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

Visual Computing for Cultural Heritage (Hardcover, 1st ed. 2020): Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis,... Visual Computing for Cultural Heritage (Hardcover, 1st ed. 2020)
Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis
R4,607 Discovery Miles 46 070 Ships in 12 - 17 working days

This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.

Missile Commander - A Journey to the Top of an Arcade Classic (Hardcover, Hardback ed.): Tony Temple Missile Commander - A Journey to the Top of an Arcade Classic (Hardcover, Hardback ed.)
Tony Temple
R909 Discovery Miles 9 090 Ships in 12 - 17 working days
Every Game is an Island - Endings and Extremities in Video Games (Hardcover): Riccardo Fassone Every Game is an Island - Endings and Extremities in Video Games (Hardcover)
Riccardo Fassone
R3,937 Discovery Miles 39 370 Ships in 12 - 17 working days

Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.

Commodore 64 Games Book 2 (Hardcover, Collector's Hardback ed.): Gregg Barnett Commodore 64 Games Book 2 (Hardcover, Collector's Hardback ed.)
Gregg Barnett
R593 Discovery Miles 5 930 Ships in 12 - 17 working days
The Overwatch Short Story Collection (Hardcover): Alyssa Wong, Michael Chu, Brandon Easton, Christie Golden The Overwatch Short Story Collection (Hardcover)
Alyssa Wong, Michael Chu, Brandon Easton, Christie Golden
R273 Discovery Miles 2 730 Ships in 12 - 17 working days

Enter the world of Overwatch, the smash-hit from Blizzard Entertainment, in this five-story anthology chronicling some of the video game's most fascinating and celebrated characters, now available for the first time in print! Since its initial launch in 2016, Overwatch has captivated the imaginations of over 50 million players worldwide. Now fans can join some of the game's most iconic heroes-and villains-on a series of missions ranging from the lush Caribbean to southern India, and everywhere in between. Authored by some of the most compelling voices in science fiction today, including Michael Chu, Brandon Easton, Christie Golden, and Alyssa Wong, this short story anthology is rife with themes of love and loss, ambition and despair, alliances and conflict, all pointing toward a common hope, that the future is worth fighting for.

Violent Games - Rules, Realism and Effect (Hardcover): Gareth Schott Violent Games - Rules, Realism and Effect (Hardcover)
Gareth Schott
R4,580 Discovery Miles 45 800 Ships in 12 - 17 working days

It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as "essentially over," referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction. Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the "violence" encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes. An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content "as" violence.

My Digital Entertainment for Seniors (Covers movies, TV, music, books and more on your smartphone, tablet, or computer)... My Digital Entertainment for Seniors (Covers movies, TV, music, books and more on your smartphone, tablet, or computer) (Paperback)
Jason R. Rich
R588 R146 Discovery Miles 1 460 Save R442 (75%) Ships in 9 - 15 working days

<> Learn On-Demand TV, DVRs, Music, Games, Books, and More! With My Digital Entertainment for Seniors, you'll discover easy ways to access and experience entertainment using today's technology, without getting confused or bogged down with techno-babble-and without spending a fortune. This easy-to-follow guide covers all aspects of entertainment-movies, TV shows, radio, music, newspapers and magazines, books, and more-whether you're using a computer, mobile device, or other technology. Specifically, you'll: Get acquainted with all forms of digital entertainment that are available in everyday life, including on-demand TV shows, movies, music and radio programming, podcasts, eBooks and audiobooks, digital editions of newspapers and magazines, YouTube videos, and interactive games.Discover the difference between streaming and downloading content from the Internet to your computer or mobile device. Learn what equipment you'll need and how to use this equipment, no matter how tech-savvy you are-or aren't. Find out how to watch, listen to, and read what you want, when you want it, on your TV, desktop computer, notebook computer, smartphone, tablet, eBook reader, or gaming console. Learn what types of entertainment are available to use on eBook readers, digital video recorders, digital music players, high-definition television sets, cable/satellite TV service providers, what types of entertainment are readily available via the Internet, and how to use your computer, smartphone or tablet as an entertainment device. Find ways to stay safe and protect yourself from identity theft or online crime when surfing the Internet, shopping online, playing games, doing online banking, and handling other Internet-related tasks.

Apex Legends Annual 2020 (Hardcover): Apex Legends Annual 2020 (Hardcover)
1
R199 R132 Discovery Miles 1 320 Save R67 (34%) Ships in 5 - 7 working days

Love the game? Then you'll love this Annual. It's packed with essential tips, secrets and info guaranteed to up your skill level and help you build an undefeatable crew. Read about each Legend and discover their unique personality, strengths and abilities. Get ready for action and excitement on every page!

