Optical Illusions Game


Book Description

Optical Illusions Game is a new game that resembles the emory game, but with three bonuses: 1. Instead of a set of two the player has to find a set of four. 2. When the set is completed, the player has to puzzle the four cards into one image. 3. Presto: the four cards form an image of an optical illusion to discover and marvel at. The goal of the game is to collect four cards that form one optical illusion. The player who collects the most optical illusions wins the game. The optical illusions in this game were selected by Paul Baars, a world famous author and expert on optical illusions. For this game he has selected a broad range of mindboggling illusions from the famous classical ones to new illusions created by contemporary designers and artists. The Optical Illusions Game consists of 80 cards and 20 illusions as well as a brochure in which the illusions are shown and briefly explained.




Illusion's Game


Book Description

In what he calls a "200 percent potent" teaching, Chögyam Trungpa reveals how the spiritual path is a raw and rugged "unlearning" process that draws us away from the comfort of conventional expectations and conceptual attitudes toward a naked encounter with reality. The tantric paradigm for this process is the story of the Indian master Naropa (1016–1100), who is among the enlightened teachers of the Kagyu lineage of the Tibetan Buddhism. Naropa was the leading scholar at Nalanda, the Buddhist monastic university, when he embarked upon the lonely and arduous path to enlightenment. After a series of daunting trials, he was prepared to receive the direct transmission of the awakened state of mind from his guru, Tilopa. Teachings that he received, including those known as the six doctrines of Naropa, have been passed down in the lineages of Tibetan Buddhism for a millennium. Trungpa's commentary shows the relevance of Naropa's extraordinary journey for today's practitioners who seek to follow the spiritual path. Naropa's story makes it possible to delineate in very concrete terms the various levels of spiritual development that lead to the student's readiness to meet the teacher's mind. Trungpa thus opens to Western students of Buddhism the path of devotion and surrender to the guru as the embodiment and representative of reality.




A Precarious Game


Book Description

A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives. Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.




Optical Illusions


Book Description

People are fascinated by optical illusions. There is something intrinsically satisfying about static pictures that appear to move, change color, or fool us into seeing things that "aren't really there." This comprehensive survey of optical illusions includes an astonishing range of images from ancient times to the present. Covering illusions of depth, inversions, vibration effects, ambiguous figures, camouflage, anamorphic art, tessellations, and other visual brain teasers, it presents examples from psychology, the popular press, the decorative arts, contemporary street art, and the fine arts. M. C. Escher, Pablo Picasso, René Magritte, Liu Bolin, and other artists are generously represented. Thanks to author Paul Baars's deep engagement with the art and science of optical illusions, this book supersedes all others on the subject.




Puzzling Optical Illusions


Book Description

A rich assortment of visual mind-bogglers, including "impossible objects" — constructions that look fine on paper but can't possibly exist in reality — as well as pulsating patterns, vanishing spots, pictures that suddenly change into other configurations as you're looking at them, and much more. 60 black-and-white illustrations.




Beyond Choices


Book Description

How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.




1,000 Playthinks


Book Description

Presents a collection of visual challenges, riddles, and puzzles.




Optical Illusions


Book Description




365 Optical Illusions


Book Description

An incredible 365 optical illusions.




Fantastic Optical Illusions


Book Description

"Fantastic Optical Illusions is filled with visual illusions, color tricks, perplexing puzzles, quizzes, and more"--Provided by publisher.