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

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
R4,488 Discovery Miles 44 880 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.

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.

Non-Photorealistic Rendering (Paperback): Bruce Gooch, Amy Gooch Non-Photorealistic Rendering (Paperback)
Bruce Gooch, Amy Gooch
R1,982 Discovery Miles 19 820 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.

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
R1,956 Discovery Miles 19 560 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.

Languages for Developing User Interfaces (Paperback): Brad A. Myers Languages for Developing User Interfaces (Paperback)
Brad A. Myers
R1,895 Discovery Miles 18 950 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.

HTML5 Game Engines - App Development and Distribution (Hardcover): Dan Nagle HTML5 Game Engines - App Development and Distribution (Hardcover)
Dan Nagle
R5,060 Discovery Miles 50 600 Ships in 10 - 15 working days

This book is an introduction to development with HTML5 game engines, an in-depth look at some popular engines, downloadable example projects for each engine, and techniques on how to package and distribute the final app to all the major platforms.

Robots Unlimited - Life in a Virtual Age (Paperback): David Levy Robots Unlimited - Life in a Virtual Age (Paperback)
David Levy
R2,006 Discovery Miles 20 060 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.

Audio Anecdotes II - Tools, Tips, and Techniques for Digital Audio (Paperback): Ken Greenebaum, Ronen Barzel Audio Anecdotes II - Tools, Tips, and Techniques for Digital Audio (Paperback)
Ken Greenebaum, Ronen Barzel
R1,835 Discovery Miles 18 350 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 II, with contributions from experts in their fields, includes articles on: - Field recording - Synthesis - Signal processing - Spatialization - Computer techniques and tools - Music theory - Sound design - Sound in nature An enclosed CD-ROM provides demos, source code, and examples. Audio Anecdotes is an invaluable tool for anyone who uses digital sound in the creation of computer-generated works: - Musicians - Game developers - Sound producers, and others

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
R1,867 Discovery Miles 18 670 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.

Sensors for Mobile Robots (Paperback): H.R. Everett Sensors for Mobile Robots (Paperback)
H.R. Everett
R1,903 Discovery Miles 19 030 Ships in 10 - 15 working days

The author compiles everything a student or experienced developmental engineer needs to know about the supporting technologies associated with the rapidly evolving field of robotics. From the table of contents: Design Considerations * Dead Reckoning * Odometry Sensors * Doppler and Inertial Navigation * Typical Mobility Configurations * Tactile and Proximity Sensing * Triangulation Ranging * Stereo Disparity * Active Triangulation * Active Stereoscopic * Hermies * Structured Light * Known Target Size * Time of Flight * Phase-Shift Measurement * Frequency Modulation * Interferometry * Range from Focus * Return Signal Intensity * Acoustical Energy * Electromagnetic Energy * Optical Energy * Microwave Radar * Collision Avoidance * Guidepath Following * Position-Location Systems * Ultrasonic and Optical Position-Location Systems * Wall, Doorway, andCeiling Referencing * Application-Specific Mission Sensors

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
R1,898 Discovery Miles 18 980 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.

Understanding Kids, Play, and Interactive Design - How to Create Games Children Love (Hardcover): Mark Schlichting Understanding Kids, Play, and Interactive Design - How to Create Games Children Love (Hardcover)
Mark Schlichting; Foreword by Jesse Schell
R3,911 Discovery Miles 39 110 Ships in 18 - 22 working days

This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children's designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children's interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds

Subjective Experiences of Interactive Nostalgia (Hardcover, New edition): Ryan Lizardi Subjective Experiences of Interactive Nostalgia (Hardcover, New edition)
Ryan Lizardi
R2,577 Discovery Miles 25 770 Ships in 10 - 15 working days

From explorations of video game series to Netflix shows to Facebook timelines, Subjective Experiences of Interactive Nostalgia helps readers understand what it is actually like to be nostalgic in a world that increasingly asks us to interact with our past. Interdisciplinary authors tackle the subject from historical, philosophical, rhetorical, sociological, and economic perspectives, all the while asking big questions about what it means to be asked to be active participants in our own mediated histories. Scholars and pop culture enthusiasts alike will find something to love as this collection moves from a look at traditional interactive media, such as video games, to nostalgia within all things digital and ends with a rethinking of the potentials of nostalgia itself.