The Cinematic Art of World of Warcraft: Volume 1 (Hardcover): Gregory Solano, Matt Burns The Cinematic Art of World of Warcraft: Volume 1 (Hardcover)
Gregory Solano, Matt Burns 1
R1,311 R805 Discovery Miles 8 050 Save R506 (39%) Ships in 12 - 17 working days

Featuring stunning concept art and visual details, this is the first in the definitive series on the cinematics that bring World of Warcraft vividly to life. World of Warcraft redefined online gaming, and over the last fifteen years each new chapter has delivered new and incredible cinematics. The Cinematic Art of World of Warcraft goes behind the scenes with the Warcraft cinematic team. With never-before-seen concept art and accounts of the creative and technical process, this is the definitive visual gallery of how countless artists brought the world of Azeroth to life in incredible detail and motion.

Building Blocks for BBC Games (Hardcover, Collector's Hardback ed.): Bruce Bayley Building Blocks for BBC Games (Hardcover, Collector's Hardback ed.)
Bruce Bayley
R526 Discovery Miles 5 260 Ships in 12 - 17 working days
Fallout: The Official Tarot Deck and Guidebook (Novelty book): Tori Schafer, Ronnie Senteno Fallout: The Official Tarot Deck and Guidebook (Novelty book)
Tori Schafer, Ronnie Senteno
R604 R426 Discovery Miles 4 260 Save R178 (29%) Ships in 12 - 17 working days

Let the iconic, retro-futuristic wasteland guide your tarot practice with this beautifully illustrated deck inspired by the massively popular Fallout franchise. Featuring deluxe custom artwork of iconic figures from the beloved Fallout franchise, this deck is a great way to enjoy the characters and lore of this popular video game. Containing both major and minor arcana, the set also comes with a comprehensive guidebook explaining each card's meaning, as well as simple spreads for easy readings. Packed in a sturdy, decorative gift box, this compelling tarot deck is perfect for Fallout fans and tarot enthusiasts alike.

Directing Video Games - 101 Tips for Creative Leaders (Hardcover): Brian Allgeier Directing Video Games - 101 Tips for Creative Leaders (Hardcover)
Brian Allgeier
R1,161 Discovery Miles 11 610 Ships in 10 - 15 working days
The Micro Kids - An 80s Adventure with ZX Spectrum, Commodore 64 and more (Hardcover): Gary Plowman The Micro Kids - An 80s Adventure with ZX Spectrum, Commodore 64 and more (Hardcover)
Gary Plowman
R633 Discovery Miles 6 330 Ships in 12 - 17 working days
Music Video Games - Performance, Politics, and Play (Hardcover): Michael Austin Music Video Games - Performance, Politics, and Play (Hardcover)
Michael Austin
R4,585 Discovery Miles 45 850 Ships in 12 - 17 working days

Music Video Games takes a look (and listen) at the popular genre of music games - video games in which music is at the forefront of player interaction and gameplay. With chapters on a wide variety of music games, ranging from well-known console games such as Guitar Hero and Rock Band to new, emerging games for smartphones and tablets, scholars from diverse disciplines and backgrounds discuss the history, development, and cultural impact of music games. Each chapter investigates important themes surrounding the ways in which we play music and play with music in video games. Starting with the precursors to music games - including Simon, the hand-held electronic music game from the 1980s, Michael Austin's collection goes on to discuss issues in musicianship and performance, authenticity and "selling out," and composing, creating, and learning music with video games. Including a glossary and detailed indices, Austin and his team shine a much needed light on the often overlooked subject of music video games.

Computer Games as Educational and Management Tools - Uses and Approaches (Hardcover, New): Maria Manuela Cruz Cunha, Vitor Hugo... Computer Games as Educational and Management Tools - Uses and Approaches (Hardcover, New)
Maria Manuela Cruz Cunha, Vitor Hugo Costa Carvalho, Paula Cristina Almeida Tavares
R4,756 Discovery Miles 47 560 Ships in 12 - 17 working days

Though once considered purely for their entertainment value, computer and online games have applications as learning tools in learning in a variety of different environments. Computer Games as Educational and Management Tools: Uses and Approaches considers the many uses of games and simulations, focusing specifically on their use in organizational and educational settings. Providing perspectives on gaming for distance learning, gaming for rehabilitation, business simulators, and motivational games, this publication explores new and emerging trends in this ever-evolving area of research.

C16 Machine Language for the Absolute Beginner (Hardcover, Collector's Hardback ed.): Melbourne House C16 Machine Language for the Absolute Beginner (Hardcover, Collector's Hardback ed.)
Melbourne House
R558 Discovery Miles 5 580 Ships in 12 - 17 working days
Cross-Disciplinary Uses of Gamification in Organizations (Hardcover): Oscar Bernardes, Vanessa Amorim, Antonio Carrizo Moreira Cross-Disciplinary Uses of Gamification in Organizations (Hardcover)
Oscar Bernardes, Vanessa Amorim, Antonio Carrizo Moreira
R8,415 Discovery Miles 84 150 Ships in 10 - 15 working days

This comprehensive and timely publication aims to be an essential reference source, building on the available literature in the field of Gamification for the economic and social development of countries while providing further research opportunities in this dynamic and growing field. Thus, the book aims to provide the opportunity for a reflection on this important issue, increasing the understanding of the importance of Gamification in the context of organizations' improvements, providing relevant academic work, empirical research findings and, an overview of this relevant field of study. This text will provide the resources necessary for policymakers, technology developers, and managers to adopt and implement solutions for a more digital era.

