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Books > Computing & IT > Computer software packages > Computer games

Computational Intelligence for Wireless Sensor Networks - Principles and Applications (Book): Sandip Kumar Chaurasiya Computational Intelligence for Wireless Sensor Networks - Principles and Applications (Book)
Sandip Kumar Chaurasiya
R1,386 Discovery Miles 13 860 Ships in 10 - 15 working days
Playing with Reality - Denying, Manipulating, Converting, and Enhancing What Is There (Hardcover): Sidney Homan Playing with Reality - Denying, Manipulating, Converting, and Enhancing What Is There (Hardcover)
Sidney Homan
R4,499 Discovery Miles 44 990 Ships in 10 - 15 working days

This is a timely and relevant volume, considering the many manipulations and enhancements upon our ideas of reality in the 21st century The book explores how and why we deny, manipulate, convert, or enhance reality The book argues that examining the many ways in which we manipulate, deny, convert or enhance our realities can give us an idea of how to deal with reality, which in turn can provide us with a blueprint for how to live responsibly The book brings together an international team of contributors to discuss contemporary issues such as fake news, propaganda, virtual reality, theatre as real life and reality TV This book draws on examples from vast fields such as film studies, sociology, the social sciences and medicine This volume will appeal to scholars and upper-level students in the areas of communication and media studies, comparative literature, film studies, economics, English, international affairs, journalism, philosophy, psychology, sociology, and theatre

3D Rotations - Parameter Computation and Lie Algebra based Optimization (Paperback): Kenichi Kanatani 3D Rotations - Parameter Computation and Lie Algebra based Optimization (Paperback)
Kenichi Kanatani
R1,515 Discovery Miles 15 150 Ships in 10 - 15 working days

3D rotation analysis is widely encountered in everyday problems thanks to the development of computers. Sensing 3D using cameras and sensors, analyzing and modeling 3D for computer vision and computer graphics, and controlling and simulating robot motion all require 3D rotation computation. This book focuses on the computational analysis of 3D rotation, rather than classical motion analysis. It regards noise as random variables and models their probability distributions. It also pursues statistically optimal computation for maximizing the expected accuracy, as is typical of nonlinear optimization. All concepts are illustrated using computer vision applications as examples. Mathematically, the set of all 3D rotations forms a group denoted by SO(3). Exploiting this group property, we obtain an optimal solution analytical or numerically, depending on the problem. Our numerical scheme, which we call the "Lie algebra method," is based on the Lie group structure of SO(3). This book also proposes computing projects for readers who want to code the theories presented in this book, describing necessary 3D simulation setting as well as providing real GPS 3D measurement data. To help readers not very familiar with abstract mathematics, a brief overview of quaternion algebra, matrix analysis, Lie groups, and Lie algebras is provided as Appendix at the end of the volume.

One-Week Dungeons - Diaries of a Seven-Day Roguelike Challenge (Paperback): David L Craddock One-Week Dungeons - Diaries of a Seven-Day Roguelike Challenge (Paperback)
David L Craddock
R998 Discovery Miles 9 980 Ships in 10 - 15 working days

Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires.

One-Week Dungeons - Diaries of a Seven-Day Roguelike Challenge (Hardcover): David L Craddock One-Week Dungeons - Diaries of a Seven-Day Roguelike Challenge (Hardcover)
David L Craddock
R2,445 Discovery Miles 24 450 Ships in 10 - 15 working days

Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires.

3D Game Development with Unity (Paperback): Franz Lanzinger 3D Game Development with Unity (Paperback)
Franz Lanzinger
R1,840 Discovery Miles 18 400 Ships in 10 - 15 working days

Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner towards professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 All required software is professional quality and completely free to use for any purpose including commercial applications and games.

Beginner's Guide to Code Algorithms - Experiments to Enhance Productivity and Solve Problems (Hardcover): Deepankar Maitra Beginner's Guide to Code Algorithms - Experiments to Enhance Productivity and Solve Problems (Hardcover)
Deepankar Maitra
R4,061 Discovery Miles 40 610 Ships in 10 - 15 working days

Do you have creative ideas that you wish you could transform into code? Do you want to boost your problem solving and logic skills? Do you want to enhance your career by adopting an algorithmic mindset? In our increasingly digital world, coding is an essential skill. Communicating an algorithm to a machine to perform a set of tasks is vital. Beginner's Guide to Code Algorithms: Experiments to Enhance Productivity and Solve Problems written by Deepankar Maitra teaches you how to think like a programmer. The author unravels the secret behind writing code - building a good algorithm. Algorithmic thinking leads to asking the right question and enables a shift from issue resolution to value creation. Having this mindset will make you more marketable to employers. This book takes you on a problem-solving journey to expand your mind and increase your willingness to experiment with code. You will: Learn the art of building an algorithm through hands-on exercises Understand how to develop code for inspiring productivity concepts Build a mentality of developing algorithms to solve problems Develop, test, review, and improve code through guided experimentation This book is designed to develop a culture of logical thinking through intellectual stimulation. It will benefit students and teachers of programming, business professionals, as well as experienced users of Microsoft Excel who wish to become proficient with macros.

