for oneself, family, church, environment, and government.AbstrakPaskah adalah salah satu hari raya Kristen dan Katolik yang sangat penting, dan telah dimulai sejak gereja abad pertama hingga saat ini. Hari raya Paskah mengingatkan orang Kristen bagai-mana Yesus mati dan dibangkitkan demi keselamatan manusia. Beragam cara orang Kristen da-lam merayakan hari raya paskah, namun yang paling populer paskah diidentikkan dengan telur. Penelitian ini bertujuan untuk meningkatkan pemahaman mengenai tradisi gereja, khususnya telur paskah yang diyakini tidak memiliki dasar Alkitab, karena Tuhan Yesus dalam pelayanannya tidak pernah menggunakannya sebagai ilustrasi untuk menjelaskan kematian dan kebangkitan-Nya. Metode penelitian yang dipilih adalah kualitatif deskriptif dengan studi kepustakaan dan pendekatan eksposisi pada teks Yohanes 12:20-26. Merayakan paskah sesuai stan-dar Alkitab adalah sangat signifikan di masa kini dan di masa mendatang. Itu sebab-nya, mengangkat perumpamaan Yesus tentang biji gandum menjadi tawaran bagi ge-reja saat ini untuk memperoleh pemahaman yang relevan tentang paskah. Perayaan paskah dengan menggunakan benih tumbuh-tumbuhan menjadi simbol keberlang-sungan hidup bagi diri sendiri, keluarga, gereja, lingkungan hidup dan pemerintah.


2021 ◽  
Vol 87 (4) ◽  
pp. 225-226
Author(s):  
Al Karlin ◽  
Keith Patterson ◽  
Carly Bradshaw ◽  
Savannah Carter ◽  
Todd Waldorf
Keyword(s):  

Author(s):  
Melissa Vosen Callens

Even for the casual viewer, the Netflix series Stranger Things will likely feel familiar, reminiscent of popular 1980s coming-of-age movies. While Stranger Things and these classic 1980s films are all tales of childhood friendship and shared adventures, they are also narratives that reflect and shape the burgeoning cynicism of the 1980s. Throughout Ode to X: Institutional Cynicism in “Stranger Things” and 1980s Film, Melissa Vosen Callens explores the parallels between iconic 1980s films featuring children and teenagers and the first three seasons of Stranger Things, moving beyond the 1980s Easter eggs to a common underlying narrative: Generation X’s (Gen X) growing distrust in American institutions. Throughout, Vosen Callens demonstrates how Stranger Things draws on popular 1980s popular culture to pay tribute to Gen X’s evolving outlook on three key and interwoven American institutions: family, economy, and government.


2021 ◽  
Author(s):  
Tom Raimondo ◽  
Justin Payne ◽  
Alicia Pollett ◽  
Steve Hill ◽  
Roger Edmonds

<p>Project LIVE (<em>Learning through Immersive Virtual Environments</em>) is a cross-disciplinary initiative at the University of South Australia to embed immersive virtual and mixed reality experiences across the breadth of our STEM teaching program. In Earth and Environmental Science, the Project LIVE team has recently created a series of gamified geo-challenges and virtual tours of instructive field sites for use in undergraduate teaching, to both supplement and enhance traditional field experiences. This presentation will demonstrate our flagship geo-challenge developed for the Hallett Cove Geological Heritage Site in Adelaide, South Australia. Entitled <em>Beyond the Ice</em>, it incorporates several complementary elements including an immersive VR experience, web-based geotour, iOS and Android mobile learning game and 360 street view walking trail, all of which are freely available at <em>https://www.projectlive.org.au/beyond-the-ice</em>. The interactive VR quest challenges students to identify fossils with a virtual hand lens, measure glacial striations with a compass, and draw the outlines of rock folds and sedimentary layers that shape the landscape with digital ink. Students are also accompanied by the encyclopaedic ‘VT’ – a virtual robot guide with a geological memory spanning 600 million years – and can take part in quizzes, collect 3D pet rocks, and even uncover hidden ‘Easter eggs’ on their journey of scientific discovery. The uptake and impact of our geo-challenges across both undergraduate student cohorts and STEM outreach audiences will be discussed, along with further geoscience and community engagement opportunities currently being explored.</p>


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