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

Computer Systems Architecture (Paperback): Aharon Yadin Computer Systems Architecture (Paperback)
Aharon Yadin
R1,502 Discovery Miles 15 020 Ships in 10 - 15 working days

Computer Systems Architecture provides IT professionals and students with the necessary understanding of computer hardware. It addresses the ongoing issues related to computer hardware and discusses the solutions supplied by the industry. The book describes trends in computing solutions that led to the current available infrastructures, tracing the initial need for computers to recent concepts such as the Internet of Things. It covers computers' data representation, explains how computer architecture and its underlying meaning changed over the years, and examines the implementations and performance enhancements of the central processing unit (CPU). It then discusses the organization, hierarchy, and performance considerations of computer memory as applied by the operating system and illustrates how cache memory significantly improves performance. The author proceeds to explore the bus system, algorithms for ensuring data integrity, input and output (I/O) components, methods for performing I/O, various aspects relevant to software engineering, and nonvolatile storage devices, such as hard drives and technologies for enhancing performance and reliability. He also describes virtualization and cloud computing and the emergence of software-based systems' architectures. Accessible to software engineers and developers as well as students in IT disciplines, this book enhances readers' understanding of the hardware infrastructure used in software engineering projects. It enables readers to better optimize system usage by focusing on the principles used in hardware systems design and the methods for enhancing performance.

Introduction to Middleware - Web Services, Object Components, and Cloud Computing (Paperback): Letha Hughes Etzkorn Introduction to Middleware - Web Services, Object Components, and Cloud Computing (Paperback)
Letha Hughes Etzkorn
R1,620 Discovery Miles 16 200 Ships in 10 - 15 working days

"A stereotype of computer science textbooks is that they are dry, boring, and sometimes even intimidating. As a result, they turn students' interests off from the subject matter instead of enticing them into it. This textbook is the opposite of such a stereotype. The author presents the subject matter in a refreshing story-telling style and aims to bring the Internet-generation of students closer to her stories." --Yingcai Xiao, The University of Akron Introduction to Middleware: Web Services, Object Components, and Cloud Computing provides a comparison of different middleware technologies and the overarching middleware concepts they are based on. The various major paradigms of middleware are introduced and their pros and cons are discussed. This includes modern cloud interfaces, including the utility of Service Oriented Architectures. The text discusses pros and cons of RESTful vs. non-RESTful web services, and also compares these to older but still heavily used distributed object/component middleware. The text guides readers to select an appropriate middleware technology to use for any given task, and to learn new middleware technologies as they appear over time without being greatly overwhelmed by any new concept. The book begins with an introduction to different distributed computing paradigms, and a review of the different kinds of architectures, architectural styles/patterns, and properties that various researchers have used in the past to examine distributed applications and determine the quality of distributed applications. Then it includes appropriate background material in networking and the web, security, and encoding necessary to understand detailed discussion in this area. The major middleware paradigms are compared, and a comparison methodology is developed. Readers will learn how to select a paradigm and technology for a particular task, after reading this text. Detailed middleware technology review sections allow students or industry practitioners working to expand their knowledge to achieve practical skills based on real projects so as to become well-functional in that technology in industry. Major technologies examined include: RESTful web services (RESTful cloud interfaces such as OpenStack, AWS EC2 interface, CloudStack; AJAX, JAX-RS, ASP.NET MVC and ASP.NET Core), non-RESTful (SOAP and WSDL-based) web services (JAX-WS, Windows Communication Foundation), distributed objects/ components (Enterprise Java Beans, .NET Remoting, CORBA). The book presents two projects that can be used to illustrate the practical use of middleware, and provides implementations of these projects over different technologies. This versatile and class-tested textbook is suitable (depending on chapters selected) for undergraduate or first-year graduate courses on client server architectures, middleware, and cloud computing, web services, and web programming.

The Aesthetics of Videogames (Paperback): Jon Robson, Grant Tavinor The Aesthetics of Videogames (Paperback)
Jon Robson, Grant Tavinor
R1,458 Discovery Miles 14 580 Ships in 10 - 15 working days

This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.

