Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
  • Language: en
  • Pages: 76

A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games

  • Type: Book
  • -
  • Published: 2015-05-08
  • -
  • Publisher: Springer

This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pe...

Encyclopedia of Computer Graphics and Games
  • Language: en
  • Pages: 2150

Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi ...

Rethinking Virtual Places
  • Language: en
  • Pages: 264

Rethinking Virtual Places

How would the humanities change if we grappled with the ways in which digital and virtual places are designed, experienced, and critiqued? In Rethinking Virtual Places, Erik Malcolm Champion draws from the fields of computational sciences and other place-related disciplines to argue for a more central role for virtual space in the humanities. For instance, recent developments in neuroscience could improve our understanding of how people experience, store, and recollect place-related encounters. Similarly, game mechanics using virtual place design might make digital environments more engaging and learning content more powerful and salient. In addition, Champion provides a brief introduction to new and emerging software and devices and explains how they help, hinder, or replace our traditional means of designing and exploring places. Perfect for humanities scholars fascinated by the potential of virtual space, Rethinking Virtual Places challenges both traditional and recent evaluation methods to address the complicated problem of understanding how people evaluate and engage with the notion of place.

Cumulated Index Medicus
  • Language: en
  • Pages: 1820

Cumulated Index Medicus

  • Type: Book
  • -
  • Published: 1999
  • -
  • Publisher: Unknown

None

Game Architecture and Design
  • Language: en
  • Pages: 964

Game Architecture and Design

A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.

The Metaverse and Smart Cities
  • Language: en
  • Pages: 238

The Metaverse and Smart Cities

  • Type: Book
  • -
  • Published: 2024-03-29
  • -
  • Publisher: Elsevier

The Metaverse and Smart Cities: Urban Environments in the Age of Digital Connectivity explores the intersection between the rapidly growing metaverse and the future of cities. The metaverse is a virtual world that is increasingly gaining attention as a new frontier for human interaction and commerce. At the same time, cities are undergoing significant transformation as they face challenges such as population growth, urbanization, and environmental degradation. Urban planners and city administrators will find valuable insights on how the metaverse can be integrated into the planning and development of smart, sustainable and future cities. The book begins with an introduction to the concepts a...

An Introduction to Design Science
  • Language: en
  • Pages: 214

An Introduction to Design Science

This book is an introductory text on design science, intended to support both graduate students and researchers in structuring, undertaking and presenting design science work. It builds on established design science methods as well as recent work on presenting design science studies and ethical principles for design science, and also offers novel instruments for visualizing the results, both in the form of process diagrams and through a canvas format. While the book does not presume any prior knowledge of design science, it provides readers with a thorough understanding of the subject and enables them to delve into much deeper detail, thanks to extensive sections on further reading. Design s...

TRAIL, Fas Ligand, TNF and TLR3 in Cancer
  • Language: en
  • Pages: 317

TRAIL, Fas Ligand, TNF and TLR3 in Cancer

  • Type: Book
  • -
  • Published: 2017-07-03
  • -
  • Publisher: Springer

This volume provides the current understanding of death receptor's/TLR3 signaling regulation in cancer. Death receptors, including TRAIL-R1, TRAIL-R2, Fas and TNF-RI, owing to their ability to trigger apoptosis and to contribute to the elimination of cancer cells by the immune system have been considered, to variable extent, as important therapeutic targets for cancer therapy. But an increasing body of evidence suggests that some of these receptors may also contribute to tumorigenesis, or that new players such as TLR3 may be targeted for cancer therapy due to their ability to behave like death receptors.

Computer Animation
  • Language: en
  • Pages: 254

Computer Animation

Computer Science Workbench is a monograph series which will provide you with an in-depth working knowledge of current developments in computer technology. Every volume in this series will deal with a topic of importance in computer science and elaborate on how you yourself can build systems related to the main theme. You will be able to develop a variety of systems, including computer software tools, computer gra phics, computer animation, database management systems, and compu ter-aided design and manufacturing systems. Computer Science Work bench represents an important new contribution in the field of practical computer technology. TOSIYASU L. KUNII Preface to the Second Edition Computer ...

Funology 2
  • Language: en
  • Pages: 561

Funology 2

  • Type: Book
  • -
  • Published: 2018-07-20
  • -
  • Publisher: Springer

How should we understand and design for fun as a User Experience? This new edition of a classic book is for students, designers and researchers who want to deepen their understanding of fun in the context of HCI. The 2003 edition was the first book to do this and has been influential in broadening the field. It is the most downloaded book in the Springer HCI Series. This edition adds 14 new chapters that go well beyond the topics considered in 2003. New chapter topics include: online dating, interactive rides, wellbeing, somaesthetics, design fiction, critical design and participatory design methods. The first edition chapters are also reprinted, with new notes by their authors setting the context in which the 2003 chapter was written and explaining the developments since then. Taken with the new chapters this adds up to a total of 35 theoretical and practical chapters written by the most influential thinkers from academia and industry in this field.