Academic literature on the topic 'Demoscene'

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Journal articles on the topic "Demoscene"

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Jørgensen, Kristine, Ulf Sandqvist, and Olli Sotamaa. "From hobbyists to entrepreneurs." Convergence: The International Journal of Research into New Media Technologies 23, no. 5 (2015): 457–76. http://dx.doi.org/10.1177/1354856515617853.

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This article sheds light on the formation of the Nordic game industry between 1990 and 2005. The first long-lasting game development companies within the region emerged in the early 1990s and one of the factors for the advent of a Nordic industry was the subculture surrounding the demoscene. By selecting three companies in Finland, Norway and Sweden, we look at the transition from subculture into formal companies. The study is informed by an oral history approach, supplemented by a variety of other sources, including industry reports, mainstream press stories and online materials. The article
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Saarikoski, Petri. "Valtavirtaa vastaan – demoscene suomalaisen kotimikroilun historiassa." Lähikuva – audiovisuaalisen kulttuurin tieteellinen julkaisu 14, no. 3 (2001): 54–65. http://dx.doi.org/10.23994/lk.116175.

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Maria Elena Medeiros Marcos and Fernando Cesar Sossai. "Patrimônio digital e memória: a patrimonialização mundial da Demoscene pela Unesco." Revista Confluências Culturais 10, no. 1 (2021): 36–45. http://dx.doi.org/10.21726/rcc.v10i1.792.

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O presente trabalho tem como objetivo discutir a relação da Demoscene, o primeiro bem de cultura digital reconhecido como patrimônio da Organização das Nações Unidas para a Educação, a Ciência e a Cultura (Unesco), com a memória. A Demoscene é uma comunidade híbrida, originalmente finlandesa, mas nascida no meio digital, por meio de plataformas de contato e repositórios on-line criados por pessoas interessadas em audiovisual e que evoluiu para encontros presenciais, culminando no interesse em patrimonializar suas memórias digitais. A relação dá se com a mobilização dos conceitos de memória com
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Isaacs, Bruce. "Digital performance: Demoscene and the phenomenology of digital code." Empedocles: European Journal for the Philosophy of Communication 5, no. 1 (2015): 111–16. http://dx.doi.org/10.1386/ejpc.5.1-2.111_1.

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Hadji-Kyriacou, Avelina, and Ognjen Arandjelović. "Raymarching Distance Fields with CUDA." Electronics 10, no. 22 (2021): 2730. http://dx.doi.org/10.3390/electronics10222730.

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Raymarching is a technique for rendering implicit surfaces using signed distance fields. It has been known and used since the 1980s for rendering fractals and CSG (constructive solid geometry) surfaces, but has rarely been used for commercial rendering applications such as film and 3D games. Raymarching was first used for photorealistic rendering in the mid 2000s by demoscene developers and hobbyist graphics programmers, receiving little to no attention from the academic community and professional graphics engineers. In the present work, we explain why the use of Simple and Fast Multimedia Lib
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Pilkevych, Andrii. "US popular culture in the mirror of video game industry conventions." Ethnic History of European Nations, no. 64 (2021): 97–101. http://dx.doi.org/10.17721/2518-1270.2021.64.13.

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Video game culture is one of the most dynamically developed forms of modern popular culture. Over the past 10 years, the number of communities that represent certain areas has grown rapidly. Being in direct connection with film industry, literature and music the video game culture has occupied a new segment that requires detailed research. New opportunities of online communication have transformed the traditional understanding of gaming culture. Social segment identifies as gamers. This kind of culture can be used to spread a social message using human interactions. It should be noted that in
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Albert, Gleb J. "Gerard Alberts and Ruth Oldenziel, eds, Hacking Europe: From Computer Cultures to Demoscenes." European History Quarterly 46, no. 1 (2016): 124–26. http://dx.doi.org/10.1177/0265691415622934.

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Paju, Petri. "Hacking Europe: From Computer Cultures to Demoscenes ed. by Gerard Alberts, Ruth Oldenziel." Technology and Culture 57, no. 4 (2016): 1041–42. http://dx.doi.org/10.1353/tech.2016.0141.

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Maxigas. "Hacking Europe: From Computer Cultures to Demoscenes ed. by Gerard Alberts and Ruth Oldenziel." IEEE Annals of the History of Computing 38, no. 3 (2016): 10–11. http://dx.doi.org/10.1353/ahc.2016.0030.

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Tatarchenko, Ksenia. "Gerard Alberts; Ruth Oldenziel (Editors). Hacking Europe: From Computing Cultures to Demoscenes. (History of Computing.) viii + 269 pp., illus., tables, bibl., index. London: Springer, 2014. €90.09 (cloth)." Isis 107, no. 2 (2016): 436–37. http://dx.doi.org/10.1086/687131.