Trustworthy Cyber-Physical Systems Engineering (Paperback): Alexander Romanovsky, Fuyuki Ishikawa Trustworthy Cyber-Physical Systems Engineering (Paperback)
Alexander Romanovsky, Fuyuki Ishikawa
R1,501 Discovery Miles 15 010 Ships in 10 - 15 working days

From the Foreword "Getting CPS dependability right is essential to forming a solid foundation for a world that increasingly depends on such systems. This book represents the cutting edge of what we know about rigorous ways to ensure that our CPS designs are trustworthy. I recommend it to anyone who wants to get a deep look at these concepts that will form a cornerstone for future CPS designs." --Phil Koopman, Carnegie Mellon University, Pittsburgh, Pennsylvania, USA Trustworthy Cyber-Physical Systems Engineering provides practitioners and researchers with a comprehensive introduction to the area of trustworthy Cyber Physical Systems (CPS) engineering. Topics in this book cover questions such as What does having a trustworthy CPS actually mean for something as pervasive as a global-scale CPS? How does CPS trustworthiness map onto existing knowledge, and where do we need to know more? How can we mathematically prove timeliness, correctness, and other essential properties for systems that may be adaptive and even self-healing? How can we better represent the physical reality underlying real-world numeric quantities in the computing system? How can we establish, reason about, and ensure trust between CPS components that are designed, installed, maintained, and operated by different organizations, and which may never have really been intended to work together? Featuring contributions from leading international experts, the book contains sixteen self-contained chapters that analyze the challenges in developing trustworthy CPS, and identify important issues in developing engineering methods for CPS. The book addresses various issues contributing to trustworthiness complemented by contributions on TCSP roadmapping, taxonomy, and standardization, as well as experience in deploying advanced system engineering methods in industry. Specific approaches to ensuring trustworthiness, namely, proof and refinement, are covered, as well as engineering methods for dealing with hybrid aspects.

The Digital Gaming Handbook (Paperback): Roberto Dillon The Digital Gaming Handbook (Paperback)
Roberto Dillon
R1,943 Discovery Miles 19 430 Ships in 10 - 15 working days

The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.

Visual Tracking in Conventional Minimally Invasive Surgery (Paperback): Shahram Payandeh Visual Tracking in Conventional Minimally Invasive Surgery (Paperback)
Shahram Payandeh
R1,484 Discovery Miles 14 840 Ships in 10 - 15 working days

Visual Tracking in Conventional Minimally Invasive Surgery introduces the various tools and methodologies that can be used to enhance a conventional surgical setup with some degree of automation. The main focus of this book is on methods for tracking surgical tools and how they can be used to assist the surgeon during the surgical operation. Various notions associated with surgeon-computer interfaces and image-guided navigation are explored, with a range of experimental results. The book starts with some basic motivations for minimally invasive surgery and states the various distinctions between robotic and non-robotic (conventional) versions of this procedure. Common components of this type of operation are presented with a review of the literature addressing the automation aspects of such a setup. Examples of tracking results are shown for both motion and gesture recognition of surgical tools, which can be used as part of the surgeon-computer interface. In the case of marker-less tracking, where no special visual markers can be added to the surgical tools, the tracking results are divided into two types of methodology, depending on the nature and the estimate of the visual noise. Details of the tracking methods are presented using standard Kalman filters and particle filters. The last part of the book provides approaches for tracking a region on the surgical scene defined by the surgeon. Examples of how these tracking approaches can be used as part of image-guided navigation are demonstrated. This book is designed for control engineers interested in visual tracking, computer vision researchers and system designers involved with surgical automation, as well as surgeons, biomedical engineers, and robotic researchers.