Java Programming - Learn How to Code With an Object-Oriented Program to Improve Your Software Engineering Skills. Get Familiar... Java Programming - Learn How to Code With an Object-Oriented Program to Improve Your Software Engineering Skills. Get Familiar with Virtual Machine, JavaScript, and Machine Code (Hardcover)
Alan Grid
R683 Discovery Miles 6 830 Ships in 12 - 17 working days
Business, Technological, and Social Dimensions of Computer Games - Multidisciplinary Developments (Hardcover, New): Maria... Business, Technological, and Social Dimensions of Computer Games - Multidisciplinary Developments (Hardcover, New)
Maria Manuela Cruz Cunha, Vitor Hugo Costa Carvalho, Paula Cristina Almeida Tavares
R4,797 Discovery Miles 47 970 Ships in 12 - 17 working days

Computer and online games have emerged as a critical area of study due to their implications for business and society, as well as their increased presence in individuals lives. Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments is a collection of the most recent developments in all areas of game development, encompassing planning, design, marketing, business management, and consumer behavior. This publication explores a number of aspects of gaming, which include supporting technologies, human interaction, psychological and behavioral effects, business opportunities, and intellectual property considerations, offering readers a complete perspective on the evolution of games and gaming technologies.

Adventures of the Little Blue Dragon - Saving the Blue Planet: An Interactive AR Children's Story (Hardcover): Yelena... Adventures of the Little Blue Dragon - Saving the Blue Planet: An Interactive AR Children's Story (Hardcover)
Yelena Yelizarova, Mariia Yelizarova; Translated by Mariia Yelizarova
R1,091 Discovery Miles 10 910 Ships in 12 - 17 working days
Coding for Kids in C++ - Learn to Code with Amazing Activities, Games and Puzzles in C++ (Hardcover): Bob Mather Coding for Kids in C++ - Learn to Code with Amazing Activities, Games and Puzzles in C++ (Hardcover)
Bob Mather
R862 Discovery Miles 8 620 Ships in 10 - 15 working days
Discoveries in Gaming and Computer-Mediated Simulations - New Interdisciplinary Applications (Hardcover, New): Richard E. Ferdig Discoveries in Gaming and Computer-Mediated Simulations - New Interdisciplinary Applications (Hardcover, New)
Richard E. Ferdig
R4,769 Discovery Miles 47 690 Ships in 12 - 17 working days

Recent advancements have put Gaming and Computer-Mediated Simulations at the forefront of technology and learning. A closer look at these topic areas opens the door for development and innovation and the implications that go with it. Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines. This book helps build a significant bridge between research and practice on electronic gaming and simulations, supporting the work of researchers, practitioners, and policymakers. Drawing on history allows this publication to help move this field forward.

Python Programming Crash Course - A Crash Course Guide to Learn Programming Python, all you Need to Learn for Introducing you... Python Programming Crash Course - A Crash Course Guide to Learn Programming Python, all you Need to Learn for Introducing you in the Programming World. (Hardcover)
Robert Campbell
R912 Discovery Miles 9 120 Ships in 12 - 17 working days
Emerging Technologies and Applications for Cloud-Based Gaming (Hardcover): P. Venkata Krishna Emerging Technologies and Applications for Cloud-Based Gaming (Hardcover)
P. Venkata Krishna
R5,116 Discovery Miles 51 160 Ships in 12 - 17 working days

Online gaming is widely popular and gaining more user attention every day. Computer game industries have made considerable growth in terms of design and development, but the scarcity of hardware resources at player or client side is a major pitfall for the latest high-end multimedia games. Cloud gaming is one proposed solution, allowing the end-user to play games using a variety of platforms with less demanding hardware requirements. Emerging Technologies and Applications for Cloud-Based Gaming explores the opportunities for the gaming industry through the integration of cloud computing. Focusing on design methodologies, fundamental architectures, and the end-user experience, this publication is an essential reference source for IT specialists, game developers, researchers, and graduate-level students.

Making Smart Cities More Playable - Exploring Playable Cities (Hardcover, 1st ed. 2020): Anton Nijholt Making Smart Cities More Playable - Exploring Playable Cities (Hardcover, 1st ed. 2020)
Anton Nijholt
R4,280 Discovery Miles 42 800 Ships in 12 - 17 working days

This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human-computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.

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