Subjective Experiences of Interactive Nostalgia (Paperback, New edition): Ryan Lizardi Subjective Experiences of Interactive Nostalgia (Paperback, New edition)
Ryan Lizardi
R1,045 Discovery Miles 10 450 Ships in 10 - 15 working days

From explorations of video game series to Netflix shows to Facebook timelines, Subjective Experiences of Interactive Nostalgia helps readers understand what it is actually like to be nostalgic in a world that increasingly asks us to interact with our past. Interdisciplinary authors tackle the subject from historical, philosophical, rhetorical, sociological, and economic perspectives, all the while asking big questions about what it means to be asked to be active participants in our own mediated histories. Scholars and pop culture enthusiasts alike will find something to love as this collection moves from a look at traditional interactive media, such as video games, to nostalgia within all things digital and ends with a rethinking of the potentials of nostalgia itself.

Minor Platforms in Videogame History (Hardcover, 0): Benjamin Nicoll Minor Platforms in Videogame History (Hardcover, 0)
Benjamin Nicoll
R3,316 Discovery Miles 33 160 Ships in 18 - 22 working days

Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In Minor Platforms in Videogame History, Benjamin Nicoll argues that 'minor' videogame histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll highlights moments of difference and discontinuity in videogame history. From the domestication of vector graphics in the early years of videogame consoles to the 'cloning' of Japanese computer games in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories.

We Deserve Better Villains - A Video Game Design Survival Guide (Hardcover): Jai Kristjan We Deserve Better Villains - A Video Game Design Survival Guide (Hardcover)
Jai Kristjan
R3,817 Discovery Miles 38 170 Ships in 18 - 22 working days

We Deserve Better Villains is a highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live. Each chapter outlines a period in a video games development cycle, what key concepts need to be on a designers mind and how they can work to improve themselves every step of the way. To help visualize the journey the chapters start with a section centered on the reader as a hero character in a fictitious adventure video game that faces the trials and tribulations of the development cycle to completing the game. We all deserve better games, better heroes and villains which starts with learning what it takes to survive in the game development system as a videogame designer. Key Features Accessible enough for novices, insightful enough for veteran game designers Allows readers of at any level of video game knowledge to connect with the struggle of making a video game Concepts are delivered in a short, specific approach followed with practical exercises to follow to getting the reader into action to improve their skills

An Architectural Approach to Level Design - Second Edition (Hardcover, 2nd edition): Christopher W. Totten An Architectural Approach to Level Design - Second Edition (Hardcover, 2nd edition)
Christopher W. Totten
R3,913 Discovery Miles 39 130 Ships in 9 - 17 working days

Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.

Sport and Play in a Digital World (Paperback): Ivo Van Hilvoorde Sport and Play in a Digital World (Paperback)
Ivo Van Hilvoorde
R1,424 Discovery Miles 14 240 Ships in 10 - 15 working days

Digital technology plays an important role in the everyday lives of people. New types of 'digital sports', (sport) gaming, exergaming, cybersport and eSports increase in popularity all over the world and are even challenging the modern and hegemonic concept of sport. Modern games can hardly be compared with the first generation of electronic games, as the diversity of games has increased dramatically. Philosophers (of sport) have much to say about these new forms of digital play. This book bridges the gap between 'game studies' and current topics within the philosophy of sport literature. It does so by dealing with a variety of topics in which the virtual or the electronic takes over, contradicts or melts with current sports as we know it. This book deals with a variety of conceptual and moral questions, such as: Can video games and eSports be considered as sports activities or not? Are motor skills a defining characteristic of eSports? Can the personal identity be explored within the virtual world? What is happening in a virtual (game) world? How playful is a virtual environment? How do moral standards change in a digital game and how does the game-person and role-playing relate to the real person? This book was originally published as a special issue of Sport, Ethics and Philosophy.