Mobile Cloud Computing - Models, Implementation, and Security (Paperback): Meikang Qiu, Keke Gai Mobile Cloud Computing - Models, Implementation, and Security (Paperback)
Meikang Qiu, Keke Gai
R1,507 Discovery Miles 15 070 Ships in 10 - 15 working days

Mobile Cloud Computing: Models, Implementation, and Security provides a comprehensive introduction to mobile cloud computing, including key concepts, models, and relevant applications. The book focuses on novel and advanced algorithms, as well as mobile app development. The book begins with an overview of mobile cloud computing concepts, models, and service deployments, as well as specific cloud service models. It continues with the basic mechanisms and principles of mobile computing, as well as virtualization techniques. The book also introduces mobile cloud computing architecture, design, key techniques, and challenges. The second part of the book covers optimizations of data processing and storage in mobile clouds, including performance and green clouds. The crucial optimization algorithm in mobile cloud computing is also explored, along with big data and service computing. Security issues in mobile cloud computing are covered in-depth, including a brief introduction to security and privacy issues and threats, as well as privacy protection techniques in mobile systems. The last part of the book features the integration of service-oriented architecture with mobile cloud computing. It discusses web service specifications related to implementations of mobile cloud computing. The book not only presents critical concepts in mobile cloud systems, but also drives readers to deeper research, through open discussion questions. Practical case studies are also included. Suitable for graduate students and professionals, this book provides a detailed and timely overview of mobile cloud computing for a broad range of readers.

Software Engineering for Science (Paperback): Jeffrey C. Carver, Neil P. Chue Hong, George K. Thiruvathukal Software Engineering for Science (Paperback)
Jeffrey C. Carver, Neil P. Chue Hong, George K. Thiruvathukal
R1,476 Discovery Miles 14 760 Ships in 10 - 15 working days

Software Engineering for Science provides an in-depth collection of peer-reviewed chapters that describe experiences with applying software engineering practices to the development of scientific software. It provides a better understanding of how software engineering is and should be practiced, and which software engineering practices are effective for scientific software. The book starts with a detailed overview of the Scientific Software Lifecycle, and a general overview of the scientific software development process. It highlights key issues commonly arising during scientific software development, as well as solutions to these problems. The second part of the book provides examples of the use of testing in scientific software development, including key issues and challenges. The chapters then describe solutions and case studies aimed at applying testing to scientific software development efforts. The final part of the book provides examples of applying software engineering techniques to scientific software, including not only computational modeling, but also software for data management and analysis. The authors describe their experiences and lessons learned from developing complex scientific software in different domains. About the Editors Jeffrey Carver is an Associate Professor in the Department of Computer Science at the University of Alabama. He is one of the primary organizers of the workshop series on Software Engineering for Science (http://www.SE4Science.org/workshops). Neil P. Chue Hong is Director of the Software Sustainability Institute at the University of Edinburgh. His research interests include barriers and incentives in research software ecosystems and the role of software as a research object. George K. Thiruvathukal is Professor of Computer Science at Loyola University Chicago and Visiting Faculty at Argonne National Laboratory. His current research is focused on software metrics in open source mathematical and scientific software.

Introduction to Software Engineering (Paperback, 2nd edition): Ronald J. Leach Introduction to Software Engineering (Paperback, 2nd edition)
Ronald J. Leach
R1,579 Discovery Miles 15 790 Ships in 10 - 15 working days

Practical Guidance on the Efficient Development of High-Quality Software Introduction to Software Engineering, Second Edition equips students with the fundamentals to prepare them for satisfying careers as software engineers regardless of future changes in the field, even if the changes are unpredictable or disruptive in nature. Retaining the same organization as its predecessor, this second edition adds considerable material on open source and agile development models. The text helps students understand software development techniques and processes at a reasonably sophisticated level. Students acquire practical experience through team software projects. Throughout much of the book, a relatively large project is used to teach about the requirements, design, and coding of software. In addition, a continuing case study of an agile software development project offers a complete picture of how a successful agile project can work. The book covers each major phase of the software development life cycle, from developing software requirements to software maintenance. It also discusses project management and explains how to read software engineering literature. Three appendices describe software patents, command-line arguments, and flowcharts.

