Peter Weller might be best-known as Robocop or Buckaroo Banzai to his fans, but his doctorate in art history forms a much better picture of who he is, along with a healthy dose of jazz. Weller discusses the power of myth and the oral tradition.
tiffehr / collective / tags / games
Tagged with “games”
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5by5 | Screen Time #37: Duke Ellington’s Funeral (Peter Weller)
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Wanna Play? Computer Gamers Help Push Frontier Of Brain Research
Computer games aren’t just for fun anymore — they’re also valuable research tools. Scientists are taking complex problems — like trying to figure out how proteins fold and how neural networks work — and turning them into engaging games. And they need your help.
Tagged with science games gaming neuroscience
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5by5 | Screen Time #21: Brett Terpstra: Cowboy Hats in a Mosh Pit
Moisés welcomes Brett Terpstra to discuss their Hyper-Apathy over CES and the over-complication of consumer electronics. Brett also hosts 5by5’s Systematic. He calls himself a "horrible guest", which, God Bless His Little Heart, is a TERRIBLE lie.
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5by5 | Screen Time #18: Guillermo del Toro: Monsters, Machines, and Hitchcock
Guillermo del Toro takes some time away from his giant robots & monsters movie Pacific Rim to talk about his formative influences, from Universal Monsters to Alfred Hitchcock and beyond, along with what he finds compelling and interesting in modern media.
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5by5 | Screen Time #17: The New Radio Theatre (with Andrea Romano)
Moisés welcomes legendary voice director Andrea Romano to discuss her substantial body of work, including (but not limited to) her early days at Hanna-Barbera, Disney shows like Ducktales, and the amazing Batman: The Animated Series (along with the rest of the DC Animated Universe).
They dig back into Andrea’s earliest creative influences, from favorite childhood cartoons to her start as an actress and subsequent move to Los Angeles. Stories include reuniting the original cast of The Jetsons over 20 years after the original show ended, the growth of her various "children" in voiceover, and the evolution of an art form that is now, more than ever, the new Radio Theatre.
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5by5 | Screen Time #14: Cinematic Industrial Complex (with Merlin Mann)
Moisés welcomes omnipresent 5by5 mascot/wünderkind/spirit animal Merlin Mann to discuss his media habits, comic books, VIVA KNEIVEL, TiVo, Jonathan Coulton, comic books, MULAN, Tallahassee, and a little about comic books. Long live Vinyl Fever.
Shownote links (http://5by5.tv/screentime/14) take you to places you can learn more about our guests and read/watch the things they talk about on the show, like the insane 1994 FANTASTIC FOUR movie produced by "Friend of the Show" and future guest Roger Corman.
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5by5 | Screen Time #13: Reverse Engineering (with John August)
Moisés welcomes John August to talk about screenwriting, directing, app development, and the brand-new take on Atari classic Karateka (now on XBLA), which produced by John and original developer Jordan Mechner. John digs into how the urge to scratch the creative "itches" he has leads him to new pursuits in different industries.
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5by5 | Screen Time #10: Stan Lee: Purveyor of Wonder
Moisés interviews Stan Lee, creator of many of the most popular characters in the comic book world. They discuss Marvel’s wealth of characters to put in the movies, the work Stan does with POW! Entertainment, and the crisis of choice in modern entertainment. They also discuss Stan’s earliest influences as a creative person, from Sherlock Holmes and Jules Verne to Errol Flynn and the classic Universal Monsters films.
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In Japan, Mobile Startups Take Gaming To Next Level : NPR
An estimated one out of every three Japanese are signed up to play games on their cell phones, helping to grow a mobile gaming juggernaut that’s currently dominated by a few Japanese startups. Now, those same startups are eyeing a new playing field â the U.S.
http://www.npr.org/2012/08/23/159575805/in-japan-mobile-startups-take-gaming-to-next-level
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The Culture Of Gaming, Episode 1
Aleks Krotoski examines how computer gaming is affecting our culture – by creating genuine works of art, by altering our notions of storytelling, and by simple virtue of being the cultural medium many people spend most time attached to.
Computer or videogames have been around for 40 years, but the wider cultural implications have tended to be glossed over in favour of discussion of the size of the gaming economy and concerns about games’ social impact.
Yet in recent years the artfulness of games has grown so much that the Smithsonian in Washington DC is now hosting a major exhibition of gaming art.
New technology and the spread of games to phones, tablets and PCs are creating millions of new users.
The immersive possibilities of this uniquely-interactive medium are just being explored.
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