Press Reset - Ruin and Recovery in the Video Game Industry (Paperback): Jason Schreier Press Reset - Ruin and Recovery in the Video Game Industry (Paperback)
Jason Schreier 1
R448 R383 Discovery Miles 3 830 Save R65 (15%) Ships in 10 - 15 working days

THE INSTANT NEW YORK TIMES BESTSELLER. From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart-and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games-Bioshock Infinite, Epic Mickey, Dead Space, and more-on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games-and whether the business of making games can change before it's too late.

Interaction Design for 3D User Interfaces - The World of Modern Input Devices for Research, Applications, and Game Development... Interaction Design for 3D User Interfaces - The World of Modern Input Devices for Research, Applications, and Game Development (Paperback)
Francisco R. Ortega, Fatemeh Abyarjoo, Armando Barreto, Naphtali Rishe, Malek Adjouadi
R1,600 Discovery Miles 16 000 Ships in 10 - 15 working days

In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective. The book is divided into four parts: Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its hands-on approach and the affordability of the required hardware, this book is an excellent flexible resource for both the novice and the expert in 3D user input device development. Researchers and practitioners will gain a much deeper understanding about user input devices and user interfaces. Game developers and software designers will find new techniques to improve their products by adding intuitive user interaction mechanisms to their games and applications. In addition to the resources provided in the book, its companion website, http://3DInputBook.com, provides additional resources, which include: additional exercises and project ideas, additional chapters, source code, and class instructors' resources. The additional resources are provided to keep helping you with new research and new technology as it becomes available to help you stay up to date.

What UX is Really About - Introducing a Mindset for Great Experiences (Hardcover): Celia Hodent What UX is Really About - Introducing a Mindset for Great Experiences (Hardcover)
Celia Hodent
R4,053 Discovery Miles 40 530 Ships in 10 - 15 working days

Key Features: This work aims to be the most approachable book about UX. Many books on the topic are highly specialized and are not easy to read for people who just want to understand it better. This book is easy to read and aims to popularize the UX mindset while debunking its main misconceptions. Small format size makes it easy to carry around. Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style. It tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services. Includes a glossary.

Nature-Inspired Optimization Algorithms (Paperback): Vasuki A Nature-Inspired Optimization Algorithms (Paperback)
Vasuki A
R1,610 Discovery Miles 16 100 Ships in 10 - 15 working days

Nature-Inspired Optimization Algorithms, a comprehensive work on the most popular optimization algorithms based on nature, starts with an overview of optimization going from the classical to the latest swarm intelligence algorithm. Nature has a rich abundance of flora and fauna that inspired the development of optimization techniques, providing us with simple solutions to complex problems in an effective and adaptive manner. The study of the intelligent survival strategies of animals, birds, and insects in a hostile and ever-changing environment has led to the development of techniques emulating their behavior. This book is a lucid description of fifteen important existing optimization algorithms based on swarm intelligence and superior in performance. It is a valuable resource for engineers, researchers, faculty, and students who are devising optimum solutions to any type of problem ranging from computer science to economics and covering diverse areas that require maximizing output and minimizing resources. This is the crux of all optimization algorithms. Features: Detailed description of the algorithms along with pseudocode and flowchart Easy translation to program code that is also readily available in Mathworks website for some of the algorithms Simple examples demonstrating the optimization strategies are provided to enhance understanding Standard applications and benchmark datasets for testing and validating the algorithms are included This book is a reference for undergraduate and post-graduate students. It will be useful to faculty members teaching optimization. It is also a comprehensive guide for researchers who are looking for optimizing resources in attaining the best solution to a problem. The nature-inspired optimization algorithms are unconventional, and this makes them more efficient than their traditional counterparts.

Level Design - Processes and Experiences (Paperback): Christopher W. Totten Level Design - Processes and Experiences (Paperback)
Christopher W. Totten
R1,603 Discovery Miles 16 030 Ships in 10 - 15 working days

In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels - experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing collaboratively Offers analysis methods for better understanding game worlds and how they function in response to gameplay Find your own preferred method of level design by learning the processes of multiple industry veterans

Deep Learning in Practice (Book): Mehdi Ghayoumi Deep Learning in Practice (Book)
Mehdi Ghayoumi
R1,374 Discovery Miles 13 740 Ships in 10 - 15 working days
AI for Games (Hardcover): Ian Millington AI for Games (Hardcover)
Ian Millington
R4,045 Discovery Miles 40 450 Ships in 10 - 15 working days