Computer Games and Software Engineering (Paperback): Kendra M L Cooper, Walt Scacchi Computer Games and Software Engineering (Paperback)
Kendra M L Cooper, Walt Scacchi
R1,466 Discovery Miles 14 660 Ships in 10 - 15 working days

Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to best engineer game software. Featuring contributions from leading experts in software engineering, the book provides a comprehensive introduction to computer game software development that includes its history as well as emerging research on the interaction between these two traditionally distinct fields. An ideal reference for software engineers, developers, and researchers, this book explores game programming and development from a software engineering perspective. It introduces the latest research in computer game software engineering (CGSE) and covers topics such as HALO (Highly Addictive, sociaLly Optimized) software engineering, multi-player outdoor smartphone games, gamifying sports software, and artificial intelligence in games. The book explores the use of games in software engineering education extensively. It also covers game software requirements engineering, game software architecture and design approaches, game software testing and usability assessment, game development frameworks and reusability techniques, and game scalability infrastructure, including support for mobile devices and web-based services.

Serious Games and Edutainment Applications (Hardcover, 2011): Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain Serious Games and Edutainment Applications (Hardcover, 2011)
Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain
R3,706 Discovery Miles 37 060 Ships in 10 - 15 working days

The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

Non-Photorealistic Rendering (Paperback): Bruce Gooch, Amy Gooch Non-Photorealistic Rendering (Paperback)
Bruce Gooch, Amy Gooch
R1,983 Discovery Miles 19 830 Ships in 10 - 15 working days

The ubiquity of computer-generated imagery around us, in movies, advertising or on the Internet is already being taken for granted and what impresses most people is the photorealistic quality of the images. Pictures, as we have often been told, are worth a thousand words and the information transported by an image can take many different forms. Many computer graphics researchers are exploring non-photorealistic rendering techniques as an alternative to realistic rendering. Defined by what it is not, non-photorealistic rendering brings art and science together, concentrating less on the process and more on the communication content of an image. Techniques that have long been used by artists can be applied to computer graphics to emphasize subtle attributes and to omit extraneous information. This book provides an overview of the published research on non-photorealistic rendering in order to categorize and distill the current research into a body of usable techniques. A summary of some of the algorithms as well as pseudo-code for producing some of the images is included.

The Persistence of Code in Game Engine Culture (Hardcover): Eric Freedman The Persistence of Code in Game Engine Culture (Hardcover)
Eric Freedman
R4,467 Discovery Miles 44 670 Ships in 10 - 15 working days

With its unique focus on video game engines, the data-driven architectures of game development and play, this innovative textbook examines the impact of software on everyday life and explores the rise of engine-driven culture. Through a series of case studies, Eric Freedman lays out a clear methodology for studying the game development pipeline, and uses the video game engine as a pathway for media scholars and practitioners to navigate the complex terrain of software practice. Examining several distinct software ecosystems that include the proprietary efforts of Amazon, Apple, Capcom, Epic Games and Unity Technologies, and the unique ways that game engines are used in non-game industries, Freedman illustrates why engines matter. The studies bind together designers and players, speak to the labors of the game industry, value the work of both global and regional developers, and establish critical connection points between software and society. Freedman has crafted a much-needed entry point for students new to code, and a research resource for scholars and teachers working in media industries, game development and new media.

Teach Yourself Unity Game Development In 24 Hours (Paperback, 4th Edition): Mike Geig Teach Yourself Unity Game Development In 24 Hours (Paperback, 4th Edition)
Mike Geig
R935 R799 Discovery Miles 7 990 Save R136 (15%) Ships in 5 - 10 working days

In just 24 lessons of one hour or less, Sams Teach Yourself Unity Game Development in 24 Hours will help you master the Unity 2021 game engine at the heart of Inside, Kerbal Space Program, Subnautica, and many other sizzling-hot games!

This book's straightforward, step-by-step approach teaches you everything from the absolute basics through sophisticated game physics, animation, and mobile device deployment techniques. Every lesson builds on what you've already learned, giving you a rocksolid foundation for real-world success.

    * Step-by-step instructions carefully walk you through the most common Unity game development tasks.
  • Four sample game projects illustrate the topics
  • Practical, hands-on examples show you how to apply what you learn
  • Quizzes and exercises help you test your knowledge and stretch your skills
  • Notes and Tips point out shortcuts and solutions
Languages for Developing User Interfaces (Paperback): Brad A. Myers Languages for Developing User Interfaces (Paperback)
Brad A. Myers
R1,921 Discovery Miles 19 210 Ships in 10 - 15 working days

This book brings together a number of researchers and developers from industry and academia who report on their work. It is of interest to language designers and the creators of toolkits, UIMSs, and other user interface tools.