Game Audio with FMOD and Unity (Paperback): Ciaran Robinson Game Audio with FMOD and Unity (Paperback)
Ciaran Robinson
R1,699 Discovery Miles 16 990 Ships in 10 - 15 working days

Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.

Beep to Boom - The Development of Advanced Runtime Sound Systems for Games and Extended Reality (Hardcover): Simon Goodwin Beep to Boom - The Development of Advanced Runtime Sound Systems for Games and Extended Reality (Hardcover)
Simon Goodwin
R5,353 Discovery Miles 53 530 Ships in 10 - 15 working days

Drawing on decades of experience, Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality is a rigorous, comprehensive guide to interactive audio runtime systems. Packed with practical examples and insights, the book explains each component of these complex geometries of sound. Using practical, lowest-common-denominator techniques, Goodwin covers soundfield creation across a range of platforms from phones to VR gaming consoles. Whether creating an audio system from scratch or building on existing frameworks, the book also explains costs, benefits and priorities. In the dynamic simulated world of games and extended reality, interactive audio can now consider every intricacy of real-world sound. This book explains how and why to tame it enjoyably.

Assessing the Quality of Experience of Cloud Gaming Services (Hardcover, 1st ed. 2023): Steven Schmidt Assessing the Quality of Experience of Cloud Gaming Services (Hardcover, 1st ed. 2023)
Steven Schmidt
R2,667 Discovery Miles 26 670 Ships in 18 - 22 working days

This book provides an overview of concepts and challenges in intis investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical eraction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a crowdsourcing approach. Lastly, based on a large dataset including dominant network and encoding conditions, the evaluation method is investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical findings, and models presented in this book should be of particular interest to researchers working in the fields of quality and usability engineering, as well as service providers and network operators.

Flash 3D - Animation, Interactivity, and Games (Paperback): Jim Ver Hague, Chris Jackson Flash 3D - Animation, Interactivity, and Games (Paperback)
Jim Ver Hague, Chris Jackson
R1,465 Discovery Miles 14 650 Ships in 18 - 22 working days

Push your creative ideas to the next level in content delivery. Use real and simulated 3D space in your Flash games and interactive systems. 3D possibilities offer an untapped creative approach to thinking and designing with Flash. Tap into this medium by: * Creating reusable templates to reduce costs and cycle time for project development. * Experimenting with author-provided interactive examples that demonstrate a broad range of Flash applications from website to DVD/CD-ROM delivery. * Practicing the real-world project techniques presented by the authors in full color. * Expanding your horizons with experimental projects. Jim Ver Hague is a professor of Computer Graphics Design at the Rochester Institute of Technology. He has more than 30 years' experience in the field of computer graphics and has lectured, consulted, and conducted workshops internationally in the fields of multimedia, electronic publishing, computer-aided information design, and computer art and sculpture. Chris Jackson is a computer graphics designer and Associate Professor at Rochester Institute of Technology. Chris has an extensive background in graphic design, printing and interactive multimedia. His professional work has received over 25 distinguished national and international awards for online communication. User Level: Intermediate

Working with Video Gamers and Games in Therapy - A Clinician's Guide (Hardcover): Anthony M. Bean Working with Video Gamers and Games in Therapy - A Clinician's Guide (Hardcover)
Anthony M. Bean
R3,923 Discovery Miles 39 230 Ships in 10 - 15 working days

Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients' relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.

Game Devs & Others - Tales from the Margins (Hardcover): Tanya DePass Game Devs & Others - Tales from the Margins (Hardcover)
Tanya DePass
R4,011 Discovery Miles 40 110 Ships in 18 - 22 working days

Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you're not part of the supposed "majority". Key Features This book is perfect for anyone interested in getting into the games industry who feels they have a marginalized identity For those who wish to better diversify their studio or workplace who may or may not have access to individuals that could or would share their stories about the industry Includes initiatives aimed at diversifying the industry that have a positive or negative impact on the ongoing discussions Coverage of ajor news items about diversity, conferences aimed at or having diversity at its core of content and mission are discussed Included essays are written with as little game dev specific jargon as possible, makeing it accessible to people outside the industry as well as those in the scene but that may not have all the insider lingo

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