Provides a clear and concise overview of how AI is used in game development Gives a brief overview of the history of AI in games Considers the different models, techniques and algorithms that are used in creating game AI

World of Warcraft: Exploring Azeroth - Kalimdor (Hardcover): Blizzard Entertainment, Sean Copeland World of Warcraft: Exploring Azeroth - Kalimdor (Hardcover)
Blizzard Entertainment, Sean Copeland
R587 Discovery Miles 5 870 Ships in 10 - 15 working days

Join famed hunter Rexxar, his animal companions, and Horde Ambassador Zekhan as they make the perilous journey across the lush and vivid reaches of Kalimdor to learn the secrets of the realm. Leave no stone unturned and no tracks unfollowed as Rexxar and Zekhan reveal lore, insights, equipment, and breathtaking landscapes from the ramparts of Orgrimmar to the golden plains of Mulgore to the wilds of Un'Goro Crater-and share one final kindness with a friend along the way. Featuring stunning, immersive artwork and new insights crafted by Blizzard's own loremaster, Sean Copeland, Exploring Azeroth: Kalimdor is your next step in a remarkable journey across Azeroth.

Game Dev Stories Volume 2 - More Interviews About Game Development and Culture (Paperback): David L Craddock Game Dev Stories Volume 2 - More Interviews About Game Development and Culture (Paperback)
David L Craddock
R1,295 Discovery Miles 12 950 Ships in 10 - 15 working days

Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.

Game Dev Stories Volume 1 - Interviews About Game Development and Culture (Paperback): David L Craddock Game Dev Stories Volume 1 - Interviews About Game Development and Culture (Paperback)
David L Craddock
R1,295 Discovery Miles 12 950 Ships in 10 - 15 working days

a collection of interviews from renowned author, David L. Craddock

Autonomous Driving and Advanced Driver-Assistance Systems (Adas) - Applications, Development, Legal Issues, and Testing (Book):... Autonomous Driving and Advanced Driver-Assistance Systems (Adas) - Applications, Development, Legal Issues, and Testing (Book)
Lentin Joseph, Amit Kumar Mondal
R1,824 Discovery Miles 18 240 Ships in 10 - 15 working days
Videogames and the Gothic (Hardcover): Ewan Kirkland Videogames and the Gothic (Hardcover)
Ewan Kirkland
R4,486 Discovery Miles 44 860 Ships in 10 - 15 working days

This book will be a key contribution to both Gothic and digital game scholarship as it argues for close proximity between Gothic culture and the videogame medium itself This book explores the many ways Gothic literature and media have informed videogame design The book moves beyond the study of generic influences of horror on digital gaming, and focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny The book will have resonance with scholars and students in both Gothic and digital game scholarship, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games (Hardcover): Andrei Nae Immersion, Narrative, and Gender Crisis in Survival Horror Video Games (Hardcover)
Andrei Nae
R4,488 Discovery Miles 44 880 Ships in 10 - 15 working days

This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

Game Dev Stories Volume 1 - Interviews About Game Development and Culture (Hardcover): David L Craddock Game Dev Stories Volume 1 - Interviews About Game Development and Culture (Hardcover)
David L Craddock
R4,079 Discovery Miles 40 790 Ships in 10 - 15 working days

a collection of interviews from renowned author, David L. Craddock

Game Dev Stories Volume 2 - More Interviews About Game Development and Culture (Hardcover): David L Craddock Game Dev Stories Volume 2 - More Interviews About Game Development and Culture (Hardcover)
David L Craddock
R4,069 Discovery Miles 40 690 Ships in 10 - 15 working days

Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.

The Translation of Realia and Irrealia in Game Localization - Culture-Specificity between Realism and Fictionality (Hardcover):... The Translation of Realia and Irrealia in Game Localization - Culture-Specificity between Realism and Fictionality (Hardcover)
Silvia Pettini
R4,492 Discovery Miles 44 920 Ships in 10 - 15 working days

This book explores the impact of a video game's degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game's respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.

Game Analytics - Maximizing the Value of Player Data (Hardcover, 2013 ed.): Magy Seif El-Nasr, Anders Drachen, Alessandro... Game Analytics - Maximizing the Value of Player Data (Hardcover, 2013 ed.)
Magy Seif El-Nasr, Anders Drachen, Alessandro Canossa
R3,405 Discovery Miles 34 050 Ships in 10 - 15 working days

Developing a successful game in today's market is a challenging endeavor. Thousands of titles are published yearly, all competing for players' time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

Game Balance (Hardcover): Ian Schreiber, Brenda Romero Game Balance (Hardcover)
Ian Schreiber, Brenda Romero
R3,870 Discovery Miles 38 700 Ships in 10 - 15 working days

Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.

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