03055nam 2200601 450 991051143150332120170918205628.090-04-31038-X10.1163/9789004310384(CKB)3710000000532840(EBL)4198141(SSID)ssj0001592587(PQKBManifestationID)16289440(PQKBTitleCode)TC0001592587(PQKBWorkID)14842359(PQKB)10238237(PQKBManifestationID)16229854(PQKBWorkID)14842360(PQKB)22036025(MiAaPQ)EBC4198141(nllekb)BRILL9789004310384(EXLCZ)99371000000053284020160301h20162016 uy 0engur|n|---|||||txtccrBattles and generals combat, culture, and didacticism in Procopius' Wars /by Conor WhatelyLeiden, The Netherlands ;Boston, [Massachusetts] :Brill,2016.©20161 online resource (290 p.)History of Warfare,1385-7827 ;Volume 111Description based upon print version of record.90-04-31036-3 Includes bibliographical references and index.Preliminary Material -- Introduction -- 1 The Life of Procopius -- 2 How to Defeat the Persians in Combat -- 3 How to Defeat the Vandals in Combat -- 4 How to Defeat the Goths in Combat -- 5 Book Eight -- 6 Procopius’ Worldview and the Wider Intellectual Context -- Appendix 1: Glossary of Procopian Battles and Sieges -- Appendix 2: Win/Loss Records of the Persian and Roman Armies in the Persian Wars -- Select Bibliography -- Index.In Battles and Generals: Combat, Culture, and Didacticism in Procopius’ Wars, Whately reads Procopius’ descriptions of combat through the lens of didacticism, arguing that one of Procopius’ intentions was to construct those accounts not only so that they might be entertaining to his audience, but also so that they might provide real value to his readership, which was comprised, in part, of the empire’s military command. In the course of this analysis we discover that the varied battles and sieges that Procopius describes are not generic; rather, they have been crafted to reflect the nature of combat – as understood by Procopius – on the three fronts of Justinian’s wars, the frontier with Persia, Vandal north Africa, and Gothic Italy.History of warfare ;Volume 111.War (Philosophy)Byzantine EmpireHistory, Military527-1081Byzantine EmpireHistoryJustinian I, 527-565Electronic books.War (Philosophy)949.5/013Whately Conor1066552MiAaPQMiAaPQMiAaPQBOOK9910511431503321Battles and generals2549408UNINA03804nam 2200373 450 991041233630332120230825164229.0(CKB)5280000000243612(NjHacI)995280000000243612(EXLCZ)99528000000024361220230825d2019 uy 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierCHI PLAY '19 proceedings of the Annual Symposium on Computer-Human Interaction in Play : October 22-25, 2019, Barcelona, Spain /Joan Arnedo, Lennart E. NackeNew York, New York :Association for Computing Machinery,2019.1 online resource (680 pages) illustrations1-4503-6688-0 CHI PLAY is the international and interdisciplinary annual symposium conference series for researchers and professionals across all areas of play, games, and human-computer interaction (HCI). We call this area "player-computer interaction." The goal of CHI PLAY is to highlight and foster discussion of current high-quality research in games and HCI as the foundation for the future of digital play. This is the sixth year of the conference, which has proven to be a premier forum for research on leading-edge novel games and playful interaction, gamification, player experience evaluations, tangible play, serious games, exertion games, games user research, user experience design in games, player psychology, gameful design, social game and play systems, play-and-game-developer applications, personalized and adaptive play, and theoretical contributions. The mission of the conference is to share insights in game interaction design and analysis, and player experience among developers, researchers, and designers. The conference identifies new directions for future research and development in HCI and games. The conference includes a dynamic mix of academic, student, and industry engagement, with full papers and work-in-progress presentations, the student game design competition, workshops, a doctoral consortium, panels, and an interactivity program. Also, new for this year, we have reimagined the "Spotlight" track as "Rapid Communications," which now highlights significant work from both industry and research, from innovative implementations to thought-provoking case studies. This year we have two inspiring keynote speakers, balancing academic research and industry. On one hand, Katja Hofmann, Senior Researcher and leader of the Game Intelligence group at Microsoft Research Cambridge. On the other hand, Adrián Cuevas, Co-Founder and Technical Director at Nomada Studio, and creator of the internationally acclaimed video game hit Gris. CHI PLAY 2019 is being held in the mediterranean vibrant city of Barcelona, Spain, in the 22@ district, characterized by its modern architecture and also known as the technological neighborhood-the most important project of urban transformation in the city during the last years. Barcelona is also one of the main hubs of the Spanish video game industry, housing big game developer companies as well as a bustling indie and retro scene. In that regard, the work of the Catalan Arts initiative, hosted by the Catalan Institute for Cultural Companies, is key in helping the conference reach the local ecosystem.Computer softwareHuman factorsCongressesHuman-computer interactionCongressesComputer softwareHuman factorsHuman-computer interaction005.1019Arnedo Joan1382378Nacke Lennart E.NjHacINjHaclBOOK9910412336303321CHI PLAY '193530767UNINA