Audio Anecdotes III - Tools, Tips, and Techniques for Digital Audio (Paperback): Ken Greenebaum, Ronen Barzel Audio Anecdotes III - Tools, Tips, and Techniques for Digital Audio (Paperback)
Ken Greenebaum, Ronen Barzel
R1,924 Discovery Miles 19 240 Ships in 10 - 15 working days

This collection of articles provides practical and relevant tools, tips, and techniques for those working in the digital audio field. Volume III, with contributions from experts in their fields, includes articles on a variety of topics, including: - Recording Music - Sound Synthesis - Voice Synthesis - Speech Processing - Applied Signal Processing - HRTF Spatialization - Synchronization - Music Composition - Human Experience Applications of digital audio techniques are indispensable in the recording industry, the film industry, interactive gaming, human computer interaction, and more.

Robots Unlimited - Life in a Virtual Age (Paperback): David Levy Robots Unlimited - Life in a Virtual Age (Paperback)
David Levy
R2,009 Discovery Miles 20 090 Ships in 10 - 15 working days

Consider this: Robots will one day be able to write poetry and prose so touching that it will make men weep; compose dozens or even hundreds of symphonies that will rival the work of Mozart; judge a court case with absolute impartiality and fairness; or even converse with the natural ease of your best friend. Robots will one day be so life-like that a human could fall in love and marry one. Thought provoking and controversial? Certainly. Far-fetched? Not at all. David Levy presents the history of Artificial Intelligence, considers recent developments, and speculates about the future of AI. A complete bibliography is available here.

Two- and Three-Dimensional Patterns of the Face (Paperback): Peter W. Hallinan, Gaile Gordon, A. L. Yuille, Peter Giblin, David... Two- and Three-Dimensional Patterns of the Face (Paperback)
Peter W. Hallinan, Gaile Gordon, A. L. Yuille, Peter Giblin, David Mumford
R1,891 Discovery Miles 18 910 Ships in 10 - 15 working days

The human face is perhaps the most familiar and easily recognized object in the world, yet both its three-dimensional shape and its two-dimensional images are complex and hard to characterize. This book develops the vocabulary of ridges and parabolic curves, of illumination eigenfaces and elastic warpings for describing the perceptually salient features of a face and its images. The book also explores the underlying mathematics and applies these mathematical techniques to the computer vision problem of face recognition, using both optical and range images.

Geometric Data Structures for Computer Graphics (Paperback): Elmar Langetepe, Gabriel Zachmann Geometric Data Structures for Computer Graphics (Paperback)
Elmar Langetepe, Gabriel Zachmann
R1,810 Discovery Miles 18 100 Ships in 9 - 17 working days

Data structures and tools from computational geometry help to solve problems in computer graphics; these methods have been widely adopted by the computer graphics community yielding elegant and efficient algorithms. This book focuses on algorithms and data structures that have proven to be versatile, efficient, fundamental, and easy to implement. The book familiarizes students, as well as practitioners in the field of computer graphics, with a wide range of data structures. The authors describe each data structure in detail, highlight fundamental properties, and present algorithms based on the data structure. A number of recent representative and useful algorithms from computer graphics are described in detail, illuminating the utilization of the data structure in a creative way.

Creative Character Design for Games and Animation (Hardcover): Jenny Harder Creative Character Design for Games and Animation (Hardcover)
Jenny Harder
R3,254 Discovery Miles 32 540 Ships in 10 - 15 working days

This book takes you through all the basic steps of character design for games and animation, from brainstorming and references through to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. The book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.

