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A Gamer's Introduction to Programming in C#
  • Language: en

A Gamer's Introduction to Programming in C#

  • Type: Book
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  • Published: 2024-08-12
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  • Publisher: Unknown

The first in an ongoing series designed to take readers from zero experience to writing their own video games and interactive digital experiences using industry standard languages and tools, this book is a great way to turn a love of video games into a new love of programming. It teaches the coding ins-and-outs of how we keep track of high scores, what video game heroes and loot boxes are made of, how the dreaded RNG or, random number generation works, and much, much more. But coding books are technical, boring, and scary, aren't they? Not this one. Within these pages readers will find a fun and approachable adventure that will introduce them to the essential programming fundamentals like va...

History of the County of Lunenburg
  • Language: en
  • Pages: 618
Virtual Identities and Digital Culture
  • Language: en
  • Pages: 275

Virtual Identities and Digital Culture

Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world. The collection explores a wide range of digital topics – from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online – and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences – one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives. A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments.

Women and Popular Culture in Canada
  • Language: en
  • Pages: 292

Women and Popular Culture in Canada

The first book of its kind, this volume explores women and non-binary people in popular culture in Canada, with a focus on intersectional analysis of settler colonialism, race, white privilege, ability, and queer representations and experiences in diverse media. The chapters include discussions of film, television, videogames, music, and performance, as well as political events, journalism, social media, fandom, and activism. Throughout this collection, readers are encouraged to think carefully about the role women play in the cultural landscape in Canada as active viewers, creators, and participants. Covering a wide range of topics from historical perspectives to recent events, media, and t...

Image Analysis And Recognition
  • Language: en
  • Pages: 1302

Image Analysis And Recognition

ICIAR 2005, the International Conference on Image Analysis and Recognition, was the second ICIAR conference, and was held in Toronto, Canada. ICIAR is organized annually, and alternates between Europe and North America. ICIAR 2004 was held in Porto, Portugal. The idea of o?ering these conferences came as a result of discussion between researchers in Portugal and Canada to encourage collaboration and exchange, mainly between these two countries, but also with the open participation of other countries, addressing recent advances in theory, methodology and applications. TheresponsetothecallforpapersforICIAR2005wasencouraging.From295 full papers submitted, 153 were ?nally accepted (80 oral prese...

Ludic Pedagogy
  • Language: en
  • Pages: 153

Ludic Pedagogy

Ludic Pedagogy: A Seriously Fun Way to Teach and Learn outlines why and how having fun and positive experiences in college and university classes (and not just at social events or parties) leads to increased student success in face-to-face, hybrid, hyflex, or online environments. It provides readers with the Ludic Pedagogy model, together with how instructors can employ the elements of the model – play, playfulness, and positivity – in the courses that they teach. This book is grounded in empirical research so that readers can appreciate why each element of the Ludic Pedagogy model contributes to increased learning and student wellbeing. It also offers examples, practical advice, and guidance on how faculty can employ activities and attitudes so that students have more memorable, meaningful, and valuable educational experiences in college/university. In order to win over the elbow-patched-blazer-wearing professoriate, we specifically address why the ludic mindset, and having fun, is compatible with “serious” academic work.

The Spaces and Places of Canadian Popular Culture
  • Language: en
  • Pages: 391

The Spaces and Places of Canadian Popular Culture

An exclusively Canadian textbook, this collection investigates the relationships between identity, geography, and popular culture that are produced and consumed in this sprawling country. Expanding beyond the clichés of friendliness and snow, this text provides a fresh perspective on what it means to be Canadian, both nationally and transnationally. Scholars look at historical subjects like Québécois identity and Indigenous self-representation and explore issues in contemporary media, including music, film, television, comic books, video games, and social media. From Drake to the Tragically Hip, Trailer Park Boys to The Amazing Race Canada, and poutine to maple syrup, mainstream icons and...

Virtual Reality in Manual Order Picking
  • Language: en
  • Pages: 237

Virtual Reality in Manual Order Picking

The introduction of consumer-level head-mounted devices (HMDs) has led to a major drop in the application costs of virtual reality (VR), making the technology available for a wide range of users. To understand if VR HMDs can be used for planning and training in the context of manual order picking, this thesis provides the results of a large-scale randomized controlled study in which order picking has been compared between a virtual and a real environment. The results imply that VR HMDs can indeed be used by manufacturers and warehouse operators in a rack planning process if the reduction of searching times or the perceived workload is in focus. Additionally, the findings enable the use of VR HMDs for scientific research on human-centred rack design. Finally, the thesis highlights the usability of VR HMDs for training manual order picking activities.

Python for Everyone
  • Language: en
  • Pages: 754

Python for Everyone

Introduction -- Programming with numbers and strings -- Decsions -- Loops -- Functions -- Lists -- Files and exceptions -- Sets and dictionaries -- Objects and classes -- Inheritance -- Recursion -- Sorting and searching.

Cape Breton and the Jackson Kith and Kin
  • Language: en
  • Pages: 268

Cape Breton and the Jackson Kith and Kin

Mainly the story of the Loyalists, disbanded soldiers, and other venturesome British subjects who, between 1784 and 1800, settled the fertile lands around Sydney Harbour and other coastal areas of Cape Breton Island, Nova Scotia. Among these were the Jackson family of Upper North Sydney which soon penetrated into Ingonish, Cape North, and Port Hood. Though Part II contains the names of about 2500 descendants of William Jackson, to the ninth generation, it also traces the settlement and family origins of over one hundred other early Cape Breton families.