Videogames are currently one of the most widespread means of digital communication and entertainment; their releases are attracting considerable interest with growing number of audience and revenues each year. Videogames are examined by a variety of disciplines and fields. Nevertheless, scholarly attention concerned with the discourse of videogames from a linguistic perspective is relatively scarce, especially from a pragma-stylistic standpoint. This book addresses this vital issue by providing a pragma-stylistic analysis of the digital discourse of two well-known action videogames (First Person Shooter Games). It explores the role of the digital discourse of action videogames in maintaining real-like interactivity between the game and the gamers through the use of pragma-stylistic resources.
The article discusses political discourse as a communicative space of modern politics in the context of the anthropocentric paradigm. The following components of the political discourse have been outlined: the character of the subject and that of the addressee, genres of oral and written speech, the opposition of monologue and dialogue, the functions, the amount of information among the genres, the aim of speech.
An approach for hiding information has been proposed for securing information using Slanlet transform and the T-codes. Same as the wavelet transform the Slantlet transform is better in compression signal and good time localization signal compression than the conventional transforms like (DCT) discrete cosine transforms. The proposed method provides efficient security, because the original secret image is encrypted before embedding in order to build a robust system that is no attacker can defeat it. Some of the well known fidelity measures like (PSNR and AR) were used to measure the quality of the Steganography image and the image after extracted. The results show that the stego-image is closed related to the cover image, with (PSNR) Peak Si
... Show MoreIn this paper, a robust invisible watermarking system for digital video encoded by MPEG-4 is presented. The proposed scheme provides watermark hidden by embedding a secret message (watermark) in the sprite area allocated in reference frame (I-frame). The proposed system consists of two main units: (i) Embedding unit and (ii) Extraction unit. In the embedding unit, the system allocates the sprite blocks using motion compensation information. The allocated sprite area in each I–frame is used as hosting area for embedding watermark data. In the extraction unit, the system extracts the watermark data in order to check authentication and ownership of the video. The watermark data embedding method is Blocks average modulation applied on RGB dom
... Show MoreAn Eigen-state expansion method is applied to the transition of the Auger de-excitation charge transfer (AD) process in the interaction between clean Cu,Al and Na surfaces and excited incident gases H and He .We use this method to describe the effective surfaces electronic structure. It's shown that the AD efficiency is deeply influenced by the presence of the energy band for the surfaces and the potential energy stored within the excited incident atom, thus for long interaction time we use a slowly atom's about 1KeV to scatter from metals surfaces where the electron couldn't probe the metal band structure and Za the surface - projectile distance. Also we drive a new formula for AD interaction Matrix element
The aim of this study was spot light to the possibility of confection between hepatitis C&G viruses in Iraqi patients. The groups was studied included two groups as follow: 1- first group: its (Infected group) the patients of this group have Anti-HCV abs in their serum by using Indirect ELISA technique. 2- second group: its (Control group) the persons of this group have no Anti-HCV abs in their serum by using indirect ELISA technique. The result of this study was observed there was two patients from the first group have Anti-HGVabs in their serum with infection percent 2.70%, also the same result was found in the second group wich mean there was two persons have Anti-HGVabs in their serum with infection percent 8.33% .So when we comparin
... Show MoreEnglish, like any other language, has a number of such discourse markers including well, yes, surely, on the contrary, so and nevertheless. They are lexical items or grammatical forms typically serve to relate one utterance to another in discourse.
Discourse markers are considered as cues or signals for the reader or the hearer that make cohesion and coherence, In fact, these markers are found in various grammatical forms such as interjections, linking adverbials, greetings and farewells….etc. Discourse markers. Play a very important role, not only in conversation, but in written text as well.
The objective of this research is employ the special cases of function trapezoid in the composition of fuzzy sets to make decision within the framework of the theory of games traditional to determine the best strategy for the mobile phone networks in the province of Baghdad and Basra, has been the adoption of different periods of the functions belonging to see the change happening in the matrix matches and the impact that the strategies and decision-making available to each player and the impact on societ
... Show MoreThe present paper sheds light on irony as one of the most important and most common linguistic phenomena in modern linguistics, in general ,and in discourse in particular, whether it is (political, literary, journalistic, etc.). When irony is used correctly or positively, it paves the way for the speaker to gain the approval of other parties participating in the dialogue and dissolve barriers between them. It is a simple multi-functional linguistic style and an expression of one’s meaning by using language that normally signifies the opposite according to the context and the situation. Therefore, it is necessary to study its characteristics, define its functions and traces the extent of
... Show MoreThe research tagged (Digital Collage in Contemporary Art) consisted of four chapters. The first chapter was devoted to the methodological framework of the research. The problem ended with the following questions: How does digital collage represent contemporary art? What is the variable at the level of meaning shifts in composing works according to the digital collage? Was the digital collage a qualitative leap in the path of the aesthetic pattern in art? How does digital collage interfere with contemporary life and societies? It included the aim of the research and its importance, while the second chapter dealt with two topics, the first (reading in the concept of collage), and the second (digital collage). The third chapter was devoted
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