Gameful Second and Foreign Language Teaching and Learning - Theory, Research, and Practice (Hardcover, 1st ed. 2019): Jonathon... Gameful Second and Foreign Language Teaching and Learning - Theory, Research, and Practice (Hardcover, 1st ed. 2019)
Jonathon Reinhardt
R2,648 Discovery Miles 26 480 Ships in 10 - 15 working days

This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced, game-informed, and game-based practice. The first part of the book situates gameful L2TL in the global practices of informal learnful L2 gaming and in the theories of play and games which are then applied throughout the discussion of gameful L2TL practice that follows. This includes analysis of practices of digital game-enhanced L2TL design (the use of vernacular, commercial games), game-informed L2TL design (gamification and the general application of gameful principles to L2 pedagogy), and game-based L2TL design (the creation of digital games purposed for L2 learning). Designed as a guide for researchers and teachers, the book also offers fresh insights for scholars of applied linguistics, second language acquisition, L2 pedagogy, computer-assisted language learning (CALL), game studies, and game design that will open pathways to future developments in the field.

Technology in Physical Activity and Health Promotion (Paperback): Zan Gao Technology in Physical Activity and Health Promotion (Paperback)
Zan Gao
R1,492 Discovery Miles 14 920 Ships in 10 - 15 working days

As technology becomes an ever more prevalent part of everyday life and population-based physical activity programmes seek new ways to increase lifelong engagement with physical activity, so the two have become increasingly linked. This book offers a thorough, critical examination of emerging technologies in physical activity and health, considering technological interventions within the dominant theoretical frameworks, exploring the challenges of integrating technology into physical activity promotion and offering solutions for its implementation. Technology in Physical Activity and Health Promotion occupies a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through a range of media, including: social media mobile apps global positioning and geographic information systems wearables active videogames (exergaming) virtual reality settings. Offering a logical and clear critique of technology in physical activity and health promotion, this book will serve as an essential reference for upper-level undergraduates, postgraduate students and scholars working in public health, physical activity and health and kinesiology, and healthcare professionals.

Reliable Computer Systems - Design and Evaluation, Third Edition (Paperback, 3rd edition): Daniel P. Siewiorek, Robert S. Swarz Reliable Computer Systems - Design and Evaluation, Third Edition (Paperback, 3rd edition)
Daniel P. Siewiorek, Robert S. Swarz
R1,985 Discovery Miles 19 850 Ships in 10 - 15 working days

This classic reference work is a comprehensive guide to the design, evaluation, and use of reliable computer systems. It includes case studies of reliable systems from manufacturers, such as Tandem, Stratus, IBM, and Digital. It covers special systems such as the Galileo Orbiter fault protection system and AT&T telephone switching system processors.

Feminist War Games? - Mechanisms of War, Feminist Values, and Interventional Games (Hardcover): Jon Saklofske, Alyssa Arbuckle,... Feminist War Games? - Mechanisms of War, Feminist Values, and Interventional Games (Hardcover)
Jon Saklofske, Alyssa Arbuckle, Jon Bath
R4,469 Discovery Miles 44 690 Ships in 10 - 15 working days

Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches; to prototype alternative narratives; and to challenge current idealizations and assumptions. Positing that feminist values can be asserted as a critical method of design, as an ideological design influence, and as a lens that determines how designers and players interact with and within arenas of war, the book addresses the persistence and brutality of war and issues surrounding violence in games, whilst also considering the place and purpose of video games in our cultural moment. Feminist War Games? is a timely volume that questions the often-toxic nature of online and gaming cultures. As such, the book will appeal to a broad variety of disciplinary interests, including sociology, education, psychology, literature, history, politics, game studies, digital humanities, media and cultural studies, and gender studies, as well as those interested in playing, or designing, socially engaged games.

Artificial Intelligence for Computer Games - An Introduction (Paperback): John David Funge Artificial Intelligence for Computer Games - An Introduction (Paperback)
John David Funge
R1,965 Discovery Miles 19 650 Ships in 10 - 15 working days

Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remember what they perceive, and then continue in the game play to think about the effects of possible actions, and finally learn from their experience. Funge considers the system architecture and explains how to implement potential behaviors (both reactive and deliberate) for intelligent and responsive NPCs allowing for games that are more fun and engaging. Emphasizing enduring design principles, Funge covers the basics of Game AI and provides a clear, easy to read introduction that beginning programmers and game designers will enjoy.

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