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Dissertations / Theses on the topic "Demoscene"

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Geršl, Jan. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235939.

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The field of this project is size restricted graphic intro. The paper deals with motivation creating such an intro and talks briefly about history. Main focus is put on general description of various principles common in demo development, techiques used achieving the practical assignment are provided with more detailed description.
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Rylich, Jan. "Počítačové hry jako fenomén nových médií." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-312290.

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Computer Games as a New Media Phenomenon Jan Rylich 1 1 [ T H E S I S ] Jan Rylich Abstract: This thesis is focused on the development of computer games and video games, evolution of gaming and game technologies and their impact on our society. In addition to an important historical context and practical and theoretical analysis of game genres and potential of games, key chapters of this thesis are devoted to the importance of games and their impact on various aspects of our lives, from economic and demographic factors to influence on our culture and contemporary art. This thesis also aims to
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Books on the topic "Demoscene"

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Marecki, Piotr, Yerzmyey Yerzmyey, and Robert Straka. ZX Spectrum Demoscene. Jagiellonian University, 2020.

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Demoscene, el Arte Digital. CelerSMS, 2021.

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Tasajärvi, Lassi. Demoscene: The Art of Real-Time. Even Lake Studios, 2004.

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The Unofficial XM File Format Specification: FastTracker II, ADPCM and Stripped Module Subformats. CelerSMS, 2007.

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McAlpine, Kenneth B. Going Underground. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0007.

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This chapter charts the birth and growth of the demoscene, an online community of digital artists and musicians who create and share real-time procedural artworks. Part of the digital underground, the ethos was, and remains, one of pushing systems to their limits and so became a natural home for chiptune. The chapter begins by exploring the roots of the demoscene in the computer hacking scene of 1970s California, a community who believed strongly that computer software should be free. As software protection systems were introduced to prevent unauthorized copying, highly skilled ‘crackers’ remo
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McAlpine, Kenneth B. Introduction. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0001.

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This chapter outlines the methodological approach that underpins the book and sets out the broad structure of the storyline that the later chapters explore. It outlines a chronological structure and groups the chapters together into three themed sections. The first explores the roots of chiptunes in 8-bit video games and shows how the specifications and constraints of the hardware shaped both the sound of 8-bit music and the working practices of those who wrote it. The second section discusses how, through a combination of new software interfaces and new musical contexts, chiptune became a def
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Alberts, Gerard, and Ruth Oldenziel. Hacking Europe: From Computer Cultures to Demoscenes. Springer London, Limited, 2014.

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Alberts, Gerard, and Ruth Oldenziel. Hacking Europe: From Computer Cultures to Demoscenes. Springer London, Limited, 2016.

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Hacking Europe: From Computer Cultures to Demoscenes. Springer, 2014.

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McAlpine, Kenneth B. Bits and Pieces. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.001.0001.

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This book explores the development of and the social, cultural, and historical context of chiptune, a form of electronic music that emerged from the first generation of video game consoles and home computers in the 1980s. Through a combination of musical and procedural analysis and practitioner interviews, the book explores the role the technical constraints of early video game hardware played in shaping the sound of 8-bit video game music and the inventive approaches to coding and composition musicians used to circumvent them. It examines the sounds, culture, and personalities behind the musi
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Book chapters on the topic "Demoscene"

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Silvast, Antti, and Markku Reunanen. "Multiple Users, Diverse Users: Appropriation of Personal Computers by Demoscene Hackers." In Hacking Europe. Springer London, 2013. http://dx.doi.org/10.1007/978-1-4471-5493-8_7.

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Reunanen, Markku, and Antti Silvast. "Demoscene Platforms: A Case Study on the Adoption of Home Computers." In IFIP Advances in Information and Communication Technology. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03757-3_30.

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Harwood, Tracy. "Machinima." In Advances in Media, Entertainment, and the Arts. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0016-2.ch007.

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This chapter presents an overview of machinima, an important socio-cultural movement that originated in the 1990s gameplay movement known as demoscene. The chapter presents a review of literature and key issues related to its evolution. Modes of its production (perfect capture, screen capture, asset compositing, bespoke machinimation) are described, along with the range of different genres that have emerged, including fan vid, parody, documentary, music video, advertising, reportage, reenactment, activist, pre-visualization and artistic forms. Thereafter, the chapter identifies channels of distribution and growth trajectories for each. The chapter then presents four key phases of the emergence of machinima, identifying the key actors and roles of organizations within each phase. As a movement that continues to evolve, the discussion presented is by no means a final analysis, thus the aim of the chapter is to present a ‘state of the art' overview of its emergence and development.
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